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Amarr Basic Ship and Skill Overview: Difference between revisions

From EVE University Wiki
Rynnik (talk | contribs)
Fixed some of the Amarr page info and format. Please see discussion page.
Rynnik (talk | contribs)
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* Lack of Speed. Amarrian ships tend to have lower than average base speeds, fit armour plates which further reduce their base speed and agility, and often use low slots for tank or damage rather then speed modules.  At the cost of tanking potential (or damage), a typical Amarrian hull's numerous low slots can be used to achieve a great deal of speed if desired.
* Lack of Speed. Amarrian ships tend to have lower than average base speeds, fit armour plates which further reduce their base speed and agility, and often use low slots for tank or damage rather then speed modules.  At the cost of tanking potential (or damage), a typical Amarrian hull's numerous low slots can be used to achieve a great deal of speed if desired.


* [[EWar 101 Guide|Electronic Warfare]]. The primary form of Amarrian electronic warfare is Tracking Disruption, which reduces the optimal range, falloff and tracking speed of turrets fitted to the target. Tracking disruption is fairly difficult to counter but limited in application as it affects only turrets. The secondary form is [[Capacitor Warfare|Capacitor Warfare Guide]] but bonuses to this are only found on [[Tech 2]] hulls, which are beyond the scope of this guide.
* [[EWar 101 Guide|Electronic Warfare]]. The primary form of Amarrian electronic warfare is Tracking Disruption, which reduces the optimal range, falloff and tracking speed of turrets fitted to the target. Tracking disruption is fairly difficult to counter but limited in application as it affects only turrets. The secondary form is [[Capacitor Warfare Guide|Capacitor Warfare]] but bonuses to this are only found on [[Tech 2]] hulls, which are beyond the scope of this guide.


==PvP==
==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.
Amarr 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, though fits with shield tanks or alternate weapon systems also 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.
At the basic level Amarr 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 races' line-ups. As a result Amarrians are sometimes said to be the simplest race to fly. There are some good candidates for 'breaking the mould' even for a new player (Punisher fitted with Autocannon turrets is a classic) but they are more skill intensive and often require 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==
==PvE==


Amarrian ships are more restricted when running [[Missions|missions]] than the other races. Within Amarr space, against the Blood Raiders and Sansha's Nation factions, Amarrian ships are probably the most effective of all (as is typical with the other empires). However, lasers only do Thermal and Electromagnetic damage, so other factions are more difficult to combat than would be the case for pilots from the other empires fighting in Amarrian space. This is a concern for some Eve University pilots who want to try missioning close to home, as the University is based in 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).
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 ships do see extensive use in other PvE activities such as wormhole PvE and incursions, for example.


=Amarr Skills General Information=
=Amarr Skills General Information=