Skills:Mechanics

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The Mechanics category contains most of the key skills for armor tanking, all of the rigging skills and a number of construction skills.

Most combat pilots will want to train some at least of the armor tanking skills.

While you can use rigs without training the relevant skills for them if you get someone else to fit the rigs for you, the rigging skills do reduce rigs' associated drawbacks and make logistics much easier (since you don't need to have someone around to fit rigs for you all the time). The weapon rigging skills function almost like fitting skills, since weapon rigs increase your weapons' fitting requirements and the associated rigging skills then reduce that drawback.

Contents

Armor Rigging

 Description  Primary  Secondary  Multiplier
Advanced understanding of armor subsystems. Allows makeshift modifications to armor subsystems through the use of rigs. 10% reduction in Armor Rig drawbacks per level. Intelligence Memory 3x
Prerequisite Skills NPC Price
Jury Rigging III 90,000
Notes
Armor rigs' drawback is a speed penalty.


Astronautics Rigging

 Description  Primary  Secondary  Multiplier
Advanced understanding of a ships navigational subsystems. Allows makeshift modifications to warp drive, sub warp drive and other navigational subsystems through the use of rigs. 10% reduction in Astronautics Rig drawbacks per level. Intelligence Memory 3x
Prerequisite Skills NPC Price
Jury Rigging III 18,000
Notes
Astronautics rigs' drawback is a reduction in armor hitpoints.


Battleship Construction

 Description  Primary  Secondary  Multiplier
Skill at the construction of advanced battleships. Required for advanced battleship BP manufacturing Intelligence Memory 8x
Prerequisite Skills NPC Price
Cruiser Construction IV, Frigate Construction IV 22,500,000
Notes


Capital Remote Armor Repair Systems

 Description  Primary  Secondary  Multiplier
Operation of capital sized remote armor repair systems. 5% reduced capacitor need for capital remote armor repair system modules per skill level. Intelligence Memory ?10x
Prerequisite Skills NPC Price
Remote Armor Repair Systems V 9,000,000
Notes


Capital Remote Hull Repair Systems

 Description  Primary  Secondary  Multiplier
Operation of remote capital class remote hull repair systems. 5% reduced capacitor need for capital class remote hull repair system modules per skill level. Intelligence Memory 10x
Prerequisite Skills NPC Price
Remote Hull Repair Systems V 9,000,000
Notes


Capital Repair Systems

 Description  Primary  Secondary  Multiplier
Operation of capital armor/hull repair modules. 5% reduction in capital repair systems duration per skill level. Intelligence Memory 8x
Prerequisite Skills NPC Price
Mechanics V, Hull Upgrades V, Repair Systems V 15,750,000
Notes


Capital Ship Construction

 Description  Primary  Secondary  Multiplier
Skill at the construction of capital ships. Intelligence Memory 14x
Prerequisite Skills NPC Price
Mechanics V, Industry V, Production Efficiency V 67,500,000
Notes


Cruiser Construction

 Description  Primary  Secondary  Multiplier
Skill at the construction of advanced cruisers. Required for advanced cruiser BP manufacturing Intelligence Memory 5x
Prerequisite Skills NPC Price
Frigate Construction IV, Mechanics III 900,000
Notes


Drones Rigging

 Description  Primary  Secondary  Multiplier
Advanced understanding of a ships drone control subsystems. Allows makeshift modifications to drone subsystems through the use of rigs. 10% reduction in Drone Rig drawbacks per level. Intelligence Memory 3x
Prerequisite Skills NPC Price
Jury Rigging III 90,000
Notes
Drone rigs' drawback is a CPU penalty.


Electronic Superiority Rigging

 Description  Primary  Secondary  Multiplier
Advanced understanding of electronics subsystems. Allows makeshift modifications to targeting, scanning and ECM systems through the use of rigs. 10% reduction in Electronic Superiority Rig drawbacks per level. Intelligence Memory 3x
Prerequisite Skills NPC Price
Jury Rigging III 90,000
Notes
Electronics superiority rigs' drawback is a shield hitpoint reduction.


EM Armor Compensation

 Description  Primary  Secondary  Multiplier
To active armor hardeners: 3% bonus per skill level to Armor EM resistance when the modules are not active To passive armor hardeners: 5% bonus per skill level to Armor EM resistance Intelligence Memory 2x
Prerequisite Skills NPC Price
Hull Upgrades IV 108,000
Notes
This doesn't help active hardeners much (since it only works when they're turned off!) but can really help passive hardeners, which see some use in PvP fits. A PvP-focused armor-tanking pilot should train this skill and the three other 'X Armor Compensation' skills to III or IV in the medium-long term.


