Preparing for Incursions

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Incursion links
General

Incursions
How to find Incursions
Constellation layouts
Incursion sites
History of Incursions

Preparations

Preparing for Incursions
Fitting principles
Roles in Incursions
Incursions checklist

Advanced

Anatomy of Incursions
Sansha's Manual
Ship progression
Fleet setup in Incursions

Fittings

Vanguard fits
Assault fits

Contents

Planning ahead

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, strategic cruiser 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. If you already know that you like smaller ships, or have plans for diving into a wormhole in the future, it would make much more sense training into a strategic cruiser than a pirate faction battleship.

See ship progression in Incursions for more information.

Minimum skills

The following skills are the minimum skills needed to use the fits we use for incursions. For more information on what the different skills do, see the support skills page. The training times listed for these will assume that you trained Cybernetics I and got a cheap set of +3 attribute implants, which is not only reasonable but highly recommended regardless what you plan on doing in EVE. There's even The +3 Implants Program for unistas to get started.

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.

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.

Considering that is far more likely that you come looking for incursions after you have played the game for at least a couple of weeks, having trained some of the support skills already (the tutorial mentions many of them), you can often get ready much faster. Add to that the potential of neural remapping and what might seem like a daunting train can be covered in no-time.

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.

EVEMon skillplans: Maelstrom (minimum skills), Rokh (minimum skills) or Hyperion (minimum skills)

Icon cogs.png Core skills Icon cog.png Utility skills Icon gunnery turret.png Gunnery skills Icon ship.png Ship skills Icon drones.png Drone skills
~ 12 days and 21 hours ~ 9 days and 9 hours ~ 20 days and 6 hours ~ 5 days and 6 hours ~ 12 days and 1 hour

Cybernetics I
CPU Management IV
Power Grid Management IV
Mechanics IV
Weapon Upgrades IV
Capacitor Management IV
Capacitor Systems Operation IV
Shield Upgrades IV [1]
Shield Operation IV [2]
Shield Management III
Hull Upgrades IV [3]

Signature Analysis IV
Long Range Targeting IV
Target Management IV
Propulsion Jamming III [4]
Target Painting III [5]
Jury Rigging III [6]
Shield Rigging III [7]
Tactical Shield Manipulation IV
EM Shield Compensation III

Gunnery V
Motion Prediction IV
Rapid Firing IV
Sharpshooter IV
Surgical Strike IV
Trajectory Analysis IV
Controlled Bursts IV [8]
Small <racial> Turret III [9]
Medium <racial> Turret III
Large <racial> Turret III

Spaceship Command IV
<racial> Frigate III [9]
<racial> Destroyer III
<racial> Cruiser III
<racial> Battlecruiser III
<racial> Battleship III
Warp Drive Operation III
Evasive Maneuvering III
Afterburner III [10]
High Speed Maneuvering II [11]

Drones V
Light Drone Operation V
Amarr Drone Specialization III [12]
Drone Interfacing III
Drone Navigation III
Drone Sharpshooting III
Drone Avionics III
Drone Durability I [13]
Repair Drone Operation II [14]
Shield Emission Systems III [15]

