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Amarr Basic Ship and Skill Overview: Difference between revisions

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<noinclude>


{{ShipGuideBoilerintro}}
{{ShipGuideBoilerintro}}
=Amarr General Information=
== Amarr General Information ==


The Amarr Empire is one of the four playable factions and, like the others, has a distinct line of ships with specific quirks and abilities.
The Amarr Empire is one of the four playable factions and, like the others, has a distinct line of ships with specific quirks and abilities.
{{RaceShipInfo|Amarr}}
{{RaceShipInfo|Amarr}}


===Characteristics===
=== Characteristics ===
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 [[Tanking#Armor_tanking|Tanking]] for a discussion of the relevant modules.
* [[Tanking#Armor tanking|Armour tanking]].  Amarrian ships have high base armour and several ships have direct bonuses to armour resistances ([[Tech and meta levels#Tech 1 3|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.
* [[Turrets#Energy turrets|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 and meta levels#Ammunition|Tech 1]] crystals are unlimited ammunition as they do not degrade like [[Faction modules|Faction]] or Advanced [[Tech and meta levels#Ammunition|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.


* Large Capacitors. Amarrian pilots rely heavily on their capacitors; lasers are heavy on the capacitor to such a degree that many Amarrian hulls have a bonus that decreases capacitor usage of Energy turrets. Thus Amarrian hulls tend to have larger capacitors than the hulls of the other empires and many Amarrian pilots prioritize capacitor skills.
* Large Capacitors. Amarrian pilots rely heavily on their capacitors; lasers are heavy on the capacitor to such a degree that many Amarrian hulls have a bonus that decreases capacitor usage of Energy turrets. Thus Amarrian hulls tend to have larger capacitors than the hulls of the other empires and many Amarrian pilots prioritize capacitor skills.
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* Lack of Speed. Amarrian ships tend to have lower than average base speeds, fit armour plates which further reduce their base speed and agility, and often use low slots for tank or damage rather than speed modules.  At the cost of tanking potential (or damage), a typical Amarrian hull's numerous low slots can be used to achieve a great deal of speed if desired.
* Lack of Speed. Amarrian ships tend to have lower than average base speeds, fit armour plates which further reduce their base speed and agility, and often use low slots for tank or damage rather than speed modules.  At the cost of tanking potential (or damage), a typical Amarrian hull's numerous low slots can be used to achieve a great deal of speed if desired.


* [[EWar 101 Guide|Electronic Warfare]]. The primary form of Amarrian electronic warfare is Tracking Disruption, which reduces the optimal range, falloff and tracking speed of turrets fitted to the target. Tracking disruption is fairly difficult to counter, however other forms of Electronic Warfare are often still preferred. The secondary form is [[Capacitor Warfare Guide|Capacitor Warfare]] but bonuses to this are only found on [[Tech 2]] hulls, with the exception of both the the [[Dragoon]] and the [[Armageddon]].
* [[Electronic warfare]]. The primary form of Amarrian electronic warfare is Tracking Disruption, which reduces the optimal range, falloff and tracking speed of turrets fitted to the target. Tracking disruption is fairly difficult to counter, however other forms of Electronic Warfare are often still preferred. The secondary form is [[Capacitor warfare]] but bonuses to this are only found on [[Tech and meta levels#Ships|Tech 2]] hulls, with the exception of both the the [[Dragoon]] and the [[Armageddon]].
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===PvE===
=== PvE ===


