Preparing for Incursions
|This article represents how we do things in the EVE University Incursion Community and while other communities may do similar things it does not represent the best or only way to run Incursions. We make some compromises on efficiency for the sake of additional safety to create an environment where anyone can step up and learn a new role.|
Unless you are already heavily invested into a certain race or weapon system, it might be a good idea to think of which logistics ship or pirate faction battleship you'll want in the end, rather than what your first incursion ship should be. You should also consider secondary value of whatever you train, perhaps you can find an end-of-the-line ship that not only furthers your goals for incursions but other goals as well given the skills you'll end up training for it.
See ship progression in Incursions for more information.
| Attribute implants
The training times listed for these will assume that you utilize the +3 attribute implants (see the +3 Implants Program for unistas to get started). These implants are cheap and gives you a much needed boost to your training times.
| Neural remaps
Normally one should be careful about remaps and not spend them needlessly. However, if you are making an alt knowing that it will only train for a month or two and not train anything else after that point, consider using all the remaps.
| Multiple character training
Pilot License Extension (PLEX) can be used to activate multiple character training. If you want to use the characters at the same time, or plan on training for a long time, consider making a second account instead as characters on the same account cannot be logged in at the same time.
The majority of the skills we ask you to train are core fitting and support skills that'll help you fit and fly most ships better. Even the combat skills are mostly general gunnery or drone support skills you'd train as well if you did anything combat related in EVE.
Minimum skills for damage dealers
Getting the minimum skills for a damage dealer requires a couple of months worth of training, if you train into a turret-based battleship on a brand new character. These minimum skills will allow you to fly any of the minimum battleship fits for vanguards. It will also allow you to fly most of the assaults fits, although some of them might require you to touch up on a skill or two.
|Core skills||Utility skills||Gunnery skills||Ship skills||Drone skills|
|~ 10 days and 4 hours||~ 8 days and 1 hour||~ 19 days and 3 hours||~ 4 days and 22 hours||~ 12 days and 20 hour|
Signature Analysis IV
Spaceship Command IV
|~ 55 days, 2 hours and 19 minutes worth of training in total (~ 2,7 million skillpoints)|
- ^ Shield Operation IV is required for the EM Shield Compensation skill.
- ^ Shield Upgrades IV is required for the EM Ward Amplifier II module.
- ^ Hull Upgrades IV is required to fit the Damage Control II module.
- ^ Propulsion Jamming is needed to use a stasis webifier module.
- ^ Controlled Bursts is needed to lower the cap usage of all hybrid and energy turrets, but useless for projectiles as they do not use cap to fire.
- ^ a b <racial> Frigate III and Small <racial> Turret III are starter skills you normally have, but are included in case you have to cross-train out of your initial race.
- ^ Drones V, Light Drone Operation V and Amarr Drone Specialization I is required to use Acolyte II. It's acceptable to skip this skill initially if you can use other drones, like Warrior II drones, but train it as soon as possible.
- ^ a b c Drone Durability I, Repair Drone Operation II and Shield Emission Systems III is required to use shield maintenance drones. If you have room for heavies they require Repair Drone Operation III.
Recommended skills for damage dealers
Apart from the minimum skills listed above to get going, there are a few skills that you should get as soon as possible once you start running.
- Train some additional skills to be able to fly the minimum battleship-fits for assaults and increase your drone control range.
- Optionally prepare for headquarter sites as well (strong emphasis on cap and propulsion).
- We rely on offgrid boosters and as such we need people with leadership skills to pass boosts down the fleet hierarchy.
- Training into tech two weapons bring much needed flexibility and range projection, even for regular tech one battleships.
- While we use mostly short range weapons, consider training into the long range specialization as well.
- Some ships can fit target painters or remote capacitor transmitters, which require a few skills to be useful.
|Assaults||Wing Commander||Tech two weapons||Utility skills|
|~ 19 days and 8 hours||~ 6 days and 15 hours||~ 34 days and 18 hours||~ 2 day and 17 hours|
Shield Management IV
Electronic Warfare III 
- ^ Electronic Warfare IV is a requirement for Advanced Drone Avionics.
