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Amarr Basic Ship and Skill Overview: Difference between revisions

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Rynnik (talk | contribs)
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==Amarr Skills Guide==
==Amarr Skills Guide==


The [[Skills and Learning|skills]] which are important to Amarr characters are the same skills which are crucial to any pilot who wants to maximize turret weapon damage, survive with an armour tank, and use drones effectively, backed up by solid support and fitting skills.  Here are the primary skills associated with this goal together with the specific emphasis for Amarr pilots if applicable for each of the skill categories:
The skills which are important to Amarr characters are the same skills which are crucial to every pilot who wants to use the same basic systems and there is already lots of information on [[Basic Skills]] and [[Fitting skills]] elsewhere. So if you want maximize [[turrets|turret]] weapon damage you will train the same skills as other projectile or hybrid users (pay particular attention to [http://wiki.eveonline.com/en/wiki/Controlled_Bursts Controlled Bursts] and [http://wiki.eveonline.com/en/wiki/Sharpshooter Sharpshooter]). Similarly to survive with an [[armour tanking|armour tank]], use [[drones]] effectively, all backed up by solid support and fitting skills (prioritize .
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<table class="collapsible collapsed">
<tr>
<th>Core Skills</th>
</tr>
<tr>
  <td>
<br>
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Corporation_Management Corporation Management]
* None
 
 
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Drones Drones]
 
The drone skills core to Amarr success are generally the same as those any pilot will want.
<table class="collapsible collapsed">
<tr>
<th>Drone Skills</th>
</tr>
<tr>
  <td>
Basic Drone Skills
* [http://wiki.eveonline.com/en/wiki/Drones Drones] (Allows Operation of One Additional Drone Per Level)
* [http://wiki.eveonline.com/en/wiki/Scout_Drone_Operation Scout Drone Operation] (Drone Control Range Increased by 5 km Per Skill Level. Level 5 also unlocks tech 2 drones)
* [http://wiki.eveonline.com/en/wiki/Heavy_Drone_Operation Heavy Drone Operation] (5% Bonus to Heavy Drone Damage Per Level)
Drone Ability Modifiers
* [http://wiki.eveonline.com/en/wiki/Drone_Durability Drone Durability] (5% Bonus to Drone Shield, Armor, and Hull Hit Points Per Level)
* [http://wiki.eveonline.com/en/wiki/Drone_Navigation Drone Navigation] (5% Increase to Drone Speed Per Level)
* [http://wiki.eveonline.com/en/wiki/Drone_Sharpshooting Drone Sharpshooting] (5% Increase in Drone Optimal Range Per Level)
Drone Damage Modifiers
* [http://wiki.eveonline.com/en/wiki/Drone_Interfacing Drone Interfacing] (20% Bonus to All Drone Damage/Mining Yield Per Level)
* [http://wiki.eveonline.com/en/wiki/Combat_Drone_Operation Combat Drone Operation] (5% Bonus to Medium/Light Drone Damage Per Level)</td>
</tr>
</table>
 
 
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Electronics Electronics]
 
Electronics skills contain a bit of a mix which are crucial for all pilots including fitting and targeting skills.
<table class="collapsible collapsed">
<tr>
  <th>Electronics Skills</th>
</tr>
<tr>
  <td>
Basic Skills
* [http://wiki.eveonline.com/en/wiki/Electronics Electronics] (5% Bonus to CPU Output Per Skill Level)
* [http://wiki.eveonline.com/en/wiki/Electronics_Upgrades Electronics Upgrades] (5% Reduction in CPU Need of Sensor Upgrades)
Targeting Skills
* [http://wiki.eveonline.com/en/wiki/Long_Range_Targeting Long Range Targeting] (5% Bonus to Targeting Range Per Skill Level)
* [http://wiki.eveonline.com/en/wiki/Multitasking Multitasking] (1 Extra Target Per Skill Level, Up to Maximum Allowed By Your Ship)
* [http://wiki.eveonline.com/en/wiki/Signature_Analysis Signature Analysis] (5% Improved Targeting Speed Per Level)
* [http://wiki.eveonline.com/en/wiki/Targeting Targeting] (1 Extra Target Per Skill Level, Up to Maximum Allowed By Your Ship)
PVP Specific Skills
* [http://wiki.eveonline.com/en/wiki/Propulsion_Jamming Propulsion Jamming] (5% Reduction to Warp Scrambler/Web Capacitor Use Per Level)
</tr>
</table>
 
 
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Engineering Engineering]
 
