Difference between revisions of "Amarr Basic Ship and Skill Overview"
Line 171: | Line 171: | ||
This is easily the most survivable and tenacious of the T1 frigates available. Due to decent shield and 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. It has 4 high (3 turret), 2 mid, 4 low slots (4/2/4). It has the largest capacitor of a T1 frigate in order to keep its lasers firing. | This is easily the most survivable and tenacious of the T1 frigates available. Due to decent shield and 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. It has 4 high (3 turret), 2 mid, 4 low slots (4/2/4). It has the largest capacitor of a T1 frigate in order to keep its lasers firing. | ||
− | |||
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. | 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. |
Revision as of 19:33, 22 April 2010
The Amarr Basic Ship and Skill Guide is intended to give fitting and skill recommendations for Amarr ships in both Player vs. Environment (PVE) and Player vs. Player (PVP) encounters.
This is a work in progress, and the guide's Discussion Thread is on the Eve University forum. Please direct comments, suggestions, and corrections to that thread.
Amarr General Information
Amarr are one of the four character races, and like the others, consists of a distinct line of ships with specific quirks and capabilities. Amarr ships use Armour tanking to protect themselves and primarily employ Turrets, specifically Energy Turrets (lasers) to do damage.
- Armour Tanking is sometimes stated to be the best tank for PvP engagements and is also the norm for Gallente and some Minmatar ships. Amarr ships inherently have large amounts of armour and several ships have direct bonuses to armour resists (T1: Punisher, Maller, Prophecy, and Abaddon).
- Energy Turrets are unique to Amarr vessels as the requirements and advantages / disadvantages of these weapons generally preclude them being used in any non-Amarr fits. Lasers have the highest capacitor usage of any of the weapon systems, and accordingly Amarr ships are characterised by very robust capacitors. Many ship bonuses mitigate this capacitor usage, and most Amarr skill plans prioritize skills that enhance capacitor capability and reduce Energy Turret capacitor impact.
- Second only to Gallente for drone capacity, Amarr ships have the capability to use drones to great effect.
- Armour tanking tends to compromise speed directly, and combined with generally lower then average base velocties tanked Amarr fits often tend towards the ponderous and are rarely the fastest ships in space. If less tank is desired or required however, the numerous low slots enable Amarr ships to overtake Minmatar at a cost with the Tech 2 Crusader winning the distinction of fastest ship in space.
For PvP, Amarr ships have enjoyed popularity as a PvP FotM and can be extremely proficient in nearly all roles. Exceptional armour tanking combined with strong capacitors make many Amarr PvP fits well respected in the PvP world.
- E-Uni PvP roles of tackler and EWAR can be difficult for the new Amarr player as these ships don't excel at these roles with low SP. Amarr frigates have the least amount of mid slots and the punisher is quite slow while the executioner is very fragile. The Amarr racial EWAR is Tracking Disruption (TD) and although extremely useful in certain scenarios it has no effect against ships that do not employ turrets to do damage.
For mission running Amarr ships are less popular than other races. Due to the ability of lasers to only do Thermal and EM damage many of the rats become more difficult to combat then they would be otherwise. However, there are many effective work arounds to be found and many people do mission run with Amarr ships exclusively.
Cross training into or out of Amarr can be more skill intensive than other cross training prospects, with Gallente for Armour Tanking and Drone synergies, and Minmatar for Gunnery and some Armour tanking being the most viable options as Caldari have very few skills in common and would essentially require complete retraining.
Amarr Core Skills
- Drones
- Basic Drone Skills
- Drones (Allows Operation of One Additional Drone Per Level)
- Scout Drone Operation (Drone Control Range Increased by 5 km Per Skill Level)
- Heavy Drone Operation (5% Bonus to Heavy Drone Damage Per Level)
- Drone Ability Modifiers
- Drone Durability (5% Bonus to Drone Shield, Armor, and Hull Hit Points Per Level)
- Drone Navigation (5% Increase to Drone Speed Per Level)
- Drone Sharpshooting (5% Increase in Drone Optimal Range Per Level)
- Drone Damage Modifiers
- Drone Interfacing (20% Bonus to All Drone Damage/Mining Yield Per Level)
- Combat Drone Operation (5% Bonus to Medium/Light Drone Damage Per Level)
- Basic Drone Skills
- Electronics
- Basic Skills
- Electronics (5% Bonus to CPU Output Per Skill Level)
- Electronics Upgrades (5% Reduction in CPU Need of Sensor Upgrades)
- Targeting Skills
- Long Range Targeting (5% Bonus to Targeting Range Per Skill Level)
- Multitasking (1 Extra Target Per Skill Level, Up to Maximum Allowed By Your Ship)
- Signature Analysis (5% Improved Targeting Speed Per Level)
- Targeting (1 Extra Target Per Skill Level, Up to Maximum Allowed By Your Ship)
- PVP Specific Skills
