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

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{{ShipGuideBoilerintro}}
 
{{ShipGuideBoilerintro}}
 +
=Amarr General Information=
  
=Rookie Ship=
+
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 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.
+
The Amarr lineup is characterized by the following:
  
==Impairor==
+
* [http://wiki.eveuniversity.org/Smurfprime%27s_Guide_to_Basic_Tanking#Armor_tanking 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 [[Spider Tanking|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).  
{{Infobox Ship Horizontal2
 
|shipimg=Impairor.jpg
 
|caption=Impairor
 
|shipname=Impairor
 
|class=Rookie Ship
 
|bonuses='''Amarr Frigate Skill Bonus:'''<br>
 
10% bonus to energy turret capacitor use per skill level
 
|highs=2
 
|turrets=2
 
|launchers=0
 
|mediums=1
 
|lows=1
 
|dronebay=5 m3
 
|bandwidth=5 Mbit/sec
 
|cargohold=120 m3
 
|variations=None
 
|roles=Tutorials
 
|info=This is the best looking and perhaps the least capable of any of the starting ships, but it doesn't really matter. It will easily do everything it needs to do with its civilian modules and completing the Military Tutorial as soon as possible will hand you several better platforms. It does have room for a single drone in the drone bay, all while looking fantastic.
 
}}
 
  
{{ShipGuideFittings
+
* 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.
|name=Impairor, Tutorials
 
  
|high=
+
* 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.
Dual Light Pulse Laser I<br>
 
[empty high slot]
 
|mid=
 
Cap Recharger I
 
|low=
 
Small Armor Repairer I
 
  
|charges=
+
* [[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.
Multifrequency S
 
|drones=
 
|rigs=
 
  
|recommended1=
+
* 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.
Amarr Frigate II<br>
 
Hull Upgrades I
 
|recommended2=
 
Energy Grid Upgrades I
 
|recommended3=
 
Small Energy Turret II
 
  
|notes=
+
* [[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. 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.
}}
 
  
=Frigate=
+
==PvP==
  
[[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.
+
Amarrian ships have been a PvP 'flavour of the month' for a lot longer than a month and can be extremely useful in nearly any role or type of fleet. 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.
  
==Executioner==
+
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.
  
{{Infobox Ship Horizontal2
+
==PvE==
|shipimg=Executioner.jpg
 
|caption=Executioner
 
|shipname=Executioner
 
|class=Frigate
 
|bonuses='''Amarr Frigate Skill Bonus:'''<br>
 
10% bonus to Small Energy Turret capacitor use per level<br>
 
5% Small Energy Turret damage per level
 
|highs=2
 
|turrets=2
 
|launchers=0
 
|mediums=2
 
|lows=2
 
|cargohold=0 m3
 
|dronebay=0 m3
 
|bandwidth= 0 Mbit/sec
 
|cargohold=135 m3
 
|roles=Tackling, Mission
 
|variations= [[Imperial Navy Slicer]], [[Crusader]], [[Malediction]]
 
|info=The Executioner is the Amarr fast frigate, although only having two mid slots makes it unloved for tackling in PvP despite its speed and high scan resolution. It can serve as a level 1 mission runner until Amarr Frigate III is trained for the Punisher and Destroyers I for the Coercer. For tackling, the Punisher is used more often since they have the same number of mid slots, but the punisher can fit a sturdier tank.
 
}}
 
  
 +
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 Minmatari space where Angels are the common faction but there are effective solutions, such as the [[#Arbitrator | 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=
  
{{ShipGuideFittings
+
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). 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).
|name=Executioner, PvE Mission Basic
 
  
|low=
+
Amarr pilots should eventually acquire T2 gunnery skills, though this is often done after having stepped into a battleship.
Damage Control I<br>
 
Small Armor Repairer I<br>
 
|mid=
 
1MN Afterburner I<br>
 
Cap Recharger I<br>
 
|high=
 
Gatling Pulse Laser I<br>
 
Gatling Pulse Laser I<br>
 
  
|charges=
+
===Tech 2 Energy Turrets===
Multifrequency S<br>
 
  
|rigs=
+
Here are the skills and prerequisites you will need to utilise a Tech 2 energy turret.  This may be one of your goals if you want to specialize in being an Amarr Damage Dealer.
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
  
|recommended1=
+
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:
Afterburner I<br>
 
Amarr Frigate II<br>
 
Controlled Bursts I<br>
 
  
|recommended2=
+
Beam Lasers
Energy Grid Upgrades II<br>
+
*Small Beam Laser Specialization
Hull Upgrades I<br>
+
**Small Energy Turret V
Rapid Firing I<br>
+
**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
  
|recommended3=
+
Pulse Lasers
Repair Systems I<br>
+
*Small Pulse Laser Specialization
Sharpshooter I<br>
+
**Small Energy Turret V
Small Laser Turret II<br>
+
**Motion Prediction III
 
+
*Medium Pule Laser Specialization
|notes=
+
**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===
  
{{ShipGuideFittings
+
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.
|name=Executioner, PvP Tackler Basic
 
  
|low=
+
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).
Damage Control I<br>
 
Overdrive Injector System I<br>
 
|mid=
 
1MN MicroWarpdrive I<br>
 
Warp Disruptor I<br>
 
|high=
 
Gatling Pulse Laser I<br>
 
Gatling Pulse Laser I<br>
 
  
|charges=
+
===Cross Training===
Standard S<br>
 
|rigs=
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
  
|recommended1=
+
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.
Acceleration Control III<br>
 
Afterburner III<br>
 
Amarr Frigate II<br>
 
Controlled Bursts III<br>
 
Energy Management III<br>
 
Energy Systems Operation III<br>
 
Evasive Maneuvering III<br>
 
  
|recommended2=
+
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.
Gunnery III<br>
 
High Speed Maneuvering III<br>
 
Hull Upgrades III<br>
 
Mechanic III<br>
 
Motion Prediction III<br>
 
Propulsion Jamming III<br>
 
Rapid Firing III<br>
 
  
|recommended3=
 
Sharpshooter III<br>
 
Signature Analysis III<br>
 
Small Energy Turret III<br>
 
Targeting III<br>
 
Warp Drive Operation III<br>
 
  
|notes=* Like other frigates, the Executioner is at risk of being popped quickly by smartbomb fitted battleships. Range should be maintained over 7,500m from battleships unless they are seen shooting from gun ports or missile launcher bays.
+
=Rookie Ship=
* Dealing damage is not a tackler's priority, and cap should not be wasted on guns if it is needed to maintain tackle in prolonged encounters. The Executioner's lasers should normally not be fired except on pods once the field is clear of hostile ships.
 
* The pulse lasers can be replaced by 150mm or 200mm AutoCannons to avoid the cap problems of laser turrets.
 
}}
 
  
==Inquisitor==
+
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==
 
{{Infobox Ship Horizontal2
 
{{Infobox Ship Horizontal2
|shipimg=Inquisitor.jpg
+
|shipimg=Impairor.jpg
|caption=Inquisitor
+
|caption=Impairor
|shipname=Inquisitor
+
|shipname=Impairor
|class=Frigate
+
|class=Rookie Ship
 
|bonuses='''Amarr Frigate Skill Bonus:'''<br>
 
|bonuses='''Amarr Frigate Skill Bonus:'''<br>
10% bonus to EM missile damage per level<br>
+
10% bonus to energy turret capacitor use per skill level
5% bonus to Explosive, Kinetic and Thermal missile damage per level.
+
|highs=2
|highs=4
+
|turrets=2
|turrets=1
+
|launchers=0
|launchers=3
+
|mediums=1
|mediums=2
+
|lows=1
|lows=3
+
|dronebay=5 m3
|dronebay=0 m3
+
|bandwidth=5 Mbit/sec
|bandwidth=0 Mbit/sec
+
|cargohold=120 m3
|cargohold=315 m3
+
|variations=None
|roles=None
+
|roles=Tutorials
|variations=[[Purifier]]
+
|info=This is the best looking and perhaps the least capable of any of the starting ships, but it doesn't really matter. It will easily do everything it needs to do with its civilian modules and completing the Military Tutorial as soon as possible will hand you several better platforms. It does have room for a single drone in the drone bay, all while looking fantastic.
|info=The Amarr missile frigate is the only Amarr T1 ship with missile bonuses. It is also the only Amarr T1 frigate that can fit 4 weapon systems with its 3 launcher and 1 turret hardpoints.
 
 
 
The Inquisitor is somewhat underused. Even with good missile skills, it is has less than impressive attributes.
 
 
}}
 
}}
  
==Tormentor==
+
{{ShipGuideFittings
 +
|name=Impairor, Tutorials
  
{{Infobox Ship Horizontal2
+
|high=
|shipimg=Tormentor.jpg
+
Dual Light Pulse Laser I<br>
|caption=Tormentor
+
[empty high slot]
|shipname=Tormentor
+
|mid=
|class=Frigate
+
Cap Recharger I
|bonuses='''Amarr Frigate Skill Bonus:'''<br>
+
|low=
5% bonus to cargo capacity per level<br>
+
Small Armor Repairer I
20% bonus to mining laser yield per level<br>
 
<br>
 
'''Role Bonus:'''<br>
 
-60% mining laser capacitor use
 
|highs=2
 
|turrets=2
 
|launchers=0
 
|mediums=1
 
|lows=3
 
|dronebay=5 m3
 
|bandwidth=5 Mbit/sec
 
|roles=Mining
 
|variations=None
 
|cargohold=235 m3
 
|info=Fledgling Amarr miners will want to start here.
 
}}
 
  
{{ShipGuideFittings
+
|charges=
|name=Tormentor, Mining Basic
+
Multifrequency S
 +
|drones=
 +
|rigs=  
  
|high=
+
|recommended1=
Miner I<br>
+
Amarr Frigate II<br>
Miner I
+
Hull Upgrades I
|mid=
+
|recommended2=
Small Shield Booster I
+
Energy Grid Upgrades I
|low=
+
|recommended3=
Capacitor Power Relay I<br>
+
Small Energy Turret II
Expanded Cargohold I<br>
 
Expanded Cargohold I
 
  
|charges=
+
|notes=
|drones=
+
}}
Hobgoblin I<br>
 
|rigs=
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]
 
  
|recommended1=
+
=Frigate=
Amarr Frigate II<br>
 
Drones I<br>
 
Energy Grid Upgrades II<br>
 
  
|recommended2=
+
[[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.
Hull Upgrades I<br>
 
Mining II<br>
 
  
|recommended3=
+
==Executioner==
Scout Drone Operation I<br>
 
Shield Operation I<br>
 
  
|notes=
 
*You can also use any other light scout drone, at best matching it to the rats you expect to encounter.
 
*The Capacitor Power Relay has a minor penalty to the shield booster. A Capacitor Flux Coil can be used instead if you have enough CPU, however the difference between the two modules are not significant on this fit.
 
}}
 
 
==Punisher==
 
 
{{Infobox Ship Horizontal2
 
{{Infobox Ship Horizontal2
|shipimg=Punisher.jpg
+
|shipimg=Executioner.jpg
|caption=Punisher
+
|caption=Executioner
|shipname=Punisher
+
|shipname=Executioner
 
|class=Frigate
 
|class=Frigate
 
|bonuses='''Amarr Frigate Skill Bonus:'''<br>
 
|bonuses='''Amarr Frigate Skill Bonus:'''<br>
10% bonus to Small Energy Turret capacitor use per level<br>  
+
10% bonus to Small Energy Turret capacitor use per level<br>
5% bonus to armor resistances per level
+
5% Small Energy Turret damage per level
|highs=4
+
|highs=2
|turrets=3
+
|turrets=2
 
|launchers=0
 
|launchers=0
 
|mediums=2
 
|mediums=2
|lows=4
+
|lows=2
 +
|cargohold=0 m3
 
|dronebay=0 m3
 
|dronebay=0 m3
|bandwidth=0 Mbit/sec
+
|bandwidth= 0 Mbit/sec
|roles=Mission, Tackling
 
|variations= [[Retribution]], [[Vengeance]]
 
 
|cargohold=135 m3
 
|cargohold=135 m3
|info=The Punisher can serve as a mission runner for new pilots, as well as tackler.<br>
+
|roles=Tackling, Mission
<br>
+
|variations= [[Imperial Navy Slicer]], [[Crusader]], [[Malediction]]
This is easily the most tenacious of the T1 frigates. Due to excellent armour HP together with the bonus to armour resistances and the 4 low slots, this platform can handle a surprising amount of damage for a T1 frigate. The Punisher's 3 turrets can give it decent dps, but its 2 Mid slots prevent it from fitting the [[Tackling 101 Guide|tackling]] trinity: a propulsion module, a point, and a web.<br>
+
|info=The Executioner is the Amarr fast frigate, although only having two mid slots makes it unloved for tackling in PvP despite its speed and high scan resolution. It can serve as a level 1 mission runner until Amarr Frigate III is trained for the Punisher and Destroyers I for the Coercer. For tackling, the Punisher is used more often since they have the same number of mid slots, but the punisher can fit a sturdier tank.
<br>
 
This the E-UNI tackler for new Amarr pilots, but it does not excel at this role due to the limited mid slots and low base velocity.
 