- ^ a b Optional - Consider spending an additional 9 days and 19 hours training into the long range specialization as well
- ^ Electronic Warfare III is needed for Frequency Modulation and Long Distance Jamming.
Training for logistics is considerably more time-consuming than that of a regular damage dealer. Please remember that when you think the above mentioned skills for a damage dealer is a long train. The bare minimum to make the logistics ships work is Logistics Cruisers IV, there is practically no way to make these ships function with lower skills than that. The reason for that is because the skill heavily influences the cap usage of remote repair modules as well as capacitor transmitters.
Minimum skills for logistics
It takes almost three months to get good enough skills to fly a minimum logistics fit and you should try to skill up and upgrade to the recommended fit as soon as possible. The repping power of meta four remote shield boosters are inferior to that of the tech two variant, so moving out of the minimum fit should be a high priority.
|Core skills||Utility skills||Logistics skills||Ship skills||Drone skills|
|~ 10 days and 5 hours||~ 25 days and 13 hours||~ 6 days and 9 hours||~ 32 days and 13 hours||~ 5 days and 14 hours|
Shield Emission Systems IV
<racial> Frigate III 
|~ 74 days and 16 hours worth of training for aScimitar (~ 3,7 million skillpoints) and ~ 78 days and 7 hours for aBasilisk (~ 3,8 million skillpoints)|
- ^ Energy Grid Upgrades is required for the cap, power diagnostic and reactor control modules.
- ^ a b c Basilisks only - Shield Upgrades IV, Hull Upgrades IV and Capacitor Emission Systems IV are required for the Large Shield Extender II, Damage Control II and remote capacitor transmitter modules
- ^ a b Signature Analysis V and Long Range Targeting V are requirements for the Logistics Cruisers skill.
- ^ Target Management V is a requirement for the Advanced Target Management skill.
- ^ <racial> Frigate III is a starter skill you normally have, but is included in case you have to cross-train out of your initial race.
- ^ a b Drone Durability I and Repair Drone Operation II is required to use shield maintenance drones.
- ^ Shield Emission Systems IV is already trained as a requirement for the Remote Shield Booster II module.
Recommended skills for logistics
Since the minimum skills only gets you so far, it's important to continue training into the recommended logistics fit for logistics (and preferably the advanced fits too). This is important because being able to quickly upgrade from meta to tech two Remote Shield Booster II modules will ensure the safety of the fleet.
|Recommended||Advanced ||Drone skills||Rig skills |
|~ 11 days and 1 hour||~ 42 days and 10 hours||~ 15 days and 9 hours||~ 3 days and 1 hours|
Power Grid Management V
Logistics Cruisers V
Repair Drone Operation V
Jury Rigging III 
- ^ This assumes you've already trained the skills listed under recommended.
- ^ Basilisk only - Increasing Shield Rigging will help counter the signature bloom of the shield rig on the basilisks.
- ^ Basilisk only - Needed to get enough cap from a single remote capacitor transmitter chain instead of the usual two. For scimitars this cuts down the training time by 8 days and 12 hours.
- ^ Jury Rigging III is a requirement for the Shield Rigging skill.
Once you've got the most pressing skills trained and you're looking towards further training, remember that in the time it takes to train a skill from IV to V you can usually train up a handful of other skills from I to IV. As a general rule of thumb we recommend that people train their skills up to IV before starting to max them out. Sometimes you need a skill that requires you to train another skill to V, so it's not always avoidable, but until you have a solid set of skills trained it makes sense to hold off on training skills to V.
When you start training skills to V it might be a good time to start doing some serious skillplanning and consider neural remaps and better attribute implants. While restrictive, a good neural remap and attribute upgrades can lower the training time significantly.
