Skills:Electronic Systems

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Contents

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 one 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 Purpose
Burst Projector Operation Allows use of Burst Projectors. Reduction in Burst Projector activation time.
Cloaking Allows use of cloaking devices. Reduction of uncloak targeting delay penalty.
Electronic Warfare Allows use of ECM jammers. Reduces ECM module capacitor consumption.
Frequency Modulation Bonus to EWAR module falloff range.
Long Distance Jamming Bonus to EWAR module optimal range.
Propulsion Jamming Allows use of stasis webifier, warp scrambler/disruptor. Reduces Propulsion Jamming module capacitor consumption.
Sensor Linking Allows use of Sensor Boosters/Sensor Dampeners. Reduces capacitor consumption for these modules.
Signal Dispersion Bonus to ECM Jammer strength.
Signal Suppression Bonus to Sensor Dampener effectiveness.
Signature Focusing Bonus to effectiveness of Target Painters.
Tactical Logistics Reconfiguration Allows use of Triage modules. Reduces Triage module fuel consumption.
Target Breaker Amplification Reduces duration and capacitor need of Target Spectrum Breakers.
Target Painting Allows use of Target Painters. Reduces capacitor need of Target Painters.
Weapon Destabilization Bonus to weapon disruptor effectiveness.
Weapon Disruption Allows use of weapon disruptors. Bonus reduction to weapon disruptor capacitor consumption.

Skill Details

Skill.png Burst Projector Operation

Operation of Burst Projector systems. Each skill level gives a 5% reduction in module activation time.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 8x
Isk.png Price: 12M ISK
Skill.png Prerequisites: Electronic Warfare V
Skill.png I required for: Burst Projectors
Notes.png Notes: Only relevant to capital pilots.



Skill.png Cloaking

Skill at using Cloaking devices. 10% reduction in targeting delay after uncloaking per skill level. Can not be trained on Trial Accounts.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 6x
Isk.png Price: 3.5M ISK
Skill.png Prerequisites: CPU Management IV
Skill.png I required for: Tech 1 and Faction Cloaking Devices
Skill.png III required for: Improved Cloaking Devicess
Skill.png IV required for: Covert Ops Cloaking Device; Skill.png Black Ops, Skill.png Recon Ships
Skill.png V required for: CONCORD Modified Cloaking Device
Notes.png Notes: Level I allows you to fit a prototype 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 travelling 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.



Skill.png 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.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 2x
Isk.png Price: 120k ISK
Skill.png Prerequisites: CPU Management I
Skill.png I required for: Tech 1 and Faction ECM/ECM Burst modules
Skill.png II required for: Skill.png Frequency Modulation
Skill.png III required for: Tech 1 Signal Distortion Amplifiers; Skill.png Long Distance Jamming
Skill.png IV required for: Tech 2 ECM/Burst ECM modules; Target Spectrum Breaker; Signal Distortion Amplifier II; Wasp EC-900; Vespa EC-600; Skill.png Signal Dispersion; Skill.png Advanced Drone Avionics
Skill.png V required for: Burst Projector Operation
Notes.png Notes: A key skill for ECM pilots. Level IV lets you use T2 jammers.



Skill.png 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.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 3x
Isk.png Price: 160k ISK
Skill.png Prerequisites: CPU Management III; Electronic Warfare II
Notes.png Notes: Falloff isn't as important as optimal range, but anyone specializing in EWAR should train this up to IV in the medium term.



Skill.png 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.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 4x
Isk.png Price: 200k ISK
Skill.png Prerequisites: CPU Management IV; Electronic Warfare III
Notes.png Notes: An excellent, high-priority support skill for ewar specialists.