~ 59 days, 18 hours and 47 minutes worth of training in total
  1. ^ Shield Upgrades IV is required for the Large Shield Expander II module.
  2. ^ Shield Operation IV is required for the EM Shield Compensation skill.
  3. ^ Hull Upgrades IV is required to fit the Damage Control II module.
  4. ^ Propulsion Jamming is needed to use a stasis webifier module.
  5. ^ Target Painting III is only needed if you use a target painter module.
  6. ^ Jury Rigging III is a requirement for the Shield Rigging skill.
  7. ^ Shield Rigging III is still a recommended skill due to reduction in the signature penalty of using shield rigs.
  8. ^ Controlled Bursts is useful for all hybrids and energy turrets, but useless for projectiles as they do not use cap to fire.
  9. ^ 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.
  10. ^ Afterburner III is required for the High Speed Maneuvering skill.
  11. ^ High Speed Maneuvering is required to fit the Prototype 100MN Microwarpdrive I module for headquarter sites.
  12. ^ Drones V, Light Drone Operation V and Amarr Drone Specialization I is required to use Acolyte II. Consider training Medium Drone Operation V to be able to use Infiltrator II drones as well. It's acceptable to skip this skill initially if you can use other drones, like Warrior II drones. But training this up only takes 20 hours.
  13. ^ Drone Durability I is required to use shield maintenance drones.
  14. ^ Repair Drone Operation II is required to use light and medium shield maintenance drones. If you have room for heavies they require Repair Drone Operation III.
  15. ^ Shield Emission System III is required to use shield maintenance drones.

Logistics

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 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.

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.

EVEMon skillplans: Scimitar (minimum skills), Basilisk (minimum skills)

Icon cogs.png Core skills Icon cog.png Utility skills Icon shield transporter i.png Logistics skills Icon ship.png Ship skills Icon drones.png 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

Cybernetics I
CPU Management IV
Power Grid Management IV
Mechanics IV
Capacitor Management IV
Capacitor Systems Operation IV
Energy Grid Upgrades II [1]
Shield Upgrades IV [2]
Shield Management III
Hull Upgrades IV [3]

Signature Analysis V [4]
Long Range Targeting V [4]
Target Management V [5]
Advanced Target Management III
Jury Rigging III [6]
Shield Rigging III [7]
Tactical Shield Manipulation IV

Shield Emission Systems IV
Capacitor Emission Systems IV [8]
Sensor Linking IV [9]

<racial> Frigate III [10]
<racial> Destroyer III
<racial> Cruiser V
Logistics IV
Evasive Maneuvering III
Warp Drive Operation III
Afterburner III

Drones V
Drone Durability I [11]
Repair Drone Operation II [12]
Drone Navigation III
Drone Avionics III
Shield Emission Systems III [13]

~ 75 days, 19 hours and 13 minutes worth of training for the Scimitar
~ 80 days, 5 hours and 59 minutes worth of training for the Basilisk
  1. ^ Energy Grid Upgrades II is required for the reactor controls and power diagnostic modules.
  2. ^ Shield Upgrades IV is a requirement for the Large Shield Extender II modules. Only Basilisk pilots need this, Scimitar pilots will not need it.
  3. ^ Hull Upgrades IV is required to fit the Damage Control II module. Scimitar pilots could initially skip this.
  4. ^ a b Signature Analysis V and Long Range Targeting V are requirements for the Logistics skill.
  5. ^ Target Management V is a requirement for the Advanced Target Management skill.
  6. ^ Jury Rigging III is a requirement for the Shield Rigging skill.
  7. ^ Shield Rigging is only needed if you use shield rigs, so Scimitar pilots can skip this, including the prerequisite Jury Rigging skill.
  8. ^ Capacitor Emission Systems IV is only required if you fly a Basilisk with remote capacitor transfer modules, the Scimitar does not need this skill.
  9. ^ Sensor Linking is only required if you have room for Remote Tracking Computer II modules and the skill will reduce their cap use as well.
  10. ^ <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.
  11. ^ Drone Durability I is required to use shield maintenance drones.
  12. ^ Repair Drone Operation II is required to use light and medium shield maintenance drones.
  13. ^ Shield Emission Systems III is enough for maintenance drones, but Shield Emission Systems IV is already required Remote Shield Booster II modules.

Miscellaneous skills

Apart from the critical skills listed above, there are a few skills that you should get as soon as possible. We rely on offgrid boosters and as such we need people with leadership skills to pass boosts down the fleet hierarchy. Being able to overheat can often save your ship when something bad happens. Basic navigation skills helps mitigate align times and capacitor consumption from propulsion modules or from initiating warp. Having the skills to use the microwarpdrive and cloak trick for safer travel is also handy and recommended.

