Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Skills:Electronic Systems

From EVE University Wiki

Overview

The Electronic Systems group contains all skills related to offensive Electronic Warfare. Some of the skills here are specialized skills which are only useful for a limited selection of pilots. Any skillbooks that cost 3.5 million ISK or less qualify for the Skillbook Program.

Propulsion Jamming, which lets you operate tackling modules, is in a sense the cornerstone of PvP -- you can't kill someone if you can't stop them from warping away.

Skill (Multiplier) Purpose Alpha Limit
Burst Projector Operation (8x) Allows use of Burst Projectors. Reduction in Burst Projector activation time. ▨▨▨▨▨
Cloaking (6x) Allows use of cloaking devices. Reduction of uncloak targeting delay penalty. ▨▨▨▨▨
Electronic Warfare (2x) Allows use of ECM jammers. Reduces ECM module capacitor consumption. ◼◼◼◼
Frequency Modulation (3x) Bonus to EWAR module falloff range. ▨▨▨▨▨
Long Distance Jamming (4x) Bonus to EWAR module optimal range. ▨▨▨▨▨
Propulsion Jamming (3x) Allows use of stasis webifier, warp scrambler/disruptor. Reduces Propulsion Jamming module capacitor consumption. ◼◼◼◼
Sensor Linking (3x) Allows use of Sensor Boosters/Sensor Dampeners. Reduces capacitor consumption for these modules. ◼◼◼▨▨
Signal Dispersion (5x) Bonus to ECM Jammer strength. ▨▨▨▨▨
Signal Suppression (5x) Bonus to Sensor Dampener effectiveness. ▨▨▨▨▨
Signature Focusing (5x) Bonus to effectiveness of Target Painters. ▨▨▨▨▨
Signature Masking (5x) Increases cycle duration of Signature Radius Suppressor. ▨▨▨▨▨
Tactical Logistics Reconfiguration (8x) Allows use of Triage modules. Reduces Triage module fuel consumption. ▨▨▨▨▨
Target Painting (3x) Allows use of Target Painters. Reduces capacitor need of Target Painters. ◼◼◼▨▨
Weapon Destabilization (5x) Bonus to weapon disruptor effectiveness. ▨▨▨▨▨
Weapon Disruption (3x) Allows use of weapon disruptors. Bonus reduction to weapon disruptor capacitor consumption. ◼◼◼◼

Skill Details

Burst Projector Operation

Operation of Burst Projector systems. Each skill level gives a 5% reduction in module activation time.
 Attributes:
 Multiplier: 8x
 Price: 20M ISK
 Alpha max level: Alpha pilot can not train this skill.
 Prerequisites: Electronic Warfare V
 I required for: Burst Projectors
 Notes: Only relevant to capital pilots.



Cloaking

Skill at using Cloaking devices. 10% reduction in targeting delay after uncloaking per skill level. Can not be trained on Trial Accounts.
 Attributes:
 Multiplier: 6x
 Price: 5M ISK
 Alpha max level: Alpha pilot can not train this skill.
 Prerequisites: CPU Management IV
 I required for: Tech 1 and Faction Cloaking Devices
 III required for: Improved Cloaking Devicess
 IV required for: Covert Ops Cloaking Device;  Black Ops,  Recon Ships
 V required for: CONCORD Modified Cloaking Device
 Notes: Level I allows you to fit a Compact cloak, which will let you remain hidden and undetectable by probes in a safespot for as long as you like. Level III lets you use the T2 cloaking device, which is necessary for the MWD+cloak trick, a useful technique for traveling safely through low-sec. Level IV lets you use the CovOps cloaking devices which will let you warp while cloaked, but can only be used on a limited range of stealth ("covert ops") ships. Most combat pilots can probably get away with only training to level I, while haulers should train to level III, and stealth specialists (who want to fly covert ops ships) need level IV.



Electronic Warfare

Operation of ECM jamming systems. 5% less capacitor need for ECM and ECM Burst systems per skill level. Note: Does not affect capital class modules.
 Attributes:
 Multiplier: 2x
 Price: 125k ISK
 Alpha max level: IV
 Prerequisites: CPU Management I
 I required for: Tech 1 and Faction ECM/ECM Burst modules
 II required for:  Frequency Modulation
 III required for:  Long Distance Jamming; Tech 1 Signal Distortion Amplifiers
 IV required for:  Signal Dispersion;  Advanced Drone Avionics; Tech 2 ECM/Burst ECM modules; Signal Distortion Amplifier II; Wasp EC-900; Vespa EC-600; Hornet EC-300
 V required for:  Burst Projector Operation
 Notes: A key skill for ECM pilots. Level IV lets you use T2 jammers.



Frequency Modulation

Advanced understanding of signal waves. 10% bonus to falloff for ECM, Remote Sensor Dampeners, Weapon Disruptors, Remote Tracking Computers, Remote Sensor Boosters and Target Painters per skill level.
 Attributes:
 Multiplier: 3x
 Price: 200k ISK
 Alpha max level: Alpha pilot can not train this skill.
 Prerequisites: CPU Management III; Electronic Warfare II
 Notes: Falloff isn't as important as optimal range, but anyone specializing in EWAR should train this up to IV in the medium term.



Long Distance Jamming

Skill at the long-range operation of electronic warfare systems. 10% bonus to optimal range of ECM, Remote Sensor Dampers, Weapon Disruptors, Remote Tracking Computers, Remote Sensor Boosters and Target Painters per skill level.
 Attributes:
 Multiplier: 4x
 Price: 500k ISK
 Alpha max level: Alpha pilot can not train this skill.
 Prerequisites: CPU Management IV; Electronic Warfare III
 Notes: An excellent, high-priority support skill for EWAR specialists.



