Difference between revisions of "User:Paxte Eriker/sandbox/Preparing for Armor Incursions"
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Sensor Linking III<br> | Sensor Linking III<br> | ||
Magnetometric Sensor Compensation III<br> | Magnetometric Sensor Compensation III<br> | ||
− | Drone Durability I<ref name="logibots">{{sk|Drone Durability|I}} and {{sk|Repair Drone Operation|II}} are required to use ''' | + | Drone Durability I<ref name="logibots">{{sk|Drone Durability|I}} and {{sk|Repair Drone Operation|II}} are required to use '''armor maintenance bots'''.</ref><br> |
Repair Drone Operation II<ref name="logibots"></ref> | Repair Drone Operation II<ref name="logibots"></ref> | ||
|- valign="top" style="background:#222222;" | |- valign="top" style="background:#222222;" |
Latest revision as of 12:11, 1 February 2024
Incursion links |
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General |
Advanced |
EVE University |
Preparations |
Fittings |
Guides |
The information presented here represents how we do things in the EVE University Incursion Community. It does not represent the best or only way to run Incursions. We make some compromises when it comes to efficiency for the sake of additional safety to create an environment where anyone can step up and learn a new role. |
Planning ahead
Unless you are already heavily invested into a certain race or weapon system, it might be a good idea to think of which logistics ship or marauder you'll want in the end, rather than what your first incursion ship should be. You should also consider secondary value of whatever you train, perhaps you can find an end-of-the-line ship that not only furthers your goals for incursions but other goals as well given the skills you'll end up training for it.
See ship progression for more information.
Attribute implants
The training times listed for these will assume that you utilize +3 attribute implants (see the +3 Implants Program for unistas to get started). These implants are cheap and gives you a much needed boost to your training times. | |
Neural remaps
Normally one should be careful about remaps and not spend them needlessly. However, if you are making an alt knowing that it will only train for a month or two and not train anything else after that point, consider using all the remaps. | |
Multiple character training
PLEX can be used to activate Multiple Character Training. If you want to use the characters at the same time, or plan on training for a long time, consider making a second account instead as characters on the same account cannot be logged in at the same time. | |
Skill injectors
Skill injectors can be used to get these skills, but they are very expensive. It can however be an option to quickly get an alt up to speed if you've got the ISK lying around and you value time more than ISK. |
In-game corporate skill plans
See: EVE University Corporation Skill Plans
The Minimum Damage Dealer, Minimum Logistics, and Minimum Ongrid Booster plans are available as a set of in-game skill plans.
EVE University Members: To find these skill plans, choose "Skill Plans > Corporation Plans", on your in-game Skills interface.
All Players: The skill plans shown later on this page each have their in-game Corporate Skill plan name listed, along with text that can be copied to produce a link to the skill plan in-game. To utilize the link, copy all text listed after the "Corporate Skill Plan link" for the plan you want to generate a link for, including the leading <url> and trailing </url>. Then paste this string of text into your in-game notepad, and the game will automatically convert the pasted text into a link, which can then be used or shared.
The copy-and-paste link method described above, can be used by characters outside of EVE University, to access the EVE University skill plans.
A link to the Skill Plans can also be generated and shared in-game from the plans themselves.
Damage dealers
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.
Minimum skills for damage dealers
This skillplan is available to all pilots, regardless of clone state. |
Getting the minimum skills for a damage dealer requires a couple of months worth of training for Omega clones (times should be doubled when training on an Alpha clone). This assumes a training plan for a turret-based battleship, done on a brand new character with no preexisting skills, and that no skill injectors are used.
- EVE University Corporate Skill Plan Name: INC - Armor DD Skillplan
- Corporate Skill Plan link: <url=skillPlan:d7979d2c-4ace-4811-a951-a19dca82c377:None>INC - Armor DD Skillplan</url>
Core skills | Utility skills | Gunnery skills | Ship skills | Drone skills |
---|---|---|---|---|
~ 16 days and 1 hour | ~ 2 days and 10 hours | ~ 10 days and 11 hours | ~ 4 days and 22 hours | ~ 7 days and 1 hours |
Weapon Upgrades IV |
Signature Analysis III |
Gunnery V |
Spaceship Command IV |
Drones V |
~ 40 days and 21 hours worth of Omega state training in total (~ 1,9 million skillpoints) |
- ^ Target Painting is needed for the target painter module. Can be skipped for Vindicator pilots (see Propulsion Jamming).
