Difference between revisions of "User:Cassiel Seraphim/Sandbox8"

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= Minimum skills =
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{{User:Cassiel_Seraphim/Template:debug|foo|bar||4|{{ship|bhaalgorn}}}}
The following skills are the minimum skills needed to use the fits we use for incursions. For more information on what the different skills do, see the [[Support_Skills#Skills|support skills]] page. The training times listed for these will assume that you trained {{sk|Cybernetics|I}} and got a cheap set of '''+3 attribute implants''', which is not only reasonable but highly recommended regardless what you plan on doing in EVE. There's even [[The +3 Implants Program]] for unistas to get started.
 
{{note box|The majority of the skills we ask you to train are core fitting and support skills that'll help you fit and fly most ships better. Even the combat skills are mostly general gunnery or drone support skills you'd train as well if you did anything combat related in EVE.}}
 
== Damage dealers ==
 
Getting the minimum skills for a damage dealer requires a couple of months worth of training, if you train into a turret-based battleship on a brand new character.
 
 
 
Considering that is far more likely that you come looking for incursions after you have played the game for at least a couple of weeks, having trained some of the support skills already (the tutorial mentions many of them), you can often get ready much faster. Add to that the potential of neural remapping and what might seem like a daunting train can be covered in no-time.
 
 
 
These minimum skills will allow you to fly any of the '''minimum battleship fits''' for [[Vanguard Incursion fits#Battleships|vanguards]] and [[Assault Incursion fits#Battleships|assaults]].
 
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
 
! [[file:icon_cogs.png|32px|link=]] Core skills
 
! [[file:icon_cog.png|32px|link=]] Utility skills
 
! [[file:icon_gunnery_turret.png|32px|link=]] Gunnery skills
 
! [[file:icon_ship.png|32px|link=]] Ship skills
 
! [[File:Icon drones.png|32px|link=]] Drone skills
 
|- valign="top" style="background:#222222;"
 
| ~ 13 days and 1 hour
 
| ~ 8 days and 18 hours
 
| ~ 22 days and 9 hours
 
| ~ 5 days and 8 hours
 
| ~ 13 days
 
|- valign="top"
 
| style="padding:8px;" nowrap |
 
Cybernetics I<br>
 
CPU Management IV<br>
 
Power Grid Management IV<br>
 
Mechanics IV<br>
 
Weapon Upgrades IV<br>
 
Capacitor Management IV<br>
 
Capacitor Systems Operation IV<br>
 
Shield Upgrades IV<small>&nbsp;<ref><strong>Shield Operation IV</strong> is required for the <strong>EM Shield Compensation</strong> skill.</ref></small><br>
 
Shield Operation IV<small>&nbsp;<ref><strong>Shield Operation IV</strong> is required for the <strong>EM Shield Compensation</strong> skill.</ref></small><br>
 
Shield Management III<br>
 
Hull Upgrades IV<small>&nbsp;<ref><strong>Hull Upgrades IV</strong> is required to fit the '''Damage Control II''' module.</ref></small>
 
| style="padding:8px;" nowrap |
 
Signature Analysis IV<br>
 
Long Range Targeting IV<br>
 
Target Management IV<br>
 
Propulsion Jamming III<small>&nbsp;<ref><strong>Propulsion Jamming</strong> is a needed to use a stasis webifier.</ref></small><br>
 
Target Painting III<small>&nbsp;<ref>'''Target Painting III''' is only needed if you'll use a Target Painter module.</ref></small><br>
 
Jury Rigging III<small>&nbsp;<ref>'''Jury Rigging III''' is a required for the '''Shield Rigging''' skill.</ref></small><br>
 
Shield Rigging III<br>
 
Tactical Shield Manipulation IV<br>
 
EM Shield Compensation III
 
| style="padding:8px;" nowrap |
 
Gunnery V<br>
 
Motion Prediction IV<br>
 
Rapid Firing IV<br>
 
Sharpshooter IV<br>
 
Surgical Strike IV<br>
 
Trajectory Analysis IV<br>
 
Controlled Bursts IV<small>&nbsp;<ref>'''Controlled Bursts''' is useful for all hybrids and energy turrets, but useless for projectiles as they do not use cap to fire.</ref></small><br>
 
