Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Amarr Basic Ship and Skill Overview: Difference between revisions

From EVE University Wiki
Rynnik (talk | contribs)
Rynnik (talk | contribs)
Line 9: Line 9:
* 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.
* 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.
* With some ships in the Amarr line-up second only to Gallente for drone capacity, these platforms have the capability to use drones to great effect.   
* With some ships in the Amarr line-up second only to Gallente for drone capacity, these platforms 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 beating out the Claw by a slim margin.
* Armour tanking tends to compromise speed directly, and combined with generally lower than average base velocities 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 beating out the Claw by a slim margin.




Line 19: Line 19:




Amarr ships tend to stick with the formula of lots of armour for survival + lasers for damage almost exclusively having less 'special' cases per tier than other races.  Therefore, it has been called the 'simplest' race to play and breaking the mold may be more restrictive and less rewarding than with other races; the opportunities are there but more skill intensive and at greater sacrifice.  New pilots are best served by playing to the Amarr formula.  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 synergies being the most viable options.  Caldari have very few skills in common and would essentially require complete retraining.
Amarr ships tend to stick with the formula of lots of armour for survival + lasers for damage almost exclusively having less 'special' cases per tier than other races.  Therefore, it has been called the 'simplest' race to play and breaking the mould may be more restrictive and less rewarding than with other races; the opportunities are there but more skill intensive and at greater sacrifice.  New pilots are best served by playing to the Amarr formula.  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 synergies being the most viable options.  Caldari have very few skills in common and would essentially require complete retraining.


=Amarr Core Skills=
=Amarr Core Skills=