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

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{{Cleanup}}
 
 
 
{{ShipGuideBoilerintro}}
 
{{ShipGuideBoilerintro}}
  
==10 reasons to fly Amarr==
+
=Rookie Ship=
<br>
 
#Amarr is the best because it is.  You can't argue with simple truth.
 
#Freak'n LAZORS!!!
 
#Men armour tank.  Shields or whatever is the red bar above your manly tank.
 
#Amarr discovered how to jump around space.  So everyone else would be stuck on boring planets without us anyways.
 
#Did anyone mention the freak'n lazors?
 
#There is no six and this is because we Amarr decided it would be that way.
 
#Symmetry anyone?
 
#Have you seen the Amarr Battleship lineup?  If you were locked at the time then not for long.
 
#We haz Lazors.
 
#Amarr have enslaved every other race they have encountered.  'Nuff said.
 
<br>
 
<br>
 
  
==Amarr General Information==
+
{{Infobox Ship Horizontal2
 +
|shipimg=Impairor.jpg
 +
|caption=Impairor
 +
|shipname=Impairor
 +
|class=
 +
|bonuses='''Amarr Frigate Skill Bonus:'''<br>
 +
10% bonus to energy turret capacitor use per skill level
 +
|highs=2
 +
|turrets=2
 +
|launchers=0
 +
|mediums=1
 +
|lows=1
 +
|dronebay=5 m3
 +
|bandwidth=5 Mbit/sec
 +
|cargohold=120 m3
 +
|variations=None
 +
|roles=Tutorials
 +
|info=This is the best looking and perhaps the least capable 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. It does have room for a single drone in the drone bay, all while looking fantastic.
 +
}}
  
The Amarrian Empire is one of the four playable empires (Jovians are NPC & GM only) and, like the others, has a distinct line of ships with specific quirks and abilities.
+
{{ShipGuideFittings
 +
|name=Impairor, Tutorials
  
The Amarr lineup is characterized by the following:
+
|high=
 +
Dual Light Pulse Laser I<br>
 +
[empty high slot]
 +
|mid=
 +
Cap Recharger I
 +
|low=
 +
Small Armor Repairer I
  
* [http://wiki.eveuniversity.org/Smurfprime%27s_Guide_to_Basic_Tanking#Armor_tanking Armour tanking].  This is the most popular tanking method for PvP and is also common for Gallentean ships and some Minmatari ships (making it the standard for [[Spider Tanking|Remote Repairing]]).  Amarrian ships have high base armour and several ships have direct bonuses to armour resistances ([[Tech 1]] examples: [http://wiki.eveuniversity.org/Amarr_Basic_Ship_and_Skill_Guide#Punisher Punisher], [http://wiki.eveuniversity.org/Amarr_Basic_Ship_and_Skill_Guide#Maller Maller], [http://wiki.eveuniversity.org/Amarr_Basic_Ship_and_Skill_Guide#Prophecy Prophecy], and [http://wiki.eveuniversity.org/Amarr_Basic_Ship_and_Skill_Guide#Abaddon Abaddon]).
+
|charges=
+
Multifrequency S
* Energy [[turrets]].  These are the standard for Amarrian vessels in the same way that Gallente and Caldari tend to use Hybrid turrets (although Caldari make greater use of missiles) while the Minmatar make extensive use of Projectile turrets (as well as quite a lot of missiles).  Energy turrets (more usually 'lasers') offer an excellent combination of range, tracking and damage when compared with projectile or hybrid turrets.  As is typical, there are two variants; a longer range version with lower damage potential and poorer [[tracking]] - Beam Laser - and a shorter range version with good tracking and higher damage - Pulse Laser.  Frequency crystals, the Energy ammo type, can be changed instantly and [[Tech 1]] crystals are unlimited ammunition as they do not degrade like [[Faction]] or Advanced [[Tech 2]] variants.  Unfotunately this all comes at a price; there is no variation on [[damage types]] and Energy turrets are hungry beasts!  All lasers will do some mix of Electromagnetic and Thermal damage (primarily EM) and use large amounts of energy when fired as well as tending to be quite demanding on a hull's powergrid.
+
|drones=
 +
|rigs=
  
* Large Capacitors.  Amarrian pilots rely heavily on their capacitors; lasers are heavy on the capacitor to such a degree that some Amarrian hulls have a bonus that decreases capacitor usage of Energy turrets rather than a damage bonus (such hulls are prime candidates for fitting another weapon system if you have cross-trained). Thus Amarrian hulls tend to have larger capacitors than the hulls of the other empires and many Amarrian pilots prioritize capacitor skills (which is recommended).
+
|recommended1=
 +
Amarr Frigate II<br>
 +
Hull Upgrades I
 +
|recommended2=
 +
Energy Grid Upgrades I
 +
|recommended3=
 +
Small Energy Turret II
  
* [[Drones]].  Amarrian hulls have some of the best drone using hulls outside of the Gallentean hull line-up, including the only hulls with drone bonuses that are not Gallentean. 
+
|notes=
 +
}}
  
* (Lack of) Speed.  Amarrian ships tend to have lower than average base speeds, fit armour plates which further reduce their base speed and agility and are usually short of [[Medium Slot|'mids']] to put Afterburners or Micro-Warp drives in, while [[Low Slot|'lows']] are already packed with tank modules or weapon upgrades. At the cost of tanking potential (or damage, perhaps both), a typical Amarrian hull's numerous low slots can be used to out-compete even Minmatar ships, however.
+
=Frigate=
  
* [[EWar 101 Guide|Electronic Warfare]].  The primary form of Amarrian electronic warfare is [[Tracking Disruption]], which reduces the optimal range, falloff and tracking speed of turrets fitted to the target. Scripts can also be used to make the module more effective at either reducing the tracking or reducing the range of the turret, at the cost of not affecting the other.  Tracking disruption is fairly difficult to counter but limited in application as it affects only turrets.  The secondary form is [[Capacitor Warfare Guide|Capacitor Warfare]] but bonuses to this are only found on [[Tech 2]] hulls, which are beyond the scope of this guide.
+
[[Frigate|Frigates]] are small, fast ships, used often for PvE in level 1 missions. They are also used for tackling and electronic warfare roles in PvP.
  
====PvP====
+
==Executioner==
Amarrian ships have been the proverbial PvP 'flavour of the month' for a lot longer than a month and can be extremely useful in nearly any role.  Exceptional armour tanks, large capacitors and a combination of good damage and range make Amarrian ships a firm favourite for PvP, though fits with shield tanks or alternate weapon systems see extensive use.
 
  
* Note, however, that the E-UNI starting PvP roles of [[Tackling 101 Guide|tackler]] and [[EWar 101 Guide|E-War]] can be difficult for new Amarrian pilots as their hulls lack medium slots, overall and the E-War frigate is only effective with significant training.  The Punisher is quite slow while the Executioner is very fragile and Tracking Disruption has no effect on ships that rely on missiles or drones for their damage output.
+
{{Infobox Ship Horizontal2
 
+
|shipimg=Executioner.jpg
Amarrian ships tend to stick to the formula of lots of armour for defence and lots of lasers for damage with fewer 'exceptions to the rule' than in other empires' line-ups.  As a result Amarrians are sometimes said to be the simplest race to fly, since what worked for you on a frigate will probably work for you on your cruiser but with larger and more modules.  There are some good candidates for 'breaking the mould' (Punisher fitted with Autocannon turrets is a classic) but they are more skill intensive and often require extensive cross-training.  New pilots are likely best served by playing to the Amarrian formula until they know when and how to break the rules.
+
|caption=Executioner
 
+
|shipname=Executioner
====PvE====
+
|class=
Amarrian ships are more restricted when running [[Missions|missions]] than the other races.  Within Amarr space, against the Blood Raiders and Sansha's Nation factions, Amarrian ships are probably the most effective of all (as is typical with the other empires).  However, lasers only do Thermal and Electromagnetic damage, so other factions are more difficult to combat than would be the case for pilots from the other empires fighting in Amarrian space.  This is a concern for some Eve University pilots who want to try missioning close to home, as the University is based in Minmatari space where Angels are the common faction but there are effective solutions, such as the [[#Arbitrator | Arbitrator]] (which relies on drones and could carry another empire's drones with proper training) or using alternative turret weapons systems (such as a Punisher with projectile turrets).
+
|bonuses='''Amarr Frigate Skill Bonus:'''<br>
 
+
10% bonus to Small Energy Turret capacitor use per level<br>
==Amarr Skills General Information==
+
5% Small Energy Turret damage per level
 
+
|highs=2
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.  There is already good information on [[Basic Skills]] and [[Support Skills]] elsewhere.  So if you want maximize [[turrets|turret]] weapon damage you will train the same skills as other projectile or hybrid users (but pay particular attention to [http://wiki.eveonline.com/en/wiki/Controlled_Bursts Controlled Bursts] and [http://wiki.eveonline.com/en/wiki/Sharpshooter Sharpshooter]).  Similarly the skills are the same for all pilots who want to survive with an [http://wiki.eveuniversity.org/Smurfprime%27s_Guide_to_Basic_Tanking#Armor_tanking armour tank], or use [[drones]] effectively, and all of this backed up by solid support and fitting skills (prioritize the capacitor skills [http://wiki.eveonline.com/en/wiki/Energy_Systems_Operation Energy Systems Operation] and [http://wiki.eveonline.com/en/wiki/Energy_Management Energy Management] highly).
+
|turrets=2
 
+
|launchers=0
Here are a couple skill sets to consider as goals:
+
|mediums=2
<br>
+
|lows=2
<br>
+
|cargohold=0 m3
====[[Full T2 Tank|Tech 2 Tank]]====
+
|dronebay=0 m3
 +
|bandwidth= 0 Mbit/sec
 +
|cargohold=135 m3
 +
|roles=Tackle, Mission
 +
|variations= [[Imperial Navy Slicer]], [[Crusader]], [[Malediction]]
 +
|info=This is the speedy frigate with the highest base velocity of the Amarr T1 frigates at 404 m/s. It also has high maneuverability and accordingly can cruise around and align very quickly if required. Its primary limitation is the slot layout, giving pilots little room for different modules. 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 even feasible as a quick transport for small quantities of goods.  
  
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.
+
Despite its very low price, it is rarely chosen over the Punisher for either PvP or PvE, because of its fragile nature and lack of slots. Some people do use it as an alpha tackler set up with a microwarp drive and warp disruptor, using the high speed to get the first point into play, but it lacks the potential tank of the Punisher and so is less common.
<table class="collapsible collapsed">
+
}}
<tr>
 
  <th>Tech 2 Armour Tank Skills</th>
 
</tr>
 
<tr>
 
  <td>
 
*[http://wiki.eveonline.com/en/wiki/Hull_Upgrades Hull Upgrades] at level V
 
*[http://wiki.eveonline.com/en/wiki/Mechanic Mechanic] at level V
 
*[http://wiki.eveonline.com/en/wiki/Repair_Systems Repair Systems] at level IV
 
*[http://wiki.eveonline.com/en/wiki/Jury_Rigging Jury Rigging] at level III
 
*[http://wiki.eveonline.com/en/wiki/Armor_Rigging Armor Rigging] at level I
 
</tr>
 
</table>
 
<br>
 
You will want to learn the compensation skills to a minimum of 3, and preferably higher, to maximize your tank.
 
<table class="collapsible collapsed">
 
<tr>
 
  <th>Armour Compensation Skills</th>
 
</tr>
 
<tr>
 
  <td>
 
*[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>
 
<br>
 
<br>
 
====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!
+
==Inquisitor==
  
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:
+
{{Infobox Ship Horizontal2
<br>
+
|shipimg=Inquisitor.jpg
<br>
+
|caption=Inquisitor
<table class="collapsible collapsed">
+
|shipname=Inquisitor
<tr>
+
|class=
  <th>Beam Lasers</th>
+
|bonuses='''Amarr Frigate Skill Bonus:'''<br>
</tr>
+
10% bonus to EM missile damage per level<br>
<tr>
+
5% bonus to Explosive, Kinetic and Thermal missile damage per level.
  <td>
+
|highs=4
*[http://wiki.eveonline.com/en/wiki/Small_Beam_Laser_Specialization Small Beam Laser Specialization]
+
|turrets=1
**Small Energy Turret V
+
|launchers=3
**Sharpshooter III
+
|mediums=2
*[http://wiki.eveonline.com/en/wiki/Medium_Beam_Laser_Specialization Medium Beam Laser Specialization]
+
|lows=3
**Small Beam Laser Specialization IV
+
|dronebay=0 m3
**Medium Energy Turret V
+
|bandwidth=0 Mbit/sec
**Sharpshooter IV
+
|cargohold=315 m3
*[http://wiki.eveonline.com/en/wiki/Large_Beam_Laser_Specialization Large Beam Laser Specialization]
+
|roles=None
**Medium Beam Laser Specialization IV
+
|variations=[[Purifier]]
**Large Energy Turret V
+
|info=The Amarr missile frigate is the only Amarr T1 ship with missile bonuses. It is also the only Amarr T1 frigate that can fit 4 weapon systems with its 3 launcher and 1 turret hardpoints.
**Sharpshooter V
+
 
</tr>
+
The Inquisitor is somewhat underused. Even with good missile skills, it is has less than impressive attributes.
</table>
+
}}
 +
 
 +
==Tormentor==
 +
 
 +
{{Infobox Ship Horizontal2
 +
|shipimg=Tormentor.jpg
 +
|caption=Tormentor
 +
|shipname=Tormentor
 +
|class=
 +
|bonuses='''Amarr Frigate Skill Bonus:'''<br>
 +
5% bonus to cargo capacity per level<br>
 +
20% bonus to mining laser yield per level<br>
 
<br>
 
<br>
 +
'''Role Bonus:'''<br>
 +
-60% mining laser capacitor use
 +
|highs=2
 +
|turrets=2
 +
|launchers=0
 +
|mediums=1
 +
|lows=3
 +
|dronebay=5 m3
 +
|bandwidth=5 Mbit/sec
 +
|roles=Mining
 +
|variations=None
 +
|cargohold=235 m3
 +
|info=With [[Mining]] bonuses, fledgling Amarr miners will want to start here. It is actually quite a tough little mining frigate, and has the minimum drone bay.
 +
}}
 +
{{Amarr Fit
 +
|fittings=
 
<table class="collapsible collapsed">
 
<table class="collapsible collapsed">
 
<tr>
 
<tr>
  <th>Pulse Lasers</th>
+
<th>Starter Mining Fit </th>
 
</tr>
 
</tr>
 
<tr>
 
<tr>
  <td>
+
<td>
*[http://wiki.eveonline.com/en/wiki/Small_Pulse_Laser_Specialization Small Pulse Laser Specialization]
+
from the [http://www.eve-ivy.com/forums/viewtopic.php?f=32&t=6795 E-Uni Forum Post]
**Small Energy Turret V
+
<div style='float:right; margin:8px;' >
**Motion Prediction III
+
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
*[http://wiki.eveonline.com/en/wiki/Medium_Pulse_Laser_Specialization Medium Pule Laser Specialization]
+
<tr align='left' style='background:#AAAAAA; color:black;'><th>&nbsp;EFT Fitting&nbsp;</th></tr>
**Small Pulse Laser Specialization IV
+
<tr><td><font size='-2'>
**Medium Energy Turret V
 
**Motion Prediction IV
 
*[http://wiki.eveonline.com/en/wiki/Large_Pulse_Laser_Specialization Large Pulse Laser Specialization]
 
**Medium Pulse Laser Specialization IV
 
**Large Energy Turret V
 
**Motion Prediction V
 
</tr>
 
</table>
 
<br>
 
<br>
 
====Progression====
 
  
A classic progression of Amarr ships would be to train for the Punisher, move to the Omen, skill up a Harbinger, and then move into battleships.  This is certainly an effective way to go and puts the most emphasis on hard hitting lasers and hefty armour tanks.  Unfortunately the Omen is a bit of a weak link in the chain as it is very difficult to fly well without high skills.  But for minimum deviation straight to large ship excellence this can work.
+
[Tormentor, Starter Mining Fit]<br>
 
+
Small I-a Polarized Armor Regenerator<br>
Alternatives exist however.  If the pilot wants to focus on EWAR, then laser skills can be replaced with drone skills and the path can go from Crucifier to Arbitrator as a stepping off point for Tech 2 EWAR ships (Sentinel, Curse and Pilgrim).  Or for the truly different the Inquisitor leads to the Khanid line of Tech 2 short range missile ships (Vengeance and Sacrilege for damage together with other support ships like the Malediction or Heretic).
+
Dual-Sheathed Adaptive Nano Plating I<br>
 +
Damage Control I<br>
 
<br>
 
<br>
 +
Civilian Afterburner<br>
 
<br>
 
<br>
 
+
EP-S Gaussian I Excavation Pulse<br>
====Cross Training====
+
EP-S Gaussian I Excavation Pulse<br>
Cross training into or out of Amarr can be quite skill intensive. 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 Khanid missile ships at the Amarr Tech 2 level, and could require the most retraining.
 
 
<br>
 
<br>
 +
[empty rig slot]<br>
 +
[empty rig slot]<br>
 +
[empty rig slot]<br>
 +
</font></td></tr></table>
 +
</div>
 +
{{High Slots 2|hs1=EP-S Gaussian I Excavation Pulse|hs2=EP-S Gaussian I Excavation Pulse}}
 +
{{Mid Slots 1|ms1=Civilian Afterburner}}
 +
{{Low Slots 3|ls1=Small I-a Polarized Armor Regenerator|ls2=Dual-Sheathed Adaptive Nano Plating I|ls3=Damage Control I}}
 +
{{Rig Slots 3}}
 +
{{Drone Bay|ds1=1 x Light Scout Drone}}
 +
*Fits with no skills and packing a light scout drone you should be fine in 0.7 space and above. For 0.6 you might want a wingman or five to take care of rats, though.
 
<br>
 
<br>
 
<br>
 
<br>
 +
''Flying Manual'': Find an asteroid. Lock asteroid and engage mining lasers. Wait to be interrupted as you mine the asteroid. When rats show up orbit and tank rats while drone kills them. Profit.
 +
</td>
 +
</tr>
 +
</table>
 +
}}
  
==Amarr Ships Guide==
+
==Punisher==
 
+
{{Infobox Ship Horizontal2
===[[Frigate#Rookie_Ships|Rookie Ship]]===
+
|shipimg=Punisher.jpg
 
+
|caption=Punisher
{{Amarr Ship
+
|shipname=Punisher
|shipimg=Impairor.jpg
 
|caption=Impairor
 
|shipname=Impairor
 
 
|class=
 
|class=
 
|bonuses='''Amarr Frigate Skill Bonus:'''<br>
 
|bonuses='''Amarr Frigate Skill Bonus:'''<br>
10% bonus to energy turret capacitor use per skill level
+
10% bonus to Small Energy Turret capacitor use per level<br>
|highs=2
+
5% bonus to armor resistances per level
|turrets=2
+
|highs=4
 +
|turrets=3
 
|launchers=0
 
|launchers=0
|mediums=1
+
|mediums=2
|lows=1
+
|lows=4
|dronecapacity=5 m3
+
|dronebay=0 m3
|dronebandwidth=5 Mbit/sec
+
|bandwidth=0 Mbit/sec
|cargohold=120 m3
+
|roles=
|info=This is the best looking and perhaps the least capable 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. It does have room for a single drone in the drone bay, all while looking fantastic.
+
|variations= [[Retribution]], [[Vengeance]]
}}
+
|cargohold=135 m3
 +
|info=Thank goodness it is good looking as this is where a brand new Amarr pilot will spend a lot of his or her time.
  
<br>
+
This is easily the most survivable and tenacious of the T1 frigates. 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. The Punisher's 3 turrets give it very good dps, but its 2 Mid slots prevent it from fitting the [[Tackling 101 Guide|tackling]] trinity; a speed module, a point, and a web. High SP pilots often mention this ship as their favourite T1 PvP Frigate in the same breath as the infamous Minmatar [http://www.eve-ivy.com/wiki/index.php?title=Minmatar_Basic_Ship_and_Skill_Guide#Rifter Rifter].
<br>
 
<br>
 
  
===[[Frigate]]===
+
It has by far the largest capacitor of a T1 frigate, 425GJ with no skills, and only the T2 [http://wiki.eveonline.com/en/wiki/Retribution Retribution] and a few faction frigates have larger capacitors even outside of the T1 category. This is ostensibly in order to keep its 3 lasers firing, but this is a strength that can be taken advantage of in several ways. The Punisher excels at [[Capacitor Warfare Guide|Capacitor Warfare]] and it can be fitted with projectile turrets instead of lasers to allow the large capacitor to be re-purposed for armour repairers or other high capacitor using modules.
====Executioner====
 
  
{{Amarr Ship
+
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.
|shipimg=Executioner.jpg
 
|caption=Executioner
 
|shipname=Executioner
 
|class=
 
|bonuses='''Amarr Frigate Skill Bonus:'''<br>
 
10% bonus to Small Energy Turret capacitor use per level<br>
 
5% Small Energy Turret damage per level
 
|highs=2
 
|turrets=2
 
|launchers=0
 
|mediums=2
 
|lows=2
 
|dronecapacity=0 m3
 
|dronebandwidth=0 Mbit/sec
 
|cargohold=135 m3
 
|info=This is the speedy frigate with the highest base velocity of the Amarr T1 frigates at 404 m/s.  It also has high maneuverability and accordingly can cruise around and align very quickly if required.  Its primary limitation is the slot layout, giving pilots little room for different modules.  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 even feasible as a quick transport for small quantities of goods.
 
 
 
Despite its very low price, it is rarely chosen over the Punisher for either PvP or PvE, because of its fragile nature and lack of slots.  Some people do use it as an alpha tackler set up with a microwarp drive and warp disruptor, using the high speed to get the first point into play, but it lacks the potential tank of the Punisher and so is less common.
 
 
}}
 
}}
 +
{{Amarr Fit
 +
|fittings=
 +
<table class="collapsible collapsed">
 +
<tr>
 +
<th>E-Uni Tackler Corp Fit</th>
 +
</tr>
 +
<tr>
 +
<td>
 +
<div style='float:right; margin:8px;' >
 +
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 +
<tr align='left' style='background:#AAAAAA; color:black;'><th>&nbsp;EFT Fitting&nbsp;</th></tr>
 +
<tr><td><font size='-2'>
  
====Inquisitor====
+
[Punisher, E-Uni Tackler Corp Fit]<br>
 
+
Nanofiber Internal Structure I<br>
{{Amarr Ship
+
Overdrive Injector System I<br>
|shipimg=Inquisitor.jpg
+
Overdrive Injector System I<br>
|caption=Inquisitor.jpg
+
Overdrive Injector System I<br>
|shipname=Inquisitor
 
|class=
 
|bonuses='''Amarr Frigate Skill Bonus:'''<br>
 
10% bonus to EM missile damage per level<br>
 
5% bonus to Explosive, Kinetic and Thermal missile damage per level.
 
|highs=4
 
|turrets=1
 
|launchers=3
 
|mediums=2
 
|lows=3
 
|dronecapacity=0 m3
 
|dronebandwidth=0 Mbit/sec
 
|cargohold=315 m3
 
|info=The Amarr missile frigate is the only Amarr T1 ship with missile bonuses. It is also the only Amarr T1 frigate that can fit 4 weapon systems with its 3 launcher and 1 turret hardpoints.
 
 
 
The Inquisitor is somewhat underused, since most new Amarr pilots have poor missile skills. More experienced pilots looking for missile frigates tend to fly [http://www.eve-ivy.com/wiki/index.php?title=Caldari_Basic_Ship_and_Skill_Guide#Frigate Caldari frigates].
 
}}
 
 
 
{{Amarr Fit
 
|fittings=
 
<table class="collapsible collapsed">
 
<tr>
 
<th>Short Range Tackler</th>
 
</tr>
 
<tr>
 
  <td>
 
from the [http://forum.eveuniversity.org/viewtopic.php?f=129&t=34205 E-Uni Forum Post]
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<tr align='left' style='background:#AAAAAA; color:black;'><th>&nbsp;EFT Fitting&nbsp;</th></tr>
 
<tr><td><font size='-2'>
 
 
 
[Inquisitor, Short Range Tackler]<br>
 
Damage Control I<br>
 
200mm Reinforced Steel Plates I<br>
 
Adaptive Nano Plating I<br>
 
 
<br>
 
<br>
Cold-Gas I Arcjet Thrusters<br>
+
1MN MicroWarpdrive I<br>
Warp Scrambler I<br>
+
Warp Disruptor I<br>
 
<br>
 
<br>
'Malkuth' Rocket Launcher I, Gremlin Rocket<br>
+
Dual Light Beam Laser I<br>
'Malkuth' Rocket Launcher I, Gremlin Rocket<br>
+
Dual Light Beam Laser I<br>
'Malkuth' Rocket Launcher I, Gremlin Rocket<br>
+
Dual Light Beam Laser I<br>
 
<br>
 
<br>
 +
[empty rig slot]<br>
 +
[empty rig slot]<br>
 +
[empty rig slot]<br>
 
</font></td></tr></table>
 
</font></td></tr></table>
 
</div>
 
</div>
{{High Slots 4|hs1='Malkuth' Rocket Launcher I, Gremlin Rocket|hs2='Malkuth' Rocket Launcher I, Gremlin Rocket|hs3='Malkuth' Rocket Launcher I, Gremlin Rocket|hs4=None}}
+
{{High Slots 4|hs1=Dual Light Beam Laser I|hs2=Dual Light Beam Laser I|hs3=Dual Light Beam Laser I}}
{{Mid Slots 2|ms1=Cold-Gas I Arcjet Thrusters|ms2=Warp Scrambler I}}
+
{{Mid Slots 2|ms1=1MN MicroWardrive I|ms2=Warp Disrupter I}}
{{Low Slots 3|ls1=Damage Control I|ls2=200mm Reinforced Steel Plates I|ls3=Adaptive Nano Plating I}}
+
{{Low Slots 4|ls1=Nanofiber Internal Structure I|ls2=Overdrive Injector System I|ls3=Overdrive Injector System I|ls4=Overdrive Injector System I}}
{{Rig Slots 3|rs1=None|rs2=None|rs3=None}}
+
{{Rig Slots 3}}
*See the associated forum post for options and other ideas regarding this fit.
+
* This fit is very disposable, which is convenient since the Uni will hand them out to its new Amarr tacklers.
<br>
+
* It focuses on overcoming the Punisher's low speed to get a point into play, breaking one of the general fitting rules of always fit to the bonuses of the hull; however, it is done for a good reason in this case.
<br>
+
 
''Flying Manual'': This fit can be used either as a short range tackler or as a solo PvP ship, although it is not the strongest contender in either role within the Amarr lineup or within the category of missle frigates. This may be partially countered by the unexpectedness of showing up to the fight in this ship.
+
''Flying Manual'': Use this build in a large fleet, like your first time in an E-Uni Blob! When a target is called or a flashy is spotted, close with the target as quickly as possible using the microwarpdrive while avoiding using the 'approach' command as this flies straight at the enemy and makes you extremely vulnerable to turret weapon damage as your angular velocity will be 0 or close to it. Lock and get the warp disruptor onto the target as quickly as possible - this is the entire purpose of this build. Once the point is applied, move into an orbit around the target, disengage the microwarpdrive, and hold on until a heavier tackle can get into range. When orbitting think about being outside of smart bomb range, but close enough to keep the angular velocity high, and watch for drones sent to destroy you. The lasers on this build are ONLY there to add a little DPS if possible once someone else has the target locked down. Do not drain your cap doing negligable damage only have the warp disrupter run out of power allowing the target to escape. If it is a patented E-Uni blob and thirty of your classmates also have point on the doomed enemy then feel free to get some target practice in.
 
</td>
 
</td>
 
</tr>
 
</tr>
 
</table>
 
</table>
 
  
  
 
<table class="collapsible collapsed">
 
<table class="collapsible collapsed">
 
<tr>
 
<tr>
<th>Long Range Tackler</th>
+
<th>Heavy Frigate Tackler Fit</th>
 
</tr>
 
</tr>
 
<tr>
 
<tr>
  <td>
+
<td>
from the [http://forum.eveuniversity.org/viewtopic.php?f=129&t=34205 E-Uni Forum Post]
+
from the [http://www.eve-ivy.com/forums/viewtopic.php?f=129&t=25701 E-Uni Forum Post]
 
<div style='float:right; margin:8px;' >
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
Line 274: Line 256:
 
<tr><td><font size='-2'>
 
<tr><td><font size='-2'>
  
[Inquisitor, Long Range Tackler]<br>
+
[Punisher, Heavy Frigate Tackler Fit]<br>
 +
200mm Reinforced Titanium Plates I<br>
 
Damage Control I<br>
 
Damage Control I<br>
Nanofiber Internal Structure I<br>
+
C4S Coiled Circuit Thermal Radiator<br>
Type-D Power Core Modification: Capacitor Power Relay<br>
+
Reactive Plating I<br>
 
<br>
 
<br>
J5 Prototype Warp Disruptor I<br>  
+
Cold-Gas I Arcjet Thrusters<br>
Catalyzed Cold-Gas I Arcjet Thrusters<br>
+
J5b Phased Prototype Warp Scrambler I<br>
 
<br>
 
<br>
'Malkuth' Standard Missile Launcher I, Sabretooth Light Missile<br>
+
Dual Modal Pulse Laser I, Imperial Navy Multifrequency S<br>
'Malkuth' Standard Missile Launcher I, Sabretooth Light Missile<br>
+
Dual Modal Pulse Laser I, Imperial Navy Multifrequency S<br>
 +
Dual Modal Pulse Laser I, Imperial Navy Multifrequency S<br>
 
<br>
 
<br>
 +
[empty rig slot]<br>
 +
[empty rig slot]<br>
 +
[empty rig slot]<br>
 
</font></td></tr></table>
 
</font></td></tr></table>
 
</div>
 
</div>
{{High Slots 4|hs1='Malkuth' Standard Missile Launcher I, Sabretooth Light Missile|hs2='Malkuth' Standard Missile Launcher I, Sabretooth Light Missile|hs3=None|hs4=None}}
+
{{High Slots 4|hs1=Dual Modal Pulse Laser I, Imperial Navy Multifrequency S|hs2=Dual Modal Pulse Laser I, Imperial Navy Multifrequency S|hs3=Dual Modal Pulse Laser I, Imperial Navy Multifrequency S}}
{{Mid Slots 2|ms1=J5 Prototype Warp Disruptor I|ms2=Catalyzed Cold-Gas I Arcjet Thrusters}}
+
{{Mid Slots 2|ms1=Cold-Gas I Arcjet Thrusters|ms2=J5b Phased Prototype Warp Scrambler I}}
{{Low Slots 3|ls1=Damage Control I|ls2=Nanofiber Internal Structure I|ls3=Type-D Power Core Modification: Capacitor Power Relay}}
+
{{Low Slots 4|ls1=200mm Reinforced Titanium Plates I|ls2=Damage Control I|ls3=C4S Coiled Circuit Thermal Radiator|ls4=Reactive Plating I}}
{{Rig Slots 3|rs1=None|rs2=None|rs3=None}}
+
{{Rig Slots 3}}
*See the associated forum post for options and other ideas regarding this fit.
+
*This tackler fit plays to a Punisher's strengths rather than overcoming its speed deficiencies like the corp fit above. It is not the ideal E-Uni fleet setup but it is a better use of the platform.
 +
*If you have decided to cross train into projectile weapons this fit as an excellent candidate for Auto Cannons, as having the damage potential free from constraints on the capacitor is incredibly handy. If you go this route do not forget about switching out the heat sink!
 
