Starting out as an Amarr Pilot
Starting out as an Amarr
Amarr ships are focused primarily on the use of energy turrets, which include both beam and pulse lasers (described more in detail below). These generally provide excellent range and high damage, but are limited in damage output to EM and thermal damage types, and utilize large amounts of capacitor when fired. The smaller T1 ships in the Amarr arsenal tend to be mediocre, with only a few standout ships for PVP like the Arbitrator and Punisher. Things begin to look up at the battlecruiser level, where the Harbinger is an outstanding ship for both PVP and PVE purposes, and the Amarr battleships are the best in the game. In addition, Amarr T2 ship options include the fantastic Zealot long range heavy assault ship, and the Pilgrim, which is one of the best ships for solo PVP. So don't get discouraged if it takes you 3 months to get on a killmail.
For a long time Amarr pilots had problems ratting in our space as it is populated by Angel rats which tank very well against EM and thermal damage (the two damage types lasers put out). This has changed in the last couple of weeks as we are now invading a region that contains enemies with specific weaknesses toward electromagnetic and thermal damage. Enjoy.
- Good Amarr T1 PVP ships
- Armageddon (dps)
- Apocalypse (Best sniping battleship in the game, bar none)
The largest of the empires in the world of EVE, Amarr spans 40% of the inhabited solar systems. The Amarr Emperor is the head of a ritualistic, authoritarian imperial state, and below him are the Five Heirs, the heads of the five royal families from which a new Emperor is chosen. The Emperor's authority is unquestioned and absolute, but the archaic and bureaucratic system of government makes it difficult for him to exert his rule unless directly in person. Otherwise, the Five Heirs rule in his name, dividing the huge empire between them.
The Emperor and the Five Heirs can expect to live for at least 500 years. Extensive cyber-implants keep their frail bodies alive, even when their organs begin to fail. These cyber-enhancements date back many millennia, and have become a symbol of royal divinity in the eyes of the Amarrians.
Always a deeply religious people, religion remains of great importance to every Amarrian, a fervour which at various times has been responsible both for great good and great evil. Similar to most people of faith, they often suffer from an acute persecution complex. Shortly after recovering from the closure of EVE, they began to expand their realm at the expense of neighbouring states. The nations they conquered were enslaved, a practice justified by their religion. Ever since, the Amarrians have enslaved every nation and race they have encountered, and today slavery is an essential part of Amarr society. This has, of course, tainted their relations with other races, especially the individualistic Gallenteans.
The Amarrians were the first of the races in EVE to re-discover Warp technology, notably Jump gate technology. After accomplishing this more than 2,000 years ago, they immediately began expanding to nearby solar systems, slowly building up their empire in the process. On the way, they encountered two human races, both of whom suffered the fate of being enslaved by the far more powerful Amarrians.
In recent years, however, the Amarrians have begun to run into serious opposition. First, they met the Gallente Federation. Although much smaller than the Amarr Empire, the Amarrians soon found the economic and military might of the Gallenteans a match for their own.
Soon after, the Jovians arrived on the scene and the Amarrians made a futile attempt to subjugate them, resulting in a humiliating defeat. To make matters worse, the Minmatars, enslaved for centuries by the Amarrians, used the opportunity to rebel against their slave-masters.
Since these fateful events almost two centuries ago, the Amarrians have learned restraint. They have slowed down their expansion and are less forceful in their dealings with other races, but still view themselves as the most powerful race in EVE, if only because of their sheer numbers.
The Amarrian Ship Archetype
Amarr ships generally sit like a ton of bricks and dish out/tank a lot of damage. They are the best armor-tanking race in the game. The primary weapons of the Amarr are LASERS (pew pew) and drones (Amarr are second only to the Gallente in drone usage).
There are a few issues with the Amarr race, mostly relating to fitting issues and capacitor usage. However, CCP has stated that addressing these issues are a high priority. The Amarr still have very good ships, and their enhanced "tech two" ships are some of the best in the game.
Amarr ships are some of the best ratting ships for Delve. If you are an Amarr pilot and are strapped for cash, ratting in a Harbinger, Armageddon, or Apocalypse is an easy way to make some isk in our home region.
You should fly Amarr if you like lasers and fitting strong tanks.
Energy weaponry deals EM and Thermal damage—effective against shields but not armor. Energy weapons are ammoless; range and damage are determined by frequency crystals.
Amarr turrets use the skill "(size) Energy Turret."
Pulse lasers have short range, fast tracking, and deliver one of the highest damage rates in the game.
Beam lasers have much longer range, slower tracking, and do less damage.
Most Amarr pilots prefer beam over pulse lasers on frigates and cruisers and as a frigate pilot for Goonfleet you will be given beams for your corp-issued ships.
Early ship options - Frigates
As either a new Amarr pilot, or as an older pilot just starting along the Amarr path, your first step is frigates.
|Crucifier||Electronic Warfare||Bonus to tracking disruptors.|
|Executioner||Tackling/Hauling small items||Fast and fragile.|
|Inquisitor||Missile Ship||Missile ship. Who knows.|
|Punisher||Heavy Combat/Tackling||Fleet issued frigate. Good offense and defense capabilities.|
|Tormentor||Mining Frigate||Has mining yield bonus.|
A good choice for new players is to purchase an Executioner or a Punisher for running level 1 Agent Missions to learn the ropes of EVE and accumulate some money while training up basic skills. There are a number of basic skills you should train early on; these are described in greater detail in the Recommended Skill Training Guide.
Once you move to goon space and join the majority of Goonfleet you should maintain a hangar of several (read: 3-5) fitted and PVP-capable frigates.
Frigates in PVP may not be the most powerful ships, but are they extremely effective in numbers due to their price/performance ratio. There is always a demand for frigate pilots in combat gangs for the purpose of tackling enemy ships.