Engineering has some of the most important capacitor skills and very important fitting skills.  Energy Managment and Energy Systems Operations are as close to mandatory for Amarr pilots as it gets in EVE.
<table class="collapsible collapsed">
<tr>
  <th>Engineering Skills</th>
</tr>
<tr>
  <td>
Basic Skills
* [http://wiki.eveonline.com/en/wiki/Energy_Grid_Upgrades Energy Grid Upgrades] (5% Reduction in CPU Needs of Energy Grid Module Upgrades Per Skill Level)
* [http://wiki.eveonline.com/en/wiki/Energy_Management Energy Management] (5% Bonus to Capacitor Capacity Per Skill Level)
* [http://wiki.eveonline.com/en/wiki/Energy_Systems_Operation Energy Systems Operation] (5% Bonus to Capacitor Recharge Rate Per Skill Level)
* [http://wiki.eveonline.com/en/wiki/Engineering Engineering] (5% Bonus to Ship Powergrid Output Per Skill Level)
PVP Specific Skills
* [http://wiki.eveonline.com/en/wiki/Energy_Emission_Systems Energy Emission Systems] (5% Reduced Capacitor Need for Energy Emission Weapons)
</tr>
</table>
 
 
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Gunnery Gunnery]
 
Gunnery is the home of everything damage dealing for turret users.  All of the skills are important with first priority being with those that accentuate the distinct characteristics of lasers: high cap usage, excellent damage at range, decent tracking, huge optimal and small falloff ranges.
<table class="collapsible collapsed">
<tr>
  <th>Gunnery Skills</th>
</tr>
<tr>
  <td>
Basic Skills
* Common Skills
** [http://wiki.eveonline.com/en/wiki/Advanced_Weapon_Upgrades Advanced Weapon Upgrades] (5% Reduction to Capacitor Needs of Turrets/Launchers)
** [http://wiki.eveonline.com/en/wiki/Controlled_Bursts Controlled Bursts] (5% Reduction to Capacitor Needs of Turrets Per Skill Level)
** [http://wiki.eveonline.com/en/wiki/Gunnery Gunnery] (2% Bonus to Turret Rate of Fire Per Skill Level)
** [http://wiki.eveonline.com/en/wiki/Motion_Prediction Motion Prediction] (5% Bonus to Tracking Speed Per Skill Level)
** [http://wiki.eveonline.com/en/wiki/Rapid_Firing Rapid Firing] (4% Bonus to Turret Rate of Fire Per Skill Level)
** [http://wiki.eveonline.com/en/wiki/Sharpshooter Sharpshooter] (5% Bonus to Turret Optimal Range Per Skill Level)
** [http://wiki.eveonline.com/en/wiki/Surgical_Strike Surgical Strike] (3% Bonus to Turret Damage Per Skill Level)
** [http://wiki.eveonline.com/en/wiki/Weapon_Upgrades Weapon Upgrades] (5% Reduction in CPU Need of Turrets/Launchers/Smartbombs Per Skill Level)
* Small Energy Turret (Frigates/Destroyers)
** [http://wiki.eveonline.com/en/wiki/Small_Energy_Turret Small Energy Turret] (5% Bonus to Small Turret Damage Per Skill Level)
* Medium Energy Turret (Cruiser/Battlecruiser)
** [http://wiki.eveonline.com/en/wiki/Medium_Energy_Turret Medium Energy Turret] (5% Bonus to Medium Turret Damage Per Skill Level)
* Large Energy Turret (Battleship)
** [http://wiki.eveonline.com/en/wiki/Large_Energy_Turret Large Energy Turret] (5% Bonus to Large Turret Damage Per Skill Level)
T2 Gunnery Skills
* [http://wiki.eveonline.com/en/wiki/Small_Beam_Laser_Specialization Small Beam Laser Specialization]
* [http://wiki.eveonline.com/en/wiki/Small_Pulse_Laser_Specialization Small Pulse Laser Specialization]
* [http://wiki.eveonline.com/en/wiki/Medium_Beam_Laser_Specialization Medium Beam Laser Specialization]
* [http://wiki.eveonline.com/en/wiki/Medium_Pulse_Laser_Specialization Medium Pule Laser Specialization]
* [http://wiki.eveonline.com/en/wiki/Large_Beam_Laser_Specialization Large Beam Laser Specialization]
* [http://wiki.eveonline.com/en/wiki/Large_Pulse_Laser_Specialization Large Pulse Laser Specialization]
</tr>
</table>
 
 
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Industry Industry]
* None
 
 
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Leadership Leadership]
* None
 
 
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Learning Learning]
 
The Learning skills stand alone as extremely important to all and are well covered in other guides.
 
