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Skills:Engineering: Difference between revisions

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Uryence (talk | contribs)
m Overview: Missing word.
m Remove unneeded piped links that pointed to old article names that are now redirects to the new names. Remove unneeded <br>.
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{{Skills Links}}
{{Skills Links}}
=Overview=
= Overview =
The Engineering category contains capacitor support skills, and [[Capacitor_Warfare_Guide|capacitor warfare]] skills.
The Engineering category contains capacitor support skills, and [[capacitor warfare]] skills.


The following are the skills in the Engineering section (in alphabetical order):
The following are the skills in the Engineering section (in alphabetical order):
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|-
|-
|{{sk|Thermodynamics}}
|{{sk|Thermodynamics}}
|Enables [[Overheating|overheating]]. Reduces damage from overheating.
|Enables [[overheating]]. Reduces damage from overheating.
|-
|-
|{{sk|Weapon Upgrades}}
|{{sk|Weapon Upgrades}}
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|reqIV=Tech 2 Remote Capacitor Transmitters; Medium Energy Nosferatu/Neutralizer II; Tech 1 and Faction Capital Energy Nosferatus/Neutralizers
|reqIV=Tech 2 Remote Capacitor Transmitters; Medium Energy Nosferatu/Neutralizer II; Tech 1 and Faction Capital Energy Nosferatus/Neutralizers
|reqV=Heavy Energy Nosferatu/Neutralizer II; Capital Energy Nosferatu/Neutralizer II; {{sk|Capital Capacitor Emission Systems|icon=yes}}
|reqV=Heavy Energy Nosferatu/Neutralizer II; Capital Energy Nosferatu/Neutralizer II; {{sk|Capital Capacitor Emission Systems|icon=yes}}
|notes=The governing skill for energy neutralizers, energy vampires and energy transfer arrays. Neutralizers and vampires are useful utility modules in PvP, particularly small gang or solo PvP, so PvP pilots will find this skill helpful. Energy transfer can be key to certain kinds of logistics ship fits.<br>
|notes=The governing skill for energy neutralizers, energy vampires and energy transfer arrays. Neutralizers and vampires are useful utility modules in PvP, particularly small gang or solo PvP, so PvP pilots will find this skill helpful. Energy transfer can be key to certain kinds of logistics ship fits.
}}
}}


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|reqIV={{sk|Heavy Assault Cruisers|icon=yes}}
|reqIV={{sk|Heavy Assault Cruisers|icon=yes}}
|reqV=Micro Auxiliary Power Core II
|reqV=Micro Auxiliary Power Core II
|notes=Key capacitor support skill, useful for everyone. Getting it to V takes a little while because of the x3 multiplier, but is worth it in the long run.<br>
|notes=Key capacitor support skill, useful for everyone. Getting it to V takes a little while because of the x3 multiplier, but is worth it in the long run.
}}
}}


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|reqI=Tech 1 and Faction Capital Capacitor Transmitters
|reqI=Tech 1 and Faction Capital Capacitor Transmitters
|reqIV=Capital Remote Capacitor Transmitter II
|reqIV=Capital Remote Capacitor Transmitter II
|notes=<br>
|notes=
}}
}}


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|reqIV={{sk|Magnetometric Sensor Compensation|icon=yes}}; {{sk|Gravimetric Sensor Compensation|icon=yes}}; {{sk|Ladar Sensor Compensation|icon=yes}}; {{sk|Radar Sensor Compensation|icon=yes}}; {{sk|Signature Masking|icon=yes}}; {{sk|Cloaking|icon=yes}}; {{sk|Long Distance Jamming|icon=yes}}; {{sk|Signal Dispersion|icon=yes}}; {{sk|Signal Suppression|icon=yes}}; {{sk|Weapon Destabilization|icon=yes}}; {{sk|Signature Focusing|icon=yes}}
|reqIV={{sk|Magnetometric Sensor Compensation|icon=yes}}; {{sk|Gravimetric Sensor Compensation|icon=yes}}; {{sk|Ladar Sensor Compensation|icon=yes}}; {{sk|Radar Sensor Compensation|icon=yes}}; {{sk|Signature Masking|icon=yes}}; {{sk|Cloaking|icon=yes}}; {{sk|Long Distance Jamming|icon=yes}}; {{sk|Signal Dispersion|icon=yes}}; {{sk|Signal Suppression|icon=yes}}; {{sk|Weapon Destabilization|icon=yes}}; {{sk|Signature Focusing|icon=yes}}
|reqV={{sk|Nanite Engineering|icon=yes}}; {{sk|Electromagnetic Physics|icon=yes}}; {{sk|Electronic Engineering|icon=yes}}; {{sk|Cynosural Field Theory|icon=yes}}
|reqV={{sk|Nanite Engineering|icon=yes}}; {{sk|Electromagnetic Physics|icon=yes}}; {{sk|Electronic Engineering|icon=yes}}; {{sk|Cynosural Field Theory|icon=yes}}
|notes=A vital fitting skill which any combat pilot should train to V. Also the prerequisite for many of the other skills in this category.<br>
|notes=A vital fitting skill which any combat pilot should train to V. Also the prerequisite for many of the other skills in this category.
}}
}}