<br>
 
<br>
 
<br>
 
<br>
''Flying Manual'': With a MWD fit this ship becomes very short on capacitor. So if you're a 'one of' tackler - cap managment will be key. You can add some damage since missiles don't use cap, but really the Punisher or the Executioner (even with their inherent limitations) are probably better platforms for the role. With some additional skills Rocket Launchers with Defender missiles can be added to increase suvivability against missile based targets.
+
''Flying Manual'': With the 200mm plate, afterburner instead of microwarp drive, and warp scrambler instead of disruptor you will never get close enough fast enough to get the first point, unless you are lucky and drop out of warp right on top of the target. Once you are in range of the warp scrambler however, the enemy is going to have a very hard time shaking you off. This fit can tank a considerable amount of damage for a T1 frigate, and the afterburner should be continually run while orbiting to keep the angular velocity high. Try to balance the range to keep out of threat of smart bombs as much as possible, but within the range of the warp scrambler - this will be the most piloting intensive aspect of flying this fit well. Drones can be tanked for quite a while and the DPS is high enough to attempt to pop them. Cap management will be a big issue with the scrambler and afterburner permanently running, so weigh this carefully before opening up to take pot shots. This fit will help develop piloting skills and techniques that will be most pertinent to more advanced punisher builds, and is better as a niche heavy frigate tackler in smaller fleets than the corp tackling fit.
 
</td>
 
</td>
 
</tr>
 
</tr>
 
</table>
 
</table>
}}
 
  
====Tormentor====
 
  
{{Amarr Ship
 
|shipimg=Tormentor.jpg
 
|caption=Tormentor.jpg
 
|shipname=Tormentor
 
|class=
 
|bonuses='''Amarr Frigate Skill Bonus:'''<br>
 
5% bonus to cargo capacity per level<br>
 
20% bonus to mining laser yield per level<br>
 
<br>
 
'''Role Bonus:'''<br>
 
-60% mining laser capacitor use
 
|highs=2
 
|turrets=2
 
|launchers=0
 
|mediums=1
 
|lows=3
 
|dronecapacity=5 m3
 
|dronebandwidth=5 Mbit/sec
 
|cargohold=235 m3
 
|info=With [[Mining]] bonuses, fledgling Amarr miners will want to start here.  It is actually quite a tough little mining frigate, and has the minimum drone bay.
 
}}
 
{{Amarr Fit
 
|fittings=
 
 
<table class="collapsible collapsed">
 
<table class="collapsible collapsed">
 
<tr>
 
<tr>
<th>Starter Mining Fit </th>
+
<th>DD Punisher Fit</th>
 
</tr>
 
</tr>
 
<tr>
 
<tr>
  <td>
+
<td>
from the [http://www.eve-ivy.com/forums/viewtopic.php?f=32&t=6795 E-Uni Forum Post]
+
from the [http://www.eve-ivy.com/forums//viewtopic.php?p=144764 E-Uni Forum Post]
 
<div style='float:right; margin:8px;' >
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
Line 337: Line 300:
 
<tr><td><font size='-2'>
 
<tr><td><font size='-2'>
  
[Tormentor, Starter Mining Fit]<br>
+
[Punisher, DD Punisher Fit]<br>
Small I-a Polarized Armor Regenerator<br>
+
100mm Reinforced Steel Plates I<br>
Dual-Sheathed Adaptive Nano Plating I<br>
 
 
Damage Control I<br>
 
Damage Control I<br>
 +
Energized Adaptive Nano Membrane I<br>
 +
Capacitor Power Relay I<br>
 
<br>
 
<br>
Civilian Afterburner<br>
+
1MN Afterburner I<br>
 +
Cap Recharger I<br>
 
<br>
 
<br>
EP-S Gaussian I Excavation Pulse<br>
+
Dual Light Pulse Laser I, Microwave S<br>
EP-S Gaussian I Excavation Pulse<br>
+
Dual Light Pulse Laser I, Microwave S<br>
 +
Dual Light Pulse Laser I, Microwave S<br>
 
<br>
 
<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
Line 352: Line 318:
 
</font></td></tr></table>
 
</font></td></tr></table>
 
</div>
 
</div>
{{High Slots 2|hs1=EP-S Gaussian I Excavation Pulse|hs2=EP-S Gaussian I Excavation Pulse}}
+
{{High Slots 4|hs1=Dual Light Pulse Laser I, Microwave S|hs2=Dual Light Pulse Laser I, Microwave S|hs3=Dual Light Pulse Laser I, Microwave S|hs4=Salvager I}}
{{Mid Slots 1|ms1=Civilian Afterburner}}
+
{{Mid Slots 2|ms1=1MN Afterburner I|ms2=Cap Recharger I}}
{{Low Slots 3|ls1=Small I-a Polarized Armor Regenerator|ls2=Dual-Sheathed Adaptive Nano Plating I|ls3=Damage Control I}}
+
{{Low Slots 4|ls1=100mm Reinforced Steel Plates I|ls2=Damage Control I|ls3=Energized Adaptive Nano Membrane I|ls4=Capacitor Power Relay I}}
 
{{Rig Slots 3}}
 
{{Rig Slots 3}}
{{Drone Bay|ds1=1 x Light Scout Drone}}
+
*In the cargo hold: 3x Gamma S crystals
*Fits with no skills and packing a light scout drone you should be fine in 0.7 space and above. For 0.6 you might want a wingman or five to take care of rats, though.
 
 
<br>
 
<br>
 
<br>
 
<br>
''Flying Manual'': Find an astroid.  Lock astroid and engage mining lasers. Wait to be interrupted as you mine the astroid. When rats show up orbit and tank rats while drone kills them. Profit.
+
''Flying Manual'': This setup gives you the cap, a bit of damage, and a bit of armor, while being relatively inexpensive and not requiring a large amount of ISK. Generally flying T1 frigates in a fleet with no tackle or EWAR is of limited usefullness, but in a small group where you are specifically told not to bring tackle, in a pre-arranged duel where no one will warp out, or just to try out something different this fit is functional. It is designed to get in close and keep a high speed orbit with the afterburner running to enhance survivability and then open up with the pulse lasers. Comparing this fit with no skills to maxed out skills it will deliver 13 dps (36 Alpha) to 27 dps (57 Alpha); 2,637 EHP to 3,925 EHP; top speed of 593m/s to 836m/s.
 
</td>
 
</td>
 
</tr>
 
</tr>
 
</table>
 
</table>
}}
 
  
====Punisher====
+
 
{{Amarr Ship
 
|shipimg=Punisher.jpg
 
|caption=Punisher
 
|shipname=Punisher
 
|class=
 
|bonuses='''Amarr Frigate Skill Bonus:'''<br>
 
10% bonus to Small Energy Turret capacitor use per level<br>
 
5% bonus to armor resistances per level
 
|highs=4
 
|turrets=3
 
|launchers=0
 
|mediums=2
 
|lows=4
 
|dronecapacity=0 m3
 
|dronebandwidth=0 Mbit/sec
 
|cargohold=135 m3
 
|info=Thank goodness it is good looking as this is where a brand new Amarr pilot will spend a lot of his or her time.
 
 
 
This is easily the most survivable and tenacious of the T1 frigates.  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.  The Punisher's 3 turrets give it very good dps, but its 2 Mid slots prevent it from fitting the [[Tackling 101 Guide|tackling]] trinity; a speed module, a point, and a web.  High SP pilots often mention this ship as their favourite T1 PvP Frigate in the same breath as the infamous Minmatar [http://www.eve-ivy.com/wiki/index.php?title=Minmatar_Basic_Ship_and_Skill_Guide#Rifter Rifter].
 
 
 
It has by far the largest capacitor of a T1 frigate, 425GJ with no skills, and only the T2 [http://wiki.eveonline.com/en/wiki/Retribution Retribution] and a few faction frigates have larger capacitors even outside of the T1 category.  This is ostensibly in order to keep its 3 lasers firing, but this is a strength that can be taken advantage of in several ways.  The Punisher excels at [[Capacitor Warfare Guide|Capacitor Warfare]] and it can be fitted with projectile turrets instead of lasers to allow the large capacitor to be re-purposed for armour repairers or other high capacitor using modules.
 
 
 
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.
 
}}
 
{{Amarr Fit
 
|fittings=
 
 
<table class="collapsible collapsed">
 
<table class="collapsible collapsed">
 
<tr>
 
<tr>
<th>E-Uni Tackler Corp Fit</th>
+
<th>PvE Fit 1</th>
 
</tr>
 
</tr>
 
<tr>
 
<tr>
  <td>
+
<td>
 +
from the [http://www.eve-ivy.com/forums/viewtopic.php?f=128&t=27115 E-Uni Forum Post]
 
<div style='float:right; margin:8px;' >
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
Line 404: Line 343:
 
<tr><td><font size='-2'>
 
<tr><td><font size='-2'>
  
[Punisher, E-Uni Tackler Corp Fit]<br>
+
[Punisher, PvE Fit]<br>
Nanofiber Internal Structure I<br>
+
Small Armor Repairer I<br>
Overdrive Injector System I<br>
+
Damage Control I<br>
Overdrive Injector System I<br>
+
Adaptive Nano Plating I<br>
 
Overdrive Injector System I<br>
 
Overdrive Injector System I<br>
 
<br>
 
<br>
1MN MicroWarpdrive I<br>
+
1MN Afterburner I<br>
Warp Disruptor I<br>
+
Stasis Webifier I<br>
<br>
+
<br>
Dual Light Beam Laser I<br>
+
Dual Light Pulse Laser I, Multifrequency S<br>
Dual Light Beam Laser I<br>
+
Dual Light Pulse Laser I, Multifrequency S<br>
Dual Light Beam Laser I<br>
+
Dual Light Pulse Laser I, Multifrequency S<br>
 +
Small Nosferatu I<br>
 
<br>
 
<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
Line 422: Line 362:
 
</font></td></tr></table>
 
</font></td></tr></table>
 
</div>
 
</div>
{{High Slots 4|hs1=Dual Light Beam Laser I|hs2=Dual Light Beam Laser I|hs3=Dual Light Beam Laser I}}
+
{{High Slots 4|hs1=Dual Light Pulse Laser I, Multifrequency S|hs2=Dual Light Pulse Laser I, Multifrequency S|hs3=Dual Light Pulse Laser I, Multifrequency S|hs4=Small Nosferatu I}}
{{Mid Slots 2|ms1=1MN MicroWardrive I|ms2=Warp Disrupter I}}
+
{{Mid Slots 2|ms1=1MN Afterburner I|ms2=Stasis Webifier I}}
{{Low Slots 4|ls1=Nanofiber Internal Structure I|ls2=Overdrive Injector System I|ls3=Overdrive Injector System I|ls4=Overdrive Injector System I}}
+
{{Low Slots 4|ls1=Small Armor Repairer I|ls2=Damage Control I|ls3=Adaptive Nano Plating I|ls4=Overdrive Injector System I}}
 
{{Rig Slots 3}}
 
{{Rig Slots 3}}
* This fit is very disposable, which is convenient since the Uni will hand them out to its new Amarr tacklers.
+
<br>
* It focuses on overcoming the Punisher's low speed to get a point into play, breaking one of the general fitting rules of always fit to the bonuses of the hull; however, it is done for a good reason in this case.
+
<br>
 
+
''Flying Manual'': This fit allows a target to be locked down with the webifier and then orbited with afterburner on and a bit of extra speed due to the overdrive injector. This will not help much for mitigating damage from any other rats but the main target should not be able to do any damage.
''Flying Manual'': Use this build in a large fleet, like your first time in an E-Uni Blob!  When a target is called or a flashy is spotted, close with the target as quickly as possible using the microwarpdrive while avoiding using the 'approach' command as this flies straight at the enemy and makes you extremely vulnerable to turret weapon damage as your angular velocity will be 0 or close to it.  Lock and get the warp disruptor onto the target as quickly as possible - this is the entire purpose of this build.  Once the point is applied, move into an orbit around the target, disengage the microwarpdrive, and hold on until a heavier tackle can get into range.  When orbitting think about being outside of smart bomb range, but close enough to keep the angular velocity high, and watch for drones sent to destroy you. The lasers on this build are ONLY there to add a little DPS if possible once someone else has the target locked down.  Do not drain your cap doing negligable damage only have the warp disrupter run out of power allowing the target to escape. If it is a patented E-Uni blob and thirty of your classmates also have point on the doomed enemy then feel free to get some target practice in.
 
 
</td>
 
</td>
 
</tr>
 
</tr>
Line 437: Line 376:
 
<table class="collapsible collapsed">
 
<table class="collapsible collapsed">
 
<tr>
 
<tr>
<th>Heavy Frigate Tackler Fit</th>
+
<th>PvE Fit 2</th>
 
</tr>
 
</tr>
 
<tr>
 
<tr>
  <td>
+
<td>
from the [http://www.eve-ivy.com/forums/viewtopic.php?f=129&t=25701 E-Uni Forum Post]
+
from the [http://www.eve-ivy.com/forums/viewtopic.php?f=32&t=7105 E-Uni Forum Post]
 
<div style='float:right; margin:8px;' >
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
Line 447: Line 386:
 
<tr><td><font size='-2'>
 
<tr><td><font size='-2'>
  
[Punisher, Heavy Frigate Tackler Fit]<br>
+
[Punisher, PvE Fit]<br>
200mm Reinforced Titanium Plates I<br>
+
Small I-a Polarized Armor Regenerator<br>
 
Damage Control I<br>
 
Damage Control I<br>
C4S Coiled Circuit Thermal Radiator<br>
+
Voltaic Nanite Adaptive Membrane I<br>
Reactive Plating I<br>
 
 
<br>
 
<br>
Cold-Gas I Arcjet Thrusters<br>
+
1MN Afterburner I<br>
J5b Phased Prototype Warp Scrambler I<br>
+
Barton Reactor Capacitor Recharger I<br>
 
<br>
 
<br>
Dual Modal Pulse Laser I, Imperial Navy Multifrequency S<br>
+
Dual Modal Pulse Laser I<br>
Dual Modal Pulse Laser I, Imperial Navy Multifrequency S<br>
+
Dual Modal Pulse Laser I<br>
Dual Modal Pulse Laser I, Imperial Navy Multifrequency S<br>
+
Dual Modal Pulse Laser I<br>
 +
Small 'Ghoul' Energy Siphon I<br>
 
<br>
 
<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
Line 465: Line 404:
 
</font></td></tr></table>
 
</font></td></tr></table>
 
</div>
 
</div>
{{High Slots 4|hs1=Dual Modal Pulse Laser I, Imperial Navy Multifrequency S|hs2=Dual Modal Pulse Laser I, Imperial Navy Multifrequency S|hs3=Dual Modal Pulse Laser I, Imperial Navy Multifrequency S}}
+
{{High Slots 4|hs1=Dual Modal Pulse Laser I|hs2=Dual Modal Pulse Laser I|hs3=Dual Modal Pulse Laser I|hs4=Small 'Ghoul' Energy Siphon I}}
{{Mid Slots 2|ms1=Cold-Gas I Arcjet Thrusters|ms2=J5b Phased Prototype Warp Scrambler I}}
+
{{Mid Slots 2|ms1=1MN Afterburner I|ms2=Barton Reactor Capacitor Recharger I}}
{{Low Slots 4|ls1=200mm Reinforced Titanium Plates I|ls2=Damage Control I|ls3=C4S Coiled Circuit Thermal Radiator|ls4=Reactive Plating I}}
+
{{Low Slots 4|ls1=Voltaic Nanite Adaptive Membrane I|ls2=Damage Control I|ls3=Small I-a Polarized Armor Regenerator|ls4=Dual-sheated XXX Plating I (exact type depends on the rats you will face)}}
 
{{Rig Slots 3}}
 
{{Rig Slots 3}}
*This tackler fit plays to a Punisher's strengths rather than overcoming its speed deficiencies like the corp fit above. It is not the ideal E-Uni fleet setup but it is a better use of the platform.
+
*Note: The named lasers are there due having lower CPU requirements like the Membrane in low slot. The named energy vampire/NOS is to help out with eventual cap issues. If your skills are up to it you could substitute if for something else, a Salvager I for example. The cap recharger is a relatively low-priced one, though you should fit the best you can/want to afford. Same goes for the small armor repper. This setup can be quite easily upgraded with better skills.
*If you have decided to cross train into projectile weapons this fit as an excellent candidate for Auto Cannons, as having the damage potential free from constraints on the capacitor is incredibly handy. If you go this route do not forget about switching out the heat sink!
 
 
<br>
 
<br>
 
<br>
 
<br>
''Flying Manual'': With the 200mm plate, afterburner instead of microwarp drive, and warp scrambler instead of disruptor you will never get close enough fast enough to get the first point, unless you are lucky and drop out of warp right on top of the target.  Once you are in range of the warp scrambler however, the enemy is going to have a very hard time shaking you off.  This fit can tank a considerable amount of damage for a T1 frigate, and the afterburner should be continually run while orbiting to keep the angular velocity high.  Try to balance the range to keep out of threat of smart bombs as much as possible, but within the range of the warp scrambler - this will be the most piloting intensive aspect of flying this fit well.  Drones can be tanked for quite a while and the DPS is high enough to attempt to pop them. Cap management will be a big issue with the scrambler and afterburner permanently running, so weigh this carefully before opening up to take pot shots.  This fit will help develop piloting skills and techniques that will be most pertinent to more advanced punisher builds, and is better as a niche heavy frigate tackler in smaller fleets than the corp tackling fit.
+
''Flying Manual'': Remember to fit a type of plating according to the rats you will face! you might still have some issues with Gurista rats, but that requires a totally different approach anyway. The AB you will need to get in your preferred range, which is partly depending on the "ammo" you use.
 
</td>
 
</td>
 
</tr>
 
</tr>
 
</table>
 
</table>
 +
}}
  
 +
==Crucifier==
  
<table class="collapsible collapsed">
+
{{Infobox Ship Horizontal2
<tr>
+
|shipimg=Crucifier.jpg
<th>DD Punisher Fit</th>
+
|caption=Crucifier
 +
|shipname=Crucifier
 +
|class=
 +
|bonuses='''Amarr Frigate Skill Bonus:'''<br>
 +
10% bonus to Small Energy Turret capacitor use per level<br>
 +
5% bonus to Tracking Disruptor effectiveness per level
 +
|highs=2
 +
|turrets=2
 +
|launchers=0
 +
|mediums=3
 +
|lows=3
 +
|dronebay=5 m3
 +
|bandwidth=5 Mbit/sec
 +
|roles=
 +
|variations= [[Sentinel]]
 +
|cargohold=165 m3
 +
|info=The Amarr [[EWar 101 Guide|EWAR]] frigate. It specializes in [http://www.eve-ivy.com/wiki/index.php?title=EWar_101_Guide#Tracking_Disruption_.28TD.29 Tracking Disruptors] to greatly reduce the effectiveness of enemy turret users. Flown in that role this little ship can cripple an enemy battleship or other turret based damage dealer, and accordingly it can be a great force multiplier in a fleet. EWAR in E-Uni fleets often has a great impact and a short life expectancy.
 +
 
 +
It is the only Amarr T1 frigate with 3 Mid slots and accordingly some favour this platform as a tackler. However, it is limited by slow speed, a weak tank, and poor scan resolution making it less than ideal.
 +
}}
 +
{{Amarr Fit
 +
|fittings=
 +
<table class="collapsible collapsed">
 +
<tr>
 +
<th>E-Uni EWAR Corp Fit</th>
 
</tr>
 
</tr>
 
<tr>
 
<tr>
  <td>
+
<td>
from the [http://www.eve-ivy.com/forums//viewtopic.php?p=144764 E-Uni Forum Post]
 
 
<div style='float:right; margin:8px;' >
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
Line 491: Line 454:
 
<tr><td><font size='-2'>
 
<tr><td><font size='-2'>
  
[Punisher, DD Punisher Fit]<br>
+
[Crucifier, E-Uni EWAR Corp Fit]<br>
100mm Reinforced Steel Plates I<br>
+
200mm Reinforced Steel Plates I<br>
 
Damage Control I<br>
 
Damage Control I<br>
Energized Adaptive Nano Membrane I<br>
+
Signal Amplifier I<br>
Capacitor Power Relay I<br>
 
 
<br>
 
<br>
 
1MN Afterburner I<br>
 
1MN Afterburner I<br>
Cap Recharger I<br>
+
Tracking Disruptor I<br>
<br>
+
Tracking Disruptor I<br>
Dual Light Pulse Laser I, Microwave S<br>
 
Dual Light Pulse Laser I, Microwave S<br>
 
Dual Light Pulse Laser I, Microwave S<br>
 
 
<br>
 
<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
Line 509: Line 468:
 
</font></td></tr></table>
 
</font></td></tr></table>
 
</div>
 
</div>
{{High Slots 4|hs1=Dual Light Pulse Laser I, Microwave S|hs2=Dual Light Pulse Laser I, Microwave S|hs3=Dual Light Pulse Laser I, Microwave S|hs4=Salvager I}}
+
{{High Slots 2}}
{{Mid Slots 2|ms1=1MN Afterburner I|ms2=Cap Recharger I}}
+
{{Mid Slots 3|ms1=Tracking Disruptor I|ms2=Tracking Disruptor I|ms3=1MN Afterburner I}}
{{Low Slots 4|ls1=100mm Reinforced Steel Plates I|ls2=Damage Control I|ls3=Energized Adaptive Nano Membrane I|ls4=Capacitor Power Relay I}}
+
{{Low Slots 3|ls1=Signal Amplifier I|ls2=Damage Control I|ls3=200mm Reinforced Steel Plates I}}
 
{{Rig Slots 3}}
 
{{Rig Slots 3}}
*In the cargo hold: 3x Gamma S crystals
+
{{Drone Bay}}
 
<br>
 
<br>
 
<br>
 
<br>
''Flying Manual'': This setup gives you the cap, a bit of damage, and a bit of armor, while being relatively inexpensive and not requiring a large amount of ISK. Generally flying T1 frigates in a fleet with no tackle or EWAR is of limited usefullness, but in a small group where you are specifically told not to bring tackle, in a pre-arranged duel where no one will warp out, or just to try out something different this fit is functional. It is designed to get in close and keep a high speed orbit with the afterburner running to enhance survivability and then open up with the pulse lasers. Comparing this fit with no skills to maxed out skills it will deliver 13 dps (36 Alpha) to 27 dps (57 Alpha); 2,637 EHP to 3,925 EHP; top speed of 593m/s to 836m/s.
+
''Flying Manual'': Maximize range, lock, and then shut down a turret based ship is the formula for a new EWAR pilot flying this setup. Keep in mind the systems TD can shut down and make sure you don't waste resources on a missile or drone ship, and remember to coordinate with other EWAR assets in the fleet (don't worry - this will be someone's responsibility, either the FC or someone specifically dedicated to EWAR coordination). The difficulty with this fit will be in trying to stay alive, as EWAR is often the first to be targeted. If it is a situation where you were set up at optimal range (40 km) either through a Defensive Gate Camp or being able to warp in at your optimal then align to a celestial and warp out and then back in if you are targeted at all. With the Damage Control Unit and armour plate you will hopefully survive the Alpha strike of whatever is shooting at you if they lock you before you can leave. Watch for drones and missles approaching as these are the weapon systems your TD will not be able to affect at all. If the fight started when you did not have the ability to dictate range then attempt to establish range as quickly as possible without burning directly away (always watch that angular velocity and try and keep it as high as possible), and then fight aligned while shutting down the targets as efficiently as possible.
 
</td>
 
</td>
 
</tr>
 
</tr>
Line 524: Line 483:
 
<table class="collapsible collapsed">
 
<table class="collapsible collapsed">
 
<tr>
 
<tr>
<th>PvE Fit 1</th>
+
<th>Fleet EWAR Fit</th>
 
</tr>
 
</tr>
 
<tr>
 
<tr>
  <td>
+
<td>
from the [http://www.eve-ivy.com/forums/viewtopic.php?f=128&t=27115 E-Uni Forum Post]
+
from the [http://www.eve-ivy.com/forums//viewtopic.php?p=144725 E-Uni Forum Post]
 
<div style='float:right; margin:8px;' >
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
Line 534: Line 493:
 
<tr><td><font size='-2'>
 
<tr><td><font size='-2'>
  
[Punisher, PvE Fit]<br>
+
[Crucifier, Fleet EWAR Fit]<br>
Small Armor Repairer I<br>
+
NanoFiber Internal Structure I<br>
Damage Control I<br>
+
NanoFiber Internal Structure I<br>
Adaptive Nano Plating I<br>
+
Signal Amplifier I<br>
Overdrive Injector System I<br>
 
 
<br>
 
<br>
 
1MN Afterburner I<br>
 
1MN Afterburner I<br>
Stasis Webifier I<br>
+
Tracking Disruptor I, Optimal Range Disruption<br>
 +
Tracking Disruptor I, Tracking Speed Disruption<br>
 
<br>
 
<br>
Dual Light Pulse Laser I, Multifrequency S<br>
+
Dual Modal Light Laser I, Microwave S<br>
Dual Light Pulse Laser I, Multifrequency S<br>
+
Dual Modal Light Laser I, Microwave S<br>
Dual Light Pulse Laser I, Multifrequency S<br>
 
Small Nosferatu I<br>
 
 
<br>
 
<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
Line 553: Line 510:
 
</font></td></tr></table>
 
</font></td></tr></table>
 
</div>
 
</div>
{{High Slots 4|hs1=Dual Light Pulse Laser I, Multifrequency S|hs2=Dual Light Pulse Laser I, Multifrequency S|hs3=Dual Light Pulse Laser I, Multifrequency S|hs4=Small Nosferatu I}}
+
{{High Slots 2|hs1=Dual Modal Light Laser I|hs2=Dual Modal Light Laser I}}
{{Mid Slots 2|ms1=1MN Afterburner I|ms2=Stasis Webifier I}}
+
{{Mid Slots 3|ms1=Tracking Disruptor I|ms2=Tracking Disruptor I|ms3=1MN Afterburner I}}
{{Low Slots 4|ls1=Small Armor Repairer I|ls2=Damage Control I|ls3=Adaptive Nano Plating I|ls4=Overdrive Injector System I}}
+
{{Low Slots 3|ls1=Signal Amplifier I|ls2=NanoFiber Internal Structure I|ls3=NanoFiber Internal Structure I}}
 
{{Rig Slots 3}}
 
{{Rig Slots 3}}
 +
{{Drone Bay|ds1=1x Light Scout Drone}}
 +
*recommend 2 Gamma crystals and 2 Microwave crystals for the laser, and two, each, of Optimal Range Disruption and Tracking Speed Disruption the scripts for disruptors.
 
<br>
 
<br>
 
<br>
 
<br>
''Flying Manual'': This fit allows a target to be locked down with the webifier and then orbited with afterburner on and a bit of extra speed due to the overdrive injector. This will not help much for mitigating damage from any other rats but the main target should not be able to do any damage.
+
''Flying Manual'': This fit allows locking targets at your first falloff (just under 60km) to get the TD into play. Having the scripts for both Optimal Range Disruption and Tracking Speed Disruption allows you select your effect for maximum impact. As per any extremely fragile EWAR, fight aligned, fight at range, and be ready to warp out and back in at optimal range to harrass your targets again. You will likely not use the lasers or the drone but they are there to give you options in the right situation.
 
</td>
 
</td>
 
</tr>
 
</tr>
Line 567: Line 526:
 
<table class="collapsible collapsed">
 
<table class="collapsible collapsed">
 
<tr>
 
<tr>
<th>PvE Fit 2</th>
+
<th>Tackler</th>
 
</tr>
 
</tr>
 
<tr>
 
<tr>
  <td>
+
<td>
from the [http://www.eve-ivy.com/forums/viewtopic.php?f=32&t=7105 E-Uni Forum Post]
+
from the [http://www.eve-ivy.com/forums//viewtopic.php?t=13945 E-Uni Forum Post]
 
<div style='float:right; margin:8px;' >
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
Line 577: Line 536:
 
<tr><td><font size='-2'>
 
<tr><td><font size='-2'>
  
[Punisher, PvE Fit]<br>
+
[Crucifier, Tackler]<br>
Small I-a Polarized Armor Regenerator<br>
+
Overdrive Injector System I<br>
Damage Control I<br>
+
Overdrive Injector System I<br>
Voltaic Nanite Adaptive Membrane I<br>
+
Capacitor Power Relay I<br>
 
<br>
 
<br>
 
1MN Afterburner I<br>
 
1MN Afterburner I<br>
Barton Reactor Capacitor Recharger I<br>
+
Stasis Webifier I<br>
 +
Warp Disruptor I<br>
 
<br>
 
<br>
Dual Modal Pulse Laser I<br>
+
Small Nosferatu I<br>
Dual Modal Pulse Laser I<br>
+
Small Nosferatu I<br>
Dual Modal Pulse Laser I<br>
 
Small 'Ghoul' Energy Siphon I<br>
 
 
<br>
 
<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
Line 595: Line 553:
 
</font></td></tr></table>
 
</font></td></tr></table>
 
</div>
 
</div>
{{High Slots 4|hs1=Dual Modal Pulse Laser I|hs2=Dual Modal Pulse Laser I|hs3=Dual Modal Pulse Laser I|hs4=Small 'Ghoul' Energy Siphon I}}
+
{{High Slots 2|hs1=Small Nosferatu I|hs2=Small Nosferatu I}}
{{Mid Slots 2|ms1=1MN Afterburner I|ms2=Barton Reactor Capacitor Recharger I}}
+
{{Mid Slots 3|ms1=Stasis Webifier I|ms2=Warp Disruptor I|ms3=1MN Afterburner I (or 1MN Microwarpdrive I if you have the skills)}}
{{Low Slots 4|ls1=Voltaic Nanite Adaptive Membrane I|ls2=Damage Control I|ls3=Small I-a Polarized Armor Regenerator|ls4=Dual-sheated XXX Plating I (exact type depends on the rats you will face)}}
+
{{Low Slots 3|ls1=Overdrive Injector System I|ls2=Overdrive Injector System I|ls3=Capacitor Power Relay I}}
 
{{Rig Slots 3}}
 
{{Rig Slots 3}}
*Note: The named lasers are there due having lower CPU requirements like the Membrane in low slot. The named energy vampire/NOS is to help out with eventual cap issues. If your skills are up to it you could substitute if for something else, a Salvager I for example. The cap recharger is a relatively low-priced one, though you should fit the best you can/want to afford. Same goes for the small armor repper. This setup can be quite easily upgraded with better skills.
+
{{Drone Bay}}
 
<br>
 
<br>
 
<br>
 
<br>
''Flying Manual'': Remember to fit a type of plating according to the rats you will face! you might still have some issues with Gurista rats, but that requires a totally different approach anyway. The AB you will need to get in your preferred range, which is partly depending on the "ammo" you use.
+
''Flying Manual'': This setup gives you the tackling, speed, and staying power needed to get the job done, while being relatively inexpensive and not requiring a significant amount of ISK. Much like the E-Uni Corp Tackler Punisher fit or a similar fit on an executioner the propulsion unit is used to fly (not using the approach command!) into range and get the warp disruptor into play. Once tackled apply the Stasis Webifier (NEVER web first and tackle after, as this can allow them to warp out more quickly), orbit the target to keep angular velocity as high as possible while staying outside of smart bomb range and wait for your fleet's Damage Dealers (DD) to do their job. If you are permenantly running an Afterburner or if your Microwarpdrive is off but you are not cap stable with the warp disruptor and webifier running then the nosferatu will top up your cap and hopefully push you to cap stability.
 