Propulsion Jamming

Skill at using propulsion/warpdrive jammers. 5% Reduction to Warp Scrambler, Warp Disruptor, and Stasis Web capacitor need per skill level.
 Attributes:
 Multiplier: 3x
 Price: 175k ISK
 Alpha max level: IV
 Prerequisites: CPU Management III; Navigation II
 I required for: Tech 1 and Faction Stasis Webifiers; Tech 1 and Faction Warp Scramblers/Disruptors
 II required for: Warp Scrambler II, Weapon Disruptor II
 III required for: Tech 1 and Faction Mobile Small Warp Disruptors; Berserker SW-900; Valkyrie SW-600; Warrior SW-300
 IV required for: Stasis Webifier II; Tech 1 and Faction Heavy Warp Scramblers/Disruptors; Tech 1 and Faction Mobile Medium Warp Disruptors
 V required for: Warp Disruption Field Generators; Interdiction Sphere Launcher I; Heavy Warp Scrambler/Disruptor II; Mobile Large Warp Disruptors; Mobile Small/Medium Warp Disruptor II;  Interdictors;  Heavy Interdiction Cruisers
 Notes: This skill can be acquired for free through the tutorial missions. Points, scrams and webs are key PvP modules and it's well worth training this skill to IV if you ever PvP.



Sensor Linking

Skill at using remote sensor booster/damper. 5% less capacitor need for sensor link per skill level.
 Attributes:
 Multiplier: 3x
 Price: 125k ISK
 Alpha max level: III
 Prerequisites: CPU Management III
 I required for: Tech 1 and Faction Remote Sensor Boosters/Dampeners; Tech 1 and Faction Remote Tracking Computers
 III required for: Ogre SD-900; Hammerhead SD-600; Hobgoblin SD-300
 IV required for: Remote Sensor Booster II; Remote Sensor Dampener II; Remote Tracking Computer II;  Signal Suppression
 Notes: Key skill for sensor dampening, the Gallente EWAR, and also remote sensor boosting, which can be useful for bumping up the scan resolution of interceptors and HICs in gatecamps.



Signal Dispersion

Skill at the operation of target jamming equipment. 5% bonus to strength of all ECM jammers per skill level.
 Attributes:
 Multiplier: 5x
 Price: 1M ISK
 Alpha max level: Alpha pilot can not train this skill.
 Prerequisites: CPU Management IV; Electronic Warfare IV
 Notes: Excellent support skill for ECM pilots, as there aren't many ways to increase jammer strength.



Signal Suppression

Skill at the operation of remote sensor dampers. 5% bonus to remote sensor dampers' scan resolution and targeting range suppression per skill level.
 Attributes:
 Multiplier: 5x
 Price: 800k ISK
 Alpha max level: Alpha pilot can not train this skill.
 Prerequisites: CPU Management IV; Sensor Linking IV
 Notes: Excellent support skill for sensor dampening.



Signature Focusing

Advanced understanding of target painting technology. 5% bonus to target painter modules' signature radius multiplier per skill level.
 Attributes:
 Multiplier: 5x
 Price: 600k ISK
 Alpha max level: Alpha pilot can not train this skill.
 Prerequisites: CPU Management IV; Target Painting IV
 Notes: Excellent support skill for target painting, useful for stealth bomber pilots, and CNR/Golem pilots.



Tactical Logistics Reconfiguration

Skill at the operation of triage modules. 25-unit reduction in strontium clathrate consumption amount for module activation per skill level.
 Attributes:
 Multiplier: 8x
 Price: 25M ISK
 Alpha max level: Alpha pilot can not train this skill.
 Prerequisites: Logistics Cruisers V
 I required for: Triage Module I
 V required for: Triage Module II
 Notes: Only relevant for force auxiliary pilots.



Signature Masking

Improves the active masking mode of Signature Radius Suppressors, resulting in more efficient masking that can be maintained for longer periods of time. Increases duration time of Signature Radius Suppressor active mode by 5% per level.
 Attributes:
 Multiplier: 5x
 Price: 600k ISK
 Alpha max level: Alpha pilot can not train this skill.
 Prerequisites: CPU Management IV



Target Painting

Skill at using target painters. 5% less capacitor need for target painters per skill level.
 Attributes:
 Multiplier: 3x
 Price: 100k ISK
 Alpha max level: III
 Prerequisites: CPU Management III
 I required for: Tech 1 and Faction Target Painters
 III required for: Berserker TP-900; Valkyrie TP-600; Warrior TP-300
 IV required for: Target Painter II;  Signature Focusing
 Notes: The basic support skill for target painting, the Minmatar form of EWAR.



Weapon Destabilization

Advanced understanding of weapon disruption technology. 5% bonus to the effectiveness of Weapon Disruptor modules per skill level.
 Attributes:
 Multiplier: 5x
 Price: 400k ISK
 Alpha max level: Alpha pilot can not train this skill.
 Prerequisites: CPU Management IV; Weapon Disruption IV
 Notes: Excellent support skill for tracking disruption.



Weapon Disruption

Skill at using remote weapon disruptors. 5% less capacitor need for weapon disruptors per skill level.
 Attributes:
 Multiplier: 3x
 Price: 100k ISK
 Alpha max level: IV
 Prerequisites: CPU Management III
 I required for: Tech 1 and Faction Tracking/Guidance Disruptors
 III required for: Praetor TD-900; Infiltrator TD-600; Acolyte TD-300
 IV required for: Tracking Disruptor II; Guidance Disruptor II;  Weapon Destabilization
 Notes: Tracking disruption is the Amarr form of EWAR, and some of their ships have bonuses for it. It can also be useful even when used without hull bonuses, however, particularly for speed tanking or kiting fits, so PvP pilots may want to put some SP into it even if they don't fly Amarr.