These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Skill Discussions

 
  • Topic is locked indefinitely.
 

New Amarr Pilot needing help

Author
Red Venu Khardula
Ministry of War
Amarr Empire
#1 - 2012-01-18 23:27:31 UTC
I'm new to the game and wanting some help, my goal is to be able to fly amarr ships only (for now) and get up to cruiser/battlecruiser. I want to do pvp/pve and do exploration also. So what skills do I need?
Baller Locodevil
Boolie Research
#2 - 2012-01-19 00:20:18 UTC
you've got quite a bit of research and reading to do. You'll get much more quantity and quality responses if you have a bit more informed and direct questions.


1) Research fits for a ship or two you would like to fly. Start small with Frigates
2) Download EFT (EvE fitting tool) and plug the fittings in - this will show you the skills required for the fits and recommended support skills....good starting point at least
3)download Evemon and build your skill plan.
4) Read the forums, then read them some more...tons of fitting and training discussions.

Good luck, and fly safe
Drew Solaert
Aliastra
Gallente Federation
#3 - 2012-01-19 01:48:14 UTC
This is a very generalised list. You may have to use your noggin to work out an decent order and weigh up pros and gains.

For the PvE bit itself to fit a decent Amarr ship:

Engineering. You'll need that PG go straight for 5 and don't hang around too long

Energy Management, Energy Systems Operation and Energy Grid Upgrades You'll soon find Amarr ships eat up cap so very quickly, these are must have skills, make sure they are all at least 3 and maybe push to 4

Repair Systems, Mechanics, Hull Upgrades Amarr Armour tank, and they do it very well, again very essential skills. I'd recommend training all to 4 asap as you'll be able to use tech 2 Medium armour repairers and standard Armour Hardeners.

Gunnery, Small/Medium Energy Turrets, Controlled Bursts, Motion Prediction, Surgical Strike Yes there are more supports than this and I recommend you get those as well but if your looking to save time, those to 3/4 asap. The others can sit at 2/3 at your digression until you have some spare time.

Drones, Drone Interfacing, Scout Drone Operation In my eyes, not only are tech 2 scout drones a must, it's one of the most bankable skills in the game, no matter what race you fly, a full set of tech 2 light scouts is generally always an option.

Jury Rigging, Armor Rigging, Energy Weapon Rigging Rigs are expensive but damn, they make a huge difference to your output. Well worth getting these and using rigs. (Bro-tip, use contracts to see if you can pick up some pre-rigged ships, often you'll save money on the rigs, your mileage may vary)

For the PvP bit:

Same as above but other skills of note are Energy Emission Systems, Propulsion Jamming, All the Navigation Skills First one allows a Nos/Neut in the utility high you have on many ships, Prop jamming is to stop targets running, and speed WILL be a huge factor in a lot of fights, being able to haul ass, control ranges etc are very very key concepts.

For the Exploration bit:

http://wiki.eveonline.com/en/wiki/Exploration_guide

There are many guides out there, do some digging it'll cover skills somewhere.

I lied :o

Red Venu Khardula
Ministry of War
Amarr Empire
#4 - 2012-01-19 01:57:00 UTC
Thank you, that was precisely what I'm looking for and thank you for both posts. :)
Seraph Minayin
Accounts Payable.
#5 - 2012-02-01 14:50:23 UTC
If you want an idea of what ship to fly to practise PvP, I'd reccomend the Punisher to start with once you can fit a T2 tank. I wrote quite a big article on the Punisher in my blog if you want to check it out :)

http://seraph-minayin.blogspot.com/

Lemming Fleet - First Admiral

trollerii
Evil Eye Incorporated
#6 - 2012-02-01 17:31:14 UTC
For ships I would say, an easy way to skill up is to go for a Punisher, see that you can t2 fit it (even guns) then go for Either Maller or Omen, and see that you can T2 fit that, then move on to a harbinger. This will allow you to do some PVPing and it will be quite affordable, You can then go for t2 Frigates and Cruisers, problem is that you will not have the money most likely in the start for these ships since they cost 30M+ with fittings and all. Battleships are quite far away and not that useful until you find a really stable blob corp/alliance or start to do Level 4 missions, but that is quite a bit away and you will be mopre versatile with t2 frig/cruis
Ira Infernus
Knights-of-Cydonia
#7 - 2012-02-02 03:15:18 UTC
People say minmatar is the hardest to intially start up on. I, among a few others, think thats stupid as its amarr; minmatar ships have a decent amount of base powergrid and dont have capacitor issues. (Dont even bring up the "mixed weapon systems; all the best minmatar ships use guns as bonused weapons)...