Amarrian ships are more restricted when running [[Missions|missions]] than the other races. Within Amarr space, against the Blood Raiders and Sansha's Nation factions, Amarrian ships are probably the most effective of all (as is typical with the other empires). However, lasers only do Thermal and Electromagnetic damage, so other factions are more difficult to combat than would be the case for pilots from the other empires fighting in Amarrian space. This is a concern for some Eve University pilots who want to try missioning close to home, as the University is based in Gallente space where Serpentis are the common faction but there are effective solutions, such as the [[Arbitrator]] (which relies on drones and could carry another empire's drones with proper training) or using alternative turret weapons systems (such as a [[Punisher]] with projectile turrets).  A classic progression of Amarr mission ships would be to train the Punisher and [[Coercer]] for level 1 missions, move to the [[Omen]] or Arbitrator for level 2 missions, then [[Harbinger]] for level 3 missions, and finally the [[Apocalypse]] for level 4 missions.  
Amarrian ships are more restricted when running [[Missions|missions]] than the other races. Within Amarr space, against the Blood Raiders and Sansha's Nation factions, Amarrian ships are probably the most effective of all (as is typical with the other empires). However, lasers only do Thermal and Electromagnetic damage, so other factions are more difficult to combat than would be the case for pilots from the other empires fighting in Amarrian space. This is a concern for some Eve University pilots who want to try missioning close to home, as the University is based in Gallente space where Serpentis are the common faction but there are effective solutions, such as the [[Arbitrator]] (which relies on drones and could carry another empire's drones with proper training) or using alternative turret weapons systems (such as a [[Punisher]] with projectile turrets).  A classic progression of Amarr mission ships would be to train the Punisher and [[Coercer]] for level 1 missions, move to the [[Omen]] or Arbitrator for level 2 missions, then [[Harbinger]] for level 3 missions, and finally the [[Apocalypse]] for level 4 missions.  
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Amarr ships are also highly popular with armour [[Incursions|incursion]] fleets, especially the [[Paladin]] and [[Legion]]. While not technically an Amarrian ship, the [[Nightmare]] is one of the most sought after ships for shield incursion fleets and uses energy turrets, so is a natural progression for an Amarr pilot.
Amarr ships are also highly popular with armour [[Incursions|incursion]] fleets, especially the [[Paladin]] and [[Legion]]. While not technically an Amarrian ship, the [[Nightmare]] is one of the most sought after ships for shield incursion fleets and uses energy turrets, so is a natural progression for an Amarr pilot.
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===PvP===
 
=== PvP ===


Exceptional tanks, large capacitors and a combination of good damage and range make Amarrian ships a firm favourite in armour fleets, though fits with shield tanks or alternate weapon systems also see some use.  Most notably, the AHAC, Hellcat and Foxcat fleet doctrines are centered around Amarr ships.  
Exceptional tanks, large capacitors and a combination of good damage and range make Amarrian ships a firm favourite in armour fleets, though fits with shield tanks or alternate weapon systems also see some use.  Most notably, the AHAC, Hellcat and Foxcat fleet doctrines are centered around Amarr ships.  
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EWAR specialists will follow a different path from the [[Crucifier]] into [[Arbitrator]]s before moving into T2 ship training.
EWAR specialists will follow a different path from the [[Crucifier]] into [[Arbitrator]]s before moving into T2 ship training.


In frigate hulls, the Punisher or Executioner are typically used for tackling, and the Crucifier for EW. In cruiser hulls, all four Amarr cruiser are fully capable. The Arbitrator makes an excellent dps or EWAR boat, while the Omen and Maller focus specifically on DPS. The Augoror is a very capable logistics ship. The Harbinger makes an excellent damage dealing battlecruiser, as does the [[Prophecy]] for those who favour large tanks and drones.  In battleship hulls, the [[Armageddon]], [[Apocalypse]], and [[Abaddon]] all have their uses.  The Apocalypse can be used as a sniper (sometimes with a very weak tank to maximize damage potential) and the Abaddon's bonus to armor resists grants it gigantic tank, making it one of the most survivable battleships when supported by logi, although a combination of weak capacitor and no bonuses to cap usage can leave a pilot struggling to find enough capacitor. The Armageddon has a large bonus to Energy Neutraliser range, making it the single best t1 neuting ship in the game, only surpassed in this role by the [[Bhaalgorn]].
In frigate hulls, the Punisher or Executioner are typically used for tackling, and the Crucifier for EW. In cruiser hulls, all four Amarr cruiser are fully capable. The Arbitrator makes an excellent dps or EWAR boat, while the Omen and Maller focus specifically on DPS. The Augoror is a very capable logistics ship. The Harbinger makes an excellent damage dealing battlecruiser, as does the [[Prophecy]] for those who favour large tanks and drones.  In battleship hulls, the [[Armageddon]], [[Apocalypse]], and [[Abaddon]] all have their uses.  The Apocalypse can be used as a sniper (sometimes with a very weak tank to maximize damage potential) and the Abaddon's bonus to armor resists grants it gigantic tank, making it one of the most survivable battleships when supported by logi, although a combination of weak capacitor and no bonuses to cap usage can leave a pilot struggling to find enough capacitor. The Armageddon has a large bonus to Energy Neutraliser range, making it the single best T1 neuting ship in the game, only surpassed in this role by the [[Bhaalgorn]].
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==Skills==


