Minmatar Ships 101
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This class provides an overview of all Tech I Minmatar spacecraft, with guidelines for how to fly them well. This should be helpful for all aspiring Minmatar pilots but also for anyone who simply wants to know about the strengths and weaknesses of Minmatar ships.
- Duration: 120-150 min., depending on the number of questions received.
Class contents: Topics covered:
- General Minmatar characteristics
- Projectile weapon primer
- Minmatar T1 Subcapital ships overview
- Basic skills valuable for Minmatar pilots
- Mumble registration and access - make sure you have Mumble sorted out and operational well before the class begins. Use this guide for set-up: hhttp://wiki.eveuniversity.org/Mumble
- Access to the Class.E-UNI in-game chat channel
Additional information: This class is primarily lecture delivered in the Chat.E-UNI channel in Mumble, followed by Q&A.
If there are questions about Tech II ships or fitting options, I'd be happy to talk about those after the class, but the focus will be on Tech I ships and the basics.
Notes for the Teacher
- Class.E-UNI chat channel, to receive questions and post relevant links
Keep the lecture moving forward briskly - there is a lot of content to cover here, and it's easy to go over two hours if your pace is slow.
It may save you time if you can find a volunteer to link ships as you mention them.
Try to avoid too detailed ship fitting questions, as there are a lot of good fittings for several task around and it will stretch the class even further. If you go into a specific ship fitting also mention the purpose of the fit.
Suggested breaks could be after frigates, then cruisers and BCs and BS together with the skill section.
If there is time you can touch on the subject of T2 ships, perhaps in the Q&A session afterwards. The T2 frigates may be particularly worth covering, since they're both the T2 ships new players most commonly fly first, and an especially strong part of the Minmatar T2 lineup.
Welcome to this class on Minmatar ships!
Over the couple of hours, we will cover:
- General Minmatar characteristics
- Projectile weapon primer
- Minmatar T1 Subcapital ships overview
- Basic skills valuable for Minmatar pilots
- Then we'll have general Q&A
(Instructor should then introduce himself or herself - covering relevant experience level and background.)
We have a few ground rules for this class:
- Please put your Mumble settings on "Push to Talk" if you have not already done so.
- Feel free to type any questions in the Class.E-UNI chat channel as we proceed - I will try to answer your questions as they come during the class. [At the end of my lecture, we'll open Mumble for any further questions or general discussion.]
Everyone ready? OK, then - let's begin....
General Minmatar Characteristics
So what makes Minmatar ships distinctive?
- Minmatar ships usually have the best base speeds for their size and class.
- When fitted for speed & agility this lets Minmatar pilots control range easily.
- . . . letting them sit at a range where they can hurt the enemy more than the enemy can hurt them
- . . . and letting them have a better chance of disengaging if the fight goes badly
- Most Minmatar ships can be fitted in a greater variety of ways than other races' ships
- For example, most can fit either an armor tank or a shield tank
- In PvP this makes Minmatar ships less predictable: the enemy have a harder time guessing how your ship will perform
- If Minmatar pilots want to have all the different fitting options available they will have to train more in-game skills and learn more about the game than pilots flying other races
- That's not necessarily a bad thing: an experienced Minmatar pilot is proficient with:
- Capacitor warfare
- Speed tanking
- Shield tanking (active, passive and buffer)
- Armor tanking (active and buffer)
- . . . which means they are well-placed to crosstrain into any other race, and probably understand the other races' ships better than pilots of other races understand Minmatar ships
Other Distinguishing Characteristics
- Ships usually have spare highslots after you've added all the primary weapons -- can use for:
- secondary weapons, usually missiles
- energy emission weapons -- nosferatus or energy neutralizers
- remote repair modules, esp. on battleships