Icon fleet.png Commander Icon damage therm.png Thermodynamics Module icon microwarpdrive tech1.png Navigation Icon cloak.png MWD + Cloak trick
~ 6 days and 16 hours ~ 2 days and 20 hours ~ 9 days and 17 hours ~ 1 day and 19 hours

Leadership V
Wing Command III

Power Grid Management IV [1]
Science IV [2]
Thermodynamics III

Acceleration Control IV [3]
Afterburner IV [3]
Evasive Maneuvering IV
Fuel Conservation IV [3]
Navigation IV
Warp Drive Operation IV

High Speed Maneuvering III
Cloaking III

  1. ^ Power Grid Management IV is required to train the Thermodynamics but is already covered by the minimum skills.
  2. ^ Science IV is required to for the Thermodynamics skill.
  3. ^ a b c Mostly for logistics-pilots, but generally applies to anyone who uses an afterburner.

Further training

Once you have the minimum skills, it's time to consider what else to train.

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, so 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.

Advanced hulls

The step from a battleship to a strategic cruiser or a pirate faction battleship is surprisingly short and you should take this step as soon as possible to get into a really good ship. You might need to top off some of the support skills, pending on what ship you decide to move into, if you run into powergrid, CPU or cap issues.

For strategic cruisers you'll most likely require you to train some support skills to V and of course your racial cruiser of choice to V. Then you just move towards tech two medium weapons for further efficiency. When it comes to pirate faction battleship hulls like the Machariel, Nightmare and Vindicator, which are better in all aspects compared to the regular battleships regardless of your skill, you'll need to train anything from a secondary racial shipline to two new racial shiplines and new racial turret skills. Flying ships that cost over a billion in just the hull shouldn't be taken lightly however, but from an efficiency point of view there is no reason not to get one.

Also remember that once you've trained the generic support skills for ships and weapons, crosstraining into a different racial ship or a secondary racial turret doesn't take that long. Same for logistics, once you have the skills to fly one of them, the other is a matter of training up a new racial cruiser skill to V. Being able to fly several ships and roles, like both that of a damage dealer and a logistics, gives you a tremendous amount of flexibility. It also makes you quite desirable among the incursion communities, both within EVE University and beyond, as having pilots capable of switching roles or ships based on what the fleet needs is incredibly useful.

Icon ship.png Strategic Cruisers Icon ship dark.png Pirate Faction Battleships [1] Icon gunnery turret.png Additional turrets Icon ship other.png Additional ships
~ 43 days and 20 hours ~ 24 days and 15 hours ~ 5 days and 5 hours ~ 9 days and 17 hours

Mechanics V
Shield Operation III
CPU Management V
Power Grid Management V
Gunnery V [2]
Missile Launcher Operation III [3]
Navigation V
<racial> Cruiser V
<racial> Strategic Cruiser III
<racial> Defensive Systems IV
<racial> Electronic Systems V [4]
<racial> Engineering Systems IV
<racial> Offensive Systems V [5]
<racial> Propulsion Systems IV

<primary> Frigate III
<primary> Destroyer III
<primary> Cruiser III
<primary> Battlecruiser III
<primary> Battleship IV
<secondary> Frigate III
<secondary> Destroyer III
<secondary> Cruiser III
<secondary> Battlecruiser III
<secondary> Battleship IV
Small <racial> Turret III
Medium <racial> Turret III
Large <racial> Turret IV

Small <racial> Turret III
Medium <racial> Turret III
Large <racial> Turret IV

<racial> Frigate III
<racial> Destroyer III
<racial> Cruiser III
<racial> Battlecruiser III
<racial> Battleship IV

