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EVE New Citizens Q&A

 
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Missioning as an "Amarr"

Author
Jamie Stavax
Federal Navy Academy
Gallente Federation
#1 - 2013-01-19 13:07:49 UTC
Hi all!

I started up as a Gallente player about a week ago, and after reading up on forum and playing the game I figured out I would rather try Amarr than Gallente.

No problem yet really as the base skills are the same anyway, but since lasers are limited to EM / Thermal damage, my missioning-area is limited to I believe Blood Raiders and Sansha. But I have no clue where to go to make sure I only (mostly) face those enemies.

And when talking about Amarr missioning - Is there a "best" or "most recommanded" coorporation to mission for?

Thanks!
Elena Thiesant
The Scope
Gallente Federation
#2 - 2013-01-19 13:16:23 UTC
Any Amarr corp that's situated in Amarr space (that's Domain, Kador, Tash-Murkon, Kor-Azor, Devoid, most of Genesis and probably a couple others that I've forgotten) will get you most (but not all) Sansha/Blood foes
Tau Cabalander
Retirement Retreat
Working Stiffs
#3 - 2013-01-19 13:36:58 UTC  |  Edited by: Tau Cabalander
I started in Kor-Azor in Amarrian space, though I'm Caldari. There is a good system called Nahyeen with several agents, and it is 4 jumps from Amarr. Pimebeka in Tash-Murkon was another, and it is 3 jumps from Amarr. Penirgman is another, and it is 2 jumps from Amarr.

Good Amarr corps:
* Ministry of Internal Order (standing with them is required to do the Amarr epic mission arc, Right to Rule)
* Carthum Conglomerate
* Imperial Armaments
* Amarr Navy

Ministry of Internal Order in Kor-Azor: http://eve-agents.com/
Vilnius Zar
SDC Multi Ten
#4 - 2013-01-19 13:52:05 UTC
Theology council is a decent Amarr corp as well. Do note that Amarr laser based ships are less versatile than Gallente ships, much more cap hungry, slower and have more fitting issues. But if you put in the effort it can work fine.
Maire Gheren
Imperial Shipment
Amarr Empire
#5 - 2013-01-19 15:25:15 UTC
Vilnius Zar wrote:
Theology council is a decent Amarr corp as well. Do note that Amarr laser based ships are less versatile than Gallente ships, much more cap hungry, slower and have more fitting issues. But if you put in the effort it can work fine.

They're also sturdier and have more cap for anything else you might want to do.
Jamie Stavax
Federal Navy Academy
Gallente Federation
#6 - 2013-01-19 17:32:42 UTC
Maire Gheren wrote:
Vilnius Zar wrote:
Theology council is a decent Amarr corp as well. Do note that Amarr laser based ships are less versatile than Gallente ships, much more cap hungry, slower and have more fitting issues. But if you put in the effort it can work fine.

They're also sturdier and have more cap for anything else you might want to do.


So PVE wise I should go Amarr right, or stay Gallente?
Daniel Plain
Doomheim
#7 - 2013-01-20 02:50:41 UTC
Jamie Stavax wrote:
Maire Gheren wrote:
Vilnius Zar wrote:
Theology council is a decent Amarr corp as well. Do note that Amarr laser based ships are less versatile than Gallente ships, much more cap hungry, slower and have more fitting issues. But if you put in the effort it can work fine.

They're also sturdier and have more cap for anything else you might want to do.


So PVE wise I should go Amarr right, or stay Gallente?

there are good pve ships in any race and the best mission ships require you to train two races anyway.

I should buy an Ishtar.

Keno Skir
#8 - 2013-01-20 15:28:42 UTC  |  Edited by: Keno Skir
Flying Amarr will teach you to fit properly.