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 [http://wiki.eveuniversity.org/Gunnery_Guide#Gunnery_Support_Skills gunnery support skills] as other projectile or hybrid users (but pay particular attention to Controlled Bursts and 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 such as Energy Systems Operation and Energy Management). Amarr pilots should aim for a full T2 armour tank early in their careers.
== Skills ==
 
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 [[Turrets#Gunnery_Skills|gunnery support skills]] as other projectile or hybrid users (but pay particular attention to {{Sk|Controlled Bursts|icon= yes}} and {{Sk|Sharpshooter|icon= yes}}). Similarly the skills are the same for all pilots who want to survive with an []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 such as {{Sk|Capacitor Systems Operation|icon= yes}} and {{Sk|Capacitor Management|icon= yes}}). Amarr pilots should aim for a full T2 armour tank early in their careers.


Amarr pilots should eventually acquire T2 energy weapon skills, though this is often done after having stepped into a battleship, or earlier in their career for dedicated PvPers.
Amarr pilots should eventually acquire T2 energy weapon skills, though this is often done after having stepped into a battleship, or earlier in their career for dedicated PvPers.


One may also want to check out the certificates system within Eve. It serves as a handy reference for if you want to train for a specific task or role. Note that completing a certificate does not give any boosts or bonuses, they are (for now) merely suggestions. They may be accessed in-game on your character sheet, in the "Certificates" tab of the "Skills" section.
One may also want to check out the certificates system within Eve. It serves as a handy reference for if you want to train for a specific task or role. Note that completing a certificate does not give any boosts or bonuses, they are (for now) merely suggestions. They may be accessed in-game on your character sheet, in the "Certificates" tab of the "Skills" section.
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=====Cross Training=====


Cross training into or out of Amarr can be quite skill intensive. The easiest 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.
=== Cross Training ===
 
Cross training into or out of Amarr can be quite skill intensive. The easiest prospect is probably [[Gallente Basic Ship and Skill Overview|Gallente]] (armour tanking, gunnery and drone synergies) with [[Minmatar Basic Ship and Skill Overview|Minmatar]] second (some gunnery and armour tanking synergies). [[Caldari Basic Ship and Skill Overview|Caldari]] have the fewest skills in common, despite Khanid missile ships at the Amarr Tech 2 level, and could require the most retraining.


Later once pirate faction ships become a consideration, cross training to Minmatar will give access to Blood Raider pirate faction ships.  Cross training to Caldari will give access to Sansha ships. Cross training to Gallente will give access to Sisters of EVE ships.
Later once pirate faction ships become a consideration, cross training to Minmatar will give access to Blood Raider pirate faction ships.  Cross training to Caldari will give access to Sansha ships. Cross training to Gallente will give access to Sisters of EVE ships.


=Ships=
== Ships ==


Here are the Amarr T1 ships.  Please follow the links to the specific pages of the ship database for more details and particular fits.
Here are the Amarr T1 ships.  Please follow the links to the specific pages of the ship database for more details and particular fits.


==Corvette==
=== Corvette ===
 
{{Ship|Impairor|box}}
{{Ship|Impairor|box}}
The corvette is the first ship you start with. If you are Amarr, it will be an Impairor. A new corvette is given whenever you dock at a station<!-- needs update --> where you do not have any ships. The Impairor can be used to go through the first tutorial missions, although upgrading to a frigate in the Military tutorial as soon as it is offered is recommended.


The corvette is the first ship you start with. If you are Amarr, it will be an Impairor. A new corvette is given whenever you dock at a station where you do not have any ships. The Impairor can be used to go through the first tutorial missions, although upgrading to a frigate in the Military tutorial as soon as it is offered is recommended.


==Frigate==
=== Frigate ===
{{Ship|Crucifier|box}}
{{Ship|Crucifier|box}}
The Crucifier is the Amarr EWAR frigate, and works great as an extremely cheap long range EWAR platform for very new pilots.