 
}}
 
}}
  
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{{ShipGuideFittings
 
{{ShipGuideFittings
|name=Punisher, PvE Mission Basic
+
|name=Executioner, PvE Mission Basic
  
 
|low=
 
|low=
Damage Control I<br>
+
Damage Control I<br>  
Small Armor Repairer I<br>
+
Small Armor Repairer I<br>  
Capacitor Power Relay I<br>
 
Heat Sink I<br>
 
 
|mid=
 
|mid=
1MN Afterburner I<br>
+
1MN Afterburner I<br>  
Cap Recharger I<br>
+
Cap Recharger I<br>  
 
|high=
 
|high=
Dual Light Pulse Laser I<br>
+
Gatling Pulse Laser I<br>
Dual Light Pulse Laser I<br>
+
Gatling Pulse Laser I<br>
Dual Light Pulse Laser I<br>
 
Small Nosferatu I<br>
 
  
 
|charges=
 
|charges=
 
Multifrequency S<br>
 
Multifrequency S<br>
 +
 
|rigs=
 
|rigs=
 
[empty rig slot]<br>
 
[empty rig slot]<br>
Line 316: Line 183:
  
 
|recommended1=
 
|recommended1=
Acceleration Control I<br>
+
Afterburner I<br>
Afterburner II<br>
+
Amarr Frigate II<br>
Amarr Frigate III<br>
+
Controlled Bursts I<br>
Controlled Bursts II<br>
 
Energy Emission Systems I<br>
 
Energy Grid Upgrades II<br>
 
Energy Management II<br>
 
  
 
|recommended2=
 
|recommended2=
Energy Systems Operation II<br>
+
Energy Grid Upgrades II<br>
Evasive Maneuvering I<br>
+
Hull Upgrades I<br>
Gunnery III<br>
+
Rapid Firing I<br>
Hull Upgrades II<br>
 
Mechanic II<br>
 
Motion Prediction II<br>
 
Rapid Firing II<br>
 
  
 
|recommended3=
 
|recommended3=
Repair Systems II<br>
+
Repair Systems I<br>
Sharpshooter II<br>
+
Sharpshooter I<br>
Small Energy Turret III<br>
+
Small Laser Turret II<br>
Targeting II<br>
 
Weapon Upgrades I<br>
 
  
|notes=
+
|notes=  
 
}}
 
}}
  
  
 
{{ShipGuideFittings
 
{{ShipGuideFittings
|name=Punisher, PvP Tackler Pulse Basic
+
|name=Executioner, PvP Tackler Basic
  
 
|low=
 
|low=
 
Damage Control I<br>
 
Damage Control I<br>
400mm Reinforced Steel Plates I<br>
+
Overdrive Injector System I<br>
Micro Auxiliary Power Core I<br>
 
Adaptive Nano Plating I<br>
 
 
|mid=
 
|mid=
 
1MN MicroWarpdrive I<br>
 
1MN MicroWarpdrive I<br>
Warp Scrambler I<br>
+
Warp Disruptor I<br>
 
|high=
 
|high=
 +
Gatling Pulse Laser I<br>
 
Gatling Pulse Laser I<br>
 
Gatling Pulse Laser I<br>
Gatling Pulse Laser I<br>
 
Gatling Pulse Laser I<br>
 
[empty high slot]<br>
 
  
 
|charges=
 
|charges=
Line 371: Line 224:
 
Acceleration Control III<br>
 
Acceleration Control III<br>
 
Afterburner III<br>
 
Afterburner III<br>
Amarr Frigate III<br>
+
Amarr Frigate II<br>
 
Controlled Bursts III<br>
 
Controlled Bursts III<br>
 
Energy Management III<br>
 
Energy Management III<br>
Line 383: Line 236:
 
Mechanic III<br>
 
Mechanic III<br>
 
Motion Prediction III<br>
 
Motion Prediction III<br>
Propulsion Jamming III
+
Propulsion Jamming III<br>
 
Rapid Firing III<br>
 
Rapid Firing III<br>
Sharpshooter III<br>
 
  
 
|recommended3=
 
|recommended3=
 +
Sharpshooter III<br>
 
Signature Analysis III<br>
 
Signature Analysis III<br>
 
Small Energy Turret III<br>
 
Small Energy Turret III<br>
 
Targeting III<br>
 
Targeting III<br>
 
Warp Drive Operation III<br>
 
Warp Drive Operation III<br>
Weapon Upgrades I<br>
 
  
|notes=* Like other frigates, the Punisher is at risk of being popped quickly by smartbomb fitted battleships. Range should be maintained over 7,000m from battleships unless they are seen shooting from gun ports or missile launcher bays. Using a j5b warp scrambler will give more range and will make it easier to tackle while maintaining an orbit outside smartbomb range.
+
|notes=* Like other frigates, the Executioner is at risk of being popped quickly by smartbomb fitted battleships. Range should be maintained over 7,500m from battleships unless they are seen shooting from gun ports or missile launcher bays.
* Dealing damage is not a tackler's priority, and cap should not be wasted on guns if it is needed to maintain tackle in prolonged encounters. The Punisher's lasers should normally not be fired except on pods once the field is clear of hostile ships.
+
* Dealing damage is not a tackler's priority, and cap should not be wasted on guns if it is needed to maintain tackle in prolonged encounters. The Executioner's lasers should normally not be fired except on pods once the field is clear of hostile ships.
* The MWD can be switched to an AB for better speed tanking, however this will make catching up to any ship with a MWD difficult unless it is already tackled by others.
+
* The pulse lasers can be replaced by 150mm or 200mm AutoCannons to avoid the cap problems of laser turrets.
 
}}
 
}}
  
 +
==Inquisitor==
  
{{ShipGuideFittings
+
{{Infobox Ship Horizontal2
|name=Punisher, PvP Tackler AutoCannon Basic
+
|shipimg=Inquisitor.jpg
 
+
|caption=Inquisitor
|low=
+
|shipname=Inquisitor
Damage Control I<br>
+
|class=Frigate
200mm Reinforced Steel Plates I<br>
+
|bonuses='''Amarr Frigate Skill Bonus:'''<br>
Adaptive Nano Plating I<br>
+
10% bonus to EM missile damage per level<br>
Small Armor Repairer I<br>
+
5% bonus to Explosive, Kinetic and Thermal missile damage per level.
|mid=
+
|highs=4
1MN MicroWarpdrive I<br>
+
|turrets=1
Warp Scrambler I<br>
+
|launchers=3
|high=
+
|mediums=2
150mm Light AutoCannon I<br>
+
|lows=3
150mm Light AutoCannon I<br>
+
|dronebay=0 m3
150mm Light AutoCannon I<br>
+
|bandwidth=0 Mbit/sec
Small Nosferatu I<br>
+
|cargohold=315 m3
 +
|roles=None
 +
|variations=[[Purifier]]
 +
|info=The Amarr missile frigate is the only Amarr T1 ship with missile bonuses. It is also the only Amarr T1 frigate that can fit 4 weapon systems with its 3 launcher and 1 turret hardpoints.
  
|charges=
+
The Inquisitor is somewhat underused. Even with good missile skills, it is has less than impressive attributes.
Republic Fleet Phased Plasma S<br>
+
}}
|rigs=
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
  
|recommended1=
+
==Tormentor==
Acceleration Control III<br>
 
Afterburner III<br>
 
Amarr Frigate III<br>
 
Controlled Bursts III<br>
 
Energy Emission Systems I<br>
 
Energy Management III<br>
 
Energy Systems Operation III<br>
 
  
|recommended2=
+
{{Infobox Ship Horizontal2
Evasive Maneuvering III<br>
+
|shipimg=Tormentor.jpg
Gunnery III<br>
+
|caption=Tormentor
High Speed Maneuvering III<br>
+
|shipname=Tormentor
Hull Upgrades III<br>
+
|class=Frigate
Mechanic III<br>
+
|bonuses='''Amarr Frigate Skill Bonus:'''<br>
Motion Prediction III<br>
+
5% bonus to cargo capacity per level<br>
Propulsion Jamming III<br>
+
20% bonus to mining laser yield per level<br>
 
+
<br>
|recommended3=
+
'''Role Bonus:'''<br>
Rapid Firing III<br>
+
-60% mining laser capacitor use
Sharpshooter III<br>
 
Signature Analysis III<br>
 
Small Projectile Turret III<br>
 
Targeting III<br>
 
Warp Drive Operation III<br>
 
Weapon Upgrades III<br>
 
 
 
|notes=* Like other frigates, the Punisher is at risk of being popped quickly by smartbomb fitted battleships. Range should be maintained over 7,000m from battleships unless they are seen shooting from gun ports or missile launcher bays. Using a j5b warp scrambler will give more range and will make it easier to tackle while maintaining an orbit outside smartbomb range.
 
* The MWD can be switched to an AB for better speed tanking, however this will make catching up to any ship with a MWD difficult unless it is already tackled by others.
 
}}
 
 
 
==Crucifier==
 
 
 
{{Infobox Ship Horizontal2
 
|shipimg=Crucifier.jpg
 
|caption=Crucifier
 
|shipname=Crucifier
 
|class=Frigate
 
|bonuses='''Amarr Frigate Skill Bonus:'''<br>
 
10% bonus to Small Energy Turret capacitor use per level<br>
 
5% bonus to Tracking Disruptor effectiveness per level
 
 
|highs=2
 
|highs=2
 
|turrets=2
 
|turrets=2
 
|launchers=0
 
|launchers=0
|mediums=3
+
|mediums=1
 
|lows=3
 
|lows=3
 
|dronebay=5 m3
 
|dronebay=5 m3
 
|bandwidth=5 Mbit/sec
 
|bandwidth=5 Mbit/sec
|roles=Electronic Warfare
+
|roles=Mining
|variations= [[Sentinel]]
+
|variations=None
|cargohold=165 m3
+
|cargohold=235 m3
|info=The Amarr [[EWar 101 Guide|EWAR]] frigate. It specializes in [http://www.eve-ivy.com/wiki/index.php?title=EWar_101_Guide#Tracking_Disruption_.28TD.29 Tracking Disruptors] to greatly reduce the effectiveness of enemy turret users. Flown in that role this little ship can cripple an enemy battleship or other turret based damage dealer, and accordingly it can be a great force multiplier in a fleet. EWAR in E-UNI fleets often has a great impact and a short life expectancy.
+
|info=Fledgling Amarr miners will want to start here.
 
}}
 
}}
 
  
 
{{ShipGuideFittings
 
{{ShipGuideFittings
|name=Crucifier, PvP TD Basic
+
|name=Tormentor, Mining Basic
  
 +
|high=
 +
Miner I<br>
 +
Miner I
 +
|mid=
 +
Small Shield Booster I
 
|low=
 
|low=
Damage Control I<br>
+
Capacitor Power Relay I<br>
Signal Amplifier I<br>
+
Expanded Cargohold I<br>
Overdrive Injector System I<br>
+
Expanded Cargohold I
|mid=
 
1MN Afterburner I<br>
 
Tracking Disruptor I<br>
 
Tracking Disruptor I<br>
 
|high=
 
Dual Light Beam Laser I<br>
 
Dual Light Beam Laser I<br>
 
  
 
|charges=
 
|charges=
Standard S<br>
 
Optimal Range Disruption<br>
 
Tracking Speed Disruption<br>
 
 
|drones=
 
|drones=
Warrior I x2<br>
+
Hobgoblin I<br>
 
|rigs=
 
|rigs=
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
[empty rig slot]<br>
+
[empty rig slot]
  
 
|recommended1=
 
|recommended1=
Acceleration Control II<br>
+
Amarr Frigate II<br>
Afterburner III<br>
+
Drones I<br>
Amarr Frigate III<br>
+
Energy Grid Upgrades II<br>
Combat Drone Operation III<br>
 
Controlled Bursts III<br>
 
Drones III<br>
 
Electronics Upgrades I<br>
 
Electronic Warfare III<br>
 
Energy Management III<br>
 
Energy Systems Operation III<br>
 
  
 
|recommended2=
 
|recommended2=
Evasive Maneuvering II<br>
+
Hull Upgrades I<br>
Frequency Modulation III<br>
+
Mining II<br>
Fuel Conservation III<br>
+
 
Gunnery III<br>
+
|recommended3=
Hull Upgrades III<br>
+
Scout Drone Operation I<br>
Long Distance Jamming III<br>
+
Shield Operation I<br>
Long Range Targeting III<br>
 
Mechanic III<br>
 
Motion Prediction III<br>
 
Navigation III<br>
 
 
 
|recommended3=
 
Rapid Firing III<br>
 
Scout Drone Operation III<br>
 
Sharpshooter III<br>
 
Signature Analysis III<br>
 
Small Energy Turret III<br>
 
Targeting III<br>
 
Weapon Disruption III<br>
 
Warp Drive Operation III<br>
 
  
 
|notes=
 
|notes=
* Like other frigates, the Crucifier is at risk of being popped quickly by smartbomb fitted battleships. Range should be maintained over 7,500m from battleships unless they are seen shooting from gun ports or missile launcher bays.
+
*You can also use any other light scout drone, at best matching it to the rats you expect to encounter.
 +
*The Capacitor Power Relay has a minor penalty to the shield booster. A Capacitor Flux Coil can be used instead if you have enough CPU, however the difference between the two modules are not significant on this fit.
 
}}
 
}}
  
==Magnate==
+
==Punisher==
 
 
 
{{Infobox Ship Horizontal2
 
{{Infobox Ship Horizontal2
|shipimg=Magnate.jpg
+
|shipimg=Punisher.jpg
|caption=Magnate
+
|caption=Punisher
|shipname=Magnate
+
|shipname=Punisher
 
|class=Frigate
 
|class=Frigate
 
|bonuses='''Amarr Frigate Skill Bonus:'''<br>
 
|bonuses='''Amarr Frigate Skill Bonus:'''<br>
5% bonus to Small Energy Turret capacitor use per level<br>
+
10% bonus to Small Energy Turret capacitor use per level<br>  
5% increase to scan strength of probes per level<br>
+
5% bonus to armor resistances per level
5% bonus to survey probe flight time per level
+
|highs=4
|highs=2
+
|turrets=3
|turrets=2
 
 
|launchers=0
 
|launchers=0
|mediums=1
+
|mediums=2
|lows=3
+
|lows=4
|dronebay=10 m3
+
|dronebay=0 m3
|bandwidth=10 Mbit/sec
+
|bandwidth=0 Mbit/sec
|roles=Exploration
+
|roles=Mission, Tackling
|variations= [[Anathema]]
+
|variations= [[Retribution]], [[Vengeance]]
|cargohold=320 m3
+
|cargohold=135 m3
|info=An excellent frigate to learn the basics of [[Exploration|exploration]] due to its bonuses for [[Scanning & Probing|scanning and probing]]. [[Smurfprime's Probing Guide]] is an excellent resource on how exactly to do this while these pages have information on potential [[Scanning:Scan Results|scanning results]] and [[Exploration combat sites for new players|exploration combat sites]].  
+
|info=The Punisher can serve as a mission runner for new pilots, as well as tackler.<br>
 +
<br>
 +
This is easily the most tenacious of the T1 frigates. Due to excellent armour HP together with the bonus to armour resistances and the 4 low slots, this platform can handle a surprising amount of damage for a T1 frigate. The Punisher's 3 turrets can give it decent dps, but its 2 Mid slots prevent it from fitting the [[Tackling 101 Guide|tackling]] trinity: a propulsion module, a point, and a web.<br>
 +
<br>
 +
This the E-UNI tackler for new Amarr pilots, but it does not excel at this role due to the limited mid slots and low base velocity.
 +
}}
 +
 
  
The Magnate is the only Amarr T1 frigate with a 10 cubic meter drone bay allowing 2 light scout drones. It also has a 320 cubic meter cargohold, so it can even be used as a makeshift hauler for new Amarr pilots who lack access to an industrial.
 
