More actions
| Line 87: | Line 87: | ||
</tr> | </tr> | ||
</table> | </table> | ||
====Tech 2 Energy Turrets==== | ====Tech 2 Energy Turrets==== | ||
| Line 136: | Line 135: | ||
</table> | </table> | ||
====Progression==== | |||
A classic progression of Amarr ships would be to train for the Punisher, move to the Omen, skill up a Harbinger, and then move into battleships. This is certainly an effective way to go and puts the most emphasis on hard hitting lasers and hefty armour tanks. Unfortunately the Omen is a bit of a weak link in the chain as it is very difficult to fly well without high skills. But for minimum deviation straight to large ship excellence this can work. | |||
Alternatives exist however. If the pilot wants to focus on EWAR, then laser skills can be replaced with drone skills and the path can go from Crucifier to Arbitrator as a stepping off point for T2 (Sentinel, Curse and Pilgrim). Or for the truly different the Khanid ships lead from the Inquisitor to T2 missile ships (Vengence and Sacrilige amoung others). | |||
====Cross Training==== | ====Cross Training==== | ||
into or out of Amarr can be | Cross training into or out of Amarr can be quite skill intensive. 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. | ||
<br> | <br> | ||