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Added some tips and practical applications for implants when combined with jump clones |
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For lists of skill hardwirings organised by function, and a summary of slot options, see the [[List of Skill Hardwiring Implants]]. | For lists of skill hardwirings organised by function, and a summary of slot options, see the [[List of Skill Hardwiring Implants]]. | ||
==Tips and Practical Applications with Jump Clones== | |||
Some clever things can be done when combining the specialization that implants allows on each clone and the ability to change between these clones - and potentially teleport across many systems or constellations - that jump clones enable. To be more precise, various jump clones with different sets of implants to fit different situations and amounts of risk involved can be swapped between depending on what you want to do that day. A lot of the high end implants are pretty expensive, it isn't unusual to see someone with implants vastly more expensive than their ship. For example, a training clone would have very expensive attribute enhancers, and almost never undock. As such, training skills during offline hours would be best suited to this clone. A low-sec PvP-dedicated clone should have skill hardwirings that enhance their PvP efficacy, and should furthermore be docked in a station in - or bordering - low-sec regions. It should also be noted that jumping in/out of a jump clone installed in a citadel will not effect the 24 hour cooldown timer, which may serve extremely useful when participating in a fleet, as staging systems - such as Stacmon - tend to have friendly citadels, in which a clean clone may be installed. | |||
==Links== | ==Links== | ||
*[http://jestertrek.blogspot.de/2012/10/guide-implants-and-jump-clones-part-1.html Jester´s Guide to Implants and Jump Clones Part I] | *[http://jestertrek.blogspot.de/2012/10/guide-implants-and-jump-clones-part-1.html Jester´s Guide to Implants and Jump Clones Part I] | ||