Amarr Basic Ship and Skill Overview
From EVE University Wiki
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 Core Skills
- Corporation Management
- None
- 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
- Notes: These are your armor tanking skills. It is highly recommended that you get a T2 tank as soon as possible. Amarr tanks do not tend to take as much punishment as other races, and anything you can do to improve it will make life a lot easier in both PVE and PVP.
- Missile Launcher Operation
- None
- Navigation
- Acceleration Control
- Afterburner
- Evasive Maneuvering
- Fuel Conservation
- High Speed Maneuvering
- Navigation
- Warp Drive Operation
- Notes: These become more important as you get into larger ships and your align time/speed get worse and worse. Also, training these will help power consumption related to afterburner/warp drive use. Since we're trying to save as much capacitor as possible as an Amarr, these are important.
- Science
- Astrometrics
- Cybernetics
- Infomorph Psychology
- Science
- Notes: Train Cybernetics to 5 as soon as you can (requires Science 3). You'll be able to use +5 implants at that point, which dramatically decreases training time. Infomorph Psychology is required for jump clones. Astrometrics and its associated subskills will help with scanning, important for several things (wormhole operations the most obvious).
- Social
- None
- Spaceship Command
- Amarr Battleship
- Amarr Cruiser
- Amarr Frigate
- Battlecruisers
- Destroyers
- Spaceship Command
- Notes: These skills will get you all of the T1 Amarr Ships. Nothing else is necessary unless you want to get into industrials and T2 hulls.
- Subsystems
- None
- Trade
- None