- drone link augmentors for more drone travel range
- Ships have high scan resolution for size and class -- fast to lock onto targets
- But low sensor strength for size and class -- easiest race to jam with ECM
- Smallest signature radii for size and class -- slightly harder targets to lock, hit and hurt
- Smallest capacitors for size and class -- though, as we'll see shortly, also less need for capacitor
- Minmatar racial electronic warfare is target painting: increases the target's signature so that everyone can hurt the target more
- Not widely used, too situational, not as dramatically effective as ECM, tracking disruption or sensor dampening
- Can be useful for big missile ships trying to hit small targets
- Perhaps a tendency to have weaker buffer in EHP terms than other races' ships
Projectile Weapon Primer
Most Minmatar ships use projectile guns as their primary weapon. They're unlike other turrets:
- Unlike other turrets they don't use up capacitor when they fire
- Also you can control the damage type they deal by loading different kinds of ammo (hybrids only do kin/therm; lasers only do em/therm)
- Short range, high damage-per-second
- Good tracking speed compared to blasters and pulse lasers
- Really short optimal ranges, really long falloff ranges
- [You may want to link an autocannon as an example for people to look at]
- [You may want to briefly go over what optimal and falloff actually are]
- Expect to fight somewhere between optimal and first falloff most of the time
- Long range, lower damage-per-second because of a very slow cycle time
- Bad tracking speed compared to railguns and beam lasers
- High 'alpha' -- lots of damage in each shot -- highest damage-per-shot potential in the game[?]
- In some situations if you assemble enough alpha damage you don't need damage-per-second
- Meaningful optimal range (unlike autocannon) but still also substantial falloff
- Fight in optimal if you can, but be prepared to move out into falloff if you must
- Leaving T2 ammunition aside, projectile guns all use the same eight types of ammo
- [You might like to link the table here if you think it will help]
- Three groups, sorted by range:
- Fusion, EMP and Phased Plasma -- highest DPS, range penalty; mostly exp, em and therm damage respectively
- Titanium Sabot and Depleted Uranium -- less DPS, no range modifier, 20% tracking speed bonus; TS is mostly kin damage, DU is mixed em/kin/therm
- Proton, Nuclear and Carbonized Lead -- lowest DPS, range bonus, small tracking bonus; Proton is mixed em/kin, Nuclear primarily exp, CL primarily kin
- Important to remember: range modifiers on these ammo apply to optimal only
- . . . so for autocannon, with their laughable optimals, you can pretty much stick to the short-ranged three unless you need TS for better tracking or kinetic damage
- Ammo selection: in PvE, usually you pick ammo to hit the lowest resists of the mission enemy
- In PvP you try to guess at the target's lowest resists. Complex subject (T2 racial resists &c), probably not worth trying to cover it here.
- Thermal damage is reasonable against most things in PvP, so with autocannon if you don't have time to reload Phased Plasma is your friend
- T2 projectile turrets can use normal ammo, but they can also load special T2 ammo; the most significant of the four kinds of T2 ammo is Barrage, an autocannon ammo type with a falloff bonus which makes kiting/skirmishing much easier
Projectile Support Modules
Two key lowslot modules for projectile users:
- Gyrostabilizers ('gyros') boost your raw damage-per-shot and lower your guns' cycle time: more paper DPS
- Tracking Enhancers ('TEs') boost your guns' tracking speed, optimal and falloff ranges: more hits at longer ranges means more applied DPS
- Tracking Enhancers' falloff bonus key to the success of high speed, kiting/skirmishing autocannon fits
The best Minmatar frigates are very popular. The high speed and agility that come with being Minmatar enhance the natural strength of all frigate hulls -- being small, fast targets.
Special Abilities: 10% bonus to velocity / 10% bonus to Small Projectile Turret damage / 15% bonus to Target Painter effectiveness / 15% bonus to Shield Boost Amount
2H / 2M / 2L (2 Turret / 2 Launcher)
- Minmatar rookie/noobship, though still a frigate
- Free whenever you dock your pod in a station where you have no ship
- Has space for a single drone! Woo!