I fly almost purely Amarr ships and i can eat lvl4 missions solo in any faction space. Keep it up.
Flakey Foont
#9 - 2013-01-20 16:42:57 UTC
Gallente are still fine. Ignore the Chicken Littles whining about drones.
Lost Greybeard
Drunken Yordles
#10 - 2013-01-20 17:46:47 UTC  |  Edited by: Lost Greybeard
The primary foe of Gallente space is the serpentis corporation, whose resistance weaknesses are Kinetic and Thermal. Use ammunition with high thermal and you should be fine without particularly having to move to a new system. The only ones you'll have to watch out for are the Angels, they're K/E weak so you'll have to bring out your A game on them.

PvE-wise overall I'd actually say Gallente have a slight advantage over Amarr. Somewhat more flexible tank and a damage set (Kinetic/Thermal) that is going to hit at least a secondary resistance hole on every NPC. Plus lots of utility, spare high slots and drone bays on most ships and so on. Amarr excels a bit more in PvP where most people are omni-tanked and the high damage and wide application range of lasers, plus loads of passive hitpoints, can give you a significant edge.

All this said, fly what you want to fly, and fly it where you want to fly it. Especially for PvE, PvE's not rocket science and you'll do fine unless you go out of your way to make it hard with any race versus any enemy. Just ask your corp (or the forums, or google) about anything that gives you trouble.

(Note that Amarr have some decent drone boats, they're not all lasers all the time.)

EDIT: Spelling error corrected.
Lucas Raholan
Societas Imperialis Sceptri Coronaeque
#11 - 2013-01-21 11:45:09 UTC
What the rest of them say....I would also reccomend armor tanking amarr vessels as it will free up the mid slots for cap modules and tracking mods, you will definatly need to train up cap skills if you plan on flying amarr ships as running out of cap in a mission has dire consequences for your ablity to survive (and shoot).
If you still plan on using Gallente vessels then I cant really tell you much about it as I only fly amarr vessels right now.

Penirgman - That system is a GOOOD amarr mission system with everything from lvl1's to lvl4's...word of warning ninja looters do operate in that area, given in wealth of agents, these will try and bait you into attacking them before arriving with PVP fitted back up.

Shitposts so bad CONCORD gave me a 50 billion ISK bounty

Vilnius Zar
SDC Multi Ten
#12 - 2013-01-21 12:16:19 UTC  |  Edited by: Vilnius Zar
Jamie Stavax wrote:
Maire Gheren wrote:
Vilnius Zar wrote:
Theology council is a decent Amarr corp as well. Do note that Amarr laser based ships are less versatile than Gallente ships, much more cap hungry, slower and have more fitting issues. But if you put in the effort it can work fine.

They're also sturdier and have more cap for anything else you might want to do.


So PVE wise I should go Amarr right, or stay Gallente?


That depends. If you stay in Amarr faction space then yes Amarr ships are fine but still not easy to use or fit. If at some point you decide to move elsewhere in the universe (and it's bound to happen) then you'll get in trouble. Lasers just don't work well against the other 3 factions, hybrids have a bit of a "in the middle" damage type but it also means they do everything kinda ok. On top of that Gallente has a drone BS, a T2 drone cruiser and a T3 drone cruiser that doesn't suck meaning they're more versatile.

On the "Laser ships can do Gallente based NPC just fine": Scorch is mostly EM and thus "useless" against Serpentis so that forces you into beams lasers (pulse without the scorch option "suck") but as Serpentis (and the other gal factions) tend to get in close your beams get in trouble and even if they'd hit the damage types just don't mesh well.

So if you choose combat to be your main income source then you have 3 options as Amarr: Stay in amarr space for missions/exploration/ratting, do incursions or live in a wormhole. Anything else means you'll do mediocre damage and when a laserboat loses its main feature (damage) then suddenly it's kinda ****. On average you're just better off with Gallente tbh, but that doesn't mean you should. If you like Amarr for whatever reason just go for it (I'm Amarr only, by choice) but just know that you're not making the easy choice, not that this should hold you back.