Difference between revisions of "Skills:Electronic Systems"
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− | + | {{Skills Links}} | |
− | + | = 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 | + | 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. | 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. | ||
{| class="wikitable" | {| class="wikitable" | ||
− | !Skill | + | !Skill (Multiplier) |
!Purpose | !Purpose | ||
+ | !Alpha Limit | ||
+ | |- | ||
+ | |{{sk|Burst Projector Operation|mult=yes}} | ||
+ | |Allows use of Burst Projectors. Reduction in Burst Projector activation time. | ||
+ | |{{SkillAlphaBar|Burst Projector Operation}} | ||
+ | |- | ||
+ | |{{sk|Cloaking|mult=yes}} | ||
+ | | Allows use of cloaking devices. Reduction of uncloak targeting delay penalty. | ||
+ | |{{SkillAlphaBar|Cloaking}} | ||
+ | |- | ||
+ | |{{sk|Electronic Warfare|mult=yes}} | ||
+ | | Allows use of ECM jammers. Reduces ECM module capacitor consumption. | ||
+ | |{{SkillAlphaBar|Electronic Warfare}} | ||
+ | |- | ||
+ | |{{sk|Frequency Modulation|mult=yes}} | ||
+ | | Bonus to EWAR module falloff range. | ||
+ | |{{SkillAlphaBar|Frequency Modulation}} | ||
|- | |- | ||
− | | | + | |{{sk|Long Distance Jamming|mult=yes}} |
− | | | + | | Bonus to EWAR module optimal range. |
+ | |{{SkillAlphaBar|Long Distance Jamming}} | ||
|- | |- | ||
− | | | + | |{{sk|Propulsion Jamming|mult=yes}} |
− | |Allows use of | + | | Allows use of stasis webifier, warp scrambler/disruptor. Reduces Propulsion Jamming module capacitor consumption. |
+ | |{{SkillAlphaBar|Propulsion Jamming}} | ||
|- | |- | ||
− | | | + | |{{sk|Sensor Linking|mult=yes}} |
− | | | + | | Allows use of Sensor Boosters/Sensor Dampeners. Reduces capacitor consumption for these modules. |
+ | |{{SkillAlphaBar|Sensor Linking}} | ||
|- | |- | ||
− | | | + | |{{sk|Signal Dispersion|mult=yes}} |
− | |Bonus to | + | | Bonus to ECM Jammer strength. |
+ | |{{SkillAlphaBar|Signal Dispersion}} | ||
|- | |- | ||
− | | | + | |{{sk|Signal Suppression|mult=yes}} |
− | | | + | | Bonus to Sensor Dampener effectiveness. |
+ | |{{SkillAlphaBar|Signal Suppression}} | ||
|- | |- | ||
− | | | + | |{{sk|Signature Focusing|mult=yes}} |
− | | | + | | Bonus to effectiveness of Target Painters. |
+ | |{{SkillAlphaBar|Signature Focusing}} | ||
|- | |- | ||
− | | | + | |{{sk|Signature Masking|mult=yes}} |
− | | | + | | Increases cycle duration of Signature Radius Suppressor. |
+ | |{{SkillAlphaBar|Signature Masking}} | ||
|- | |- | ||
− | | | + | |{{sk|Tactical Logistics Reconfiguration|mult=yes}} |
− | | | + | | Allows use of Triage modules. Reduces Triage module fuel consumption. |
+ | |{{SkillAlphaBar|Tactical Logistics Reconfiguration}} | ||
|- | |- | ||
− | | | + | |{{sk|Target Painting|mult=yes}} |
− | | | + | | Allows use of Target Painters. Reduces capacitor need of Target Painters. |
+ | |{{SkillAlphaBar|Target Painting}} | ||
|- | |- | ||
− | | | + | |{{sk|Weapon Destabilization|mult=yes}} |
− | |Bonus to effectiveness | + | | Bonus to weapon disruptor effectiveness. |
+ | |{{SkillAlphaBar|Weapon Destabilization}} | ||
|- | |- | ||
− | | | + | |{{sk|Weapon Disruption|mult=yes}} |
− | |Allows use of | + | | Allows use of weapon disruptors. Bonus reduction to weapon disruptor capacitor consumption. |