Minmatar Frigate skill bonus per level: 10% bonus to Shield Transporter boost amount / 10% reduction in Shield Transporter capacitor use
Role Bonus: 500% bonus to range of Shield Transporters
3H / 3M / 3L (2 Turret)
- Minmatar logistics frigate (Formerly a mining frigate)
- Remote shield repair
- Stepping stone into the Minmatar logi cruiser - Scythe
Minmatar Frigate skill bonus per level: 7.5% increase to scan strength of probes / 5% bonus to Salvager cycle time
Role Bonus: +5 Virus Strength to Relic and Data Analyzers
3H / 4M / 3L (2 Turret / 2 Launcher)
- Minmatar exploration/probing ship
- Don't be confused by the name when you fit a probe launcher to your Probe and start probing with probes in your Probe!
- Good ship to start out a career as an explorer, though you will want to train for the T2 version, the Cheetah
- Probe sites down, switch to a combat/utility ship to do them in
- Makes for a decent high speed hauler with expandable cargoholds
- Impressive drone bay although bandwidth is lacking
Minmatar Frigate skill bonus per level: 5% bonus to Small Projectile Turret damage / 7.5% bonus to Small Projectile Turret tracking speed
Role Bonus: 80% reduction in Propulsion Jamming systems activation cost
4H / 4M / 2L (3 Turret)
- Minmatar attack/tackle frigate
- Fastest Minmatar frigate
- Most effective as a tackler in fleet warfare
- Excellent ship for bookmarking
- 4 midslots provide excellent flexibility
- Generally overshadowed by the Rifter in PvE and solo PvP
Minmatar Frigate skill bonus per level: 5% bonus to Light Missile and Rocket damage / 7.5% bonus to Shield Boost amount
3H / 4M / 3L (3 Launcher)
- Minmatar missile combat frigate
- Could probably do some Level 1 missions but when you need a ship to do those, you generally don't have very good missile skills
- Good ship for long range attacks and dictating range
Minmatar Frigate skill bonus per level: 7.5% bonus to Target Painter effectiveness / 10% bonus to Target Painter optimal range
2H / 5M / 2L (2 Launcher)
- Minmatar electronic warfare frigate
- Target painting not widely used, as discussed earlier: only situationally useful
- Able to paint at extreme ranges (up to 200 km under certain conditions)
- Not practical as a solo ship
- 5 midslots gives it alot of versatiliy
- High speed and agility makes it great for running away from people in dangerous space
- Dronebay and bandwidth for a single light drone
Minmatar Frigate skill bonus per level: 5% bonus to Small Projectile Turret damage / 7.5% bonus to Small Projectile Turret tracking
3H / 3M / 4L (3 Turret / 2 Launcher)
- Minmatar combat frigate
- Bonuses to projectile turret damage and projectile turret tracking (so you hit things hard even when you're going fast)
- Balanced and versatile three highslot / three midslot / four lowslot layout
- High speed and agility for a combat frigate
- Can be armor tanked with an armor buffer (usually 400mm plate) or an active tank (200mm plate, small armor repairer)
- Or shield tanked with a medium shield extender, though this means giving up the prop mod -- warp scram/disruptor -- web holy trinity
- Good PvP tackler, good solo PvP ship; can kill a battlecruiser
- Buying and fitting a stack of Rifters and then leeroying them at anything you can catch is a time-honoured method of learning about solo PvP
- Easily handles Level 1 missions, and probably some Level 2 missions if you have good skills
Each race has two destroyers. Destroyers are anti-frigate ships which are a little bit larger than frigates. They use the same small-sized weapons and modules but they can fit a lot more turrets than frigates.
