Amarr Basic Ship and Skill Overview

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The Amarr Basic Ship and Skill Guide is intended to give fitting and skill recommendations for Amarr ships in both Player vs. Environment (PVE) and Player vs. Player (PVP) encounters.

This is a work in progress, and the guide's Discussion Thread is on the Eve University forum. Please direct comments, suggestions, and corrections to that thread.

Amarr Core Skills

  • Corporation Management
    • None
  • Drones
    • Basic Drone Skills
      • Drones (Allows Operation of One Additional Drone Per Level)
      • Scout Drone Operation (Drone Control Range Increased by 5 km Per Skill Level)
      • Heavy Drone Operation (5% Bonus to Heavy Drone Damage Per Level)
    • Drone Ability Modifiers
      • Drone Durability (5% Bonus to Drone Shield, Armor, and Hull Hit Points Per Level)
      • Drone Navigation (5% Increase to Drone Speed Per Level)
      • Drone Sharpshooting (5% Increase in Drone Optimal Range Per Level)
    • Drone Damage Modifiers
      • Drone Interfacing (20% Bonus to All Drone Damage/Mining Yield Per Level)
      • Combat Drone Operation (5% Bonus to Medium/Light Drone Damage Per Level)
  • Electronics
    • Basic Skills
      • Electronics (5% Bonus to CPU Output Per Skill Level)
      • Electronics Upgrades (5% Reduction in CPU Need of Sensor Upgrades)
    • Targeting Skills
      • Long Range Targeting (5% Bonus to Targeting Range Per Skill Level)
      • Multitasking (1 Extra Target Per Skill Level, Up to Maximum Allowed By Your Ship)
      • Signature Analysis (5% Improved Targeting Speed Per Level)
      • Targeting (1 Extra Target Per Skill Level, Up to Maximum Allowed By Your Ship)
    • PVP Specific Skills
      • Propulsion Jamming (5% Reduction to Warp Scrambler/Web Capacitor Use Per Level)
  • Engineering
    • Basic Skills
      • Energy Grid Upgrades (5% Reduction in CPU Needs of Energy Grid Module Upgrades Per Skill Level)
      • Energy Management (5% Bonus to Capacitor Capacity Per Skill Level)
      • Energy Systems Operation (5% Bonus to Capacitor Recharge Rate Per Skill Level)
      • Engineering (5% Bonus to Ship Powergrid Output Per Skill Level)
    • PVP Specific Skills
      • Energy Emission Systems (5% Reduced Capacitor Need for Energy Emission Weapons)
  • Gunnery
    • Advanced Weapon Upgrades
    • Controlled Bursts
    • Gunnery
    • Large Energy Turret
    • Medium Beam Laser Specialization
    • Medium Energy Turret
    • Medium Pule Laser Specialization
    • Motion Prediction
    • Rapid Firing
    • Sharpshooter
    • Small Beam Laser Specialization
    • Small Energy Turret
    • Small Pulse Laser Specialization
    • Surgical Strike
    • Trajectory Analysis
    • Weapon Upgrades
    • Notes: These skills are the bread and butter of your DPS, but remember that lasers eat capacitor. For this reason, skills such as Controlled Bursts will help quite a bit in maintaining your capacitor.
  • Industry
    • None
  • Leadership
    • None
  • Learning
    • All Basic Learning Categories to Level 5
    • All Advanced Learning to Level 4
  • Mechanic
    • Armor Rigging
    • EM Armor Compensation
    • Explosive Armor Compensation
    • Hull Upgrades
    • Jury Rigging
    • Kinetic Armor Compensation
    • Mechanic
    • Repair Systems
    • Salvaging
    • Thermic Armor Compensation
    • Notes: These are your armor tanking skills. It is highly recommended that you get a T2 tank as soon as possible. Amarr tanks do not tend to take as much punishment as other races, and anything you can do to improve it will make life a lot easier in both PVE and PVP.
  • Missile Launcher Operation
    • None
  • Navigation
    • Acceleration Control
    • Afterburner
    • Evasive Maneuvering
    • Fuel Conservation
    • High Speed Maneuvering
    • Navigation
    • Warp Drive Operation
    • Notes: These become more important as you get into larger ships and your align time/speed get worse and worse. Also, training these will help power consumption related to afterburner/warp drive use. Since we're trying to save as much capacitor as possible as an Amarr, these are important.
  • Science
    • Astrometrics
    • Cybernetics
    • Infomorph Psychology
    • Science
    • Notes: Train Cybernetics to 5 as soon as you can (requires Science 3). You'll be able to use +5 implants at that point, which dramatically decreases training time. Infomorph Psychology is required for jump clones. Astrometrics and its associated subskills will help with scanning, important for several things (wormhole operations the most obvious).
  • Social
    • None
  • Spaceship Command
    • Amarr Battleship
    • Amarr Cruiser
    • Amarr Frigate
    • Battlecruisers
    • Destroyers
    • Spaceship Command
    • Notes: These skills will get you all of the T1 Amarr Ships. Nothing else is necessary unless you want to get into industrials and T2 hulls.
  • Subsystems
    • None
  • Trade
    • None

Rookie Ship

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

Impairor

Frigate

Executioner

Inquisitor

Tormentor

Punisher

Crucifier

Magnate

Destroyer

Coercer

Cruiser

Arbitrator

Augoror

Omen

Maller

Battlecruiser

Prophecy

Harbringer

Battleship

Armageddon

Apocalypse

Abaddon

Industrial

Sigil

Bestower