Difference between revisions of "Amarr Basic Ship and Skill Overview"

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|dronebay=150 m3
 
|dronebay=150 m3
 
|bandwidth=50 Mbit/sec
 
|bandwidth=50 Mbit/sec
|roles=
+
|roles=Electronic Warfare, Mission
 
|variations= [[Curse]], [[Pilgrim]]
 
|variations= [[Curse]], [[Pilgrim]]
 
|cargohold=345 m3
 
|cargohold=345 m3
|info=The Arbitrator is more versatile than most Amarr ships as it has bonuses to both drones and tracking disruption and a flexible slot layout, it is even technically the Amarr mining cruiser. Unlike other Amarr vessels, the Arbitrator rarely relies on turrets to deal damage; instead, pilots tend to leverage the drone damage bonus and large drone bay while using the high slots for utility modules. It is even one of the few exceptions which can be functionally shield tanked althought this is unlikely for a new Amarr pilot as the required skills will not be trained.
+
|info=The Arbitrator is more versatile than most Amarr ships as it has bonuses to both drones and tracking disruption and a flexible slot layout, it is even technically the Amarr mining cruiser. Unlike other Amarr vessels, the Arbitrator rarely relies on turrets to deal damage; instead, pilots tend to leverage the drone damage bonus and large drone bay while using the high slots for utility modules. It is even one of the few exceptions which can be functionally shield tanked although this is unlikely for a new Amarr pilot as the required skills will not be trained.
 
+
<br><br>
 
In PvE, the long range on drones allows the Arbitrator to kite NPCs and avoid most incoming damage by being far out of range of their weapons. Combined with the ability to fit tractor beams and salvagers in the highs, this makes the Arbitrator the best Amarr missioning cruiser, potentially able to take on level three missions with good skills.
 
In PvE, the long range on drones allows the Arbitrator to kite NPCs and avoid most incoming damage by being far out of range of their weapons. Combined with the ability to fit tractor beams and salvagers in the highs, this makes the Arbitrator the best Amarr missioning cruiser, potentially able to take on level three missions with good skills.
 +
<br><br>
 +
In PvP situations, the Arbitrator remains an excellent ship. The tracking disruptor bonus allows it to shut down enemy damage-dealers and protect fleetmates, while still contributing damage via drones.<br><br>
 +
The Arbitrator's flexibilty does suffer from a few limitations. It lacks the slots for a good array of onboard weapons - two turrets and a single missile launcher contribute a paltry amount of DPS, leading to pilots either ignoring weapons for PvP use, or fitting token guns to get aggro in PvE while using drones for actual damage. The Arbitrator has a rather small capacitor for an Amarr ship, particularly when using a Microwarpdrive, and it is not terribly maneuverable.
 +
}}
  
In PvP situations, the Arbitrator remains an excellent ship. The tracking disruptor bonus allows it to shut down enemy damage-dealers and protect fleetmates, while still contributing damage via drones.
 
  
The Arbitrator's flexibilty does suffer from a few limitations. It lacks the slots for a good array of onboard weapons - two turrets and a single missile launcher contribute a paltry amount of DPS, leading to pilots either ignoring weapons for PvP use, or fitting token guns to get agro in PvE while using drones for actual damage. The Arbitrator has a rather small capacitor for an Amarr ship, particularly when using a Microwarpdrive, and it is not terribly maneuverable.
+
{{ShipGuideFittings
}}
+
|name=Arbitrator, PvE Mission Basic
{{Amarr Fit
 
|fittings=
 
<table class="collapsible collapsed">
 
<tr>
 
<th>Profane PvP Fit</th>
 
</tr>
 
<tr>
 
<td>
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<tr align='left' style='background:#AAAAAA; color:black;'><th>&nbsp;EFT Fitting&nbsp;</th></tr>
 
<tr><td><font size='-2'>
 
  
[Arbitrator, Profane PvP Fit]<br>
+
|low=
1600mm Reinforced Rolled Tungsten Plates I<br>
 
 
Damage Control I<br>
 
Damage Control I<br>
Energized Adaptive Nano Membrane I<br>
+
Armor EM Hardener I<br>
Energized Adaptive Nano Membrane I<br>
+
Armor Thermic Hardener I<br>
<br>
 
