Difference between revisions of "Amarr Basic Ship and Skill Overview"

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==Amarr Skills Guide==
 
==Amarr Skills Guide==
  
The [[Skills and Learning|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:
+
The skills which are important to Amarr characters are the same skills which are crucial to every pilot who wants to use the same basic systems and there is already lots of information on [[Basic Skills]] and [[Fitting skills]] elsewhere. So if you want maximize [[turrets|turret]] weapon damage you will train the same skills as other projectile or hybrid users (pay particular attention to [http://wiki.eveonline.com/en/wiki/Controlled_Bursts Controlled Bursts] and [http://wiki.eveonline.com/en/wiki/Sharpshooter Sharpshooter]). Similarly to survive with an [[armour tanking|armour tank]], use [[drones]] effectively, all backed up by solid support and fitting skills (prioritize .
<br>
 
<br>
 
<table class="collapsible collapsed">
 
<tr>
 
<th>Core Skills</th>
 
</tr>
 
<tr>
 
  <td>
 
<br>
 
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Corporation_Management Corporation Management]
 
* None
 
 
 
 
 
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Drones Drones]
 
 
 
The drone skills core to Amarr success are generally the same as those any pilot will want.
 
<table class="collapsible collapsed">
 
<tr>
 
<th>Drone Skills</th>
 
</tr>
 
<tr>
 
  <td>
 
Basic Drone Skills
 
* [http://wiki.eveonline.com/en/wiki/Drones Drones] (Allows Operation of One Additional Drone Per Level)
 
* [http://wiki.eveonline.com/en/wiki/Scout_Drone_Operation Scout Drone Operation] (Drone Control Range Increased by 5 km Per Skill Level. Level 5 also unlocks tech 2 drones)
 
* [http://wiki.eveonline.com/en/wiki/Heavy_Drone_Operation Heavy Drone Operation] (5% Bonus to Heavy Drone Damage Per Level)
 
Drone Ability Modifiers
 
* [http://wiki.eveonline.com/en/wiki/Drone_Durability Drone Durability] (5% Bonus to Drone Shield, Armor, and Hull Hit Points Per Level)
 
* [http://wiki.eveonline.com/en/wiki/Drone_Navigation Drone Navigation] (5% Increase to Drone Speed Per Level)
 
* [http://wiki.eveonline.com/en/wiki/Drone_Sharpshooting Drone Sharpshooting] (5% Increase in Drone Optimal Range Per Level)
 
Drone Damage Modifiers
 
* [http://wiki.eveonline.com/en/wiki/Drone_Interfacing Drone Interfacing] (20% Bonus to All Drone Damage/Mining Yield Per Level)
 
* [http://wiki.eveonline.com/en/wiki/Combat_Drone_Operation Combat Drone Operation] (5% Bonus to Medium/Light Drone Damage Per Level)</td>
 
</tr>
 
</table>
 
 
 
 
 
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Electronics Electronics]
 
 
 
Electronics skills contain a bit of a mix which are crucial for all pilots including fitting and targeting skills.
 
<table class="collapsible collapsed">
 
<tr>
 
  <th>Electronics Skills</th>
 
</tr>
 
<tr>
 
  <td>
 
Basic Skills
 
* [http://wiki.eveonline.com/en/wiki/Electronics Electronics] (5% Bonus to CPU Output Per Skill Level)
 
* [http://wiki.eveonline.com/en/wiki/Electronics_Upgrades Electronics Upgrades] (5% Reduction in CPU Need of Sensor Upgrades)
 
Targeting Skills
 
* [http://wiki.eveonline.com/en/wiki/Long_Range_Targeting Long Range Targeting] (5% Bonus to Targeting Range Per Skill Level)
 
* [http://wiki.eveonline.com/en/wiki/Multitasking Multitasking] (1 Extra Target Per Skill Level, Up to Maximum Allowed By Your Ship)
 
* [http://wiki.eveonline.com/en/wiki/Signature_Analysis Signature Analysis] (5% Improved Targeting Speed Per Level)
 
* [http://wiki.eveonline.com/en/wiki/Targeting Targeting] (1 Extra Target Per Skill Level, Up to Maximum Allowed By Your Ship)
 
PVP Specific Skills
 
* [http://wiki.eveonline.com/en/wiki/Propulsion_Jamming Propulsion Jamming] (5% Reduction to Warp Scrambler/Web Capacitor Use Per Level)
 
</tr>
 
</table>
 
 
 
 
 
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Engineering Engineering]
 
 
 
Engineering has some of the most important capacitor skills and very important fitting skills.  Energy Managment and Energy Systems Operations are as close to mandatory for Amarr pilots as it gets in EVE.
 
