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.


10 reasons to fly Amarr


  1. Amarr is the best because it is. You can't argue with simple truth.
  2. Freak'n LAZORS!!!
  3. Men armour tank. Shelids or whatever is the red bar above your manly tank.
  4. Amarr discovered how to jump around space. So everyone else would be stuck on boring planets without us anyways.
  5. Did anyone mention the freak'n lazors?
  6. There is no six and this is because we Amarr decided it would be that way.
  7. Symmetry anyone?
  8. Have you seen the Amarr Battleship lineup? If you were locked at the time then not for long.
  9. We haz Lazors.
  10. Amarr have enslaved every other race they have encountered. 'Nuff said.



Amarr General Information

Amarr are one of the four character races, and like the others, have a distinct line of ships with specific quirks and capabilities. Amarr ships use armour tanking to protect themselves and primarily employ turrets, specifically Energy Turrets (lasers) to do damage. Amarr are characterized by the following:

  • Armour tanking. This is the most popular tanking method for PvP, and is also the norm for Gallente and some Minmatar ships (making it the standard for Remote Repairing). Amarr ships have high base armour, and several ships have direct bonuses to armour resists (T1 examples: Punisher, Maller, Prophecy, and Abaddon).
  • Energy turrets. These are unique to Amarr vessels and no other races' ships have bonuses for lasers. Laser turrets offer an excellent middle ground by incorporating good range, tracking, and damage when compared to either projectiles or hybrids (the other types of turret weapon systems), which tend to have either poor range or tracking. Frequency crystals, the laser ammo type, can be changed instantly and Tech 1 crystals are unlimited ammunition as they never degrade or shatter. However, lasers are limited to EM and Thermal damage.
  • Capacitor. Amarr pilots rely heavily on their capacitors. Lasers are highly cap-intensive, to such a degree that some Amarr vessels have laser capacitor usage bonuses instead of damage bonuses. Thus, Amarr ships tend to have larger capacitors than other races' ships, and many Amarr pilots prioritize capacitor skills.
  • Drones. Amarr are very effective at using drones, offering the only hulls with drone bonuses outside of the Gallente lineup.
  • Speed. Amarr ships tend to have lower than average base speeds, and, given that Armour tanking tends to directly compromise ships' speed, tanked Amarr fits are often ponderous. If, however, less tank is required Amarr ships' numerous low slots let them overtake even Minmatar ships at a cost.
  • EWAR. The Amarr racial EWAR is tracking disruption (TD), which reduces the optimal range, falloff, and tracking speed of hostile turrets. Tracking disruption is very difficult to counter, but is limited as it is only effective against ships with turrets; it has no affect on missile or drone systems.


In PvP, Amarr ships have been a 'flavor of the month' for much more than a month, and can be extremely useful in nearly all roles. Exceptional armour tanks, big capacitors and lasers excellent combination of damage and range make Amarr ships popular for PvP.

  • Note, however, that the E-Uni starting PvP roles of tackler and EWAR can be difficult for new Amarr pilots as Amarr ships don't excel at these roles with low SP. Amarr frigates have very few mid slots and the Punisher is quite slow while the Executioner is very fragile. The Amarr EWAR is Tracking Disruption (TD) and, although it is extremely useful in certain circumstances, it has no effect on ships that do not use turrets to do damage.


In PvE, Amarr ships are more restricted when running missions. Due to the ability of lasers to only do Thermal and EM damage many of the rats become more difficult to combat then they would be otherwise. Within Amarr space, against Blood Raider and Sansha NPC factions, Amarr ships remain extremely effective but have a difficult time with other factions. This is a concern for some Eve University pilots who want to try missioning close to home, as the University is based in Minmatar space where Angel NPCs are more common.


Amarr ships tend to stick to the formula of lots of armour for defense and lots of lasers for damage, and there are fewer 'exceptions to the rule' than there are in the other races' lineups. Because of this Amarr are sometimes thought to be, from one point of view, the 'simplest' race to fly. Breaking the mould may be more restrictive and less rewarding than it is when flying other races' ships; the opportunities are there but they are more skill intensive and require greater sacrifices. New pilots are best served by playing to the Amarr formula until they know when and how to break the rules.


Cross training into or out of Amarr can be more skill intensive than other cross training. The most viable prospect is Gallente (armour tanking, gunnery and drone synergies) with Minmatar second (some gunnery and armour tanking synergies). Caldari have the fewest skills in common, despite some Khanid missile ships at the Amarr Tech 2 level, and usually requires the most retraining.