- ^ Propulsion Jamming is needed for the stasis webifier module normally fitted to T1 battleships and the Vindicator. Other ships may also fit this module situationally, from time to time.
- ^ a b c Having Motion Prediction, Rapid Firing, Sharpshooter and Controlled Bursts at III are all that's needed to get started, though it is recommended to train these skills to IV as soon as possible if you wish to invest further into Incursions.
- ^ a b <racial> Frigate III and Small <racial> Turret III are starter skills you normally have, but are included in case you have to cross-train out of your initial race.
Skill Plans
Listed below are the training plans for a general damage dealer, as well as specific skills for particular ships. These can be copied into your skill queue to train. The skills are not ordered in any sort of preference, so feel free to move them around as you see fit.
INC Armor DD Skillplan
This skillplan contains all the minimum DD skills, not including ship/weapon specific skills.
Expand this box to view a Skill queue to use in-game
Mechanics 1 Mechanics 2 Mechanics 3 Armor Layering 1 Jury Rigging 1 Jury Rigging 2 Jury Rigging 3 Armor Rigging 1 Armor Rigging 2 Armor Rigging 3 Power Grid Management 1 Power Grid Management 2 Power Grid Management 3 Capacitor Management 1 Capacitor Management 2 Capacitor Management 3 Capacitor Management 4 Gunnery 1 Gunnery 2 Controlled Bursts 1 Controlled Bursts 2 Controlled Bursts 3 Drones 1 Drone Avionics 1 Drone Avionics 2 Drone Avionics 3 Drones 2 Drones 3 Drones 4 Drone Durability 1 Drones 5 Drone Interfacing 1 Drone Interfacing 2 Drone Interfacing 3 Drone Navigation 1 Drone Navigation 2 Drone Navigation 3 Drone Sharpshooting 1 Drone Sharpshooting 2 Drone Sharpshooting 3 Hull Upgrades 1 Hull Upgrades 2 Hull Upgrades 3 Hull Upgrades 4 EM Armor Compensation 1 EM Armor Compensation 2 Science 1 Energy Grid Upgrades 1 Energy Grid Upgrades 2 Energy Grid Upgrades 3 Energy Grid Upgrades 4 Navigation 1 Navigation 2 Evasive Maneuvering 1 Evasive Maneuvering 2 Evasive Maneuvering 3 Explosive Armor Compensation 1 Explosive Armor Compensation 2 Gunnery 3 Gunnery 4 Gunnery 5 Hull Upgrades 5 Kinetic Armor Compensation 1 Kinetic Armor Compensation 2 Light Drone Operation 1 Light Drone Operation 2 Light Drone Operation 3 CPU Management 1 CPU Management 2 Long Range Targeting 1 Long Range Targeting 2 Long Range Targeting 3 Motion Prediction 1 Motion Prediction 2 Motion Prediction 3 CPU Management 3 Propulsion Jamming 1 Propulsion Jamming 2 Propulsion Jamming 3 Rapid Firing 1 Rapid Firing 2 Rapid Firing 3 Repair Systems 1 Repair Systems 2 Remote Armor Repair Systems 1 Remote Armor Repair Systems 2 Remote Armor Repair Systems 3 Repair Drone Operation 1 Repair Drone Operation 2 Sharpshooter 1 Sharpshooter 2 Sharpshooter 3 Signature Analysis 1 Signature Analysis 2 Signature Analysis 3 Spaceship Command 1 Spaceship Command 2 Spaceship Command 3 Spaceship Command 4 Surgical Strike 1 Surgical Strike 2 Surgical Strike 3 Target Management 1 Target Management 2 Target Management 3 Target Management 4 Target Painting 1 Thermal Armor Compensation 1 Thermal Armor Compensation 2 Science 2 Science 3 Science 4 Power Grid Management 4 Thermodynamics 1 Trajectory Analysis 1 Trajectory Analysis 2 Trajectory Analysis 3 Trajectory Analysis 4 Warp Drive Operation 1 Warp Drive Operation 2 Warp Drive Operation 3 Weapon Upgrades 1 Weapon Upgrades 2 Weapon Upgrades 3 Weapon Upgrades 4
Apocalypse Navy Issue |
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Amarr Frigate I Amarr Frigate II Amarr Frigate III Amarr Destroyer I Amarr Destroyer II Amarr Destroyer III Amarr Cruiser I Amarr Cruiser II Amarr Cruiser III Amarr Battlecruiser I Amarr Battlecruiser II Amarr Battlecruiser III Amarr Battleship I Amarr Battleship II Amarr Battleship III Small Energy Turret I Small Energy Turret II Small Energy Turret III Medium Energy Turret I Medium Energy Turret II Medium Energy Turret III Large Energy Turret I Large Energy Turret II Large Energy Turret III |
Megathron |
