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Amarr Basic Ship and Skill Overview: Difference between revisions

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The Amarr lineup is characterized by the following:
The Amarr lineup is characterized by the following:


* [http://wiki.eveuniversity.org/Smurfprime%27s_Guide_to_Basic_Tanking#Armor_tanking Armour tanking].  Amarrian ships have high base armour and several ships have direct bonuses to armour resistances ([[Tech 1]] examples: Punisher, Maller, Prophecy, and Abaddon).  Armour tanks can be extremely powerful in both PvP and PvE applications.  See also [[Armour_Tanking|Armour Tanking]] and [[Minmatar_Tanking_101#Armor_Tanks|Armor Tanks]] for a discussion of the relevant modules.
* [http://wiki.eveuniversity.org/Smurfprime%27s_Guide_to_Basic_Tanking#Armor_tanking Armour tanking].  Amarrian ships have high base armour and several ships have direct bonuses to armour resistances ([[Tech 1]] examples: Punisher, Maller, Prophecy, and Abaddon).  Armour tanks can be extremely powerful in both PvP and PvE applications.  See [[Tanking#Armor_tanking|Tanking]] for a discussion of the relevant modules.


* Energy [[turrets]].  These are the standard for the majority of Amarrian damage dealing vessels in the same way that Gallente and Caldari tend to use Hybrid turrets (although Caldari make greater use of missiles) while the Minmatar make extensive use of Projectile turrets.  Energy turrets (more usually 'lasers') offer an excellent combination of range and damage when compared with projectile or hybrid turrets.  Frequency crystals, the Energy ammo type, can be changed instantly and [[Tech 1]] crystals are unlimited ammunition as they do not degrade like [[Faction modules|Faction]] or Advanced [[Tech 2]] variants. Unfortunately this all comes at a price; there is no variation on [[damage types]]. Energy turrets use a great deal of capacitor and have poor tracking, as well as tending to be quite demanding on a hull's powergrid for fitting.
* Energy [[turrets]].  These are the standard for the majority of Amarrian damage dealing vessels in the same way that Gallente and Caldari tend to use Hybrid turrets (although Caldari make greater use of missiles) while the Minmatar make extensive use of Projectile turrets.  Energy turrets (more usually 'lasers') offer an excellent combination of range and damage when compared with projectile or hybrid turrets.  Frequency crystals, the Energy ammo type, can be changed instantly and [[Tech 1]] crystals are unlimited ammunition as they do not degrade like [[Faction modules|Faction]] or Advanced [[Tech 2]] variants. Unfortunately this all comes at a price; there is no variation on [[damage types]]. Energy turrets use a great deal of capacitor and have poor tracking, as well as tending to be quite demanding on a hull's powergrid for fitting.