Difference between revisions of "Amarr Basic Ship and Skill Overview"
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{{High Slots 4|hs1=Dual Modal Pulse Laser I, Imperial Navy Multifrequency S|hs2=Dual Modal Pulse Laser I, Imperial Navy Multifrequency S|hs3=Dual Modal Pulse Laser I, Imperial Navy Multifrequency S}}{{Mid Slots 2|ms1=Cold-Gas I Arcjet Thrusters|ms2=J5b Phased Prototype Warp Scrambler I}}{{Low Slots 4|ls1=200mm Reinforced Titanium Plates I|ls2=Damage Control I|ls3=C4S Coiled Circuit Thermal Radiator|ls4=Reactive Plating I}} | {{High Slots 4|hs1=Dual Modal Pulse Laser I, Imperial Navy Multifrequency S|hs2=Dual Modal Pulse Laser I, Imperial Navy Multifrequency S|hs3=Dual Modal Pulse Laser I, Imperial Navy Multifrequency S}}{{Mid Slots 2|ms1=Cold-Gas I Arcjet Thrusters|ms2=J5b Phased Prototype Warp Scrambler I}}{{Low Slots 4|ls1=200mm Reinforced Titanium Plates I|ls2=Damage Control I|ls3=C4S Coiled Circuit Thermal Radiator|ls4=Reactive Plating I}} | ||
*This tackler fit plays to a Punisher's strengths rather than overcoming deficiencies. It is not the ideal E-Uni fleet setup but it is a better use of the platform. | *This tackler fit plays to a Punisher's strengths rather than overcoming deficiencies. It is not the ideal E-Uni fleet setup but it is a better use of the platform. | ||
+ | |||
+ | |||
+ | '''DD Punisher Fit''' from the [http://www.eve-ivy.com/forums//viewtopic.php?p=144764 E-Uni Forum Post] | ||
+ | {{High Slots 4|hs1=Dual Light Pulse Laser I w/ Microwave S crystal|hs2=Dual Light Pulse Laser I w/ Microwave S crystal|hs3=Dual Light Pulse Laser I w/ Microwave S crystal|hs4=Salvager I}}{{Mid Slots 2|ms1=1MN Afterburner I|ms2=Cap Recharger I}}{{Low Slots 4|ls1=100mm Reinforced Steel Plates I|ls2=Damage Control I|ls3=Energized Adaptive Nano Membrane I|ls4=Capacitor Power Relay I}} | ||
+ | *In the cargo hold: 3x Gamma S crystals | ||
+ | *This setup gives you the cap, a bit of damage, and a bit of armor, while being relatively inexpensive and not requiring a large amount of ISK. | ||
Revision as of 20:16, 25 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.
10 reasons we are Amarr
1. Amarr is the best because it is. You can't argue with truth.
2. Freak'n LAZORS!!!
3. Men armour tank. Shelids or whatever is that red bar above your manly tank.
4. Amarr discovered how to jump around space. So everyone else would be stuck on stupid planets without us anyways.
5. Did anyone mention the freak'n lazors?
6. There is no six and this is because we Amarr decided it would be that way.
7. Symmetry anyone?
8. Have you seen the Amarr Battleship lineup? If you were locked at the time then not for long.
9. We haz Lazors.
10. Amarr have enslaved every other race they have encountered. 'Nuff said.
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.
- 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 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.
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. Lasers have higher damage at range than any of the other turret weaponry systems.
- 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 PvE, Amarr ships are less popular than other races as mission running platforms. 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.
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
- 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
- [Subsystems]
- None
- [Trade]
- None
Skill Plans
So what do these core skills mean? If you went through them one by one and maxed them all out (except where noted), without any implants, learning skills first, it would take you 1165 days 16 hours 16 min and change as a brand new Amarr pilot. Yes, that is a little over 3 years. Yes, you would be the king of Amarr T1 pilots. Yes, it would be very very silly. However, if this is your first kick at the cat and you have no idea where to start you will not be wrong to start training ANY of the skills on this list and a well rounded Amarr pilot will end up with some degree of all of them over an average career.
