Amarr Basic Ship and Skill Overview

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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.
  • 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 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.


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

  • 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)
  • 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)
    • 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
  • 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

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 missions 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.

Punisher

Punisher.jpg

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.


Special Ability: 10% bonus to Small Energy Turret capacitor use and 5% bonus to armor resistances per level.


E-Uni Tackler Corp Fit Template:High Slots 4Template:Mid Slots 2Template:Low Slots 4


Heavy Frigate Tackler 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

Crucifier

Crucifier.jpg

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

Magnate.jpg

An excellent frigate to learn the basics of exploration. It is the only Amarr T1 frigate with a 10 cubic meter drone bay.


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

Special ability: 10% bonus to armor hitpoints per level. 10% bonus to capacitor need of energy transfer arrays per level. 500% bonus to range of energy transfer arrays.

Omen

Special Ability: -10% bonus to Medium Energy Turret capacitor use per level, 5% bonus to Medium Energy Turret rate of fire per level

Maller

Special Ability: 10% bonus to Medium Energy Turret capacitor use per level and 5% bonus to all Armor Resistances per level.

Battlecruiser

Prophecy

Battlecruiser Skill Bonus: 10% reduction in Medium Energy Weapon capacitor use and 5% bonus to all armor resistances per level

99% reduction in the CPU need of Warfare Link modules.

Harbringer

Battlecruiser Skill Bonus: 10% reduction in laser capacitor need and 5% bonus to laser damage

99% reduction in the CPU need of Warfare Link modules.

Battleship

Armageddon

Special Ability: 10% bonus to Large Energy Turret capacitor use and 5% Large Energy Turret rate of fire per level.

Apocalypse

Special Ability: 10% bonus to Large Energy Turret capacitor use and 7.5% bonus to Large Energy Turret optimal range per level.

Abaddon

Special Ability: 5% bonus to Large Energy Turret damage and 5% armor resistance per level.

Industrial

Sigil

Special Ability: 5% Bonus Cargo Capacity and Max Velocity per Amarr Industrial skill level

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.


Special Ability: 5% Bonus Cargo Capacity and Max Velocity per Amarr Industrial skill level