For missions (which I assume will be your intial source of income.. BTW the following is also based around getting the core pvp skills sorted);

Amarr dont have a "DPS" frigate thats too viable (unless you count the slicer but thats a bit out of reach for a newbie), so dont worry about gunnery JUST yet (although it should be a consideration); try and focus on learning the basics in the first week and get as many capacitor skills behind you as possible (also the support ones, like afterburner, fuel conservation, etc) aswell as engineering and electronics

The best mission ship you might initially consider is the coercer however (this would require gunnery skills, but again, IMO, there is a more efficient way for you)... This leaves you with the arbitrator, one of the best cruisers in the game... Its weapon type is drones; you will always want to use drones in eve, so its good to get these skills as early as possible. TRAIN DRONES V.. this allows you to use 5 drones at once if you have the bandwidth (I believe an arbitrator can use 5 mediums aswell).

While intiially stepping into a frigate I would get the most basic of standard missile skills and step into the inquisitor to run a few easy level ones.. start training toward drones and amarr cruiser ASAP. The standard missile launchers can also be used on an arbitrator.



Now you have an arbitrator, you can run missions with it, and pvp with it; it is a great ship to do both in.

I would now begin to look into lasers; You will have drones should anything get underneath them, the engineering and electronics skills to fit them, and the capacitor skills to support their hunger. Its not an issue to get into them this late because as mentioned earlier, amarr frigates lack in the DPS department.

Start screwing around with punishers and omens in missions/pvp to get your head around guns; once you are fairly skilled in them start looking at the harbinger to pvp/pve with... another great all rounder.

By the time you start looking beyond the arbitrator though I dont imagine you would need any more advice, so I have just typed to that point. Hope this has given you something to think about.
Red Venu Khardula
Ministry of War
Amarr Empire
#8 - 2012-02-03 14:22:59 UTC
I'm right now running around in a couple of ships (punisher,omen,arbitrator) and have been injecting any skill that I think may help me. If I had a way to show what skills I have learned I would post it. My goals right now is to be able to run missions, do some exploring and run complexes, and eventualy be able to pvp as a scout/stealth role in something like the pilgrim. I also want to be a jack of all trades at some point but I do not know if that is possible or what roles I could fill.

I used to play mechwarrior 4 in netbattletech league and was always in odd-ball mechs and scout/sniper/stealth roles and would like to continue to do that once I have some money and skills as well as meta skills about the game itself.
Lord Calus
The Scope
Gallente Federation
#9 - 2012-02-03 14:47:04 UTC
Sorry to say, but amarr don't really start to shine until you get tech2 ships or in to battleships.
Idicious Lightbane
Garoun Investment Bank
Gallente Federation
#10 - 2012-02-03 15:05:21 UTC
Lord Calus wrote:
Sorry to say, but amarr don't really start to shine until you get tech2 ships or in to battleships.



I'd say they don't start to shine untill you have t2 guns (and thus can use Scorch ammo), the harbinger is a very decent BC, the arbitrator is a great cruiser and the punisher isn't a bad frigate either. The T2 ship lineup for Amarr is awsome though Smile
Ireland VonVicious
Vicious Trading Company
#11 - 2012-02-04 22:19:06 UTC
Train your drones early and use the arbitrator to start.

Make sure you can use 5 T2 medium/light drones.
This will help you in almost all your future ships.
Baaa Shakiel
Kinnah Incorporated
#12 - 2012-02-12 19:15:08 UTC  |  Edited by: Baaa Shakiel
Ireland VonVicious wrote:
Train your drones early and use the arbitrator to start.

Make sure you can use 5 T2 medium/light drones.
This will help you in almost all your future ships.


Arbitrator is very specialized tree for newbie to be going into IMHO, he'll regret it later on(I know I did) however it I also believe that the Arby is the best pvp Cruiser! (Curse Cheapo Fit). OP is still new to game. Besides, Harbinger needs more gunnery & core skills rather than drones.

Use Certification Planner and train for "Amarr Military - Elite" Except for the Lv 5 skills, and you should be all set in a month or 2.
Opens you up to BattleCruiser Training. (Extra 4 Days I think?)

Who Said that Noob Ships SuCK? http://eve.battleclinic.com/killboard/killmail.php?id=15091146#lostLoadout

Buddy Program Available - Start off with Millions of Isk! https://forums.eveonline.com/default.aspx?g=posts&t=9874&p=10

Sprite Can
#13 - 2012-02-12 21:54:38 UTC
Amarr is unfortunately probably the most SP intensive race, as people have pointed out. Your T1 guns are pretty mediocre across all sizes but once you get T2 stuff it's pretty amazing. The Coerecer is a decent enough ship for Level 1 Missions, as is the Arbitrator for Level 2s and the Harbinger for Level 3s. Train up your capacitor and gunnery skills, they are essential to flying Amarr.

Refreshing Lemon-Lime~

Velarra
#14 - 2012-02-13 00:39:44 UTC
Patience, dedication and attention to focusing on your core competency skills. Determine the skills you'll need for T2 guns & general T2 modules for use on all ships you intend to fly, with exceptions as seem natural or - which research points out to be actually better than T2 (see: Tungston plates etc.).

Try to avoid using faction modules overly much as a fitting crutch as it can often be acutely expensive when lost. It can be great once you have your support skills tended to, yet is often best as icing on the cake than the make/break variable of your ships role.