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|reqIV=Co-Processor II
|reqIV=Co-Processor II
|reqV=Signal Amplifier II; {{sk|Recon Ships|icon=yes}}; {{sk|Covert Ops|icon=yes}}; {{sk|Expedition Frigates|icon=yes}}
|reqV=Signal Amplifier II; {{sk|Recon Ships|icon=yes}}; {{sk|Covert Ops|icon=yes}}; {{sk|Expedition Frigates|icon=yes}}
|notes=A useful skill which makes some modules easier to fit. Level IV is required for T2 co-processors, level V for T2 signal amplifiers.<br>
|notes=A useful skill which makes some modules easier to fit. Level IV is required for T2 co-processors, level V for T2 signal amplifiers.
}}
}}


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|reqIV=Capacitor Flux Coil II; Shield Flux Coil II; Shield Power Relay II; Capacitor Power Relay II; Power Diagnostic System II; Tech 2 and Storyline Large Cap Batteries; Capital Cap Battery II
|reqIV=Capacitor Flux Coil II; Shield Flux Coil II; Shield Power Relay II; Capacitor Power Relay II; Power Diagnostic System II; Tech 2 and Storyline Large Cap Batteries; Capital Cap Battery II
|reqV=Reactor Control Unit II; Bastion Module I; {{sk|Marauders|icon=yes}}; {{sk|Heavy Assault Cruisers|icon=yes}}
|reqV=Reactor Control Unit II; Bastion Module I; {{sk|Marauders|icon=yes}}; {{sk|Heavy Assault Cruisers|icon=yes}}
|notes=Useful fitting requirement reduction for certain modules.<br>
|notes=Useful fitting requirement reduction for certain modules.
}}
}}


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|reqIV=Tech 2 Medium Smartbombs
|reqIV=Tech 2 Medium Smartbombs
|reqV=Tech 2 Large Smartbombs; {{sk|Doomsday Operation|icon=yes}}
|reqV=Tech 2 Large Smartbombs; {{sk|Doomsday Operation|icon=yes}}
|notes=Note that the increased cycle speed of smartbombs with this skill at high levels means more DPS, but also more cap use.<br>
|notes=Note that the increased cycle speed of smartbombs with this skill at high levels means more DPS, but also more cap use.
}}
}}


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|pre={{sk|Nanite Operation|III}}
|pre={{sk|Nanite Operation|III}}
|price=4.5M
|price=4.5M
|notes=Nanite paste can be used to repair module damage from [[Overloading|overheating]] on the fly, while in space. This skill speeds up those repairs. This is a nice skill to have if you're a PvP pilot, but it's not a high priority.<br>
|notes=Nanite paste can be used to repair module damage from [[overheating]] on the fly, while in space. This skill speeds up those repairs. This is a nice skill to have if you're a PvP pilot, but it's not a high priority.
}}
}}


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|reqIII={{sk|Nanite Interfacing|icon=yes}}
|reqIII={{sk|Nanite Interfacing|icon=yes}}
|price=900K
|price=900K
|notes=The skill required to use nanite paste to repair module damage from [[Overloading|overheating]] on the fly. The reduction in nanite consumption will save you money in the long run. Good skill for PvP pilots, especially ones who go on longer roams and so rely on paste more.<br>
|notes=The skill required to use nanite paste to repair module damage from [[overheating]] on the fly. The reduction in nanite consumption will save you money in the long run. Good skill for PvP pilots, especially ones who go on longer roams and so rely on paste more.
}}
}}


