Creating an Alt Orca Pilot

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Main article: Alternate characters

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EVE University

Skill plans:

Short Skill Plan
Magic 14
Creating an Alt Hauler
Creating an Alt Miner
Creating a Scanner Alt
Creating an Alt Orca Pilot
Creating a Planetary Interaction Alt

Skill training:

Skill queue
Skillbook Reimbursement Program

This plan gives the player a out-of-corporation (OOC) alt character that can move their hull and gear safe from war target (WT) aggression, while only costing one PLEX for 30 days of dual account training. The plan does this in two ways. First, it trains up an alt that can fly an Orca with solid tank and the Cloak Trick (AKA MWD+Cloak Trick) to ferry smaller ships and equipment. Then, it trains the alt to also be able to ferry the pirate battleship of the player's choice between incursion sites.

Those who only need to ferry battleships, and not smaller ships or a lot of gear, would probably be better off with a valet alt.

Orca Fit

Basic
Orca: Basic
EFT
[Orca, Basic]

500MN Cold-Gas Enduring Microwarpdrive
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
EM Shield Hardener II

Damage Control II
Reinforced Bulkheads II

Large Ancillary Current Router I



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FITTING DIFFICULTY
EVE VERSION
KRON 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • A third Multispectrum Shield Hardener will grant better EHP than the EM variant
  • Two Large Hyperspatial Velocity Optimizer II rigs will bring the warp speed to just over 3 AU/s
  • The Eifyr and Co. 'Rogue' Warp Drive Speed WS-608 implant is inexpensive and will further increase warp speed by 8% to about 3.3 AU/s.
Travel
Orca: Travel
EFT
[Orca, Travel]
Improved Cloaking Device II

500MN Cold-Gas Enduring Microwarpdrive
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II

Damage Control II
Reinforced Bulkheads II

Large Ancillary Current Router I
Large Hyperspatial Velocity Optimizer II
Large Hyperspatial Velocity Optimizer II



Fitting template high slot label.png
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Icon hi slot.png
Icon hi slot.png
Fitting template mid slots label.png
icon?size=64&.png
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Fitting template low slots label.png
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Fitting template subsystem slots label.png
Fitting template drone slots label.png
Icon fit drone.png
Fitting template drone slots label.png
Fitting template charge slots label.png
Cargo.png
Fitting template rig slots label.png
icon?size=64&.png
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FITTING DIFFICULTY
EVE VERSION
KRON 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • The Large Hyperspatial Velocity Optimizer II rigs can be replaced by Large Transverse Bulkhead II rigs to add additional tank at the expense of cargo capacity.
  • The Improved Cloaking Device II is optional, but can occasionally be helpful.
  • The Eifyr and Co. 'Rogue' Warp Drive Speed WS-608 implant is inexpensive and will further increase warp speed by 8% to about 3.3 AU/s.


This plan has two main parts, the support skills and the ship skills. It uses the yearly re-map for the ship skills, but no re-map on the support skills. If a pilot really wanted to squeeze a few more things in I would use all three re-maps. First Int-Mem for supports. Then Cha-Wis for the leadership skills. Finally Per-Wis for the ship skills. This will give the player a few extra days to add in some other useful things mentioned at the end.

Skill Plan

Orca Plan

Make sure you read the notes below

Expand this box to view a Skill queue to use in-game

Tactical Shield Manipulation II
Tactical Shield Manipulation III
Tactical Shield Manipulation IV
Shield Management II
Shield Management III
Hull Upgrades III
Hull Upgrades IV
Mechanics III
High Speed Maneuvering II
High Speed Maneuvering III
Warp Drive Operation II
Warp Drive Operation III
Acceleration Control II
Acceleration Control III
Jury Rigging I
Shield Upgrades II
Energy Grid Upgrades II
Leadership I
Mining Foreman I
Mining Foreman II
Mining Foreman III
Mining Foreman IV
Mining Foreman V
Mining Director I
Spaceship Command IV
Spaceship Command V
ORE Industrial I
ORE Industrial II
ORE Industrial III
Industrial Command Ships I


Notes:
  • If your alt is Amarr, Gallente or Minmatar you will already have Hull Upgrades III and Mechanics III as starting skills
  • This plan covers Tank skills, Navigation & Cap skills, Misc, Leaderships skills and Orca ship skills below

Support Skills

Cybernetics

All new characters start with Cybernetics I, which enables you to use implants. Plug in +3 implants of all types at the start, as this plan does not work without them.

Tank skills

The Orca hull tanks with a secondary shield tank. Hence Hull Upgrades IV and Mechanics are key for a proper Orca tank.

Navigation Skills & Cap Skills

An Orca really needs an MWD to reduce its align time from 30+ seconds to 10 flat. This requires being able to fit the MWD and have sufficient cap skills so a pilot doesn't cap out after a few jumps of MWD assisted aligns. With the skills in this plan the pilot should be able to use the MWD & DC for every warp. The Active Shield modules can't be constantly run due to cap issues, but can be used in emergencies to buy extra time for CONCORD to arrive. Adding Navigation or Evasive Maneuvers would be a bit beneficial though do not add anything new to the plan, just allow it to do things better.

Misc.

These skills are useful to tank up a pirate BS for transport but are not really critical for the plan as a whole. Also they only allow the use of the T1 versions of the LSE and PDS, these skills would need to be raised to IV to enable the T2 versions, which is one way to expand this plan.

Ship & Leadership Skills

Remapping (active) : i17 p19 c19 w27 m17

This is where to use the remap in the plan if you are only going to use one.

Leadership Skills

The Orca Requires the following leadership skills to be injected. This is where most of the training for the Orca comes from.

Orca Ship Skills

Pirate Battleship Skills

For this section the pilot needs to train the two racial ship skills needed for the pirate BS of their choice. For the sake of this example, we're using Gallente and Minmatar (for the Vindicator and Machariel), but for the Nightmare, you will want to replace these with the Caldari and Amarr skills.

With the +3 implants this finishes the training in just under 29 days. Without +3 implants this train is over 33 days.

Some other things to add:

  • Thermodynamics to overheat hardeners
  • Hacking to make this a scout/hacker
  • The other two race's Battleships (very hard to do, might need all 3 re-maps)
  • Cloaking III so the alt can do the MWD+Cloak trick with the pirate BS (impossible to do with an Orca).