+ | |{{SkillAlphaBar|Weapon Disruption}} | ||
|} | |} | ||
+ | |||
+ | = Skill Details = | ||
+ | |||
+ | {{Skill | ||
+ | |skill=Burst Projector Operation | ||
+ | |desc=Operation of Burst Projector systems. Each skill level gives a 5% reduction in module activation time. | ||
+ | |1=Intelligence | ||
+ | |2=Memory | ||
+ | |pre={{sk|Electronic Warfare|V}} | ||
+ | |reqI=Burst Projectors | ||
+ | |notes=Only relevant to capital pilots. | ||
+ | }} | ||
{{Skill | {{Skill | ||
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|1=Intelligence | |1=Intelligence | ||
|2=Memory | |2=Memory | ||
− | |||
− | |||
|pre={{sk|CPU Management|IV}} | |pre={{sk|CPU Management|IV}} | ||
− | |reqI= | + | |reqI=Tech 1 and Faction Cloaking Devices |
− | |reqIII= | + | |reqIII=Improved Cloaking Devicess |
− | |reqIV=Covert | + | |reqIV=Covert Ops Cloaking Device; {{sk|Black Ops|icon=yes}}, {{sk|Recon Ships|icon=yes}} |
− | |reqV=CONCORD | + | |reqV=CONCORD Modified Cloaking Device |
− | |notes=Level I allows you to fit a | + | |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 [[Cloak Trick|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. |
}} | }} | ||
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|1=Intelligence | |1=Intelligence | ||
|2=Memory | |2=Memory | ||
− | + | |pre={{sk|CPU Management|I}} | |
− | + | |reqI=Tech 1 and Faction ECM/ECM Burst modules | |
− | |pre= | + | |reqII={{sk|Frequency Modulation|icon=yes}} |
− | |reqI= | + | |reqIII=Tech 1 Signal Distortion Amplifiers; {{sk|Long Distance Jamming|icon=yes}} |
− | |reqII= | + | |reqIV=Tech 2 ECM/Burst ECM modules; Target Spectrum Breaker; Signal Distortion Amplifier II; Wasp EC-900; Vespa EC-600; {{sk|Signal Dispersion|icon=yes}}; {{sk|Advanced Drone Avionics|icon=yes}} |
− | |reqIII= | + | |reqV={{sk|Burst Projector Operation}} |
− | |reqIV= | + | |notes=A key skill for ECM pilots. Level IV lets you use T2 jammers. |
− | |reqV= | ||
− | |notes=A key skill for ECM pilots. Level IV lets you use T2 jammers | ||
}} | }} | ||
{{Skill | {{Skill | ||
|skill=Frequency Modulation | |skill=Frequency Modulation | ||
− | |desc=Advanced understanding of signal waves. 10% bonus to falloff for ECM, Remote Sensor Dampeners, Tracking | + | |desc=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. |
|1=Intelligence | |1=Intelligence | ||
|2=Memory | |2=Memory | ||
− | + | |pre={{sk|CPU Management|III}}; {{sk|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. | |
− | |pre= | + | }} |
− | |notes=Falloff isn't as important as optimal range, but anyone | ||
− | }} | ||
{{Skill | {{Skill | ||
|skill=Long Distance Jamming | |skill=Long Distance Jamming | ||
− | |desc=Skill at the long-range operation of electronic warfare systems. 10% bonus to optimal range of ECM, Remote Sensor Dampers, Tracking | + | |desc=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. |
− | |||
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− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|1=Intelligence | |1=Intelligence | ||
|2=Memory | |2=Memory | ||
− | | | + | |pre={{sk|CPU Management|IV}}; {{sk|Electronic Warfare|III}} |
− | | | + | |notes=An excellent, high-priority support skill for EWAR specialists. |
− | | | ||
− | | | ||
