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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: | 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). | * [[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: [http://wiki.eveuniversity.org/Amarr_Basic_Ship_and_Skill_Guide#Punisher Punisher], [http://wiki.eveuniversity.org/Amarr_Basic_Ship_and_Skill_Guide#Maller Maller], [http://wiki.eveuniversity.org/Amarr_Basic_Ship_and_Skill_Guide#Prophecy Prophecy], and [http://wiki.eveuniversity.org/Amarr_Basic_Ship_and_Skill_Guide#Abaddon Abaddon]). | ||
* Energy [[Turrets|turrets]]. These are unique to Amarr vessels | * Energy [[Turrets|turrets]]. These are unique to Amarr vessels. Laser turrets offer an excellent combination of range, tracking, and damage when compared with projectiles or hybrids (the other types of turret weapon systems). 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 and use large amounts of capacitor. | ||
* 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. | ||
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* 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 primary 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. The secondary racial EWAR is [[Capacitor Warfare Guide|Capacitor Warfare]] but bonuses to this are only found on T2 platforms which are beyond the scope of this guide. | ||
====PvP==== | ====PvP==== | ||
Amarr ships have been a PvP 'flavor of the month' for much more than a month, and can be extremely useful in nearly all roles. Exceptional armour tanks, big capacitors, and laser turrets excellent combination of damage and range make Amarr ships popular for PvP. | |||
* Note, however, that the E-Uni starting PvP roles of [[Tackling 101 Guide|tackler]] and [[EWar 101 Guide|EWAR]] can be difficult for new Amarr pilots as Amarr ships don't excel at these roles with low SP. Amarr frigates have very few mid slots and the Punisher is quite slow while the Executioner is very fragile. The Amarr EWAR is Tracking Disruption (TD) and, although it is extremely useful in certain circumstances, it has no effect on ships that do not use turrets to do damage, such as missile or drone boat. | * Note, however, that the E-Uni starting PvP roles of [[Tackling 101 Guide|tackler]] and [[EWar 101 Guide|EWAR]] can be difficult for new Amarr pilots as Amarr ships don't excel at these roles with low SP. Amarr frigates have very few mid slots and the Punisher is quite slow while the Executioner is very fragile. The Amarr EWAR is Tracking Disruption (TD) and, although it is extremely useful in certain circumstances, it has no effect on ships that do not use turrets to do damage, such as missile or drone boat. | ||
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====PvE==== | ====PvE==== | ||
Amarr ships are more restricted when running [[Missions|missions]] than the other races. Within Amarr space, against Blood Raider and Sansha NPC factions, Amarr ships are arguably the most effective of all. Since lasers only do Thermal and EM damage any other rats become more difficult to combat then they would be otherwise. This is a concern for some Eve University pilots who want to try missioning close to home, as the University is based in Minmatar space where Angel NPCs are more common. There are many effective work arounds to be discovered though, such as the [[#Arbitrator | Arbitrator]] PvE fittings or using alternative turret weapons systems. | |||
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