</td>
 
</td>
 
</tr>
 
</tr>
Line 608: Line 566:
 
}}
 
}}
  
====Crucifier====
+
==Magnate==
  
{{Amarr Ship
+
{{Infobox Ship Horizontal2
|shipimg=Crucifier.jpg
+
|shipimg=Magnate.jpg
|caption=Crucifier
+
|caption=Magnate
|shipname=Crucifier
+
|shipname=Magnate
 
|class=
 
|class=
 
|bonuses='''Amarr Frigate Skill Bonus:'''<br>
 
|bonuses='''Amarr Frigate Skill Bonus:'''<br>
10% bonus to Small Energy Turret capacitor use per level<br>
+
5% bonus to Small Energy Turret capacitor use per level<br>
5% bonus to Tracking Disruptor effectiveness per level
+
5% increase to scan strength of probes per level<br>
 +
5% bonus to survey probe flight time per level
 
|highs=2
 
|highs=2
 
|turrets=2
 
|turrets=2
 
|launchers=0
 
|launchers=0
|mediums=3
+
|mediums=1
 
|lows=3
 
|lows=3
|dronecapacity=5 m3
+
|dronebay=10 m3
|dronebandwidth=5 Mbit/sec
+
|bandwidth=10 Mbit/sec
|cargohold=165 m3
+
|roles=
|info=The Amarr [[EWar 101 Guide|EWAR]] frigate. It specializes in [http://www.eve-ivy.com/wiki/index.php?title=EWar_101_Guide#Tracking_Disruption_.28TD.29 Tracking Disruptors] to greatly reduce the effectiveness of enemy turret users.  Flown in that role this little ship can cripple an enemy battleship or other turret based damage dealer, and accordingly it can be a great force multiplier in a fleet.  EWAR in E-Uni fleets often has a great impact and a short life expectancy.
+
|variations= [[Anathema]]
 +
|cargohold=320 m3
 +
|info=An excellent frigate to learn the basics of [[Exploration|exploration]] due to its bonuses for [[Scanning & Probing|scanning and probing]]. [[Smurfprime's Probing Guide]] is an excellent resource on how exactly to do this while these pages have information on potential [[Scanning:Scan Results|scanning results]] and [[Exploration combat sites for new players|exploration combat sites]].  
  
It is the only Amarr T1 frigate with 3 Mid slots and accordingly some favour this platform as a tackler. However, it is limited by slow speed, a weak tank, and poor scan resolution making it less than ideal.
+
The Magnate is the only Amarr T1 frigate with a 10 cubic meter drone bay allowing 2 light scout drones. It also has a 320 cubic meter cargohold, so it can even be used as a makeshift hauler for new Amarr pilots who lack access to an industrial.
 
}}
 
}}
 
{{Amarr Fit
 
{{Amarr Fit
Line 634: Line 595:
 
<table class="collapsible collapsed">
 
<table class="collapsible collapsed">
 
<tr>
 
<tr>
<th>E-Uni EWAR Corp Fit</th>
+
<th>Prober Fit</th>
 
</tr>
 
</tr>
 
<tr>
 
<tr>
  <td>
+
<td>
 
<div style='float:right; margin:8px;' >
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
Line 643: Line 604:
 
<tr><td><font size='-2'>
 
<tr><td><font size='-2'>
  
[Crucifier, E-Uni EWAR Corp Fit]<br>
+
[Magnate, Prober Fit]<br>
200mm Reinforced Steel Plates I<br>
+
NanoFiber Internal Structure I<br>
Damage Control I<br>
+
Overdrive Injector System I<br>
Signal Amplifier I<br>
+
Overdrive Injector System I<br>
 +
<br>
 +
1MN MicroWarpdrive I<br>
 
<br>
 
<br>
1MN Afterburner I<br>
+
Core Probe Launcher I<br>
Tracking Disruptor I<br>
+
Salvager I<br>
Tracking Disruptor I<br>
 
 
<br>
 
<br>
 +
Small Gravity Capacitor Upgrade I<br>
 +
Small Gravity Capacitor Upgrade I<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
[empty rig slot]<br>
+
<br>
[empty rig slot]<br>
+
Hobgoblin I x2<br>
 
</font></td></tr></table>
 
</font></td></tr></table>
 
</div>
 
</div>
{{High Slots 2}}
+
{{High Slots 2|hs1=Core Probe Launcher I|hs2=Salvager I (Prototype Cloaking Device I once trained)}}
{{Mid Slots 3|ms1=Tracking Disruptor I|ms2=Tracking Disruptor I|ms3=1MN Afterburner I}}
+
{{Mid Slots 1|ms1=1MN MicroWarpdrive I}}
{{Low Slots 3|ls1=Signal Amplifier I|ls2=Damage Control I|ls3=200mm Reinforced Steel Plates I}}
+
{{Low Slots 3|ls1=Overdrive Injector System I|ls2=Overdrive Injector System I|ls3=Nanofiber Internal Structure I}}
{{Rig Slots 3}}
+
{{Rig Slots 3|rs1=Small Gravity Capacitor Upgrade I|rs2=Small Gravity Capacitor Upgrade I}}
{{Drone Bay}}
+
{{Drone Bay|ds1=2x Light Scout Drones}}
 +
*Small Gravity Capacitor Upgrade I which increases probing strength is an extremely cheap rig and will make a big difference for a low SP pilot. Only 2 can be fit due to Calibration usage.
 +
*Instead of a salvager a weapon system could be added if preferred and a cloak should be fit as soon as training makes it possible.
 
<br>
 
<br>
 
<br>
 
<br>
''Flying Manual'': Maximize range, lock, and then shut down a turret based ship is the formula for a new EWAR pilot flying this setup.  Keep in mind the systems TD can shut down and make sure you don't waste resources on a missile or drone ship, and remember to coordinate with other EWAR assets in the fleet (don't worry - this will be someone's responsibility, either the FC or someone specifically dedicated to EWAR coordination). The difficulty with this fit will be in trying to stay alive, as EWAR is often the first to be targeted.  If it is a situation where you were set up at optimal range (40 km) either through a Defensive Gate Camp or being able to warp in at your optimal then align to a celestial and warp out and then back in if you are targeted at all.  With the Damage Control Unit and armour plate you will hopefully survive the Alpha strike of whatever is shooting at you if they lock you before you can leave.  Watch for drones and missles approaching as these are the weapon systems your TD will not be able to affect at all.  If the fight started when you did not have the ability to dictate range then attempt to establish range as quickly as possible without burning directly away (always watch that angular velocity and try and keep it as high as possible), and then fight aligned while shutting down the targets as efficiently as possible.
+
''Flying Manual'': Warp to a point some distance (like 100km or 70km) from a safe spot somewhere, choose a random direction away from anything and keep moving ('up' or 'down' relative to the plane of the system works well in many systems), and drop your probes (cloak after dropping them if you have the skills). Even though you would likely only use this for High Sec exploration this routine will develop habits which will keep you alive later on in low and null sec exploration. Then you can scan down all the sites and wormholes in the system even with minimal skills, thanks to the bonuses of the ship and the rigs if fit.
 
</td>
 
</td>
 
</tr>
 
</tr>
 
</table>
 
</table>
 +
}}
  
 +
=Destroyer=
  
<table class="collapsible collapsed">
+
==Coercer==
<tr>
 
<th>Fleet EWAR Fit</th>
 
</tr>
 
<tr>
 
  <td>
 
from the [http://www.eve-ivy.com/forums//viewtopic.php?p=144725 E-Uni Forum Post]
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<tr align='left' style='background:#AAAAAA; color:black;'><th>&nbsp;EFT Fitting&nbsp;</th></tr>
 
<tr><td><font size='-2'>
 
  
[Crucifier, Fleet EWAR Fit]<br>
+
{{Infobox Ship Horizontal2
NanoFiber Internal Structure I<br>
+
|shipimg=Coercer.jpg
NanoFiber Internal Structure I<br>
+
|caption=Coercer
Signal Amplifier I<br>
+
|shipname=Coercer
 +
|class=
 +
|bonuses='''Destroyer Skill Bonus:'''<br>
 +
10% bonus to Small Energy Turret tracking speed per level<br>
 +
-10% reduction in Small Energy Turret Capacitor usage per level<br>
 
<br>
 
<br>
1MN Afterburner I<br>
+
''' Role Bonus:'''<br>
Tracking Disruptor I, Optimal Range Disruption<br>
+
50% bonus to optimal range for small energy turrets<br>
Tracking Disruptor I, Tracking Speed Disruption<br>
 
 
<br>
 
<br>
Dual Modal Light Laser I, Microwave S<br>
+
'''Penalty:'''<br>
Dual Modal Light Laser I, Microwave S<br>
+
<font color=red>-25% rate of fire for all turrets</font>
<br>
+
|highs=8
[empty rig slot]<br>
+
|turrets=8
[empty rig slot]<br>
+
|launchers=0
[empty rig slot]<br>
+
|mediums=1
</font></td></tr></table>
+
|lows=4
</div>
+
|dronebay=0 m3
{{High Slots 2|hs1=Dual Modal Light Laser I|hs2=Dual Modal Light Laser I}}
+
|bandwidth=0 Mbit/sec
{{Mid Slots 3|ms1=Tracking Disruptor I|ms2=Tracking Disruptor I|ms3=1MN Afterburner I}}
+
|roles=
{{Low Slots 3|ls1=Signal Amplifier I|ls2=NanoFiber Internal Structure I|ls3=NanoFiber Internal Structure I}}
+
|variations= [[Heretic]]
{{Rig Slots 3}}
+
|cargohold=300 m3
{{Drone Bay|ds1=1x Light Scout Drone}}
+
|info=The 8 high slots will cause a sharp intake of breath for a new player getting their first Coercer. This firepower will make it an ideal platform for chewing through any Level 1 Mission. The 4 low slots allow enough tank to accomplish this PvE task easily; however, it is limited by only having 1 mid slot compared to other destroyers.
*recommend 2 Gamma crystals and 2 Microwave crystals for the laser, and two, each, of Optimal Range Disruption and Tracking Speed Disruption the scripts for disruptors.
 
<br>
 
<br>
 
''Flying Manual'':  This fit allows locking targets at your first falloff (just under 60km) to get the TD into play.  Having the scripts for both Optimal Range Disruption and Tracking Speed Disruption allows you select your effect for maximum impact. As per any extremely fragile EWAR, fight aligned, fight at range, and be ready to warp out and back in at optimal range to harrass your targets again.  You will likely not use the lasers or the drone but they are there to give you options in the right situation.
 
</td>
 
</tr>
 
</table>
 
  
 +
It fulfills a role as an early salvager capably, and this is probably the more enduring role as most players will likely outgrow its PvE uses quickly. It can be used for Level 2 Missions, but this requires caution balanced against the knowledge and SP of the pilot and accordingly the fit.
  
 +
Destroyers in general are of limited use in PvP for low skill point pilots. They have a small tank like a frigate on a ship with a larger signature radius and combined with its higher damage output, destroyers are early targets in fleet engagements. The Coercer also lacks midslots for utility modules like warp disruptors/scramblers and stasis webifiers, meaning it tends to be relegated to PvE use. With very high skill points and once Tech 2 modules can be fitted their are some fun niche roles for the coercer but those are beyond the scope of this guide.
 +
}}
 +
{{Amarr Fit
 +
|fittings=
 
<table class="collapsible collapsed">
 
<table class="collapsible collapsed">
 
<tr>
 
<tr>
<th>Tackler</th>
+
<th>PvE Level 1 Mission Machine</th>
 
</tr>
 
</tr>
 
<tr>
 
<tr>
  <td>
+
<td>
from the [http://www.eve-ivy.com/forums//viewtopic.php?t=13945 E-Uni Forum Post]
 
 
<div style='float:right; margin:8px;' >
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
Line 725: Line 683:
 
<tr><td><font size='-2'>
 
<tr><td><font size='-2'>
  
[Crucifier, Tackler]<br>
+
[Coercer, PvE Level 1 Mission Machine]<br>
Overdrive Injector System I<br>
+
Small Armor Repairer I<br>
Overdrive Injector System I<br>
+
Damage Control I<br>
Capacitor Power Relay I<br>
 
 
<br>
 
<br>
 
1MN Afterburner I<br>
 
1MN Afterburner I<br>
Stasis Webifier I<br>
 
Warp Disruptor I<br>
 
 
<br>
 
<br>
Small Nosferatu I<br>
+
Dual Light Pulse Laser I, Multifrequency S<br>
Small Nosferatu I<br>
+
Dual Light Pulse Laser I, Multifrequency S<br>
 +
Dual Light Pulse Laser I, Multifrequency S<br>
 +
Dual Light Pulse Laser I, Multifrequency S<br>
 +
Dual Light Pulse Laser I, Multifrequency S<br>
 +
Dual Light Pulse Laser I, Multifrequency S<br>
 +
Dual Light Pulse Laser I, Multifrequency S<br>
 +
Salvager I<br>
 
<br>
 
<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
Line 742: Line 703:
 
</font></td></tr></table>
 
</font></td></tr></table>
 
</div>
 
</div>
{{High Slots 2|hs1=Small Nosferatu I|hs2=Small Nosferatu I}}
+
{{High Slots 8|hs1=Dual Light Pulse Laser I, Multifrequency S|hs2=Dual Light Pulse Laser I, Multifrequency S|hs3=Dual Light Pulse Laser I, Multifrequency S|hs4=Dual Light Pulse Laser I, Multifrequency S|hs5=Dual Light Pulse Laser I, Multifrequency S|hs6=Dual Light Pulse Laser I, Multifrequency S|hs7=Dual Light Pulse Laser I, Multifrequency S|hs8=Salvager I}}
{{Mid Slots 3|ms1=Stasis Webifier I|ms2=Warp Disruptor I|ms3=1MN Afterburner I (or 1MN Microwarpdrive I if you have the skills)}}
+
{{Mid Slots 1|ms1=1MN Afterburner I}}
{{Low Slots 3|ls1=Overdrive Injector System I|ls2=Overdrive Injector System I|ls3=Capacitor Power Relay I}}
+
{{Low Slots 4|ls1=Damage Control I|ls2=Small Armor Repairer I|ls3=Energized Plate or Resistance Plate as appropriate for pilot SP and rat type|ls4=Energized Plate or Resistance Plate as appropriate for pilot SP and rat type}}
 
{{Rig Slots 3}}
 
{{Rig Slots 3}}
{{Drone Bay}}
 
 
<br>
 
<br>
 
<br>
 
<br>
''Flying Manual'': This setup gives you the tackling, speed, and staying power needed to get the job done, while being relatively inexpensive and not requiring a significant amount of ISK.  Much like the E-Uni Corp Tackler Punisher fit or a similar fit on an executioner the propulsion unit is used to fly (not using the approach command!) into range and get the warp disruptor into play.  Once tackled apply the Stasis Webifier (NEVER web first and tackle after, as this can allow them to warp out more quickly), orbit the target to keep angular velocity as high as possible while staying outside of smart bomb range and wait for your fleet's Damage Dealers (DD) to do their job.  If you are permenantly running an Afterburner or if your Microwarpdrive is off but you are not cap stable with the warp disruptor and webifier running then the nosferatu will top up your cap and hopefully push you to cap stability.
+
''Flying Manual'': There are no level 1 missions which can not be quickly and effectively conquered using this fit. The biggest concern will be balancing the capacitor against the various high drain modules; you will usually want to run the guns, the repairer or the propulsion as running all three at once will quickly deplete your capacitor. Be wary of grouping to many guns at one time as you will destroy many frigate rats with your Alpha strike and do not want to 'waste' DPS.
 
</td>
 
</td>
 
</tr>
 
</tr>
 
</table>
 
</table>
}}
 
  
====Magnate====
 
  
{{Amarr Ship
 
|shipimg=Magnate.jpg
 
|caption=Magnate
 
|shipname=Magnate
 
|class=
 
|bonuses='''Amarr Frigate Skill Bonus:'''<br>
 
5% bonus to Small Energy Turret capacitor use per level<br>
 
5% increase to scan strength of probes per level<br>
 
5% bonus to survey probe flight time per level
 
|highs=2
 
|turrets=2
 
|launchers=0
 
|mediums=1
 
|lows=3
 
|dronecapacity=10 m3
 
|dronebandwidth=10 Mbit/sec
 
|cargohold=320 m3
 
|info=An excellent frigate to learn the basics of [[Exploration|exploration]] due to its bonuses for [[Scanning & Probing|scanning and probing]].  [[Smurfprime's Probing Guide]] is an excellent resource on how exactly to do this while these pages have information on potential [[Scanning:Scan Results|scanning results]] and [[Exploration combat sites for new players|exploration combat sites]].
 
  
The Magnate is the only Amarr T1 frigate with a 10 cubic meter drone bay allowing 2 light scout drones. It also has a 320 cubic meter cargohold, so it can even be used as a makeshift hauler for new Amarr pilots who lack access to an industrial.
 
}}
 
{{Amarr Fit
 
|fittings=
 
 
<table class="collapsible collapsed">
 
<table class="collapsible collapsed">
 
<tr>
 
<tr>
<th>Prober Fit</th>
+
<th>Starter Salvager Fit</th>
 
</tr>
 
</tr>
 
<tr>
 
<tr>
  <td>
+
<td>
 
<div style='float:right; margin:8px;' >
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
Line 791: Line 727:
 
<tr><td><font size='-2'>
 
<tr><td><font size='-2'>
  
[Magnate, Prober Fit]<br>
+
[Coercer, Starter Salvager Fit]<br>
NanoFiber Internal Structure I<br>
+
Expanded Cargohold I<br>
Overdrive Injector System I<br>
+
Expanded Cargohold I<br>
Overdrive Injector System I<br>
+
Co-Processor I<br>
 +
Capacitor Flux Coil I<br>
 
<br>
 
<br>
1MN MicroWarpdrive I<br>
+
1MN Afterburner I<br>
 
<br>
 
<br>
Core Probe Launcher I<br>
+
Small Tractor Beam I<br>
 +
Small Tractor Beam I<br>
 +
Small Tractor Beam I<br>
 +
Small Tractor Beam I<br>
 +
Salvager I<br>
 +
Salvager I<br>
 +
Salvager I<br>
 
Salvager I<br>
 
Salvager I<br>
 
<br>
 
<br>
Small Gravity Capacitor Upgrade I<br>
+
Small Salvage Tackle I<br>
Small Gravity Capacitor Upgrade I<br>
+
Small Salvage Tackle I<br>
[empty rig slot]<br>
+
Small Salvage Tackle I<br>
<br>
 
Hobgoblin I x2<br>
 
 
</font></td></tr></table>
 
</font></td></tr></table>
 
</div>
 
</div>
{{High Slots 2|hs1=Core Probe Launcher I|hs2=Salvager I (Prototype Cloaking Device I once trained)}}
+
{{High Slots 8|hs1=Salvager I|hs2=Salvager I|hs3=Salvager I|hs4=Salvager I|hs5=Small Tractor Beam I|hs6=Small Tractor Beam I|hs7=Small Tractor Beam I|hs8=Small Tractor Beam I}}
{{Mid Slots 1|ms1=1MN MicroWarpdrive I}}
+
{{Mid Slots 1|ms1=1MN Afterburner I}}
{{Low Slots 3|ls1=Overdrive Injector System I|ls2=Overdrive Injector System I|ls3=Nanofiber Internal Structure I}}
+
{{Low Slots 4|ls1=Expanded Cargohold I|ls2=Expanded Cargohold I|ls3=Co-Processor I|ls4=Capacitor Flux Coil I}}
{{Rig Slots 3|rs1=Small Gravity Capacitor Upgrade I|rs2=Small Gravity Capacitor Upgrade I}}
+
{{Rig Slots 3|rs1=Small Salvage Tackle I|rs2=Small Salvage Tackle I|rs3=Small Salvage Tackle I}}
{{Drone Bay|ds1=2x Light Scout Drones}}
+
*The Rigs are certainly not required but will make things faster if you can afford them.
*Small Gravity Capacitor Upgrade I which increases probing strength is an extremely cheap rig and will make a big difference for a low SP pilot. Only 2 can be fit due to Calibration usage.
+
*Afterburner if you are salvaging while missions are ongoing (ie. in deadspace), Microwarpdrive otherwise if you have the skills to fit it.
*Instead of a salvager a weapon system could be added if preferred and a cloak should be fit as soon as training makes it possible.
+
*Replace 1 Tractor Beam and 1 Salvager with a Core Probe Launcher and a Prototype Cloaking Device if you are planning on using it as a Wormhole salvager. The inability to fit both an Analyzer and Codebreaker is quite limiting, however.
 
<br>
 
<br>
 
<br>
 
<br>
''Flying Manual'': Warp to a point some distance (like 100km or 70km) from a safe spot somewhere, choose a random direction away from anything and keep moving ('up' or 'down' relative to the plane of the system works well in many systems), and drop your probes (cloak after dropping them if you have the skills). Even though you would likely only use this for High Sec exploration this routine will develop habits which will keep you alive later on in low and null sec exploration. Then you can scan down all the sites and wormholes in the system even with minimal skills, thanks to the bonuses of the ship and the rigs if fit.
+
''Flying Manual'': This salvager is only limited by capacitor and cargo space, it can clean up a large number of wrecks very quickly. You will likely have to empty your cargo hold several times if looting and salvaging a level 4 mission. If collecting salvage only cargo space will not be an issue. With perfect salvaging skills having more Tractor Beams and less salvagers can increase efficiency.  
 
</td>
 
</td>
 
</tr>
 
</tr>
 
</table>
 
</table>
 
}}
 
}}
<br>
 
<br>
 
<br>
 
  
===[[Destroyer]]===
 
<br>
 
====Coercer====
 
  
{{Amarr Ship
+
=Cruiser=
|shipimg=Coercer.jpg
 
|caption=Coercer
 
|shipname=Coercer
 
|class=
 
|bonuses='''Destroyer Skill Bonus:'''<br>
 
10% bonus to Small Energy Turret tracking speed per level<br>
 
-10% reduction in Small Energy Turret Capacitor usage per level<br>
 
<br>
 
''' Role Bonus:'''<br>
 
50% bonus to optimal range for small energy turrets<br>
 
<br>
 
'''Penalty:'''<br>
 
<font color=red>-25% rate of fire for all turrets</font>
 
|highs=8
 
|turrets=8
 
|launchers=0
 
|mediums=1
 
|lows=4
 
|dronecapacity=0 m3
 
|dronebandwidth=0 Mbit/sec
 
|cargohold=300 m3
 
|info=The 8 high slots will cause a sharp intake of breath for a new player getting their first Coercer.  This firepower will make it an ideal platform for chewing through any Level 1 Mission.  The 4 low slots allow enough tank to accomplish this PvE task easily; however, it is limited by only having 1 mid slot compared to other destroyers. 
 
  
It fulfills a role as an early salvager capably, and this is probably the more enduring role as most players will likely outgrow its PvE uses quickly.  It can be used for Level 2 Missions, but this requires caution balanced against the knowledge and SP of the pilot and accordingly the fit.
+
==Arbitrator==
  
Destroyers in general are of limited use in PvP for low skill point pilots. They have a small tank like a frigate on a ship with a larger signature radius and combined with its higher damage output, destroyers are early targets in fleet engagements. The Coercer also lacks midslots for utility modules like warp disruptors/scramblers and stasis webifiers, meaning it tends to be relegated to PvE use. With very high skill points and once Tech 2 modules can be fitted their are some fun niche roles for the coercer but those are beyond the scope of this guide.
+
{{Infobox Ship Horizontal2
}}
+
|shipimg=Arbitrator.jpg
{{Amarr Fit
+
|caption=Arbitrator
|fittings=
+
|shipname=Arbitrator
 +
|class=
 +
|bonuses='''Amarr Cruiser Skill Bonus:'''<br>
 +
5% bonus to Tracking Disruptor effectiveness per skill level<Br>
 +
10% bonus to drone hitpoints, damage and mining yield per skill level
 +
|highs=4
 +
|turrets=2
 +
|launchers=1
 +
|mediums=4
 +
|lows=4
 +
|dronebay=150 m3
 +
|bandwidth=50 Mbit/sec
 +
|roles=
 +
|variations= [[Curse]], [[Pilgrim]]
 +
|cargohold=345 m3
 +
|info=The Arbitrator is more versatile than most Amarr ships as it has bonuses to both drones and tracking disruption and a flexible slot layout, it is even technically the Amarr mining cruiser. Unlike other Amarr vessels, the Arbitrator rarely relies on turrets to deal damage; instead, pilots tend to leverage the drone damage bonus and large drone bay while using the high slots for utility modules. It is even one of the few exceptions which can be functionally shield tanked althought this is unlikely for a new Amarr pilot as the required skills will not be trained.
 +
 
 +
In PvE, the long range on drones allows the Arbitrator to kite NPCs and avoid most incoming damage by being far out of range of their weapons. Combined with the ability to fit tractor beams and salvagers in the highs, this makes the Arbitrator the best Amarr missioning cruiser, potentially able to take on level three missions with good skills.
 +
 
 +
In PvP situations, the Arbitrator remains an excellent ship. The tracking disruptor bonus allows it to shut down enemy damage-dealers and protect fleetmates, while still contributing damage via drones.
 +
 
 +
The Arbitrator's flexibilty does suffer from a few limitations. It lacks the slots for a good array of onboard weapons - two turrets and a single missile launcher contribute a paltry amount of DPS, leading to pilots either ignoring weapons for PvP use, or fitting token guns to get agro in PvE while using drones for actual damage. The Arbitrator has a rather small capacitor for an Amarr ship, particularly when using a Microwarpdrive, and it is not terribly maneuverable.
 +
}}
 +
{{Amarr Fit
 +
|fittings=
 
<table class="collapsible collapsed">
 
<table class="collapsible collapsed">
 
<tr>
 
<tr>
<th>PvE Level 1 Mission Machine</th>
+
<th>Profane PvP Fit</th>
 
</tr>
 
</tr>
 
<tr>
 
<tr>
  <td>
+
<td>
 
<div style='float:right; margin:8px;' >
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
Line 871: Line 808:
 
<tr><td><font size='-2'>
 
<tr><td><font size='-2'>
  
[Coercer, PvE Level 1 Mission Machine]<br>
+
[Arbitrator, Profane PvP Fit]<br>
Small Armor Repairer I<br>
+
1600mm Reinforced Rolled Tungsten Plates I<br>
 
Damage Control I<br>
 
Damage Control I<br>
 +
Energized Adaptive Nano Membrane I<br>
 +
Energized Adaptive Nano Membrane I<br>
 
<br>
 
<br>
1MN Afterburner I<br>
+
10MN MicroWarpdrive I<br>
 +
Warp Disruptor I<br>
 +
Tracking Disruptor I<br>
 +
Tracking Disruptor I<br>
 +
<br>
 +
Small Energy Neutralizer I<br>
 +
Small Energy Neutralizer I<br>
 +
Small Nosferatu I<br>
 +
Small Nosferatu I<br>
 
<br>
 
<br>
Dual Light Pulse Laser I, Multifrequency S<br>
+
Medium Trimark Armor Pump I<br>
Dual Light Pulse Laser I, Multifrequency S<br>
+
Medium Trimark Armor Pump I<br>
Dual Light Pulse Laser I, Multifrequency S<br>
+
Medium Trimark Armor Pump I<br>
Dual Light Pulse Laser I, Multifrequency S<br>
 
Dual Light Pulse Laser I, Multifrequency S<br>
 
Dual Light Pulse Laser I, Multifrequency S<br>
 
Dual Light Pulse Laser I, Multifrequency S<br>
 
Salvager I<br>
 
 
<br>
 
<br>
[empty rig slot]<br>
+
Hammerhead I x5<br>
[empty rig slot]<br>
+
Warrior I x10<br>
[empty rig slot]<br>
+
Vespa EC-600 x5<br>
 
</font></td></tr></table>
 
</font></td></tr></table>
 
</div>
 
</div>
{{High Slots 8|hs1=Dual Light Pulse Laser I, Multifrequency S|hs2=Dual Light Pulse Laser I, Multifrequency S|hs3=Dual Light Pulse Laser I, Multifrequency S|hs4=Dual Light Pulse Laser I, Multifrequency S|hs5=Dual Light Pulse Laser I, Multifrequency S|hs6=Dual Light Pulse Laser I, Multifrequency S|hs7=Dual Light Pulse Laser I, Multifrequency S|hs8=Salvager I}}
+
{{High Slots 4|hs1=Small Energy Neutralizer I|hs2=Small Energy Neutralizer I|hs3=Small Nosferatu I|hs4=Small Nosferatu I}}
{{Mid Slots 1|ms1=1MN Afterburner I}}
+
{{Mid Slots 4|ms1=10MN MicroWarpdrive I|ms2=Warp Disruptor I|ms3=Tracking Disruptor I|ms4=Tracking Disruptor I}}
{{Low Slots 4|ls1=Damage Control I|ls2=Small Armor Repairer I|ls3=Energized Plate or Resistance Plate as appropriate for pilot SP and rat type|ls4=Energized Plate or Resistance Plate as appropriate for pilot SP and rat type}}
+
{{Low Slots 4|ls1=1600mm Reinforced Rolled Tungsten Plates I|ls2=Damage Control I|ls3=Energized Adaptive Nano Membrane I|ls4=Energized Adaptive Nano Membrane I}}
{{Rig Slots 3}}
+
{{Rig Slots 3|rs1=Medium Trimark Armor Pump I|rs2=Medium Trimark Armor Pump I|rs3=Medium Trimark Armor Pump I}}
 +
{{Drone Bay|ds1=Hammerhead I x5
 +
 
 +
Warrior I x10
 +
 
 +
Vespa EC-600 x5}}
 +
*This is a very basic fitting, you can (and should) upgrade it as soon as you´re able to.
 
<br>
 
<br>
 
<br>
 
<br>
''Flying Manual'': There are no level 1 missions which can not be quickly and effectively conquered using this fit. The biggest concern will be balancing the capacitor against the various high drain modules; you will usually want to run the guns, the repairer or the propulsion as running all three at once will quickly deplete your capacitor. Be wary of grouping to many guns at one time as you will destroy many frigate rats with your Alpha strike and do not want to 'waste' DPS.
+
''Flying Manual'': In fleet engagements you should be far away from the enemy and fight aligned. Then warp to the nearest celestial as soon as you´re taking damage. Warp back immediately at your Tracking Disruptor´s optimals and re-engage. Your drones and TDs are your main weapons. The Nos/Neut in the high slots are only used if you´re accidentally getting too close to the enemy, or if you´re fighting smaller ships. You could also fit 2 Autocannons in the high slots to shoot nearby enemy drones, or small armor remote repair to rep drones after the fight. The Warp Disruptor can be dropped if you´re expecting a big fight and you have enough tacklers in your fleet. In this case, fitting a third TD or a Remote Sensor Booster can be a good idea. The Vespa EC-600s can be a life saver if you´re tackled and you need to escape quickly.
 