Small <racial> Turret III<small>&nbsp;<ref><strong>Small <racial> Turret III</strong> is a starter skill, but this is included in case you have to crosstrain into another race''s weapon system.</ref></small><br>
 
Medium <racial> Turret III<br>
 
Large <racial> Turret III
 
| style="padding:8px;" |
 
<racial> Frigate III<small>&nbsp;<ref><strong><racial> Frigate III</strong> is a starter skill,  but this is included in case you have to crosstrain out of your initial race.</ref></small><br>
 
<racial> Destroyer III<br>
 
<racial> Cruiser III<br>
 
<racial> Battlecruiser III<br>
 
Spaceship Command IV<br>
 
<racial> Battleship III<br>
 
Warp Drive Operation III<br>
 
Evasive Maneuvering III<br>
 
Afterburner III<small>&nbsp;<ref>'''Afterburner III''' is required for '''High Speed Maneuvering'''.</ref></small><br>
 
High Speed Maneuvering II<small>&nbsp;<ref>'''High Speed Maneuvering''' is required to fit the '''Prototype 100MN Microwarpdrive I''' module for headquarter sites.</ref></small>
 
| style="padding:8px;" nowrap |
 
Drones V<br>
 
Light Drone Operation V<br>
 
Amarr Drone Specialization III<small>&nbsp;<ref>'''Drones V''', '''Light Drone Operation V''' and '''Amarr Drone Specialization I''' is required to use Acolyte II. Consider training '''Medium Drone Operation V''' to be able to use Infiltrator II drones as well. It's acceptable to skip this skill initially if you can use other drones, like Warrior II drones. But training this up only takes 20 hours.</ref></small><br>
 
Drone Interfacing III<br>
 
Drone Navigation III<br>
 
Drone Sharpshooting III<br>
 
Drone Avionics III<br>
 
Drone Durability I<small>&nbsp;<ref><strong>Drone Durability I</strong> is required to use shield maintenance drones.</ref></small><br>
 
Repair Drone Operation II<small>&nbsp;<ref><strong>Repair Drone Operation II</strong> is required to use light and medium shield maintenance drones. If you have room for heavies they require <strong>Repair Drone Operation III</strong>.</ref></small><br>
 
Shield Emission Systems III<small>&nbsp;<ref><strong>Shield Emission System III</strong> is required to use shield maintenance drones.</ref></small>
 
|- valign="top" style="background:#222222;"
 
| colspan=5 | ~ 62 days, 12 hours and 5 minutes worth of training in total
 
|}
 
<small><references/></small>
 
 
 
== Logistics ==
 
Training for logistics is considerably more time-consuming than that of a regular damage dealer. Please remember that when you think the above mentioned skills for a damage dealer is a long train. The bare minimum to make the logistics ships work is '''Logistics IV''', there is practically no way to make these ships function with lower skills than that. The reason for that is because the skill heavily influences the cap usage of remote repair modules as well as capacitor transmitters.
 
 
 
It takes almost three months to get good enough skills to fly a '''minimum''' [[Vanguard Incursion fits#Logistics|logistics fit]] and you should try to skill up and upgrade to the '''recommended''' fit as soon as possible. The repping power of meta four remote shield boosters are inferior to that of the tech two variant, so moving out of the minimum fit should be a high priority.
 
