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==Amarr General Information== | ==Amarr General Information== | ||
Amarr are one of the four character races, and like the others, have a distinct line of ships with specific quirks and capabilities. Amarr ships | Amarr are one of the four character races, and like the others, have a distinct line of ships with specific quirks and capabilities. These Amarr ships are characterized by the following: | ||
* Armour tanking. This is the most popular tanking method for PvP, and is also the norm for Gallente and some Minmatar ships (making it the standard for [[Spider Tanking|Remote Repairing]]). Amarr ships have high base armour, and several ships have direct bonuses to armour resists (T1 examples: Punisher, Maller, Prophecy, and Abaddon). | |||
* Energy turrets. These are unique to Amarr vessels and no other races' ships have bonuses for lasers. Laser turrets offer an excellent middle ground by incorporating good range, tracking, and damage when compared to either projectiles or hybrids (the other types of turret weapon systems), which tend to have either poor range or tracking. Frequency crystals, the laser ammo type, can be changed instantly and Tech 1 crystals are unlimited ammunition as they never degrade or shatter. However, lasers are limited to EM and Thermal damage. | * [[Armour tanking]]. This is the most popular tanking method for PvP, and is also the norm for Gallente and some Minmatar ships (making it the standard for [[Spider Tanking|Remote Repairing]]). Amarr ships have high base armour, and several ships have direct bonuses to armour resists (T1 examples: Punisher, Maller, Prophecy, and Abaddon). | ||
* Energy [[Turrets|turrets]]. These are unique to Amarr vessels and no other races' ships have bonuses for lasers. Laser turrets offer an excellent middle ground by incorporating good range, tracking, and damage when compared to either projectiles or hybrids (the other types of turret weapon systems), which tend to have either poor range or tracking. Frequency crystals, the laser ammo type, can be changed instantly and Tech 1 crystals are unlimited ammunition as they never degrade or shatter. However, lasers are limited to EM and Thermal damage. | |||
* Capacitor. Amarr pilots rely heavily on their capacitors. Lasers are highly cap-intensive, to such a degree that some Amarr vessels have laser capacitor usage bonuses instead of damage bonuses. Thus, Amarr ships tend to have larger capacitors than other races' ships, and many Amarr pilots prioritize capacitor skills. | * Capacitor. Amarr pilots rely heavily on their capacitors. Lasers are highly cap-intensive, to such a degree that some Amarr vessels have laser capacitor usage bonuses instead of damage bonuses. Thus, Amarr ships tend to have larger capacitors than other races' ships, and many Amarr pilots prioritize capacitor skills. | ||
* Drones. Amarr are very effective at using [[Drones|drones]], offering the only hulls with drone bonuses outside of the Gallente lineup. | * Drones. Amarr are very effective at using [[Drones|drones]], offering the only hulls with drone bonuses outside of the Gallente lineup. | ||
* Speed. Amarr ships tend to have lower than average base speeds, and, given that Armour tanking tends to directly compromise ships' speed, tanked Amarr fits are often ponderous. If, however, less tank is required Amarr ships' numerous low slots let them overtake even Minmatar ships at a cost. | * Speed. Amarr ships tend to have lower than average base speeds, and, given that Armour tanking tends to directly compromise ships' speed, tanked Amarr fits are often ponderous. If, however, less tank is required Amarr ships' numerous low slots let them overtake even Minmatar ships at a cost. | ||
* EWAR. The Amarr racial EWAR is tracking disruption (TD), which reduces the optimal range, falloff, and tracking speed of hostile turrets. Tracking disruption is very difficult to counter, but is limited as it is only effective against ships with turrets; it has no affect on missile or drone systems. | * EWAR. The Amarr racial EWAR is tracking disruption (TD), which reduces the optimal range, falloff, and tracking speed of hostile turrets. Tracking disruption is very difficult to counter, but is limited as it is only effective against ships with turrets; it has no affect on missile or drone systems. | ||