Energy Weapon Rigging

 Description  Primary  Secondary  Multiplier
Advanced understanding of the interface between energy weapons and the numerous ship systems. Allows makeshift modifications to ship system architecture through the use of rigs. 10% reduction in Energy Weapon Rig drawbacks per level. Intelligence Memory 3x
Prerequisite Skills NPC Price
Jury Rigging 90,000
Notes
Energy weapon rigs' drawback is an increased powergrid demand from your lasers.


Explosive Armor Compensation

 Description  Primary  Secondary  Multiplier
To active armor hardeners: 3% bonus per skill level to Armor Explosive resistance when the modules are not active To passive armor hardeners: 5% bonus per skill level to Armor Explosive resistance Intelligence Memory 2x
Prerequisite Skills NPC Price
Hull Upgrades IV 108,000
Notes
This doesn't help active hardeners much (since it only works when they're turned off!) but can really help passive hardeners, which see some use in PvP fits. A PvP-focused armor-tanking pilot should train this skill and the three other 'X Armor Compensation' skills to III or IV in the medium-long term.


Frigate Construction

 Description  Primary  Secondary  Multiplier
Skill at the construction of advanced frigates. Required for advanced frigate BP manufacturing Intelligence Memory 2x
Prerequisite Skills NPC Price
Mechanics I 72,000
Notes


Hull Upgrades

 Description  Primary  Secondary  Multiplier
Skill at maintaining your ship's armor and installing hull upgrades like expanded cargoholds and inertial stabilizers. Grants a 5% bonus to armor hit points per skill level. Intelligence Memory 2x
Prerequisite Skills NPC Price
Mechanics I 54,000
Notes
The raw armor hitpoints bonus from this skill is very useful. Level IV lets you use T2 Damage Controls (making this an essential train for any PvP fitting); level V lets you use T2 Energized Adaptive Nano Membranes, so to fit a full T2 armor tank you will probably need to train this to V. Which you should probably do anyway for the hitpoints bonus.


Hybrid Weapon Rigging

 Description  Primary  Secondary  Multiplier
Advanced understanding of the interface between hybrid weapons and the numerous ship systems. Allows makeshift modifications to ship system architecture through the use of rigs. 10% reduction in Hybrid Weapon Rig drawbacks per level. Intelligence Memory 3x
Prerequisite Skills NPC Price
Jury Rigging III 90,000
Notes
Hybrid rigs' drawback is an increased demand for powergrid from your hybrid turrets.


Industrial Construction

 Description  Primary  Secondary  Multiplier
Skill at the construction of advanced industrials. Intelligence Memory 3x
Prerequisite Skills NPC Price
Mechanics II, Industry III 1,180,000
Notes


Jury Rigging

 Description  Primary  Secondary  Multiplier
General understanding of the inner workings of starship components. Allows makeshift modifications to ship subsystems through the use of rigs. Required learning for further study in the field of rigging. Intelligence Memory 2x
Prerequisite Skills NPC Price
Mechanics III 54,000
Notes
The prerequisite skill for all the other kinds of rigging skill. Also lets you use some rigs, like the Capacitor Control Circuit, in its own right. Level V of this skill is required for T3 subsystem manufacturing.


Kinetic Armor Compensation

 Description  Primary  Secondary  Multiplier
To active armor hardeners: 3% bonus per skill level to Armor Kinetic resistance when the modules are not active To passive armor hardeners: 5% bonus per skill level to Armor Kinetic resistance Intelligence Memory 2x
Prerequisite Skills NPC Price
Hull Upgrades IV 108,000
Notes
This doesn't help active hardeners much (since it only works when they're turned off!) but can really help passive hardeners, which see some use in PvP fits. A PvP-focused armor-tanking pilot should train this skill and the three other 'X Armor Compensation' skills to III or IV in the medium-long term.


Launcher Rigging

 Description  Primary  Secondary  Multiplier
Advanced understanding of the interface between Missile Launchers and the numerous ship systems. Allows makeshift modifications to ship system architecture through the use of rigs. 10% reduction in Launcher Rig drawbacks per level. Intelligence Memory 3x
Prerequisite Skills NPC Price
Jury Rigging III 90,000
Notes
Missile launcher rigs' drawback is an increased demand for CPU from your missile launchers.


Mechanics

 Description  Primary  Secondary  Multiplier
Skill at maintaining the mechanical components and structural integrity of a spaceship. 5% bonus to structure hit points per skill level. Intelligence Memory 1x
Prerequisite Skills NPC Price
None 18,000
Notes
The basic skill for this whole category. Mechanics is a quick train and comes with a nice bonus -- although hull tanking of any kind is unwise, most of the time, extra structure is more overall EHP and may make the difference in a close fight. You need level IV to use T2 medium armor repairers, and level V to use T2 large ones.


