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farm lad
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Posted - 2008.04.30 04:52:00 -
[1]
Well i am in love with Amarr, and i need help to understand how to get them viable enough to play starting from scratch skills.To fly an Amarr BS effectively in PVE and maybe pvp, in particuluar the Abaddon
ok Right now i am trainging Energy Mangament to 4 and cap reacharge to 4. Next would be gunnery 5. Controlled bursts to 4. Surguical strike to 4. Rapid Fire to 4. Traj Ana to 4 Motion prediction to 4. Weapon ugrades 5 Repair systems to 5. Hull upgrades to 5. Armor Compensations to 3 All skills necessary to Large Energy turret 4 Then Frig 4 Crusier 4 BS 4.
So what do you guys think my Abaddon would like after that
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Commander Thrawn
the united
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Posted - 2008.04.30 05:24:00 -
[2]
advanced weapon upgrade 5 electronics 5 engeneering 5
this will help with fittings
energy management skills for cap skills
large energy turret 5 for tech II guns tbh as well BS 5
you have to right idea but it really does take a while to train to really fly a amarr Bs properly
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.04.30 05:26:00 -
[3]
Edited by: Goumindong on 30/04/2008 05:27:07 Amarr really starts to shine when you can use it tech 2 fitted. Especially for missions. I know a lot of people don't like to use t2 ammo on missions but its easily worth the expense.
You will also want advanced weapon upgrades to 3 or 4 depending on how you are fitting. ed: And electronics 5, engeneering 5. Totally missed that these weren't on your list.
For PvE you should max your cap skills.
For PvP you should make sure to get EM 5 and thermodynamics. Heat is the single strongest skill in this game and you should get it and use it all the freaking time.
Vote Goumindong for CSM |

Nomakai Delateriel
Amarr Viziam
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Posted - 2008.04.30 05:35:00 -
[4]
Originally by: Commander Thrawn advanced weapon upgrade 5 electronics 5 engeneering 5
this will help with fittings
energy management skills for cap skills
large energy turret 5 for tech II guns tbh as well BS 5
you have to right idea but it really does take a while to train to really fly a amarr Bs properly
Unless you're planning to go Sniper-baddon the powergrid isn't exactly the most limiting factor for an Abaddon. As such AWU V can wait. It is a Rank 6 skill after all, and that means at least something like 24-30 days. AWU IV, yes. Most definitely. But not AWU V. That's IMHO something you can think about when you're taking the rest of your gunnery skills to V (rapid fire V etc). Unless you can show a fitting that absolutely requires AWUV and has a clear advantage over any AWUIV setup. I know that there are a bunch of Geddon setups that require AWUV, but not Abaddon setups. ______________________________________________ -You can never earn my respect, only lose it. It's given freely, and only grudgingly retracted when necessary. |

Crawler
Gallente Solar Wind
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Posted - 2008.04.30 06:08:00 -
[5]
well armor skills need to be atleast 4 a amarr ship doesnt really hit that hard considering most enemys have high EM as standard so you need to be able to hold out. train up so you can use hardner II, DCU II and energized adaptive nano membrane II also you will need armor repair II _____________________________________________ yawnnnnn |