− | |notes= | ||
}} | }} | ||
{{Skill | {{Skill | ||
|skill=Propulsion Jamming | |skill=Propulsion Jamming | ||
− | |desc=Skill at using propulsion/warpdrive jammers. 5% Reduction to | + | |desc=Skill at using propulsion/warpdrive jammers. 5% Reduction to Warp Scrambler, Warp Disruptor, and Stasis Web capacitor need per skill level. |
|1=Intelligence | |1=Intelligence | ||
|2=Memory | |2=Memory | ||
− | + | |pre={{sk|CPU Management|III}}; {{sk|Navigation|II}} | |
− | + | |reqI=Tech 1 and Faction Stasis Webifiers; Tech 1 and Faction Warp Scramblers/Disruptors | |
− | |pre= | + | |reqII=Warp Scrambler II, Weapon Disruptor II |
− | |reqI= | + | |reqIII=Tech 1 and Faction Mobile Small Warp Disruptors; Berserker SW-900; Valkyrie SW-600; Warrior SW-300 |
− | |reqII= | + | |reqIV=Stasis Webifier II; Tech 1 and Faction Heavy Warp Scramblers/Disruptors; Tech 1 and Faction Mobile Medium Warp Disruptors |
− | |reqIII= | + | |reqV=Warp Disruption Field Generators; Interdiction Sphere Launcher I; Heavy Warp Scrambler/Disruptor II; Mobile Large Warp Disruptors; Mobile Small/Medium Warp Disruptor II; {{sk|Interdictors|icon=yes}}; {{sk|Heavy Interdiction Cruisers|icon=yes}} |
− | |reqIV=Stasis Webifier II | + | |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. |
− | |reqV=Warp Disruption Field | ||
− | |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. | ||
}} | }} | ||
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|1=Intelligence | |1=Intelligence | ||
|2=Memory | |2=Memory | ||
− | + | |pre={{sk|CPU Management|III}} | |
− | + | |reqI=Tech 1 and Faction Remote Sensor Boosters/Dampeners; Tech 1 and Faction Remote Tracking Computers | |
− | |pre= | + | |reqIII=Ogre SD-900; Hammerhead SD-600; Hobgoblin SD-300 |
− | |reqI= | + | |reqIV=Remote Sensor Booster II; Remote Sensor Dampener II; Remote Tracking Computer II; {{sk|Signal Suppression|icon=yes}} |
− | | | + | |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. |
− | |reqIV=Remote Sensor Booster II; Remote Sensor Dampener II; Tracking | ||
− | |notes=Key skill for sensor dampening, the Gallente | ||
}} | }} | ||
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|1=Intelligence | |1=Intelligence | ||
|2=Memory | |2=Memory | ||
− | + | |pre={{sk|CPU Management|IV}}; {{sk|Electronic Warfare|IV}} | |
− | + | |notes=Excellent support skill for ECM pilots, as there aren't many ways to increase jammer strength. | |
− | |pre= | ||
− | |notes=Excellent support skill for ECM pilots, as there aren't many ways to increase jammer strength. | ||
}} | }} | ||
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|1=Intelligence | |1=Intelligence | ||
|2=Memory | |2=Memory | ||
− | + | |pre={{sk|CPU Management|IV}}; {{sk|Sensor Linking|IV}} | |
− | + | |notes=Excellent support skill for sensor dampening. | |
− | |pre= | ||
− | |notes=Excellent support skill for sensor dampening. | ||
}} | }} | ||
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|1=Intelligence | |1=Intelligence | ||
|2=Memory | |2=Memory | ||
− | + | |pre={{sk|CPU Management|IV}}; {{sk|Target Painting|IV}} | |
− | + | |notes=Excellent support skill for target painting, useful for stealth bomber pilots, and CNR/Golem pilots. | |
− | |pre= | ||
