Saturday, June 4, 2011

Amarr-ked Improvement

        After taking a grueling amount of time training up Tech II Projectiles, Knee took a small trip back to Empire space via Jump Clone Express. His old home base doubled as a great place to make a skillbook run. Able to put Tech II guns on Maelstroms and everything smaller, Knee decided his Minmatar training was adequate at the moment and he needed to embrace his humble side.

        Despite TEST employing Shield fleets in their Maelstrom-fielded strategic ops, there were also other fleets regularly formed that called for Armor. Since Gallente ship performance has lately been considered lackluster, and Minmatar choices are limited to the Hurricane and the Loki, the best option is to fly Amarr.

        Like most slave children who are lucky enough to be rescued by their Matari brethren and sent to be raised in the Heimatar region, Knee grew up with strong prejudice against everything dealing with the Amarr. Still, the older he has become and the more exposure he has had with the people themselves, he had to admit two things. First, that Amarr people aren't all bad guys out to enslave him. Second, they can build an array of truly impressive ships.

        One such ship is the Zealot. A Heavy Assault Cruiser that is difficult to supersede. It's fast, it has a small signature making it hard to hit, and "Short Range" Pulse Lasers can do amazing damage at 35km when using Scorch crystals.

        Knee liked the concept of infinite laser ammo. He never liked having to estimate how much projectile ammo to haul around, though being able to choose your damage type is handy. Lasers simplify the process to selecting the optimal crystal for your engagement range, with no reload delay.

        Within a few days, Knee had learned the basics of Amarr ships and Laser turrets, all the way to Battleship level. Taking that knowledge to Tech II would take a lot more time, but since Beam Lasers seem to go unused, that simplifies the training a bit. Still, the plan contains three big time consuming skills that cannot be ignored for this type of ship:
Medium Energy Turret V (10d)
Amarr Cruiser V (16d)
Advanced Weapon Upgrades V (20d)

        Everything else in the plan is another 22 days - Assault Ships to Heavy Assault Ships and Pulse Laser Specialization. It will be worth it, though, for it will enable Knee to be able to fly Armor or Shield at any time.

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