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.


10 reasons to fly Amarr


  1. Amarr is the best because it is. You can't argue with simple truth.
  2. Freak'n LAZORS!!!
  3. Men armour tank. Shields or whatever is the red bar above your manly tank.
  4. Amarr discovered how to jump around space. So everyone else would be stuck on boring 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, have 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. Amarr are characterized by the following:

  • Armour tanking. This is the most popular tanking method for PvP, and is also the norm for Gallente and some Minmatar ships (making it the standard for Remote Repairing). Amarr ships have high base armour, and several ships have direct bonuses to armour resists (T1 examples: Punisher, Maller, Prophecy, and Abaddon).
  • Energy turrets. These are unique to Amarr vessels and no other races' ships have bonuses for lasers. Laser turrets offer an excellent middle ground by incorporating good range, tracking, and damage when compared to either projectiles or hybrids (the other types of turret weapon systems), which tend to have either poor range or tracking. Frequency crystals, the laser ammo type, can be changed instantly and Tech 1 crystals are unlimited ammunition as they never degrade or shatter. However, lasers are limited to EM and Thermal damage.
  • Capacitor. Amarr pilots rely heavily on their capacitors. Lasers are highly cap-intensive, to such a degree that some Amarr vessels have laser capacitor usage bonuses instead of damage bonuses. Thus, Amarr ships tend to have larger capacitors than other races' ships, and many Amarr pilots prioritize capacitor skills.
  • Drones. Amarr are very effective at using drones, offering the only hulls with drone bonuses outside of the Gallente lineup.
  • Speed. Amarr ships tend to have lower than average base speeds, and, given that Armour tanking tends to directly compromise ships' speed, tanked Amarr fits are often ponderous. If, however, less tank is required Amarr ships' numerous low slots let them overtake even Minmatar ships at a cost.
  • EWAR. The Amarr racial EWAR is tracking disruption (TD), which reduces the optimal range, falloff, and tracking speed of hostile turrets. Tracking disruption is very difficult to counter, but is limited as it is only effective against ships with turrets; it has no affect on missile or drone systems.

In PvP, Amarr ships have been a 'flavor of the month' for much more than a month, and can be extremely useful in nearly all roles. Exceptional armour tanks, big capacitors, and laser systems excellent combination of damage and range make Amarr ships popular for PvP.

  • Note, however, that the E-Uni starting PvP roles of tackler and EWAR can be difficult for new Amarr pilots as Amarr ships don't excel at these roles with low SP. Amarr frigates have very few mid slots and the Punisher is quite slow while the Executioner is very fragile. The Amarr EWAR is Tracking Disruption (TD) and, although it is extremely useful in certain circumstances, it has no effect on ships that do not use turrets to do damage, such as missile or drone boat.

Amarr ships tend to stick to the formula of lots of armour for defense and lots of lasers for damage, and there are fewer 'exceptions to the rule' than there are in the other races' lineups. Because of this Amarr are sometimes thought to be, from one point of view, the 'simplest' race to fly. Breaking the mould may be more restrictive and less rewarding than it is when flying other races' ships; the opportunities are there but they are more skill intensive and require greater sacrifices. New pilots are best served by playing to the Amarr formula until they know when and how to break the rules.

In PvE, Amarr ships are more restricted when running missions. 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. Within Amarr space, against Blood Raider and Sansha NPC factions, Amarr ships are arguably the most effective but they have a difficult time with other factions. This is a concern for some Eve University pilots who want to try missioning close to home, as the University is based in Minmatar space where Angel NPCs are more common. There are many effective work arounds to be discovered though, such as the Arbitrator PvE fittings or using alternative turret weapons systems.

Cross training into or out of Amarr can be more skill intensive than other cross training. The most viable prospect is probably Gallente (armour tanking, gunnery and drone synergies) with Minmatar second (some gunnery and armour tanking synergies). Caldari have the fewest skills in common, despite some Khanid missile ships at the Amarr Tech 2 level, and could require the most retraining.


Amarr Skills Guide

The skills which are important to Amarr characters are the same skills which are crucial to any pilot who wants to maximize turret weapon damage, survive with an armour tank, and use drones effectively, backed up by solid support and fitting skills. Here are the primary skills associated with this goal together with the specific emphasis for Amarr pilots if applicable for each of the skill categories:


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 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.


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.


You will want to learn the compensation skills to a minimum of 3, and preferably higher, to maximize your tank.



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:





Amarr Ships Guide

Rookie Ship

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Frigate

Executioner

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Inquisitor

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Tormentor

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Punisher

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Crucifier

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Magnate

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Destroyer


Coercer

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Cruiser



Arbitrator

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Augoror

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Omen

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Maller

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Battlecruiser



Prophecy

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Harbinger

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Battleship



Armageddon

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Apocalypse

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Abaddon

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Industrial



Sigil

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Bestower

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