  1. ^ Assuming the worst possible starter skills, two racial shiplines and new gunnery skills. Most likely you'll end up only needing to train a new racial ship line for your secondary battleship skill.
  2. ^ Gunnery V for the Legion, Loki and Proteus, but only Gunnery III for the Tengu. This skill is covered by the minimum skills already.
  3. ^ Missile Launcher Operation V for the Tengu and Missile Launcher Operation III for the Loki. Neither the Legion or the Proteus needs this skill trained unless they decide to fit missiles.
  4. ^ For the Loki it is very important to get Minmatar Electronic Systems V, since it increases the projection of your webrange with the Immobility Drivers subsystem. Slightly less important for the Legion, but it does increase your scan resolution.
  5. ^ For the Legion it is very important to get Amarr Offensive Systems V, since it increases damage projection as well as reduces cap usage of your turrets. For the Loki it is a straight up damage projection increase which translates into an increase of applied damage.

Honing your skills

Remember that the minimum skills are just the beginning and there is much room for improvement. Increase these skills, train up for tech two weaponry and max out the gunnery and support skills, and your ship will be 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 skills and tech two weaponry.

Once 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.
Icon cogs.png Support skills Icon gunnery turret.png Gunnery skills Icon ship.png Ship skills Icon drones.png Drone skills
Prioritize which skills to train first, some are more important than others, so do your research.

Cybernetics V [1]
CPU Management V
Power Grid Management V
Mechanics V
Capacitor Management V
Capacitor Systems Operation V
Shield Upgrades V
Target Management V
Advanced Target Management III
Long Range Targeting V
Jury Rigging IV [2]
Shield Rigging IV
Shield Emission Systems V
Capacitor Emission Systems V [3]
Sensor Linking V [4]
EM Shield Compensation V [5]
Biology V [6]

Weapon Upgrades V
Advanced Weapon Upgrades V
Gunnery V
Motion Prediction V
Rapid Firing V
Sharpshooter V
Surgical Strike V
Trajectory Analysis V
Controlled Bursts V [7]
Large <racial> Turret V
Large <racial> Specialization IV
Medium <racial> Turret V [8]
Medium <racial> Specialization IV [8]
<weapon> Rigging IV

Battleship V
Logistics V
<racial> Defensive Systems V
<racial> Electronic Systems V
<racial> Engineering Systems V
<racial> Offensive Systems V
<racial> Propulsion Systems V
<racial> Strategic Cruiser IV [9]
Acceleration Control V
Afterburner V
Evasive Maneuvering V
Fuel Conservation V
Navigation V
Warp Drive Operation V

Drone Interfacing V
Drone Navigation V
Drone Sharpshooting V
Drone Durability IV [10]
Drone Avionics V[11]
Electronic Warfare IV [12]
Advanced Drone Avionics IV[13]
Repair Drone operation V [14]
Medium Drone Operation V [15]
Sentry Drone Operation V [16]
Heavy Drone Operation V [17]
Amarr Drone Specialization IV
Gallente Drone Specialization IV [17]

  1. ^ Cybernetics V is required for the top-tier advanced implants, like the +6% CONCORD-implants.
  2. ^ Jury Rigging IV is only needed if it is a requirement for your more generic rigs, like energy grid rigs.
  3. ^ Capacitor Emission Systems is only required for ships that use energy transfer modules, like the Guardian and the Basilisk. It's also useful for ships in need of cap chains to remain cap stable, like the Nightmare.
  4. ^ Only if you actually use the passive EM Ward Amplifier module.
  5. ^ Biology increases the duration of drugs by 20% per skillevel. Should only be considered if you fly with communities that contest all the time and use drugs to get the upper hand.
  6. ^ Controlled Bursts is useful for all hybrids and lasers, but useless for projectiles as they do not use cap to fire.
  7. ^ a b Only if you're aiming for flying Strategic Cruisers and Command Ships with medium weapon systems.
  8. ^ While it isn't a requirement for anything, it does add longevity to your overheat abilities.
  9. ^ Drone Durability is one of those skills that you might consider twice before training. It's nice to have some studier drones, but ideally they shouldn't be taking damage anyway.
  10. ^ Drone Avionics increases your drone control range by an additional 5 km / skillevel on top of the base 25 km control range.
  11. ^ Electronic Warfare is required for Advanced Drone Avionics.
  12. ^ Advanced Drone Avionics increases your drone control range by an additional 3 km / skillevel allowing you to reach up to 60 km drone control range.
  13. ^ Repair Drone Operation V is needed for tech two shield maintenance bots.
  14. ^ Medium Drone Operation V is required for Infiltrator II drones.
  15. ^ If your ship can field sentries, train Sentry Drones V so you can field tech two sentries. Not useful for common fleets, but very useful for specialized fleets.
  16. ^ a b If your ship can field Ogres, train Gallente Drone Specialization IV and Heavy Drone Operation V. While not used in vanguards and assaults, they can be very useful in some headquarter sites and the mothership site.