}}
 
  
 
{{ShipGuideFittings
 
{{ShipGuideFittings
|name=Magnate, Exploration Basic
+
|name=Punisher, PvE Mission Basic
  
 
|low=
 
|low=
Nanofiber Internal Structure I<br>
+
Damage Control I<br>
Nanofiber Internal Structure I<br>
+
Small Armor Repairer I<br>
Nanofiber Internal Structure I<br>
+
Capacitor Power Relay I<br>
 +
Heat Sink I<br>
 
|mid=
 
|mid=
1MN MicroWarpdrive I<br>
+
1MN Afterburner I<br>
 +
Cap Recharger I<br>
 
|high=
 
|high=
Core Probe Launcher I<br>
+
Dual Light Pulse Laser I<br>
Prototype Cloaking Device I<br>
+
Dual Light Pulse Laser I<br>
 +
Dual Light Pulse Laser I<br>
 +
Small Nosferatu I<br>
  
 
|charges=
 
|charges=
Core Scanner Probe I<br>
+
Multifrequency S<br>
|drones=
 
Hobgoblin I x2<br>
 
 
|rigs=
 
|rigs=
Small Gravity Capacitor Upgrade I<br>
+
[empty rig slot]<br>
Small Gravity Capacitor Upgrade I<br>
+
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
  
 
|recommended1=
 
|recommended1=
 
Acceleration Control I<br>
 
Acceleration Control I<br>
Afterburner III<br>
+
Afterburner II<br>
Amarr Frigate IV<br>
+
Amarr Frigate III<br>
Astrometric Acquisition III<br>
+
Controlled Bursts II<br>
Astrometric Pinpointing III<br>
+
Energy Emission Systems I<br>
Astrometric Rangefinding III<br>
+
Energy Grid Upgrades II<br>
 +
Energy Management II<br>
  
 
|recommended2=
 
|recommended2=
Astrometrics IV<br>
 
Cloaking I<br>
 
Drones II<br>
 
Electronics IV<br>
 
Energy Management II<br>
 
 
Energy Systems Operation II<br>
 
Energy Systems Operation II<br>
 
|recommended3=
 
 
Evasive Maneuvering I<br>
 
Evasive Maneuvering I<br>
High Speed Maneuvering III<br>
+
Gunnery III<br>
Hull Upgrades I<br>
+
Hull Upgrades II<br>
Jury Rigging I<br>
+
Mechanic II<br>
Mechanic III<br>
+
Motion Prediction II<br>
Scout Drone Operation I<br>
+
Rapid Firing II<br>
 +
 
 +
|recommended3=
 +
Repair Systems II<br>
 +
Sharpshooter II<br>
 +
Small Energy Turret III<br>
 +
Targeting II<br>
 +
Weapon Upgrades I<br>
  
 
|notes=
 
|notes=
 
}}
 
}}
  
=Destroyer=
 
  
==Coercer==
+
{{ShipGuideFittings
 +
|name=Punisher, PvP Tackler Pulse Basic
  
{{Infobox Ship Horizontal2
+
|low=
|shipimg=Coercer.jpg
+
Damage Control I<br>
|caption=Coercer
+
400mm Reinforced Steel Plates I<br>
|shipname=Coercer
+
Micro Auxiliary Power Core I<br>
|class=Destroyer
+
Adaptive Nano Plating I<br>
|bonuses='''Destroyer Skill Bonus:'''<br>
+
|mid=
10% bonus to Small Energy Turret tracking speed per level<br>
+
1MN MicroWarpdrive I<br>
-10% reduction in Small Energy Turret Capacitor usage per level<br>
+
Warp Scrambler I<br>
<br>
+
|high=
''' Role Bonus:'''<br>
+
Gatling Pulse Laser I<br>
50% bonus to optimal range for small energy turrets<br>
+
Gatling Pulse Laser I<br>
<br>
+
Gatling Pulse Laser I<br>
'''Penalty:'''<br>
+
[empty high slot]<br>
<font color=red>-25% rate of fire for all turrets</font>
+
 
|highs=8
+
|charges=
|turrets=8
+
Standard S<br>
|launchers=0
+
|rigs=
|mediums=1
+
[empty rig slot]<br>
|lows=4
+
[empty rig slot]<br>
|dronebay=0 m3
+
[empty rig slot]<br>
|bandwidth=0 Mbit/sec
 
|roles= Mission, Salvaging
 
|variations= [[Heretic]]
 
|cargohold=300 m3
 
|info=The 8 high slots will cause a sharp intake of breath for a new player getting their first Coercer. This firepower will make it an ideal platform for chewing through any Level 1 Mission. The 4 low slots allow enough tank to accomplish this PvE task easily; however, it is limited by only having 1 mid slot compared to other destroyers.
 
<br><br>
 
It fulfills a role as an early salvager capably, and this is probably the more enduring role as most players will likely outgrow its PvE uses quickly. It can be used for Level 2 Missions, but this requires caution balanced against the knowledge and SP of the pilot and accordingly the fit.
 
<br><br>
 
Destroyers in general are of limited use in PvP for low skill point pilots. They have a small tank like a frigate on a ship with a larger signature radius and combined with its higher damage output, destroyers are early targets in fleet engagements. The Coercer also lacks midslots for utility modules like warp disruptors, scramblers, and stasis webifiers, meaning it tends to be relegated to PvE use. With very high skill points and once Tech 2 modules can be fitted their are some fun niche roles for the coercer but those are beyond the scope of this guide.
 
}}
 
  
 +
|recommended1=
 +
Acceleration Control III<br>
 +
Afterburner III<br>
 +
Amarr Frigate III<br>
 +
Controlled Bursts III<br>
 +
Energy Management III<br>
 +
Energy Systems Operation III<br>
 +
Evasive Maneuvering III<br>
  
{{ShipGuideFittings
+
|recommended2=
|name=Coercer, Mission Basic
+
Gunnery III<br>
 +
High Speed Maneuvering III<br>
 +
Hull Upgrades III<br>
 +
Mechanic III<br>
 +
Motion Prediction III<br>
 +
Propulsion Jamming III
 +
Rapid Firing III<br>
 +
Sharpshooter III<br>
 +
 
 +
|recommended3=
 +
Signature Analysis III<br>
 +
Small Energy Turret III<br>
 +
Targeting III<br>
 +
Warp Drive Operation III<br>
 +
Weapon Upgrades I<br>
 +
 
 +
|notes=* Like other frigates, the Punisher is at risk of being popped quickly by smartbomb fitted battleships. Range should be maintained over 7,000m from battleships unless they are seen shooting from gun ports or missile launcher bays. Using a j5b warp scrambler will give more range and will make it easier to tackle while maintaining an orbit outside smartbomb range.
 +
* Dealing damage is not a tackler's priority, and cap should not be wasted on guns if it is needed to maintain tackle in prolonged encounters. The Punisher's lasers should normally not be fired except on pods once the field is clear of hostile ships.
 +
* The MWD can be switched to an AB for better speed tanking, however this will make catching up to any ship with a MWD difficult unless it is already tackled by others.
 +
}}
 +
 
 +
 
 +
{{ShipGuideFittings
 +
|name=Punisher, PvP Tackler AutoCannon Basic
  
 
|low=
 
|low=
Small Armor Repairer I<br>
+
Damage Control I<br>
Armor EM Hardener I<br>
+
200mm Reinforced Steel Plates I<br>
Armor Thermic Hardener I<br>
+
Adaptive Nano Plating I<br>
Capacitor Power Relay I<br>
+
Small Armor Repairer I<br>
 
|mid=
 
|mid=
Cold-Gas I Arcjet Thrusters<br>
+
1MN MicroWarpdrive I<br>
 +
Warp Scrambler I<br>
 
|high=
 
|high=
Dual Light Beam Laser I<br>
+
150mm Light AutoCannon I<br>
Dual Light Beam Laser I<br>
+
150mm Light AutoCannon I<br>
Dual Light Beam Laser I<br>
+
150mm Light AutoCannon I<br>
Dual Light Beam Laser I<br>
+
Small Nosferatu I<br>
Dual Light Beam Laser I<br>
 
Dual Light Beam Laser I<br>
 
Dual Light Beam Laser I<br>
 
Dual Light Beam Laser I<br>
 
  
 
|charges=
 
|charges=
Multifrequency S<br>
+
Republic Fleet Phased Plasma S<br>
 
|rigs=
 
|rigs=
 
[empty rig slot]<br>
 
[empty rig slot]<br>
Line 681: Line 502:
 
[empty rig slot]<br>
 
[empty rig slot]<br>
  
|notes=
+
|recommended1=
* Fit three Small Capacitor Control Circuit I rigs if you can afford it (requires Jury Rigging I and Mechanic III).
+
Acceleration Control III<br>
}}
+
Afterburner III<br>
 +
Amarr Frigate III<br>
 +
Controlled Bursts III<br>
 +
Energy Emission Systems I<br>
 +
Energy Management III<br>
 +
Energy Systems Operation III<br>
  
 +
|recommended2=
 +
Evasive Maneuvering III<br>
 +
Gunnery III<br>
 +
High Speed Maneuvering III<br>
 +
Hull Upgrades III<br>
 +
Mechanic III<br>
 +
Motion Prediction III<br>
 +
Propulsion Jamming III<br>
  
{{ShipGuideFittings
+
|recommended3=
|name=Coercer, Salvaging Boat
+
Rapid Firing III<br>
 +
Sharpshooter III<br>
 +
Signature Analysis III<br>
 +
Small Projectile Turret III<br>
 +
Targeting III<br>
 +
Warp Drive Operation III<br>
 +
Weapon Upgrades III<br>
  
|low=
+
|notes=* Like other frigates, the Punisher is at risk of being popped quickly by smartbomb fitted battleships. Range should be maintained over 7,000m from battleships unless they are seen shooting from gun ports or missile launcher bays. Using a j5b warp scrambler will give more range and will make it easier to tackle while maintaining an orbit outside smartbomb range.
Co-Processor I<br>
+
* The MWD can be switched to an AB for better speed tanking, however this will make catching up to any ship with a MWD difficult unless it is already tackled by others.
Capacitor Power Relay I<br>
+
}}
Capacitor Power Relay I<br>
 
Capacitor Power Relay I<br>
 
|mid=
 
1MN MicroWarpdrive I<br>
 
|high=
 
Small Tractor Beam I<br>
 
Small Tractor Beam I<br>
 
Small Tractor Beam I<br>
 
Small Tractor Beam I<br>
 
Salvager I<br>
 
Salvager I<br>
 
Salvager I<br>
 
Salvager I
 
  
|charges=
+
==Crucifier==
|drones=
 
|rigs=
 
Small Salvage Tackle I<br>
 
Small Salvage Tackle I<br>
 
Small Salvage Tackle I<br>
 
  
|notes=
+
{{Infobox Ship Horizontal2
* The low slots on a salvaging boat can vary. The co-processor is only needed if you lack cpu, Electronics IV will give enough cpu to fit another Capacitor Power Relay I. The capacitor power relays help running the modules for longer periods of time, especially if cap skills are low. Cargo expanders can be of use in missions with many wrecks to loot. Even with cargo expanders, a destroyer will often run out of cargo space in level 4 missions.
+
|shipimg=Crucifier.jpg
* Rigs are optional, they are very expensive for most newbies.
+
|caption=Crucifier
* If salvaging sleeper sites in wormhole space, it is recommended to replace one tractor and one salvager by a prototype cloaking device and a core probe launcher.
+
|shipname=Crucifier
 +
|class=Frigate
 +
|bonuses='''Amarr Frigate Skill Bonus:'''<br>
 +
10% bonus to Small Energy Turret capacitor use per level<br>
 +
5% bonus to Tracking Disruptor effectiveness per level
 +
|highs=2
 +
|turrets=2
 +
|launchers=0
 +
|mediums=3
 +
|lows=3
 +
|dronebay=5 m3
 +
|bandwidth=5 Mbit/sec
 +
|roles=Electronic Warfare
 +
|variations= [[Sentinel]]
 +
|cargohold=165 m3
 +
|info=The Amarr [[EWar 101 Guide|EWAR]] frigate. It specializes in [http://www.eve-ivy.com/wiki/index.php?title=EWar_101_Guide#Tracking_Disruption_.28TD.29 Tracking Disruptors] to greatly reduce the effectiveness of enemy turret users. Flown in that role this little ship can cripple an enemy battleship or other turret based damage dealer, and accordingly it can be a great force multiplier in a fleet. EWAR in E-UNI fleets often has a great impact and a short life expectancy.
 
}}
 
}}
  
=Cruiser=
 
  
==Arbitrator==
+
{{ShipGuideFittings
 +
|name=Crucifier, PvP TD Basic
  
{{Infobox Ship Horizontal2
+
|low=
|shipimg=Arbitrator.jpg
+
Damage Control I<br>
|caption=Arbitrator
+
Signal Amplifier I<br>
|shipname=Arbitrator
+
Overdrive Injector System I<br>
|class=Cruiser
+
|mid=
|bonuses='''Amarr Cruiser Skill Bonus:'''<br>
+
1MN Afterburner I<br>
5% bonus to Tracking Disruptor effectiveness per skill level<Br>
+
Tracking Disruptor I<br>
10% bonus to drone hitpoints, damage and mining yield per skill level
+
Tracking Disruptor I<br>
|highs=4
+
|high=
|turrets=2
+
Dual Light Beam Laser I<br>
|launchers=1
+
Dual Light Beam Laser I<br>
|mediums=4
+
 
|lows=4
+
|charges=
|dronebay=150 m3
+
Standard S<br>
|bandwidth=50 Mbit/sec
+
Optimal Range Disruption<br>
|roles=Electronic Warfare, Mission
+
Tracking Speed Disruption<br>
|variations= [[Curse]], [[Pilgrim]]
+
|drones=
|cargohold=345 m3
+
Warrior I x2<br>
|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.
+
|rigs=
<br><br>
+
[empty rig slot]<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.
+
[empty rig slot]<br>
<br><br>
+
[empty rig slot]<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.
 
