Preparing for Incursions

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General

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

Advanced

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

EVE University

EVE University Incursion Community

Preparations

Preparing for Incursions
Roles in Incursions
Incursions checklist

Fittings

Vanguard fits
Assault fits

Incursionlogosmall.png 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.

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 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.

Implants.png 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.

Icon dna.png 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 training.png Multiple character training

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.

Skill injector.png Skill injectors

Skill injectors can be used to get these skills, but it's very expensive. It can however be an option to quickly get an alt up to speed if you've got the ISK lying around and you value time more than ISK.

Damage dealers

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.

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
~ 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

Mechanics IV
Weapon Upgrades IV
Capacitor Management IV
Capacitor Systems Operation IV
Shield Operation IV [1]
Shield Management III
Shield Upgrades IV [2]
Hull Upgrades IV [3]

Signature Analysis IV
Long Range Targeting IV
Target Management IV
Propulsion Jamming III [4]
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 [5]
Small <racial> Turret III [6]
Medium <racial> Turret III
Large <racial> Turret III

Spaceship Command IV
<racial> Frigate III [6]
<racial> Destroyer III
<racial> Cruiser III
<racial> Battlecruiser III
<racial> Battleship III
Warp Drive Operation III
Evasive Maneuvering III

Drones V
Light Drone Operation V
Amarr Drone Specialization III [7]
Drone Interfacing III
Drone Navigation III
Drone Sharpshooting III
Drone Avionics III
Drone Durability I [8]
Repair Drone Operation II [8]
Shield Emission Systems III [8]

~ 55 days, 2 hours and 19 minutes worth of training in total (~ 2,7 million skillpoints)
  1. ^ Shield Operation IV is required for the EM Shield Compensation skill.
  2. ^ Shield Upgrades IV is required for the EM Ward Amplifier II module.
  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. ^ 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.
  6. ^ 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.
  7. ^ 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.
  8. ^ 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.
Incursions assault icon.png Assaults Icon gunnery turret.png Tech two weapons Icon cog.png Utility skills
~ 19 days and 8 hours ~ 34 days and 18 hours ~ 2 day and 17 hours

Shield Management IV
Medium Drone Operation V
Drone Avionics V
Electronic Warfare IV [1]
Advanced Drone Avionics III
Acceleration Control III
High Speed Maneuvering III

Motion Prediction V
Large <racial> Turret V
Large <short> Specialization III
Sharpshooter V [2]
Large <long> Specialization III [2]

Electronic Warfare III [3]
Frequency Modulation III
Long Distance Jamming III
Target Painting III
Capacitor Emission Systems III
Thermodynamics III

  1. ^ Electronic Warfare IV is a requirement for Advanced Drone Avionics.
  2. ^ a b Optional - Consider spending an additional 9 days and 19 hours training into the long range specialization as well
  3. ^ Electronic Warfare III is needed for Frequency Modulation and Long Distance Jamming.

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 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.

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

Mechanics IV
Capacitor Management IV
Capacitor Systems Operation IV
Energy Grid Upgrades IV [1]
Shield Upgrades IV [2]
Shield Management III
Hull Upgrades IV [2]

Signature Analysis V [3]
Long Range Targeting V [3]
Target Management V [4]
Advanced Target Management III
Tactical Shield Manipulation IV

Shield Emission Systems IV
Capacitor Emission Systems IV [2]
Sensor Linking IV

<racial> Frigate III [5]
<racial> Destroyer III
<racial> Cruiser V
Logistics Cruisers IV
Evasive Maneuvering III
Warp Drive Operation III

Drones V
Drone Durability I [6]
Repair Drone Operation II [6]
Drone Navigation III
Drone Avionics III
Shield Emission Systems III [7]

~ 74 days and 16 hours worth of training for aLogo faction minmatar republic clean.pngScimitar (~ 3,7 million skillpoints) and ~ 78 days and 7 hours for aLogo faction caldari state clean.pngBasilisk (~ 3,8 million skillpoints)
  1. ^ Energy Grid Upgrades is required for the cap, power diagnostic and reactor control modules.
  2. ^ 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
  3. ^ a b Signature Analysis V and Long Range Targeting V are requirements for the Logistics Cruisers skill.
  4. ^ Target Management V is a requirement for the Advanced Target Management skill.
  5. ^ <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.
  6. ^ a b Drone Durability I and Repair Drone Operation II is required to use shield maintenance drones.
  7. ^ 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.