</td>
 
</td>
 
</tr>
 
</tr>
Line 906: Line 854:
 
<table class="collapsible collapsed">
 
<table class="collapsible collapsed">
 
<tr>
 
<tr>
<th>Starter Salvager Fit</th>
+
<th>PvE Fit</th>
 
</tr>
 
</tr>
 
<tr>
 
<tr>
  <td>
+
<td>
 +
from the [http://www.eve-ivy.com/forums/viewtopic.php?f=128&t=26134 E-Uni Forum Post]
 
<div style='float:right; margin:8px;' >
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
Line 915: Line 864:
 
<tr><td><font size='-2'>
 
<tr><td><font size='-2'>
  
[Coercer, Starter Salvager Fit]<br>
+
[Arbitrator, PvE Fit]<br>
Expanded Cargohold I<br>
+
Medium Armor Repairer I<br>
Expanded Cargohold I<br>
+
Damage Control I<br>
Co-Processor I<br>
+
Energized Adaptive Nano Membrane I<br>
Capacitor Flux Coil I<br>
+
Energized Adaptive Nano Membrane I<br>
 
<br>
 
<br>
1MN Afterburner I<br>
+
10MN Afterburner I<br>
 +
Cap Recharger I<br>
 +
Cap Recharger I<br>
 +
Cap Recharger I<br>
 
<br>
 
<br>
Small Tractor Beam I<br>
+
Drone Link Augmentor I<br>
Small Tractor Beam I<br>
+
650mm Artillery Cannon I, EMP M<br>
Small Tractor Beam I<br>
+
650mm Artillery Cannon I, EMP M<br>
Small Tractor Beam I<br>
+
Assault Missile Launcher I, Sabretooth Light Missile<br>
Salvager I<br>
+
<br>
Salvager I<br>
+
[empty rig slot]<br>
Salvager I<br>
+
[empty rig slot]<br>
Salvager I<br>
+
[empty rig slot]<br>
 
<br>
 
<br>
Small Salvage Tackle I<br>
+
Hammerhead I x10<br>
Small Salvage Tackle I<br>
+
Hobgoblin I x10<br>
Small Salvage Tackle I<br>
 
 
</font></td></tr></table>
 
</font></td></tr></table>
 
</div>
 
</div>
{{High Slots 8|hs1=Salvager I|hs2=Salvager I|hs3=Salvager I|hs4=Salvager I|hs5=Small Tractor Beam I|hs6=Small Tractor Beam I|hs7=Small Tractor Beam I|hs8=Small Tractor Beam I}}
+
{{High Slots 4|hs1=Drone Link Augmentor I|hs2=650mm Artillery Cannon I, EMP M|hs3=650mm Artillery Cannon I, EMP M|hs4=Assault Missile Launcher I, Sabretooth Light Missile}}
{{Mid Slots 1|ms1=1MN Afterburner I}}
+
{{Mid Slots 4|ms1=10MN Afterburner I|ms2=Cap Recharger I|ms3=Cap Recharger I|ms4=Cap Recharger I}}
{{Low Slots 4|ls1=Expanded Cargohold I|ls2=Expanded Cargohold I|ls3=Co-Processor I|ls4=Capacitor Flux Coil I}}
+
{{Low Slots 4|ls1=Medium Armor Repairer I|ls2=Damage Control I|ls3=Energized Adaptive Nano Membrane I|ls4=Energized Adaptive Nano Membrane I}}
{{Rig Slots 3|rs1=Small Salvage Tackle I|rs2=Small Salvage Tackle I|rs3=Small Salvage Tackle I}}
+
{{Rig Slots 3}}
*The Rigs are certainly not required but will make things faster if you can afford them.
+
{{Drone Bay|ds1=Hammerhead I x10
*Afterburner if you are salvaging while missions are ongoing (ie. in deadspace), Microwarpdrive otherwise if you have the skills to fit it.
+
 
*Replace 1 Tractor Beam and 1 Salvager with a Core Probe Launcher and a Prototype Cloaking Device if you are planning on using it as a Wormhole salvager.  The inability to fit both an Analyzer and Codebreaker is quite limiting, however.
+
Hobgoblin I x10}}
 +
*See forum post for options and discussion on this fit. Note the various high slot set-ups and discussion on tank.
 +
*I'd certainly recommend upgrading to meta 3/4 cap rechargers, guns, and armor repairer when your finances allow - named afterburners are a little pricey for my taste, and named armor hardeners/energized platings give you no benefit.
 +
*Using mission-specific hardeners rather than EANMs will give you a stronger tank, but it's personal preference whether you take the time to swap.
 
<br>
 
<br>
 
<br>
 
<br>
''Flying Manual'': This salvager is only limited by capacitor and cargo space, it can clean up a large number of wrecks very quickly.  You will likely have to empty your cargo hold several times if looting and salvaging a level 4 mission.  If collecting salvage only cargo space will not be an issue. With perfect salvaging skills having more Tractor Beams and less salvagers can increase efficiency.  
+
''Flying Manual'': With good drone skills and the Drone Link Augmentor the majority of mission rats can be kited. This platform is a very effective way to use range to avoid rather than tank damage even though it is not highly maneuverable. Plenty of spare drones and ability to change drone damage or size to maximize effectiveness should take care of the rest.
 
</td>
 
</td>
 
</tr>
 
</tr>
Line 955: Line 909:
 
<table class="collapsible collapsed">
 
<table class="collapsible collapsed">
 
<tr>
 
<tr>
<th>DD PvP Fit</th>
+
<th>L2 and L3 Mission Fit</th>
 
</tr>
 
</tr>
 
<tr>
 
<tr>
  <td>
+
<td>
from the [http://www.eve-ivy.com/forums//viewtopic.php?p=145011 E-Uni Forum Post]
+
from the [http://www.eve-ivy.com/forums/viewtopic.php?f=32&t=24868 E-Uni Forum Post]
 +
*This forum thread has quite a bit of discussion on the fits listed within and should definitely be read by anyone looking to PvE fit this ship.
 
<div style='float:right; margin:8px;' >
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
Line 965: Line 920:
 
<tr><td><font size='-2'>
 
<tr><td><font size='-2'>
  
[Coercer, DD PvP Fit]<br>
+
[Arbitrator, L2 and L3 Mission Fit]<br>
Type-D Power Core Modification: Diagnostic System<br>
+
Medium Armor Repairer II<br>
C4S Coiled Circuit Thermal Radiator<br>
+
Energized Adaptive Nano Membrane II<br>
C4S Coiled Circuit Thermal Radiator<br>
+
Armor Thermic Hardener II<br>
Type-D Altered SS Nanofiber Structure<br>
+
Armor EM Hardener II<br>
 +
<br>
 +
10MN Afterburner II<br>
 +
Cap Recharger II<br>
 +
Cap Recharger II<br>
 +
Cap Recharger II<br>
 
<br>
 
<br>
1MN MicroWarpdrive I<br>
+
Heavy Pulse Laser II, Radio M<br>
 +
Heavy Pulse Laser II, Radio M<br>
 +
'Arbalest' Assault Missile Launcher, Bloodclaw Light Missile<br>
 +
Small Tractor Beam I<br>
 
<br>
 
<br>
Medium Afocal Pulse Maser I, Multifrequency S<br>
+
Medium Auxiliary Nano Pump I<br>
Medium Afocal Pulse Maser I, Multifrequency S<br>
+
Medium Capacitor Control Circuit I<br>
Medium Afocal Pulse Maser I, Multifrequency S<br>
+
Medium Capacitor Control Circuit I<br>
Medium Afocal Pulse Maser I, Multifrequency S<br>
 
Medium Afocal Pulse Maser I, Multifrequency S<br>
 
Medium Afocal Pulse Maser I, Multifrequency S<br>
 
Medium Afocal Pulse Maser I, Multifrequency S<br>
 
Medium Afocal Pulse Maser I, Multifrequency S<br>
 
 
<br>
 
<br>
[empty rig slot]<br>
+
Hammerhead II x5<br>
[empty rig slot]<br>
+
Hobgoblin II x5<br>
[empty rig slot]<br>
+
</font></td></tr></table>
</font></td></tr></table>
 
 
</div>
 
</div>
{{High Slots 8|hs1=Medium Afocal Pulse Maser I, Multifrequency S|hs2=Medium Afocal Pulse Maser I, Multifrequency S|hs3=Medium Afocal Pulse Maser I, Multifrequency S|hs4=Medium Afocal Pulse Maser I, Multifrequency S|hs5=Medium Afocal Pulse Maser I, Multifrequency S|hs6=Medium Afocal Pulse Maser I, Multifrequency S|hs7=Medium Afocal Pulse Maser I, Multifrequency S|hs8=Medium Afocal Pulse Maser I, Multifrequency S}}
+
{{High Slots 4|hs1=Heavy Pulse Laser II, Radio M|hs2=Heavy Pulse Laser II, Radio M|hs3=Small Tractor Beam I|hs4='Arbalest' Assault Missile Launcher, Bloodclaw Light Missile}}
{{Mid Slots 1|ms1=1MN MicroWarpdrive I}}
+
{{Mid Slots 4|ms1=10MN Afterburner II|ms2=Cap Recharger II|ms3=Cap Recharger II|ms4=Cap Recharger II}}
{{Low Slots 4|ls1=Type-D Power Core Modification: Diagnostic System|ls2=C4S Coiled Circuit Thermal Radiator|ls3=C4S Coiled Circuit Thermal Radiator|ls4=Type-D Altered SS Nanofiber Structure}}
+
{{Low Slots 4|ls1=Medium Armor Repairer II|ls2=Armor Thermic Hardener II|ls3=Armor EM Hardener II|ls4=Energized Adaptive Nano Membrane II}}
{{Rig Slots 3}}
+
{{Rig Slots 3|rs1=Medium Capacitor Control Circuit I|rs2=Medium Capacitor Control Circuit I|rs3=Medium Auxiliary Nano Pump I}}
*DPS: 173
+
{{Drone Bay|ds1=Hammerhead II x5
*Speed: 1598
+
Hobgoblin II x5}}
*Cap: You fire your guns or you use your MWD. Using both lasts two minutes. Using one or the other is cap stable.
+
*Rigs are optional
*Cost: 304K - Hull: 975K - Total: 1279K
+
*This is NOT a basic fit and has a high skill requirement. It is an excellent goal to work towards.
<br>
 
<br>
 
''Flying Manual'':  This is an all gank frigate destroying machine and should be flown as such. With the destroyer signature radius and lack of any tank modules on an already relatively flimsy hull, you will not withstand much hurt but can put a lot out in a very short time.
 
 
</td>
 
</td>
 
</tr>
 
</tr>
 
</table>
 
</table>
 
}}
 
}}
<br>
 
 
<br>
 
<br>
 
<br>
 
<br>
  
===[[Cruiser]]===
+
==Augoror==
<br>
 
<br>
 
====Arbitrator====
 
  
{{Amarr Ship
+
{{Infobox Ship Horizontal2
|shipimg=Arbitrator.jpg
+
|shipimg=Augoror.jpg
|caption=Arbitrator
+
|caption=Augoror
|shipname=Arbitrator
+
|shipname=Augoror
 
|class=
 
|class=
 
|bonuses='''Amarr Cruiser Skill Bonus:'''<br>
 
|bonuses='''Amarr Cruiser Skill Bonus:'''<br>
5% bonus to Tracking Disruptor effectiveness per skill level<Br>
+
10% bonus to armor hitpoints per level<br>
10% bonus to drone hitpoints, damage and mining yield per skill level
+
10% bonus to capacitor need of energy transfer arrays per level<br>
|highs=4
+
<br>
|turrets=2
+
'''Role Bonus:'''<br>
|launchers=1
+
500% bonus to range of energy transfer arrays
|mediums=4
+
|highs=4
|lows=4
+
|turrets=3
|dronecapacity=150 m3
+
|launchers=0
|dronebandwidth=50 Mbit/sec
+
|mediums=2
|cargohold=345 m3
+
|lows=5
|info=The Arbitrator is more versatile than most Amarr ships as it has bonuses to both drones and tracking disruption and a flexible slot layout, it is even technically the Amarr mining cruiser. Unlike other Amarr vessels, the Arbitrator rarely relies on turrets to deal damage; instead, pilots tend to leverage the drone damage bonus and large drone bay while using the high slots for utility modules. It is even one of the few exceptions which can be functionally shield tanked althought this is unlikely for a new Amarr pilot as the required skills will not be trained.
+
|dronebay=5 m3
 +
|bandwidth=5 Mbit/sec
 +
|roles=
 +
|variations= [[Augoror Navy Issue]], [[Guardian]]
 +
|cargohold=465 m3
 +
|info=The Augoror is the Amarr logistics cruiser. It's bonused towards capacitor transfer, which if of limited use by itself. While cap transfer is strong when paired with armor remote repair, as on the Guardian or remote-rep battleship gangs, the Augoror is limited enough that it is rarely used in PvP. Granted, the Augoror can have an extraordinarily tough tank, it's just hard to make that tank useful.
  
In PvE, the long range on drones allows the Arbitrator to kite NPCs and avoid most incoming damage by being far out of range of their weapons. Combined with the ability to fit tractor beams and salvagers in the highs, this makes the Arbitrator the best Amarr missioning cruiser, potentially able to take on level three missions with good skills.
+
Like the Inquisitor or Prophecy this is probably one of the least common Amarr ships you will ever see flying around.
 +
}}
  
In PvP situations, the Arbitrator remains an excellent ship. The tracking disruptor bonus allows it to shut down enemy damage-dealers and protect fleetmates, while still contributing damage via drones.
+
==Omen==
  
The Arbitrator's flexibilty does suffer from a few limitations. It lacks the slots for a good array of onboard weapons - two turrets and a single missile launcher contribute a paltry amount of DPS, leading to pilots either ignoring weapons for PvP use, or fitting token guns to get agro in PvE while using drones for actual damage. The Arbitrator has a rather small capacitor for an Amarr ship, particularly when using a Microwarpdrive, and it is not terribly maneuverable.
+
{{Infobox Ship Horizontal2
}}
+
|shipimg=Omen.jpg
{{Amarr Fit
+
|caption=Omen
|fittings=
+
|shipname=Omen
<table class="collapsible collapsed">
+
|class=
<tr>
+
|bonuses='''Amarr Cruiser Skill Bonus:'''<br>
<th>Profane PvP Fit</th>
+
-10% bonus to Medium Energy Turret capacitor use per level<Br>
 +
5% bonus to Medium Energy Turret rate of fire per level
 +
|highs=5
 +
|turrets=5
 +
|launchers=1
 +
|mediums=3
 +
|lows=5
 +
|dronebay=15 m3
 +
|bandwidth=15 Mbit/sec
 +
|roles=
 +
|variations= [[Omen Navy Issue]], [[Zealot]]
 +
|cargohold=450 m3
 +
|info=The Omen has the highest damage potential of any Amarr cruiser, but suffers from powergrid limitations, making it difficult to fit everything you want on it.
 +
 
 +
Because it relies on turrets for dps, the Omen is the most common starting PvE Amarr cruiser, though once a pilot has Drones IV or V, the Arbitrator is probably a more effective choice.
 +
 
 +
In PvP, it fufills the traditional 'gank' cruiser fleet role. Three mid slots allows at least minimum utility with propulsion and tackle or cap recharging modules.
 +
 
 +
As with some Amarr ships, it has capacitor problems.
 +
}}
 +
{{Amarr Fit
 +
|fittings=
 +
<table class="collapsible collapsed">
 +
<tr>
 +
<th>PvE Fit</th>
 
</tr>
 
</tr>
 
<tr>
 
<tr>
  <td>
+
<td>
 +
from the [http://www.eve-ivy.com/forums/viewtopic.php?f=128&t=26132 E-Uni Forum Post]
 
<div style='float:right; margin:8px;' >
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
Line 1,048: Line 1,029:
 
<tr><td><font size='-2'>
 
<tr><td><font size='-2'>
  
[Arbitrator, Profane PvP Fit]<br>
+
[Omen, PvE Fit]<br>
1600mm Reinforced Rolled Tungsten Plates I<br>
+
Medium Automated I Carapace Restoration<br>
Damage Control I<br>
+
Armor EM Hardener I<br>
Energized Adaptive Nano Membrane I<br>
+
Armor Thermic Hardener I<br>
Energized Adaptive Nano Membrane I<br>
+
'Skadi' Coolant System I<br>
 +
Reactor Control Unit I<br>
 
<br>
 
<br>
10MN MicroWarpdrive I<br>
+
10MN Afterburner I<br>
Warp Disruptor I<br>
+
Cap Recharger I<br>
Tracking Disruptor I<br>
+
Cap Recharger I<br>
Tracking Disruptor I<br>
 
 
<br>
 
<br>
Small Energy Neutralizer I<br>
+
Focused Modulated Medium Energy Beam I, Xray M<br>
Small Energy Neutralizer I<br>
+
Focused Modulated Medium Energy Beam I, Xray M<br>
Small Nosferatu I<br>
+
Focused Modulated Medium Energy Beam I, Xray M<br>
Small Nosferatu I<br>
+
Focused Modulated Medium Energy Beam I, Xray M<br>
 +
Focused Modulated Medium Energy Beam I, Xray M<br>
 
<br>
 
<br>
Medium Trimark Armor Pump I<br>
+
Medium Capacitor Control Circuit I<br>
Medium Trimark Armor Pump I<br>
+
Medium Capacitor Control Circuit I<br>
Medium Trimark Armor Pump I<br>
+
Medium Capacitor Control Circuit I<br>
 
<br>
 
<br>
Hammerhead I x5<br>
+
Hobgoblin I x3<br>
Warrior I x10<br>
 
Vespa EC-600 x5<br>
 
 
</font></td></tr></table>
 
</font></td></tr></table>
 
</div>
 
</div>
{{High Slots 4|hs1=Small Energy Neutralizer I|hs2=Small Energy Neutralizer I|hs3=Small Nosferatu I|hs4=Small Nosferatu I}}
+
{{High Slots 5|hs1=Focused Modulated Medium Energy Beam I, Xray M|hs2=Focused Modulated Medium Energy Beam I, Xray M|hs3=Focused Modulated Medium Energy Beam I, Xray M|hs4=Focused Modulated Medium Energy Beam I, Xray M|hs5=Focused Modulated Medium Energy Beam I, Xray M}}
{{Mid Slots 4|ms1=10MN MicroWarpdrive I|ms2=Warp Disruptor I|ms3=Tracking Disruptor I|ms4=Tracking Disruptor I}}
+
{{Mid Slots 3|ms1=10MN Afterburner I|ms2=Cap Recharger I|ms3=Cap Recharger I}}
{{Low Slots 4|ls1=1600mm Reinforced Rolled Tungsten Plates I|ls2=Damage Control I|ls3=Energized Adaptive Nano Membrane I|ls4=Energized Adaptive Nano Membrane I}}
+
{{Low Slots 5|ls1=Medium Automated I Carapace Restoration|ls2=Armor EM Hardener I|ls3=Armor Thermic Hardener I|ls4='Skadi' Coolant System I|ls5=Reactor Control Unit I}}
{{Rig Slots 3|rs1=Medium Trimark Armor Pump I|rs2=Medium Trimark Armor Pump I|rs3=Medium Trimark Armor Pump I}}
+
{{Rig Slots 3|rs1=Medium Capacitor Control Circuit I|rs2=Medium Capacitor Control Circuit I|rs3=Medium Capacitor Control Circuit I}}
{{Drone Bay|ds1=Hammerhead I x5
+
{{Drone Bay|ds1=Hobgoblin I x3}}
 
+
*Hardeners are assuming Sansha rats, change as applicable.
Warrior I x10
+
*The CCC rigs are a worthy investment imo otherwise its really hard on cap. It requires a bit better skills to fit but Engineering 4 and Electronics 4 should still be enough. You can problably make it easier to fit using a couple of named modules. Also, named Cap Rechargers are highly recommended.
 
 
Vespa EC-600 x5}}
 
*This is a very basic fitting, you can (and should) upgrade it as soon as you´re able to.
 
 
<br>
 
<br>
 
<br>
 
<br>
''Flying Manual'': In fleet engagements you should be far away from the enemy and fight aligned. Then warp to the nearest celestial as soon as you´re taking damage. Warp back immediately at your Tracking Disruptor´s optimals and re-engage. Your drones and TDs are your main weapons. The Nos/Neut in the high slots are only used if you´re accidentally getting too close to the enemy, or if you´re fighting smaller ships. You could also fit 2 Autocannons in the high slots to shoot nearby enemy drones, or small armor remote repair to rep drones after the fight. The Warp Disruptor can be dropped if you´re expecting a big fight and you have enough tacklers in your fleet. In this case, fitting a third TD or a Remote Sensor Booster can be a good idea. The Vespa EC-600s can be a life saver if you´re tackled and you need to escape quickly.
+
''Flying Manual'': TBI.
 
</td>
 
</td>
 
</tr>
 
</tr>
Line 1,094: Line 1,071:
 
<table class="collapsible collapsed">
 
<table class="collapsible collapsed">
 
<tr>
 
<tr>
<th>PvE Fit</th>
+
<th>PvP Fit</th>
 
</tr>
 
</tr>
 
<tr>
 
<tr>
  <td>
+
<td>
from the [http://www.eve-ivy.com/forums/viewtopic.php?f=128&t=26134 E-Uni Forum Post]
+
from the [http://www.eve-ivy.com/forums/viewtopic.php?f=32&t=22968 E-Uni Forum Post]
 
<div style='float:right; margin:8px;' >
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
Line 1,104: Line 1,081:
 
<tr><td><font size='-2'>
 
<tr><td><font size='-2'>
  
[Arbitrator, PvE Fit]<br>
+
[Omen, PvP Fit]<br>
Medium Armor Repairer I<br>
+
Heat Sink I<br>
Damage Control I<br>
+
Heat Sink I<br>
Energized Adaptive Nano Membrane I<br>
+
Overdrive Injector System I<br>
Energized Adaptive Nano Membrane I<br>
+
Overdrive Injector System I<br>
 +
Nanofiber Internal Structure I<br>
 
<br>
 
<br>
10MN Afterburner I<br>
+
10MN MicroWarpdrive I<br>
Cap Recharger I<br>
+
Large Shield Extender I<br>
Cap Recharger I<br>
+
Warp Disruptor I<br>
Cap Recharger I<br>
 
 
<br>
 
<br>
Drone Link Augmentor I<br>
+
Focused Medium Pulse Laser I, Multifrequency M<br>
650mm Artillery Cannon I, EMP M<br>
+
Focused Medium Pulse Laser I, Multifrequency M<br>
650mm Artillery Cannon I, EMP M<br>
+
Focused Medium Pulse Laser I, Multifrequency M<br>
Assault Missile Launcher I, Sabretooth Light Missile<br>
+
Focused Medium Pulse Laser I, Multifrequency M<br>
 +
Focused Medium Pulse Laser I, Multifrequency M<br>
 
<br>
 
<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
Line 1,124: Line 1,102:
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
<br>
 
<br>
Hammerhead I x10<br>
+
Hobgoblin I x3<br>
Hobgoblin I x10<br>
 
 
</font></td></tr></table>
 
</font></td></tr></table>
 
</div>
 
</div>
{{High Slots 4|hs1=Drone Link Augmentor I|hs2=650mm Artillery Cannon I, EMP M|hs3=650mm Artillery Cannon I, EMP M|hs4=Assault Missile Launcher I, Sabretooth Light Missile}}
+
{{High Slots 5|hs1=Focused Medium Pulse Laser I, Multifrequency M|hs2=Focused Medium Pulse Laser I, Multifrequency M|hs3=Focused Medium Pulse Laser I, Multifrequency M|hs4=Focused Medium Pulse Laser I, Multifrequency M|hs5=Focused Medium Pulse Laser I, Multifrequency M}}
{{Mid Slots 4|ms1=10MN Afterburner I|ms2=Cap Recharger I|ms3=Cap Recharger I|ms4=Cap Recharger I}}
+
{{Mid Slots 3|ms1=10MN MicroWarpdrive I|ms2=Large Shield Extender I|ms3=Warp Disruptor I}}
{{Low Slots 4|ls1=Medium Armor Repairer I|ls2=Damage Control I|ls3=Energized Adaptive Nano Membrane I|ls4=Energized Adaptive Nano Membrane I}}
+
{{Low Slots 5|ls1=Heat Sink I|ls2=Heat Sink I|ls3=Overdrive Injector System I|ls4=Overdrive Injector System I|ls5=Nanofiber Internal Structure I}}
 
{{Rig Slots 3}}
 
{{Rig Slots 3}}
{{Drone Bay|ds1=Hammerhead I x10
+
{{Drone Bay|ds1=Hobgoblin I x3}}
 
+
*5.6M, doesn't need perfect CPU/PG skills - if you're short pick up some named modules to free up CPU for either a PDS or RCU in place of one of the overdrives.  
Hobgoblin I x10}}
+
*Stable on just guns alone, 4 minutes with point, and just over 1 minute with everything on.  
*See forum post for options and discussion on this fit.  Note the various high slot set-ups and discussion on tank.
+
*DPS is about 250 with a 10k shield buffer.
*I'd certainly recommend upgrading to meta 3/4 cap rechargers, guns, and armor repairer when your finances allow - named afterburners are a little pricey for my taste, and named armor hardeners/energized platings give you no benefit.
 
*Using mission-specific hardeners rather than EANMs will give you a stronger tank, but it's personal preference whether you take the time to swap.
 
 
<br>
 
<br>
 
<br>
 
<br>
''Flying Manual'': With good drone skills and the Drone Link Augmentor the majority of mission rats can be kited.  This platform is a very effective way to use range to avoid rather than tank damage even though it is not highly maneuverable.  Plenty of spare drones and ability to change drone damage or size to maximize effectiveness should take care of the rest.
+
''Flying Manual'': TBI.
 
</td>
 
</td>
 
</tr>
 
</tr>
Line 1,149: Line 1,124:
 
<table class="collapsible collapsed">
 
<table class="collapsible collapsed">
 
<tr>
 
<tr>
<th>L2 and L3 Mission Fit</th>
+
<th>PvP Beam High Skill Fit</th>
 
</tr>
 
</tr>
 
<tr>
 
<tr>
  <td>
+
<td>
from the [http://www.eve-ivy.com/forums/viewtopic.php?f=32&t=24868 E-Uni Forum Post]
+
from the [http://www.eve-ivy.com/forums/viewtopic.php?f=32&t=23437 E-Uni Forum Post]
*This forum thread has quite a bit of discussion on the fits listed within and should definitely be read by anyone looking to PvE fit this ship.
 
 
<div style='float:right; margin:8px;' >
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
Line 1,160: Line 1,134:
 
<tr><td><font size='-2'>
 
<tr><td><font size='-2'>
  
[Arbitrator, L2 and L3 Mission Fit]<br>
+
[Omen, PvP Beam High Skill Fit]<br>
Medium Armor Repairer II<br>
+
Heat Sink II<br>
Energized Adaptive Nano Membrane II<br>
+
Tracking Enhancer II<br>
Armor Thermic Hardener II<br>
+
Tracking Enhancer II<br>
Armor EM Hardener II<br>
+
Adaptive Nano Plating II<br>
 +
Damage Control II<br>
 
<br>
 
<br>
10MN Afterburner II<br>
+
10MN MicroWarpdrive I<br>
Cap Recharger II<br>
+
F-90 Positional Sensor Subroutines<br>
Cap Recharger II<br>
+
Warp Disruptor II<br>
Cap Recharger II<br>
 
 
<br>
 
<br>
Heavy Pulse Laser II, Radio M<br>
+
Focused Medium Beam Laser II<br>
Heavy Pulse Laser II, Radio M<br>
+
Focused Medium Beam Laser II<br>
'Arbalest' Assault Missile Launcher, Bloodclaw Light Missile<br>
+
Focused Medium Beam Laser II<br>
Small Tractor Beam I<br>
+
Focused Medium Beam Laser II<br>
 +
Focused Medium Beam Laser II<br>
 
<br>
 
<br>
Medium Auxiliary Nano Pump I<br>
+
[empty rig slot]<br>
Medium Capacitor Control Circuit I<br>
+
[empty rig slot]<br>
Medium Capacitor Control Circuit I<br>
+
[empty rig slot]<br>
 
<br>
 
<br>
Hammerhead II x5<br>
+
Warrior II x3<br>
Hobgoblin II x5<br>
 
 
</font></td></tr></table>
 
</font></td></tr></table>
 
</div>
 
</div>
{{High Slots 4|hs1=Heavy Pulse Laser II, Radio M|hs2=Heavy Pulse Laser II, Radio M|hs3=Small Tractor Beam I|hs4='Arbalest' Assault Missile Launcher, Bloodclaw Light Missile}}
+
{{High Slots 5|hs1=Focused Medium Beam Laser II (I carry Aurora, Multifrequency, and Radio)|hs2=Focused Medium Beam Laser II|hs3=Focused Medium Beam Laser II|hs4=Focused Medium Beam Laser II|hs5=Focused Medium Beam Laser II}}
{{Mid Slots 4|ms1=10MN Afterburner II|ms2=Cap Recharger II|ms3=Cap Recharger II|ms4=Cap Recharger II}}
+
{{Mid Slots 3|ms1=10MN MicroWarpdrive I|ms2=F-90 Positional Sensor Subroutines|ms3=Warp Disruptor II}}
{{Low Slots 4|ls1=Medium Armor Repairer II|ls2=Armor Thermic Hardener II|ls3=Armor EM Hardener II|ls4=Energized Adaptive Nano Membrane II}}
+
{{Low Slots 5|ls1=Tracking Enhancer II|ls2=Tracking Enhancer II|ls3=Heat Sink II|ls4=Adaptive Nano Plating II|ls5=Damage Control II}}
{{Rig Slots 3|rs1=Medium Capacitor Control Circuit I|rs2=Medium Capacitor Control Circuit I|rs3=Medium Auxiliary Nano Pump I}}
+
{{Rig Slots 3}}
{{Drone Bay|ds1=Hammerhead II x5
+
{{Drone Bay|ds1=Warrior II x3}}
Hobgoblin II x5}}
+
*NOTE: Needs Engineering V and AWU IV and a 1% grid implant or AWU V
*Rigs are optional
+
*Optimal is 17km with multifrequency, 61km with aurora
*This is NOT a basic fit and has a high skill requirement. It is an excellent goal to work towards.
+
*Hits for 297 DPS with faction ammo and 192 with aurora
 +
*Is not cap stable running either ammo, lasts about 6 and a half minutes with guns only running and less than a minute with everything on
 +
*About 11.2k EHP
 +
<br>
 +
<br>
 +
''Flying Manual'': TBI.
 