}}
 
  
 +
|recommended1=
 +
Acceleration Control II<br>
 +
Afterburner III<br>
 +
Amarr Frigate III<br>
 +
Combat Drone Operation III<br>
 +
Controlled Bursts III<br>
 +
Drones III<br>
 +
Electronics Upgrades I<br>
 +
Electronic Warfare III<br>
 +
Energy Management III<br>
 +
Energy Systems Operation III<br>
  
{{ShipGuideFittings
+
|recommended2=
|name=Arbitrator, PvE Mission Basic
+
Evasive Maneuvering II<br>
 
+
Frequency Modulation III<br>
|low=
+
Fuel Conservation III<br>
Damage Control I<br>
+
Gunnery III<br>
Armor EM Hardener I<br>
+
Hull Upgrades III<br>
Armor Thermic Hardener I<br>
+
Long Distance Jamming III<br>
Medium Armor Repairer I<br>
+
Long Range Targeting III<br>
|mid=
+
Mechanic III<br>
10MN Afterburner I<br>
+
Motion Prediction III<br>
Cap Recharger I<br>
+
Navigation III<br>
Cap Recharger I<br>
+
 
Large Capacitor Battery I<br>
+
|recommended3=
|high=
+
Rapid Firing III<br>
Civilian Gatling Pulse Laser<br>
+
Scout Drone Operation III<br>
Small Tractor Beam I<br>
+
Sharpshooter III<br>
Salvager I<br>
+
Signature Analysis III<br>
Drone Link Augmentor I<br>
+
Small Energy Turret III<br>
 
+
Targeting III<br>
|charges=
+
Weapon Disruption III<br>
|drones=
+
Warp Drive Operation III<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>
 
  
 
|notes=
 
|notes=
* The example fitting has drones and hardeners fitted for Blood Raider and Sansha rats.
+
* Like other frigates, the Crucifier is at risk of being popped quickly by smartbomb fitted battleships. Range should be maintained over 7,500m from battleships unless they are seen shooting from gun ports or missile launcher bays.
* Drones IV is the minimum amount of drones recommended to start running level 2 missions in an Arbitrator.
+
}}
* 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.
 
* The civilian gun is used to grab aggro.
 
}}
 
  
{{ShipGuideFittings
+
==Magnate==
|name=Arbitrator, PvE Mission T2
 
  
|low=
+
{{Infobox Ship Horizontal2
Medium Armor Repairer II<br>
+
|shipimg=Magnate.jpg
Energized Adaptive Nano Membrane II<br>
+
|caption=Magnate
Armor Thermic Hardener II<br>
+
|shipname=Magnate
Armor EM Hardener II<br>
+
|class=Frigate
|mid=
+
|bonuses='''Amarr Frigate Skill Bonus:'''<br>
10MN Afterburner II<br>
+
5% bonus to Small Energy Turret capacitor use per level<br>
Cap Recharger II<br>
+
5% increase to scan strength of probes per level<br>
Cap Recharger II<br>
+
5% bonus to survey probe flight time per level
Cap Recharger II<br>
+
|highs=2
|high=
+
|turrets=2
Heavy Pulse Laser II<br>
+
|launchers=0
Heavy Pulse Laser II<br>
+
|mediums=1
'Arbalest' Assault Missile Launcher<br>
+
|lows=3
Small Tractor Beam I<br>
+
|dronebay=10 m3
 +
|bandwidth=10 Mbit/sec
 +
|roles=Exploration
 +
|variations= [[Anathema]]
 +
|cargohold=320 m3
 +
|info=An excellent frigate to learn the basics of [[Exploration|exploration]] due to its bonuses for [[Scanning & Probing|scanning and probing]]. [[Smurfprime's Probing Guide]] is an excellent resource on how exactly to do this while these pages have information on potential [[Scanning:Scan Results|scanning results]] and [[Exploration combat sites for new players|exploration combat sites]].
 +
 
 +
The Magnate is the only Amarr T1 frigate with a 10 cubic meter drone bay allowing 2 light scout drones. It also has a 320 cubic meter cargohold, so it can even be used as a makeshift hauler for new Amarr pilots who lack access to an industrial.
 +
}}
 +
 
 +
{{ShipGuideFittings
 +
|name=Magnate, Exploration Basic
  
|charges=
+
|low=
Multifrequency M<br>
+
Nanofiber Internal Structure I<br>
Bloodclaw Light Missile<br>
+
Nanofiber Internal Structure I<br>
 +
Nanofiber Internal Structure I<br>
 +
|mid=
 +
1MN MicroWarpdrive I<br>
 +
|high=
 +
Core Probe Launcher I<br>
 +
Prototype Cloaking Device I<br>
 +
 
 +
|charges=
 +
Core Scanner Probe I<br>
 
|drones=
 
|drones=
Hammerhead II x5<br>
+
Hobgoblin I x2<br>
Hobgoblin II x5<br>
 
Warrior II x5<br>
 
Valkyrie II x5<br>
 
 
|rigs=
 
|rigs=
Medium Auxiliary Nano Pump I<br>
+
Small Gravity Capacitor Upgrade I<br>
Medium Capacitor Control Circuit I<br>
+
Small Gravity Capacitor Upgrade I<br>
Medium Capacitor Control Circuit I<br>
+
[empty rig slot]<br>
  
|notes=
+
|recommended1=
 
+
Acceleration Control I<br>
}}
+
Afterburner III<br>
 +
Amarr Frigate IV<br>
 +
Astrometric Acquisition III<br>
 +
Astrometric Pinpointing III<br>
 +
Astrometric Rangefinding III<br>
  
 +
|recommended2=
 +
Astrometrics IV<br>
 +
Cloaking I<br>
 +
Drones II<br>
 +
Electronics IV<br>
 +
Energy Management II<br>
 +
Energy Systems Operation II<br>
  
{{ShipGuideFittings
+
|recommended3=
|name=Arbitrator, PvP Electronic Warfare Basic
+
Evasive Maneuvering I<br>
 +
High Speed Maneuvering III<br>
 +
Hull Upgrades I<br>
 +
Jury Rigging I<br>
 +
Mechanic III<br>
 +
Scout Drone Operation I<br>
 +
 
 +
|notes=
 +
}}
  
|low=
+
=Destroyer=
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=
+
==Coercer==
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=
+
{{Infobox Ship Horizontal2
*Cargohold should have 3 of each script to switch if needed.
+
|shipimg=Coercer.jpg
*The neuts on this version are purely defensive if some small ship decides to tackle the Arbitrator and orbits close.
+
|caption=Coercer
}}
+
|shipname=Coercer
 
+
|class=Destroyer
 
+
|bonuses='''Destroyer Skill Bonus:'''<br>
{{ShipGuideFittings
+
10% bonus to Small Energy Turret tracking speed per level<br>
|name=Arbitrator, PvP Electronic Warfare T2
+
-10% reduction in Small Energy Turret Capacitor usage per level<br>
 
+
<br>
|low=
+
''' Role Bonus:'''<br>
Damage Control II<br>
+
50% bonus to optimal range for small energy turrets<br>
Energized Adaptive Nano Membrane II<br>
+
<br>
Energized Adaptive Nano Membrane II<br>
+
'''Penalty:'''<br>
1600mm Reinforced Rolled Tungsten Plates I<br>
+
<font color=red>-25% rate of fire for all turrets</font>
|mid=
+
|highs=8
Y-T8 Overcharged Hydrocarbon I Microwarpdrive<br>
+
|turrets=8
Tracking Disruptor II<br>
+
|launchers=0
Tracking Disruptor II<br>
+
|mediums=1
Tracking Disruptor II<br>
+
|lows=4
|high=
+
|dronebay=0 m3
Small Energy Neutralizer II<br>
+
|bandwidth=0 Mbit/sec
Small Energy Neutralizer II<br>
+
|roles= Mission, Salvaging
Small Nosferatu II<br>
+
|variations= [[Heretic]]
Small Nosferatu II<br>
+
|cargohold=300 m3
 +
|info=The 8 high slots will cause a sharp intake of breath for a new player getting their first Coercer. This firepower will make it an ideal platform for chewing through any Level 1 Mission. The 4 low slots allow enough tank to accomplish this PvE task easily; however, it is limited by only having 1 mid slot compared to other destroyers.
 +
<br><br>
 +
It fulfills a role as an early salvager capably, and this is probably the more enduring role as most players will likely outgrow its PvE uses quickly. It can be used for Level 2 Missions, but this requires caution balanced against the knowledge and SP of the pilot and accordingly the fit.
 +
<br><br>
 +
Destroyers in general are of limited use in PvP for low skill point pilots. They have a small tank like a frigate on a ship with a larger signature radius and combined with its higher damage output, destroyers are early targets in fleet engagements. The Coercer also lacks midslots for utility modules like warp disruptors, scramblers, and stasis webifiers, meaning it tends to be relegated to PvE use. With very high skill points and once Tech 2 modules can be fitted their are some fun niche roles for the coercer but those are beyond the scope of this guide.
 +
}}
  
|charges=
 
Optimal Range Disruption<br>
 
Tracking Speed Disruption<br>
 
  
|drones=
+
{{ShipGuideFittings
Hammerhead II x5<br>
+
|name=Coercer, Mission Basic
Vespa EC-600 x5<br>
 
Warrior II x5<br>
 
Hobgoblin II x5<br>
 
|rigs=
 
Medium Trimark Armor Pump I<br>
 
Medium Trimark Armor Pump I<br>
 
Medium Trimark Armor Pump I<br>
 
  
|notes=
+
|low=
*Cargohold should have 3 of each script to switch if needed.
+
Small Armor Repairer I<br>
*The neuts on this version are purely defensive if some small ship decides to tackle the Arbitrator and orbits close.
+
Armor EM Hardener I<br>
*The MWD can be changed to an AB for speed tanking, depending on how the pilot wants to fly the ship.
+
Armor Thermic Hardener I<br>
}}
+
Capacitor Power Relay I<br>
 
+
|mid=
==Augoror==
+
Cold-Gas I Arcjet Thrusters<br>
 +
|high=
 +
Dual Light Beam Laser I<br>
 +
Dual Light Beam Laser I<br>
 +
Dual Light Beam Laser I<br>
 +
Dual Light Beam Laser I<br>
 +
Dual Light Beam Laser I<br>
 +
Dual Light Beam Laser I<br>
 +
Dual Light Beam Laser I<br>
 +
Dual Light Beam Laser I<br>
 +
 
 +
|charges=
 +
Multifrequency S<br>
 +
|rigs=
 +
[empty rig slot]<br>
 +
[empty rig slot]<br>
 +
[empty rig slot]<br>
 +
 
 +
|notes=
 +
* Fit three Small Capacitor Control Circuit I rigs if you can afford it (requires Jury Rigging I and Mechanic III).
 +
}}
  
{{Infobox Ship Horizontal2
 
|shipimg=Augoror.jpg
 
|caption=Augoror
 
|shipname=Augoror
 
|class=Cruiser
 
|bonuses='''Amarr Cruiser Skill Bonus:'''<br>
 
10% bonus to armor hitpoints per level<br>
 
10% bonus to capacitor need of energy transfer arrays per level<br>
 
<br>
 
'''Role Bonus:'''<br>
 
500% bonus to range of energy transfer arrays
 
|highs=4
 
|turrets=3
 
|launchers=0
 
|mediums=2
 
|lows=5
 
|dronebay=5 m3
 
|bandwidth=5 Mbit/sec
 
|roles=None
 
|variations= [[Augoror Navy Issue]], [[Guardian]]
 
|cargohold=465 m3
 
|info=The Augoror is the Amarr logistics cruiser. It's bonused towards capacitor transfer, which if of limited use by itself. While cap transfer is strong when paired with armor remote repair, as on the Guardian or remote-rep battleship gangs, the Augoror is limited enough that it is rarely used in PvP. Granted, the Augoror can have an extraordinarily tough tank, it's just hard to make that tank useful.
 
  
Like the Inquisitor or Prophecy this is probably one of the least common Amarr ships you will ever see flying around.
+
{{ShipGuideFittings
}}
+
|name=Coercer, Salvaging Boat
  
==Omen==
+
|low=
 
+
Co-Processor I<br>
{{Infobox Ship Horizontal2
+
Capacitor Power Relay I<br>
|shipimg=Omen.jpg
+
Capacitor Power Relay I<br>
|caption=Omen
+
Capacitor Power Relay I<br>
|shipname=Omen
+
|mid=
|class=Cruiser
+
1MN MicroWarpdrive I<br>
|bonuses='''Amarr Cruiser Skill Bonus:'''<br>
+
|high=
-10% bonus to Medium Energy Turret capacitor use per level<br>
+
Small Tractor Beam I<br>
5% bonus to Medium Energy Turret rate of fire per level
+
Small Tractor Beam I<br>
|highs=5
+
Small Tractor Beam I<br>
|turrets=5
+
Small Tractor Beam I<br>
|launchers=1
+
Salvager I<br>
|mediums=3
+
Salvager I<br>
|lows=5
+
Salvager I<br>
|dronebay=15 m3
+
Salvager I
|bandwidth=15 Mbit/sec
+
 
|roles= Mission, Damage Dealer
+
|charges=
|variations= [[Omen Navy Issue]], [[Zealot]]
+
|drones=
|cargohold=450 m3
+
|rigs=
|info=The Omen has the highest damage potential of any Amarr cruiser, but suffers from powergrid limitations, making it difficult to fit.
+
Small Salvage Tackle I<br>
<br><br>
+
Small Salvage Tackle I<br>
Because it relies on turrets for dps, the Omen is the most common starting PvE Amarr cruiser, though once a pilot has Drones IV or V, the Arbitrator is probably a more effective choice.  
+
Small Salvage Tackle I<br>
<br><br>
+
 
In PvP, it fufills the traditional 'gank' cruiser fleet role. Three mid slots allows at least minimum utility with propulsion and tackle or cap recharging modules.
+
|notes=
<br><br>
+
* The low slots on a salvaging boat can vary. The co-processor is only needed if you lack cpu, Electronics IV will give enough cpu to fit another Capacitor Power Relay I. The capacitor power relays help running the modules for longer periods of time, especially if cap skills are low. Cargo expanders can be of use in missions with many wrecks to loot. Even with cargo expanders, a destroyer will often run out of cargo space in level 4 missions.
As with some Amarr ships, it has capacitor problems.
+
* Rigs are optional, they are very expensive for most newbies.
 +
* If salvaging sleeper sites in wormhole space, it is recommended to replace one tractor and one salvager by a prototype cloaking device and a core probe launcher.
 