Amarr Core Skills

The skills which are important to Amarr characters are the same skills which are crucial to any pilot who wants to maximize turret weapon damage, survive with an armour tank, and use drones effectively, backed up by solid support and fitting skills. Here are the primary skills associated with this goal together with the specific emphasis for Amarr pilots if applicable for each of the skill categories:


Skill Plans

So what do these core skills mean? If you went through them one by one and maxed them all out (except where noted), without any implants, learning skills first, it would take you 1165 days 16 hours and change as a brand new Amarr pilot. Yes, that is a little over 3 years. Yes, you would be the king of Amarr T1 pilots. Yes, it would be very very silly. However, if this is your first kick at the cat and you have no idea where to start you will not be wrong to start training ANY of the skills on this list and a well rounded Amarr pilot will end up with some degree of all of them over an average career.


Tech 2 Tank

Here are the skills and prerequisites you will need to utilise a Tech 2 Armour Tank - something you will want to aspire to if you plan to PvP or Mission as an Amarr pilot.

  • Hull Upgrades V
  • Repair Systems IV
  • Mechanic IV
  • Jury Rigging III
  • Armor Rigging I

You will want to learn the compensation skills to a minimum of 3, and preferably higher, to maximize your tank.

  • EM Armor Compensation
  • Explosive Armor Compensation
  • Kinetic Armor Compensation
  • Thermic Armor Compensation


Tech 2 Energy Turrets

Here are the skills and prerequisites you will need to utilise a Tech 2 Energy Turret - because that means more pew pew!

Each type of Energy Turret requires a specific specialization skill. Note that each larger size specializations will incorporate the smaller size specialization with all its prerequisites. Here they are with applicable prerequisites:

  • 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 Pulse 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




Fittings


Rookie Ship


Impairor

Template:Ship Intro This is perhaps the worst 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, however, have room for a single drone in the drone bay and it looks fantastic.



Frigate


Executioner

Template:Ship Intro 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 2 High, 2 Mid, and 2 Low slots (2/2/2), 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.

Inquisitor

Template:Ship Intro 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 Caldari frigates.

Tormentor

Template:Ship Intro With Mining bonuses, fledgling Amarr miners will want to start here. It is actually quite a tough little mining frigate, and has the minimum (5 cubic meter) drone bay.


Starter Mining Fit from the E-Uni Forum Post



Punisher

Template:Ship Intro 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. It has 4 high (3 turret), 2 mid, 4 low slots (4/2/4). The Punisher's 3 turrets give it very good dps, but its slot layout prevents it from fitting the tackling trinity; a speed module, a point, and a web. It has the largest capacitor of a T1 frigate in order to keep its lasers firing, and it can even be fitted with projectile turrets instead of lasers to allow the large capacitor to be re-purposed for armour repairers.

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.


E-Uni Tackler Corp Fit


Heavy Frigate Tackler Fit from the E-Uni Forum Post


DD Punisher Fit from the E-Uni Forum Post


PvE Fit from the E-Uni Forum Post


PvE Fit from the E-Uni Forum Post



Crucifier

Template:Ship Intro The Amarr EWAR frigate. It specializes in 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.


E-Uni EWAR Corp Fit

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Fleet EWAR Fit from the E-Uni Forum Post

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  • 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.


Tackler from the E-Uni Forum Post

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  • 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.



Magnate

Template:Ship Intro An excellent frigate to learn the basics of exploration due to its bonuses for 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 results and 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.


Prober Fit

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  • 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.






Destroyer


Coercer

Template:Ship Intro 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.

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.


PvE Level 1 Mission Machine

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Starter Salvager Fit

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  • The Rigs are certainly not required but will make things faster if you can afford them.
  • Afterburner if you are salvaging while missions are ongoing (ie. in deadspace), Microwarpdrive otherwise if you have the skills to fit it.


DD PvP Fit from the E-Uni Forum Post

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  • DPS: 173
  • Speed: 1598
  • Cap: You fire your guns or you use your MWD. Using both lasts two minutes. Using one or the other is cap stable.
  • Cost: 304K - Hull: 975K - Total: 1279K




Cruiser



Arbitrator

Template:Ship Intro

The Arbitrator is more versatile than most Amarr ships as it has bonuses to both drones and tracking disruption, a flexible slot layout, and 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.