</td>
 
</td>
 
</tr>
 
</tr>
Line 1,199: Line 1,178:
 
<br>
 
<br>
  
====Augoror====
+
==Maller==
  
{{Amarr Ship
+
{{Infobox Ship Horizontal2
|shipimg=Augoror.jpg
+
|shipimg=Maller.jpg
|caption=Augoror
+
|caption=Maller
|shipname=Augoror
+
|shipname=Maller
 
|class=
 
|class=
 
|bonuses='''Amarr Cruiser Skill Bonus:'''<br>
 
|bonuses='''Amarr Cruiser Skill Bonus:'''<br>
10% bonus to armor hitpoints per level<br>
+
10% bonus to Medium Energy Turret capacitor use per level<Br>
10% bonus to capacitor need of energy transfer arrays per level<br>
+
5% bonus to all Armor Resistances per level
<br>
+
|highs=6
'''Role Bonus:'''<br>
+
|turrets=5
500% bonus to range of energy transfer arrays
 
|highs=4
 
|turrets=3
 
 
|launchers=0
 
|launchers=0
|mediums=2
+
|mediums=3
|lows=5
+
|lows=6
|dronecapacity=5 m3
+
|dronebay=0 m3
|dronebandwidth=5 Mbit/sec
+
|bandwidth=0 Mbit/sec
|cargohold=465 m3
+
|roles=None
|info=The Augoror is the Amarr logistics cruiser. It's bonused towards capacitor transfer, which if of limited use by itself. While cap transfer is strong when paired with armor remote repair, as on the Guardian or remote-rep battleship gangs, the Augoror is limited enough that it is rarely used in PvP. Granted, the Augoror can have an extraordinarily tough tank, it's just hard to make that tank useful.
+
|variations= [[Devoter]], [[Sacrilege]]
 +
|cargohold=280 m3
 +
|info=The Maller's armour resist bonus lets it fit a beastly tank, especially as it has sufficient fitting room for large armor plates, but it suffers from poor damage. The Cap use bonus doesn't increase the Maller's damage output, so it is another candidate to fit projectile turrets on if skills are cross trained, much as autocannons can be used on the Punisher.
 +
 
 +
For PvE, both the Omen and Arbitrator are more common choices, as each can fit a sufficient tank for L2 missions while maintaining a higher damage output than the Maller.
  
Like the Inquisitor or Prophecy this is probably one of the least common Amarr ships you will ever see flying around.
+
Because it's only significant ability is to tank, the only role it can fill in PvP is bait. However, because this is the only role it can fill and it is well known for being used this way, it makes a terrible bait ship.
 
}}
 
}}
<br>
 
<br>
 
  
====Omen====
+
=Battlecruiser=
 +
 
 +
==Prophecy==
  
{{Amarr Ship
+
{{Infobox Ship Horizontal2
|shipimg=Omen.jpg
+
|shipimg=Prophecy.jpg
|caption=Omen
+
|caption=Prophecy
|shipname=Omen
+
|shipname=Prophecy
|class=
+
|faction=Amarr Empire
|bonuses='''Amarr Cruiser Skill Bonus:'''<br>
+
|class=Battlecruiser
-10% bonus to Medium Energy Turret capacitor use per level<Br>
+
|highs=7
5% bonus to Medium Energy Turret rate of fire per level
+
|turrets=6
|highs=5
 
|turrets=5
 
 
|launchers=1
 
|launchers=1
 
|mediums=3
 
|mediums=3
|lows=5
+
|lows=6
|dronecapacity=15 m3
+
|cargohold=350 m3
|dronebandwidth=15 Mbit/sec
+
|dronebay=25 m3
|cargohold=450 m3
+
|bandwidth=25 Mbit/sec
|info=The Omen has the highest damage potential of any Amarr cruiser, but suffers from powergrid limitations, making it difficult to fit everything you want on it.  
+
|roles=
 +
|variations= [[Absolution]], [[Damnation]]
 +
|roles= None
 +
|bonuses=<br>
 +
'''Battlecruiser Skill Bonus:'''<br>
 +
10% reduction in Medium Energy Weapon capacitor use per level<br>
 +
5% bonus to all armor resistances per level<br>
 +
<br>
 +
'''Role Bonus:'''<br>
 +
99% reduction in the CPU need of Warfare Link modules.
 +
|info=
 +
The Prophecy is not a commonly used ship. It certainly can fit an amazing tank for slightly less cost than the Harbinger, but it has a comparatively weak damage output with fewer turrets than the Harbinger, and no damage bonus. Because it's only significant ability is to tank, the only role it can fill in PvP is bait. However, because this is the only role it can fill and it is well known for being used this way, it makes a terrible bait ship.<br>
 +
<br>The Prophecy does have a niche PvE use. It could be fitted with projectile turrets and a good tank, and used for missioning in Angel space, since fusion ammo is more effective against Angels than lasers. But this is less effective way to make ISK than a Harbinger fit for missions against non-angels.
 +
}}
  
Because it relies on turrets for dps, the Omen is the most common starting PvE Amarr cruiser, though once a pilot has Drones IV or V, the Arbitrator is probably a more effective choice.
+
==Harbinger==
  
In PvP, it fufills the traditional 'gank' cruiser fleet role. Three mid slots allows at least minimum utility with propulsion and tackle or cap recharging modules.
+
{{Infobox Ship Horizontal2
 +
|shipimg=Harbinger.jpg
 +
|caption=Harbinger
 +
|shipname=Harbinger
 +
|class=
 +
|bonuses='''Battlecruiser Skill Bonus:'''<br>
 +
10% reduction in laser capacitor need per level<br>
 +
5% bonus to laser damage per level<br>
 +
<br>
 +
'''Role Bonus:'''<br>
 +
99% reduction in the CPU need of Warfare Link modules
 +
|highs=8
 +
|turrets=7
 +
|launchers=0
 +
|mediums=4
 +
|lows=6
 +
|dronebay=50 m3
 +
|bandwidth=50 Mbit/sec
 +
|roles=
 +
|variations=None
 +
|cargohold=350 m3
 +
|info=The Harbinger is an excellent battlecruiser. It has high damage at good ranges, is relatively maneuverable for an Amarr ship, has a decent drone bay, and even comes with a utility high slot.
  
As with some Amarr ships, it has capacitor problems.
+
Depending on pilot's fitting skills, it can be difficult to find the power grid for the biggest medium guns (Heavy Pulse or Heavy Beam lasers), but this is a small drawback.
 +
 
 +
The seven high slots are typically completely full of lasers, with the utility high fit with either salvagers, remote repair, drone link augmentors, probe launchers, or tractor beams. [http://wiki.eveuniversity.org/Capacitor_Warfare_Guide#Energy_Destabilizers Capacitor warfare mods] are options for PvP, but the harbinger rarely has enough grid for them. There are a good number of mid-slots (4) for an Amarr ship, providing room for a MWD/point/web/utility mod (usually a cap booster) in PvP. The harbinger has a large number of low-slots, letting it fit hefty armour tanks or plenty of damage modules.
 +
 
 +
There are niche PvP fits using shield tanks, but most harbingers are predictably armour tanked.
 
}}
 
}}
 
{{Amarr Fit
 
{{Amarr Fit
Line 1,257: Line 1,273:
 
<table class="collapsible collapsed">
 
<table class="collapsible collapsed">
 
<tr>
 
<tr>
<th>PvE Fit</th>
+
<th>PvE Harbinger</th>
 
</tr>
 
</tr>
 
<tr>
 
<tr>
  <td>
+
<td>
from the [http://www.eve-ivy.com/forums/viewtopic.php?f=128&t=26132 E-Uni Forum Post]
+
from the [http://forum.eveuniversity.org/viewtopic.php?f=128&t=29357 E-Uni Forum Post]
 
<div style='float:right; margin:8px;' >
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
Line 1,267: Line 1,283:
 
<tr><td><font size='-2'>
 
<tr><td><font size='-2'>
  
[Omen, PvE Fit]<br>
+
[Harbinger, Missions Starter]<br>
Medium Automated I Carapace Restoration<br>
+
Heat Sink II<br>
Armor EM Hardener I<br>
+
Armor Explosive Hardener II<br>
Armor Thermic Hardener I<br>
+
Armor Explosive Hardener II<br>
'Skadi' Coolant System I<br>
+
Armor Kinetic Hardener II<br>
Reactor Control Unit I<br>
+
Energized Adaptive Nano Membrane II<br>
 +
Medium Armor Repairer II<br>
 
<br>
 
<br>
10MN Afterburner I<br>
+
10MN Afterburner II<br>
Cap Recharger I<br>
+
Cap Recharger II<br>
Cap Recharger I<br>
+
Cap Recharger II<br>
 +
Cap Recharger II<br>
 
<br>
 
<br>
Focused Modulated Medium Energy Beam I, Xray M<br>
+
Focused Modulated Medium Energy Beam I, Multifrequency M<br>
Focused Modulated Medium Energy Beam I, Xray M<br>
+
Focused Modulated Medium Energy Beam I, Multifrequency M<br>
Focused Modulated Medium Energy Beam I, Xray M<br>
+
Focused Modulated Medium Energy Beam I, Multifrequency M<br>
Focused Modulated Medium Energy Beam I, Xray M<br>
+
Focused Modulated Medium Energy Beam I, Multifrequency M<br>
Focused Modulated Medium Energy Beam I, Xray M<br>
+
Focused Modulated Medium Energy Beam I, Multifrequency M<br>
 +
Focused Modulated Medium Energy Beam I, Multifrequency M<br>
 +
Focused Modulated Medium Energy Beam I, Multifrequency M<br>
 +
[empty high slot]<br>
 
<br>
 
<br>
Medium Capacitor Control Circuit I<br>
+
Medium Auxiliary Nano Pump I<br>
 
Medium Capacitor Control Circuit I<br>
 
Medium Capacitor Control Circuit I<br>
 
Medium Capacitor Control Circuit I<br>
 
Medium Capacitor Control Circuit I<br>
 
<br>
 
<br>
Hobgoblin I x3<br>
+
Hobgoblin II x5<br>
 +
Warrior II x5<br>
 
</font></td></tr></table>
 
</font></td></tr></table>
 
</div>
 
</div>
{{High Slots 5|hs1=Focused Modulated Medium Energy Beam I, Xray M|hs2=Focused Modulated Medium Energy Beam I, Xray M|hs3=Focused Modulated Medium Energy Beam I, Xray M|hs4=Focused Modulated Medium Energy Beam I, Xray M|hs5=Focused Modulated Medium Energy Beam I, Xray M}}
+
{{High Slots 8|hs1=Focused Modulated Medium Energy Beam I, Multifrequency M|hs2=Focused Modulated Medium Energy Beam I, Multifrequency M|hs3=Focused Modulated Medium Energy Beam I, Multifrequency M|hs4=Focused Modulated Medium Energy Beam I, Multifrequency M|hs5=Focused Modulated Medium Energy Beam I, Multifrequency M|hs6=Focused Modulated Medium Energy Beam I, Multifrequency M|hs7=Focused Modulated Medium Energy Beam I, Multifrequency M}}
{{Mid Slots 3|ms1=10MN Afterburner I|ms2=Cap Recharger I|ms3=Cap Recharger I}}
+
{{Mid Slots 4|ms1=10MN Afterburner II|ms2=Cap Recharger II|ms3=Cap Recharger II|ms4=Cap Recharger II}}
{{Low Slots 5|ls1=Medium Automated I Carapace Restoration|ls2=Armor EM Hardener I|ls3=Armor Thermic Hardener I|ls4='Skadi' Coolant System I|ls5=Reactor Control Unit I}}
+
{{Low Slots 6|ls1=Medium Armor Repairer II|ls2=Energized Adaptive Nano Membrane II|ls3=Armor Explosive Hardener II|ls4=Armor Explosive Hardener II|ls5=Armor Kinetic Hardener II|ls6=Heat Sink II}}
{{Rig Slots 3|rs1=Medium Capacitor Control Circuit I|rs2=Medium Capacitor Control Circuit I|rs3=Medium Capacitor Control Circuit I}}
+
{{Rig Slots 3|rs1=Medium Auxiliary Nano Pump I|rs2=Medium Capacitor Control Circuit I|rs3=Medium Capacitor Control Circuit I}}
{{Drone Bay|ds1=Hobgoblin I x3}}
+
{{Drone Bay|ds1=Hobgoblin II x5<br>
*Hardeners are assuming Sansha rats, change as applicable.
+
Warrior II x5}}
*The CCC rigs are a worthy investment imo otherwise its really hard on cap. It requires a bit better skills to fit but Engineering 4 and Electronics 4 should still be enough. You can problably make it easier to fit using a couple of named modules. Also, named Cap Rechargers are highly recommended.
+
*See forum post for options and discussions on fitting.
 
<br>
 
<br>
 
<br>
 
<br>
''Flying Manual'': TBI.
+
''Flying Manual'': TBI.
 
</td>
 
</td>
 
</tr>
 
</tr>
Line 1,309: Line 1,331:
 
<table class="collapsible collapsed">
 
<table class="collapsible collapsed">
 
<tr>
 
<tr>
<th>PvP Fit</th>
+
<th>1600mm Harbinger</th>
 
</tr>
 
</tr>
 
<tr>
 
<tr>
  <td>
+
<td>
from the [http://www.eve-ivy.com/forums/viewtopic.php?f=32&t=22968 E-Uni Forum Post]
+
from the [http://forum.eveuniversity.org/viewtopic.php?f=129&t=25228&hilit=Harbinger E-Uni Forum Post]
 
<div style='float:right; margin:8px;' >
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
Line 1,319: Line 1,341:
 
<tr><td><font size='-2'>
 
<tr><td><font size='-2'>
  
[Omen, PvP Fit]<br>
+
[Harbinger, 1600mm]<br>
Heat Sink I<br>
+
1600mm Reinforced Rolled Tungsten Plates I<br>
Heat Sink I<br>
+
Damage Control II<br>
Overdrive Injector System I<br>
+
Adaptive Nano Plating II<br>
Overdrive Injector System I<br>
+
Energized Adaptive Nano Membrane II<br>
Nanofiber Internal Structure I<br>
+
Heat Sink II<br>
 +
Heat Sink II<br>
 
<br>
 
<br>
 
10MN MicroWarpdrive I<br>
 
10MN MicroWarpdrive I<br>
Large Shield Extender I<br>
+
Warp Scrambler II<br>
Warp Disruptor I<br>
+
Stasis Webifier II<br>
 +
Medium Capacitor Booster II, Cap Booster 800<br>
 
<br>
 
<br>
Focused Medium Pulse Laser I, Multifrequency M<br>
+
Focused Medium Pulse Laser II, Scorch M<br>
Focused Medium Pulse Laser I, Multifrequency M<br>
+
Focused Medium Pulse Laser II, Scorch M<br>
Focused Medium Pulse Laser I, Multifrequency M<br>
+
Focused Medium Pulse Laser II, Scorch M<br>
Focused Medium Pulse Laser I, Multifrequency M<br>
+
Focused Medium Pulse Laser II, Scorch M<br>
Focused Medium Pulse Laser I, Multifrequency M<br>
+
Focused Medium Pulse Laser II, Scorch M<br>
 +
Focused Medium Pulse Laser II, Scorch M<br>
 +
Focused Medium Pulse Laser II, Scorch M<br>
 +
Medium Energy Neutralizer II<br>
 
<br>
 
<br>
[empty rig slot]<br>
+
Medium Trimark Armor Pump I<br>
[empty rig slot]<br>
+
Medium Trimark Armor Pump I<br>
[empty rig slot]<br>
+
Medium Trimark Armor Pump I<br>
 
<br>
 
<br>
Hobgoblin I x3<br>
+
Hammerhead II x5<br>
 
</font></td></tr></table>
 
</font></td></tr></table>
 
</div>
 
</div>
{{High Slots 5|hs1=Focused Medium Pulse Laser I, Multifrequency M|hs2=Focused Medium Pulse Laser I, Multifrequency M|hs3=Focused Medium Pulse Laser I, Multifrequency M|hs4=Focused Medium Pulse Laser I, Multifrequency M|hs5=Focused Medium Pulse Laser I, Multifrequency M}}
+
{{High Slots 8|hs1=Focused Medium Pulse Laser II, Scorch M|hs2=Focused Medium Pulse Laser II, Scorch M|hs3=Focused Medium Pulse Laser II, Scorch M|hs4=Focused Medium Pulse Laser II, Scorch M|hs5=Focused Medium Pulse Laser II, Scorch M|hs6=Focused Medium Pulse Laser II, Scorch M|hs7=Focused Medium Pulse Laser II, Scorch M|hs8=Focused Medium Pulse Laser II, Scorch M}}
{{Mid Slots 3|ms1=10MN MicroWarpdrive I|ms2=Large Shield Extender I|ms3=Warp Disruptor I}}
+
{{Mid Slots 4|ms1=10MN MicroWarpdrive I|ms2=Warp Scrambler II|ms3=Stasis Webifier II|ms4=Medium Capacitor Booster II, Cap Booster 800}}
{{Low Slots 5|ls1=Heat Sink I|ls2=Heat Sink I|ls3=Overdrive Injector System I|ls4=Overdrive Injector System I|ls5=Nanofiber Internal Structure I}}
+
{{Low Slots 6|ls1=1600mm Reinforced Rolled Tungsten Plates I|ls2=Damage Control II|ls3=Adaptive Nano Plating II|ls4=Energized Adaptive Nano Membrane II|ls5=Heat Sink II|ls6=Heat Sink II}}
{{Rig Slots 3}}
+
{{Rig Slots 3|rs1=Medium Trimark Armor Pump I|rs2=Medium Trimark Armor Pump I|rs3=Medium Trimark Armor Pump I}}
{{Drone Bay|ds1=Hobgoblin I x3}}
+
{{Drone Bay|ds1=Hammerhead II x5}}
*5.6M, doesn't need perfect CPU/PG skills - if you're short pick up some named modules to free up CPU for either a PDS or RCU in place of one of the overdrives.
+
*See forum post for options and discussions on fitting.
*Stable on just guns alone, 4 minutes with point, and just over 1 minute with everything on.
 
*DPS is about 250 with a 10k shield buffer.
 
 
<br>
 
<br>
 
<br>
 
<br>
''Flying Manual'': TBI.
+
''Flying Manual'': TBI.
 
</td>
 
</td>
 
</tr>
 
</tr>
Line 1,362: Line 1,387:
 
<table class="collapsible collapsed">
 
<table class="collapsible collapsed">
 
<tr>
 
<tr>
<th>PvP Beam High Skill Fit</th>
+
<th>Harbinger Shield and Gank</th>
 
</tr>
 
</tr>
 
<tr>
 
<tr>
  <td>
+
<td>
from the [http://www.eve-ivy.com/forums/viewtopic.php?f=32&t=23437 E-Uni Forum Post]
+
from the [http://forum.eveuniversity.org/viewtopic.php?f=129&t=25228&hilit=Harbinger&start=15 E-Uni Forum Post]
 
<div style='float:right; margin:8px;' >
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
Line 1,372: Line 1,397:
 
<tr><td><font size='-2'>
 
<tr><td><font size='-2'>
  
[Omen, PvP Beam High Skill Fit]<br>
+
[Harbinger, Shield and Gank]<br>
 +
Heat Sink II<br>
 +
Heat Sink II<br>
 
Heat Sink II<br>
 
Heat Sink II<br>
 
Tracking Enhancer II<br>
 
Tracking Enhancer II<br>
 
Tracking Enhancer II<br>
 
Tracking Enhancer II<br>
Adaptive Nano Plating II<br>
+
F85 Peripheral Damage System I<br>
Damage Control II<br>
 
 
<br>
 
<br>
 +
Large F-S9 Regolith Shield Induction<br>
 
10MN MicroWarpdrive I<br>
 
10MN MicroWarpdrive I<br>
F-90 Positional Sensor Subroutines<br>
+
J5 Prototype Warp Disruptor I<br>
Warp Disruptor II<br>
+
Medium Electrochemical Capacitor Booster I, Cap Booster 800<br>
 
<br>
 
<br>
Focused Medium Beam Laser II<br>
+
Heavy Pulse Laser II, Scorch M<br>
Focused Medium Beam Laser II<br>
+
Heavy Pulse Laser II, Scorch M<br>
Focused Medium Beam Laser II<br>
+
Heavy Pulse Laser II, Scorch M<br>
Focused Medium Beam Laser II<br>
+
Heavy Pulse Laser II, Scorch M<br>
Focused Medium Beam Laser II<br>
+
Heavy Pulse Laser II, Scorch M<br>
 +
Heavy Pulse Laser II, Scorch M<br>
 +
Heavy Pulse Laser II, Scorch M<br>
 +
[empty high slot]<br>
 
<br>
 
<br>
[empty rig slot]<br>
+
Medium Anti-EM Screen Reinforcer I<br>
[empty rig slot]<br>
+
Medium Core Defence Field Extender I<br>
[empty rig slot]<br>
+
Medium Core Defence Field Extender I<br>
 
<br>
 
<br>
Warrior II x3<br>
+
Valkyrie II x5<br>
 
</font></td></tr></table>
 
</font></td></tr></table>
 
</div>
 
</div>
{{High Slots 5|hs1=Focused Medium Beam Laser II (I carry Aurora, Multifrequency, and Radio)|hs2=Focused Medium Beam Laser II|hs3=Focused Medium Beam Laser II|hs4=Focused Medium Beam Laser II|hs5=Focused Medium Beam Laser II}}
+
{{High Slots 8|hs1=Heavy Pulse Laser II, Scorch M|hs2=Heavy Pulse Laser II, Scorch M|hs3=Heavy Pulse Laser II, Scorch M|hs4=Heavy Pulse Laser II, Scorch M|hs5=Heavy Pulse Laser II, Scorch M|hs6=Heavy Pulse Laser II, Scorch M|hs7=Heavy Pulse Laser II, Scorch M}}
{{Mid Slots 3|ms1=10MN MicroWarpdrive I|ms2=F-90 Positional Sensor Subroutines|ms3=Warp Disruptor II}}
+
{{Mid Slots 4|ms1=10MN MicroWarpdrive I|ms2=Large F-S9 Regolith Shield Induction|ms3=J5 Prototype Warp Disruptor I|ms4=Medium Electrochemical Capacitor Booster I, Cap Booster 800}}
{{Low Slots 5|ls1=Tracking Enhancer II|ls2=Tracking Enhancer II|ls3=Heat Sink II|ls4=Adaptive Nano Plating II|ls5=Damage Control II}}
+
{{Low Slots 6|ls1=Heat Sink II|ls2=Heat Sink II|ls3=Heat Sink II|ls4=Tracking Enhancer II|ls5=Tracking Enhancer II|ls6=F85 Peripheral Damage System I}}
{{Rig Slots 3}}
+
{{Rig Slots 3|rs1=Medium Anti-EM Screen Reinforcer I|rs2=Medium Core Defence Field Extender I|rs3=Medium Core Defence Field Extender I}}
{{Drone Bay|ds1=Warrior II x3}}
+
{{Drone Bay|ds1=Valkyrie II x5}}
*NOTE: Needs Engineering V and AWU IV and a 1% grid implant or AWU V
+
*See forum post for options and discussions on fitting.
*Optimal is 17km with multifrequency, 61km with aurora
 
*Hits for 297 DPS with faction ammo and 192 with aurora
 
*Is not cap stable running either ammo, lasts about 6 and a half minutes with guns only running and less than a minute with everything on
 
*About 11.2k EHP
 
 
<br>
 
<br>
 
<br>
 
<br>
''Flying Manual'': TBI.
+
''Flying Manual'': TBI.
 
</td>
 
</td>
 
</tr>
 
</tr>
Line 1,415: Line 1,441:
 
<br>
 
<br>
 
<br>
 
<br>
 +
<br>
 +
 +
=Battleship=
  
====Maller====
+
==Armageddon==
  
{{Amarr Ship
+
{{Infobox Ship Horizontal2
|shipimg=Maller.jpg
+
|shipimg=Armageddon.jpg
|caption=Maller
+
|caption=Armageddon
|shipname=Maller
+
|shipname=Armageddon
 
|class=
 
|class=
|bonuses='''Amarr Cruiser Skill Bonus:'''<br>
+
|bonuses='''Amarr Battleship Skill Bonus:'''<br>
10% bonus to Medium Energy Turret capacitor use per level<Br>
+
10% bonus to Large Energy Turret capacitor use per level<br>
5% bonus to all Armor Resistances per level
+
5% Large Energy Turret rate of fire per level
|highs=6
+
|highs=8
|turrets=5
+
|turrets=7
 
|launchers=0
 
|launchers=0
 
|mediums=3
 
|mediums=3
|lows=6
+
|lows=8
|dronecapacity=0 m3
+
|dronebay=125 m3
|dronebandwidth=0 Mbit/sec
+
|bandwidth=125 Mbit/sec
|cargohold=280 m3
+
|roles=
|info=The Maller's armour resist bonus lets it fit a beastly tank, especially as it has sufficient fitting room for large armor plates, but it suffers from poor damage. The Cap use bonus doesn't increase the Maller's damage output, so it is another candidate to fit projectile turrets on if skills are cross trained, much as autocannons can be used on the Punisher.
+
|variations= [Armageddon Navy Issue]], [Redeemer]]
 +
|cargohold=600 m3
 +
|info=The Armageddon is the cheapest Amarr battleship, making it popular among pilots concerned about losing their ship in PvP, but it still offers very high dps. The laser cap use and laser rate of fire bonuses have good synergy, and the 'Geddon has a utility high that makes it popular in [[RR battleship fitting|remote-repair battleship gangs]]. Sadly the Armageddon has only three midslots, so pilots cannot fit a propulsion mod, point, web, and cap booster, but a combination of three of those four is very common. It is the only Amarr battleship that can field a full flight of heavy drones or sentries. Lastly, the Armageddon tends to be very tight to fit.
  
For PvE, both the Omen and Arbitrator are more common choices, as each can fit a sufficient tank for L2 missions while maintaining a higher damage output than the Maller.
+
The Armageddon is less popular for PvE use than either the Apocalypse or Abaddon for various reasons, not least of which is that it only has 7 guns, rather than 8.
 
 
For PvP, the Maller is uncommon but has a few niche uses. It can serve as excellent but predictable bait with a very large tank, or be setup as a frigate-killing ship, using a solid tank and frigate-sized guns (particularly projectiles).  Respectable gank can be achieved by fitting no tank and filling it with damage modules, using it's reputation as a tough target to hopefully hide in plain sight while the enemy primaries other ships first.
 
 
}}
 
}}
 
{{Amarr Fit
 
{{Amarr Fit
Line 1,444: Line 1,473:
 
<table class="collapsible collapsed">
 
<table class="collapsible collapsed">
 
<tr>
 
<tr>
<th>Kurzik's Brick PvP Fit</th>
+
<th>PvP Armageddon</th>
 
</tr>
 
</tr>
 
<tr>
 
<tr>
  <td>
+
<td>
from the [http://forum.eveuniversity.org/viewtopic.php?f=129&t=32376 E-Uni Forum Post]
 
 
<div style='float:right; margin:8px;' >
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
Line 1,454: Line 1,482:
 
<tr><td><font size='-2'>
 
<tr><td><font size='-2'>
  
[Maller, Kurzik's Brick]<br>
+
[Armageddon,PvP]<br>
1600mm Reinforced Steel Plates I<br>
+
1600mm Reinforced Rolled Tungsten Plates I<br>
1600mm Reinforced Steel Plates I<br>
+
1600mm Reinforced Rolled Tungsten Plates I<br>
Power Diagnostic System I<br>
+
Adaptive Nano Plating II<br>
Damage Control I<br>
+
Adaptive Nano Plating II<br>
Energized Adaptive Nano Membrane I<br>
+
Heat Sink II<br>
Energized Adaptive Nano Membrane I<br>
+
Heat Sink II<br>
 +
Heat Sink II<br>
 +
Damage Control II<br>
 
<br>
 
<br>
10MN MicroWarpdrive I<br>
+
Medium Capacitor Booster II, Cap Booster 800<br>
Warp Scrambler I<br>
+
Faint Warp Disruptor I<br>
Stasis Webifier I<br>
+
100MN Analog Booster Rockets<br>
 +
<br>
 +
Mega Pulse Laser II, Scorch<br>
 +
Mega Pulse Laser II, Scorch<br>
 +
Mega Pulse Laser II, Scorch<br>
 +
Mega Pulse Laser II, Scorch<br>
 +
Mega Pulse Laser II, Scorch<br>
 +
Mega Pulse Laser II, Scorch<br>
 +
Mega Pulse Laser II, Scorch<br>
 +
Large Remote Armor Repair System II<br>
 +
<br>
 +
Large Trimark Armor Pump I<br>
 +
Large Trimark Armor Pump I<br>
 +
Large Trimark Armor Pump I<br>
 
<br>
 
<br>
Small Remote Armor Repair System I<br>
+
Berserker II x5<br>
150mm Light AutoCannon I, Republic Fleet EMP S<br>
+
 
150mm Light AutoCannon I, Republic Fleet EMP S<br>
 
150mm Light AutoCannon I, Republic Fleet EMP S<br>
 
150mm Light AutoCannon I, Republic Fleet EMP S<br>
 
150mm Light AutoCannon I, Republic Fleet EMP S<br>
 
 
</font></td></tr></table>
 
</font></td></tr></table>
 
</div>
 
</div>
{{High Slots 6|hs1=150mm Light AutoCannon I, Republic Fleet EMP S, Xray M|hs2=150mm Light AutoCannon I, Republic Fleet EMP S|hs3=150mm Light AutoCannon I, Republic Fleet EMP S|hs4=150mm Light AutoCannon I, Republic Fleet EMP S|hs5=150mm Light AutoCannon I, Republic Fleet EMP S|hs6=Small Remote Armor Repair System I}}
+
{{High Slots 8|hs1=Mega Pulse Laser II, Scorch|hs2=Mega Pulse Laser II, Scorch|hs3=Mega Pulse Laser II, Scorch|hs4=Mega Pulse Laser II, Scorch|hs5=Mega Pulse Laser II, Scorch|hs6=Mega Pulse Laser II, Scorch|hs7=Mega Pulse Laser II, Scorch|hs8=Large Remote Armor Repair System II}}
{{Mid Slots 3|ms1=10MN Afterburner I|ms2=Warp Scrambler I|ms3=Stasis Webifier I}}
+
{{Mid Slots 3|ms1=Medium Capacitor Booster II, Cap Booster 800|ms2=Faint Warp Disruptor I|ms3=100MN Analog Booster Rockets}}
{{Low Slots 6|ls1=1600mm Reinforced Steel Plates I|ls2=1600mm Reinforced Steel Plates I|ls3=Power Diagnostic System I|ls4=Damage Control I|ls5=Energized Adaptive Nano Membrane I|ls6=Energized Adaptive Nano Membrane I}}
+
{{Low Slots 8|ls1=1600mm Reinforced Rolled Tungsten Plates I|ls2=1600mm Reinforced Rolled Tungsten Plates I|ls3=Adaptive Nano Plating II|ls4=Adaptive Nano Plating II|ls5=Heat Sink II|ls6=Heat Sink II|ls7=Heat Sink II|ls8=Damage Control II}}
{{Rig Slots 3|rs1=none|rs2=none|rs3=none}}
+
{{Rig Slots 3|rs1=Large Trimark Armor Pump I|rs2=Large Trimark Armor Pump I|rs3=Large Trimark Armor Pump I}}
*Keep in mind there is a HUGE delta in performance as you go up in meta level and into T2, so buy what you can fit and are comfortable with losing in a fiery ball of death. 1600 Reinforced Rolled Tungsten plates cost almost half as much as a Maller itself so you will have to decide.
+
{{Drone Bay|ds1=Berserker II x5}}
*Swap out the PDS for an RCU if you need the extra juice in your PG.
+
*For a MicroWarpDrive, 100MN Digital Booster Rockets can be fit using a Faint Epsilon Warp Scrambler I and Heavy Capacitor Booster II or other mid slot options to squeeze it in. The RR can be down graded to a Large 'Solace' I Remote Bulwark Reconstruction and you can sacrifise 2x Mega Pulse Laser II for 2x Dual Heavy Pulse Laser II.
*I put a remote armor repper in the utility slot, but it also fits a small neut (for those pesky frigs!) or nos.
+
*Faction ANP really aren't that much, and give an additional ~10k of buffer.
 +
*If drone skills are not good or you decide you need replacements you can use Hammerhead II x5, Valkyrie II x5, Warrior II x5 or a full set of Ogre II x5.
 +
*E-Uni discussions on Armageddon fits can be found [http://forum.eveuniversity.org/viewtopic.php?f=129&t=20782&hilit=Armageddon here], [http://forum.eveuniversity.org/viewtopic.php?f=32&t=24124 here], and [http://forum.eveuniversity.org/viewtopic.php?t=16868&highlight=armageddon here].  
 