Minmatar Destroyer skill bonus per level: 10% bonus to Small Projectile Turret tracking speed / 5% bonus to Small Projectile Turret damage
Role Bonus: 50% bonus to optimal range for small projectile turrets
8H / 3M / 2L (7 Turret / 1 Launcher)
- Minmatar attack destroyer
- Fast, high-damage
- Like all destroyers it's a bigger target than a frigate, but can only fit a frigate-sized tank -- dies quickly to larger ships
- Seven tracking-bonused, damage-bonused guns chew through Level 1 missions very, very quickly -- fit with artillery for long-range, lower travel time mission-running
- PvP fits usually fit artillery -- can pop a frigate in one or two hits (make sure you do hit)
- But some people like autocannon PvP Thrashers: very high damage, like an assault frigate; enemy frigates may assume that you're artillery-fit and try to get under your supposedly slow-tracking guns . . .
- Salvage destroyer
- 4x4 Tractor/Salvager, Salvage tackle rigs if you can afford them
- AB/MWD + Expanded Cargohold II's
- Clean up wrecks quickly
- Should cope with looting and salvaging Level 1 up to Level 3 missions; may struggle with the amount of loot you get in Level 4s
Minmatar Destroyer skill bonus per level: 5% bonus to light missile and rocket explosive damage per level / 15% reduction in microwarpdrive signature radius penalty per level
Role Bonus: 50% bonus to light missile and rocket max velocity
7H / 3M / 3L (7 Launcher)
- Minmatar missile destroyer
- Bonus to greatly reduce MWD sig.
- Excellent kiter
- Paper-thin tank, you're in trouble once the MWD runs the cap down.
The Minmatar have 2 combat cruisers, a logi cruiser, and an EWAR cruiser. This is the point where Minmatar ships start to have meaningful drone bays, and you'll want to invest in some drone skills to use that space. You'll need Drones V and Scout Drone Operation I to launch the full five-drone flights that all 4 cruisers can carry.
Minmatar Cruiser skill bonus per level: 12.5% bonus to Shield Transporter boost amount / 5% reduction in Shield Transporter capacitor use
Role Bonus: 1000% bonus to Shield Transporter range / 100% bonus to Logistic Drone repair amount
3H / 5M / 5L (2 Turret / Launcher)
- Minmatar logistics cruiser (Shield)
- Faster than Caldari T1 logistics cruiser (Osprey), but lower targeting range
- Can field a full flight of light drones or a mixed flight (capacity 45 m3, bandwidth 45 Mbid/sec)
Minmatar Cruiser skill bonus per level: 7.5% bonus to Target Painter effectiveness / 5% bonus to Rapid Light, Heavy Assault and Heavy Missile Launcher rate of fire
4H / 5M / 4L (4 Launcher)
- Minmatar electronic warfare cruiser
- Rebalanced in Retribution to be an EWAR/Combat hybrid
- Now comparable to a Caracal, but with bonused target painter
- 40m3 drone bay and bandwidth to match means you can field a full flight of light drones with some spares, or two medium drones and three lights
- Formerly unloved ship -- but might find some new life after the rebalance
Minmatar Cruiser skill bonus per level: 5% bonus to Medium Projectile Turret firing speed / 10% bonus to Medium Projectile Turret falloff
6H / 4M / 4L (4 Turret / 2 Launcher)
- Minmatar attack cruiser
- Improved in Retribution to be a competitive cruiser
- Better slot layout and bonuses than previous iteration
- With addition of falloff bonus it can now be fit similar to a Vagabond, just a bit weaker
- Fast cruiser and with falloff bonus can be an effective kiter
- Trades some damage and tank for greater speed than most other cruisers
Minmatar Cruiser skill bonus per level: 5% bonus to Medium Projectile Turret firing speed / 5% bonus to Medium Projectile Turret damage
5H / 4M / 5L (4 Turret / 1 Launcher)
- Minmatar combat cruiser
- Formerly the best Minmatar cruiser, but buffs to the other 3 ships have balanced things out
- Five highs, four mids and five lows, quite a lot of powergrid and CPU and a 30m3 drone bay
- Four turret hardpoints and one spare highs for missile launchers or capacitor warfare
- In PvE it should cope with Level 2 missions; common fits have an active armor tank in the lows, an afterburner and cap rechargers in the mids, and four artillery pieces plus two small missile launchers in the highs
- Range of fittings in PvP:
- Can squeeze on a 1600mm plate for a slow but tough heavy tackle fleet ship
- 800mm plate fits with ACs and two Heavy Assault Launchers -- faster heavy tackle for a fleet, with more DPS
- Shield-tanked kiting fits with gyros and tracking enhancers in the lows -- a good solo option
Battlecruisers are ideal ships for Level 3 missions, and they're also very useful and versatile PvP ships. They're cheaper and much easier to skill for than battleships (since they use the same medium-sized guns that cruisers use).