}}
 
}}
  
{{ShipGuideFittings
+
=Cruiser=
|name=Omen, PvE Mission Basic
+
 
 +
==Arbitrator==
  
|low=
+
{{Infobox Ship Horizontal2
Medium Armor Repairer I<br>
+
|shipimg=Arbitrator.jpg
Armor EM Hardener I<br>
+
|caption=Arbitrator
Armor Thermic Hardener I<br>
+
|shipname=Arbitrator
Heat Sink I<br>
+
|class=Cruiser
Capacitor Power Relay I<br>
+
|bonuses='''Amarr Cruiser Skill Bonus:'''<br>
|mid=
+
5% bonus to Tracking Disruptor effectiveness per skill level<Br>
10MN Afterburner I<br>
+
10% bonus to drone hitpoints, damage and mining yield per skill level
Cap Recharger I<br>
+
|highs=4
Cap Recharger I<br>
+
|turrets=2
|high=
+
|launchers=1
Focused Medium Pulse Laser I<br>
+
|mediums=4
Focused Medium Pulse Laser I<br>
+
|lows=4
Focused Medium Pulse Laser I<br>
+
|dronebay=150 m3
Focused Medium Pulse Laser I<br>
+
|bandwidth=50 Mbit/sec
Focused Medium Pulse Laser I<br>
+
|roles=Electronic Warfare, Mission
 +
|variations= [[Curse]], [[Pilgrim]]
 +
|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 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.
 +
<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.
 +
}}
  
|charges=
 
Multifrequency M<br>
 
|drones=
 
Hobgoblin I x3<br>
 
|rigs=
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
  
|notes=
+
{{ShipGuideFittings
}}
+
|name=Arbitrator, PvE Mission Basic
  
==Maller==
+
|low=
 
+
Damage Control I<br>
{{Infobox Ship Horizontal2
+
Armor EM Hardener I<br>
|shipimg=Maller.jpg
+
Armor Thermic Hardener I<br>
|caption=Maller
+
Medium Armor Repairer I<br>
|shipname=Maller
+
|mid=
|class=Cruiser
+
10MN Afterburner I<br>
|bonuses='''Amarr Cruiser Skill Bonus:'''<br>
+
Cap Recharger I<br>
10% bonus to Medium Energy Turret capacitor use per level<Br>
+
Cap Recharger I<br>
5% bonus to all Armor Resistances per level
+
Large Capacitor Battery I<br>
|highs=6
+
|high=
|turrets=5
+
Civilian Gatling Pulse Laser<br>
|launchers=0
+
Small Tractor Beam I<br>
|mediums=3
+
Salvager I<br>
|lows=6
+
Drone Link Augmentor I<br>
|dronebay=0 m3
+
 
|bandwidth=0 Mbit/sec
+
|charges=
|roles=None
+
|drones=
|variations= [[Devoter]], [[Sacrilege]]
+
Hammerhead I x5<br>
|cargohold=280 m3
+
Hobgoblin I x5<br>
|info=The Maller's armour resist bonus lets it fit a beastly tank, especially as it has sufficient fitting room for large armor plates, but it suffers from poor damage. The Cap use bonus doesn't increase the Maller's damage output, so it is another candidate to fit projectile turrets on if skills are cross trained, much as autocannons can be used on the Punisher.
+
Valkyrie I x5<br>
<br><br>
+
Warrior I x5<br>
For PvE, both the Omen and Arbitrator are more common choices, as each can fit a sufficient tank for L2 missions while maintaining a higher damage output than the Maller.
+
|rigs=
<br><br>
+
[empty rig slot]<br>
Because it's only significant ability is to tank, the only role it can fill in PvP is bait. However, because this is the only role it can fill and it is well known for being used this way, it makes a terrible bait ship.
+
[empty rig slot]<br>
 +
[empty rig slot]<br>
 +
 
 +
|notes=
 +
* The example fitting has drones and hardeners fitted for Blood Raider and Sansha rats.  
 +
* Drones IV is the minimum amount of drones recommended to start running level 2 missions in an Arbitrator.
 +
* 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.
 +
* The civilian gun is used to grab aggro.
 
}}
 
}}
  
=Battlecruiser=
+
{{ShipGuideFittings
 +
|name=Arbitrator, PvE Mission T2
  
==Prophecy==
+
|low=
 +
Medium Armor Repairer II<br>
 +
Energized Adaptive Nano Membrane II<br>
 +
Armor Thermic Hardener II<br>
 +
Armor EM Hardener II<br>
 +
|mid=
 +
10MN Afterburner II<br>
 +
Cap Recharger II<br>
 +
Cap Recharger II<br>
 +
Cap Recharger II<br>
 +
|high=
 +
Heavy Pulse Laser II<br>
 +
Heavy Pulse Laser II<br>
 +
'Arbalest' Assault Missile Launcher<br>
 +
Small Tractor Beam I<br>
  
{{Infobox Ship Horizontal2
+
|charges=
|shipimg=Prophecy.jpg
+
Multifrequency M<br>
|caption=Prophecy
+
Bloodclaw Light Missile<br>
|shipname=Prophecy
+
|drones=
|faction=Amarr Empire
+
Hammerhead II x5<br>
|class=Battlecruiser
+
Hobgoblin II x5<br>
|highs=7
+
Warrior II x5<br>
|turrets=6
+
Valkyrie II x5<br>
|launchers=1
+
|rigs=
|mediums=3
+
Medium Auxiliary Nano Pump I<br>
|lows=6
+
Medium Capacitor Control Circuit I<br>
|cargohold=350 m3
+
Medium Capacitor Control Circuit I<br>
|dronebay=25 m3
+
 
|bandwidth=25 Mbit/sec
+
|notes=
|roles=
+
 
|variations= [[Absolution]], [[Damnation]]
+
}}
|roles= None
+
 
|bonuses=<br>
+
 
'''Battlecruiser Skill Bonus:'''<br>
+
{{ShipGuideFittings
10% reduction in Medium Energy Weapon capacitor use per level<br>
+
|name=Arbitrator, PvP Electronic Warfare Basic
5% bonus to all armor resistances per level<br>
 
<br>
 
'''Role Bonus:'''<br>
 
99% reduction in the CPU need of Warfare Link modules.
 
|info=
 
The Prophecy is not a commonly used ship. It certainly can fit an amazing tank for slightly less cost than the Harbinger, but it has a comparatively weak damage output with fewer turrets than the Harbinger, and no damage bonus. Because it's only significant ability is to tank, the only role it can fill in PvP is bait. However, because this is the only role it can fill and it is well known for being used this way, it makes a terrible bait ship.<br>
 
<br>The Prophecy does have a niche PvE use. It could be fitted with projectile turrets and a good tank, and used for missioning in Angel space, since fusion ammo is more effective against Angels than lasers. But this is less effective way to make ISK than a Harbinger fit for missions against non-angels.
 
}}
 
  
==Harbinger==
+
|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>
  
{{Infobox Ship Horizontal2
+
|charges=
|shipimg=Harbinger.jpg
+
Optimal Range Disruption<br>
|caption=Harbinger
+
Tracking Speed Disruption<br>
|shipname=Harbinger
+
|drones=
|class=Battlecruiser
+
Hammerhead I x5<br>
|bonuses='''Battlecruiser Skill Bonus:'''<br>
+
Warrior I x10<br>
10% reduction in laser capacitor need per level<br>
+
Vespa EC-600 x5<br>
5% bonus to laser damage per level<br>  
+
|rigs=
<br>
+
[empty rig slot]<br>
'''Role Bonus:'''<br>
+
[empty rig slot]<br>
99% reduction in the CPU need of Warfare Link modules
+
[empty rig slot]<br>
|highs=8
+
 
|turrets=7
+
|notes=
|launchers=0
+
*Cargohold should have 3 of each script to switch if needed.
|mediums=4
+
*The neuts on this version are purely defensive if some small ship decides to tackle the Arbitrator and orbits close.
|lows=6
 
|dronebay=50 m3
 
|bandwidth=50 Mbit/sec
 
|roles= Mission, Damage Dealer
 
|variations=None
 
|cargohold=350 m3
 
|info=The Harbinger is an excellent battlecruiser. It has high damage at good ranges, is relatively maneuverable for an Amarr ship, has a decent drone bay, and even comes with a utility high slot.
 
<br><br>
 
Depending on pilot's fitting skills, it can be difficult to find the power grid for the biggest medium guns (Heavy Pulse or Heavy Beam lasers), but this is a small drawback.
 
<br><br>
 
The seven high slots are typically completely full of lasers, with the utility high fit with either drone link augmentor, probe launchers, or tractor beams. There are a good number of mid-slots for an Amarr ship, providing room for a MWD/point/web/utility mod (usually a cap booster) in PvP. The harbinger has a large number of low slots, letting it fit hefty armour tanks or plenty of damage modules.
 
<br><br>
 
There are niche PvP fits using shield tanks, but most harbingers are predictably armour tanked.
 
 
}}
 
}}
  
  
 
{{ShipGuideFittings
 
{{ShipGuideFittings
|name=Harbinger, Mission Basic
+
|name=Arbitrator, PvP Electronic Warfare T2
 +
 
 
|low=
 
|low=
Heat Sink II<br>
+
Damage Control II<br>
Armor EM Hardener II<br>
+
Energized Adaptive Nano Membrane II<br>
Armor Thermic Hardener II<br>
 
Armor Thermic Hardener II<br>
 
 
Energized Adaptive Nano Membrane II<br>
 
Energized Adaptive Nano Membrane II<br>
Medium Armor Repairer II<br>
+
1600mm Reinforced Rolled Tungsten Plates I<br>
 
|mid=
 
|mid=
10MN Afterburner II<br>
+
Y-T8 Overcharged Hydrocarbon I Microwarpdrive<br>
Cap Recharger II<br>
+
Tracking Disruptor II<br>
Cap Recharger II<br>
+
Tracking Disruptor II<br>
Cap Recharger II<br>
+
Tracking Disruptor II<br>
 
|high=
 
|high=
Focused Medium Beam Laser I<br>
+
Small Energy Neutralizer II<br>
Focused Medium Beam Laser I<br>
+
Small Energy Neutralizer II<br>
Focused Medium Beam Laser I<br>
+
Small Nosferatu II<br>
Focused Medium Beam Laser I<br>
+
Small Nosferatu II<br>
Focused Medium Beam Laser I<br>
 
Focused Medium Beam Laser I<br>
 
Focused Medium Beam Laser I<br>
 
[empty high slot]<br>
 
  
 
|charges=
 
|charges=
Multifrequency M<br>
+
Optimal Range Disruption<br>
|rigs=
+
Tracking Speed Disruption<br>
Medium Auxiliary Nano Pump I<br>
+
 
Medium Capacitor Control Circuit I<br>
 
Medium Capacitor Control Circuit I<br>
 
 
|drones=
 
|drones=
 +
Hammerhead II x5<br>
 +
Vespa EC-600 x5<br>
 +
Warrior II x5<br>
 
Hobgoblin II x5<br>
 
Hobgoblin II x5<br>
Warrior II x5<br>
+
|rigs=
 +
Medium Trimark Armor Pump I<br>
 +
Medium Trimark Armor Pump I<br>
 +
Medium Trimark Armor Pump I<br>
  
 
|notes=
 
|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.
 +
*The MWD can be changed to an AB for speed tanking, depending on how the pilot wants to fly the ship.
 
}}
 
}}
  
 +
==Augoror==
  
{{ShipGuideFittings
+
{{Infobox Ship Horizontal2
|name=Harbinger, PvP Armor
+
|shipimg=Augoror.jpg
|low=
+
|caption=Augoror
1600mm Reinforced Rolled Tungsten Plates I<br>
+
|shipname=Augoror
Damage Control II<br>
+
|class=Cruiser
Adaptive Nano Plating II<br>
+
|bonuses='''Amarr Cruiser Skill Bonus:'''<br>
Energized Adaptive Nano Membrane II<br>
+
10% bonus to armor hitpoints per level<br>
Heat Sink II<br>
+
10% bonus to capacitor need of energy transfer arrays per level<br>
Heat Sink II<br>
+
<br>
|mid=
+
'''Role Bonus:'''<br>
Y-T8 Overcharged Hydrocarbon I Microwarpdrive<br>
+
500% bonus to range of energy transfer arrays
Warp Scrambler II<br>
+
|highs=4
X5 Prototype I Engine Enervator<br>
+
|turrets=3
Medium Capacitor Booster II<br>
+
|launchers=0
|high=
+
|mediums=2
Focused Medium Pulse Laser II<br>
+
|lows=5
Focused Medium Pulse Laser II<br>
+
|dronebay=5 m3
Focused Medium Pulse Laser II<br>
+
|bandwidth=5 Mbit/sec
Focused Medium Pulse Laser II<br>
+
|roles=None
Focused Medium Pulse Laser II<br>
+
|variations= [[Augoror Navy Issue]], [[Guardian]]
Focused Medium Pulse Laser II<br>
+
|cargohold=465 m3
Focused Medium Pulse Laser II<br>
+
|info=The Augoror is the Amarr logistics cruiser. It's bonused towards capacitor transfer, which if of limited use by itself. While cap transfer is strong when paired with armor remote repair, as on the Guardian or remote-rep battleship gangs, the Augoror is limited enough that it is rarely used in PvP. Granted, the Augoror can have an extraordinarily tough tank, it's just hard to make that tank useful.
[empty high slot]<br>
 
  
|charges=
+
Like the Inquisitor or Prophecy this is probably one of the least common Amarr ships you will ever see flying around.
Imperial Navy Multifrequency M<br>
 
Cap Booster 800<br>
 
|rigs=
 
Medium Trimark Armor Pump I<br>
 
Medium Trimark Armor Pump I<br>
 
Medium Trimark Armor Pump I<br>
 
|drones=
 
Hammerhead II x5<br>
 
 
 
|notes=
 
* Pilots with Engineering V and Advanced Weapons Upgrades IV can fit a Medium Energy Neutralizer II in the spare high slot.
 