<table class="collapsible collapsed">
 
<tr>
 
  <th>Engineering Skills</th>
 
</tr>
 
<tr>
 
  <td>
 
Basic Skills
 
* [http://wiki.eveonline.com/en/wiki/Energy_Grid_Upgrades Energy Grid Upgrades] (5% Reduction in CPU Needs of Energy Grid Module Upgrades Per Skill Level)
 
* [http://wiki.eveonline.com/en/wiki/Energy_Management Energy Management] (5% Bonus to Capacitor Capacity Per Skill Level)
 
* [http://wiki.eveonline.com/en/wiki/Energy_Systems_Operation Energy Systems Operation] (5% Bonus to Capacitor Recharge Rate Per Skill Level)
 
* [http://wiki.eveonline.com/en/wiki/Engineering Engineering] (5% Bonus to Ship Powergrid Output Per Skill Level)
 
PVP Specific Skills
 
* [http://wiki.eveonline.com/en/wiki/Energy_Emission_Systems Energy Emission Systems] (5% Reduced Capacitor Need for Energy Emission Weapons)
 
</tr>
 
</table>
 
 
 
 
 
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Gunnery Gunnery]
 
 
 
Gunnery is the home of everything damage dealing for turret users.  All of the skills are important with first priority being with those that accentuate the distinct characteristics of lasers: high cap usage, excellent damage at range, decent tracking, huge optimal and small falloff ranges.
 
<table class="collapsible collapsed">
 
<tr>
 
  <th>Gunnery Skills</th>
 
</tr>
 
<tr>
 
  <td>
 
Basic Skills
 
* Common Skills
 
** [http://wiki.eveonline.com/en/wiki/Advanced_Weapon_Upgrades Advanced Weapon Upgrades] (5% Reduction to Capacitor Needs of Turrets/Launchers)
 
** [http://wiki.eveonline.com/en/wiki/Controlled_Bursts Controlled Bursts] (5% Reduction to Capacitor Needs of Turrets Per Skill Level)
 
** [http://wiki.eveonline.com/en/wiki/Gunnery Gunnery] (2% Bonus to Turret Rate of Fire Per Skill Level)
 
** [http://wiki.eveonline.com/en/wiki/Motion_Prediction Motion Prediction] (5% Bonus to Tracking Speed Per Skill Level)
 
** [http://wiki.eveonline.com/en/wiki/Rapid_Firing Rapid Firing] (4% Bonus to Turret Rate of Fire Per Skill Level)
 
** [http://wiki.eveonline.com/en/wiki/Sharpshooter Sharpshooter] (5% Bonus to Turret Optimal Range Per Skill Level)
 
** [http://wiki.eveonline.com/en/wiki/Surgical_Strike Surgical Strike] (3% Bonus to Turret Damage Per Skill Level)
 
** [http://wiki.eveonline.com/en/wiki/Weapon_Upgrades Weapon Upgrades] (5% Reduction in CPU Need of Turrets/Launchers/Smartbombs Per Skill Level)
 
* Small Energy Turret (Frigates/Destroyers)
 
** [http://wiki.eveonline.com/en/wiki/Small_Energy_Turret Small Energy Turret] (5% Bonus to Small Turret Damage Per Skill Level)
 
* Medium Energy Turret (Cruiser/Battlecruiser)
 
** [http://wiki.eveonline.com/en/wiki/Medium_Energy_Turret Medium Energy Turret] (5% Bonus to Medium Turret Damage Per Skill Level)
 
* Large Energy Turret (Battleship)
 
** [http://wiki.eveonline.com/en/wiki/Large_Energy_Turret Large Energy Turret] (5% Bonus to Large Turret Damage Per Skill Level)
 
T2 Gunnery Skills
 
* [http://wiki.eveonline.com/en/wiki/Small_Beam_Laser_Specialization Small Beam Laser Specialization]
 
* [http://wiki.eveonline.com/en/wiki/Small_Pulse_Laser_Specialization Small Pulse Laser Specialization]
 
* [http://wiki.eveonline.com/en/wiki/Medium_Beam_Laser_Specialization Medium Beam Laser Specialization]
 
* [http://wiki.eveonline.com/en/wiki/Medium_Pulse_Laser_Specialization Medium Pule Laser Specialization]
 
* [http://wiki.eveonline.com/en/wiki/Large_Beam_Laser_Specialization Large Beam Laser Specialization]
 
* [http://wiki.eveonline.com/en/wiki/Large_Pulse_Laser_Specialization Large Pulse Laser Specialization]
 
</tr>
 
</table>
 
 
 
 
 
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Industry Industry]
 
* None
 
 
 
 
 
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Leadership Leadership]
 
* None
 
 
 
 
 
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Learning Learning]
 
 
 
The Learning skills stand alone as extremely important to all and are well covered in other guides.
 