The Minmatar have one odd but useful battlecruiser, and one absolutely brilliant battlecruiser.
When pilots start flying battlecruiser-sized ships they should be training towards using T2 tanking modules and then T2 drones. Remember that the uni recommends that pilots flying battlecruisers in wartime PvP fleets should be able to fit a full T2 tank [you may want to link this page ]
- This is the odd but useful one
- Bonuses to missile rate of fire and to the amount of boost you get from shield boosters
- Five low, five mid, seven high (but only five missile hardpoints and two turret hardpoints) slot layout
- Shield boost bonus obviously helps active shield tanks
- Active shield tanked Cyclone will work in missions but won't do them as fast as other battlecruiser
- Active shield tanks can work in solo or very small gang PvP
- . . . but are a problem in medium gang and fleet PvP where if you're primaried a buffer tank will last longer
- . . . also very vulnerable to capacitor warfare
- Some solo PvP pilots use drugs and expensive implant sets to get silly active tanks out of the Cyclone -- this can work well but isn't affordable for new players
- Fast and versatile: the Rifter of battlecruisers; more expensive than the Cyclone
- Bonuses to projectile rate of fire and raw damage -- this is the Rupture's bigger, meaner brother
- Six lowslots, four midslots, eight highslots with six turret hardpoints and two spare
- For PvE the 'cane can be passive regen shield tanked like a Drake, with lots of Shield Power Relays in the six lowslots, or alternatively it can have an active armor tank
- Should stomp all over Level 3s if you have adequate skills, read mission guides and use a reasonable fit
- Lots of ways to fit it for PvP; six lows for an armor tank and four mids for full tackle, plus prop module, plus a slot for a utility module; or alternatively a moderate shield tank in the mids and damage/speed modules in the lows
- PvP variety:
- Armor buffer with autocannon -- slow but deadly if it latches on to a target
- Active armor (dual reppers) with autocannon -- unconventional, fun solo/small gang fit but has the Cyclone's weaknesses
- Shield buffer with autocannon -- skirmishing/kiting fit, fast and damaging, good solo or as a heavy tackler
- Shield buffer with artillery -- fast and long-ranged, gets lots of damage in in the opening seconds of a fight (alpha!), good in large fleets
- Agile and quick, carries Battleship sized guns, but with low EHP overall
- Bonuses for projectile turret rate of fire and falloff range
- Special role bonus of 95% reduction in the powergrid requirements, and 50% reduction in CPU requirements of Large Projectile Turrets
- Fits 8 large guns, with 5 mid slots and 4 low slots
- Potential of large alpha for comparable hulls, upwards of 10,000 per volley (600 DPS)
- A good kiting and gate/station camping ship for mobile fleets. Also used in groups for suicide ganking hard targets
- Best for PVP operations, though viable in PVE when fit correctly
- Buffer shield tanking allows for maximal damage output
- A lone Tier3 battlecruiser in a fleet will most likely be a primary target
Minmatar battleships used to have a poor reputation, unlike many of the sub-battleship classes where Minmatar are very popular. The projectile rebalancing and the specific buff to the Typhoon in the Dominion expansion in the autumn of 2009 went some way to redress this, and Minmatar battleships are now very viable.