<br>
 
<br>
 
<br>
 
<br>
''Flying Manual'': It's not really great for DPS (100 or so with my skills), but it's not for that anyway. The 150s won't have trouble tracking all but the fastest frigates/interceptors, so you can still contribute a little on the DPS side. It's cap stable if you're not MWDing or RRing. Think of it like being a big, fat AC Punisher.
+
''Flying Manual'': TBI.
 
 
There are better options for heavy tacklers in the other races' cruisers, but if you're trained up in Amarr, it's fun to watch bigger ships make a face when you park right next to them.
 
 
</td>
 
</td>
 
</tr>
 
</tr>
Line 1,492: Line 1,531:
 
<br>
 
<br>
 
<br>
 
<br>
<br>
+
 
 
+
==Apocalypse==
===[[Battlecruiser]]===
 
<br>
 
<br>
 
====Prophecy====
 
  
 
{{Infobox Ship Horizontal2
 
{{Infobox Ship Horizontal2
|shipimg=Prophecy.jpg
+
|shipimg=Apocalypse.jpg
|caption=Prophecy
+
|caption=Apocalypse
|shipname=Prophecy
+
|shipname=Apocalypse
|faction=Amarr Empire
+
|class=
|class=Battlecruiser
+
|bonuses='''Amarr Battleship Skill Bonus:'''<br>
|highs=7
+
10% bonus to Large Energy Turret capacitor use per level<br>
|turrets=6
+
7.5% bonus to Large Energy Turret optimal range per level
|launchers=1
+
|highs=8
|mediums=3
+
|turrets=8
|lows=6
+
|launchers=2
|cargohold=350 m3
+
|mediums=4
|dronebay=25 m3
+
|lows=7
|bandwidth=25 Mbit/sec
+
|dronebay=75 m3
|roles= Bait
+
|bandwidth=75 Mbit/sec
|variations=[http://wiki.eveuniversity.org/Amarr_T2_Ship_Guide#Absolution Absolution], [http://wiki.eveuniversity.org/Amarr_T2_Ship_Guide#Damnation Damnation]
+
|roles=
|bonuses=<br>
+
|variations= [[Apocalypse Navy Issue]], [[Paladin]], [[Bhaalgorn]]
'''Battlecruiser Skill Bonus:'''<br>
+
|cargohold=675 m3
10% reduction in Medium Energy Weapon capacitor use per level<br>
+
|info=The Apocalypse does not have a damage bonus. Normally that would imply a projectile weapon fit would be common, but the laser range bonus can translate into a damage bonus, allowing pilots to use shorter-range, higher-damage crystals from farther away.
5% bonus to all armor resistances per level<br>
+
 
<br>
+
The Apoc is the most common Amarr PvE ship because range is so important in missions, and the cap use bonus lets it fit a good tank more easily, freeing slots for heat sinks and armor hardeners. With Amarr Battleship 4 or 5, the Apocalypse can often fit pulse lasers and deal good damage at beam laser range. (Indeed, t2 pulses with scorch are excellent weapons for PvE Apocs)
'''Role Bonus:'''<br>
 
99% reduction in the CPU need of Warfare Link modules.
 
|info=The Prophecy is not a commonly used ship. It certainly can fit an amazing tank for slightly less cost than the Harbinger, but it has a comparatively weak damage output with fewer turrets than the Harbinger, and no damage bonus. If you encounter one in a PvP setting, it's probably bait for a larger fleet waiting around the corner.<br>
 
<br>
 
The Prophecy does have a niche PvE use.  It could be fitted with projectile turrets and a good tank, and used for missioning in Angel space, since fusion ammo is more effective against Angels than lasers. This is probably less effective than a Harbinger fit for missions (or, potentially, a Harbinger using projectiles), but one of the few good uses for the ship.
 
}}
 
{{Amarr Ship
 
|shipimg=Prophecy.jpg
 
|caption=Prophecy
 
|shipname=Prophecy
 
|class=
 
|bonuses='''Battlecruiser Skill Bonus:'''<br>
 
10% reduction in Medium Energy Weapon capacitor use per level<br>
 
5% bonus to all armor resistances per level<br>
 
<br>
 
'''Role Bonus:'''<br>
 
99% reduction in the CPU need of Warfare Link modules.
 
|highs=7
 
|turrets=6
 
|launchers=1
 
|mediums=3
 
|lows=6
 
|dronecapacity=25 m3
 
|dronebandwidth=25 Mbit/sec
 
|cargohold=350 m3
 
|info=The Prophecy is not a commonly used ship. It certainly can fit an amazing tank for slightly less cost than the Harbinger, but it has a comparatively weak damage output with fewer turrets than the Harbinger, and no damage bonus. If you encounter one in a PvP setting, it's probably bait for a larger fleet waiting around the corner.
 
  
The Prophecy does have a niche PvE use.  It could be fitted with projectile turrets and a good tank, and used for missioning in Angel space, since fusion ammo is more effective against Angels than lasers. This is probably less effective than a Harbinger fit for missions (or, potentially, a Harbinger using projectiles), but one of the few good uses for the ship.
+
For PvP, the Apocalypse is an outstanding fleet sniper, able to hit hard out to 200km+ ranges. It is, however, less common in shorter-range PvP engagements, where the damage and tank bonuses of the Armageddon and Abaddon make those ships more popular.
}}
 
<br>
 
<br>
 
 
 
====Harbinger====
 
 
 
{{Amarr Ship
 
|shipimg=Harbinger.jpg
 
|caption=Harbinger
 
|shipname=Harbinger
 
|class=
 
|bonuses='''Battlecruiser Skill Bonus:'''<br>
 
10% reduction in laser capacitor need per level<br>
 
5% bonus to laser damage per level<br>
 
<br>
 
'''Role Bonus:'''<br>
 
99% reduction in the CPU need of Warfare Link modules
 
|highs=8
 
|turrets=7
 
|launchers=0
 
|mediums=4
 
|lows=6
 
|dronecapacity=50 m3
 
|dronebandwidth=50 Mbit/sec
 
|cargohold=350 m3
 
|info=The Harbinger is an excellent battlecruiser. It has high damage at good ranges, is relatively maneuverable for an Amarr ship, has a decent drone bay, and even comes with a utility high slot.
 
 
 
Depending on pilot's fitting skills, it can be difficult to find the power grid for the biggest medium guns (Heavy Pulse or Heavy Beam lasers), but this is a small drawback.
 
 
 
The seven high slots are typically completely full of lasers, with the utility high fit with either salvagers, remote repair, drone link augmentors, probe launchers, or tractor beams. [http://wiki.eveuniversity.org/Capacitor_Warfare_Guide#Energy_Destabilizers Capacitor warfare mods] are options for PvP, but the harbinger rarely has enough grid for them.  There are a good number of mid-slots (4) for an Amarr ship, providing room for a MWD/point/web/utility mod (usually a cap booster) in PvP. The harbinger has a large number of low-slots, letting it fit hefty armour tanks or plenty of damage modules.
 
 
 
There are niche PvP fits using shield tanks, but most harbingers are predictably armour tanked.
 
 
}}
 
}}
 
{{Amarr Fit
 
{{Amarr Fit
Line 1,585: Line 1,562:
 
<table class="collapsible collapsed">
 
<table class="collapsible collapsed">
 
<tr>
 
<tr>
<th>PvE Harbinger</th>
+
<th>Apoc Starter Mission Tank Fit</th>
 
</tr>
 
</tr>
 
<tr>
 
<tr>
  <td>
+
<td>
from the [http://forum.eveuniversity.org/viewtopic.php?f=128&t=29357 E-Uni Forum Post]
+
from the [http://forum.eveuniversity.org/viewtopic.php?f=128&t=30907 E-Uni Forum Post]
 
<div style='float:right; margin:8px;' >
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
Line 1,595: Line 1,572:
 
<tr><td><font size='-2'>
 
<tr><td><font size='-2'>
  
[Harbinger, Missions Starter]<br>
+
[Apocalypse, Apoc Starter Mission Tank Fit]<br>
 +
Large Armor Repairer II<br>
 +
Large Armor Repairer II<br>
 +
Heat Sink II<br>
 
Heat Sink II<br>
 
Heat Sink II<br>
Armor Explosive Hardener II<br>
+
Damage Control II<br>
Armor Explosive Hardener II<br>
+
Armor EM Hardener II<br>
Armor Kinetic Hardener II<br>
+
Armor Thermic Hardener II<br>
Energized Adaptive Nano Membrane II<br>
 
Medium Armor Repairer II<br>
 
 
<br>
 
<br>
10MN Afterburner II<br>
+
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
<br>
 
<br>
Focused Modulated Medium Energy Beam I, Multifrequency M<br>
+
Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
Focused Modulated Medium Energy Beam I, Multifrequency M<br>
+
Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
Focused Modulated Medium Energy Beam I, Multifrequency M<br>
+
Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
Focused Modulated Medium Energy Beam I, Multifrequency M<br>
+
Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
Focused Modulated Medium Energy Beam I, Multifrequency M<br>
+
Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
Focused Modulated Medium Energy Beam I, Multifrequency M<br>
+
Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
Focused Modulated Medium Energy Beam I, Multifrequency M<br>
+
Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
[empty high slot]<br>
+
Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
 
<br>
 
<br>
Medium Auxiliary Nano Pump I<br>
+
Large Capacitor Control Circuit I<br>
Medium Capacitor Control Circuit I<br>
+
Large Capacitor Control Circuit I<br>
Medium Capacitor Control Circuit I<br>
+
Large Capacitor Control Circuit I<br>
 
<br>
 
<br>
 
Hobgoblin II x5<br>
 
Hobgoblin II x5<br>
Warrior II x5<br>
+
Hammerhead II x5<br>
 
</font></td></tr></table>
 
</font></td></tr></table>
 
</div>
 
</div>
{{High Slots 8|hs1=Focused Modulated Medium Energy Beam I, Multifrequency M|hs2=Focused Modulated Medium Energy Beam I, Multifrequency M|hs3=Focused Modulated Medium Energy Beam I, Multifrequency M|hs4=Focused Modulated Medium Energy Beam I, Multifrequency M|hs5=Focused Modulated Medium Energy Beam I, Multifrequency M|hs6=Focused Modulated Medium Energy Beam I, Multifrequency M|hs7=Focused Modulated Medium Energy Beam I, Multifrequency M}}
+
{{High Slots 8|hs1=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs2=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs3=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs4=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs5=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs6=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs7=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs8=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L}}
{{Mid Slots 4|ms1=10MN Afterburner II|ms2=Cap Recharger II|ms3=Cap Recharger II|ms4=Cap Recharger II}}
+
{{Mid Slots 4|ms1=Cap Recharger II|ms2=Cap Recharger II|ms3=Cap Recharger II|ms4=Cap Recharger II}}
{{Low Slots 6|ls1=Medium Armor Repairer II|ls2=Energized Adaptive Nano Membrane II|ls3=Armor Explosive Hardener II|ls4=Armor Explosive Hardener II|ls5=Armor Kinetic Hardener II|ls6=Heat Sink II}}
+
{{Low Slots 7|ls1=Large Armor Repairer II|ls2=Large Armor Repairer II|ls3=Heat Sink II|ls4=Heat Sink II|ls5=Damage Control II|ls6=Armor EM Hardener II|ls7=Armor Thermic Hardener II}}
{{Rig Slots 3|rs1=Medium Auxiliary Nano Pump I|rs2=Medium Capacitor Control Circuit I|rs3=Medium Capacitor Control Circuit I}}
+
{{Rig Slots 3|rs1=Large Capacitor Control Circuit I|rs2=Large Capacitor Control Circuit I|rs3=Large Capacitor Control Circuit I}}
{{Drone Bay|ds1=Hobgoblin II x5<br>
+
{{Drone Bay|ds1=5x Hobgoblin II<br>
Warrior II x5}}
+
5x Hammerhead II}}
*See forum post for options and discussions on fitting.
+
*See forum post for more information on fitting and how to fly it
<br>
 
<br>
 
''Flying Manual'':  TBI.
 
 
</td>
 
</td>
 
</tr>
 
</tr>
 
</table>
 
</table>
 
  
  
 
<table class="collapsible collapsed">
 
<table class="collapsible collapsed">
 
<tr>
 
<tr>
<th>1600mm Harbinger</th>
+
<th>Apoc Starter Mission Beam Fit</th>
 
</tr>
 
</tr>
 
<tr>
 
<tr>
  <td>
+
<td>
from the [http://forum.eveuniversity.org/viewtopic.php?f=129&t=25228&hilit=Harbinger E-Uni Forum Post]
+
from the [http://forum.eveuniversity.org/viewtopic.php?f=128&t=30907 E-Uni Forum Post]
 
<div style='float:right; margin:8px;' >
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
Line 1,653: Line 1,627:
 
<tr><td><font size='-2'>
 
<tr><td><font size='-2'>
  
[Harbinger, 1600mm]<br>
+
[Apocalypse, Apoc Starter Mission Beam Fit]<br>
1600mm Reinforced Rolled Tungsten Plates I<br>
+
Large Armor Repairer II<br>
Damage Control II<br>
 
Adaptive Nano Plating II<br>
 
Energized Adaptive Nano Membrane II<br>
 
 
Heat Sink II<br>
 
Heat Sink II<br>
 
Heat Sink II<br>
 
Heat Sink II<br>
 +
Armor EM Hardener II<br>
 +
Armor EM Hardener II<br>
 +
Armor Thermic Hardener II<br>
 +
Armor Thermic Hardener II<br>
 
<br>
 
<br>
10MN MicroWarpdrive I<br>
+
Cap Recharger II<br>
Warp Scrambler II<br>
+
Cap Recharger II<br>
Stasis Webifier II<br>
+
Tracking Computer II, Optimal Range<br>
Medium Capacitor Booster II, Cap Booster 800<br>
+
Tracking Computer II, Optimal Range<br>
 
<br>
 
<br>
Focused Medium Pulse Laser II, Scorch M<br>
+
Mega Modulated Energy Beam I, Imperial Navy Multifrequency L<br>
Focused Medium Pulse Laser II, Scorch M<br>
+
Mega Modulated Energy Beam I, Imperial Navy Multifrequency L<br>
Focused Medium Pulse Laser II, Scorch M<br>
+
Mega Modulated Energy Beam I, Imperial Navy Multifrequency L<br>
Focused Medium Pulse Laser II, Scorch M<br>
+
Mega Modulated Energy Beam I, Imperial Navy Multifrequency L<br>
Focused Medium Pulse Laser II, Scorch M<br>
+
Mega Modulated Energy Beam I, Imperial Navy Multifrequency L<br>
Focused Medium Pulse Laser II, Scorch M<br>
+
Mega Modulated Energy Beam I, Imperial Navy Multifrequency L<br>
Focused Medium Pulse Laser II, Scorch M<br>
+
Dual Modulated Heavy Energy Beam I, Imperial Navy Multifrequency L<br>
Medium Energy Neutralizer II<br>
+
Dual Modulated Heavy Energy Beam I, Imperial Navy Multifrequency L<br>
 
<br>
 
<br>
Medium Trimark Armor Pump I<br>
+
Large Capacitor Control Circuit I<br>
Medium Trimark Armor Pump I<br>
+
Large Capacitor Control Circuit I<br>
Medium Trimark Armor Pump I<br>
+
Large Capacitor Control Circuit I<br>
 
<br>
 
<br>
 +
Hobgoblin II x5<br>
 
Hammerhead II x5<br>
 
Hammerhead II x5<br>
 
</font></td></tr></table>
 
</font></td></tr></table>
 
</div>
 
</div>
{{High Slots 8|hs1=Focused Medium Pulse Laser II, Scorch M|hs2=Focused Medium Pulse Laser II, Scorch M|hs3=Focused Medium Pulse Laser II, Scorch M|hs4=Focused Medium Pulse Laser II, Scorch M|hs5=Focused Medium Pulse Laser II, Scorch M|hs6=Focused Medium Pulse Laser II, Scorch M|hs7=Focused Medium Pulse Laser II, Scorch M|hs8=Focused Medium Pulse Laser II, Scorch M}}
+
{{High Slots 8|hs1=Mega Modulated Energy Beam I, Imperial Navy Multifrequency L|hs2=Mega Modulated Energy Beam I, Imperial Navy Multifrequency L|hs3=Mega Modulated Energy Beam I, Imperial Navy Multifrequency L|hs4=Mega Modulated Energy Beam I, Imperial Navy Multifrequency L|hs5=Mega Modulated Energy Beam I, Imperial Navy Multifrequency L|hs6=Mega Modulated Energy Beam I, Imperial Navy Multifrequency L|hs7=Dual Modulated Heavy Energy Beam I, Imperial Navy Multifrequency L|hs8=Dual Modulated Heavy Energy Beam I, Imperial Navy Multifrequency L}}
{{Mid Slots 4|ms1=10MN MicroWarpdrive I|ms2=Warp Scrambler II|ms3=Stasis Webifier II|ms4=Medium Capacitor Booster II, Cap Booster 800}}
+
{{Mid Slots 4|ms1=Cap Recharger II|ms2=Cap Recharger II|ms3=Tracking Computer II, Optimal Range|ms4=Tracking Computer II, Optimal Range}}
{{Low Slots 6|ls1=1600mm Reinforced Rolled Tungsten Plates I|ls2=Damage Control II|ls3=Adaptive Nano Plating II|ls4=Energized Adaptive Nano Membrane II|ls5=Heat Sink II|ls6=Heat Sink II}}
+
{{Low Slots 7|ls1=Large Armor Repairer II|ls2=Heat Sink II|ls3=Heat Sink II|ls4=Armor EM Hardener II|ls5=Armor EM Hardener II|ls6=Armor Thermic Hardener II|ls7=Armor Thermic Hardener II}}
{{Rig Slots 3|rs1=Medium Trimark Armor Pump I|rs2=Medium Trimark Armor Pump I|rs3=Medium Trimark Armor Pump I}}
+
{{Rig Slots 3|rs1=Large Capacitor Control Circuit I|rs2=Large Capacitor Control Circuit I|rs3=Large Capacitor Control Circuit I}}
{{Drone Bay|ds1=Hammerhead II x5}}
+
{{Drone Bay|ds1=5x Hobgoblin II<br>
*See forum post for options and discussions on fitting.
+
5x Hammerhead II}}
<br>
+
*See forum post for more information on fitting and how to fly it
<br>
 
''Flying Manual'':  TBI.
 
 
</td>
 
</td>
 
</tr>
 
</tr>
 
</table>
 
</table>
 
  
  
 
<table class="collapsible collapsed">
 
<table class="collapsible collapsed">
 
<tr>
 
<tr>
<th>Harbinger Shield and Gank</th>
+
<th>Apoc WH Fit</th>
 
</tr>
 
</tr>
 
<tr>
 
<tr>
  <td>
+
<td>
from the [http://forum.eveuniversity.org/viewtopic.php?f=129&t=25228&hilit=Harbinger&start=15 E-Uni Forum Post]
+
from the [http://www.eve-ivy.com/forums/viewtopic.php?f=130&t=25736 E-Uni Forum Post]
 
<div style='float:right; margin:8px;' >
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
Line 1,709: Line 1,682:
 
<tr><td><font size='-2'>
 
<tr><td><font size='-2'>
  
[Harbinger, Shield and Gank]<br>
+
[Apocalypse, Apoc WH Fit]<br>
Heat Sink II<br>
+
1600mm Reinforced Rolled Tungsten Plates I<br>
Heat Sink II<br>
+
1600mm Reinforced Rolled Tungsten Plates I<br>
Heat Sink II<br>
+
Damage Control II<br>
Tracking Enhancer II<br>
+
Energized Adaptive Nano Membrane II<br>
Tracking Enhancer II<br>
+
Energized Adaptive Nano Membrane II<br>
F85 Peripheral Damage System I<br>
+
Capacitor Power Relay II<br>
 +
Capacitor Power Relay II<br>
 
<br>
 
<br>
Large F-S9 Regolith Shield Induction<br>
+
Cap Recharger II<br>
10MN MicroWarpdrive I<br>
+
Cap Recharger II<br>
J5 Prototype Warp Disruptor I<br>
+
Tracking Computer II, Tracking Speed<br>
Medium Electrochemical Capacitor Booster I, Cap Booster 800<br>
+
Tracking Computer II, Tracking Speed<br>
 
<br>
 
<br>
Heavy Pulse Laser II, Scorch M<br>
+
Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
Heavy Pulse Laser II, Scorch M<br>
+
Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
Heavy Pulse Laser II, Scorch M<br>
+
Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
Heavy Pulse Laser II, Scorch M<br>
+
Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
Heavy Pulse Laser II, Scorch M<br>
+
Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
Heavy Pulse Laser II, Scorch M<br>
+
Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
Heavy Pulse Laser II, Scorch M<br>
+
Large Remote Armor Repair System II<br>
[empty high slot]<br>
+
Large Remote Armor Repair System II<br>
 
<br>
 
<br>
Medium Anti-EM Screen Reinforcer I<br>
+
Large Remote Repair Augmentor I<br>
Medium Core Defence Field Extender I<br>
+
Large Trimark Armor Pump I<br>
Medium Core Defence Field Extender I<br>
+
Large Trimark Armor Pump I<br>
<br>
 
Valkyrie II x5<br>
 
 
</font></td></tr></table>
 
</font></td></tr></table>
 
</div>
 
</div>
{{High Slots 8|hs1=Heavy Pulse Laser II, Scorch M|hs2=Heavy Pulse Laser II, Scorch M|hs3=Heavy Pulse Laser II, Scorch M|hs4=Heavy Pulse Laser II, Scorch M|hs5=Heavy Pulse Laser II, Scorch M|hs6=Heavy Pulse Laser II, Scorch M|hs7=Heavy Pulse Laser II, Scorch M}}
+
{{High Slots 8|hs1=Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L|hs2=Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L|hs3=Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L|hs4=Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L|hs5=Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L|hs6=Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L|hs7=Large Remote Armor Repair System II|hs8=Large Remote Armor Repair System II}}
{{Mid Slots 4|ms1=10MN MicroWarpdrive I|ms2=Large F-S9 Regolith Shield Induction|ms3=J5 Prototype Warp Disruptor I|ms4=Medium Electrochemical Capacitor Booster I, Cap Booster 800}}
+
{{Mid Slots 4|ms1=Cap Recharger II|ms2=Cap Recharger II|ms3=Tracking Computer II, Tracking Speed|ms4=Tracking Computer II, Tracking Speed}}
{{Low Slots 6|ls1=Heat Sink II|ls2=Heat Sink II|ls3=Heat Sink II|ls4=Tracking Enhancer II|ls5=Tracking Enhancer II|ls6=F85 Peripheral Damage System I}}
+
{{Low Slots 7|ls1=1600mm Reinforced Rolled Tungsten Plates I|ls2=1600mm Reinforced Rolled Tungsten Plates I|ls3=Damage Control II|ls4=Energized Adaptive Nano Membrane II|ls5=Energized Adaptive Nano Membrane II|ls6=Capacitor Power Relay II|ls7=Capacitor Power Relay II}}
{{Rig Slots 3|rs1=Medium Anti-EM Screen Reinforcer I|rs2=Medium Core Defence Field Extender I|rs3=Medium Core Defence Field Extender I}}
+
{{Rig Slots 3|rs1=Large Remote Repair Augmentor I|rs2=Large Trimark Armor Pump I|rs3=Large Trimark Armor Pump I}}
{{Drone Bay|ds1=Valkyrie II x5}}
+
{{Drone Bay|ds1=}}
*See forum post for options and discussions on fitting.
+
*105k EHP, 269 DPS, 1602 salvo
 
<br>
 
<br>
 
<br>
 
<br>
''Flying Manual'': TBI.
+
''Flying Manual'': TBI.
 
</td>
 
</td>
 
</tr>
 
</tr>
 
</table>
 
</table>
}}
 
<br>
 
<br>
 
<br>
 
  
===[[Battleship]]===
 
<br>
 
<br>
 
====Armageddon====
 
  
{{Amarr Ship
 
|shipimg=Armageddon.jpg
 
|caption=Armageddon
 
|shipname=Armageddon
 
|class=
 
|bonuses='''Amarr Battleship Skill Bonus:'''<br>
 
10% bonus to Large Energy Turret capacitor use per level<br>
 
5% Large Energy Turret rate of fire per level
 
|highs=8
 
|turrets=7
 
|launchers=0
 
|mediums=3
 
|lows=8
 
|dronecapacity=125 m3
 
|dronebandwidth=125 Mbit/sec
 
|cargohold=600 m3
 
|info=The Armageddon is the cheapest Amarr battleship, making it popular among pilots concerned about losing their ship in PvP, but it still offers very high dps. The laser cap use and laser rate of fire bonuses have good synergy, and the 'Geddon has a utility high that makes it popular in [[RR battleship fitting|remote-repair battleship gangs]]. Sadly the Armageddon has only three midslots, so pilots cannot fit a propulsion mod, point, web, and cap booster, but a combination of three of those four is very common.  It is the only Amarr battleship that can field a full flight of heavy drones or sentries. Lastly, the Armageddon tends to be very tight to fit.
 
  
The Armageddon is less popular for PvE use than either the Apocalypse or Abaddon for various reasons, not least of which is that it only has 7 guns, rather than 8.
 
}}
 
{{Amarr Fit
 
|fittings=
 
 
<table class="collapsible collapsed">
 
<table class="collapsible collapsed">
 
<tr>
 
<tr>
<th>PvP Armageddon</th>
+
<th>Apoc WH Killer</th>
 
</tr>
 
</tr>
 
<tr>
 
<tr>
  <td>
+
<td>
 +
submitted by devian chase
 
<div style='float:right; margin:8px;' >
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
Line 1,793: Line 1,737:
 
<tr><td><font size='-2'>
 
<tr><td><font size='-2'>
  
[Armageddon,PvP]<br>
+
[Apocalypse, Apoc WH Killer]<br>
1600mm Reinforced Rolled Tungsten Plates I<br>
+
Heat Sink II<br>
1600mm Reinforced Rolled Tungsten Plates I<br>
+
Imperial Navy Heat Sink<br>
Adaptive Nano Plating II<br>
+
Imperial Navy Heat Sink<br>
Adaptive Nano Plating II<br>
+
Armor Explosive Hardener II<br>
Heat Sink II<br>
+
Armor Kinetic Hardener II<br>
Heat Sink II<br>
+
Corpii C-Type Adaptive Nano Plating<br>
Heat Sink II<br>
 
 
Damage Control II<br>
 
Damage Control II<br>
 
<br>
 
<br>
Medium Capacitor Booster II, Cap Booster 800<br>
+
Cap Recharger II<br>
Faint Warp Disruptor I<br>
+
Tracking Computer II<br>
100MN Analog Booster Rockets<br>
+
Tracking Computer II<br>
 +
Tracking Computer II<br>
 
<br>
 
<br>
Mega Pulse Laser II, Scorch<br>
+
Mega Pulse Laser II, Imperial Navy Multifrequency L<br>
Mega Pulse Laser II, Scorch<br>
+
Mega Pulse Laser II, Imperial Navy Multifrequency L<br>
Mega Pulse Laser II, Scorch<br>
+
Mega Pulse Laser II, Imperial Navy Multifrequency L<br>
Mega Pulse Laser II, Scorch<br>
+
Mega Pulse Laser II, Imperial Navy Multifrequency L<br>
Mega Pulse Laser II, Scorch<br>
+
Mega Pulse Laser II, Imperial Navy Multifrequency L<br>
Mega Pulse Laser II, Scorch<br>
+
Mega Pulse Laser II, Imperial Navy Multifrequency L<br>
Mega Pulse Laser II, Scorch<br>
+
Mega Pulse Laser II, Imperial Navy Multifrequency L<br>
Large Remote Armor Repair System II<br>
+
Mega Pulse Laser II, Imperial Navy Multifrequency L<br>
 
<br>
 
<br>
Large Trimark Armor Pump I<br>
+
Large Anti-EM Pump I<br>
Large Trimark Armor Pump I<br>
+
Large Anti-Thermic Pump I<br>
 
Large Trimark Armor Pump I<br>
 
Large Trimark Armor Pump I<br>
 
<br>
 
<br>
Berserker II x5<br>
+
Hammerhead II x5<br>
 
 
 
</font></td></tr></table>
 
</font></td></tr></table>
 
</div>
 
</div>
{{High Slots 8|hs1=Mega Pulse Laser II, Scorch|hs2=Mega Pulse Laser II, Scorch|hs3=Mega Pulse Laser II, Scorch|hs4=Mega Pulse Laser II, Scorch|hs5=Mega Pulse Laser II, Scorch|hs6=Mega Pulse Laser II, Scorch|hs7=Mega Pulse Laser II, Scorch|hs8=Large Remote Armor Repair System II}}
+
{{High Slots 8|hs1=Mega Pulse Laser II, Imperial Navy Multifrequency L|hs2=Mega Pulse Laser II, Imperial Navy Multifrequency L|hs3=Mega Pulse Laser II, Imperial Navy Multifrequency L|hs4=Mega Pulse Laser II, Imperial Navy Multifrequency L|hs5=Mega Pulse Laser II, Imperial Navy Multifrequency L|hs6=Mega Pulse Laser II, Imperial Navy Multifrequency L|hs7=Mega Pulse Laser II, Imperial Navy Multifrequency L|hs8=Mega Pulse Laser II, Imperial Navy Multifrequency L}}
{{Mid Slots 3|ms1=Medium Capacitor Booster II, Cap Booster 800|ms2=Faint Warp Disruptor I|ms3=100MN Analog Booster Rockets}}
+
{{Mid Slots 4|ms1=Cap Recharger II|ms2=Tracking Computer II|ms3=Tracking Computer II|ms4=Tracking Computer II}}
{{Low Slots 8|ls1=1600mm Reinforced Rolled Tungsten Plates I|ls2=1600mm Reinforced Rolled Tungsten Plates I|ls3=Adaptive Nano Plating II|ls4=Adaptive Nano Plating II|ls5=Heat Sink II|ls6=Heat Sink II|ls7=Heat Sink II|ls8=Damage Control II}}
+
{{Low Slots 7|ls1=Heat Sink II|ls2=Imperial Navy Heat Sink|ls3=Imperial Navy Heat Sink|ls4=Armor Explosive Hardener II|ls5=Armor Kinetic Hardener II|ls6=Corpii C-Type Adaptive Nano Plating|ls7=Damage Control II}}
{{Rig Slots 3|rs1=Large Trimark Armor Pump I|rs2=Large Trimark Armor Pump I|rs3=Large Trimark Armor Pump I}}
+
{{Rig Slots 3|rs1=Large Anti-EM Pump I|rs2=Large Anti-Thermic Pump I|rs3=Large Trimark Armor Pump I}}
{{Drone Bay|ds1=Berserker II x5}}
+
{{Drone Bay|ds1=Hammerhead II x5}}
*For a MicroWarpDrive, 100MN Digital Booster Rockets can be fit using a Faint Epsilon Warp Scrambler I and Heavy Capacitor Booster II or other mid slot options to squeeze it in.  The RR can be down graded to a Large 'Solace' I Remote Bulwark Reconstruction and you can sacrifise 2x Mega Pulse Laser II for 2x Dual Heavy Pulse Laser II.
+
*drone dps 141 with hammerheads
*Faction ANP really aren't that much, and give an additional ~10k of buffer.
+
*turret dps 797 with imperial navy multifrequency L up to 25+14 km
*If drone skills are not good or you decide you need replacements you can use Hammerhead II x5, Valkyrie II x5, Warrior II x5 or a full set of Ogre II x5.
+
*turret dps 635 with scorch l up to 74+14km
*E-Uni discussions on Armageddon fits can be found [http://forum.eveuniversity.org/viewtopic.php?f=129&t=20782&hilit=Armageddon here], [http://forum.eveuniversity.org/viewtopic.php?f=32&t=24124 here], and [http://forum.eveuniversity.org/viewtopic.php?t=16868&highlight=armageddon here].  
+
*eft = 74.435
<br>
+
*em=76.3%
 +
*therm =69.2%
 +
*kinetic=77.2%
 +
*explosive=75.6%
 +
*it has a little bit of pimp with faction modules but if you dont want to get those just drop them for t2 stuff
 +
*and if unsure about the tank drop 1 of the damage mods for a 1600mm get your eft up to 98k losing something like70 dps
 +
<br>
 
<br>
 
<br>
''Flying Manual'': TBI.
+
''Flying Manual'': An apoc should have all 8 slots used for guns let someone else (domi /tempest) do the repping your a 900 dps machine up to 80 km range with super tracking making you usefull against even the cruiser defenders that circle you at 16km + at c3-c4 you dont need any plates at all (use this fit and a RR domi to duo combat sites in c3 .. hitting 100 mil isk /hour per person with it)
 
</td>
 
</td>
 
</tr>
 
</tr>
 
</table>
 
</table>
}}
 
<br>
 
<br>
 
 
====Apocalypse====
 
  
{{Amarr Ship
 
|shipimg=Apocalypse.jpg
 
|caption=Apocalypse
 
|shipname=Apocalypse
 
|class=
 
|bonuses='''Amarr Battleship Skill Bonus:'''<br>
 
10% bonus to Large Energy Turret capacitor use per level<br>
 
7.5% bonus to Large Energy Turret optimal range per level
 
|highs=8
 
|turrets=8
 
|launchers=2
 
|mediums=4
 
|lows=7
 
|dronecapacity=75 m3
 
|dronebandwidth=75 Mbit/sec
 
|cargohold=675 m3
 
|info=The Apocalypse does not have a damage bonus. Normally that would imply a projectile weapon fit would be common, but the laser range bonus can translate into a damage bonus, allowing pilots to use shorter-range, higher-damage crystals from farther away.
 