 
}}
 
}}
  
 +
==Omen==
  
{{ShipGuideFittings
+
{{Infobox Ship Horizontal2
|name=Harbinger, PvP Shield
+
|shipimg=Omen.jpg
|low=
+
|caption=Omen
F85 Peripheral Damage System I<br>
+
|shipname=Omen
Heat Sink II<br>
+
|class=Cruiser
Heat Sink II<br>
+
|bonuses='''Amarr Cruiser Skill Bonus:'''<br>
Tracking Enhancer II<br>
+
-10% bonus to Medium Energy Turret capacitor use per level<br>
Nanofiber Internal Structure II<br>
+
5% bonus to Medium Energy Turret rate of fire per level
Nanofiber Internal Structure II<br>
+
|highs=5
|mid=
+
|turrets=5
Y-T8 Overcharged Hydrocarbon I Microwarpdrive<br>
+
|launchers=1
Large Shield Extender II<br>
+
|mediums=3
Large Shield Extender II<br>
+
|lows=5
Warp Disruptor II<br>
+
|dronebay=15 m3
|high=
+
|bandwidth=15 Mbit/sec
Heavy Pulse Laser II<br>
+
|roles= Mission, Damage Dealer
Heavy Pulse Laser II<br>
+
|variations= [[Omen Navy Issue]], [[Zealot]]
Heavy Pulse Laser II<br>
+
|cargohold=450 m3
Heavy Pulse Laser II<br>
+
|info=The Omen has the highest damage potential of any Amarr cruiser, but suffers from powergrid limitations, making it difficult to fit.
Heavy Pulse Laser II<br>
+
<br><br>
Heavy Pulse Laser II<br>
+
Because it relies on turrets for dps, the Omen is the most common starting PvE Amarr cruiser, though once a pilot has Drones IV or V, the Arbitrator is probably a more effective choice.
Heavy Pulse Laser II<br>
+
<br><br>
[empty high slot]<br>
+
In PvP, it fufills the traditional 'gank' cruiser fleet role. Three mid slots allows at least minimum utility with propulsion and tackle or cap recharging modules.
 
+
<br><br>
|charges=
+
As with some Amarr ships, it has capacitor problems.
Scorch M<br>
 
|rigs=
 
Medium Anti-EM Screen Reinforcer I<br>
 
Medium Core Defence Field Extender I<br>
 
Medium Core Defence Field Extender I<br>
 
|drones=
 
Valkyrie II x5<br>
 
 
 
|notes=
 
 
}}
 
}}
  
=Battleship=
+
{{ShipGuideFittings
 +
|name=Omen, PvE Mission Basic
  
==Armageddon==
+
|low=
 +
Medium Armor Repairer I<br>
 +
Armor EM Hardener I<br>
 +
Armor Thermic Hardener I<br>
 +
Heat Sink I<br>
 +
Capacitor Power Relay I<br>
 +
|mid=
 +
10MN Afterburner I<br>
 +
Cap Recharger I<br>
 +
Cap Recharger I<br>
 +
|high=
 +
Focused Medium Pulse Laser I<br>
 +
Focused Medium Pulse Laser I<br>
 +
Focused Medium Pulse Laser I<br>
 +
Focused Medium Pulse Laser I<br>
 +
Focused Medium Pulse Laser I<br>
  
{{Infobox Ship Horizontal2
+
|charges=
|shipimg=Armageddon.jpg
+
Multifrequency M<br>
|caption=Armageddon
+
|drones=
|shipname=Armageddon
+
Hobgoblin I x3<br>
|class=Battleship
+
|rigs=
|bonuses='''Amarr Battleship Skill Bonus:'''<br>
+
[empty rig slot]<br>
10% bonus to Large Energy Turret capacitor use per level<br>
+
[empty rig slot]<br>
5% Large Energy Turret rate of fire per level
+
[empty rig slot]<br>
|highs=8
+
 
|turrets=7
+
|notes=
|launchers=0
 
|mediums=3
 
|lows=8
 
|dronebay=125 m3
 
|bandwidth=125 Mbit/sec
 
|roles=Damage Dealer
 
|variations= [[Armageddon Navy Issue]], [[Redeemer]]
 
|cargohold=600 m3
 
|info=The Armageddon is the cheapest Amarr battleship, making it popular among pilots concerned about losing their ship in PvP, but it still offers very high dps. The laser cap use and laser rate of fire bonuses have good synergy, and the 'Geddon has a utility high that makes it popular in [[RR battleship fitting|remote repair battleship gangs]]. Sadly the Armageddon has only three midslots, so pilots cannot fit a propulsion mod, point, web, and cap booster, but a combination of three of those four is very common. It is the only Amarr battleship that can field a full flight of heavy drones or sentries. Lastly, the Armageddon tends to be very tight to fit.
 
<br><br>
 
The Armageddon is less popular for PvE use than either the Apocalypse or Abaddon for various reasons.
 
 
}}
 
}}
  
{{ShipGuideFittings
+
==Maller==
|name=Armageddon, PvP Pulse RR
 
  
|low=
+
{{Infobox Ship Horizontal2
1600mm Reinforced Rolled Tungsten Plates I<br>
+
|shipimg=Maller.jpg
1600mm Reinforced Rolled Tungsten Plates I<br>
+
|caption=Maller
Adaptive Nano Plating II<br>
+
|shipname=Maller
Adaptive Nano Plating II<br>
+
|class=Cruiser
Heat Sink II<br>
+
|bonuses='''Amarr Cruiser Skill Bonus:'''<br>
Heat Sink II<br>
+
10% bonus to Medium Energy Turret capacitor use per level<Br>
Fourier Transform I Tracking Program<br>
+
5% bonus to all Armor Resistances per level
Damage Control II<br>
+
|highs=6
|mid=
+
|turrets=5
Quad LiF Fueled I Booster Rockets<br>
+
|launchers=0
Medium Capacitor Booster II, Cap Booster 800<br>
+
|mediums=3
Warp Disruptor II<br>
+
|lows=6
|high=
+
|dronebay=0 m3
Mega Pulse Laser II<br>
+
|bandwidth=0 Mbit/sec
Mega Pulse Laser II<br>
+
|roles=None
Mega Pulse Laser II<br>
+
|variations= [[Devoter]], [[Sacrilege]]
Mega Pulse Laser II<br>
+
|cargohold=280 m3
Mega Pulse Laser II<br>
+
|info=The Maller's armour resist bonus lets it fit a beastly tank, especially as it has sufficient fitting room for large armor plates, but it suffers from poor damage. The Cap use bonus doesn't increase the Maller's damage output, so it is another candidate to fit projectile turrets on if skills are cross trained, much as autocannons can be used on the Punisher.
Mega Pulse Laser II<br>
+
<br><br>
Mega Pulse Laser II<br>
+
For PvE, both the Omen and Arbitrator are more common choices, as each can fit a sufficient tank for L2 missions while maintaining a higher damage output than the Maller.
Large 'Solace' I Remote Bulwark Reconstruction<br>
+
<br><br>
 +
Because it's only significant ability is to tank, the only role it can fill in PvP is bait. However, because this is the only role it can fill and it is well known for being used this way, it makes a terrible bait ship.
 +
}}
  
|rigs=
+
=Battlecruiser=
Large Trimark Armor Pump I<br>
 
Large Trimark Armor Pump I<br>
 
Large Trimark Armor Pump I<br>
 
|drones=
 
Berserker II x5<br>
 
|charges=
 
Imperial Navy Multifrequency L<br>
 
Cap Booster 800<br>
 
  
|notes=
+
==Prophecy==
* Requires a 3% turret cpu implant ''KZA1000'' (slot 10).
 
* With Advanced Weapon Upgrades IV, this fit requires a ''PG2'' 1% powergrid implant (slot 6).
 
}}
 
 
 
==Apocalypse==
 
  
 
{{Infobox Ship Horizontal2
 
{{Infobox Ship Horizontal2
|shipimg=Apocalypse.jpg
+
|shipimg=Prophecy.jpg
|caption=Apocalypse
+
|caption=Prophecy
|shipname=Apocalypse
+
|shipname=Prophecy
|class=Battleship
+
|faction=Amarr Empire
|bonuses='''Amarr Battleship Skill Bonus:'''<br>
+
|class=Battlecruiser
10% bonus to Large Energy Turret capacitor use per level<br>
+
|highs=7
7.5% bonus to Large Energy Turret optimal range per level
+
|turrets=6
|highs=8
+
|launchers=1
|turrets=8
+
|mediums=3
|launchers=2
+
|lows=6
|mediums=4
+
|cargohold=350 m3
|lows=7
+
|dronebay=25 m3
|dronebay=75 m3
+
|bandwidth=25 Mbit/sec
|bandwidth=75 Mbit/sec
+
|roles=
|roles=Mission, Damage Dealer
+
|variations= [[Absolution]], [[Damnation]]
|variations= [[Apocalypse Navy Issue]], [[Paladin]], [[Bhaalgorn]]
+
|roles= None
|cargohold=675 m3
+
|bonuses=<br>
|info=The Apocalypse does not have a damage bonus. Normally that would imply a projectile weapon fit would be common, but the laser range bonus can translate into a damage bonus, allowing pilots to use shorter-range, higher-damage crystals from farther away.
+
'''Battlecruiser Skill Bonus:'''<br>
<br><br>
+
10% reduction in Medium Energy Weapon capacitor use per level<br>
The Apoc is the most common Amarr PvE ship because range is so important in missions, and the cap use bonus lets it fit a good tank more easily, freeing slots for heat sinks and armor hardeners. With Amarr Battleship 4 or 5, the Apocalypse can often fit pulse lasers and deal good damage at beam laser range. (Indeed, t2 pulses with scorch are excellent weapons for PvE Apocs)
+
5% bonus to all armor resistances per level<br>
<br><br>
+
<br>
For PvP, the Apocalypse is an outstanding fleet sniper, able to hit hard out to 200km+ ranges. It is, however, less common in shorter-range PvP engagements, where the damage and tank bonuses of the Armageddon and Abaddon make those ships more popular.
+
'''Role Bonus:'''<br>
 +
99% reduction in the CPU need of Warfare Link modules.
 +
|info=
 +
The Prophecy is not a commonly used ship. It certainly can fit an amazing tank for slightly less cost than the Harbinger, but it has a comparatively weak damage output with fewer turrets than the Harbinger, and no damage bonus. Because it's only significant ability is to tank, the only role it can fill in PvP is bait. However, because this is the only role it can fill and it is well known for being used this way, it makes a terrible bait ship.<br>
 +
<br>The Prophecy does have a niche PvE use. It could be fitted with projectile turrets and a good tank, and used for missioning in Angel space, since fusion ammo is more effective against Angels than lasers. But this is less effective way to make ISK than a Harbinger fit for missions against non-angels.
 
}}
 
}}
  
 +
==Harbinger==
  
{{ShipGuideFittings
+
{{Infobox Ship Horizontal2
|name=Apocalypse, Mission Pulse Basic
+
|shipimg=Harbinger.jpg
|low=
+
|caption=Harbinger
Large Armor Repairer II<br>
+
|shipname=Harbinger
Large Armor Repairer II<br>
+
|class=Battlecruiser
Heat Sink II<br>
+
|bonuses='''Battlecruiser Skill Bonus:'''<br>
Heat Sink II<br>
+
10% reduction in laser capacitor need per level<br>
Damage Control II<br>
+
5% bonus to laser damage per level<br>
Armor EM Hardener II<br>
+
<br>
Armor Thermic Hardener II<br>
+
'''Role Bonus:'''<br>
|mid=
+
99% reduction in the CPU need of Warfare Link modules
Cap Recharger II<br>
+
|highs=8
Cap Recharger II<br>
+
|turrets=7
 +
|launchers=0
 +
|mediums=4
 +
|lows=6
 +
|dronebay=50 m3
 +
|bandwidth=50 Mbit/sec
 +
|roles= Mission, Damage Dealer
 +
|variations=None
 +
|cargohold=350 m3
 +
|info=The Harbinger is an excellent battlecruiser. It has high damage at good ranges, is relatively maneuverable for an Amarr ship, has a decent drone bay, and even comes with a utility high slot.
 +
<br><br>
 +
Depending on pilot's fitting skills, it can be difficult to find the power grid for the biggest medium guns (Heavy Pulse or Heavy Beam lasers), but this is a small drawback.
 +
<br><br>
 +
The seven high slots are typically completely full of lasers, with the utility high fit with either drone link augmentor, probe launchers, or tractor beams. There are a good number of mid-slots for an Amarr ship, providing room for a MWD/point/web/utility mod (usually a cap booster) in PvP. The harbinger has a large number of low slots, letting it fit hefty armour tanks or plenty of damage modules.
 +
<br><br>
 +
There are niche PvP fits using shield tanks, but most harbingers are predictably armour tanked.
 +
}}
 +
 
 +
 
 +
{{ShipGuideFittings
 +
|name=Harbinger, Mission Basic
 +
|low=
 +
Heat Sink II<br>
 +
Armor EM Hardener II<br>
 +
Armor Thermic Hardener II<br>
 +
Armor Thermic Hardener II<br>
 +
Energized Adaptive Nano Membrane II<br>
 +
Medium Armor Repairer II<br>
 +
|mid=
 +
10MN Afterburner II<br>
 +
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
|high=
 
|high=
Mega Modulated Pulse Energy Beam I<br>
+
Focused Medium Beam Laser I<br>
Mega Modulated Pulse Energy Beam I<br>
+
Focused Medium Beam Laser I<br>
Mega Modulated Pulse Energy Beam I<br>
+
Focused Medium Beam Laser I<br>
Mega Modulated Pulse Energy Beam I<br>
+
Focused Medium Beam Laser I<br>
Mega Modulated Pulse Energy Beam I<br>
+
Focused Medium Beam Laser I<br>
Mega Modulated Pulse Energy Beam I<br>
+
Focused Medium Beam Laser I<br>
Mega Modulated Pulse Energy Beam I<br>
+
Focused Medium Beam Laser I<br>
Mega Modulated Pulse Energy Beam I<br>
+
[empty high slot]<br>
 +
 