10MN MicroWarpdrive I<br>
 
Warp Disruptor I<br>
 
Tracking Disruptor I<br>
 
Tracking Disruptor I<br>
 
<br>
 
Small Energy Neutralizer I<br>
 
Small Energy Neutralizer I<br>
 
Small Nosferatu I<br>
 
Small Nosferatu I<br>
 
<br>
 
Medium Trimark Armor Pump I<br>
 
Medium Trimark Armor Pump I<br>
 
Medium Trimark Armor Pump I<br>
 
<br>
 
Hammerhead I x5<br>
 
Warrior I x10<br>
 
Vespa EC-600 x5<br>
 
</font></td></tr></table>
 
</div>
 
{{High Slots 4|hs1=Small Energy Neutralizer I|hs2=Small Energy Neutralizer I|hs3=Small Nosferatu I|hs4=Small Nosferatu I}}
 
{{Mid Slots 4|ms1=10MN MicroWarpdrive I|ms2=Warp Disruptor I|ms3=Tracking Disruptor I|ms4=Tracking Disruptor I}}
 
{{Low Slots 4|ls1=1600mm Reinforced Rolled Tungsten Plates I|ls2=Damage Control I|ls3=Energized Adaptive Nano Membrane I|ls4=Energized Adaptive Nano Membrane I}}
 
{{Rig Slots 3|rs1=Medium Trimark Armor Pump I|rs2=Medium Trimark Armor Pump I|rs3=Medium Trimark Armor Pump I}}
 
{{Drone Bay|ds1=Hammerhead I x5
 
 
 
Warrior I x10
 
 
 
Vespa EC-600 x5}}
 
*This is a very basic fitting, you can (and should) upgrade it as soon as you´re able to.
 
<br>
 
<br>
 
''Flying Manual'': In fleet engagements you should be far away from the enemy and fight aligned. Then warp to the nearest celestial as soon as you´re taking damage. Warp back immediately at your Tracking Disruptor´s optimals and re-engage. Your drones and TDs are your main weapons. The Nos/Neut in the high slots are only used if you´re accidentally getting too close to the enemy, or if you´re fighting smaller ships. You could also fit 2 Autocannons in the high slots to shoot nearby enemy drones, or small armor remote repair to rep drones after the fight. The Warp Disruptor can be dropped if you´re expecting a big fight and you have enough tacklers in your fleet. In this case, fitting a third TD or a Remote Sensor Booster can be a good idea. The Vespa EC-600s can be a life saver if you´re tackled and you need to escape quickly.
 
</td>
 
</tr>
 
</table>
 
 
 
 
 
 
 
<table class="collapsible collapsed">
 
<tr>
 
<th>PvE Fit</th>
 
</tr>
 
<tr>
 
<td>
 
from the [http://www.eve-ivy.com/forums/viewtopic.php?f=128&t=26134 E-Uni Forum Post]
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<tr align='left' style='background:#AAAAAA; color:black;'><th>&nbsp;EFT Fitting&nbsp;</th></tr>
 
<tr><td><font size='-2'>
 
 
 
[Arbitrator, PvE Fit]<br>
 
 
Medium Armor Repairer I<br>
 
Medium Armor Repairer I<br>
Damage Control I<br>
+
|mid=
Energized Adaptive Nano Membrane I<br>
 
Energized Adaptive Nano Membrane I<br>
 
<br>
 
 
10MN Afterburner I<br>
 
10MN Afterburner I<br>
 
Cap Recharger I<br>
 
Cap Recharger I<br>
 
Cap Recharger I<br>
 
Cap Recharger I<br>
Cap Recharger I<br>
+
Large Capacitor Battery I<br>
<br>
+
|high=
 +
Civilian Gatling Pulse Laser<br>
 +
Small Tractor Beam I<br>
 +
Salvager I<br>
 
Drone Link Augmentor I<br>
 
Drone Link Augmentor I<br>
650mm Artillery Cannon I, EMP M<br>
+
 
650mm Artillery Cannon I, EMP M<br>
+
|charges=
Assault Missile Launcher I, Sabretooth Light Missile<br>
+
|drones=
<br>
+
Hammerhead I x5<br>
 +
Hobgoblin I x5<br>
 +
Valkyrie I x5<br>
 +
Warrior I x5<br>
 +
|rigs=
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
<br>
 