  
The Apoc is the most common Amarr PvE ship because range is so important in missions, and the cap use bonus lets it fit a good tank more easily, freeing slots for heat sinks and armor hardeners. With Amarr Battleship 4 or 5, the Apocalypse can often fit pulse lasers and deal good damage at beam laser range. (Indeed, t2 pulses with scorch are excellent weapons for PvE Apocs)
 
  
For PvP, the Apocalypse is an outstanding fleet sniper, able to hit hard out to 200km+ ranges. It is, however, less common in shorter-range PvP engagements, where the damage and tank bonuses of the Armageddon and Abaddon make those ships more popular.
 
}}
 
{{Amarr Fit
 
|fittings=
 
 
<table class="collapsible collapsed">
 
<table class="collapsible collapsed">
 
<tr>
 
<tr>
<th>Apoc Starter Mission Tank Fit</th>
+
<th>Apoc Tachyon Sniper</th>
 
</tr>
 
</tr>
 
<tr>
 
<tr>
  <td>
+
<td>
from the [http://forum.eveuniversity.org/viewtopic.php?f=128&t=30907 E-Uni Forum Post]
+
from the [http://forum.eveuniversity.org/viewtopic.php?f=129&t=17131&hilit=apoc E-Uni Forum Post]
 
<div style='float:right; margin:8px;' >
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
Line 1,881: Line 1,803:
 
<tr><td><font size='-2'>
 
<tr><td><font size='-2'>
  
[Apocalypse, Apoc Starter Mission Tank Fit]<br>
+
[Apocalypse, Tachyon Sniper]<br>
Large Armor Repairer II<br>
+
Heat Sink II<br>
Large Armor Repairer II<br>
 
 
Heat Sink II<br>
 
Heat Sink II<br>
 
Heat Sink II<br>
 
Heat Sink II<br>
Damage Control II<br>
+
Tracking Enhancer II<br>
Armor EM Hardener II<br>
+
Reactor Control Unit II<br>
Armor Thermic Hardener II<br>
+
Reactor Control Unit II<br>
 +
Pseudoelectron Containment Field I<br>  
 
<br>
 
<br>
Cap Recharger II<br>
+
Sensor Booster II, Targeting Range<br>
Cap Recharger II<br>
+
Sensor Booster II, Targeting Range<br>
Cap Recharger II<br>
+
Sensor Booster II<br>
Cap Recharger II<br>
+
100MN MicroWarpdrive I<br>  
 
<br>
 
<br>
Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
+
Tachyon Beam Laser II, Aurora L<br>
Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
+
Tachyon Beam Laser II, Aurora L<br>
Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
+
Tachyon Beam Laser II, Aurora L<br>
Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
+
Tachyon Beam Laser II, Aurora L<br>
Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
+
Tachyon Beam Laser II, Aurora L<br>
Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
+
Tachyon Beam Laser II, Aurora L<br>
Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
+
Tachyon Beam Laser II, Aurora L<br>
Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
+
Tachyon Beam Laser II, Aurora L<br>
 
<br>
 
<br>
Large Capacitor Control Circuit I<br>
+
Energy Locus Coordinator I<br>
Large Capacitor Control Circuit I<br>
+
empty rig slot<br>
Large Capacitor Control Circuit I<br>
+
empty rig slot<br>
 
<br>
 
<br>
Hobgoblin II x5<br>
+
Warrior II x5<br>  
 
Hammerhead II x5<br>
 
Hammerhead II x5<br>
 
</font></td></tr></table>
 
</font></td></tr></table>
 
</div>
 
</div>
{{High Slots 8|hs1=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs2=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs3=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs4=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs5=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs6=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs7=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs8=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L}}
+
{{High Slots 8|hs1=Tachyon Beam Laser II, Aurora L|hs2=Tachyon Beam Laser II, Aurora L|hs3=Tachyon Beam Laser II, Aurora L|hs4=Tachyon Beam Laser II, Aurora L|hs5=Tachyon Beam Laser II, Aurora L|hs6=Tachyon Beam Laser II, Aurora L|hs7=Tachyon Beam Laser II, Aurora L|hs8=Tachyon Beam Laser II, Aurora L}}
{{Mid Slots 4|ms1=Cap Recharger II|ms2=Cap Recharger II|ms3=Cap Recharger II|ms4=Cap Recharger II}}
+
{{Mid Slots 4|ms1=100MN MicroWarpdrive I|ms2=Sensor Booster II|ms3=Sensor Booster II, Targeting Range|ms4=Sensor Booster II, Targeting Range}}
{{Low Slots 7|ls1=Large Armor Repairer II|ls2=Large Armor Repairer II|ls3=Heat Sink II|ls4=Heat Sink II|ls5=Damage Control II|ls6=Armor EM Hardener II|ls7=Armor Thermic Hardener II}}
+
{{Low Slots 7|ls1=Heat Sink II|ls2=Heat Sink II|ls3=Heat Sink II|ls4=Tracking Enhancer II|ls5=Reactor Control Unit II|ls6=Reactor Control Unit II|ls7=Pseudoelectron Containment Field I}}
{{Rig Slots 3|rs1=Large Capacitor Control Circuit I|rs2=Large Capacitor Control Circuit I|rs3=Large Capacitor Control Circuit I}}
+
{{Rig Slots 3|rs1=Energy Locus Coordinator I|rs2=empty rig slot|rs3=empty rig slot}}
{{Drone Bay|ds1=5x Hobgoblin II<br>
+
{{Drone Bay|ds1=Hammerhead II x5
5x Hammerhead II}}
+
Warrior II x5}}
*See forum post for more information on fitting and how to fly it
+
*Optimal 201 +23 km
 +
*targeting 230 km
 +
*2446 volley damage
 +
*339 dps with Aurora L
 +
*can lock a frig in 13.5 secs
 +
*sensor strength is only 20
 +
*This is a very high SP fit and is intended as an example of what the ship can do rather than as a viable alternative for a Uni pilot.
 +
<br>
 +
<br>
 +
''Flying Manual'': TBI
 
</td>
 
</td>
 
</tr>
 
</tr>
 
</table>
 
</table>
 +
  
  
 
<table class="collapsible collapsed">
 
<table class="collapsible collapsed">
 
<tr>
 
<tr>
<th>Apoc Starter Mission Beam Fit</th>
+
<th>Apoc Pulse</th>
 
</tr>
 
</tr>
 
<tr>
 
<tr>
  <td>
+
<td>
from the [http://forum.eveuniversity.org/viewtopic.php?f=128&t=30907 E-Uni Forum Post]
+
from the [http://forum.eveuniversity.org/viewtopic.php?f=129&t=33143 E-Uni Forum Post]
 
<div style='float:right; margin:8px;' >
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
Line 1,936: Line 1,868:
 
<tr><td><font size='-2'>
 
<tr><td><font size='-2'>
  
[Apocalypse, Apoc Starter Mission Beam Fit]<br>
+
[Apocalypse, Pulse Apoc]<br>
Large Armor Repairer II<br>
+
Adaptive Nano Plating II<br>
 +
Adaptive Nano Plating II<br>
 +
Damage Control II<br>
 +
Heat Sink II<br>
 
Heat Sink II<br>
 
Heat Sink II<br>
 
Heat Sink II<br>
 
Heat Sink II<br>
Armor EM Hardener II<br>
+
1600mm Reinforced Rolled Tungsten Plates I<br>
Armor EM Hardener II<br>
 
Armor Thermic Hardener II<br>
 
Armor Thermic Hardener II<br>
 
 
<br>
 
<br>
Cap Recharger II<br>
+
Sensor Booster II<br>
Cap Recharger II<br>
+
Tracking Computer II<br>
Tracking Computer II, Optimal Range<br>
+
Medium Capacitor Booster II<br>
Tracking Computer II, Optimal Range<br>
+
100MN MicroWarpdrive II<br>
 
<br>
 
<br>
Mega Modulated Energy Beam I, Imperial Navy Multifrequency L<br>
+
Mega Pulse Laser II<br>
Mega Modulated Energy Beam I, Imperial Navy Multifrequency L<br>
+
Mega Pulse Laser II<br>
Mega Modulated Energy Beam I, Imperial Navy Multifrequency L<br>
+
Mega Pulse Laser II<br>
Mega Modulated Energy Beam I, Imperial Navy Multifrequency L<br>
+
Mega Pulse Laser II<br>
Mega Modulated Energy Beam I, Imperial Navy Multifrequency L<br>
+
Mega Pulse Laser II<br>
Mega Modulated Energy Beam I, Imperial Navy Multifrequency L<br>
+
Mega Pulse Laser II<br>
Dual Modulated Heavy Energy Beam I, Imperial Navy Multifrequency L<br>
+
Mega Pulse Laser II<br>
Dual Modulated Heavy Energy Beam I, Imperial Navy Multifrequency L<br>
+
Mega Pulse Laser II<br>
 
<br>
 
<br>
Large Capacitor Control Circuit I<br>
+
Large Trimark Armor Pump I<br>
Large Capacitor Control Circuit I<br>
+
Large Trimark Armor Pump I<br>
Large Capacitor Control Circuit I<br>
+
Large Trimark Armor Pump I<br>
 
<br>
 
<br>
Hobgoblin II x5<br>
+
Hammerhead II<br>
Hammerhead II x5<br>
+
Warrior II<br>
 
</font></td></tr></table>
 
</font></td></tr></table>
 
</div>
 
</div>
{{High Slots 8|hs1=Mega Modulated Energy Beam I, Imperial Navy Multifrequency L|hs2=Mega Modulated Energy Beam I, Imperial Navy Multifrequency L|hs3=Mega Modulated Energy Beam I, Imperial Navy Multifrequency L|hs4=Mega Modulated Energy Beam I, Imperial Navy Multifrequency L|hs5=Mega Modulated Energy Beam I, Imperial Navy Multifrequency L|hs6=Mega Modulated Energy Beam I, Imperial Navy Multifrequency L|hs7=Dual Modulated Heavy Energy Beam I, Imperial Navy Multifrequency L|hs8=Dual Modulated Heavy Energy Beam I, Imperial Navy Multifrequency L}}
+
{{High Slots 8|hs1=Mega Pulse Laser II|hs2=Mega Pulse Laser II|hs3=Mega Pulse Laser II|hs4=Mega Pulse Laser II|hs5=Mega Pulse Laser II|hs6=Mega Pulse Laser II|hs7=Mega Pulse Laser II|hs8=Mega Pulse Laser II}}
{{Mid Slots 4|ms1=Cap Recharger II|ms2=Cap Recharger II|ms3=Tracking Computer II, Optimal Range|ms4=Tracking Computer II, Optimal Range}}
+
{{Mid Slots 4|ms1=100MN MicroWarpdrive II|ms2=Sensor Booster II|ms3=Tracking Computer II|ms4=Medium Capacitor Booster II}}
{{Low Slots 7|ls1=Large Armor Repairer II|ls2=Heat Sink II|ls3=Heat Sink II|ls4=Armor EM Hardener II|ls5=Armor EM Hardener II|ls6=Armor Thermic Hardener II|ls7=Armor Thermic Hardener II}}
+
{{Low Slots 7|ls1=Heat Sink II|ls2=Heat Sink II|ls3=Heat Sink II|ls4=1600mm Reinforced Rolled Tungsten Plates I|ls5=Adaptive Nano Plating II|ls6=Adaptive Nano Plating II|ls7=Damage Control II}}
{{Rig Slots 3|rs1=Large Capacitor Control Circuit I|rs2=Large Capacitor Control Circuit I|rs3=Large Capacitor Control Circuit I}}
+
{{Rig Slots 3|rs1=Large Trimark Armor Pump I|rs2=Large Trimark Armor Pump I|rs3=Large Trimark Armor Pump I}}
{{Drone Bay|ds1=5x Hobgoblin II<br>
+
{{Drone Bay|ds1=Hammerhead II
5x Hammerhead II}}
+
Warrior II}}
*See forum post for more information on fitting and how to fly it
 
 
</td>
 
</td>
 
</tr>
 
</tr>
 
</table>
 
</table>
 +
}}
  
 +
==Abaddon==
  
<table class="collapsible collapsed">
+
{{Infobox Ship Horizontal2
<tr>
+
|shipimg=Abaddon.jpg
<th>Apoc WH Fit</th>
+
|caption=Abaddon
</tr>
+
|shipname=Abaddon
<tr>
+
|class=
  <td>
+
|bonuses='''Amarr Battleship Skill Bonus:'''<br>
from the [http://www.eve-ivy.com/forums/viewtopic.php?f=130&t=25736 E-Uni Forum Post]
+
5% bonus to Large Energy Turret damage per level<br>
<div style='float:right; margin:8px;' >
+
5% armor resistance per level
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
+
|highs=8
 +
|turrets=8
 +
|launchers=1
 +
|mediums=4
 +
|lows=7
 +
|dronebay=75 m3
 +
|bandwidth=75 Mbit/sec
 +
|roles=
 +
|variations=None
 +
|cargohold=525 m3
 +
|info=The 'Golden Brick' is a beast. It has a laser damage bonus with 8 turret slots and an armour resistance bonus. As such, the Abaddon can deal lots of damage with a huge buffer tank. The downside being the capacitor. The tendency to fit big guns, use short-range, high-damage, cap-intensive ammo, plus possible microwarpdrive and armour reppers, means the Abaddon burns through its capacitor very quickly. As such, it's almost always fit with a capacitor booster for PvP, and capacitor modules are indispensable for PvE fits.
 +
 
 +
Abaddons are reasonable PvE alternatives to the Apocalypse, effectively coming with a free Energized Adaptive Nano Membrane, though this really depends on the particular NPCs a pilot is facing. It takes a bit of work and good capacitor skills to get a cap-stable tank on the 'Baddon, but it has a higher damage potential than the apoc at some range bands.
 +
 
 +
For PvP the Abaddon has the strongest tank of any Amarr battleship, with resist bonuses helping both local buffer tanks and increasing the efficiency of any remote-repair that may be directed its way.
 +
}}
 +
{{Amarr Fit
 +
|fittings=
 +
<table class="collapsible collapsed">
 +
<tr>
 +
<th>Theon's Basic PvP Abaddon</th>
 +
</tr>
 +
<tr>
 +
<td>
 +
from the [http://forum.eveuniversity.org/viewtopic.php?f=129&t=32330 E-Uni Forum Post]
 +
<div style='float:right; margin:8px;' >
 +
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<tr align='left' style='background:#AAAAAA; color:black;'><th>&nbsp;EFT Fitting&nbsp;</th></tr>
 
<tr align='left' style='background:#AAAAAA; color:black;'><th>&nbsp;EFT Fitting&nbsp;</th></tr>
 
<tr><td><font size='-2'>
 
<tr><td><font size='-2'>
  
[Apocalypse, Apoc WH Fit]<br>
+
[Abaddon, Theon's Basic PvP Abaddon]<br>
 +
Damage Control II<br>
 +
1600mm Reinforced Rolled Tungsten Plates I<br>
 
1600mm Reinforced Rolled Tungsten Plates I<br>
 
1600mm Reinforced Rolled Tungsten Plates I<br>
 
1600mm Reinforced Rolled Tungsten Plates I<br>
 
1600mm Reinforced Rolled Tungsten Plates I<br>
Damage Control II<br>
 
 
Energized Adaptive Nano Membrane II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Energized Adaptive Nano Membrane II<br>
Capacitor Power Relay II<br>
+
Heat Sink II<br>
Capacitor Power Relay II<br>
 
 
<br>
 
<br>
Cap Recharger II<br>
+
Heavy Electrochemical Capacitor Booster I, Cap Booster 800<br>
Cap Recharger II<br>
+
Quad LiF Fueled I Booster Rockets<br>
Tracking Computer II, Tracking Speed<br>
+
Faint Epsilon Warp Scrambler I<br>
Tracking Computer II, Tracking Speed<br>
+
X5 Prototype I Engine Enervator<br>
 
<br>
 
<br>
Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
+
Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
+
Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
+
Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
+
Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
+
Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
+
Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
Large Remote Armor Repair System II<br>
+
Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
Large Remote Armor Repair System II<br>
+
Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
 
<br>
 
<br>
Large Remote Repair Augmentor I<br>
 
 
Large Trimark Armor Pump I<br>
 
Large Trimark Armor Pump I<br>
 
Large Trimark Armor Pump I<br>
 
Large Trimark Armor Pump I<br>
 +
Large Trimark Armor Pump I<br>
 +
<br>
 +
Hammerhead II x5<br>
 +
Warrior II x5<br>
 
</font></td></tr></table>
 
</font></td></tr></table>
 
</div>
 
</div>
{{High Slots 8|hs1=Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L|hs2=Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L|hs3=Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L|hs4=Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L|hs5=Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L|hs6=Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L|hs7=Large Remote Armor Repair System II|hs8=Large Remote Armor Repair System II}}
+
{{High Slots 8|hs1=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs2=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs3=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs4=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs5=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs6=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs7=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs8=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L}}
{{Mid Slots 4|ms1=Cap Recharger II|ms2=Cap Recharger II|ms3=Tracking Computer II, Tracking Speed|ms4=Tracking Computer II, Tracking Speed}}
+
{{Mid Slots 4|ms1=Heavy Electrochemical Capacitor Booster I, Cap Booster 800|ms2=Quad LiF Fueled I Booster Rockets|ms3=Faint Epsilon Warp Scrambler I|ms4=X5 Prototype I Engine Enervator}}
{{Low Slots 7|ls1=1600mm Reinforced Rolled Tungsten Plates I|ls2=1600mm Reinforced Rolled Tungsten Plates I|ls3=Damage Control II|ls4=Energized Adaptive Nano Membrane II|ls5=Energized Adaptive Nano Membrane II|ls6=Capacitor Power Relay II|ls7=Capacitor Power Relay II}}
+
{{Low Slots 7|ls1=Damage Control II|ls2=1600mm Reinforced Rolled Tungsten Plates I|ls3=1600mm Reinforced Rolled Tungsten Plates I|ls4=1600mm Reinforced Rolled Tungsten Plates I|ls5=Energized Adaptive Nano Membrane II|ls6=Energized Adaptive Nano Membrane II|ls7=Heat Sink II}}
{{Rig Slots 3|rs1=Large Remote Repair Augmentor I|rs2=Large Trimark Armor Pump I|rs3=Large Trimark Armor Pump I}}
+
{{Rig Slots 3|rs1=Large Trimark Armor Pump I|rs2=Large Trimark Armor Pump I|rs3=Large Trimark Armor Pump I}}
{{Drone Bay|ds1=}}
+
{{Drone Bay|ds1=Hammerhead II x5<br>
*105k EHP, 269 DPS, 1602 salvo
+
Warrior II x5}}
 +
*See the associated forum post for options and other ideas regarding this fit.
 
<br>
 
<br>
 
<br>
 
<br>
''Flying Manual'': TBI.
+
''Flying Manual'': TBI.
 
</td>
 
</td>
 
</tr>
 
</tr>
 
</table>
 
</table>
 
 
  
 
<table class="collapsible collapsed">
 
<table class="collapsible collapsed">
 
<tr>
 
<tr>
<th>Apoc WH Killer</th>
+
<th>PvE Abaddon</th>
 
</tr>
 
</tr>
 
<tr>
 
<tr>
  <td>
+
<td>
submitted by devian chase
+
from the [http://forum.eveuniversity.org/viewtopic.php?f=128&t=16727&hilit=Abaddon E-Uni Forum Post]
 
<div style='float:right; margin:8px;' >
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
Line 2,046: Line 2,007:
 
<tr><td><font size='-2'>
 
<tr><td><font size='-2'>
  
[Apocalypse, Apoc WH Killer]<br>
+
[Abaddon, PvE Apoc Alternative]<br>
 +
Large Armor Repairer II<br>
 +
Large Armor Repairer II<br>
 +
Armor EM Hardener II<br>
 +
Armor EM Hardener II<br>
 +
Armor Thermic Hardener II<br>
 +
Armor Thermic Hardener II<br>
 
Heat Sink II<br>
 
Heat Sink II<br>
Imperial Navy Heat Sink<br>
+
<br>
Imperial Navy Heat Sink<br>
+
Cap Recharger II<br>  
Armor Explosive Hardener II<br>
+
Cap Recharger II<br>
Armor Kinetic Hardener II<br>
+
Cap Recharger II<br>
Corpii C-Type Adaptive Nano Plating<br>
 
Damage Control II<br>
 
<br>
 
 
Cap Recharger II<br>
 
Cap Recharger II<br>
Tracking Computer II<br>
 
Tracking Computer II<br>
 
Tracking Computer II<br>
 
 
<br>
 
<br>
Mega Pulse Laser II, Imperial Navy Multifrequency L<br>
+
Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
Mega Pulse Laser II, Imperial Navy Multifrequency L<br>
+
Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
Mega Pulse Laser II, Imperial Navy Multifrequency L<br>
+
Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
Mega Pulse Laser II, Imperial Navy Multifrequency L<br>
+
Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
Mega Pulse Laser II, Imperial Navy Multifrequency L<br>
+
Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
Mega Pulse Laser II, Imperial Navy Multifrequency L<br>
+
Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
Mega Pulse Laser II, Imperial Navy Multifrequency L<br>
+
Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
Mega Pulse Laser II, Imperial Navy Multifrequency L<br>
+
Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
 
<br>
 
<br>
Large Anti-EM Pump I<br>
+
Capacitor Control Circuit I<br>
Large Anti-Thermic Pump I<br>
+
Capacitor Control Circuit I<br>
Large Trimark Armor Pump I<br>
+
Capacitor Control Circuit I<br>
 
<br>
 
<br>
 
Hammerhead II x5<br>
 
Hammerhead II x5<br>
 +
Hobgoblin II x5<br>
 
</font></td></tr></table>
 
</font></td></tr></table>
 
</div>
 
</div>
{{High Slots 8|hs1=Mega Pulse Laser II, Imperial Navy Multifrequency L|hs2=Mega Pulse Laser II, Imperial Navy Multifrequency L|hs3=Mega Pulse Laser II, Imperial Navy Multifrequency L|hs4=Mega Pulse Laser II, Imperial Navy Multifrequency L|hs5=Mega Pulse Laser II, Imperial Navy Multifrequency L|hs6=Mega Pulse Laser II, Imperial Navy Multifrequency L|hs7=Mega Pulse Laser II, Imperial Navy Multifrequency L|hs8=Mega Pulse Laser II, Imperial Navy Multifrequency L}}
+
{{High Slots 8|hs1=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs2=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs3=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs4=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs5=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs6=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs7=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs8=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L}}
{{Mid Slots 4|ms1=Cap Recharger II|ms2=Tracking Computer II|ms3=Tracking Computer II|ms4=Tracking Computer II}}
+
{{Mid Slots 4|ms1=Cap Recharger II|ms2=Cap Recharger II|ms3=Cap Recharger II|ms4=Cap Recharger II}}
{{Low Slots 7|ls1=Heat Sink II|ls2=Imperial Navy Heat Sink|ls3=Imperial Navy Heat Sink|ls4=Armor Explosive Hardener II|ls5=Armor Kinetic Hardener II|ls6=Corpii C-Type Adaptive Nano Plating|ls7=Damage Control II}}
+
{{Low Slots 7|ls1=Large Armor Repairer II|ls2=Large Armor Repairer II|ls3=Armor EM Hardener II|ls4=Armor EM Hardener II|ls5=Armor Thermic Hardener II|ls6=Armor Thermic Hardener II|ls7=Heat Sink II}}
{{Rig Slots 3|rs1=Large Anti-EM Pump I|rs2=Large Anti-Thermic Pump I|rs3=Large Trimark Armor Pump I}}
+
{{Rig Slots 3|rs1=Capacitor Control Circuit I|rs2=Capacitor Control Circuit I|rs3=Capacitor Control Circuit I}}
{{Drone Bay|ds1=Hammerhead II x5}}
+
{{Drone Bay|ds1=Hammerhead II x5<br>
*drone dps 141 with hammerheads
+
Hobgoblin II x5}}
*turret dps 797 with imperial navy multifrequency L up to 25+14 km
+
*See the associated forum post for options and other ideas regarding this fit.
*turret dps 635 with scorch l up to 74+14km
+
*Tank is setup for Sansha rats - adjust accordingly
*eft = 74.435
 
*em=76.3%
 
*therm =69.2%
 
*kinetic=77.2%
 
*explosive=75.6%
 
*it has a little bit of pimp with faction modules but if you dont want to get those just drop them for t2 stuff
 
*and if unsure about the tank drop 1 of the damage mods for a 1600mm get your eft up to 98k losing something like70 dps
 
 
<br>
 
<br>
 
<br>
 
<br>
''Flying Manual'': An apoc should have all 8 slots used for guns let someone else (domi /tempest) do the repping your a 900 dps machine up to 80 km range with super tracking making you usefull against even the cruiser defenders that circle you at 16km + at c3-c4 you dont need any plates at all (use this fit and a RR domi to duo combat sites in c3 .. hitting 100 mil isk /hour per person with it)
+
''Flying Manual'': TBI.
 
</td>
 
</td>
 
</tr>
 
</tr>
 
</table>
 
</table>
 +
}}
  
 +
=Industrial=
  
 +
==Sigil==
  
<table class="collapsible collapsed">
+
{{Infobox Ship Horizontal2
<tr>
+
|shipimg=Sigil.jpg
<th>Apoc Tachyon Sniper</th>
+
|caption=Sigil
</tr>
+
|shipname=Sigil
<tr>
+
|class=
  <td>
+
|bonuses='''Amarr Industrial Skill Bonus:'''<br>
from the [http://forum.eveuniversity.org/viewtopic.php?f=129&t=17131&hilit=apoc E-Uni Forum Post]
+
5% Bonus Cargo Capacity per level<br>
<div style='float:right; margin:8px;' >
+
5% Max Velocity per level
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
+
|highs=2
<tr align='left' style='background:#AAAAAA; color:black;'><th>&nbsp;EFT Fitting&nbsp;</th></tr>
+
|turrets=1
<tr><td><font size='-2'>
+
|launchers=
 +
|mediums=3
 +
|lows=5
 +
|dronebay=0 m3
 +
|bandwidth=0 Mbit/sec
 +
|roles=
 +
|variations= [[Prorator]]
 +
|cargohold=3000 m3
 +
|info=This industrial requires [http://wiki.eveonline.com/en/wiki/Amarr_Industrial Amarr Industrial I] and is one of the fastest industrial haulers. This is of course a relative statement as it is still very slow, but with 5 low slots you can get an align time much quicker than is normal for an industrial. It is extremely fragile and even if tanked as much as possible it is very easy to suicide gank. Typically there is no point fitting a tank or cargo extenders at all, either use it for its relative speed or fly a Bestower. This makes it the industrial of choice for relatively small, cheap cargo runs through high-sec on autopilot as long as they will not tempt suicide gankers.
 +
}}
 +
 
 +
==Bestower==
  
[Apocalypse, Tachyon Sniper]<br>
+
{{Infobox Ship Horizontal2
Heat Sink II<br>
+
|shipimg=Bestower512.jpg
Heat Sink II<br>
+
|caption=Bestower
Heat Sink II<br>
+
|shipname=Bestower
Tracking Enhancer II<br>
+
|class=
Reactor Control Unit II<br>
+
|bonuses='''Amarr Industrial Skill Bonus:'''<br>
Reactor Control Unit II<br>
+
5% Bonus Cargo Capacity per level<br>
Pseudoelectron Containment Field I<br>
+
5% Max Velocity per level
<br>
+
|highs=2
Sensor Booster II, Targeting Range<br>
+
|turrets=1
Sensor Booster II, Targeting Range<br>
+
|launchers=
Sensor Booster II<br>
+
|mediums=4
100MN MicroWarpdrive I<br>
+
|lows=4
<br>
+
|dronebay=0 m3
Tachyon Beam Laser II, Aurora L<br>
+
|bandwidth=0 Mbit/sec
Tachyon Beam Laser II, Aurora L<br>
+
|roles=
Tachyon Beam Laser II, Aurora L<br>
+
|variations= [[Impel]]
Tachyon Beam Laser II, Aurora L<br>
+
|cargohold=4800 m3
Tachyon Beam Laser II, Aurora L<br>
+
|info=Arguably the best of the racial industrials from a 'bang for your buck' perspective, and only requiring [http://wiki.eveonline.com/en/wiki/Amarr_Industrial Amarr Industrial I], the bestower is a favourite for alternate character hauling setups. See [[Creating an Alt Hauler]] for details.
Tachyon Beam Laser II, Aurora L<br>
+
 
Tachyon Beam Laser II, Aurora L<br>
+
The Bestower can easily get enough room for a packaged battlecruiser with a few expanded carohold IIs and rigs, and players should not overlook the use of Giant Secure Containers to further expand the internal cargohold. If you are tempted to put a tank on it for fear of suicide gankers you should really consider not hauling that cargo with this ship: either get a friend who can fly something tougher to help or take out a courier contract.
Tachyon Beam Laser II, Aurora L<br>
+
}}
<br>
+
 
Energy Locus Coordinator I<br>
+
=Amarr General Information=
empty rig slot<br>
+
 
empty rig slot<br>
+
The Amarrian Empire is one of the four playable factions and, like the others, has a distinct line of ships with specific quirks and abilities.
<br>
 
Warrior II x5<br>
 
Hammerhead II x5<br>
 
</font></td></tr></table>
 
</div>
 
{{High Slots 8|hs1=Tachyon Beam Laser II, Aurora L|hs2=Tachyon Beam Laser II, Aurora L|hs3=Tachyon Beam Laser II, Aurora L|hs4=Tachyon Beam Laser II, Aurora L|hs5=Tachyon Beam Laser II, Aurora L|hs6=Tachyon Beam Laser II, Aurora L|hs7=Tachyon Beam Laser II, Aurora L|hs8=Tachyon Beam Laser II, Aurora L}}
 
{{Mid Slots 4|ms1=100MN MicroWarpdrive I|ms2=Sensor Booster II|ms3=Sensor Booster II, Targeting Range|ms4=Sensor Booster II, Targeting Range}}
 
{{Low Slots 7|ls1=Heat Sink II|ls2=Heat Sink II|ls3=Heat Sink II|ls4=Tracking Enhancer II|ls5=Reactor Control Unit II|ls6=Reactor Control Unit II|ls7=Pseudoelectron Containment Field I}}
 
{{Rig Slots 3|rs1=Energy Locus Coordinator I|rs2=empty rig slot|rs3=empty rig slot}}
 
{{Drone Bay|ds1=Hammerhead II x5
 
Warrior II x5}}
 
*Optimal 201 +23 km
 
*targeting 230 km
 
*2446 volley damage
 
*339 dps with Aurora L
 
*can lock a frig in 13.5 secs
 
*sensor strength is only 20
 
*This is a very high SP fit and is intended as an example of what the ship can do rather than as a viable alternative for a Uni pilot.
 