Profane PvP Fit

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  • Peacetime only option: 3 x Medium Trimark Armor Pump I
  • This is a very basic fitting, you can (and should) upgrade it as soon as you´re able to.
  • 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.


PvE fit from the E-Uni Forum Post

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  • 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.


L2 and L3 Mission Fit from the 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.

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  • Rigs are optional
  • This is NOT a basic fit and has a high skill requirement. It is an excellent goal to work towards.



Augoror

Template:Ship Intro

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.

Omen

Template:Ship Intro

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 the Omen. 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.

As with most Amarr ships, it has capacitor problems.


PvE Fit from the E-Uni Forum Post

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  • Hardeners are assuming Sansha rats, change as applicable.
  • 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.


PvP Fit from the E-Uni Forum Post

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  • 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.
  • 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.


PvP Beam High Skill Fit from the E-Uni Forum Post

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  • NOTE: Needs Engineering V and AWU IV and a 1% grid implant or AWU V
  • 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



Maller

Template:Ship Intro

The Maller's armor 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 many people fit projectile turrets on the Maller instead, much as autocannosn are fit 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.

For PvP, the Maller is uncommon but has a few niche uses. It can serve as excellent bait with a very large tank, or be setup as a frigate-killing ship, using a solid tank and frigate-sized guns (particularly projectiles).




Battlecruiser



Prophecy

Template:Ship Intro

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 anemic damage output with fewer turrets than the Harby, 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 use, however - it can 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.

Harbringer

Template:Ship Intro

The Harbinger is an excellent battlecruiser. It has high damage at good ranges, is relatively maneuverable for an Amarr ship, 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. Capacitor warfare mods are options for pvp, but the harbinger rarely has enough grid for them. Four mid-slots give the harbinger just enough room for pvp mods, though it lacks a lot of room for utility modules. The harbinger has a large number of low-slots, letting it fit hefty armor tanks or plenty of damage modules.

There are niche pvp fits using shield tanks, but most harbingers are armor-tanked.


Battleship



Armageddon

Template:Ship Intro

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 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. Lastly, it is the only Amarr battleship that can field a full flight of heavy drones or sentries.

The Armageddon is less popular for PvE use than either the Apoc or Armageddon for various reasons, not least of which is that it only has 7 guns, rather than 8.

High Sec PvP Armageddon from the E-Uni Forum Post

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  • Faction ANP really aren't that much, and give an additional ~10k of buffer
  • 1112 DPS @ 15+10km with Multi, 939 DPS @ 45+10 with Scorch
  • For Null or Low Sec space fit a 100MN MicroWarpdrive which can be done by sacrifising 2x Mega Pulse Laser II for 2x Dual Heavy Pulse Laser II
  • If drone skills are not good or you decide you need replacements you can use Hammerhead II x5, Valkyrie II x5, Warrior II x5



Apocalypse

Template:Ship Intro

The Apocalypse has both a range bonus and laser cap use bonus, not 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.

It also looks like an animal cracker.

Apoc Starter Mission Fit from the E-Uni Forum Post

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  • See forum post for options


Apoc WH Fit from the E-Uni Forum Post

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  • 105k EHP, 269 DPS, 1602 salvo



Abaddon

Template:Ship Intro

The 'Golden Brick' is a beast. It has a laser damage bonus and 8 turret slots, and a substantial armor resistance bonus. As such, the Abaddon can deal lots of damage with a huge buffer tank, if properly set up. The downside, of course, is the capacitor. The tendency to fit big guns, use short-range, high-damage, cap-intensive ammo, plus possible armor reppers/microwarpdrives, 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.

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.

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.


Industrial



Sigil

Template:Ship Info This industrial only requires Amarr Industrial trained to 1 to fly and accordingly it is very accessible to new pilots. It is one of the fastest industrial haulers and has 5 low slots which can take advantage of this through fitting to 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 at all because of this rather favouring speed or just extra cargo space.

Most pilots prefer the Bestower instead; if a cargo is large enough to require an industrial rather than frigate or cruiser, then it is probably big enough to require a proper industrial rather than an inertia stabilizer-fitted Sigil. If you're fitting expanded cargoholds on the Sigil, you should really think hard about why you're using it instead of the Bestower.

Bestower

Template:Ship Intro Arguably the best of the racial industrials from a 'bang for your buck' perspective, and only requiring 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, and players should not overlook the use of Giant Secure Containers to further expand the internal cargohold.