farm lad
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Posted - 2008.04.30 07:17:00 -
[6]
err reason i did not put in eng 5 and elec 5 is because i have them.
And i am pveing against drones
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Raekone
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Posted - 2008.04.30 07:45:00 -
[7]
Originally by: farm lad Well i am in love with Amarr, and i need help to understand how to get them viable enough to play starting from scratch skills.To fly an Amarr BS effectively in PVE and maybe pvp, in particuluar the Abaddon
ok Right now i am trainging Energy Mangament to 4 and cap reacharge to 4. Next would be gunnery 5. Controlled bursts to 4. Surguical strike to 4. Rapid Fire to 4. Traj Ana to 4 Motion prediction to 4. Weapon ugrades 5 Repair systems to 5. Hull upgrades to 5. Armor Compensations to 3 All skills necessary to Large Energy turret 4 Then Frig 4 Crusier 4 BS 4.
So what do you guys think my Abaddon would like after that
By far the most important gunnery skill for any battleship is Motion Prediction, it makes you hit stuff. When you start hitting stuff you can go on maxing the other ones like surgical strike and rapid firing to increase damage output. Trajectory Analysis and Sharpshooter usually lay at the very back of my list as you can come around that by personal "skill" anyway ie. you can like, move your ship around to where your optimal is. These are of course essential to have too but not as essential as the other ones.
So to recap on training order:
1. Tracking skills: Motion prediction (and BS skill if gallente) 2. Damage skills: Surgical strike, rapid fire etc (plus amarr BS skill if abaddon/arma). Maybe even take the leap to T2 large guns? 3. The rest: Optimal range, falloff, cap reduction etc
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Nomakai Delateriel
Amarr Viziam
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Posted - 2008.04.30 09:08:00 -
[8]
Motion prediction is also a prequisite for T2 guns, so of course it goes to V asap. ______________________________________________ -You can never earn my respect, only lose it. It's given freely, and only grudgingly retracted when necessary. |

J'Mkarr Soban
Amarr Proxenetae Invicti
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Posted - 2008.04.30 09:19:00 -
[9]
Originally by: Nomakai Delateriel Motion prediction is also a prequisite for T2 guns, so of course it goes to V asap.
Only for Pulses. It's Sharpshooter for Beams.
-- These are my personal views and in no way represent the views of Proxenetae Invicti, which maintains a neutral stance stemming from the strong ethics demanded of its work. |

Nomakai Delateriel
Amarr Viziam
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Posted - 2008.04.30 09:36:00 -
[10]
Originally by: J'Mkarr Soban
Originally by: Nomakai Delateriel Motion prediction is also a prequisite for T2 guns, so of course it goes to V asap.
Only for Pulses. It's Sharpshooter for Beams.
Ok. So I should have said "prequisite for all short range guns" (which includes autos and blasters). Happy? ______________________________________________ -You can never earn my respect, only lose it. It's given freely, and only grudgingly retracted when necessary. |

Blutreiter
Amarr Digital Fury Corporation Digital Renegades
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Posted - 2008.04.30 09:50:00 -
[11]
There is a WORLD of difference between level 4 and level 5 skills for amarr.
I strongly suggest you get Energy Management, Cap Recharge and Controlled Bursts to 5 ASAP. The effects are astounding.
Cogito ergo boom - I think i'll blow sh*t up
Originally by: CCP Explorer I know we have said this before, but this time we really mean itÖ
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Loash
Demented But Determined
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Posted - 2008.04.30 11:02:00 -
[12]
Correct me if I'm wrong, but aren't Rapid Firing V and Repair Systems V sometimes not recommended for Amarr pilots due to their habit of hooving up more cap? |

kessah
The Arrow Project Morsus Mihi
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Posted - 2008.04.30 11:13:00 -
[13]
general rule of thumb on training any race really is:
⇒ Get support skills to level 4 ⇒ Get T2 Medium Guns ⇒ Get Cruiser 4 and/or BC 4 ⇒ Get Armour tank skills to 5 (especially the upgrade skills) ⇒ Get T2 Large Guns ⇒ Get Support skills to level 5
⇒ Get Racial Battleship 5
This above require at least 18m skill points dedicated in battleships. All support skills are required at 5 eventually, regardless if its a double edged sword.
Id suggest dont sit in one until battleship 4 and t2 large guns with credible support skills, but everyone cant wait for the ship they desire so at least get ur support skills up as best u can.
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Iron Wraith
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Posted - 2008.04.30 11:26:00 -
[14]
get the t2 toys for your BS, they help a lot. i have a dual large rep pulse abaddon that is cap stable with all modules running. i had the cap skills at 4 and 5, most tanking skills at 5 except the cycle time one at 4, amarr bs at lvl4 and the gunnery at lvl5 except specialisations at lvl4. that ship was very solid for running lvl4 missions.
without the t2 guns and lower skills she also works very well, i have a friend who is doing that with his alt.
lvl5 everything is very nice, but you dont need to wait for a full rack of lvl5 skills before you can use your ship.
when you mentioned fighting drones i assume that means ratting out in the 0.0 drone regions? if so then i'm not sure what else you would need on your ship to be safe for ratting in 0.0 with. Because sometimes you just have to go back to your roots: [2005.02.20 01:08:03] (combat) Your Civilian Light Electron Blaster perfectly strikes Serpentis Smuggler, wrecking for 20.3 damage |