Honing your skills
Remember that the minimum and recommended skills are just the beginning and there is much room for improvement. Maxing out the gunnery and support skills and topping off your racial ship skills for example will make your ship much more efficient. You'll also have many more options to improve your fit with better fitting and support skills, like upgrading a module, drop an excessive tank module for more utility modules and so forth.
What you're going to train next differs a little bit based on what ship and what weapons you're going to use. For some fitting skills will be prioritized due to the lack of CPU or powergrid of their hull, for others capacitor skills are more important while others can simply go straight for better ship and gunnery skills.
Crosstraining into armour
While we primarily run shield fleets, most of the skills you use will be reusable for armour fleets as well. It wouldn't take too long to touch up on your armour skills to be able to run armour fleets. For unistas it also gives them great skills to use within the Wormhole Campus, as they run primarily armour fleets.
|~ 18 days and 10 hours||~ 46 days and 7 hours|
Hull Upgrades V
Hull Upgrades V
- ^ Remote Armor Repair Systems III is required to use armor maintenance bots.
- ^ Logistics need to train Remote Armor Repair Systems IV for the sake of reducing the cap usage of their remote armour repair modules.
Useful training for alts
It is no secret that having alts or several accounts are extremely useful in EVE. Incursions are no different and we can make good use of alts for a wide variety of things, especially unistas during war. The training times shown below are assuming the same +3 attribute implants as mentioned at the top of this page.
Hacker / Scout
Scouting can be done in pretty much any ship and doesn't require any skills at all, even shuttles. When it comes to hacking there are a few skills that help, but for the most part you'll have the skills needed to hack right off the bat.
For more information about the role, see the hacker/scout section on the Roles in Incursions page.
Minimum Heron fit
When it comes to suitable ships for hacking it pretty much boils down to speed and midslots. We recommend the Heron (Caldari Frigate) because it's cheap, fast and has five midslots.
Data Analyzer I
Data Analyzer I
Data Analyzer I
Data Analyzer I
5MN Microwarpdrive I
Nanofiber Internal Structure I
Nanofiber Internal Structure I
Small Memetic Algorithm Bank I
Small Memetic Algorithm Bank I
- The skill Hacking is by far the biggest contributor to efficiency when hacking, consider training Hacking III at it's a very quick train that gives a big performance boost.
- Being able to fit Data Analyzer II modules is nice, but usually overkill as the skill-level needed to fit those modules would make your regular tech one modules more than good enough. Plus, four tech one modules with Hacking III is usually enough to get the hack on the first or second try.
- Right-clicking your microwarpdrive and selecting the option "Set auto-repeat off" is a good way to make sure you only run one cycle of the microwarpdrive, thus avoiding any embarrassing issues like forgetting to keep it on and capping out before you can hack the tower.
The Orca is a wonderful ship that's more like a mobile base than just a ship. It has a ship maintenance bay to store ship, enough cargo hold to carry lots of ammo as well as spare modules, an ore hold for Lyavite. Its refitting services and fleet hangar is also very useful for changing things up while in space, or to have a nearby stock of lyavite handy in a non-station system.
Even if you fly this ship on an alt that you cannot have logged on at the same time as your main character, the Orca is a tremendously useful ship.
Training into the Orca
|Support skills||Ship skills||Leadership skills||Navigation skills|
|~ 5 days and 3 hours||~ 5 days and 15 hours||~ 10 days and 16 hours||~ 1 days and 14 hours|
Hull Upgrades IV
Spaceship Command V
High Speed Maneuvering III
|~ 23 days worth of training in total|
Minimum Orca fit
500MN Y-T8 Compact Microwarpdrive
Adaptive Invulnerability Field II
Thermic Dissipation Field II
Kinetic Deflection Field II
Reinforced Bulkheads II
Damage Control II
- With just the modules present you'll have a tank of well over 200k effective hit points (ehp).
- If you want tank and go with Large Transverse Bulkhead II rigs your buffer can exceed 400k ehp vs regular gallente gankers.