 +
|charges=
 +
Multifrequency M<br>
 
|rigs=
 
|rigs=
Large Capacitor Control Circuit I<br>
+
Medium Auxiliary Nano Pump I<br>
Large Capacitor Control Circuit I<br>
+
Medium Capacitor Control Circuit I<br>
Large Capacitor Control Circuit I<br>
+
Medium Capacitor Control Circuit I<br>
 
|drones=
 
|drones=
 
Hobgoblin II x5<br>
 
Hobgoblin II x5<br>
Hammerhead II x5<br>
+
Warrior II x5<br>
|charges=
 
Multifrequency L<br>
 
 
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
  
 
|notes=
 
|notes=
Line 1,334: Line 1,199:
  
 
{{ShipGuideFittings
 
{{ShipGuideFittings
|name=Apocalypse, Mission Beam Basic
+
|name=Harbinger, PvP Armor
 
|low=
 
|low=
Large Armor Repairer II<br>
+
1600mm Reinforced Rolled Tungsten Plates I<br>
 +
Damage Control II<br>
 +
Adaptive Nano Plating II<br>
 +
Energized Adaptive Nano Membrane II<br>
 
Heat Sink II<br>
 
Heat Sink II<br>
 
Heat Sink II<br>
 
Heat Sink II<br>
Armor EM Hardener II<br>
 
Armor EM Hardener II<br>
 
Armor Thermic Hardener II<br>
 
Armor Thermic Hardener II<br>
 
 
|mid=
 
|mid=
Cap Recharger II<br>
+
Y-T8 Overcharged Hydrocarbon I Microwarpdrive<br>
Cap Recharger II<br>
+
Warp Scrambler II<br>
Tracking Computer II<br>
+
X5 Prototype I Engine Enervator<br>
Tracking Computer II<br>
+
Medium Capacitor Booster II<br>
 
|high=
 
|high=
Mega Modulated Energy Beam I<br>
+
Focused Medium Pulse Laser II<br>
Mega Modulated Energy Beam I<br>
+
Focused Medium Pulse Laser II<br>
Mega Modulated Energy Beam I<br>
+
Focused Medium Pulse Laser II<br>
Mega Modulated Energy Beam I<br>
+
Focused Medium Pulse Laser II<br>
Mega Modulated Energy Beam I<br>
+
Focused Medium Pulse Laser II<br>
Mega Modulated Energy Beam I<br>
+
Focused Medium Pulse Laser II<br>
Dual Modulated Heavy Energy Beam I<br>
+
Focused Medium Pulse Laser II<br>
Dual Modulated Heavy Energy Beam I<br>
+
[empty high slot]<br>
  
 +
|charges=
 +
Imperial Navy Multifrequency M<br>
 +
Cap Booster 800<br>
 
|rigs=
 
|rigs=
Large Capacitor Control Circuit I<br>
+
Medium Trimark Armor Pump I<br>
Large Capacitor Control Circuit I<br>
+
Medium Trimark Armor Pump I<br>
Large Capacitor Control Circuit I<br>
+
Medium Trimark Armor Pump I<br>
 
|drones=
 
|drones=
Hobgoblin II x5<br>
 
 
Hammerhead II x5<br>
 
Hammerhead II x5<br>
|charges=
+
 
Multifrequency L<br>
 
Optimal Range<br>
 
Tracking Speed<br>
 
 
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
 
 
 
|notes=
 
|notes=
 +
* Pilots with Engineering V and Advanced Weapons Upgrades IV can fit a Medium Energy Neutralizer II in the spare high slot.
 
}}
 
}}
  
  
 
{{ShipGuideFittings
 
{{ShipGuideFittings
|name=Apocalypse, PvP Sniper
+
|name=Harbinger, PvP Shield
 
|low=
 
|low=
 +
F85 Peripheral Damage System I<br>
 
Heat Sink II<br>
 
Heat Sink II<br>
 
Heat Sink II<br>
 
Heat Sink II<br>
Adaptive Nano Plating II<br>
+
Tracking Enhancer II<br>
Adaptive Nano Plating II<br>
+
Nanofiber Internal Structure II<br>
Reactor Control Unit II<br>
+
Nanofiber Internal Structure II<br>
Damage Control II<br>
 
1600mm Reinforced Rolled Tungsten Plates I<br>
 
 
|mid=
 
|mid=
Quad LiF Fueled I Booster Rockets<br>
+
Y-T8 Overcharged Hydrocarbon I Microwarpdrive<br>
Tracking Computer II<br>
+
Large Shield Extender II<br>
Sensor Booster II<br>
+
Large Shield Extender II<br>
Sensor Booster II<br>
+
Warp Disruptor II<br>
 
|high=
 
|high=
Tachyon Beam Laser II<br>
+
Heavy Pulse Laser II<br>
Tachyon Beam Laser II<br>
+
Heavy Pulse Laser II<br>
Tachyon Beam Laser II<br>
+
Heavy Pulse Laser II<br>
Tachyon Beam Laser II<br>
+
Heavy Pulse Laser II<br>
Tachyon Beam Laser II<br>
+
Heavy Pulse Laser II<br>
Tachyon Beam Laser II<br>
+
Heavy Pulse Laser II<br>
Tachyon Beam Laser II<br>
+
Heavy Pulse Laser II<br>
Tachyon Beam Laser II<br>
+
[empty high slot]<br>
  
 +
|charges=
 +
Scorch M<br>
 
|rigs=
 
|rigs=
Large Ancillary Current Router I<br>
+
Medium Anti-EM Screen Reinforcer I<br>
Large Trimark Armor Pump I<br>
+
Medium Core Defence Field Extender I<br>
Large Trimark Armor Pump I<br>
+
Medium Core Defence Field Extender I<br>
 
|drones=
 
|drones=
Warrior II x5<br>
+
Valkyrie II x5<br>
Vespa EC-600 x5<br>
 
|charges=
 
Aurora L<br>
 
Targeting Range<br>
 
Optimal Range<br>
 
 
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
  
 
|notes=
 
|notes=
 
}}
 
}}
  
==Abaddon==
+
=Battleship=
 +
 
 +
==Armageddon==
  
 
{{Infobox Ship Horizontal2
 
{{Infobox Ship Horizontal2
|shipimg=Abaddon.jpg
+
|shipimg=Armageddon.jpg
|caption=Abaddon
+
|caption=Armageddon
|shipname=Abaddon
+
|shipname=Armageddon
 
|class=Battleship
 
|class=Battleship
 
|bonuses='''Amarr Battleship Skill Bonus:'''<br>
 
|bonuses='''Amarr Battleship Skill Bonus:'''<br>
5% bonus to Large Energy Turret damage per level<br>
+
10% bonus to Large Energy Turret capacitor use per level<br>
5% armor resistance per level
+
5% Large Energy Turret rate of fire per level
 
|highs=8
 
|highs=8
|turrets=8
+
|turrets=7
|launchers=1
+
|launchers=0
|mediums=4
+
|mediums=3
|lows=7
+
|lows=8
|dronebay=75 m3
+
|dronebay=125 m3
|bandwidth=75 Mbit/sec
+
|bandwidth=125 Mbit/sec
 
|roles=Damage Dealer
 
|roles=Damage Dealer
|variations=None
+
|variations= [[Armageddon Navy Issue]], [[Redeemer]]
|cargohold=525 m3
+
|cargohold=600 m3
|info=The Abaddon has a laser damage and an armour resistance bonus. As such, the Abaddon can be fit for excellent tank and gank. The downside being the capacitor. The tendency to fit big guns, use short-range, high-damage, cap-intensive ammo, plus possible microwarpdrive or armour reppers, means the Abaddon burns through its capacitor very quickly. As such, it's almost always fit with a capacitor booster for PvP, and capacitor modules are indispensable for PvE fits.
+
|info=The Armageddon is the cheapest Amarr battleship, making it popular among pilots concerned about losing their ship in PvP, but it still offers very high dps. The laser cap use and laser rate of fire bonuses have good synergy, and the 'Geddon has a utility high that makes it popular in [[RR battleship fitting|remote repair battleship gangs]]. Sadly the Armageddon has only three midslots, so pilots cannot fit a propulsion mod, point, web, and cap booster, but a combination of three of those four is very common. It is the only Amarr battleship that can field a full flight of heavy drones or sentries. Lastly, the Armageddon tends to be very tight to fit.
 
<br><br>
 
<br><br>
Abaddons are reasonable PvE alternatives to the Apocalypse, though this really depends on the particular NPCs a pilot is facing. It takes a bit of work and good capacitor skills to get a cap stable tank on the Abaddon, but it has a higher damage potential than the apoc at close range.
+
The Armageddon is less popular for PvE use than either the Apocalypse or Abaddon for various reasons.
<br><br>
 
For PvP the Abaddon has the strongest tank of any Amarr battleship, with resist bonuses helping both local buffer tanks and increasing the efficiency of any remote repair that may be directed its way.
 
 
}}
 
}}
  
 
{{ShipGuideFittings
 
{{ShipGuideFittings
|name=Abaddon, PvP Hellcat
+
|name=Armageddon, PvP Pulse RR
 +
 
 
|low=
 
|low=
 +
1600mm Reinforced Rolled Tungsten Plates I<br>
 +
1600mm Reinforced Rolled Tungsten Plates I<br>
 +
Adaptive Nano Plating II<br>
 +
Adaptive Nano Plating II<br>
 
Heat Sink II<br>
 
Heat Sink II<br>
 +
Heat Sink II<br>
 +
Fourier Transform I Tracking Program<br>
 
Damage Control II<br>
 
Damage Control II<br>
Adaptive Nano Plating II<br>
 
Armor Explosive Hardener II<br>
 
Armor Kinetic Hardener II<br>
 
Armor Thermic Hardener II<br>
 
1600mm Reinforced Rolled Tungsten Plates I<br>
 
 
|mid=
 
|mid=
 
Quad LiF Fueled I Booster Rockets<br>
 
Quad LiF Fueled I Booster Rockets<br>
Heavy Capacitor Booster II<br>
+
Medium Capacitor Booster II, Cap Booster 800<br>
Tracking Computer II<br>
+
Warp Disruptor II<br>
Tracking Computer II<br>
 
 
|high=
 
|high=
 
Mega Pulse Laser II<br>
 
Mega Pulse Laser II<br>
Line 1,472: Line 1,324:
 
Mega Pulse Laser II<br>
 
Mega Pulse Laser II<br>
 
Mega Pulse Laser II<br>
 
Mega Pulse Laser II<br>
Mega Pulse Laser II<br>
+
Large 'Solace' I Remote Bulwark Reconstruction<br>
 +
 
 
|rigs=
 
|rigs=
 
Large Trimark Armor Pump I<br>
 
Large Trimark Armor Pump I<br>
Line 1,478: Line 1,331:
 
Large Trimark Armor Pump I<br>
 
Large Trimark Armor Pump I<br>
 
|drones=
 
|drones=
Warrior II x5<br>
+
Berserker II x5<br>
Valkyrie II x5<br>
 
 
|charges=
 
|charges=
 
Imperial Navy Multifrequency L<br>
 
Imperial Navy Multifrequency L<br>
 
Cap Booster 800<br>
 
Cap Booster 800<br>
Tracking Speed<br>
 
Optimal Range<br>
 
  
 
|notes=
 
|notes=
 +
* Requires a 3% turret cpu implant ''KZA1000'' (slot 10).
 +
* With Advanced Weapon Upgrades IV, this fit requires a ''PG2'' 1% powergrid implant (slot 6).
 
}}
 
}}
  
=Industrial=
+
==Apocalypse==
 
 
==Sigil==
 
  
 
{{Infobox Ship Horizontal2
 
{{Infobox Ship Horizontal2
|shipimg=Sigil.jpg
+
|shipimg=Apocalypse.jpg
|caption=Sigil
+
|caption=Apocalypse
|shipname=Sigil
+
|shipname=Apocalypse
|class=
+
|class=Battleship
|bonuses='''Amarr Industrial Skill Bonus:'''<br>
+
|bonuses='''Amarr Battleship Skill Bonus:'''<br>
5% Bonus Cargo Capacity per level<br>
+
10% bonus to Large Energy Turret capacitor use per level<br>
5% Max Velocity per level
+
7.5% bonus to Large Energy Turret optimal range per level
|highs=2
+
|highs=8
|turrets=1
+
|turrets=8
|launchers=
+
|launchers=2
|mediums=3
+
|mediums=4
|lows=5
+
|lows=7
|dronebay=0 m3
+
|dronebay=75 m3
|bandwidth=0 Mbit/sec
+
|bandwidth=75 Mbit/sec
|roles=Hauler
+
|roles=Mission, Damage Dealer
|variations= [[Prorator]]
+
|variations= [[Apocalypse Navy Issue]], [[Paladin]], [[Bhaalgorn]]
|cargohold=3000 m3
+
|cargohold=675 m3
|info=This industrial requires [http://wiki.eveonline.com/en/wiki/Amarr_Industrial Amarr Industrial I] and is one of the fastest industrial haulers. This is of course a relative statement as it is still very slow, but with 5 low slots you can get an align time much quicker than is normal for an industrial. It is extremely fragile and even if tanked as much as possible it is very easy to suicide gank. Typically there is no point fitting a tank or cargo extenders at all, either use it for its relative speed or fly a Bestower. This makes it the industrial of choice for relatively small, cheap cargo runs through high-sec on autopilot as long as they will not tempt suicide gankers.
+
|info=The Apocalypse does not have a damage bonus. Normally that would imply a projectile weapon fit would be common, but the laser range bonus can translate into a damage bonus, allowing pilots to use shorter-range, higher-damage crystals from farther away.
 +
<br><br>
 +
The Apoc is the most common Amarr PvE ship because range is so important in missions, and the cap use bonus lets it fit a good tank more easily, freeing slots for heat sinks and armor hardeners. With Amarr Battleship 4 or 5, the Apocalypse can often fit pulse lasers and deal good damage at beam laser range. (Indeed, t2 pulses with scorch are excellent weapons for PvE Apocs)
 +
<br><br>
 +
For PvP, the Apocalypse is an outstanding fleet sniper, able to hit hard out to 200km+ ranges. It is, however, less common in shorter-range PvP engagements, where the damage and tank bonuses of the Armageddon and Abaddon make those ships more popular.
 