− | |notes=Excellent support skill for target painting, useful for stealth bomber pilots, and CNR/Golem pilots. | ||
}} | }} | ||
{{Skill | {{Skill | ||
|skill=Tactical Logistics Reconfiguration | |skill=Tactical Logistics Reconfiguration | ||
− | |desc=Skill at the operation of triage modules. | + | |desc=Skill at the operation of triage modules. 25-unit reduction in strontium clathrate consumption amount for module activation per skill level. |
|1=Intelligence | |1=Intelligence | ||
|2=Memory | |2=Memory | ||
− | | | + | |pre={{sk|Logistics Cruisers|V}} |
− | | | + | |reqI=Triage Module I |
+ | |reqV=Triage Module II | ||
|price=22.5M | |price=22.5M | ||
− | |notes=Only relevant for | + | |notes=Only relevant for force auxiliary pilots. |
}} | }} | ||
{{Skill | {{Skill | ||
− | |skill= | + | |skill=Signature Masking |
− | |desc=Improves the | + | |desc=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. | |
|1=Intelligence | |1=Intelligence | ||
|2=Memory | |2=Memory | ||
− | + | |pre={{sk|CPU Management|IV}} | |
− | + | |notes= | |
− | |pre= | ||
}} | }} | ||
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|1=Intelligence | |1=Intelligence | ||
|2=Memory | |2=Memory | ||
− | + | |pre={{sk|CPU Management|III}} | |
− | + | |reqI=Tech 1 and Faction Target Painters | |
− | |pre= | + | |reqIII=Berserker TP-900; Valkyrie TP-600; Warrior TP-300 |
− | |reqI= | + | |reqIV=Target Painter II; {{sk|Signature Focusing|icon=yes}} |
− | |reqIII= | + | |notes=The basic support skill for target painting, the Minmatar form of EWAR. |
− | |reqIV=Target Painter II; | ||
− | |notes=The basic support skill for target painting, the Minmatar form of | ||
}} | }} | ||
{{Skill | {{Skill | ||
− | |skill= | + | |skill=Weapon Destabilization |
− | |desc=Advanced understanding of | + | |desc=Advanced understanding of weapon disruption technology. 5% bonus to the effectiveness of Weapon Disruptor modules per skill level. |
|1=Intelligence | |1=Intelligence | ||
|2=Memory | |2=Memory | ||
− | + | |pre={{sk|CPU Management|IV}}; {{sk|Weapon Disruption|IV}} | |
− | + | |notes=Excellent support skill for tracking disruption. | |
− | |pre= | ||
− | |notes=Excellent support skill for tracking disruption. | ||
}} | }} | ||
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|1=Intelligence | |1=Intelligence | ||
|2=Memory | |2=Memory | ||
− | + | |pre={{sk|CPU Management|III}} | |
− | + | |reqI=Tech 1 and Faction Tracking/Guidance Disruptors | |
− | |pre= | + | |reqIII=Praetor TD-900; Infiltrator TD-600; Acolyte TD-300 |
− | |reqI= | + | |reqIV=Tracking Disruptor II; Guidance Disruptor II; {{sk|Weapon Destabilization|icon=yes}} |
− | |reqIII= | + | |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. |
− | |reqIV=Tracking Disruptor II; | ||
− | |notes=Tracking disruption is the Amarr form of | ||
}} | }} | ||
− | + | [[Category:Skills]] |
Latest revision as of 10:46, 29 November 2023
Skills |
---|
Skills by category |
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: | Tech 1 Signal Distortion Amplifiers; Long Distance Jamming |
IV required for: | Tech 2 ECM/Burst ECM modules; Target Spectrum Breaker; Signal Distortion Amplifier II; Wasp EC-900; Vespa EC-600; Signal Dispersion; Advanced Drone Avionics |
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. |