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

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|variations= [[Retribution]], [[Vengeance]]
 
|variations= [[Retribution]], [[Vengeance]]
 
|cargohold=135 m3
 
|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.
+
|info=The Punisher can serve as a mission runner for new pilots, as well as tackler.<br>
 
+
<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].
+
This is easily the most tenacious of the T1 frigates. Due to 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 can give it decent dps, but its 2 Mid slots prevent it from fitting the [[Tackling 101 Guide|tackling]] trinity: a propulsion module, a point, and a web.<br>
 
+
<br>
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.
 
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">
 
<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'>
 
 
[Punisher, E-Uni Tackler Corp Fit]<br>
 
Nanofiber Internal Structure I<br>
 
Overdrive Injector System I<br>
 
Overdrive Injector System I<br>
 
Overdrive Injector System I<br>
 
<br>
 
1MN MicroWarpdrive I<br>
 
Warp Disruptor I<br>
 
<br>
 
Dual Light Beam Laser I<br>
 
Dual Light Beam Laser I<br>
 
Dual Light Beam Laser I<br>
 
<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
</font></td></tr></table>
 
</div>
 
{{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=1MN MicroWardrive I|ms2=Warp Disrupter 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}}
 
* This fit is very disposable, which is convenient since the Uni will hand them out to its new Amarr tacklers.
 
* 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.
 
  
''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>
 
</tr>
 
</table>
 
  
  
<table class="collapsible collapsed">
+
{{ShipGuideFittings
<tr>
+
|name=Punisher, PvE Mission Basic
<th>Heavy Frigate Tackler Fit</th>
 
</tr>
 
<tr>
 
<td>
 
from the [http://www.eve-ivy.com/forums/viewtopic.php?f=129&t=25701 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'>
 
  
[Punisher, Heavy Frigate Tackler Fit]<br>
+
|low=
200mm Reinforced Titanium Plates I<br>
 
 
Damage Control I<br>
 
Damage Control I<br>
C4S Coiled Circuit Thermal Radiator<br>
+
Small Armor Repairer I<br>
Reactive Plating I<br>
 
<br>
 
Cold-Gas I Arcjet Thrusters<br>
 
J5b Phased Prototype Warp Scrambler I<br>
 
<br>
 
Dual Modal Pulse Laser I, Imperial Navy Multifrequency S<br>
 
Dual Modal Pulse Laser I, Imperial Navy Multifrequency S<br>
 
Dual Modal Pulse Laser I, Imperial Navy Multifrequency S<br>
 
<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
</font></td></tr></table>
 
</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}}
 
{{Mid Slots 2|ms1=Cold-Gas I Arcjet Thrusters|ms2=J5b Phased Prototype Warp Scrambler I}}
 
{{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}}
 
*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>
 
''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>
 
</tr>
 
</table>
 
 
 
 
 
<table class="collapsible collapsed">
 
<tr>
 
<th>DD Punisher Fit</th>
 
</tr>
 
<tr>
 
<td>
 
from the [http://www.eve-ivy.com/forums//viewtopic.php?p=144764 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'>
 
 
 
[Punisher, DD Punisher Fit]<br>
 
100mm Reinforced Steel Plates I<br>
 
Damage Control I<br>
 
Energized Adaptive Nano Membrane I<br>
 
 
Capacitor Power Relay I<br>
 
Capacitor Power Relay I<br>
<br>
+
Heat Sink I<br>
 +
|mid=
 
1MN Afterburner I<br>
 
1MN Afterburner I<br>
 
Cap Recharger I<br>
 
Cap Recharger I<br>
<br>
+
|high=
Dual Light Pulse Laser I, Microwave S<br>
+
Dual Light Pulse Laser I<br>
Dual Light Pulse Laser I, Microwave S<br>
+
Dual Light Pulse Laser I<br>
Dual Light Pulse Laser I, Microwave S<br>
+
Dual Light Pulse Laser I<br>
<br>
+
Small Nosferatu I<br>
 +
 
 +
|charges=
 +
Multifrequency S<br>
 +
|rigs=
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
</font></td></tr></table>
 
</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}}
 
{{Mid Slots 2|ms1=1MN Afterburner I|ms2=Cap Recharger 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}}
 
*In the cargo hold: 3x Gamma S crystals
 
<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.
 