A battleship is an expensive loss for a new pilot. Try not to take one into PvE or PvP combat until you're confident you have a good tank, decent drone skills and good enough gunnery/missile skills to extract more DPS from the ship than you would from a battlecruiser.
- Cheapest Minmatar battleship, but this can be misleading: it's not the easiest one to use
- In fact of all the Minmatar battleships, the Typhoon probably requires the most skill training before it's worth using it
- Missile bonuses: to rate of fire (Rapid Heavy, Torpedo & Cruise Missiles) and explosion velocity (Torpedo and Cruise Missiles)
- Six turret hardpoints and six launcher hardpoints, seven highslots
- In practice people usually fit missile launchers and use the other highslot(s) for utility modules
- Large drone bay, at 125m3, and 100mbit bandwidth: can field a flight of four heavy or sentry drones, and still have space in the bay for a flight of light drones
- Five midslot/seven lowslot layout predisposes the Typhoon to armor tanking
- In PvP it's usually fit for close-range brawling with torpedoes and an armor buffer
- Probably the best Minmatar battleship for remote-repair battleship gangs, which are a standard PvP tool in certain corps (though rare in the uni)
- PvE (or POS bashing) fits with cruise missiles and sentry drones are possible but require lots of skill training: for new pilots the Maelstrom is a better ship for beginning L4s
- A rather awkward ship, but not a bad one
- Bonuses to projectile rate of fire and raw damage -- the even bigger, even meaner brother of the 'cane and Rupture
- Eight highslots but only six turret hardpoints
- Five mid/six low layout suggests a mild disposition towards armor tanks, though both kinds of tank are possible
- Possibly a viable remote-repair battleship if you don't have torpedo skills and missile support skills for the Typhoon
- Sometimes used as an artillery sniper: it has no range bonus, but neither of the other battleships do either, and the Tempest is at least cheaper than the Maelstrom
- Can also occasionally be seen being used as an oversized kiting battlecruiser in lowsec: a buffer shield tank and a rack of large autocannon; with the right implants and equipment you can push it to 1400m/s, and nearly 2km/s overheated; the so-called 'nanopest'
- The preferred Level 4 running Minmatar battleship
- Rate of fire and shield boost amount bonuses, like a bigger Cyclone (with eight turrets, this time)
- Six mids and five lows: enough space for an active shield tank to take advantage of the bonus, and some gyros and/or tracking enhancers in the lowslots
- Active shield tanking works well in Level 4 mission for battleships, lets you sit there and take rat DPS for ages if necessary
- Usually fitted with artillery for PvE, though in Angel Cartel missions some people like to fit autocannon because Angel ships tend to come close
- Sometimes used as a sniper in PvP, though it's more expensive than the Tempest
- Can be used with drugs and implants to get a silly active tank for solo/very small gang fights, just like the Cyclone
T1 industrial ships are good for hauling large quantities of low value stuff (like ore) around, but they're incapable of mounting tough tanks and so are quite easily killed.
There are three Minmatar industrials, and they each have per-level bonuses to speed and cargo capacity.
- The basic industrial, requires Minmatar Industrial I.
- This is the Minmatar's "fast" T1 industrial.
- Second of the three, requires Minmatar Industrial I.
- Has a large (41,000 - 61,500 m3) secondary cargo bay which is only capable of carrying ammunition. Could serve as a fleet ammo resupply ship, but this is a very niche role (and is probably more safely performed by a cloaking T2 Blockade Runner)
- Third, and biggest, requires Minmatar Industrial I.
- This is the Minmatar's "large" T1 industrial.
Skills for Minmatar Ships
Especially for Minmatar pilots, skills are the gap filler between a sup-par boat and one that can match or even outperform other races' boats. As can be seen by the ship discussion almost all Minmatar boats have "utility" slots for "something else" and this "something else" is actually what will be your wildcard. Since these utility slots are just a few, it is essential to have especially these operating at their maximum possible effect to top the balance of a fight into your favour.
