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==Summary== | ==Summary== | ||
The Impairor is the Amarr Rookie Ship. This ship is given free of charge to Amarr players who, while flying the pod, dock at a station at which they have no ship. It has no blueprint and cannot be manufactured or reprocessed. | The Impairor is the Amarr Rookie Ship. This ship is given free of charge to Amarr players who, while flying the pod, dock at a station at which they have no ship. It has no blueprint and cannot be manufactured or reprocessed. | ||
As with all Rookie Ships, the Impairor is a cheap and disposable hull, but is outclassed in every regard by almost any other player-piloted ship. | |||
Amarr pilots wishing to advance into different hulls may want to upgrade to one of the following depending on their preferred piloting style: | |||
* Pilots focusing primarily on Energy Turrets may find both the '''[[Punisher]]''' and the '''[[Tormentor]]''' to be effective replacements. | |||
* Sadly, the Amarr ship line does not offer a Frigate hull designed for drone usage. If you're interested in focusing on drones, the Gallente '''[[Tristan]]''' frigate or the Amarr '''[[Dragoon]]''' destroyer may be worth looking at. | |||
* If you are looking to work with a fleet in a [[Tackling_Guide|tackle]] role, the '''[[Executioner]]''' is likely your next step. | |||
* For pilots aspiring to be proficient at [[Scanning_&_Probing|exploration]], the Amarr '''[[Magnate]]'''-class exploration frigate is an excellent tool for the job. | |||
* Last but not least, the '''[[Inquisitor]]''' offers powerful remote repair capabilities to those who prefer to [[Logistics_101:_Introduction_to_Logistics|aid their allies]] instead of dealing damage themselves. | |||
==Skills== | ==Skills== | ||