 
 
 
 
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Mechanic Mechanic]
 
 
 
Mechanic skills are where the skills for armour tanking are found and are essential to anyone counting on their armour to keep them alive.
 
<table class="collapsible collapsed">
 
<tr>
 
  <th>Mechanic Skills</th>
 
</tr>
 
<tr>
 
  <td>
 
Basic Armor Tanking Skills
 
*[http://wiki.eveonline.com/en/wiki/Hull_Upgrades Hull Upgrades]
 
*[http://wiki.eveonline.com/en/wiki/Mechanic Mechanic]
 
*[http://wiki.eveonline.com/en/wiki/Repair_Systems Repair Systems]
 
</tr>
 
<tr>
 
  <td>
 
Advanced Armor Tanking Skills
 
*[http://wiki.eveonline.com/en/wiki/Jury_Rigging Jury Rigging]
 
*[http://wiki.eveonline.com/en/wiki/Armor_Rigging Armor Rigging]
 
*[http://wiki.eveonline.com/en/wiki/EM_Armor_Compensation EM Armor Compensation]
 
*[http://wiki.eveonline.com/en/wiki/Explosive_Armor_Compensation Explosive Armor Compensation]
 
*[http://wiki.eveonline.com/en/wiki/Kinetic_Armor_Compensation Kinetic Armor Compensation]
 
*[http://wiki.eveonline.com/en/wiki/Thermic_Armor_Compensation Thermic Armor Compensation]
 
</tr>
 
</table>
 
 
 
 
 
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Missiles Missile Launcher Operation]
 
* None
 
 
 
 
 
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Navigation Navigation]
 
 
 
Navigation is another category that is not particularly more applicable to Amarr pilots than those of other races.  Note however, that some help reduce capacitor usage and accordingly have the second order effect of making more available for other purposes.
 
<table class="collapsible collapsed">
 
<tr>
 
  <th>Navigation Skills</th>
 
</tr>
 
<tr>
 
  <td>
 
*[http://wiki.eveonline.com/en/wiki/Acceleration_Control Acceleration Control]
 
*[http://wiki.eveonline.com/en/wiki/Afterburner Afterburner]
 
*[http://wiki.eveonline.com/en/wiki/Evasive_Maneuvering Evasive Maneuvering]
 
*[http://wiki.eveonline.com/en/wiki/Fuel_Conservation Fuel Conservation]
 
*[http://wiki.eveonline.com/en/wiki/High_Speed_Maneuvering High Speed Maneuvering]
 
*[http://wiki.eveonline.com/en/wiki/Navigation Navigation]
 
*[http://wiki.eveonline.com/en/wiki/Warp_Drive_Operation Warp Drive Operation]
 
</tr>
 
</table>
 
 
 
 
 
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Science Science]
 
 
 
Jump clones and implants are extremely important tools for any pilot.
 
<table class="collapsible collapsed">
 
<tr>
 
  <th>Science Skills</th>
 
</tr>
 
<tr>
 
  <td>
 
* [http://wiki.eveonline.com/en/wiki/Cybernetics Cybernetics]
 
* [http://wiki.eveonline.com/en/wiki/Infomorph_Psychology Infomorph Psychology]
 
* [http://wiki.eveonline.com/en/wiki/Science Science] as a prerequisite only
 
</tr>
 
</table>
 
 
 
 
 
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Social Social]
 
* None
 
 
 
 
 
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Spaceship_Command Spaceship Command]
 
 
 
The following skills allow you to fly Amarr ships and are therefore fundemental.
 
<table class="collapsible collapsed">
 
<tr>
 
  <th>Spaceship Command Skills</th>
 
</tr>
 
<tr>
 
  <td>
 
* [http://wiki.eveonline.com/en/wiki/Amarr_Battleship Amarr Battleship]
 
* [http://wiki.eveonline.com/en/wiki/Amarr_Strategic_Cruiser Amarr Cruiser]
 
* [http://wiki.eveonline.com/en/wiki/Amarr_Frigate Amarr Frigate]
 
* [http://wiki.eveonline.com/en/wiki/Battlecruisers Battlecruisers]
 
* [http://wiki.eveonline.com/en/wiki/Destroyers Destroyers]
 
* [http://wiki.eveonline.com/en/wiki/Spaceship_Command Spaceship Command]
 
</tr>
 
</table>
 
 
 
 
 
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Subsystems Subsystems]
 
* None
 
 
 
 
 
[http://wiki.eveonline.com/en/wiki/Item_Database:Skills:Trade Trade]
 
* None
 
 
 
</tr>
 
</table>
 
 
 
 
 
===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.
 