}}
 
}}
  
==Bestower==
 
  
{{Infobox Ship Horizontal2
+
{{ShipGuideFittings
|shipimg=Bestower512.jpg
+
|name=Apocalypse, Mission Pulse Basic
|caption=Bestower
+
|low=
|shipname=Bestower
+
Large Armor Repairer II<br>
|class=
+
Large Armor Repairer II<br>
|bonuses='''Amarr Industrial Skill Bonus:'''<br>
+
Heat Sink II<br>
5% Bonus Cargo Capacity per level<br>
+
Heat Sink II<br>
5% Max Velocity per level
+
Damage Control II<br>
|highs=2
+
Armor EM Hardener II<br>
|turrets=1
+
Armor Thermic Hardener II<br>
|launchers=
+
|mid=
|mediums=4
+
Cap Recharger II<br>
|lows=4
+
Cap Recharger II<br>
|dronebay=0 m3
+
Cap Recharger II<br>
|bandwidth=0 Mbit/sec
+
Cap Recharger II<br>
|roles=Hauler
+
|high=
|variations= [[Impel]]
+
Mega Modulated Pulse Energy Beam I<br>
|cargohold=4800 m3
+
Mega Modulated Pulse Energy Beam I<br>
|info=Arguably the best of the racial industrials from a 'bang for your buck' perspective, and only requiring [http://wiki.eveonline.com/en/wiki/Amarr_Industrial Amarr Industrial I], the bestower is a favourite for alternate character hauling setups. See [[Creating an Alt Hauler]] for details.
+
Mega Modulated Pulse Energy Beam I<br>
 
+
Mega Modulated Pulse Energy Beam I<br>
The Bestower can easily get enough room for a packaged battlecruiser with a few expanded carohold IIs and rigs, and players should not overlook the use of Giant Secure Containers to further expand the internal cargohold. If you are tempted to put a tank on it for fear of suicide gankers you should really consider not hauling that cargo with this ship: either get a friend who can fly something tougher to help or take out a courier contract.
+
Mega Modulated Pulse Energy Beam I<br>
}}
+
Mega Modulated Pulse Energy Beam I<br>
 +
Mega Modulated Pulse Energy Beam I<br>
 +
Mega Modulated Pulse Energy Beam I<br>
 +
|rigs=
 +
Large Capacitor Control Circuit I<br>
 +
Large Capacitor Control Circuit I<br>
 +
Large Capacitor Control Circuit I<br>
 +
|drones=
 +
Hobgoblin II x5<br>
 +
Hammerhead II x5<br>
 +
|charges=
 +
Multifrequency L<br>
  
=Amarr General Information=
+
|recommended1=
 +
|recommended2=
 +
|recommended3=
  
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.
+
|notes=
 +
}}
  
The Amarr lineup is characterized by the following:
 
  
* [http://wiki.eveuniversity.org/Smurfprime%27s_Guide_to_Basic_Tanking#Armor_tanking 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 [[Spider Tanking|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).
+
{{ShipGuideFittings
 
+
|name=Apocalypse, Mission Beam Basic
* 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.
+
|low=
 +
Large Armor Repairer II<br>
 +
Heat Sink II<br>
 +
Heat Sink II<br>
 +
Armor EM Hardener II<br>
 +
Armor EM Hardener II<br>
 +
Armor Thermic Hardener II<br>
 +
Armor Thermic Hardener II<br>
 +
|mid=
 +
Cap Recharger II<br>
 +
Cap Recharger II<br>
 +
Tracking Computer II<br>
 +
Tracking Computer II<br>
 +
|high=
 +
Mega Modulated Energy Beam I<br>
 +
Mega Modulated Energy Beam I<br>
 +
Mega Modulated Energy Beam I<br>
 +
Mega Modulated Energy Beam I<br>
 +
Mega Modulated Energy Beam I<br>
 +
Mega Modulated Energy Beam I<br>
 +
Dual Modulated Heavy Energy Beam I<br>
 +
Dual Modulated Heavy Energy Beam I<br>
  
* 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.
+
|rigs=
 
+
Large Capacitor Control Circuit I<br>
* [[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.
+
Large Capacitor Control Circuit I<br>
 +
Large Capacitor Control Circuit I<br>
 +
|drones=
 +
Hobgoblin II x5<br>
 +
Hammerhead II x5<br>
 +
|charges=
 +
Multifrequency L<br>
 +
Optimal Range<br>
 +
Tracking Speed<br>
  
* 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.
+
|recommended1=
 +
|recommended2=
 +
|recommended3=
  
* [[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. 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.
+
|notes=
 +
}}
  
==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.
+
{{ShipGuideFittings
 
+
|name=Apocalypse, PvP Sniper
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.
+
|low=
 
+
Heat Sink II<br>
==PvE==
+
Heat Sink II<br>
 
+
Adaptive Nano Plating II<br>
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 Minmatari space where Angels are the common faction but there are effective solutions, such as the [[#Arbitrator | 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).
+
Adaptive Nano Plating II<br>
 +
Reactor Control Unit II<br>
 +
Damage Control II<br>
 +
1600mm Reinforced Rolled Tungsten Plates I<br>
 +
|mid=
 +
Quad LiF Fueled I Booster Rockets<br>
 +
Tracking Computer II<br>
 +
Sensor Booster II<br>
 +
Sensor Booster II<br>
 +
|high=
 +
Tachyon Beam Laser II<br>
 +
Tachyon Beam Laser II<br>
 +
Tachyon Beam Laser II<br>
 +
Tachyon Beam Laser II<br>
 +
Tachyon Beam Laser II<br>
 +
Tachyon Beam Laser II<br>
 +
Tachyon Beam Laser II<br>
 +
Tachyon Beam Laser II<br>
  
=Amarr Skills General Information=
+
|rigs=
 
+
Large Ancillary Current Router I<br>
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). 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).
+
Large Trimark Armor Pump I<br>
 
+
Large Trimark Armor Pump I<br>
Amarr pilots should eventually acquire T2 gunnery skills, though this is often done after having stepped into a battleship.
+
|drones=
 +
Warrior II x5<br>
 +
Vespa EC-600 x5<br>
 +
|charges=
 +
Aurora L<br>
 +
Targeting Range<br>
 +
Optimal Range<br>
  
==Tech 2 Energy Turrets==
+
|recommended1=
 +
|recommended2=
 +
|recommended3=
  
Here are the skills and prerequisites you will need to utilise a Tech 2 energy turret.
+
|notes=
 +
}}
  
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:
+
==Abaddon==
  
Beam Lasers
+
{{Infobox Ship Horizontal2
*Small Beam Laser Specialization
+
|shipimg=Abaddon.jpg
**Small Energy Turret V
+
|caption=Abaddon
**Sharpshooter III
+
|shipname=Abaddon
*Medium Beam Laser Specialization
+
|class=Battleship
**Small Beam Laser Specialization IV
+
|bonuses='''Amarr Battleship Skill Bonus:'''<br>
**Medium Energy Turret V
+
5% bonus to Large Energy Turret damage per level<br>
**Sharpshooter IV
+
5% armor resistance per level
*Large Beam Laser Specialization
+
|highs=8
**Medium Beam Laser Specialization IV
+
|turrets=8
**Large Energy Turret V
+
|launchers=1
**Sharpshooter V
+
|mediums=4
 +
|lows=7
 +
|dronebay=75 m3
 +
|bandwidth=75 Mbit/sec
 +
|roles=Damage Dealer
 +
|variations=None
 +
|cargohold=525 m3
 +
|info=The Abaddon has a laser damage and an armour resistance bonus. As such, the Abaddon can be fit for excellent tank and gank. The downside being the capacitor. The tendency to fit big guns, use short-range, high-damage, cap-intensive ammo, plus possible microwarpdrive or armour reppers, means the Abaddon burns through its capacitor very quickly. As such, it's almost always fit with a capacitor booster for PvP, and capacitor modules are indispensable for PvE fits.
 +
<br><br>
 +
Abaddons are reasonable PvE alternatives to the Apocalypse, though this really depends on the particular NPCs a pilot is facing. It takes a bit of work and good capacitor skills to get a cap stable tank on the Abaddon, but it has a higher damage potential than the apoc at close range.
 +
<br><br>
 +
For PvP the Abaddon has the strongest tank of any Amarr battleship, with resist bonuses helping both local buffer tanks and increasing the efficiency of any remote repair that may be directed its way.
 +
}}
  
Pulse Lasers
+
{{ShipGuideFittings
*Small Pulse Laser Specialization
+
|name=Abaddon, PvP Hellcat
**Small Energy Turret V
+
|low=
**Motion Prediction III
+
Heat Sink II<br>
*Medium Pule Laser Specialization
+
Damage Control II<br>
**Small Pulse Laser Specialization IV
+
Adaptive Nano Plating II<br>
**Medium Energy Turret V
+
Armor Explosive Hardener II<br>
**Motion Prediction IV
+
Armor Kinetic Hardener II<br>
*Large Pulse Laser Specialization
+
Armor Thermic Hardener II<br>
**Medium Pulse Laser Specialization IV
+
1600mm Reinforced Rolled Tungsten Plates I<br>
**Large Energy Turret V
+
|mid=
**Motion Prediction V
+
Quad LiF Fueled I Booster Rockets<br>
 +
Heavy Capacitor Booster II<br>
 +
Tracking Computer II<br>
 +
Tracking Computer II<br>
 +
|high=
 +
Mega Pulse Laser II<br>
 +
Mega Pulse Laser II<br>
 +
Mega Pulse Laser II<br>
 +
Mega Pulse Laser II<br>
 +
Mega Pulse Laser II<br>
 +
Mega Pulse Laser II<br>
 +
Mega Pulse Laser II<br>
 +
Mega Pulse Laser II<br>
 +
|rigs=
 +
Large Trimark Armor Pump I<br>
 +
Large Trimark Armor Pump I<br>
 +
Large Trimark Armor Pump I<br>
 +
|drones=
 +
Warrior II x5<br>
 +
Valkyrie II x5<br>
 +
|charges=
 +
Imperial Navy Multifrequency L<br>
 +
Cap Booster 800<br>
 +
Tracking Speed<br>
 +
Optimal Range<br>
  
=Progression=
+
|notes=
 +
}}
  
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.
+
=Industrial=
  
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).
+
==Sigil==
  
=Cross Training=
+
{{Infobox Ship Horizontal2
 
+
|shipimg=Sigil.jpg
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.
+
|caption=Sigil
 +
|shipname=Sigil
 +
|class=
 +
|bonuses='''Amarr Industrial Skill Bonus:'''<br>
 +
5% Bonus Cargo Capacity per level<br>
 +
5% Max Velocity per level
 +
|highs=2
 +
|turrets=1
 +
|launchers=
 +
|mediums=3
 +
|lows=5
 +
|dronebay=0 m3
 +
|bandwidth=0 Mbit/sec
 +
|roles=Hauler
 +
|variations= [[Prorator]]
 +
|cargohold=3000 m3
 +
|info=This industrial requires [http://wiki.eveonline.com/en/wiki/Amarr_Industrial Amarr Industrial I] and is one of the fastest industrial haulers. This is of course a relative statement as it is still very slow, but with 5 low slots you can get an align time much quicker than is normal for an industrial. It is extremely fragile and even if tanked as much as possible it is very easy to suicide gank. Typically there is no point fitting a tank or cargo extenders at all, either use it for its relative speed or fly a Bestower. This makes it the industrial of choice for relatively small, cheap cargo runs through high-sec on autopilot as long as they will not tempt suicide gankers.
 +
}}
  
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.
+
==Bestower==
 +
 
 +
{{Infobox Ship Horizontal2
 +
|shipimg=Bestower512.jpg
 +
|caption=Bestower
 +
|shipname=Bestower
 +
|class=
 +
|bonuses='''Amarr Industrial Skill Bonus:'''<br>
 +
5% Bonus Cargo Capacity per level<br>
 +
5% Max Velocity per level
 +
|highs=2
 +
|turrets=1
 +
|launchers=
 +
|mediums=4
 +
|lows=4
 +
|dronebay=0 m3
 +
|bandwidth=0 Mbit/sec
 +
|roles=Hauler
 +
|variations= [[Impel]]
 +
|cargohold=4800 m3
 +
|info=Arguably the best of the racial industrials from a 'bang for your buck' perspective, and only requiring [http://wiki.eveonline.com/en/wiki/Amarr_Industrial Amarr Industrial I], the bestower is a favourite for alternate character hauling setups. See [[Creating an Alt Hauler]] for details.
 +
 
 +
The Bestower can easily get enough room for a packaged battlecruiser with a few expanded carohold IIs and rigs, and players should not overlook the use of Giant Secure Containers to further expand the internal cargohold. If you are tempted to put a tank on it for fear of suicide gankers you should really consider not hauling that cargo with this ship: either get a friend who can fly something tougher to help or take out a courier contract.
 +
}}
  
 
=Related Links=
 
=Related Links=

Revision as of 15:28, 28 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

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 a PvP 'flavour of the month' for a lot longer than a month and can be extremely useful in nearly any role or type of fleet. 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. This may be one of your goals if you want to specialize in being an Amarr Damage Dealer.

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.


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

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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


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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:ShipGuideFittings

Maller

Template:Infobox Ship Horizontal2

Battlecruiser

Prophecy

Template:Infobox Ship Horizontal2

Harbinger

Template:Infobox Ship Horizontal2


Template:ShipGuideFittings


Template:ShipGuideFittings


Template:ShipGuideFittings

Battleship

Armageddon

Template:Infobox Ship Horizontal2

Template:ShipGuideFittings

Apocalypse

Template:Infobox Ship Horizontal2


Template:ShipGuideFittings


Template:ShipGuideFittings


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Abaddon

Template:Infobox Ship Horizontal2

Template:ShipGuideFittings

Industrial

Sigil

Template:Infobox Ship Horizontal2

Bestower

Template:Infobox Ship Horizontal2

Related Links

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