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Amarr Basic Ship and Skill Overview: Difference between revisions

From EVE University Wiki
Rynnik (talk | contribs)
Rynnik (talk | contribs)
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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.
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 (Vengeance and Sacrilege amoung others).
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 (Vengeance and Sacrilege for damage together with other support ships like the Malediction or Heretic).
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