Basic Plan
If you need more direction to have the time to get your feet under you this is a basic package you could train that will take you about a week to learn. After that much time in E-Uni you will surely be well beyond the handholding stage and messing with EVEmon and agonizing over skill training variances is half the fun of EVE. This plan does not incorporate learning skills or maximize anything - rather it is a very basic intro that would leave you with a few skills to start discovering what you are actually interested in becoming:
- Basic Skill Plan Example
- 1. Energy Systems Operation I
- 2. Energy Management I
- 3. Hull Upgrades I
- 4. Energy Grid Upgrades I
- 5. Targeting I
- 6. Evasive Maneuvering I
- 7. Afterburner I
- 8. Repair Systems I
- 9. Amarr Frigate III
- 10. Afterburner II
- 11. Afterburner III
- 12. High Speed Maneuvering I
- 13. Weapon Upgrades I
- 14. Controlled Bursts I
- 15. Motion Prediction I
- 16. Rapid Firing I
- 17. Energy Systems Operation II
- 18. Hull Upgrades II
- 19. Drones I
- 20. Scout Drone Operation I
- 21. Gunnery III
- 22. Energy Management II
- 23. Targeting II
- 24. Motion Prediction II
- 25. Controlled Bursts II
- 26. Rapid Firing II
- 27. Sharpshooter I
- 28. Sharpshooter II
- 29. Amarr Frigate IV
- 30. Hull Upgrades III
- 31. Weapon Upgrades II
- 32. Drones II
- 33. Energy Management III
- 34. Energy Systems Operation III
- 35. Drones III
- 36. Repair Systems II
- 37. Controlled Bursts III
- 38. Motion Prediction III
- 39. Rapid Firing III
- 40. Amarr Cruiser I
Please do not waste time in Chat.E-UNI asking if it is okay to add in an extra skill from this skill plan you got off the wiki that you HAVE to follow as a new Amarr pilot. The answer is YES. Change, modify, ignore, follow to the letter - it does not really matter. Pursue skills for the things you enjoy doing. If you do train along this or a similar skill plan you can rest easy that there will not be any wasted SP as you make up your mind on what you want to do as an Amarr pilot in EVE.
Tech 2 Tank
Here are the skills and prerequisites you will need to utilise a Tech 2 Armour Tank - something you will want to aspire to if you plan to PvP or Mission as an Amarr pilot.
- Hull Upgrades V
- Repair Systems IV
- Mechanic IV
- Jury Rigging III
- Armor Rigging I
You will want to learn the compensation skills to a minimum of 3 and eventually to 5 to maximize your tank.
- EM Armor Compensation
- Explosive Armor Compensation
- Kinetic Armor Compensation
- Thermic Armor Compensation
Tech 2 Energy Turrets
Here are the skills and prerequisites you will need to utilise a Tech 2 Energy Turret - because that means more pew pew!
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
- Small Beam Laser Specialization
- Pulse Lasers
- Small Pulse Laser Specialization
- Small Energy Turret V
- Motion Prediction III
- Medium Pulse 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
- Small Pulse Laser Specialization
Rookie Ship
Impairor
Template:Ship Intro This is perhaps the worst 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.
Frigate
Executioner
Template:Ship Intro This frigate is the speedy option with the highest base velocity of the Amarr T1 frigates at 404 m/s. It also has high manoeuvrability 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. For just driving around fast, practicing skills that will come into play later on as an interceptor pilot, or system hopping as quickly as possible the Executioner is a great choice; it is not the best for PvP or PvE for a new low SP pilot.
Inquisitor
Template:Ship Intro The Amarr missile frigate. 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 frigate at 315 cubic meters.
Tormentor
Template:Ship Intro With Mining bonuses, fledgling Amarr miners will want to start here. It is actually quite a tough little mining frigate, and it has the minimum (5 cubic meter) drone bay.
Starter Mining Fit from the E-Uni Forum Post
Template:High Slots 2Template:Mid Slots 1Template:Low Slots 3
- Fits with no skills and with packing a light scout drone you should be fine in 0.7 space and above. For 0.6 you might want a wingman or five to take care of rats, though.