Essential Skills for the Amarr Path
As an Amarr pilot you should primarily focus on Gunnery skills to leverage your natural firepower advantage along with Engineering skills for sustained engagements.
The following skills should be trained as soon as possible and should be at level 3 before entering a cruiser. They should be at level 4 before entering a battleship.
Every gunnery support skill is useful for Amarr as they almost exclusively use guns.
- Controlled Bursts - Reduces capacitor use of weapons. Cap is life for Amarr and energy weapons drain significant cap.
- Motion Prediction - This lets you hit moving targets.
- Rapid Firing - Increases firing rate of your weapons.
- Sharpshooter - Increases the optimal range of your weapons. Energy weapons have high base ranges, and training this skill will increase that advantage all the more.
- Weapon Upgrades - Decreases the amount of CPU turrets use. Amarr ships have the lowest CPU in the game so increasing this makes fitting easier.
- Surgical Strike - A more advanced skill that increases the damage of all your weapons.
- Trajectory Analysis - This increases the falloff range of your weapons. This is an advanced skill that you will probably not be training until you have been in a cruiser for a while, however it is still important since energy weapons have sharp falloffs in proportion to their optimals.
Other Support Skills
- Electronics - Increases your ship's CPU by 5% per level.
- Engineering - Increases your ship's powergrid by 5% per level. Amarr have the biggest PG in the game, but lasers also use up the most PG of any weapon. Training this skill up will is necessary for fitting larger lasers on most ships.
- Energy Management - Increases your ship's maximum capacitor energy by 5% per level. Since capacitor is used to repair your ship and fire your guns, you need to keep this up. It is recommended you train this to level 2 immediately and preferably to level 3.
- Energy Systems Operation - Increases your capacitor recharge rate. This may be more important than Energy Management since it lets you run more modules/weapons without an overall drain of capacitor energy. Train to 3 as soon as possible.
- Mechanic - Increases hull hit points.
- Repair Systems - Increases the rate at which you repair your ship's armor. Also allows you to use larger repair modules. You will need to train this up as you move into larger ships to use the appropriate repair unit (frigate = small, cruiser = medium, battleships = large).
- Hull Upgrades - Not only does this increase your armor by 5% per level, which is absolutely essential, but training this to level 4 allows you to use active hardeners which drastically decrease damage by increasing resistances. Training this skill to 4 is a requirement to successfully run some level 2 and almost every level 3 and 4 mission. You will want to train this up as soon as reasonably possible, and once you get into cruisers, this should be one of the first skills you train to level 4.
Early ship Option - Destroyers
You can train for destroyers early in your career. The Amarr Coercer is built around the principle of heavy damage at the expense of speed and defenses. The Coercer can mount 8 weapon turrets, but only has one midslot, hampering its ability to tackle. Destroyers should run between 1.1m and 1.5m isk, and are a good choice for group PvP for players who want more firepower than a frigate can bring but don't want to deal with the financial requirements of Cruisers.
Due to their slow speed and signature radius, they do not survive for long if targeted in combat, so be prepared to lose ships if you fly destroyers in combat. On the plus side, in fleet combat destroyers are not usually targeted unless the fleet as a whole has already lost, and your ability to kill drones and frigates is useful for protecting your friends. About the only time destroyers are targeted first is if they attend one of our frequent, so-called, frigate ops.
Mid-size - The Cruisers
Cruisers are the next step up in size from frigates and destroyers. Significantly more expensive than the smaller ships but correspondingly more powerful and durable, the Amarr cruisers are generally quite useful. Notably, the Amarr lack a decent mining cruiser.
|Arbitrator||A drone cruiser with a bonus to tracking disruptors. An overlooked but capable ship. Could possibly be the best Amarr PvP cruiser for its great drone bonuses, high number of midslots for EW, and relatively fast speed.|
|Augoror||Support cruiser whith a bonus to energy transfer arrays. Primarily used during assaulting player-owned starbases to keep battleships firing.|
|Maller||The heavy combat cruiser of the Amarr Empire. Able to sport a DD tank if rigged, now a corp spec ship under the Tacklemaller program.|
|Omen||A combat cruiser sometimes preferred over the Maller. Lasers, drones and a launcher.|
Of the four Amarr cruisers, the Omen and Maller were the most popular, however, the Arbitrator has become extremely popular as a pvp ship, and is arguably the best of the three in that regard.
Expect to spend between 4 and 9 million isk to get your first cruiser. Prices in 0.0 for cruisers are significantly inflated from empire prices, due to profit-making and higher low-end mineral prices. The choice between the Omen and the Maller is one of personal preference-- the Omen is a better ship if you mine (and use mining drones) and is cheaper. The Maller can mine more if drones aren't invloved. The Maller is more expensive, has more firepower and can survive a fight longer.
One of our mantras is that you should not PVP with ships you cannot afford to lose, and this concept becomes relevant when you begin flying cruisers. On a similar note, you should always fully insure your ships when you buy them, as odds are high you will lose it before three months pass.
Note that when it comes to piloting cruisers, you will most likely be moving up to medium sized guns, which require training Small Energy Turret to 3 and Gunnery to 3 to fit.
Once you're in a cruiser it's time to focus your skill training towards armor tanking skills (Hull Upgrades, Mechanic, Repair Systems, the four Armor Compensation skills), as Amarr ships are armor tanks. See Tanking for more about the skills related to tanking.
Starting PvE as an Amarr Pilot
You should be able to rat BS spawns in either of the Amarr BCs, although the Harbinger is the better option of the two. The Apoc will probably be your best bet for a starting BS ratter. The Geddon is a faster ratter, but you will have trouble fitting a tank (critical to ratting) if you lack good fitting skills.
If you want to mine, the Apoc is the way to go.