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Amarr Basic Ship and Skill Overview: Difference between revisions

From EVE University Wiki
Rynnik (talk | contribs)
Rynnik (talk | contribs)
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=Amarr Skills General Information=
=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 [[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).
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.


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


===Tech 2 Energy Turrets===
===Tech 2 Energy Turrets===
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**Large Energy Turret V
**Large Energy Turret V
**Motion Prediction 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===
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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.
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=
=Rookie Ship=