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|Posted - 2009.01.24 01:11:00 -
I have no idea which of the two to go for, I am slightly leaning towards the maller due to its resistances bonus..
But I have no idea how to fit them..
I am currently only looking for t1 fits please, to get me started on lvl 2s
|Posted - 2009.01.24 01:21:00 -
I don't fly Amarr, so I can't make any specific suggestions. However I would highly recommend that you visit battleclinic.com. There are some great loadouts there posted for all sorts of ships. Just do a forum search for the one you're looking to fit.
|Posted - 2009.01.24 01:43:00 -
Maller i'd say.
|Posted - 2009.01.24 03:26:00 -
omen does okay as a gank ship. although my setup was from when it had 4 turret slots. has **** for tank, uses ab to keep range/minimize transversial as much as it can. pops frigs at range fast. popped cruisers rather well too.
5 beams (for range mostly)
after burner, cap booster, web or cap recharger
small armor rep II, 2x adaptive nano membrane II, 2 heat sinks
3 light drones!
|Posted - 2009.01.24 04:16:00 -
Use the maller until you get your skills up. It is more forgiving.
|Posted - 2009.01.24 05:07:00 -
Edited by: Joe on 24/01/2009 05:14:36
Edit=Some spelling mistakes fixed, to busy todo all of them
Maller's have nice resistances and will give you more fitting options, but I'd recomend an Omen to start with.
I usually recommend the Omen to my new Pilots becuase it will give drone experience, but unlike the Arbitrator will give you a better primary Turret weapon system to rely on if you make mistakes and loose your drones (and you will make mistakes, its only nutural when your new)
while your starting out i'd like to recomend the simpliest fit out possible. It relies on cap skills (lvl3-4 Energy system operation and energy management) and mods to permently run a repairer and keep your ship nice and safe while your becomming familar with lvl 2 missions.
Hi's - Heavy Pulse Laser 1's.
Mid's - Cap Recharger 1's
lows - Medium Armor Repairer, capacitor power relays.
Drones - 3x Hobgoblin 1's.
Yes, its a very broring setup indeed, but when your just starting this simple setup will give you a base you can build on as your skills increase.
Once you have navigation skills try a '10mn Afterburner' and a 'Stasis webifier' in mid slots, It will allow you to rapidly catch upto NPCs, web them and then you will be in range with your pulse's todo the most Damage possible.
You won't have the skills for 'Active hardeners', a type of resistance mod that will lower the damage taken from enemys, but you will quickly be abel to use 'membranes' a Version that requires less skills. you should find that using one or two of these will lower te amount of damage taken in a mission, if you correctly match the resistance type, with the npcs in a mission (just ask in corp chat about the matching, You should get plenty of help in Eve Uni)
Don't forget to take every lense variety possible with you so you can change your 'optiaml range'.
When you have some better engineering skills you can upgrade to Beams, and a properly fitted out maller. You won't Nedd a stasis web then, could probably leave off the Afterburner aswell, but don't get rid of your old Omen, it'll come in handy for the inevitable courier missions youll get.
Hope that helps alittle, i'm sure theyll be plenty of people that will argue against my advice given in the post, but thats the great thing about Eve, there reallly is a hundred different ways todo everything
Omega Fleet Enterprises
|Posted - 2009.01.24 07:28:00 -
Maller's more forgiving, but the omen is indeed a better training boat.
Although all those cap mods are a bit unnecessary ...
5x Focused Medium Pulse
1x 10MN AB
1x Cap recharger
1x Medium Armor Repairer
2x Capacitor Power Relays
3x Light Drones
... and I really think they should boost T2 plate HP.
|Posted - 2009.01.24 07:48:00 -
The omen is a nice ship, but its nice for a throwaway disposable suicide gank cruiser, not something a newbie wants.
This is how i recommend you do amarr (i would suggest learning skills to taste at the start or during this, im going to assume you are handling that aspect of your training)
1. Get into a punisher. Train your fitting skills up to at least 3 all around, make sure your nav skills are trained a little bit. Get targeting up some.. the basics.
2. Get a maller and do level 2s - its the safest way for a total newbie combat character to get money. You can rat low sec with a punisher and do good as well. Fit the maller with small guns and a nice safe tank. Continue training fitting skills and other support skills. If missions are becoming easy for you take away some of the tank modules and replace with a heatsink or two.
3. Once your fitting skills and support skills and such have been worked on a bit, train for t2 drones. Straight away. Just put them into evemon, train up all other drone skills as well, to at least 3, ones that increase damage get them to four. While doing this continue using your maller.
4. After you can control 5 drones and have some skills up (you may want to wait for t2 drones, but just getting drone 5 and some drone skills up is enough), switch to an arbitrator. Continue getting your drone skills up, add fitting/support skills as needed. Continue doing level 2s, but be amazed at how much faster you are with an arbitrator. I would also reccomd you get cruiser 4 sometime around now or in step 5.
5. Once drone skills are trained up to a decent amount, i would go ahead and train up any other fitting/support skill of any kind (this includes nav and things that help you target more things/target faster/etc) that takes less than say, 4 days. You also want to probably get your cap-related skills up to 5 now. By now your arbitrator should be a pretty awesome thing. You can try some level 3s in it if you want, but level 2s are probably safer and easier. I also recommend around now if you want to, go ahead and get some cheap frigates and fly around low sec, maybe try some pvp with other people.
6. Start polishing your gunnery skills. Your goal here is to make sure your gunnery skills are all at 4 at least, and you also want to start working on medium turrets, once you get medium turret to 4 and your gunnery skills are nice begin training battlecruiser.
7. Your fitting and support (DONT FORGET TO TRAIN UP NAV SKILLS=P) skills should all be at 4 or 5 now, if not get them there. once you have BC 3 or 4 go ahead and hop into a harbinger. Shoot for BC 4 and t2 medium guns.
From there you should know what to do. You will continue working on your fitting skills. T2 large guns are a much larger investment than t2 mediums. Decide now if you want to head to fitting out a battleship properly, or want to start training for hacs. Either way i keep working on those fitting and support skills, you want to get them all to 5 eventually, with the exception of some shield skills ofcourse, though some shield skills are even worth training to 4 because you still have shields the enemy has to shoot through first, and the minor shield regen thats always happening on an armor tanker can add a few more DPS to your tank if you train the skills for it.
The reason i recommend doing it this way is because t2 drones really are a great thing to get, and amarr has a very nice drone cruiser in the arbitrator. Because of this we dont focus on gunnery so early, and instead get the require drone skills we will need for larger ships early on and use them as our primary weapon. Lasers are demanding early on due to cap issues, and drones are nice because you can pve well wth them.
This is my recommendation based on 'starting over' several times with an amarr 'main', and having to sit through the boring training that newbies must do, trying to find the most efficient way to do it with out boring myself todeath.
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