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|reqIV={{sk|Thermodynamics|icon=yes}}
|reqIV={{sk|Thermodynamics|icon=yes}}
|reqV={{sk|Capital Shield Operation|icon=yes}}; {{sk|Capital Shield Emission Systems|icon=yes}}; {{sk|Capital Capacitor Emission Systems|icon=yes}}; {{sk|High Energy Physics|icon=yes}}; {{sk|Plasma Physics|icon=yes}}; {{sk|Hydromagnetic Physics|icon=yes}}; {{sk|Graviton Physics|icon=yes}}; {{sk|Laser Physics|icon=yes}}; {{sk|Nuclear Physics|icon=yes}}; {{sk|Quantum Physics|icon=yes}}; {{sk|Amarr Core Systems|icon=yes}}; {{sk|Gallente Core Systems|icon=yes}}; {{sk|Minmatar Core Systems|icon=yes}}; {{sk|Caldari Core Systems|icon=yes}}; {{sk|Assault Frigates|icon=yes}}
|reqV={{sk|Capital Shield Operation|icon=yes}}; {{sk|Capital Shield Emission Systems|icon=yes}}; {{sk|Capital Capacitor Emission Systems|icon=yes}}; {{sk|High Energy Physics|icon=yes}}; {{sk|Plasma Physics|icon=yes}}; {{sk|Hydromagnetic Physics|icon=yes}}; {{sk|Graviton Physics|icon=yes}}; {{sk|Laser Physics|icon=yes}}; {{sk|Nuclear Physics|icon=yes}}; {{sk|Quantum Physics|icon=yes}}; {{sk|Amarr Core Systems|icon=yes}}; {{sk|Gallente Core Systems|icon=yes}}; {{sk|Minmatar Core Systems|icon=yes}}; {{sk|Caldari Core Systems|icon=yes}}; {{sk|Assault Frigates|icon=yes}}
|notes=The basic skill of this whole category, and a key fitting skill. Quickly trained. 25% more powergrid is a big boost to your ability to fit more, better equipment on your ship.<br>
|notes=The basic skill of this whole category, and a key fitting skill. Quickly trained. 25% more powergrid is a big boost to your ability to fit more, better equipment on your ship.
}}
}}


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|reqI=Tech 1 and Faction Capital Flex Armor/Shield Hardeners
|reqI=Tech 1 and Faction Capital Flex Armor/Shield Hardeners
|reqIV=Capital Flex Armor/Shield Hardener II
|reqIV=Capital Flex Armor/Shield Hardener II
|notes=<br>
|notes=  
}}
}}


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|price=4.5M
|price=4.5M
|pre={{sk|Power Grid Management|IV}}, {{sk|Capacitor Management|III}}, {{sk|Science|IV}}
|pre={{sk|Power Grid Management|IV}}, {{sk|Capacitor Management|III}}, {{sk|Science|IV}}
|notes=[[Overloading|Overheating]] active modules can have a significant effect in combat: the bonuses offered by overheating range from an increase in the damage output of weapons, larger speed boosts from propulsion modifiers, an increase in the range of certain modules, better resists, an increased rate of repair and more. A higher Thermodynamics skill allows you to overheat modules for longer before burning them out. This skill need not be a priority for a pilot who only flies in everyday PvE combat (missions, ratting). It is however useful in advanced PvE (e.g. running [[Abyssal Deadspace|Abyssals]]), important in PvP, and especially important in small-gang and solo PvP. <br>
|notes=[[Overheating]] active modules can have a significant effect in combat: the bonuses offered by overheating range from an increase in the damage output of weapons, larger speed boosts from propulsion modifiers, an increase in the range of certain modules, better resists, an increased rate of repair and more. A higher Thermodynamics skill allows you to overheat modules for longer before burning them out. This skill need not be a priority for a pilot who only flies in everyday PvE combat (missions, ratting). It is however useful in advanced PvE (e.g. running [[Abyssal Deadspace|Abyssals]]), important in PvP, and especially important in small-gang and solo PvP.
}}
}}


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|reqIV=Gyrostabilizer II; Tracking Enhancer II; Heat Sink II; Drone Damage Amplifier II; Magnetic Field Stabilizer II; Ballistic Control System II; Missile Guidance Enhancer II; {{sk|Advanced Weapon Upgrades|icon=yes}}
|reqIV=Gyrostabilizer II; Tracking Enhancer II; Heat Sink II; Drone Damage Amplifier II; Magnetic Field Stabilizer II; Ballistic Control System II; Missile Guidance Enhancer II; {{sk|Advanced Weapon Upgrades|icon=yes}}
|reqV={{sk|Heavy Assault Cruisers|icon=yes}}
|reqV={{sk|Heavy Assault Cruisers|icon=yes}}
|notes=Note that this skill also applies to missile launchers (rockets / missiles / cruise missiles / torpedoes) and smartbombs and not just guns. A very useful fitting skill which every combat pilot should train. Level V is no longer required for the {{sk|Advanced Weapon Upgrades}} skill.
|notes=Note that this skill also applies to missile launchers (rockets / missiles / cruise missiles / torpedoes) and smartbombs and not just guns. A very useful fitting skill which every combat pilot should train.
}}
}}


[[Category:Skills]]
[[Category:Skills]]