The Crucifier is the Amarr EWAR frigate, and works great as an extremely cheap long range EWAR platform for very new pilots.
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{{Ship|Executioner|box}}
{{Ship|Executioner|box}}
The Executioner is the Amarr fast frigate. The Executioner was buffed in the Inferno expansion, gaining an extra mid slot and a bonus to propulsion jamming so that it now resembles a T1 interceptor, making it a great stepping stone for new tacklers.


The Executioner is the Amarr fast frigate. The Executioner was buffed in the Inferno expansion, gaining an extra mid slot and a bonus to propulsion jamming so that it now resembles a T1 interceptor, making it a great stepping stone for new tacklers.
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{{Ship|Inquisitor|box}}
{{Ship|Inquisitor|box}}
The Inquisitor is the Amarr logistics frigate. It acquired this role in the Retribution expansion.


The Inquisitor is the Amarr logistics frigate. It acquired this role in the Retribution expansion.
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{{Ship|Magnate|box}}
{{Ship|Magnate|box}}
Magnates are a perfect platform to practice probing skills which will come in handy later both for exploration and PvP probing.


Magnates are a perfect platform to practice probing skills which will come in handy later both for exploration and PvP probing.
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{{Ship|Punisher|box}}
{{Ship|Punisher|box}}
This is easily the most tenacious of the T1 frigates. Due to excellent armour HP together with the bonus to armour resistances and the 5 low slots, this platform can handle a surprising amount of damage for a T1 frigate. The Punisher's 4 turrets can give it decent dps, but its 2 Mid slots prevent it from fitting the [[Tackling_Guide|tackling]] trinity: a propulsion module, a point, and a web.


This is easily the most tenacious of the T1 frigates. Due to excellent armour HP together with the bonus to armour resistances and the 5 low slots, this platform can handle a surprising amount of damage for a T1 frigate. The Punisher's 4 turrets can give it decent dps, but its 2 Mid slots prevent it from fitting the [[Tackling_Guide|tackling]] trinity: a propulsion module, a point, and a web.<br>
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Along with the Executioner, the Punisher is a popular E-UNI tackler for new Amarr pilots. However, it does not excel at this role due to the limited mid slots, low base velocity, and mediocre scan resolution.
Along with the Executioner, the Punisher is a popular E-UNI tackler for new Amarr pilots. However, it does not excel at this role due to the limited mid slots, low base velocity, and mediocre scan resolution.
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{{Ship|Tormentor|box}}
{{Ship|Tormentor|box}}
While lacking the resistance bonus of the Punisher, or the speed of the Executioner, the Tormentor makes a good middle ground; four low slots allow for a good armor tank, and the three medium slots allow for better tackling than the Punisher.
While lacking the resistance bonus of the Punisher, or the speed of the Executioner, the Tormentor makes a good middle ground; four low slots allow for a good armor tank, and the three medium slots allow for better tackling than the Punisher.
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==Destroyer==


=== Destroyer ===
{{Ship|Coercer|box}}
{{Ship|Coercer|box}}
The Coercer sees some use in PvE activities or as a cheap Noctis substitute.  It was recently changed in the Retribution patch to have two mid slots, making it a very viable PvP ship.


The Coercer sees some use in PvE activities or as a cheap Noctis substitute.  It was recently changed in the Retribution patch to have two mid slots, making it a very viable PvP ship.
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{{Ship|Dragoon|box}}
{{Ship|Dragoon|box}}
The Dragoon was introduced in the Retribution expansion. It is a drone / ewar ship. It is the only T1 ship smaller than a battleship to have a bonus to energy neutralizer and energy vampire range, allowing it to have a very unique combat style.


The Dragoon was introduced in the Retribution expansion. It is a drone / ewar ship. It is the only t1 ship smaller than a battleship to have a bonus to energy neutralizer and energy vampire range, allowing it to have a very unique combat style.
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==Cruiser==
=== Cruiser ===
{{Ship|Arbitrator|box}}
You can easily argue this is the most flexible and capable platform for Amarr T1 cruisers, and even make a strong case for it being the best T1 drone cruiser in the game.  There are many effective configurations for both PvE and PvP with this ship.