- You need a lot of skills to perform well in Minmatar ships, and it can be difficult to know which to invest in first. Here are some general guidelines to help the new Minmatar ship pilot.
- This advice touches on only the essential skills – you should develop your own specific skill development plan using a tool like EveMon or EveHQ – but these guidelines should start you in the right direction.
Ship Command Skills
Of course, you can’t fly anything without the essential ship command skills, and you should train each to at least level IV – or to Level V if you intend to specialize in that type, or if you want to fly advanced Tech 2 ship variants of each class.
- Minmatar Frigate
- Minmatar Destroyer
- Minmatar Cruiser
- Minmatar Battlecruiser
- Minmatar Battleship
- Minmatar Industrial
A ship can be only as good as the modules you can fit on it, and to do that, you need strong fitting skills.
Essential fitting skills that should be trained to Level V (and this goes for pilots of all races) are:
- Power Grid Management - 5% Bonus to ship's powergrid output per skill level.
- CPU Management - 5% Bonus to ship CPU output per skill level
- Weapon Upgrades - 5% reduction per skill level in the CPU needs of weapon turrets and launchers. Also gets you T2 gyrostabilizers.
- Develop Advanced Weapon Upgrades to at least level III, earning a 2% reduction per level in powergrid needs of weapon turrets and launchers.
By the way, an excellent utility for helping you outfit your ship is the Eve Fitting Tool, or EFT, a free software application designed for optimizing your ship configuration – if you don’t have EFT, download it today
Minmatar pilots don't depend on capacitor power as much as other races do, but it's still very important, especially for active armor tanks, for running propulsion modules and for capacitor warfare.
These are all the skills you need to optimize the size, recharge rate and efficiency of your capacitor:
- Capacitor Systems Operation - 5% reduction in capacitor recharge time per skill level, and to fit Capacitor Boosters.
- Capacitor Management - 5% bonus to capacitor capacity per skill level.
- Energy Grid Upgrades - to fit Cap Rechargers and Power Diagnostic Systems.
- Capacitor Emission Systems - 5% reduced capacitor need of energy emission weapons per skill level, and to fit Nosferatu energy weapons.
- You'll want Capacitor Systems Operation at level V and Capacitor Management to level IV at least. Cap Boosters are useful in some PvP fits, so you'll want to be able to fit the best with Energy Grid Upgrades IV.
These are essential skills. It's a crime not to maximise the natural Minmatar advantages of speed and agility. Even if you stick to the bigger ships, having a more agile/quicker than expected battleship can save your life.
- Navigation - 5% bonus to sub-warp ship velocity per skill level.
- Acceleration Control - 5% Bonus to Afterburner and MicroWarpdrive speed boost per skill level; key to skirmish/kiting tactics in PvP
- High Speed Maneuvering - 5% reduction in MWD capacitor usage per skill level; key to skirmish/kiting tactics in PvP
- Evasive Maneuvering - 5% improved ship agility for all ships per skill level
- Afterburner - key for T2 afterburners, handy
- Fuel Conservation - reduces the cap requirements of afterburners: great for PvP combat frigate fits and for deadspace mission fits
- Spaceship Command - although this is (naturally) in the Spaceship Command category, it gives you 2% more agility per level
If you are going to pilot Minmatar ships into battle, you must master projectile turrets – and there are a lot of skills required to do so.
To maximize your damage dealing effectiveness from your guns, train the following to Level IV or higher:
- Gunnery (you will need Gunnery V for large turrets and all T2 guns)
- Small Projectile Turret for frigates and destroyers
- Medium Projectile Turret for cruisers and battlecruisers
- Large Projectile Turret for battleships
You should also train these gunnery skills to IV or better:
Remember that you can ignore Controlled Bursts: it helps reduce your guns' capacitor requirements, but projectile turrets don't require any capacitor in the first place!
In the medium term Minmatar pilots should look towards training T2 guns for more DPS and, in the case of autocannon, an extra tactical option with T2 Barrage ammo.