Hammerhead I x10<br>
 
Hobgoblin I x10<br>
 
</font></td></tr></table>
 
</div>
 
{{High Slots 4|hs1=Drone Link Augmentor I|hs2=650mm Artillery Cannon I, EMP M|hs3=650mm Artillery Cannon I, EMP M|hs4=Assault Missile Launcher I, Sabretooth Light Missile}}
 
{{Mid Slots 4|ms1=10MN Afterburner I|ms2=Cap Recharger I|ms3=Cap Recharger I|ms4=Cap Recharger I}}
 
{{Low Slots 4|ls1=Medium Armor Repairer I|ls2=Damage Control I|ls3=Energized Adaptive Nano Membrane I|ls4=Energized Adaptive Nano Membrane I}}
 
{{Rig Slots 3}}
 
{{Drone Bay|ds1=Hammerhead I x10
 
  
Hobgoblin I x10}}
+
|notes=
*See forum post for options and discussion on this fit. Note the various high slot set-ups and discussion on tank.
+
* The example fitting has drones and hardeners fitted for Blood Raider and Sansha rats.  
*I'd certainly recommend upgrading to meta 3/4 cap rechargers, guns, and armor repairer when your finances allow - named afterburners are a little pricey for my taste, and named armor hardeners/energized platings give you no benefit.
+
* Drones IV is the minimum amount of drones recommended to start running level 2 missions in an Arbitrator.
*Using mission-specific hardeners rather than EANMs will give you a stronger tank, but it's personal preference whether you take the time to swap.
+
* This fit uses a large battery instead of a second cap recharger; with cruiser fits that are not cap stable, the large battery adds a significant amount to capacitor duration for low skill point pilots.
<br>
+
* The civilian gun is used to grab aggro.
<br>
+
}}
''Flying Manual'': With good drone skills and the Drone Link Augmentor the majority of mission rats can be kited. This platform is a very effective way to use range to avoid rather than tank damage even though it is not highly maneuverable. Plenty of spare drones and ability to change drone damage or size to maximize effectiveness should take care of the rest.
 
</td>
 
</tr>
 
</table>
 
  
 +
{{ShipGuideFittings
 +
|name=Arbitrator, PvE Mission T2
  
 
+
|low=
<table class="collapsible collapsed">
 
<tr>
 
<th>L2 and L3 Mission Fit</th>
 
</tr>
 
<tr>
 
<td>
 
from the [http://www.eve-ivy.com/forums/viewtopic.php?f=32&t=24868 E-Uni Forum Post]
 
*This forum thread has quite a bit of discussion on the fits listed within and should definitely be read by anyone looking to PvE fit this ship.
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<tr align='left' style='background:#AAAAAA; color:black;'><th>&nbsp;EFT Fitting&nbsp;</th></tr>
 
<tr><td><font size='-2'>
 
 
 
[Arbitrator, L2 and L3 Mission Fit]<br>
 
 
Medium Armor Repairer II<br>
 
Medium Armor Repairer II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Armor Thermic Hardener II<br>
 
Armor Thermic Hardener II<br>
 
Armor EM Hardener II<br>
 
Armor EM Hardener II<br>
<br>
+
|mid=
 
10MN Afterburner II<br>
 
10MN Afterburner II<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
<br>
+
|high=
Heavy Pulse Laser II, Radio M<br>
+
Heavy Pulse Laser II<br>
Heavy Pulse Laser II, Radio M<br>
+
Heavy Pulse Laser II<br>
'Arbalest' Assault Missile Launcher, Bloodclaw Light Missile<br>
+
'Arbalest' Assault Missile Launcher<br>
 
Small Tractor Beam I<br>
 
Small Tractor Beam I<br>
<br>
+
 
 +
|charges=
 +
* Multifrequency M<br>
 +
* Bloodclaw Light Missile<br>
 +
|drones=
 +
Hammerhead II x5<br>
 +
Hobgoblin II x5<br>
 +
Warrior II x5<br>
 +
Valkyrie II x5<br>
 +
|rigs=
 