Nanite Interfacing

 Description  Primary  Secondary  Multiplier
Improved control of general-purpose repair nanites, usually deployed in a paste form. 20% increase in damaged module repair amount per second. Intelligence Memory 3x
Prerequisite Skills NPC Price
Mechanics V, Nanite Operation III 4,500,000
Notes
Nanite paste can be used to repair module damage from overheating on the fly, while in space. This skill speeds up those repairs. This is a nice skill to have if you're a PvP pilot, but it's not a high priority.


Nanite Operation

 Description  Primary  Secondary  Multiplier
Skill at operating nanites. 5% reduction in nanite consumption per level. Intelligence Memory 2x
Prerequisite Skills NPC Price
Mechanics V 900,000
Notes
The skill required to use nanite paste to repair module damage from overheating on the fly. The reduction in nanite consumption will save you money in the long run. Good skill for PvP pilots, especially ones who go on longer roams and so rely on paste more.


Outpost Construction

 Description  Primary  Secondary  Multiplier
Skill at constructing outposts. Intelligence Memory 16x
Prerequisite Skills NPC Price
Mechanics V, Industry V, Anchoring V 900,000
Notes


Projectile Weapon Rigging

 Description  Primary  Secondary  Multiplier
Advanced understanding of the interface between projectile weapons and the numerous ship systems. Allows makeshift modifications to ship system architecture through the use of rigs. 10% reduction in Projectile Weapon Rig drawbacks per level. Intelligence Memory 3x
Prerequisite Skills NPC Price
Jury Rigging III 90,000
Notes
Projectile weapon rigs' drawback is an increased demand for powergrid from your projectile guns.


Remote Armor Repair Systems

 Description  Primary  Secondary  Multiplier
Operation of remote armor repair systems. 5% reduced capacitor need for remote armor repair system modules per skill level. Intelligence Memory 2x
Prerequisite Skills NPC Price
Mechanics III, Repair Systems II 76,500
Notes
Level IV is required to use T2 large remote armor reppers. Although people often prefer the meta 4 'Solace' repper, the skill is still useful for reducing reppers' cap requirements. Key for anyone who flies in RR battleship gangs or flies an armor logistics ship.


Remote Hull Repair Systems

 Description  Primary  Secondary  Multiplier
Operation of remote hull repair systems. 5% reduced capacitor need for remote hull repair system modules per skill level. Intelligence Memory 2x
Prerequisite Skills NPC Price
Mechanics III 90,000
Notes


Repair Systems

 Description  Primary  Secondary  Multiplier
Operation of armor/hull repair modules. 5% reduction in repair systems duration per skill level. Intelligence Memory 1x
Prerequisite Skills NPC Price
Mechanics I 27,000
Notes
The required skill for local armor repairers. You need level IV to use T2 large armor repairers. This is an important skill for anyone who uses active armor tanking, and since it's a short train you may as well take it to V.


Salvaging

 Description  Primary  Secondary  Multiplier
Proficiency at salvaging ship wrecks. Required skill for the use of salvager modules. 5% increase in chance of salvage retrieval per level. Intelligence Memory 3x
Prerequisite Skills NPC Price
Mechanics III, Survey III 900,000
Notes
Salvaging increases the chance that you'll successfully access a wreck you're salvaging on any given cycle. It does not increase your chance of getting the more valuable salvage from the wreck and it does not decrease the chance that you'll find that there was nothing to be salvaged after successfully accessing the wreck. You need Salvaging I to use salvagers at all; you need Salvaging V to use T2 salvagers.


Shield Rigging

 Description  Primary  Secondary  Multiplier
Advanced understanding of shield subsystems. Allows makeshift modifications to shield subsystems through the use of rigs. 10% reduction in Shield Rig drawbacks per level. Intelligence Memory 3x
Prerequisite Skills NPC Price
Jury Rigging III 90,000
Notes
Shield rigs' drawback is an increased signature radius.


Tactical Logistics Reconfiguration

 Description  Primary  Secondary  Multiplier
Skill at the operation of triage modules. 50-unit reduction in strontium clathrate consumption amount for module activation per skill level. Intelligence Memory 8x
Prerequisite Skills NPC Price
Logistics V 22,500,000
Notes
Only relevant for carrier pilots.


Thermic Armor Compensation

 Description  Primary  Secondary  Multiplier
To active armor hardeners: 3% bonus per skill level to Armor Thermal resistance when the modules are not active To passive armor hardeners: 5% bonus per skill level to Armor Thermal resistance Intelligence Memory 2x
Prerequisite Skills NPC Price
Hull Upgrades IV 108,000
Notes
This doesn't help active hardeners much (since it only works when they're turned off!) but can really help passive hardeners, which see some use in PvP fits. A PvP-focused armor-tanking pilot should train this skill and the three other 'X Armor Compensation' skills to III or IV in the medium-long term.
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