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
 
! [[file:icon_cogs.png|32px|link=]] Core skills
 
! [[file:icon_cog.png|32px|link=]] Utility skills
 
! [[file:icon_shield_transporter_i.png|32px|link=]] Logistics skills
 
! [[file:icon_ship.png|32px|link=]] Ship skills
 
! [[File:Icon drones.png|32px|link=]] Drone skills
 
|- valign="top" style="background:#222222;"
 
| ~ 10 days and 9 hours
 
| ~ 25 days and 22 hours
 
| ~ 6 days and 11 hours
 
| ~ 32 days and 23 hours
 
| ~ 5 days and 16 hours
 
|- valign="top" nowrap
 
| style="padding:8px;" nowrap |
 
Cybernetics I<br>
 
CPU Management IV<br>
 
Power Grid Management IV<br>
 
Mechanics IV<br>
 
Capacitor Management IV<br>
 
Capacitor Systems Operation IV<br>
 
Energy Grid Upgrades II<small>&nbsp;<ref>'''Energy Grid Upgrades II''' is required for the reactor controls and power diagnostic modules.</ref></small><br>
 
Shield Upgrades IV<small>&nbsp;<ref><strong>Shield Upgrades IV</strong> is a requirement for the <strong>Large Shield Extender II</strong> modules. Only <strong>Basilisk</strong> pilots need this, <strong>scimitar</strong> pilots will not need it.</ref></small><br>
 
Shield Management III<br>
 
Hull Upgrades IV<small>&nbsp;<ref><strong>Hull Upgrades IV</strong> is required to fit the <strong>Damage Control II</strong> module. <strong>Scimitar</strong> pilots could initially skip this.</ref></small>
 
| style="padding:8px;" nowrap |
 
Signature Analysis V<small>&nbsp;<ref name="logistics">'''Signature Analysis V''' and '''Long Range Targeting V''' is a requirement for the '''Logistics''' skill.</ref></small><br>
 
Long Range Targeting V<small>&nbsp;<ref name="logistics"></ref></small><br>
 
Target Management V<small>&nbsp;<ref>'''Target Management V''' is a requirement for '''Advanced Target Management'''.</ref></small><br>
 
Advanced Target Management III<br>
 
Jury Rigging III<small>&nbsp;<ref>'''Jury Rigging III''' is a required for the '''Shield Rigging''' skill.</ref></small><br>
 
Shield Rigging III<small>&nbsp;<ref><strong>Shield Rigging</strong> is only needed if you use shield rigs, so <strong>scimitar</strong> pilots can skip this.</ref></small><br>
 
Tactical Shield Manipulation IV
 
| style="padding:8px;" nowrap |
 
Shield Emission Systems IV<br>
 
Capacitor Emission Systems IV<small>&nbsp;<ref><strong>Capacitor Emission Systems IV</strong> is only required if you fly a <strong>Basilisk</strong> with remote capacitor transfer modules, the <strong>Scimitar</strong> does not need this skill.</ref></small><br>
 
Sensor Linking IV<small>&nbsp;<ref><strong>Sensor Linking</strong> is only required if you can fit and reduce the cap usage for the <strong>Remote Tracking Computer II</strong> module.</ref></small>
 
| style="padding:8px;" nowrap |
 
<racial> Frigate III<small>&nbsp;<ref><strong><racial> Frigate III</strong> is a starter skill,  but this is included in case you have to crosstrain out of your initial race.</ref></small><br>
 
<racial> Destroyer III<br>
 
<racial> Cruiser V<br>
 
Logistics IV<br>
 
Evasive Maneuvering III<br>
 
Warp Drive Operation III<br>
 
Afterburner III
 
| style="padding:8px;" nowrap |
 
Drones V<br>
 
Drone Durability I<small>&nbsp;<ref><strong>Drone Durability I</strong> is required to use shield maintenance drones.</ref></small><br>
 
Repair Drone Operation II<small>&nbsp;<ref><strong>Repair Drone Operation II</strong> is required to use light and medium shield maintenance drones.</ref></small><br>
 
Drone Navigation III<br>
 
Drone Avionics III<br>
 
{{co|grey|Shield Emission Systems III<small>&nbsp;<ref><strong>Shield Emission Systems III</strong> is enough for maintenance drones, but <strong>Shield Emission Systems IV</strong> is already required <strong>Remote Shield Booster II</strong> modules.</ref></small>}}
 
|- valign="top" style="background:#222222;"
 
| colspan=5 | ~ 81 days, 9 hours and 44 minutes worth of training in total
 
|}
 
<small><references/></small>
 
 
 
== Universal skills ==
 
Apart from the critical skills listed above, there are a few skills that you should get as soon as possible. We rely on offgrid boosters and as such we need people with leadership skills to pass boosts down the fleet hierarchy. Being able to overheat can often save your ship when something bad happens. Basic navigation skills helps mitigate align times and capacitor consumption from propulsion modules or from initiating warp. Having the skills to use the microwarpdrive and cloak trick for safer travel is also handy and recommended.
 