<br>
 
<br>
 
''Flying Manual'':  TBI
 
</td>
 
</tr>
 
</table>
 
  
 +
The Amarr lineup is characterized by the following:
 +
 +
* [http://wiki.eveuniversity.org/Smurfprime%27s_Guide_to_Basic_Tanking#Armor_tanking Armour tanking]. This is the most popular tanking method for PvP and is also common for Gallentean ships and some Minmatari ships (making it the standard for [[Spider Tanking|Remote Repairing]]). Amarrian ships have high base armour and several ships have direct bonuses to armour resistances ([[Tech 1]] examples: Punisher, Maller, Prophecy, and Abaddon).
 +
 +
* Energy [[turrets]]. These are the standard for Amarrian vessels in the same way that Gallente and Caldari tend to use Hybrid turrets (although Caldari make greater use of missiles) while the Minmatar make extensive use of Projectile turrets (as well as quite a lot of missiles). Energy turrets (more usually 'lasers') offer an excellent combination of range, tracking and damage when compared with projectile or hybrid turrets. As is typical, there are two variants; a longer range version with lower damage potential and poorer [[tracking]] - Beam Laser - and a shorter range version with good tracking and higher damage - Pulse Laser. Frequency crystals, the Energy ammo type, can be changed instantly and [[Tech 1]] crystals are unlimited ammunition as they do not degrade like [[Faction]] or Advanced [[Tech 2]] variants. Unfotunately this all comes at a price; there is no variation on [[damage types]] and Energy turrets are hungry beasts! All lasers will do some mix of Electromagnetic and Thermal damage (primarily EM) and use large amounts of energy when fired as well as tending to be quite demanding on a hull's powergrid.
 +
 +
* Large Capacitors. Amarrian pilots rely heavily on their capacitors; lasers are heavy on the capacitor to such a degree that some Amarrian hulls have a bonus that decreases capacitor usage of Energy turrets rather than a damage bonus (such hulls are prime candidates for fitting another weapon system if you have cross-trained). Thus Amarrian hulls tend to have larger capacitors than the hulls of the other empires and many Amarrian pilots prioritize capacitor skills.
 +
 +
* [[Drones]]. Amarrian hulls have some of the best drone using hulls outside of the Gallentean hull line-up, including the only hulls with drone bonuses that are not Gallentean.
 +
 +
* Lack of Speed. Amarrian ships tend to have lower than average base speeds, fit armour plates which further reduce their base speed and agility and are usually short of mid slots to put Afterburners or MicroWarp Drives in, while low slots are already packed with tank modules or weapon upgrades. At the cost of tanking potential (or damage, perhaps both), a typical Amarrian hull's numerous low slots can be used to out-compete even Minmatar ships, however.
 +
 +
* [[EWar 101 Guide|Electronic Warfare]]. The primary form of Amarrian electronic warfare is Tracking Disruption, which reduces the optimal range, falloff and tracking speed of turrets fitted to the target. Scripts can also be used to make the module more effective at either reducing the tracking or reducing the range of the turret, at the cost of not affecting the other. Tracking disruption is fairly difficult to counter but limited in application as it affects only turrets. The secondary form is Capacitor Warfare but bonuses to this are only found on [[Tech 2]] hulls, which are beyond the scope of this guide.
  
 +
==PvP==
  
<table class="collapsible collapsed">
+
Amarrian ships have been the proverbial PvP 'flavour of the month' for a lot longer than a month and can be extremely useful in nearly any role. Exceptional armour tanks, large capacitors and a combination of good damage and range make Amarrian ships a firm favourite for PvP, though fits with shield tanks or alternate weapon systems see extensive use.
<tr>
+
 
<th>Apoc Pulse</th>
+
Amarrian ships tend to stick to the formula of lots of armour for defence and lots of lasers for damage with fewer 'exceptions to the rule' than in other empires' line-ups. As a result Amarrians are sometimes said to be the simplest race to fly, since what worked for you on a frigate will probably work for you on your cruiser but with larger and more modules. There are some good candidates for 'breaking the mould' (Punisher fitted with Autocannon turrets is a classic) but they are more skill intensive and often require extensive cross-training. New pilots are likely best served by playing to the Amarrian formula until they know when and how to break the rules.
</tr>
+
 
<tr>
+
==PvE==
  <td>
+
 
from the [http://forum.eveuniversity.org/viewtopic.php?f=129&t=33143 E-Uni Forum Post]
+
Amarrian ships are more restricted when running [[Missions|missions]] than the other races. Within Amarr space, against the Blood Raiders and Sansha's Nation factions, Amarrian ships are probably the most effective of all (as is typical with the other empires). However, lasers only do Thermal and Electromagnetic damage, so other factions are more difficult to combat than would be the case for pilots from the other empires fighting in Amarrian space. This is a concern for some Eve University pilots who want to try missioning close to home, as the University is based in Minmatari space where Angels are the common faction but there are effective solutions, such as the [[#Arbitrator | Arbitrator]] (which relies on drones and could carry another empire's drones with proper training) or using alternative turret weapons systems (such as a Punisher with projectile turrets).
<div style='float:right; margin:8px;' >
+
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
+
=Amarr Skills General Information=
<tr align='left' style='background:#AAAAAA; color:black;'><th>&nbsp;EFT Fitting&nbsp;</th></tr>
 
<tr><td><font size='-2'>
 
  
[Apocalypse, Pulse Apoc]<br>
+
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. There is already good information on [[Basic Skills]] and [[Support Skills]] elsewhere. So if you want maximize [[turrets|turret]] weapon damage you will train the same skills as other projectile or hybrid users (but pay particular attention to [http://wiki.eveonline.com/en/wiki/Controlled_Bursts Controlled Bursts] and [http://wiki.eveonline.com/en/wiki/Sharpshooter Sharpshooter]). Similarly the skills are the same for all pilots who want to survive with an [http://wiki.eveuniversity.org/Smurfprime%27s_Guide_to_Basic_Tanking#Armor_tanking armour tank], or use [[drones]] effectively, and all of this backed up by solid support and fitting skills (prioritize the capacitor skills [http://wiki.eveonline.com/en/wiki/Energy_Systems_Operation Energy Systems Operation] and [http://wiki.eveonline.com/en/wiki/Energy_Management Energy Management] highly). Amarr pilots should aim for a [Full T2 Tank] early in their careers. Some Amarr ships can be shield tanked effectively, but these are more specialized builds (such as the PvP shield Harbinger) and often for T2 ships (such as the Curse).
Adaptive Nano Plating II<br>
+
 
Adaptive Nano Plating II<br>
+
Amarr pilots should eventually acquire T2 gunnery skills, though this is often done after having stepped into a battleship.
Damage Control II<br>
+
 
Heat Sink II<br>
+
==Tech 2 Energy Turrets==
Heat Sink II<br>
+
 
Heat Sink II<br>
+
Here are the skills and prerequisites you will need to utilise a Tech 2 energy turret.
1600mm Reinforced Rolled Tungsten Plates I<br>
+
 
<br>
+
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:
Sensor Booster II<br>
+
 
Tracking Computer II<br>
+
Beam Lasers
Medium Capacitor Booster II<br>
+
*Small Beam Laser Specialization
100MN MicroWarpdrive II<br>
+
**Small Energy Turret V
<br>
+
**Sharpshooter III
Mega Pulse Laser II<br>
+
*Medium Beam Laser Specialization
Mega Pulse Laser II<br>
+
**Small Beam Laser Specialization IV
Mega Pulse Laser II<br>
+
**Medium Energy Turret V
Mega Pulse Laser II<br>
+
**Sharpshooter IV
Mega Pulse Laser II<br>
+
*Large Beam Laser Specialization
Mega Pulse Laser II<br>
+
**Medium Beam Laser Specialization IV
Mega Pulse Laser II<br>
+
**Large Energy Turret V
Mega Pulse Laser II<br>
+
**Sharpshooter V
<br>
 
Large Trimark Armor Pump I<br>
 
Large Trimark Armor Pump I<br>
 
Large Trimark Armor Pump I<br>
 
<br>
 
Hammerhead II<br>
 
Warrior II<br>
 
</font></td></tr></table>
 
</div>
 
{{High Slots 8|hs1=Mega Pulse Laser II|hs2=Mega Pulse Laser II|hs3=Mega Pulse Laser II|hs4=Mega Pulse Laser II|hs5=Mega Pulse Laser II|hs6=Mega Pulse Laser II|hs7=Mega Pulse Laser II|hs8=Mega Pulse Laser II}}
 
{{Mid Slots 4|ms1=100MN MicroWarpdrive II|ms2=Sensor Booster II|ms3=Tracking Computer II|ms4=Medium Capacitor Booster II}}
 
{{Low Slots 7|ls1=Heat Sink II|ls2=Heat Sink II|ls3=Heat Sink II|ls4=1600mm Reinforced Rolled Tungsten Plates I|ls5=Adaptive Nano Plating II|ls6=Adaptive Nano Plating II|ls7=Damage Control II}}
 
{{Rig Slots 3|rs1=Large Trimark Armor Pump I|rs2=Large Trimark Armor Pump I|rs3=Large Trimark Armor Pump I}}
 
{{Drone Bay|ds1=Hammerhead II
 
Warrior II}}
 
</td>
 
</tr>
 
</table>
 
}}
 
<br>
 
<br>
 
  
====Abaddon====
+
Pulse Lasers
 
+
*Small Pulse Laser Specialization
{{Amarr Ship
+
**Small Energy Turret V
|shipimg=Abaddon.jpg
+
**Motion Prediction III
|caption=Abaddon
+
*Medium Pule Laser Specialization
|shipname=Abaddon
+
**Small Pulse Laser Specialization IV
|class=
+
**Medium Energy Turret V
|bonuses='''Amarr Battleship Skill Bonus:'''<br>
+
**Motion Prediction IV
5% bonus to Large Energy Turret damage per level<br>
+
*Large Pulse Laser Specialization
5% armor resistance per level
+
**Medium Pulse Laser Specialization IV
|highs=8
+
**Large Energy Turret V
|turrets=8
+
**Motion Prediction V
|launchers=1
 
|mediums=4
 
|lows=7
 
|dronecapacity=75 m3
 
|dronebandwidth=75 Mbit/sec
 
|cargohold=525 m3
 
|info=The 'Golden Brick' is a beast. It has a laser damage bonus with 8 turret slots and an armour resistance bonus. As such, the Abaddon can deal lots of damage with a huge buffer tank. The downside being the capacitor. The tendency to fit big guns, use short-range, high-damage, cap-intensive ammo, plus possible microwarpdrive and armour reppers, means the Abaddon burns through its capacitor very quickly. As such, it's almost always fit with a capacitor booster for PvP, and capacitor modules are indispensable for PvE fits.
 
 
 
Abaddons are reasonable PvE alternatives to the Apocalypse, effectively coming with a free Energized Adaptive Nano Membrane, though this really depends on the particular NPCs a pilot is facing. It takes a bit of work and good capacitor skills to get a cap-stable tank on the 'Baddon, but it has a higher damage potential than the apoc at some range bands.
 
 
 
For PvP the Abaddon has the strongest tank of any Amarr battleship, with resist bonuses helping both local buffer tanks and increasing the efficiency of any remote-repair that may be directed its way.
 
}}
 
{{Amarr Fit
 
|fittings=
 
<table class="collapsible collapsed">
 
<tr>
 
<th>Theon's Basic PvP Abaddon</th>
 
</tr>
 
<tr>
 
  <td>
 
from the [http://forum.eveuniversity.org/viewtopic.php?f=129&t=32330 E-Uni Forum Post]
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<tr align='left' style='background:#AAAAAA; color:black;'><th>&nbsp;EFT Fitting&nbsp;</th></tr>
 
<tr><td><font size='-2'>
 
 
 
[Abaddon, Theon's Basic PvP Abaddon]<br>
 
Damage Control II<br>
 
1600mm Reinforced Rolled Tungsten Plates I<br>
 
1600mm Reinforced Rolled Tungsten Plates I<br>
 
1600mm Reinforced Rolled Tungsten Plates I<br>
 
Energized Adaptive Nano Membrane II<br>
 
Energized Adaptive Nano Membrane II<br>
 
Heat Sink II<br>
 
<br>
 
Heavy Electrochemical Capacitor Booster I, Cap Booster 800<br>
 
Quad LiF Fueled I Booster Rockets<br>
 
Faint Epsilon Warp Scrambler I<br>
 
X5 Prototype I Engine Enervator<br>
 
<br>
 
Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
 
Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
 
Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
 
Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
 
Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
 
Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
 
Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
 
Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L<br>
 
<br>
 
Large Trimark Armor Pump I<br>
 
Large Trimark Armor Pump I<br>
 
Large Trimark Armor Pump I<br>
 
<br>
 
Hammerhead II x5<br>
 
Warrior II x5<br>
 
</font></td></tr></table>
 
</div>
 
{{High Slots 8|hs1=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs2=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs3=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs4=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs5=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs6=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs7=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs8=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L}}
 
{{Mid Slots 4|ms1=Heavy Electrochemical Capacitor Booster I, Cap Booster 800|ms2=Quad LiF Fueled I Booster Rockets|ms3=Faint Epsilon Warp Scrambler I|ms4=X5 Prototype I Engine Enervator}}
 
{{Low Slots 7|ls1=Damage Control II|ls2=1600mm Reinforced Rolled Tungsten Plates I|ls3=1600mm Reinforced Rolled Tungsten Plates I|ls4=1600mm Reinforced Rolled Tungsten Plates I|ls5=Energized Adaptive Nano Membrane II|ls6=Energized Adaptive Nano Membrane II|ls7=Heat Sink II}}
 
{{Rig Slots 3|rs1=Large Trimark Armor Pump I|rs2=Large Trimark Armor Pump I|rs3=Large Trimark Armor Pump I}}
 
{{Drone Bay|ds1=Hammerhead II x5<br>
 
Warrior II x5}}
 
*See the associated forum post for options and other ideas regarding this fit.
 
<br>
 
<br>
 
''Flying Manual'':  TBI.
 
</td>
 
</tr>
 
</table>
 
 
 
 
 
 
 
<table class="collapsible collapsed">
 
<tr>
 
<th>PvE Abaddon</th>
 
</tr>
 
<tr>
 
  <td>
 
from the [http://forum.eveuniversity.org/viewtopic.php?f=128&t=16727&hilit=Abaddon E-Uni Forum Post]
 
<div style='float:right; margin:8px;' >
 
<table border='2' cellspacing='4' cellpadding='3' rules='all' style='margin:1em 1em 1em 0; border:solid 1px #AAAAAA; border-collapse:collapse;empty-cells:show;' class='collapsible collapsed'>
 
<tr align='left' style='background:#AAAAAA; color:black;'><th>&nbsp;EFT Fitting&nbsp;</th></tr>
 
<tr><td><font size='-2'>
 
  
[Abaddon, PvE Apoc Alternative]<br>
+
=Progression=
Large Armor Repairer II<br>
 
Large Armor Repairer II<br>
 
Armor EM Hardener II<br>
 
Armor EM Hardener II<br>
 
Armor Thermic Hardener II<br>
 
Armor Thermic Hardener II<br>
 
Heat Sink II<br>
 
<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
<br>
 
Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
 
Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
 
Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
 
Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
 
Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
 
Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
 
Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
 
Mega Modulated Pulse Energy Beam I, Amarr Navy Multifrequency L<br>
 
<br>
 
Capacitor Control Circuit I<br>
 
Capacitor Control Circuit I<br>
 
Capacitor Control Circuit I<br>
 
<br>
 
Hammerhead II x5<br>
 
Hobgoblin II x5<br>
 
</font></td></tr></table>
 
</div>
 
{{High Slots 8|hs1=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs2=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs3=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs4=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs5=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs6=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs7=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L|hs8=Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L}}
 
{{Mid Slots 4|ms1=Cap Recharger II|ms2=Cap Recharger II|ms3=Cap Recharger II|ms4=Cap Recharger II}}
 
{{Low Slots 7|ls1=Large Armor Repairer II|ls2=Large Armor Repairer II|ls3=Armor EM Hardener II|ls4=Armor EM Hardener II|ls5=Armor Thermic Hardener II|ls6=Armor Thermic Hardener II|ls7=Heat Sink II}}
 
{{Rig Slots 3|rs1=Capacitor Control Circuit I|rs2=Capacitor Control Circuit I|rs3=Capacitor Control Circuit I}}
 
{{Drone Bay|ds1=Hammerhead II x5<br>
 
Hobgoblin II x5}}
 
*See the associated forum post for options and other ideas regarding this fit.
 
*Tank is setup for Sansha rats - adjust accordingly
 
<br>
 
<br>
 
''Flying Manual'':  TBI.
 
</td>
 
</tr>
 
</table>
 
}}
 
<br>
 
<br>
 
<br>
 
  
===Industrial===
+
A classic progression of Amarr ships would be to train for the Punisher, move to the Omen, skill up a Harbinger, and then move into battleships. This is certainly an effective way to go and puts the most emphasis on hard hitting lasers and hefty armour tanks. Unfortunately the Omen is a bit of a weak link in the chain as it is very difficult to fly well without high skills. But for minimum deviation straight to large ship excellence this can work.
<br>
 
<br>
 
====Sigil====
 
  
{{Amarr Ship
+
Alternatives exist however. If the pilot wants to focus on EWAR, then laser skills can be replaced with drone skills and the path can go from Crucifier to Arbitrator as a stepping off point for Tech 2 EWAR ships (Sentinel, Curse and Pilgrim). Or for the truly different the Inquisitor leads to the Khanid line of Tech 2 short range missile ships (Vengeance and Sacrilege for damage together with other support ships like the Malediction or Heretic).
|shipimg=Sigil.jpg
 
|caption=Sigil
 
|shipname=Sigil
 
|class=
 
|bonuses='''Amarr Industrial Skill Bonus:'''<br>
 
5% Bonus Cargo Capacity per level<br>
 
5% Max Velocity per level
 
|highs=2
 
|turrets=1
 
|launchers=
 
|mediums=3
 
|lows=5
 
|dronecapacity=0 m3
 
|dronebandwidth=0 m3
 
|cargohold=3000 m3
 
|info=This industrial requires [http://wiki.eveonline.com/en/wiki/Amarr_Industrial Amarr Industrial I] and is one of the fastest industrial haulers.  This is of course a relative statement as it is still very slow, but with 5 low slots you can get an align time much quicker than is normal for an industrial.  It is extremely fragile and even if tanked as much as possible it is very easy to suicide gank. Typically there is no point fitting a tank or cargo extenders at all, either use it for its relative speed or fly a Bestower.  This makes it the industrial of choice for relatively small, cheap cargo runs through high-sec on autopilot as long as they will not tempt suicide gankers.
 
}}
 
  
====Bestower====
+
=Cross Training=
  
{{Amarr Ship
+
Cross training into or out of Amarr can be quite skill intensive. The easiest 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 Khanid missile ships at the Amarr Tech 2 level, and could require the most retraining.
|shipimg=Bestower512.jpg
 
|caption=Bestower
 
|shipname=Bestower
 
|class=
 
|bonuses='''Amarr Industrial Skill Bonus:'''<br>
 
5% Bonus Cargo Capacity per level<br>
 
5% Max Velocity per level
 
|highs=2
 
|turrets=1
 
|launchers=
 
|mediums=4
 
|lows=4
 
|dronecapacity=0 m3
 
|dronebandwidth=0 m3
 
|cargohold=4800 m3
 
|info=Arguably the best of the racial industrials from a 'bang for your buck' perspective, and only requiring [http://wiki.eveonline.com/en/wiki/Amarr_Industrial Amarr Industrial I], the bestower is a favourite for alternate character hauling setups. See [[Creating an Alt Hauler]] for details.
 
  
The Bestower can easily get enough room for a packaged battlecruiser with a few expanded carohold IIs and rigs, and players should not overlook the use of Giant Secure Containers to further expand the internal cargohold. If you are tempted to put a tank on it for fear of suicide gankers you should really consider not hauling that cargo with this ship: either get a friend who can fly something tougher to help or take out a courier contract.
+
However, the main benefit of cross training is to get more options for ship and fitting selection and being able to conform to fleet doctrine in both PvE (wormholes, incursions) and PvP. Thus, cross training into minmatar or caldari often gives the most benefit, to expand on ship selections capable of shield tanking. Cross training to Minmatar will give access to Blood Raider pirate faction ships. Cross training to Caldari will give access to Sansha ships. While cross training to Gallente will not give any access to pirate ships.
}}
 
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<br>
 
<br>
 
<br>
 
  
 
=Related Links=
 
=Related Links=

Revision as of 04:25, 27 October 2011

This guide provides general information and recommendations for T1 ships of a single player faction.

For more advanced and in-depth information on specific ships refer to EVE ships. This guide simply gathers the characteristics and overview of racial lineups in an easy to browse format for the very new player.

Basic Ship and Skill Overviews -- Amarr | Caldari | Gallente | Minmatar | ORE | Pirate

Rookie Ship

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Frigate

Frigates are small, fast ships, used often for PvE in level 1 missions. They are also used for tackling and electronic warfare roles in PvP.

Executioner

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Inquisitor

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Tormentor

Template:Infobox Ship Horizontal2 Template:Amarr Fit

Punisher

Template:Infobox Ship Horizontal2 Template:Amarr Fit

Crucifier

Template:Infobox Ship Horizontal2 Template:Amarr Fit

Magnate

Template:Infobox Ship Horizontal2 Template:Amarr Fit

Destroyer

Coercer

Template:Infobox Ship Horizontal2 Template:Amarr Fit


Cruiser

Arbitrator

Template:Infobox Ship Horizontal2 Template:Amarr Fit

Augoror

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Omen

Template:Infobox Ship Horizontal2 Template:Amarr Fit

Maller

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Battlecruiser

Prophecy

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Harbinger

Template:Infobox Ship Horizontal2 Template:Amarr Fit


Battleship

Armageddon

Template:Infobox Ship Horizontal2 Template:Amarr Fit

Apocalypse

Template:Infobox Ship Horizontal2 Template:Amarr Fit

Abaddon

Template:Infobox Ship Horizontal2 Template:Amarr Fit

Industrial

Sigil

Template:Infobox Ship Horizontal2

Bestower

Template:Infobox Ship Horizontal2

Amarr General Information

The Amarrian Empire is one of the four playable factions and, like the others, has a distinct line of ships with specific quirks and abilities.

The Amarr lineup is characterized by the following:

  • Armour tanking. This is the most popular tanking method for PvP and is also common for Gallentean ships and some Minmatari ships (making it the standard for Remote Repairing). Amarrian ships have high base armour and several ships have direct bonuses to armour resistances (Tech 1 examples: Punisher, Maller, Prophecy, and Abaddon).
  • Energy turrets. These are the standard for Amarrian vessels in the same way that Gallente and Caldari tend to use Hybrid turrets (although Caldari make greater use of missiles) while the Minmatar make extensive use of Projectile turrets (as well as quite a lot of missiles). Energy turrets (more usually 'lasers') offer an excellent combination of range, tracking and damage when compared with projectile or hybrid turrets. As is typical, there are two variants; a longer range version with lower damage potential and poorer tracking - Beam Laser - and a shorter range version with good tracking and higher damage - Pulse Laser. Frequency crystals, the Energy ammo type, can be changed instantly and Tech 1 crystals are unlimited ammunition as they do not degrade like Faction or Advanced Tech 2 variants. Unfotunately this all comes at a price; there is no variation on damage types and Energy turrets are hungry beasts! All lasers will do some mix of Electromagnetic and Thermal damage (primarily EM) and use large amounts of energy when fired as well as tending to be quite demanding on a hull's powergrid.
  • Large Capacitors. Amarrian pilots rely heavily on their capacitors; lasers are heavy on the capacitor to such a degree that some Amarrian hulls have a bonus that decreases capacitor usage of Energy turrets rather than a damage bonus (such hulls are prime candidates for fitting another weapon system if you have cross-trained). Thus Amarrian hulls tend to have larger capacitors than the hulls of the other empires and many Amarrian pilots prioritize capacitor skills.
  • Drones. Amarrian hulls have some of the best drone using hulls outside of the Gallentean hull line-up, including the only hulls with drone bonuses that are not Gallentean.
  • Lack of Speed. Amarrian ships tend to have lower than average base speeds, fit armour plates which further reduce their base speed and agility and are usually short of mid slots to put Afterburners or MicroWarp Drives in, while low slots are already packed with tank modules or weapon upgrades. At the cost of tanking potential (or damage, perhaps both), a typical Amarrian hull's numerous low slots can be used to out-compete even Minmatar ships, however.
  • Electronic Warfare. The primary form of Amarrian electronic warfare is Tracking Disruption, which reduces the optimal range, falloff and tracking speed of turrets fitted to the target. Scripts can also be used to make the module more effective at either reducing the tracking or reducing the range of the turret, at the cost of not affecting the other. Tracking disruption is fairly difficult to counter but limited in application as it affects only turrets. The secondary form is Capacitor Warfare but bonuses to this are only found on Tech 2 hulls, which are beyond the scope of this guide.

PvP

Amarrian ships have been the proverbial PvP 'flavour of the month' for a lot longer than a month and can be extremely useful in nearly any role. Exceptional armour tanks, large capacitors and a combination of good damage and range make Amarrian ships a firm favourite for PvP, though fits with shield tanks or alternate weapon systems see extensive use.

Amarrian ships tend to stick to the formula of lots of armour for defence and lots of lasers for damage with fewer 'exceptions to the rule' than in other empires' line-ups. As a result Amarrians are sometimes said to be the simplest race to fly, since what worked for you on a frigate will probably work for you on your cruiser but with larger and more modules. There are some good candidates for 'breaking the mould' (Punisher fitted with Autocannon turrets is a classic) but they are more skill intensive and often require extensive cross-training. New pilots are likely best served by playing to the Amarrian formula until they know when and how to break the rules.

PvE

Amarrian ships are more restricted when running missions than the other races. Within Amarr space, against the Blood Raiders and Sansha's Nation factions, Amarrian ships are probably the most effective of all (as is typical with the other empires). However, lasers only do Thermal and Electromagnetic damage, so other factions are more difficult to combat than would be the case for pilots from the other empires fighting in Amarrian space. This is a concern for some Eve University pilots who want to try missioning close to home, as the University is based in Minmatari space where Angels are the common faction but there are effective solutions, such as the Arbitrator (which relies on drones and could carry another empire's drones with proper training) or using alternative turret weapons systems (such as a Punisher with projectile turrets).

Amarr Skills General Information

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. There is already good information on Basic Skills and Support Skills elsewhere. So if you want maximize turret weapon damage you will train the same skills as other projectile or hybrid users (but pay particular attention to Controlled Bursts and Sharpshooter). Similarly the skills are the same for all pilots who want to survive with an armour tank, or use drones effectively, and all of this backed up by solid support and fitting skills (prioritize the capacitor skills Energy Systems Operation and Energy Management highly). Amarr pilots should aim for a [Full T2 Tank] early in their careers. Some Amarr ships can be shield tanked effectively, but these are more specialized builds (such as the PvP shield Harbinger) and often for T2 ships (such as the Curse).

Amarr pilots should eventually acquire T2 gunnery skills, though this is often done after having stepped into a battleship.

Tech 2 Energy Turrets

Here are the skills and prerequisites you will need to utilise a Tech 2 energy turret.

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:

Beam Lasers

  • Small Beam Laser Specialization
    • Small Energy Turret V
    • Sharpshooter III
  • Medium Beam Laser Specialization
    • Small Beam Laser Specialization IV
    • Medium Energy Turret V
    • Sharpshooter IV
  • Large Beam Laser Specialization
    • Medium Beam Laser Specialization IV
    • Large Energy Turret V
    • Sharpshooter V

Pulse Lasers

  • Small Pulse Laser Specialization
    • Small Energy Turret V
    • Motion Prediction III
  • Medium Pule Laser Specialization
    • Small Pulse Laser Specialization IV
    • Medium Energy Turret V
    • Motion Prediction IV
  • Large Pulse Laser Specialization
    • Medium Pulse Laser Specialization IV
    • Large Energy Turret V
    • Motion Prediction V

Progression

A classic progression of Amarr ships would be to train for the Punisher, move to the Omen, skill up a Harbinger, and then move into battleships. This is certainly an effective way to go and puts the most emphasis on hard hitting lasers and hefty armour tanks. Unfortunately the Omen is a bit of a weak link in the chain as it is very difficult to fly well without high skills. But for minimum deviation straight to large ship excellence this can work.

Alternatives exist however. If the pilot wants to focus on EWAR, then laser skills can be replaced with drone skills and the path can go from Crucifier to Arbitrator as a stepping off point for Tech 2 EWAR ships (Sentinel, Curse and Pilgrim). Or for the truly different the Inquisitor leads to the Khanid line of Tech 2 short range missile ships (Vengeance and Sacrilege for damage together with other support ships like the Malediction or Heretic).

Cross Training

Cross training into or out of Amarr can be quite skill intensive. The easiest 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 Khanid missile ships at the Amarr Tech 2 level, and could require the most retraining.

However, the main benefit of cross training is to get more options for ship and fitting selection and being able to conform to fleet doctrine in both PvE (wormholes, incursions) and PvP. Thus, cross training into minmatar or caldari often gives the most benefit, to expand on ship selections capable of shield tanking. Cross training to Minmatar will give access to Blood Raider pirate faction ships. Cross training to Caldari will give access to Sansha ships. While cross training to Gallente will not give any access to pirate ships.

Related Links

Ship Skill and Fitting Overviews -- Amarr | Caldari | Gallente | Minmatar | ORE | Pirate Factions