Medium Auxiliary Nano Pump I<br>
 
Medium Auxiliary Nano Pump I<br>
 
Medium Capacitor Control Circuit I<br>
 
Medium Capacitor Control Circuit I<br>
 
Medium Capacitor Control Circuit I<br>
 
Medium Capacitor Control Circuit I<br>
<br>
+
 
 +
|notes=
 +
 
 +
}}
 +
 
 +
 
 +
{{ShipGuideFittings
 +
|name=Arbitrator, PvP Electronic Warfare Basic
 +
 
 +
|low=
 +
Damage Control I<br>
 +
1600mm Reinforced Steel Plates I<br>
 +
Energized Adaptive Nano Membrane I<br>
 +
Signal Amplifier I<br>
 +
|mid=
 +
10MN MicroWarpdrive I<br>
 +
Tracking Disruptor I<br>
 +
Tracking Disruptor I<br>
 +
Tracking Disruptor I<br>
 +
|high=
 +
Small Energy Neutralizer I<br>
 +
Small Energy Neutralizer I<br>
 +
Small Nosferatu I<br>
 +
Small Nosferatu I<br>
 +
 
 +
|charges=
 +
Optimal Range Disruption<br>
 +
Tracking Speed Disruption<br>
 +
|drones=
 +
Hammerhead I x5<br>
 +
Warrior I x10<br>
 +
Vespa EC-600 x5<br>
 +
|rigs=
 +
[empty rig slot]<br>
 +
[empty rig slot]<br>
 +
[empty rig slot]<br>
 +
 
 +
|notes=
 +
*Cargohold should have 3 of each script to switch if needed.
 +
*The neuts on this version are purely defensive if some small ship decides to tackle the Arbitrator and orbits close.
 +
}}
 +
 
 +
 
 +
{{ShipGuideFittings
 +
|name=Arbitrator, PvP Electronic Warfare T2
 +
 
 +
|low=
 +
Damage Control II<br>
 +
Energized Adaptive Nano Membrane II<br>
 +
Energized Adaptive Nano Membrane II<br>
 +
1600mm Reinforced Rolled Tungsten Plates I<br>
 +
|mid=
 +
Y-T8 Overcharged Hydrocarbon I Microwarpdrive<br>
 +
Tracking Disruptor II<br>
 +
Tracking Disruptor II<br>
 +
Tracking Disruptor II<br>
 +
|high=
 +
Small Energy Neutralizer II<br>
 +
Small Energy Neutralizer II<br>
 +
Small Nosferatu II<br>
 +
Small Nosferatu II<br>
 +
 
 +
|charges=
 +
Optimal Range Disruption<br>
 +
Tracking Speed Disruption<br>
 +
 
 +
|drones=
 
Hammerhead II x5<br>
 
Hammerhead II x5<br>
 +
Vespa EC-600 x5<br>
 +
Warrior II x5<br>
 
Hobgoblin II x5<br>
 
Hobgoblin II x5<br>
</font></td></tr></table>
+
|rigs=
</div>
+
Medium Trimark Armor Pump I<br>
{{High Slots 4|hs1=Heavy Pulse Laser II, Radio M|hs2=Heavy Pulse Laser II, Radio M|hs3=Small Tractor Beam I|hs4='Arbalest' Assault Missile Launcher, Bloodclaw Light Missile}}
+
Medium Trimark Armor Pump I<br>
{{Mid Slots 4|ms1=10MN Afterburner II|ms2=Cap Recharger II|ms3=Cap Recharger II|ms4=Cap Recharger II}}
+
Medium Trimark Armor Pump I<br>
{{Low Slots 4|ls1=Medium Armor Repairer II|ls2=Armor Thermic Hardener II|ls3=Armor EM Hardener II|ls4=Energized Adaptive Nano Membrane II}}
+
 
{{Rig Slots 3|rs1=Medium Capacitor Control Circuit I|rs2=Medium Capacitor Control Circuit I|rs3=Medium Auxiliary Nano Pump I}}
+
|notes=
{{Drone Bay|ds1=Hammerhead II x5
+
*Cargohold should have 3 of each script to switch if needed.
Hobgoblin II x5}}
+
*The neuts on this version are purely defensive if some small ship decides to tackle the Arbitrator and orbits close.
*Rigs are optional
+
*The MWD can be changed to an AB for speed tanking, depending on how the pilot wants to fly the ship.
*This is NOT a basic fit and has a high skill requirement. It is an excellent goal to work towards.
 