- Propulsion Jamming (5% Reduction to Warp Scrambler/Web Capacitor Use Per Level)
- Basic Skills
- Engineering
- Basic Skills
- Energy Grid Upgrades (5% Reduction in CPU Needs of Energy Grid Module Upgrades Per Skill Level)
- Energy Management (5% Bonus to Capacitor Capacity Per Skill Level)
- Energy Systems Operation (5% Bonus to Capacitor Recharge Rate Per Skill Level)
- Engineering (5% Bonus to Ship Powergrid Output Per Skill Level)
- PVP Specific Skills
- Energy Emission Systems (5% Reduced Capacitor Need for Energy Emission Weapons)
- Basic Skills
- Gunnery
- Basic Skills
- Common Skills
- Advanced Weapon Upgrades (5% Reduction to Capacitor Needs of Turrets/Launchers)
- Controlled Bursts (5% Reduction to Capacitor Needs of Turrets Per Skill Level)
- Gunnery (2% Bonus to Turret Rate of Fire Per Skill Level)
- Motion Prediction (5% Bonus to Tracking Speed Per Skill Level)
- Rapid Firing (4% Bonus to Turret Rate of Fire Per Skill Level)
- Sharpshooter (5% Bonus to Turret Optimal Range Per Skill Level)
- Surgical Strike (3% Bonus to Turret Damage Per Skill Level)
- Trajectory Analysis (5% Bonus to Turret Falloff Per Skill Level)
- Weapon Upgrades (5% Reduction in CPU Need of Turrets/Launchers/Smartbombs Per Skill Level)
- Small Energy Turret (Frigates/Destroyers)
- Small Energy Turret (5% Bonus to Small Turret Damage Per Skill Level)
- Medium Energy Turret (Cruiser/Battlecruiser)
- Medium Energy Turret (5% Bonus to Medium Turret Damage Per Skill Level)
- Large Energy Turret (Battleship)
- Large Energy Turret (5% Bonus to Large Turret Damage Per Skill Level)
- Common Skills
- T2 Gunnery Skills
- Small Beam Laser Specialization
- Small Pulse Laser Specialization
- Medium Beam Laser Specialization
- Medium Pule Laser Specialization
- Large Beam Laser Specialization
- Large Pulse Laser Specialization
- Basic Skills
- Industry
- None
- Leadership
- None
- Learning
- All Basic Learning Categories to Level 5
- All Advanced Learning to Level 4
- Mechanic
- Armor Rigging
- EM Armor Compensation
- Explosive Armor Compensation
- Hull Upgrades
- Jury Rigging
- Kinetic Armor Compensation
- Mechanic
- Repair Systems
- Salvaging
- Thermic Armor Compensation
- Missile Launcher Operation
- None
- Navigation
- Acceleration Control
- Afterburner
- Evasive Maneuvering
- Fuel Conservation
- High Speed Maneuvering
- Navigation
- Warp Drive Operation
- Science
- Astrometrics
- Cybernetics
- Infomorph Psychology
- Science
- Social
- None
- Spaceship Command
- Amarr Battleship
- Amarr Cruiser
- Amarr Frigate
- Battlecruisers
- Destroyers
- Spaceship Command
- Subsystems
- None
- Trade
- None
Rookie Ship
Impairor
Special Ability: 10% bonus to energy turret capacitor use per skill level.
Frigate
Executioner
This frigate is the speedy option with the highest base velocity of the Amarr T1 frigates. It also has the highest maneuvability of any of the T1 frigates in the game and accordingly it can cruise around and align very quickly to bail out if required. Its primary limitation is the 2 High, 2 Mid, and 2 Low slots (2/2/2) which limits the functionality and flexibility of this platform.
Special Ability: 10% bonus to Small Energy Turret capacitor use and 5% Small Energy Turret damage per skill level.
Inquisitor
The Amarr missile boat. It is the only Amarr T1 frigate that can fit 4 weapon systems with its 3 launcher and 1 turret hardpoints. It also has the largest cargo bay of any T1 frigates at 315.
Special Ability: 10% bonus to EM missile damage and 5% bonus to Explosive, Kinetic and Thermal missile damage per level.
Tormentor
Special Ability: 5% bonus to cargo capacity and 20% bonus to mining laser yield per level. -60% mining laser capacitor use
Punisher
This is easily the most survivable and tenacious of the T1 frigates available. Due to decent shield and 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. It has 4 high (3 turret), 2 mid, 4 low slots (4/2/4). It has the largest capacitor of a T1 frigate in order to keep its lasers firing.
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.
Special Ability: 10% bonus to Small Energy Turret capacitor use and 5% bonus to armor resistances per level.
Crucifier
The Amarr EWAR frigate.
Special Ability: 10% bonus to Small Energy Turret capacitor use and 5% bonus to Tracking Disruptor effectiveness per skill level.
Magnate
Special Ability: 5% bonus to Small Energy Turret capacitor use per level. 5% increase to scan strength of probes per skill level. 5% bonus to survey probe flight time per level.
Destroyer
Coercer
Special Ability: 10% bonus to Small Energy Turret tracking speed and -10% reduction in Small Energy Turret Capacitor usage per level
Bonus: 50% bonus to optimal range for small energy turrets
Penalty: -25% rate of fire for all turrets
Cruiser
Arbitrator
This is a break in the Amarr mold as it is primarily a drone carrier.
Special Ability: 5% bonus to Tracking Disruptor effectiveness per skill level and 10% bonus to drone hitpoints, damage and mining yield per skill level.
Augoror
Omen
Maller
Battlecruiser
Prophecy
Harbringer
Battleship
Armageddon
Apocalypse
Abaddon
Industrial
Sigil
Bestower
Arguably the best of the racial industrials from a 'bang for your buck' perspective the Amarr bestower is a favourite for alternate character hauling setups. See Creating an Alt Hauler for details.