Gartel Reiman
Civis Romanus Sum
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Posted - 2008.04.30 13:05:00 -
[15]
Originally by: Loash Correct me if I'm wrong, but aren't Rapid Firing V and Repair Systems V sometimes not recommended for Amarr pilots due to their habit of hooving up more cap?
It would be a bit silly to neglect training these on those grounds. Yes, they do increase cap consumption, but only because they let you do those things faster. It may not be the easiest thing in the world, but in theory you can cycle your lasers/reppers manually and wait for 5% of their cycle before reactivating them again, if you really want to emulate the effects of having those skills to IV. And of course, you get the benefit of being able to do 5% more damage and tank 5% more while you do have cap (and in PvP, you'll almost certainly be cap boosted and thus have enough cap until you're out of boosters; in PvE it's not such a big deal). Plus of course, destroying your opponent faster means he cycles his reps less and you actually use less cap overall.
It'd be like not training Acceleration Control on the grounds that sometimes 6,000m/s is too fast and you'd much rather do 5,500 - completely overlooking the fact that the speedometer lets you do 5.5km/s when required and you still have the option of doing 6km/s when more speed is just plain good.
The only argument that would be worthwhile for not training them to V would be if you were actually unable to turn the reps off once your cap dipped below 30% - so either AFKing or very very lazy in missions. In both cases, Amarr aren't the best choice and you'd be better off in a Domi.
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Upright
Amarr Dirt Nap Squad
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Posted - 2008.04.30 16:17:00 -
[16]
Sharpshooter is worth getting to lvl V since amarr have the best optimals in game, with tract anayl isnt worth getting past III since amarr have the worst falloff.
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Lord WarATron
Amarr Black Nova Corp Band of Brothers
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Posted - 2008.04.30 16:23:00 -
[17]
Originally by: farm lad
And i am pveing against drones
If all you are ever going to do is shoot drones, then use a Apoc. It has a lot more cap and is more forgiving to lower skilled players. 7 guns and a tractor beam
Abaddon you need lots of skills at lvl5 and for low skilled pve, you are going to kill your capacitor consumption. Best to use apoc while you train up. --
Billion Isk Mission |