</td>
 
</tr>
 
</table>
 
 
}}
 
}}
<br>
 
<br>
 
  
 
==Augoror==
 
==Augoror==

Revision as of 22:08, 27 October 2011

This guide provides general information and recommendations for T1 ships of a single player faction.

For more advanced and in-depth information on specific ships refer to EVE ships. This guide simply gathers the characteristics and overview of racial lineups in an easy to browse format for the very new player.

Basic Ship and Skill Overviews -- Amarr | Caldari | Gallente | Minmatar | ORE | Pirate

Rookie Ship

The rookie ship is the first ship you start with. If you are Amarr, it will be a Impairor. A new rookie ship is given whenever you dock at a station where you do not have any ships.

Impairor

Template:Infobox Ship Horizontal2

Template:ShipGuideFittings

Frigate

Frigates are small, fast ships, used often for PvE in level 1 missions. They are also used for tackling and electronic warfare roles in PvP.

Executioner

Template:Infobox Ship Horizontal2


Template:ShipGuideFittings


Template:ShipGuideFittings

Inquisitor

Template:Infobox Ship Horizontal2

Tormentor

Template:Infobox Ship Horizontal2

Template:ShipGuideFittings

Punisher

Template:Infobox Ship Horizontal2


Template:ShipGuideFittings


Template:ShipGuideFittings


Template:ShipGuideFittings

Crucifier

Template:Infobox Ship Horizontal2


Template:ShipGuideFittings

Magnate

Template:Infobox Ship Horizontal2

Template:ShipGuideFittings

Destroyer

Coercer

Template:Infobox Ship Horizontal2


Template:ShipGuideFittings


Template:ShipGuideFittings

Cruiser

Arbitrator

Template:Infobox Ship Horizontal2


Template:ShipGuideFittings

Template:ShipGuideFittings


Template:ShipGuideFittings


Template:ShipGuideFittings

Augoror

Template:Infobox Ship Horizontal2

Omen

Template:Infobox Ship Horizontal2 Template:Amarr Fit

Maller

Template:Infobox Ship Horizontal2

Battlecruiser

Prophecy

Template:Infobox Ship Horizontal2

Harbinger

Template:Infobox Ship Horizontal2 Template:Amarr Fit


Battleship

Armageddon

Template:Infobox Ship Horizontal2 Template:Amarr Fit

Apocalypse

Template:Infobox Ship Horizontal2 Template:Amarr Fit

Abaddon

Template:Infobox Ship Horizontal2 Template:Amarr Fit

Industrial

Sigil

Template:Infobox Ship Horizontal2

Bestower

Template:Infobox Ship Horizontal2

Amarr General Information

The Amarrian 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 lineup is characterized by the following:

  • Armour tanking. This is the most popular tanking method for PvP and is also common for Gallentean ships and some Minmatari ships (making it the standard for Remote Repairing). Amarrian ships have high base armour and several ships have direct bonuses to armour resistances (Tech 1 examples: Punisher, Maller, Prophecy, and Abaddon).
  • Energy turrets. These are the standard for Amarrian 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 (as well as quite a lot of missiles). Energy turrets (more usually 'lasers') offer an excellent combination of range, tracking and damage when compared with projectile or hybrid turrets. As is typical, there are two variants; a longer range version with lower damage potential and poorer tracking - Beam Laser - and a shorter range version with good tracking and higher damage - Pulse Laser. Frequency crystals, the Energy ammo type, can be changed instantly and Tech 1 crystals are unlimited ammunition as they do not degrade like Faction or Advanced Tech 2 variants. Unfotunately this all comes at a price; there is no variation on damage types and Energy turrets are hungry beasts! All lasers will do some mix of Electromagnetic and Thermal damage (primarily EM) and use large amounts of energy when fired as well as tending to be quite demanding on a hull's powergrid.
  • Large Capacitors. Amarrian pilots rely heavily on their capacitors; lasers are heavy on the capacitor to such a degree that some Amarrian hulls have a bonus that decreases capacitor usage of Energy turrets rather than a damage bonus (such hulls are prime candidates for fitting another weapon system if you have cross-trained). Thus Amarrian hulls tend to have larger capacitors than the hulls of the other empires and many Amarrian pilots prioritize capacitor skills.
  • Drones. Amarrian hulls have some of the best drone using hulls outside of the Gallentean hull line-up, including the only hulls with drone bonuses that are not Gallentean.
  • 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 are usually short of mid slots to put Afterburners or MicroWarp Drives in, while low slots are already packed with tank modules or weapon upgrades. At the cost of tanking potential (or damage, perhaps both), a typical Amarrian hull's numerous low slots can be used to out-compete even Minmatar ships, however.
  • 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. Scripts can also be used to make the module more effective at either reducing the tracking or reducing the range of the turret, at the cost of not affecting the other. Tracking disruption is fairly difficult to counter but limited in application as it affects only turrets. The secondary form is Capacitor Warfare but bonuses to this are only found on Tech 2 hulls, which are beyond the scope of this guide.

