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==Amarr Skills General Information== | ==Amarr Skills General Information== | ||
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 | 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. There is already good information on [[Basic Skills]] and [[Support Skills]] elsewhere. So if you want maximize [[turrets|turret]] weapon damage you will train the same skills as other projectile or hybrid users (but pay particular attention to [http://wiki.eveonline.com/en/wiki/Controlled_Bursts Controlled Bursts] and [http://wiki.eveonline.com/en/wiki/Sharpshooter Sharpshooter]). Similarly the skills are the same for all pilots who want to survive with an [http://wiki.eveuniversity.org/Smurfprime%27s_Guide_to_Basic_Tanking#Armor_tanking armour tank], or use [[drones]] effectively, and all of this backed up by solid support and fitting skills (prioritize the capacitor skills [http://wiki.eveonline.com/en/wiki/Energy_Systems_Operation Energy Systems Operation] and [http://wiki.eveonline.com/en/wiki/Energy_Management Energy Management] highly). | ||
Here are a couple skill sets to consider as goals: | Here are a couple skill sets to consider as goals: | ||
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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 | 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 Tech 2 EWAR ships (Sentinel, Curse and Pilgrim). Or for the truly different the Inquisitor leads to the Khanid line of Tech 2 short range missile ships (Vengeance and Sacrilege for damage together with other support ships like the Malediction or Heretic). | ||
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====Cross Training==== | ====Cross Training==== | ||
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 | 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 Khanid missile ships at the Amarr Tech 2 level, and could require the most retraining. | ||
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