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.
Line 367: Line 136:
 
</tr>
 
</tr>
 
</table>
 
</table>
 +
 +
 +
====Cross Training====
 +
into or out of Amarr can be more skill intensive than other cross training. The most viable prospect is probably [[Gallente Basic Ship and Skill Guide|Gallente]] (armour tanking, gunnery and drone synergies) with [[Minmatar Basic Ship and Skill Guide|Minmatar]] second (some gunnery and armour tanking synergies).  [[Caldari Basic Ship and Skill Guide|Caldari]] have the fewest skills in common, despite some Khanid missile ships at the Amarr Tech 2 level, and could require the most retraining.
 +
 
<br>
 
<br>
 
<br>
 
<br>

Revision as of 23:00, 12 October 2010

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. The Amarr lineup is 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. Laser turrets offer an excellent combination of range, tracking, and damage when compared with projectiles or hybrids (the other types of turret weapon systems). 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 and use large amounts of capacitor.
  • 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 primary 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. The secondary racial EWAR is Capacitor Warfare but bonuses to this are only found on T2 platforms which are beyond the scope of this guide.

PvP

Amarr ships have been a PvP '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 turrets 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 primary 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.

PvE

Amarr ships are more restricted when running missions than the other races. Within Amarr space, against Blood Raider and Sansha NPC factions, Amarr ships are arguably the most effective of all. Since lasers only do Thermal and EM damage any other rats become more difficult to combat then they would be otherwise. 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.


Amarr Skills Guide

The skills which are important to Amarr characters are the same skills which are crucial to every pilot who wants to use the same basic systems and there is already lots of information on Basic Skills and Fitting skills elsewhere. So if you want maximize turret weapon damage you will train the same skills as other projectile or hybrid users (pay particular attention to Controlled Bursts and Sharpshooter). Similarly to survive with an armour tank, use drones effectively, all backed up by solid support and fitting skills (prioritize .

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:



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 Ships Guide

Rookie Ship

Template:Amarr Ship




Frigate

Executioner

Template:Amarr Ship

Inquisitor

Template:Amarr Ship

Tormentor

Template:Amarr Ship Template:Amarr Fit

Punisher

Template:Amarr Ship Template:Amarr Fit

Crucifier

Template:Amarr Ship Template:Amarr Fit

Magnate

Template:Amarr Ship Template:Amarr Fit


Destroyer


Coercer

Template:Amarr Ship Template:Amarr Fit


Cruiser



Arbitrator

Template:Amarr Ship Template:Amarr Fit

Augoror

Template:Amarr Ship

Omen

Template:Amarr Ship Template:Amarr Fit

Maller

Template:Amarr Ship Template:Amarr Fit


Battlecruiser



Prophecy

Template:Amarr Ship

Harbinger

Template:Amarr Ship Template:Amarr Fit


Battleship



Armageddon

Template:Amarr Ship Template:Amarr Fit

Apocalypse

Template:Amarr Ship Template:Amarr Fit

Abaddon

Template:Amarr Ship Template:Amarr Fit


Industrial



Sigil

Template:Amarr Ship

Bestower

Template:Amarr Ship



Related Links

Eve University Forum

The Eve University ship loadout forums should be the first place for new players to look for fits and ask for advice. The Uni forum is restricted to Eve University members and alumni.

UniWiki

  • Support Skills Training support skills is the first step in flying a ship well. Read up on support skills here.
  • Full T2 Tank Having a full T2 tank is a requirement for many ships during wartime in the Uni. If you fly anything other than a T1 frigate, destroyer, or cruiser, make sure you have the required skills and recommended support skills for the type of tank you use.
  • Creating an Alt Hauler Having an alt hauler can be essential to be able to make shopping trips during wartime.
  • For information on Tech 2 ships, for all races, follow the Ships link in the Categories list below

UniWiki - Racial Fitting Guides

These are all works in progress, some are further along than others.

Other Web Sites

  • Scrapheap Challenge This site has both PvP and PvE forums. Some threads are quite old and the discussions can be outdated in the earlier posts. Scrapheap is often a very good place for experienced pilots to find fittings, and many threads will also have tactic discussions on how to use them.