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.

Icon gunnery turret.png Damage dealers Icon remote armor repair i.png Logistics
~ 18 days and 10 hours ~ 46 days and 7 hours

Hull Upgrades V
Armor Rigging III
EM Armor Compensation IV
Explosive Armor Compensation IV
Kinetic Armor Compensation IV
Thermic Armor Compensation IV
Repair Systems II [1]
Remote Armor Repair Systems III [2]

Hull Upgrades V
Armor Rigging III
EM Armor Compensation IV
Explosive Armor Compensation IV
Kinetic Armor Compensation IV
Thermic Armor Compensation IV
Repair Systems II [1]
Remote Armor Repair Systems IV [2]
<new racial> Frigate III
<new racial> Destroyer III
<new racial> Cruiser V

  1. ^ a b Mechanics III and Repair Systems II are required to train Remote Armor Repair Systems.
  2. ^ a b Remote Armor Repair Systems III is required to use Armor Maintenance drones.

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, even shuttles. When it comes to hacking there are a few skills that help.

Icon cogs.png Support skills Module icon microwarpdrive tech1.png Navigation skills Icon ship.png Ship skills Icon data analyzer i.png Hacking
~ 15 minutes ~ 4 hours and 29 minutes ~ 15 minutes ~ 8 hours and 6 minutes

Hull Upgrades I

Afterburner III [1]
High Speed Maneuvering I[2]

Caldari Frigate I [3]

Electronics Upgrades III [4]
Hacking I [5]

~ 13 hours and 5 minutes worth of training in total
  1. ^ Afterburner III is a requirement for the High Speed Maneuvering skill.
  2. ^ High Speed Maneuvering I is what's strictly needed, but consider spending another 18 hours getting High Speed Maneuvering III trained for better capacitor handling.
  3. ^ Getting Caldari Frigate higher isn't really needed because the hull bonus no longer influences hacking in Incursions (since it uses the old method and the hull bonus no longer affects it).
  4. ^ Electronics Upgrades III is a requirement for the Hacking skill.
  5. ^ Hacking I is what's strictly needed, but consider spending another 11 hours getting Hacking III trained for a considerable increase in efficiency.

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.

Heron: Incursions (hacker)
SHIP INFO
EFT
[Heron, Incursions (hacker)]

Data Analyzer I
Data Analyzer I
Data Analyzer I
Data Analyzer I
1MN Microwarpdrive I

Nanofiber Internal Structure I
Nanofiber Internal Structure I

Small Memetic Algorithm Bank I
Small Memetic Algorithm Bank I


Fitting template high slot label.png
Icon hi slot.png
Icon hi slot.png
Icon hi slot.png
Fitting template mid slots label.png
22175_64.png
22175_64.png
22175_64.png
22175_64.png
434_64.png
Fitting template low slots label.png
2603_64.png
2603_64.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Icon dashed diamond.png
Icon dashed diamond.png
Icon dashed diamond.png
Icon dashed diamond.png
Icon dashed diamond.png
Fitting template charge slots label.png
Fitting template rig slots label.png
31238_64.png
31238_64.png
Icon rigs.png
FITTING DIFFICULTY
WARSOP STATUS
Approved
EVE VERSION
Odyssey 1.1
EVE
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • 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.