Skill.png Propulsion Jamming

Skill at using propulsion/warpdrive jammers. 5% Reduction to Warp Scrambler, Warp Disruptor, and Stasis Web capacitor need per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 3x
Isk.png Price: 150k ISK
Skill.png Prerequisites: CPU Management III; Navigation II
Skill.png I required for: Tech 1 and Faction Stasis Webifiers; Tech 1 and Faction Warp Scramblers/Disruptors
Skill.png II required for: Warp Scrambler II, Weapon Disruptor II
Skill.png III required for: Tech 1 and Faction Mobile Small Warp Disruptors; Berserker SW-900; Valkyrie SW-600; Warrior SW-300
Skill.png IV required for: Stasis Webifier II; Tech 1 and Faction Heavy Warp Scramblers/Disruptors; Tech 1 and Faction Mobile Medium Warp Disruptors
Skill.png 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; Skill.png Interdictors; Skill.png Heavy Interdiction Cruisers
Notes.png 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.



Skill.png Sensor Linking

Skill at using remote sensor booster/damper. 5% less capacitor need for sensor link per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 3x
Isk.png Price: 100k ISK
Skill.png Prerequisites: CPU Management III
Skill.png I required for: Tech 1 and Faction Remote Sensor Boosters/Dampeners; Tech 1 and Faction Remote Tracking Computers
Skill.png III required for: Ogre SD-900; Hammerhead SD-600; Hobgoblin SD-300
Skill.png IV required for: Remote Sensor Booster II; Remote Sensor Dampener II; Remote Tracking Computer II; Skill.png Signal Suppression
Notes.png 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.



Skill.png Signal Dispersion

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



Skill.png 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.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 5x
Isk.png Price: 800k ISK
Skill.png Prerequisites: CPU Management IV; Sensor Linking IV
Notes.png Notes: Excellent support skill for sensor dampening.



Skill.png Signature Focusing

Advanced understanding of target painting technology. 5% bonus to target painter modules' signature radius multiplier per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 5x
Isk.png Price: 600k ISK
Skill.png Prerequisites: CPU Management IV; Target Painting IV
Notes.png Notes: Excellent support skill for target painting, useful for stealth bomber pilots, and CNR/Golem pilots.



Skill.png Tactical Logistics Reconfiguration

Skill at the operation of triage modules. 25-unit reduction in strontium clathrate consumption amount for module activation per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 8x
Isk.png Price: 25M ISK
Skill.png Prerequisites: Logistics Cruisers V
Skill.png I required for: Triage Module I
Skill.png V required for: Triage Module II
Notes.png Notes: Only relevant for force auxiliary pilots.



Skill.png Target Breaker Amplification

Improves the continuous reflection of active target spectrum breakers, resulting in much improved defenses against all those who wish to target any vessel in the vicinity. Reduces duration time and capacitor need of Target Spectrum Breakers by 5% per level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 5x
Isk.png Price: 600k ISK
Skill.png Prerequisites: CPU Management IV
Notes.png Notes:



Skill.png Target Painting

Skill at using target painters. 5% less capacitor need for target painters per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 3x
Isk.png Price: 90k ISK
Skill.png Prerequisites: CPU Management III
Skill.png I required for: Tech 1 and Faction Target Painters
Skill.png III required for: Berserker TP-900; Valkyrie TP-600; Warrior TP-300
Skill.png IV required for: Target Painter II; Skill.png Signature Focusing
Notes.png Notes: The basic support skill for target painting, the Minmatar form of ewar.



Skill.png Weapon Destabilization

Advanced understanding of weapon disruption technology. 5% bonus to the effectiveness of Weapon Disruptor modules per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 5x
Isk.png Price: 400k ISK
Skill.png Prerequisites: CPU Management IV; Weapon Disruption IV
Notes.png Notes: Excellent support skill for tracking disruption.



Skill.png Weapon Disruption

Skill at using remote weapon disruptors. 5% less capacitor need for weapon disruptors per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 3x
Isk.png Price: 80k ISK
Skill.png Prerequisites: CPU Management III
Skill.png I required for: Tech 1 and Faction Tracking/Guidance Disruptors
Skill.png III required for: Praetor TD-900; Infiltrator TD-600; Acolyte TD-300
Skill.png IV required for: Tracking Disruptor II; Guidance Disruptor II; Skill.png Weapon Destabilization
Notes.png 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.
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