{{Ship|Arbitrator|box}}


You can easily argue this is the most flexible and capable platform for Amarr T1 cruisers, and even make a strong case for it being the best T1 drone cruiser in the game.  There are many effective configurations for both PvE and PvP with this ship.
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{{Ship|Augoror|box}}
{{Ship|Augoror|box}}
The Augoror is the Amarr logistics cruiser. It is one of the two armor logistics cruisers, the other being the Gallente Exequror. While the Exequror is bonused for more of a solo role, the bonus to Energy Transfer amount on the Augoror means it works best when paired with one or more other logistics ships with an Energy Transfer bonus.


The Augoror is the Amarr logistics cruiser. It is one of the two armor logistics cruisers, the other being the Gallente Exequror. While the Exequror is bonused for more of a solo role, the bonus to Energy Transfer amount on the Augoror means it works best when paired with one or more other logistics ships with an Energy Transfer bonus.
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{{Ship|Maller|box}}
{{Ship|Maller|box}}
The Maller was buffed in the Retribution patch to have a bonus to medium laser damage rather than a capacitor use bonus. It can obtain a good tank while retaining decent DPS. However, due to the lack of a capacitor use bonus, for PvE, an Omen might be a better choice for lower skilled players. The Maller is likely to become much more popular in PvP.


The Maller was buffed in the Retribution patch to have a bonus to medium laser damage rather than a capacitor use bonus. It can obtain a good tank while retaining decent DPS. However, due to the lack of a capacitor use bonus, for PvE, an Omen might be a better choice for lower skilled players. The Maller is likely to become much more popular in PvP.
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{{Ship|Omen|box}}
{{Ship|Omen|box}}
The Omen is one of the two dedicated DPS cruisers. It is more adept at speed tanking than the Maller because of the lower signature radius and higher base velocity.


The Omen is one of the two dedicated DPS cruisers. It is more adept at speed tanking than the Maller because of the lower signature radius and higher base velocity.
=== Battlecruiser ===
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==Battlecruiser==
{{Ship|Harbinger|box}}
{{Ship|Harbinger|box}}
The Harbinger is an extremely capable Combat Battlecruiser and is well balanced with its competitors from the other races.  It is the first real laser powerhouse in the Amarr lineup.


The Harbinger is an extremely capable Combat Battlecruiser and is well balanced with its competitors from the other races.  It is the first real laser powerhouse in the Amarr lineup.
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{{Ship|Oracle|box}}
{{Ship|Oracle|box}}
The Oracle is the Amarr Attack Battlecruiser, swapping the tank of most Battlecruisers for the ability to fit battleship-sized weaponry. This allows it to project heavy DPS, while maintaining the agility of a battlecruiser.


The Oracle is the Amarr Attack Battlecruiser, swapping the tank of most Battlecruisers for the ability to fit battleship-sized weaponry. This allows it to project heavy DPS, while maintaining the agility of a battlecruiser.
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{{Ship|Prophecy|box}}
{{Ship|Prophecy|box}}
The Prophecy is a Combat Battlecruiser that is primary focused on being a tanky drone carrier.


The Prophecy is a Combat Battlecruiser that is primary focused on being a tanky drone carrier.<br>
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==Battleship==
=== Battleship ===
{{Ship|Abaddon|box}}
{{Ship|Abaddon|box}}
The Abaddon has a bonus to laser damage and armor resistances, but the normal bonus to laser capacitor use is conspicuously missing. This makes the Abaddon a "high skill" ship, because it requires good core skills to keep its lasers firing while powering its tank. The bonus to tank and the high damage makes the Abaddon a popular PvP ship, where its difficulty staying cap stable is also not so much of an issue.


The Abaddon has a bonus to laser damage and armor resistances, but the normal bonus to laser capacitor use is conspicuously missing. This makes the Abaddon a "high skill" ship, because it requires good core skills to keep its lasers firing while powering its tank. The bonus to tank and the high damage makes the Abaddon a popular PvP ship, where its difficulty staying cap stable is also not so much of an issue.
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{{Ship|Apocalypse|box}}
{{Ship|Apocalypse|box}}
The Apocalypse has a bonus to optimal range that with the Amarr ability to switch crystals instantly can be turned in to a damage bonus quite easily. Pulse laser Apocalypses with T2 Scorch ammunition are able to deliver good damage at a decent distance and the tracking bonus can allow it to hit smaller ships quite well. Apocalypses are also well suited to beam laser sniper fits, making the hull surprisingly versatile for an Amarr ship. The Apocalypse does not have the raw firepower of the Abaddon however, but is an easier ship to skill for.