Icon ship dark.png Advanced [1] Icon drones.png Drone skills Icon rigs.png Rig skills [2]
~ 68 days and 2 hours ~ 15 days and 9 hours ~ 3 days and 1 hours

Power Grid Management V
Capacitor Systems Operation V
Fuel Conservation III
Shield Management IV Logistics Cruisers V
Shield Emission Systems V
Capacitor Management V [3]
Capacitor Emission Systems V [4]

Repair Drone Operation V

Jury Rigging III [5]
Shield Rigging IV

  1. ^ This assumes you've already trained the skills listed under recommended.
  2. ^ Basilisk only - Increasing Shield Rigging will help counter the signature bloom of the shield rig on the basilisks.
  3. ^ Scimitar only - Needed to get enough cap. For basilisks this cuts down the training time by 14 days and 15 hours.
  4. ^ 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.
  5. ^ Jury Rigging III is a requirement for the Shield Rigging skill.

Further training

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.

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
EM Armor Compensation IV
Explosive Armor Compensation IV
Kinetic Armor Compensation IV
Thermic Armor Compensation IV
Remote Armor Repair Systems III [1]

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

  1. ^ Remote Armor Repair Systems III is required to use armor maintenance bots.
  2. ^ 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.

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

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



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 drone slots label.png
Fitting template charge slots label.png
Fitting template rig slots label.png
31238_64.png
31238_64.png
Icon rigs.png
FITTING DIFFICULTY
EVE VERSION
Ascension
ALPHA CAN USE
UNSET
EFT
FLEET-UP
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
~ 5 days and 3 hours ~ 5 days and 15 hours ~ 10 days and 16 hours ~ 1 days and 14 hours

Hull Upgrades IV
Tactical Shield Manipulation IV

Spaceship Command V
ORE Industrial III
Industrial Command Ships I

Leadership I
Mining Foreman V
Mining Director I

High Speed Maneuvering III
Acceleration Control III
Warp Drive Operation III

~ 23 days worth of training in total

Minimum Orca fit

Orca: Minimum
EFT
[Orca, Minimum]

500MN Y-T8 Compact Microwarpdrive
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Thermal Dissipation Field II
Kinetic Deflection Field II

Reinforced Bulkheads II
Damage Control II



Fitting template high slot label.png
Icon hi slot.png
Icon hi slot.png
Icon hi slot.png
Icon hi slot.png
Icon hi slot.png
Icon hi slot.png
Fitting template mid slots label.png
35661_64.png
2281_64.png
2281_64.png
2303_64.png
2299_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 drone slots label.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
Icon rigs.png
Icon rigs.png
Icon rigs.png
FITTING DIFFICULTY
EVE VERSION
Ascension
ALPHA CAN USE
UNSET
EFT
FLEET-UP
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • With just the modules present and minimum skills, you'll have a tank of well over 291k+ effective hit points.
  • If you want tank and go with Large Transverse Bulkhead II rigs your buffer can exceed 550k 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 Icon damage therm.pngthermal and Icon damage kin.pngkinetic damage. This will raise your average ehp without really making you too vulnerable to minmatar gankers using Icon damage em.pngEMP ammo.


Ore Hold

Ore kernite.png The ore hold is perfect for lyavite and can hold at least 490 full stacks which is 124,950 units of ore.
(the hold itself can take 150,000+ m3 worth of any ore (is affected by the Industrial Command Ships skill)

Fleet Hangar

Warfare-links.png 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

While it's only possible to see the ships in the ship maintenance bay and not their content, ships have the same chance of dropping as any other item on your ship. If a ship drops, it drops whole with all modules and rigs intact (just like a container does).

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.

Icon ship dark.png Logistics and strategic cruisers Icon ship other.png Command ships Icon ship.png Other ships
Icon tech2.png
Scimitar
Icon tech2.png
Basilisk
Icon tech3.png
Legion
Icon tech3.png
Loki
Icon tech3.png
Tengu
Icon tech3.png
Proteus
Icon tech2.png
Claymore (or Sleipnir)
Icon tech2.png
Vulture
Icon tech2.png
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

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. 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.

Icon hull.png Hull tanking Icon ship.png Ship skills Icon ship other.png Additional race [1] Icon shield glow.png Shield tanking [2]
~ 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
<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 IV
Tactical Shield Manipulation IV

Less than 4 days and 17 hours worth of training in total for a simple valet alt
  1. ^ Optional - If you need your alt to be able to move a pirate faction battleship (since they require two racial ship skills).
  2. ^ 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).

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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