Mariana Benn
Amarr
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Posted - 2008.04.30 23:10:00 -
[18]
Good discussion, but I would add support drone skills scout drones and drone interfacing reasonably high on the must train list. Drones are absolutely beneficial in both pve and pvp in order to deal with what your big guns can't hit. Even with a good webber there are many ships that fall in that 10-20+k range which large guns (esp beams) can't always manage. Drones have saved my derrier many more times that I can count.
If you are into flying a geddon then go for hvys as well, cause they add to your already very decent dps. "Still haven't found that lost cheeseburger" -- Mar --
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Chelone
Stone Shadow Syndicate
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Posted - 2008.05.01 01:42:00 -
[19]
I rat drones in 0.0. It's easy. The following Geddon is very effective and very cheap:
7xDual Heavy Modulated Pulse w/ XRay 1xTractor Beam
1xQuad LIF MWD 2xCap II
1xLAR II 1xEANM II 1xDC II 1x1600 Tungsten Plate 2xBeta Cap Relay 2xHeatSink II
(no rigs needed)
Drones: 5xHammerhead II, 5xMed ECM drone, 5xT2 Light
The tank it has is "just enough." There's a few triple BS spawns that will push it, but not really dangerously unless your skills suck. If you want to go expensive and add rigs, add 2xCCC and a damage rig, and pull a Beta Relay for a 3rd Heatsink. And/or if you really want a better tank, swap something for a 2nd EANM II or hardener of your choice.
I don't recommend using 5xHeavy Drones. For one thing, they're slow as hell. You can burn the target before they even arrive. For another thing, you have no other way to kill small targets. Having a full rack of meds, lights, as well as emergency ECM drones is perfect IMO. Though I really only use the Hammerhead II's, the lights are just backup I guess.
This ship burns BS drones just fine and dandy, and no ammo needed. I don't see the point of using anything else, honestly.
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Lance Fighter
Amarr
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Posted - 2008.05.01 02:13:00 -
[20]
my suggestion to flying amarr properly:
Open up the ship you want in eft. Right click on the white part, not where the modules are, but the space around it. Go to the "change skills" or whatever area, and get every single one of those skills to 5, except e-war drones, and the two shield ones.
Once you can say you have that, then you can start flying amarr properly.
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Chelone
Stone Shadow Syndicate
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Posted - 2008.05.01 02:15:00 -
[21]
Except he said he's ratting drones, not competing in alliance tournaments... drones are easy, my setup works fine with L4 skills I'm sure.
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Bertn Erney
The Fudge Packers Union
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Posted - 2008.05.01 02:16:00 -
[22]
max out all cap skills and max out all fitting skills and then start to max out laser skills with good armor skills and you can fly amarr alright, to even fit them right on alot of their battleships you need fittings skills maxed out and even then sometimes you need hardwirings
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Lance Fighter
Amarr
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Posted - 2008.05.01 02:23:00 -
[23]
Originally by: Chelone Except he said he's ratting drones, not competing in alliance tournaments... drones are easy, my setup works fine with L4 skills I'm sure.
Err.
Good point. For ratting drones you just need a effing HUGE cargo bay.
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Chelone
Stone Shadow Syndicate
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Posted - 2008.05.01 03:23:00 -
[24]
Yeah, I stopped carrying spare crystals on my Geddon, I just keep XRay in the whole time. This leaves my entire 600 m3 free, which is exactly enough for the maximum alloys from 3xBS drones. 19km optimal on XRay/Modulated DHP is perfect for tractor range also. You could probably use Gamma though, I guess.
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Shannon DeBruce
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Posted - 2008.05.01 04:10:00 -
[25]
The first observation is that to get any BS to a good representation of its type is to train many skills to 5, minimum 4 on the other relevant skills.
With adequate but not outstanding skills, best bet is probably the Geddon (drone skills a must), but certainly NOT the Baddon.
With good but not great skills, the Apoc.
With great skills, the Baddon.. or the Apoc again <g>
One observation: you can fit more pulse lasers for your skill level, but you are limited in range when you do that (and in damage). I prefer one less beam (modulated mega) because I can fit Amarr Navy std crystals for range, UV for 75% range, and multi's for 50% range. Either of these last two have a nice advantage over the pulse..becuz when your opt is 78 km, you can go to half that if appropriate and now your multi crystals give you killer hitting power vs pulses.
I think CCP changed something recently in this regard to make this so - I look at lasers and see the mega modulated beam has the same damage multiplier as the mega pulse II. So there is a benefit to accepting less tracking and higher fitting requirements!
It is no longer true that just a few missions have ships at long range. Quite a few have spawns that appear at long range. Put the std in, and pop them at 80 km if you hv the skills.
Are they at 30-40 km? Poor things, switch to multi and watch them melt.
You always need good drone skills for missions (drone interfacing 4) because your drones not only pick off fast ships that get in close, but help in killing NPC's that have high laser resists. The drones tip the balance nicely..
You can read thru this forum to see the fittings, and then you can check to see if you can achieve them.
I personally love the smell of lasers in the morning..
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Kehmor
Caldari PAK
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Posted - 2008.05.01 04:18:00 -
[26]
I would recommend training universal skills to 5 first. Engineering 5, electronics 5, energy management 5, weapon upgrades 5, energy operations 5. All of these will be valuable skills for amarr, especially battleships. More over they allow you to change your mind without feeling you have invested too much time exclusively in amarr. Be really sure what you want before you specialise and train these in the meantime. Despite some whines amarr are an incredibly strong race at the moment with a variety of versatile ships.
Hope this helps!
Regards,
Kehmor Violence isn't the answer, it is the question. The answer is yes. |
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