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Gallente Frigate I Gallente Frigate II Gallente Frigate III Gallente Destroyer I Gallente Destroyer II Gallente Destroyer III Gallente Cruiser I Gallente Cruiser II Gallente Cruiser III Gallente Battlecruiser I Gallente Battlecruiser II Gallente Battlecruiser III Gallente Battleship I Gallente Battleship II Gallente Battleship III Small Hybrid Turret I Small Hybrid Turret II Small Hybrid Turret III Medium Hybrid Turret I Medium Hybrid Turret II Medium Hybrid Turret III Large Hybrid Turret I Large Hybrid Turret II Large Hybrid Turret III |
Praxis (Pulse) |
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Small Energy Turret I Small Energy Turret II Small Energy Turret III Medium Energy Turret I Medium Energy Turret II Medium Energy Turret III Large Energy Turret I Large Energy Turret II Large Energy Turret III |
Praxis (Blaster) |
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Small Hybrid Turret I Small Hybrid Turret II Small Hybrid Turret III Medium Hybrid Turret I Medium Hybrid Turret II Medium Hybrid Turret III Large Hybrid Turret I Large Hybrid Turret II Large Hybrid Turret III |
EVEMon
The skills listed in the training plans can be easily copied and pasted into EVEMon using the Clipboard Import button after having created a new EVEMon Skill Plan.
Recommended skills for damage dealers
This skillplan is restricted to pilots in the Omega clone state. |
Apart from the minimum skills listed above to get going, there are more skills that you can get once you start running.
- Developing general skills to improve the overall performance of your ship can reap benefits in and out of Incursions.
- Developing skills to run headquarter sites with public communities (strong emphasis on cap and propulsion).
- Public communities will have their own doctrines and skill requirements. The ones listed here are general recommendations.
- Training into tech two weapons bring much needed flexibility and range projection, even for regular tech one battleships.
- While we use mostly short range weapons, consider training into the long range specialization as well.
- Some ships can fit target painters or remote capacitor transmitters, which require a few skills to be useful.
- Improving your drones with skills for tech 2 variants, or larger kinds of drones, can provide additional damage at low cost.
- Training into a Marauder provides the largest damage boost you can get for your character in highsec Incursions, but takes a while.
General skills | Headquarters | Tech two weapons | Utility skills | Drones | Marauders |
---|---|---|---|---|---|
~ 37 days and 8 hours | ~ 29 days and 11 hours | ~ 35 days and 4 hours | ~ 3 days and 21 hours | ~ 11 days and 3 hours | ~ 92 days and 2 hours |
Evasive Maneuvering V |
EM Armor Compensation IV |
Motion Prediction V |
Electronic Warfare III [3] |
Light Drone Operation V [4] |
<racial> Battleship V |
- ^ Electronic Warfare IV is a requirement for Advanced Drone Avionics.
- ^ a b Optional - Consider spending an additional 9 days and 19 hours training into the long range specialization as well
- ^ Electronic Warfare III is needed for Frequency Modulation and Long Distance Jamming.
- ^ a b Training Light Drone Operation V unlocks T2 drones, which deal slightly more damage (with levels in Amarr Drone Specialization for Acolytes) and cost several times less than faction versions.
- ^ - While heavy drones are not used in Vanguards, they see common use in Headquarters fleets. HQ groups will generally require pilots of Vindicators and Kronii to use heavy drones.
- ^ a b Energy Grid Upgrades V and Advanced Weapon Upgrades IV are prerequisites of Marauders.
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 Cruisers 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.
Minimum skills for logistics
This skillplan is restricted to pilots in the Omega clone state. |
It takes almost three months to get good enough skills to fly a minimum logistics fit and you should try to skill up and upgrade to the recommended fit as soon as possible. The additional remote tracking computers can significantly improve the overall performance of the fleet.
