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Harris Dawkins
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Posted - 2011.03.23 00:02:00 -
[1]
I'm returning to the game after a few years of hiatus and want to cross train into amarr (from gallente). I've already got drones and armor related skills, engineering, electronics, nav, etc. sorted, but I wanted to know if there's anything unique i'm overlooking aside from the large pulse/beam specs and ship skills?
What extras (beyond the core skills, which i've got) would you suggest for a amarr bs? Primary usage will be nullsec fleet operations, secondary use for ratting etc.
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Socio Stan
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Posted - 2011.03.23 05:15:00 -
[2]
I'd put energy emissions 5 pretty low on the list for Amarr BS. You will want it eventually, but the Curse and Guardian are far more compelling reasons to train it. Same deal with TD skills, they are mainly Curse/Pilgrim skills; Amarr BS don't have the mids to make use of it.
The only oddball skill I can think of that Amarr sometimes uses & Gallente doesn't is energy grid upgrades 5 for RCU IIs. Primarily for Tachs. |
Vito Antonio
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Posted - 2011.03.23 07:21:00 -
[3]
controlled bursts
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Lukriss
Caldari Notorious Legion Tactical Narcotics Team
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Posted - 2011.03.25 11:49:00 -
[4]
If assuming you're already flying Gallente BS pretty well the list should be pretty short.
Amarr BS V Large Beam Laser IV Large Pulse Laser IV Controlled Bursts V
That's pretty much all I can think of that I wouldn't have already trained as Gallente pilot.
Originally by: Redloc I want to gank hulks in high sec! I have a dedicated miner account so I have the funds to throw away.
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Idicious Lightbane
Percussive Diplomacy
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Posted - 2011.03.25 12:22:00 -
[5]
Energy management and Energy System Operations V if you don't have those yet, the Amarr BS are very cap hungry.
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Joran Dravius
Amarr Imperial Academy
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Posted - 2011.03.27 03:12:00 -
[6]
Originally by: Harris Dawkins Edited by: Harris Dawkins on 23/03/2011 00:28:10 I'm returning to the game after a few years of hiatus and want to cross train into amarr (from gallente). I've already got drones and armor related skills, engineering, electronics, nav, etc. sorted, but I wanted to know if there's anything unique i'm overlooking aside from the large pulse/beam specs and ship skills?
What extras (beyond the core skills, which i've got) would you suggest for a amarr bs? Primary usage will be nullsec fleet operations, secondary use for ratting etc.
I'm guessin energy emission V would be worth it, perhaps turret disruption (not sure if any bs would use their minimal mids for that)?
Controlled bursts, cap skills and fitting skills. Amarr ships are cap hungry and hard to fit.
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