Orca

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

Icon cogs.png Support skills Icon ship.png Ship skills Icon leader.png Leadership skills Module icon microwarpdrive tech1.png Navigation skills
~ 6 days and 7 hours ~ 5 days and 15 hours ~ 10 days and 16 hours ~ 1 days and 19 hours

Cybernetics I
Mechanics III
Capacitor Management III
Capacitor Systems Operation III
Hull Upgrades IV
Tactical Shield Manipulation IV
Jury Rigging I

Spaceship Command V
ORE Industrial III
Industrial Command Ships I

Leadership I
Mining Foreman V
Mining Director I

Afterburner III
High Speed Maneuvering III
Acceleration Control III
Warp Drive Operation III

~ 24 days and 9 hours worth of training in total

Minimum Orca fit

Orca: Minimum Orca fit
SHIP INFO
EFT
[Orca, Minimum Orca fit]

Prototype 100MN Microwarpdrive I
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II

Reinforced Bulkheads II
Damage Control II

Large Ancillary Current Router I
Large Ancillary Current Router I


Fitting template high slot label.png
Icon hi slot.png
Icon hi slot.png
Icon hi slot.png
Fitting template mid slots label.png
5945_64.png
2281_64.png
2281_64.png
2281_64.png
Fitting template low slots label.png
1335_64.png
2048_64.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Icon dashed diamond.png
Icon dashed diamond.png
Icon dashed diamond.png
Icon dashed diamond.png
Icon dashed diamond.png
Fitting template charge slots label.png
Icon dashed triangle.png
Icon dashed triangle.png
Icon dashed triangle.png
Icon dashed triangle.png
Icon dashed triangle.png
Fitting template rig slots label.png
25956_64.png
25956_64.png
Icon rigs.png
FITTING DIFFICULTY
WARSOP STATUS
Approved
EVE VERSION
RUBI 1.0
EVE
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • With everything turned off, you still have 93k+ ehp.
  • With just the Damage Control II turned on, you have 216k+ ehp.
  • With the shield hardeners turned on, your ehp goes up to 219k+.
  • The rig selection is mostly there to compensate for low skills early on. Once your skills are higher, like when you've trained Power Grid Management IV, you really only need that one ancillary current router to fit the microwarpdrive. The other two rigs can eventually be replaced for something else (hull rigs, warp speed or whatever you want).
  • A Large Transverse Bulkhead II rig will increase the ehp for perfect skills to 289k, and a Large Hyperspace Velocity Optimizer II will increase warp speed to 2.5 AU/s
  • With perfect skills, you have 103k or 244k ehp, depending on whether or not modules are active.


Ore Hold

Ore kernite.png 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)

Fleet Hangar

Warfare-links.png The fleet hangar is another 40,000 m3 that can hold just about anything (including rigged frigates). This hold can be used for spare modules and ore to be available to fleet members, or just secondary storage.

Ship Maintenance Bay

Ships in the maintenance bay can drop as loot if your Orca is destroyed, just like anything else. If your Orca is cargo scanned, they will be able to see what ships are in your maintenance bay as well. However, the cargo scan will not show any modules fitted to ships in the maintenance bay. You can take advantage of this by putting your more costly modules on ships inside the maintenance bay, thus hiding them from scans. Ships in the maintenance bay cannot have anything in their cargohold except charges (ammunition, scripts etc.), so modules must be fitted to the ships (but need not be online). Before the Rhea release in December 2014, ships stored in the maintenance bay could not drop and were simply destroyed if the Orca was destroyed. This is no longer the case.