Armor Tanking Skills
If you want to fit armor buffer tanks or active armor tanks you'll want to train armor support skills and be able to fit T2 armor tanking modules.
- To fit T2 modules, train Mechanic and Hull Upgrades to level V.
- You can train Repair Systems to Level V if you wish, to maximize the 5% reduction in repair systems duration per skill level, and to fit effective Armor Repairers, but you only really need Level IV to fit T2 varieties.
- Train EM Armor Compensation, Explosive Armor Compensation, Kinetic Armor Compensation, and Thermal Armor Compensation to Level III or higher, to improve passive armor module resists against these damage types. These skills will make modules like the Energized Adaptive Nano Membrane much more effective.
Shield Tanking Skills
If you want to fit shield tanks -- either buffer tanks, passive regen tanks or active tanks -- you'll want to train good shield support skills and be able to fit T2 shield tanking modules.
To fit T2 modules, train
- Shield Upgrades to IV -- for T2 Large Shield Extenders; 5% reduction in the powergrid needs of some shield modules also makes fitting easier
- Shield Operation to V -- for the biggest T2 shield boosters; 5% reduction in shield recharge time also helps passive regen tanks
- Tactical Shield Manipulation to IV -- for T2 shield hardeners
- Shield Management to IV or V -- V gets you T2 Shield Boost Amplifiers, but is a long train; the skill is a worthwhile one (5% more shield hp per level) but level V may be a long-term rather than a short-term goal
- Energy Grid Upgrades to IV -- for passive regen tanks; lets you use T2 Shield Power Relays
Other shield skills:
- To support an active shield tank you will also want Shield Compensation (2% less capacitor use by shield boosters) trained to IV or V
- The skills EM Shield Compensation, Explosive Shield Compensation, Kinetic Shield Compensation, and Thermal Shield Compensation aren't as useful as their armor counterparts and you can leave them.
If you fly any Minmatar ship bigger than a frigate you will want drone skills. To be most effective, you will need to get Tech II drones, which means investing even more time and effort in drone skill development. T2 light drones are a great help in Level 4 missions, where they make short work of frigates which scramble your valuable battleship, stopping you from warping out if the mission goes wrong.
If you plan to fly the skill-intensive Typhoon you will want T1 heavy drones, and good drone support skills -- and T2 heavy drones in the long term.
Train these skills to level V:
- Drones, so that you can field the maximum five drones. Key for almost all pilots that want to fly a cruiser or larger. Gateway skill for other neat drone skills. No excuses!
- Light Drone Operation.
You should also develop the following skills to level IV:
- Drone Durability
- Drone Interfacing (every level is like having another drone!)
- Drone Navigation
- Drone Sharpshooting
- Minmatar drones are very fast, and so are popular in PvP; they also do well against the Angels which you fight in many missions from Minmatar agents
- Gallente drones do tonnes of damage, and so are also popular in PvP; they also do well against most types of NPC rat
ECM drones can be a useful tool if you're flying solo or in a small gang with no dedicated ECM ship. To use them you'll need to train:
- Electronic Warfare to IV
- Drones to V (as just discussed)
- Advanced Drone Avionics to at least I -- every level increases the range of all your drones
As always with Eve, there are yet more skills we don't have time to cover:
- Rigging skills let you fit specific categories of rig on your ship, and reduce the drawbacks associated with rigs; Minmatar pilots will be especially interested in Armor, Shield, Astronautics and Projectile Weapon rigging skills
- Missile weapon skills and support skills let Minmatar pilots fit launchers in their spare highslots for more DPS -- and are key to using the Typhoon
- Although it is the Amarr form of EWAR, Weapon Disruption can be a neat - and unexpected - aid to some speed-tanking fits
- Thanks for attending this class!
- I would appreciate any feedback from people on how to improve the class -- post in the class thread, evemail me, &c
- Questions? [You can cover T2 Minmatar ships briefly here, or save them for a Minmatar 201 class]