It looks like you're new here. If you want to get involved, click one of these buttons!
MMORPG.com EVE Online Correspondent Andrew Wallace writes this short introduction to the Amarr race in CCP's sci-fi sandbox MMORPG, EVE Online.
Every player, upon creating a new character in EVE, is presented with a diverse array of choices. First, there are the four main races, each of which has their own distinct bloodlines, and from there you pick your character's background and career path. That being said, and this is one of the great things about EVE, aside from determining your appearance, stats, and starting skills you aren't fenced into any set "class" and are free to train the skills for anything you want. Young industrial players may find a new direction in combat, and even hardened veterans can discover something new by cross-training for the ships of another race. The purpose of this article is to give you a taste of what the Amarr race has to offer, but first, a history lesson:
Read A Look at the Amarr
Cheers,
Jon Wood
Managing Editor
MMORPG.com
Comments
A good and accurate reading about the Amarr.
Though its worth pointing out that out of the 4 races Amarr are the least popular. Recent adjustments have made Amarr a much better race to play, but generally speaking they are neither here nor there.
Their damage potential, out of all the races is the least and at the same time they have these 'cap' problems.. An amarr pilot basically needs to train ALL of his cap reducing skills to max otherwise he's constantly running out of power
Nice for a short look at the Amarr.
I'm flying Gallente, Amarr and minmatar up to the command ship size, so I could compare most ships but not BS.
While I don't like too much the maller because of overly low firepower, his big brother, the prophecy performs extremely well, having a good tank (resistance bonus) and some firepower helped with the 25m3 of drones that allow you 5 light drones which really saves the day.
All pulse lasers offer real interesting range options in the medium and larger sizes. Ranging from around 6km with the short range crystals up to 20km with the scorch (tech 2) is really good. And with faction multfrequency or conflagration will bring in some serious damage.
For the other part of their ships, they offer some serious laser damage bonus. The omen with pulse lasers can bring in some interesting firepower while staying outside of warp scrambler range. The harbinger is one of the best BCs around, while the tank isn't great, it can still take some beating while inflicting very serious damage, still with the option of fighting at 20 km.
As I started as a gallente, I trained much in drones, and I was really happy to find the arbitrator, while its EW isn't the most powerful, it is, unlike his cousins (celestis and blackbird), a real combat ship. Its drones perform as with a vexor while it can seriously gimp gunboats with tracking disruptors, giving some safety if you can keep some range to them or play with TD and short range orbitting against larger ships.
To conclude, I'll say a word about the absolution, this ship is really balanced between great tank and great firepower. It answers all mission situations with ease while being a serious threat on a battlefield.
PS : yes, I'm an amarr enthusiast, and cap issues are not that bad when you have lvl 5 in the ship's skill as it comes to -50% (less than railguns/blasters after that bonus usually).
Ive been flying Amarr ships exclusivly since late 2003 and i love them. ive maxed out just about every laser skill ( aside from capital weapons) as well as my capacitor/grid skills and i often dont have any issues. I perfer them so far because i dont have to worry about reloading or running out of ammo when im X jumps into 0.0.
And my Charecter is a Minmatar...67 million skillpoints and counting.
"Even when they aren't doing that they are using Tracking Disruptors, the second form of Amarr EW, to dramatically reduce the tracking and range of enemy gun ships."
How does a Tracking Disruptor benefit Amarr ships outside of Fleet Warfare if they are already moving incredibly slow from having lots of armor - would it not be more wise to use Capactior Boosters to fuel the tanking abiilty when their ships have the least amount of mid-slots to begin with?
While I have also exclusively used Amarr from my start in EVE I've seen a better application from using a Afterburner to increase the Transversal Velocity then a Tracking Disruptor in terms of tanking. A Micro Warp Drive vastly improves the Transversal Velocity although the x500% signature radius from activating the module is the bane of such.
The Retribution is my favorite Amarr ship and I always have it set up with an AB which vastly amplifies it's tanking ability, until you've been Target Painted.
Good article, I have enjoyed reading it.
Tracking disruptors for your own safety are hardly worth it in most cases out side of the specific ships with bonuses to them one it comes to one on one fighting. However in small gangs they can severally reduce the effectiveness of some of the turret ships and provide a boost to the survivability of the overall fleet. Not to mention tracking disruption scripted disruptors will shred the DPS of any nano fleet out there.
Amarr have best back story in Eve Universe.
I really love the khanid ships. Especially the HAC, the sacrilege. Because it can tank to god, and still have good dps.