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
 
! [[file:icon_fleet.png|32px|link=]] Wing Commander
 
! [[file:icon_damage_therm.png|32px|link=]] Thermodynamics
 
! [[file:Module icon microwarpdrive tech1.png|32px|link=]] Navigation
 
! [[file:icon_cloak.png|32px|link=]] MWD + Cloak trick
 
|- valign="top" style="background:#222222;"
 
| ~ 6 days and 16 hours
 
| ~ 2 days and 20 hours
 
| ~ 9 days and 17 hours
 
| ~ 1 day and 19 hours
 
|- valign="top"
 
| style="padding:8px;" nowrap |
 
Leadership V<br>
 
Wing Command III
 
| style="padding:8px;" nowrap |
 
{{co|grey|Power Grid Management IV<small>&nbsp;<ref>'''Power Grid Management IV''' is required to train the '''Thermodynamics''' but is already covered by the minimum skills already.</ref></small>}}<br>
 
Science IV<small>&nbsp;<ref>'''Science IV''' is required to for the '''Thermodynamics''' skill.</ref></small><br>
 
Thermodynamics III
 
| style="padding:8px;" nowrap |
 
Acceleration Control IV<small>&nbsp;<ref name="ab">Mostly for '''logistics'''-pilots, but generally applies to anyone who uses an '''afterburner'''.</ref></small><br>
 
Afterburner IV<small>&nbsp;<ref name="ab"></ref></small><br>
 
Evasive Maneuvering IV<br>
 
Fuel Conservation IV<small>&nbsp;<ref name="ab"></ref></small><br>
 
Navigation IV<br>
 
Warp Drive Operation IV
 
| style="padding:8px;" |
 
High Speed Maneuvering III<br>
 
Cloaking III
 
|}
 
<small><references/></small>
 

Latest revision as of 18:32, 20 October 2020

Debugging Magic words
Template [1] Result
FULLPAGENAME User:Cassiel Seraphim/Sandbox8
PAGENAME Cassiel Seraphim/Sandbox8
BASEPAGENAME Cassiel Seraphim
SUBPAGENAME Sandbox8
SUBJECTPAGENAME User:Cassiel Seraphim/Sandbox8
ARTICLEPAGENAME User:Cassiel Seraphim/Sandbox8
TALKPAGENAME User talk:Cassiel Seraphim/Sandbox8
NAMESPACE User
ARTICLESPACE User
TALKSPACE User talk
Debugging Parser
Var Value
{{{1}}} foo
{{{2}}} bar
{{{3}}} N/A
{{{4}}} 4
{{{5}}} Bhaalgorn
Bhaalgorn.jpg
CornerTFs.png
Bhaalgorn
Pirate Faction Battleships Armageddon Class
Icon highlights.pngHigh Amount of High Slots
Icon highlights.pngHigh Amount of Low Slots
Icon hi slot.png7 (0/4) Icon mid slot.png5 Icon low slot.png7
Icon powergrid.png18,400 MW Icon cpu.png588 tf
Icon velocity.png101 m/sec
Icon capacity.png845 m³
{{{6}}} N/A
{{{7}}} N/A
{{{8}}} N/A
{{{9}}} N/A
{{{10}}} N/A
  1. ^ Any -NAME template will show spaces as " " while similarly named -NAMEE templates will show spaces as "_". PAGENAME for the main page will show "Main Page" whereas PAGENAMEE shows "Main_Page".