 
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Mechanic Mechanic]
 
Mechanic skills are where the skills for armour tanking are found and are essential to anyone counting on their armour to keep them alive.
<table class="collapsible collapsed">
<tr>
  <th>Mechanic Skills</th>
</tr>
<tr>
  <td>
Basic Armor Tanking Skills
*[http://wiki.eveonline.com/en/wiki/Hull_Upgrades Hull Upgrades]
*[http://wiki.eveonline.com/en/wiki/Mechanic Mechanic]
*[http://wiki.eveonline.com/en/wiki/Repair_Systems Repair Systems]
</tr>
<tr>
  <td>
Advanced Armor Tanking Skills
*[http://wiki.eveonline.com/en/wiki/Jury_Rigging Jury Rigging]
*[http://wiki.eveonline.com/en/wiki/Armor_Rigging Armor Rigging]
*[http://wiki.eveonline.com/en/wiki/EM_Armor_Compensation EM Armor Compensation]
*[http://wiki.eveonline.com/en/wiki/Explosive_Armor_Compensation Explosive Armor Compensation]
*[http://wiki.eveonline.com/en/wiki/Kinetic_Armor_Compensation Kinetic Armor Compensation]
*[http://wiki.eveonline.com/en/wiki/Thermic_Armor_Compensation Thermic Armor Compensation]
</tr>
</table>
 
 
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Missiles Missile Launcher Operation]
* None
 
 
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Navigation Navigation]
 
Navigation is another category that is not particularly more applicable to Amarr pilots than those of other races.  Note however, that some help reduce capacitor usage and accordingly have the second order effect of making more available for other purposes.
<table class="collapsible collapsed">
<tr>
  <th>Navigation Skills</th>
</tr>
<tr>
  <td>
*[http://wiki.eveonline.com/en/wiki/Acceleration_Control Acceleration Control]
*[http://wiki.eveonline.com/en/wiki/Afterburner Afterburner]
*[http://wiki.eveonline.com/en/wiki/Evasive_Maneuvering Evasive Maneuvering]
*[http://wiki.eveonline.com/en/wiki/Fuel_Conservation Fuel Conservation]
*[http://wiki.eveonline.com/en/wiki/High_Speed_Maneuvering High Speed Maneuvering]
*[http://wiki.eveonline.com/en/wiki/Navigation Navigation]
*[http://wiki.eveonline.com/en/wiki/Warp_Drive_Operation Warp Drive Operation]
</tr>
</table>
 
 
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Science Science]
 
Jump clones and implants are extremely important tools for any pilot.
<table class="collapsible collapsed">
<tr>
  <th>Science Skills</th>
</tr>
<tr>
  <td>
* [http://wiki.eveonline.com/en/wiki/Cybernetics Cybernetics]
* [http://wiki.eveonline.com/en/wiki/Infomorph_Psychology Infomorph Psychology]
* [http://wiki.eveonline.com/en/wiki/Science Science] as a prerequisite only
</tr>
</table>
 
 
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Social Social]
* None
 
 
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Spaceship_Command Spaceship Command]
 
The following skills allow you to fly Amarr ships and are therefore fundemental.
<table class="collapsible collapsed">
<tr>
  <th>Spaceship Command Skills</th>
</tr>
<tr>
  <td>
* [http://wiki.eveonline.com/en/wiki/Amarr_Battleship Amarr Battleship]
* [http://wiki.eveonline.com/en/wiki/Amarr_Strategic_Cruiser Amarr Cruiser]
* [http://wiki.eveonline.com/en/wiki/Amarr_Frigate Amarr Frigate]
* [http://wiki.eveonline.com/en/wiki/Battlecruisers Battlecruisers]
* [http://wiki.eveonline.com/en/wiki/Destroyers Destroyers]
* [http://wiki.eveonline.com/en/wiki/Spaceship_Command Spaceship Command]
</tr>
</table>
 
 
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Subsystems Subsystems]
* None
 
 
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Trade Trade]
* None
 
</tr>
</table>
 
 
===Skill Plans===


So what do these core skills mean?  If you went through them one by one and maxed them all out (except where noted), without any implants, learning skills first, it would take you 1165 days 16 hours and change as a brand new Amarr pilot.  Yes, that is a little over 3 years.  Yes, you would be the king of Amarr T1 pilots.  Yes, it would be very very silly.  However, if this is your first kick at the cat and you have no idea where to start you will not be wrong to start training ANY of the skills on this list and a well rounded Amarr pilot will end up with some degree of all of them over an average career.
So what do these core skills mean?  If you went through them one by one and maxed them all out (except where noted), without any implants, learning skills first, it would take you 1165 days 16 hours and change as a brand new Amarr pilot.  Yes, that is a little over 3 years.  Yes, you would be the king of Amarr T1 pilots.  Yes, it would be very very silly.  However, if this is your first kick at the cat and you have no idea where to start you will not be wrong to start training ANY of the skills on this list and a well rounded Amarr pilot will end up with some degree of all of them over an average career.
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</tr>
</tr>
</table>
</table>
====Cross Training====
into or out of Amarr can be more skill intensive than other cross training. The most viable prospect is probably [[Gallente Basic Ship and Skill Guide|Gallente]] (armour tanking, gunnery and drone synergies) with [[Minmatar Basic Ship and Skill Guide|Minmatar]] second (some gunnery and armour tanking synergies).  [[Caldari Basic Ship and Skill Guide|Caldari]] have the fewest skills in common, despite some Khanid missile ships at the Amarr Tech 2 level, and could require the most retraining.
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