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, or a selection of cruiser-hull or smaller. You could fill out the maintenance bay with some extra ships for exploration, low level missioning (or even high level missioning with a Tengu), mining ships (for lyavite or just in general). For those with the skills to fly several ships, it is also ideal for moving multiple logistics or strategic cruisers as well as a command ship. Keep in mind, though, that carrying several more valuable ships in the bay can make your Orca an attractive suicide gank target.

Below is a list of ships and how much room they take up:

Icon ship dark.png Logistics and strategic cruisers Icon ship other.png Command ships Icon ship.png Other ships
Scimitar Basilisk Legion Loki Tengu Proteus Claymore (or Sleipnir) Vulture Damnation Heron Procurer (or a Skiff)
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

Making the most of it

If you can afford to spend a little more time on it, there are various things you could do to make life a little easier for your Orca-pilot.

As soon as your skills allow for it, you can drop the second ancillary current router rig and use the two spare rigs for either tank or warp speed. The transverse bulkhead rigs increases your hull at the cost of cargo capacity while the hyperspacial velocity optimizer rigs increases your warp speed at the cost of CPU.

Should you have a lot of time and an interest in mining as well, the Orca is the premier booster for mining operations, shadowed only by the Rorqual. But that would be a considerable time investment.

Icon cogs.png Support skills Module icon microwarpdrive tech1.png Navigation skills Warfare-links.png Mining Foreman links
~ 5 days and 8 hours ~ 7 days and 12 hours ~ 58 days and 22 hours

Mechanics IV
Capacitor Management IV
Capacitor Systems Operation IV
Industrial Command Ships III [1]
Jury Rigging III
Armor Rigging I [2]
Astronautics Rigging I [3]

Warp Drive Operation IV
Acceleration Control IV
High Speed Maneuvering IV

Cybernetics V [4]
Mining Director V [5]
Warfare Link Specialist IV [6]
Industrial Command Ships IV [7]

  1. ^ The Industrial Command Ships skill will improve your normal cargo hold capacity.
  2. ^ Armor Rigging I will allow you to use hull rigs.
  3. ^ Astronautics Rigging I will allow you to use warp speed rigs.
  4. ^ Cybernetics V is needed for the Mining Foreman Mindlink.
  5. ^ Mining Director V is needed for the tech two Mining Foreman Links, as well as improves the efficiency of the links by 100% per level.
  6. ^ The Warfare Link Specialist skill isn't required to use the tech two Mining Foreman Links, but it improves the efficiency of the links by 10% per level.
  7. ^ The Industrial Command Ships skill isn't required to use the tech two Mining Foreman Links, but it improves the efficiency of the links by 3% per level.

Valet alt

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.

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.

Icon hull.png Hull tanking Icon ship.png Ship skills Icon ship other.png Additional race Icon shield.png Shield tanking [1] Icon shield glow.png Better shield tanking [2]
~ 1 day and 23 hours ~ 3 days and 5 hours ~ 2 days and 11 hours ~ 15 minutes ~ 5 day and 11 hours

Mechanics III
Hull Upgrades IV

Spaceship Command IV
<racial> Frigate III
<racial> Destroyer III
<racial> Cruiser III
<racial> Battlecruiser III
<racial> Battleship I

<racial> Frigate III
<racial> Destroyer III
<racial> Cruiser III
<racial> Battlecruiser III
<racial> Battleship I

Shield Upgrades I

Shield Upgrades IV
Tactical Shield Manipulation IV

  1. ^ This short train allows you to use Large F-S9 Regolith Shield Induction and amplifiers like the Upgraded EM Ward Amplifier I module.
  2. ^ 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).

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.

For example, if you're using a PLEX (Pilot License Extension) to activate Dual Character Training for a month or two, then using all three neural remaps makes sense. It might allow you to squeeze in some more skills or shorten the training time to be within one or two months instead of slightly more.

Common guides

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.

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