</td>
 
</tr>
 
</table>
 
  
 +
|recommended1=
 +
Acceleration Control I<br>
 +
Afterburner II<br>
 +
Amarr Frigate III<br>
 +
Controlled Bursts II<br>
 +
Energy Emission Systems I<br>
 +
Energy Grid Upgrades II<br>
 +
Energy Management II<br>
  
<table class="collapsible collapsed">
+
|recommended2=
<tr>
+
Energy Systems Operation II<br>
<th>PvE Fit 1</th>
+
Evasive Maneuvering I<br>
</tr>
+
Gunnery III<br>
<tr>
+
Hull Upgrades II<br>
<td>
+
Mechanic II<br>
from the [http://www.eve-ivy.com/forums/viewtopic.php?f=128&t=27115 E-Uni Forum Post]
+
Motion Prediction II<br>
<div style='float:right; margin:8px;' >
+
Rapid Firing II<br>
<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'>
 
 
 
[Punisher, PvE Fit]<br>
 
Small Armor Repairer I<br>
 
Damage Control I<br>
 
Adaptive Nano Plating I<br>
 
Overdrive Injector System I<br>
 
<br>
 
1MN Afterburner I<br>
 
Stasis Webifier I<br>
 
<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>
 
Small Nosferatu I<br>
 
<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
</font></td></tr></table>
 
</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}}
 
{{Mid Slots 2|ms1=1MN Afterburner I|ms2=Stasis Webifier 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}}
 
<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.
 
</td>
 
</tr>
 
</table>
 
 
 
  
<table class="collapsible collapsed">
+
|recommended3=
<tr>
+
Repair Systems II<br>
<th>PvE Fit 2</th>
+
Sharpshooter II<br>
</tr>
+
Small Energy Turret III<br>
<tr>
+
Targeting II<br>
<td>
+
Weapon Upgrades I<br>
from the [http://www.eve-ivy.com/forums/viewtopic.php?f=32&t=7105 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'>
 
  
[Punisher, PvE Fit]<br>
+
|notes=
Small I-a Polarized Armor Regenerator<br>
 
Damage Control I<br>
 
Voltaic Nanite Adaptive Membrane I<br>
 
<br>
 
1MN Afterburner I<br>
 
Barton Reactor Capacitor Recharger I<br>
 
<br>
 
Dual Modal Pulse Laser I<br>
 
Dual Modal Pulse Laser I<br>
 
Dual Modal Pulse Laser I<br>
 
Small 'Ghoul' Energy Siphon I<br>
 
<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
[empty rig slot]<br>
 
</font></td></tr></table>
 
</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}}
 
{{Mid Slots 2|ms1=1MN Afterburner I|ms2=Barton Reactor Capacitor Recharger 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}}
 
*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.
 
<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.
 
</td>
 
</tr>
 
</table>
 
 
}}
 
}}
  

Revision as of 06:15, 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

The rookie ship is the first ship you start with. If you are Amarr, it will be a Impairor. A new rookie ship is given whenever you dock at a station where you do not have any ships.

Impairor

Template:Infobox Ship Horizontal2

Template:ShipGuideFittings

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

Template:Infobox Ship Horizontal2


Template:ShipGuideFittings


Template:ShipGuideFittings

Inquisitor

Template:Infobox Ship Horizontal2

Tormentor

Template:Infobox Ship Horizontal2

Template:ShipGuideFittings

Punisher

Template:Infobox Ship Horizontal2


Template:ShipGuideFittings

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

Template:Infobox Ship Horizontal2

Omen

Template:Infobox Ship Horizontal2 Template:Amarr Fit

Maller

Template:Infobox Ship Horizontal2

Battlecruiser

Prophecy

Template:Infobox Ship Horizontal2

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