The Apocalypse has a bonus to optimal range that with the Amarr ability to switch crystals instantly can be turned in to a damage bonus quite easily. Pulse laser Apocalypses with T2 Scorch ammunition are able to deliver good damage at a decent distance and the tracking bonus can allow it to hit smaller ships quite well. Apocalypses are also well suited to beam laser sniper fits, making the hull surprisingly versatile for an Amarr ship. The Apocalypse does not have the raw firepower of the Abaddon however, but is an easier ship to skill for.
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{{Ship|Armageddon|box}}
{{Ship|Armageddon|box}}
While previously all Amarr battleships were fairly similar, the Armageddon's new face makes it an entirely different beast. With the bonus to cap warfare range, the Armageddon is now the premier T1 neuting battleship, whilst still being able to put out a very respectable amount of DPS through its drones.


While previously all Amarr battleships were fairly similar, the Armageddon's new face makes it an entirely different beast. With the bonus to cap warfare range, the Armageddon is now the premier t1 neuting battleship, whilst still being able to put out a very respectable amount of DPS through its drones.
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==Industrial==
=== Industrial ===
T1 industrials are useful to transport large amounts of cargo, but they are vulnerable to suicide ganks in highsec, and piracy in lowsec. For war time hauling, a hauling alt is recommended. See the [[Creating an Alt Hauler]] article for more information.


T1 industrials are useful to transport large amounts of cargo, but they are vulnerable to suicide ganks in highsec, and piracy in lowsec. For war time hauling, a hauling alt is recommended. See the [[Creating an Alt Hauler]] article for more information.
{{Ship|Bestower|box}}
{{Ship|Bestower|box}}
Arguably the best of the T1 industrials from a skill training time per cargo capacity perspective, the Bestower is a favourite for alternate character hauling setups. If only training an alt to racial industrial III, the Bestower has the highest capacity for less than 18 hours of training time. With the Odyssey expansion, it is only necessary to train to racial industrial III instead of V on the way to racial freighter I. Additionally, the removal of racial frigate III as a requirement for industrial ships means that any race can select the Bestower as their hauler of choice on the way to becoming a freighter alt.


Arguably the best of the T1 industrials from a skill training time per cargo capacity perspective, the Bestower is a favourite for alternate character hauling setups. If only training an alt to racial industrial III, the Bestower has the highest capacity for less than 18 hours of training time. With the Odyssey expansion, it is only necessary to train to racial industrial III instead of V on the way to racial freighter I. Additionally, the removal of racial frigate III as a requirement for industrial ships means that any race can select the Bestower as their hauler of choice on the way to becoming a freighter alt.
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{{Ship|Sigil|box}}
{{Ship|Sigil|box}}
Although lacking the cargo capacity of the [[Bestower]], it is significantly faster, more agile, and more flexible with five low slots that can be swapped between nanofibers, expanders, or warp core stabilizers as needed.  It can easily be expanded to hold 8000m3, the max needed for [[Making Money with Hauling - Level 4 Cargo Missions|running L4 distribution missions]], while still having three nanofibers for an under eight second align, or a nanofiber and a couple of stabs if the mission takes you into lowsec.


Although lacking the cargo capacity of the [[Bestower]], it is significantly faster, more agile, and more flexible with five low slots that can be swapped between nanofibers, expanders, or warp core stabilizers as needed.  It can easily be expanded to hold 8000m3, the max needed for [[Making Money with Hauling - Level 4 Cargo Missions|running L4 distribution missions]], while still having three nanofibers for an under eight second align, or a nanofiber and a couple of stabs if the mission takes you into lowsec.
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=Related Links=
== Related Links ==
*[http://eve.ciambotti.com/shipfitting_parser.php Ship Fitting wiki editing parser]
*[https://github.com/Hirmuolio/ShipFitting-template-creator/releases Ship Fitting wiki editing parser]


{{ShipGuideLinks}}
{{ShipGuideLinks}}


[[Category:Ships]]
[[Category:Ships]]