Punisher
Template:Ship Intro Thank goodness it is good looking as this is where a brand new Amarr pilot will spend the majority of his or her time.
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.
E-Uni Tackler Corp Fit
Template:High Slots 4Template:Mid Slots 2Template:Low Slots 4
- This fit is pretty much as disposable as it gets, which is convenient since the Uni will hand them out like candy. It focuses on overcoming the Punisher's low speed to get a point into play.
Heavy Frigate Tackler Fit from the E-Uni Forum Post
Template:High Slots 4Template:Mid Slots 2Template:Low Slots 4
- This tackler fit plays to a Punisher's strengths rather than overcoming deficiencies. It is not the ideal E-Uni fleet setup but it is a better use of the platform.
DD Punisher Fit from the E-Uni Forum Post
Template:High Slots 4Template:Mid Slots 2Template:Low Slots 4
- In the cargo hold: 3x Gamma S crystals
- This setup gives you the cap, a bit of damage, and a bit of armor, while being relatively inexpensive and not requiring a large amount of ISK.
PvE Fit from the E-Uni Forum Post
Template:High Slots 4Template:Mid Slots 2Template:Low Slots 4
PvE Fit from the E-Uni Forum Post
Template:High Slots 4Template:Mid Slots 2Template:Low Slots 4
- Note: The named lasers are there due having lower CPU requirements like the Membrane in low slot. The named energy vampire/NOS is to help out with eventual cap issues. If your skills are up to it you could substitute if for something else, a Salvager I for example. The cap recharger is a relatively low-priced one, though you should fit the best you can/want to afford. Same goes for the small armor repper. Remember to fit a type of plating according to the rats you will face! you might still have some issues with Gurista rats, but that requires a totally different approach anyway. The AB you will need to get in your preferred range, which is partly depending on the "ammo" you use. this setup can be quite easily upgraded with better skills.
Crucifier
Template:Ship Intro The Amarr EWAR frigate.
E-Uni EWAR Corp Fit Template:High Slots 2Template:Mid Slots 3Template:Low Slots 3
Magnate
Template:Ship Intro An excellent frigate to learn the basics of exploration. It is the only Amarr T1 frigate with a 10 cubic meter drone bay.
Destroyer
Coercer
Template:Ship Intro 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.
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.
Destroyers are not recommended for normal E-Uni PvP for new pilots.
PvE Level 1 Mission Machine Template:High Slots 8Template:Mid Slots 1Template:Low Slots 4
Starter Salvager Fit Template:High Slots 8Template:Mid Slots 1Template:Low Slots 4
DD PvP Fit from the E-Uni Forum Post Template:High Slots 8Template:Mid Slots 1Template:Low Slots 4
- DPS: 173
- Speed: 1598
- Cap: You fire your guns or you use your MWD. Using both lasts two minutes. Using one or the other is cap stable.
- Fitting: 304K - Hull: 975K - Total: 1279K
Cruiser
Arbitrator
Template:Ship Intro This is a break in the Amarr mould as it is an excellent drone carrier and a bit of a jack of all trades with 4 High / 4 Mid / 4 Low slots (4/4/4) and its bonus to Tracking Disruption. This is a fairly common Amarr mission running platform.
PvE fit from the E-Uni Forum Post Template:High Slots 4Template:Mid Slots 4Template:Low Slots 4
Augoror
Omen
PvE Fit from the E-Uni Forum Post
Template:High Slots 5Template:Mid Slots 3Template:Low Slots 5
Maller
Battlecruiser
Prophecy
Harbringer
Battleship
Armageddon
Apocalypse
Abaddon
Industrial
Sigil
Template:Ship Info This industrial only requires Amarr Industrial trained to 1 to fly and accordingly it is very accessible to new pilots. It is one of the fastest industrial haulers and has 5 low slots which can take advantage of this through fitting to 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 at all because of this rather favouring speed or just extra cargo space.
Bestower
Template:Ship Intro Arguably the best of the racial industrials from a 'bang for your buck' perspective, and only requiring Amarr Industrial trained to 1, the bestower is a favourite for alternate character hauling setups. See Creating an Alt Hauler for details.