Difference between revisions of "Impairor"
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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== |
Revision as of 17:51, 23 March 2016
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Ship Attributes
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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.
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 tackle role, the Executioner is likely your next step.
- For pilots aspiring to be proficient at 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 aid their allies instead of dealing damage themselves.
Skills
Further information about additional or recommended skills to pilot Impairor for a specific or it's common role(s) can be written here.
Fitting
Dual Modal Pulse Laser I
Dual Modal Pulse Laser I
Cap Recharger I
1MN Y-S8 Compact Afterburner
Small Armor Repairer I
Pseudoelectron Containment Field I
Hobgoblin I x1
Multifrequency S x1
Multifrequency S x1
- A basic set-up, useful for running level 1 missions and tutorial.
- This fit requires lvl V skills.
- Before fleet boosts, this ship has 1.3 K EHP, flies at 893 m/s (1153 m/s with AB overheated) and align in 5 s (3.5 s with AB off). The capacitor will last for 1 min 1 s.
- Damage is 58 dps at 3.1 + 1.9 km with Multifrequency crystals
Fleet Up Fittings
Dual Modulated Pulse Energy Beam I
Dual Modulated Pulse Energy Beam I
Eutectic Compact Cap Recharger
1MN Monopropellant Enduring Afterburner
IFFA Compact Damage Control
Small 'Accommodation' Vestment Reconstructer I
Hobgoblin I x1
Multifrequency S x2
- A basic set-up, useful for running level 1 missions and tutorial.
- This fit requires lvl I light done and energy upgrades II skills and thats it.
Dual Modal Pulse Laser I
Dual Modal Pulse Laser I
Cap Recharger I
1MN Afterburner I
IFFA Compact Damage Control
Small Armor Repairer I
Hobgoblin I x1
Multifrequency S x2
- A basic set-up, useful for running level 1 missions and tutorial.
- This fit requires lvl I light done and energy upgrades II skills and thats it.
Notes
Non-Amarr ship collectors can obtain a copy of this ship by visiting an Amarr starting station and completing Aura's tutorial missions. Alternatively, it can be purchased from the market or obtained via contract from another player.
Ironically, rookie ships can be used for very important engagements. While not much of a threat in the field and without any tank, the Impairor can be Alpha'd (destroyed in one shot). The rookie ship can, however, be a very shiny enemy fleet's worst nightmare. Reason being its ability to hold a cyno and hot drop an entire allied fleet upon it. Beware if you are traveling with a fleet and you see a noob ship on grid with you. Try your best to blap it out of the sky (if it's a valid target) immediately or scatter. You don't want your entire fleet to be destroyed because this ship put you in a comfortable state.