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Amarr Basic Ship and Skill Overview: Difference between revisions

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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.
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 primary 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.


Amarr ships tend to stick to the formula of lots of armour for defense and lots of lasers for damage, and there are fewer 'exceptions to the rule' than there are in the other races' lineups.  Because of this Amarr are sometimes thought to be, from one point of view, the 'simplest' race to fly.  Breaking the mould may be more restrictive and less rewarding than it is when flying other races' ships; the opportunities are there but they are more skill intensive and require greater sacrifices.  New pilots are best served by playing to the Amarr formula until they know when and how to break the rules.
Amarr ships tend to stick to the formula of lots of armour for defense and lots of lasers for damage, and there are fewer 'exceptions to the rule' than there are in the other races' lineups.  Because of this Amarr are sometimes thought to be, from one point of view, the 'simplest' race to fly.  Breaking the mould may be more restrictive and less rewarding than it is when flying other races' ships; the opportunities are there but they are more skill intensive and require greater sacrifices.  New pilots are best served by playing to the Amarr formula until they know when and how to break the rules.