PvP

Amarrian ships have been the proverbial PvP 'flavour of the month' for a lot longer than a month and can be extremely useful in nearly any role. Exceptional armour tanks, large capacitors and a combination of good damage and range make Amarrian ships a firm favourite for PvP, though fits with shield tanks or alternate weapon systems see extensive use.

Amarrian ships tend to stick to the formula of lots of armour for defence and lots of lasers for damage with fewer 'exceptions to the rule' than in other empires' line-ups. As a result Amarrians are sometimes said to be the simplest race to fly, since what worked for you on a frigate will probably work for you on your cruiser but with larger and more modules. There are some good candidates for 'breaking the mould' (Punisher fitted with Autocannon turrets is a classic) but they are more skill intensive and often require extensive cross-training. New pilots are likely best served by playing to the Amarrian formula until they know when and how to break the rules.

PvE

Amarrian ships are more restricted when running 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 Minmatari space where Angels 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).

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. There is already good information on Basic Skills and Support Skills elsewhere. So if you want maximize turret weapon damage you will train the same 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 armour tank, or use drones effectively, and all of this backed up by solid support and fitting skills (prioritize the capacitor skills Energy Systems Operation and Energy Management highly). Amarr pilots should aim for a [Full T2 Tank] early in their careers. Some Amarr ships can be shield tanked effectively, but these are more specialized builds (such as the PvP shield Harbinger) and often for T2 ships (such as the Curse).

Amarr pilots should eventually acquire T2 gunnery skills, though this is often done after having stepped into a battleship.

Tech 2 Energy Turrets

Here are the skills and prerequisites you will need to utilise a Tech 2 energy turret.

Each type of Energy Turret requires a specific specialization skill. Note that each larger size specializations will incorporate the smaller size specialization with all its prerequisites. Here they are with applicable prerequisites:

Beam Lasers

  • Small Beam Laser Specialization
    • Small Energy Turret V
    • Sharpshooter III
  • Medium Beam Laser Specialization
    • Small Beam Laser Specialization IV
    • Medium Energy Turret V
    • Sharpshooter IV
  • Large Beam Laser Specialization
    • Medium Beam Laser Specialization IV
    • Large Energy Turret V
    • Sharpshooter V

Pulse Lasers

  • Small Pulse Laser Specialization
    • Small Energy Turret V
    • Motion Prediction III
  • Medium Pule Laser Specialization
    • Small Pulse Laser Specialization IV
    • Medium Energy Turret V
    • Motion Prediction IV
  • Large Pulse Laser Specialization
    • Medium Pulse Laser Specialization IV
    • Large Energy Turret V
    • Motion Prediction V

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 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).

Cross Training

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

However, the main benefit of cross training is to get more options for ship and fitting selection and being able to conform to fleet doctrine in both PvE (wormholes, incursions) and PvP. Thus, cross training into minmatar or caldari often gives the most benefit, to expand on ship selections capable of shield tanking. Cross training to Minmatar will give access to Blood Raider pirate faction ships. Cross training to Caldari will give access to Sansha ships. While cross training to Gallente will not give any access to pirate ships.

Related Links

Ship Skill and Fitting Overviews -- Amarr | Caldari | Gallente | Minmatar | ORE | Pirate Factions