- If you fit for warp speed with Large Hyperspatial Velocity Optimizer II rigs your warp speed can be as high as 3,5 AU/s.
- The Thermic Dissiplation Field II and Kinetic Deflection Field II module will increase your tank vs gallente-gankers who do primarily thermal and kinetic damage. This will raise your average ehp without really making you too vulnerable to minmatar gankers using EMP ammo.
| The ore hold is perfect for lyavite and can hold up to 163 full stacks which is 41,575 units of ore.|
(the hold itself can take 50,000 m3 worth of any ore and is unaffected by skill)
|The fleet hangar is another 40,000 m3 that can hold just about anything (including assembled frigates). This hold can be used for spare modules and ore to be available to fleet members, or just secondary storage.|
Ship Maintenance Bay
The main function of a ship maintenance bay is that it can take fully assembled ships (no need to repackage them). Below is a short summary of the benefits and limitations of the ship maintenance bay.
- The ship maintenance bay can hold 400,000 m3 worth of assembled ships which is enough to hold ships as large as a battlecruiser-hull but not a battleship-hull (their size exceeds the 400k limit). Keep in mind that carrying several more valuable ships in the bay can make your Orca an attractive suicide gank target.
- The cargo scan will not show any modules fitted to ships in the maintenance bay, which is something you can take advantage of by putting your more costly modules on ships inside the maintenance bay, thus hiding them from scans, but remember they can still drop.
- Ships in the maintenance bay cannot have anything in their cargohold except charges (ie, ammunition and scripts), so modules must be fitted to the ships (but can be offlined) or placed in the Orca's regular cargohold or fleet hangar.
- You can give fleet members access to the ship maintenance bay while in space, allowing them to store, launch and board ships directly.
The ship maintenance bay allows for Orca pilots to bring several small ships or a select few cruiser-hulls. This will allow you to bring several incursion ships, or other ships to use while you wait; like mission/exploration ships. Here's a list of a few ships commonly used and how much room they take up in the maintenance bay.
|Logistics and strategic cruisers||Command ships||Other ships|
|89,000 m3||107,000 m3||118,000 m3||80,000 m3||92,000 m3||115,000 m3||216,000 m3||252,000 m3||234,000 m3||18,900 m3||100,000 m3|
Having an alt capable of flying your ships around is invaluable when your main character is at war or otherwise indisposed. If the purpose is just to fly the ship, they wouldn't need any gunnery skills whatsoever. The same character could theoretically become your dedicated incursion/mission alt down the line to make life easier for your main character, if you have the means to support a second account that is.
Moving your actual main, who is in uni, can be done safely in something as simple as a shuttle. See travel fits for more information on how you can easily move your main to and from incursions when you want to run.
Below are various levels of training needed for different type of tanking capabilities. As a minimum, the Hull tanking and Ship skills is enough to fit a Damage Control II and Reinforced Bulkhead II modules for a solid 150k+ ehp buffer on a regular tech one battleship. If you train the Additional race as well, the alt could move a pirate faction battleship.
|Hull tanking||Ship skills||Additional race ||Shield tanking |
|~ 1 day and 12 hours||~ 3 days and 5 hours||~ 2 days and 11 hours||~ 5 day and 11 hours|
Hull Upgrades IV
Spaceship Command IV
<racial> Frigate III
Shield Upgrades IV
|Less than 4 days and 17 hours worth of training in total for a simple valet alt|
- ^ Optional - If you need your alt to be able to move a pirate faction battleship (since they require two racial ship skills).
- ^ Optional - Increasing the train to a handful of days means you can upgrade the shield tank and use the Large Shield Extender II, EM Ward Amplifier II as well as the Adaptive Invulnerability Field II modules (or any of the active hardeners or passive amplifiers).
There are several common guides on the wiki already. Our needs in the incursion community are a little different, but it might be useful for general purposes or to get some inspiration of what else to train on your alt.