- EVE University Corporate Skill Plan Name: INC - Armor Logi Skillplan
- Corporate Skill Plan link: <url=skillPlan:ed935180-e438-47d3-9f76-724fe6d5a627:None>INC - Armor Logi Skillplan</url>
Core skills | Utility skills | Logistics skills | Ship skills | Drone skills |
---|---|---|---|---|
~ 25 days and 9 hours | ~ 24 days and 8 hours | ~ 5 days and 6 hours | ~ 32 days and 8 hours | ~ 5 days and 14 hours |
Capacitor Management IV |
Signature Analysis V [2] |
Remote Armor Repair Systems IV |
Gallente Frigate III [4] |
Drones V |
~ 98 days worth of training (~ 4,2 million skillpoints) |
- ^ Energy Grid Upgrades is required for the cap, power diagnostic and reactor control modules.
- ^ a b Signature Analysis V and Long Range Targeting V are requirements for the Logistics Cruisers skill.
- ^ Target Management V is a requirement for the Advanced Target Management skill.
- ^ Gallente Frigate III is a starter skill for Gallente characters.
- ^ a b Drone Durability I and Repair Drone Operation II are required to use armor maintenance bots.
- ^ Remote Armor Repair Systems IV is already trained as a requirement for the Remote Armor Repairer II module.
Skill Plan
INC Armor Logi Skillplan
This skillplan contains all the minimum logi skills to fly an Oneiros.
Expand this box to view a Skill queue to use in-game
CPU Management 1 Target Management 1 Target Management 2 Target Management 3 Target Management 4 Target Management 5 Advanced Target Management 1 Advanced Target Management 2 Advanced Target Management 3 Power Grid Management 1 Power Grid Management 2 Power Grid Management 3 Capacitor Management 1 Capacitor Management 2 Capacitor Management 3 Capacitor Management 4 Capacitor Systems Operation 1 Capacitor Systems Operation 2 Capacitor Systems Operation 3 Capacitor Systems Operation 4 Drones 1 Drone Avionics 1 Drone Avionics 2 Drone Avionics 3 Drones 2 Drones 3 Drones 4 Drone Durability 1 Drone Navigation 1 Drone Navigation 2 Drone Navigation 3 Drones 5 Mechanics 1 Hull Upgrades 1 Hull Upgrades 2 Hull Upgrades 3 Hull Upgrades 4 EM Armor Compensation 1 EM Armor Compensation 2 EM Armor Compensation 3 EM Armor Compensation 4 Science 1 Energy Grid Upgrades 1 Energy Grid Upgrades 2 Energy Grid Upgrades 3 Energy Grid Upgrades 4 Navigation 1 Navigation 2 Evasive Maneuvering 1 Evasive Maneuvering 2 Evasive Maneuvering 3 Explosive Armor Compensation 1 Explosive Armor Compensation 2 Explosive Armor Compensation 3 Explosive Armor Compensation 4 Spaceship Command 1 Gallente Frigate 1 Gallente Frigate 2 Gallente Frigate 3 Gallente Destroyer 1 Gallente Destroyer 2 Gallente Destroyer 3 Spaceship Command 2 Gallente Cruiser 1 Gallente Cruiser 2 Gallente Cruiser 3 Gallente Cruiser 4 Gallente Cruiser 5 Hull Upgrades 5 Kinetic Armor Compensation 1 Kinetic Armor Compensation 2 Kinetic Armor Compensation 3 Kinetic Armor Compensation 4 Signature Analysis 1 Signature Analysis 2 Signature Analysis 3 Signature Analysis 4 Signature Analysis 5 CPU Management 2 Long Range Targeting 1 Long Range Targeting 2 Long Range Targeting 3 Long Range Targeting 4 Long Range Targeting 5 Spaceship Command 3 Logistics Cruisers 1 Logistics Cruisers 2 Logistics Cruisers 3 Logistics Cruisers 4 CPU Management 3 CPU Management 4 Magnetometric Sensor Compensation 1 Magnetometric Sensor Compensation 2 Magnetometric Sensor Compensation 3 Repair Drone Operation 1 Repair Drone Operation 2 Repair Systems 1 Repair Systems 2 Mechanics 2 Mechanics 3 Remote Armor Repair Systems 1 Remote Armor Repair Systems 2 Remote Armor Repair Systems 3 Remote Armor Repair Systems 4 Sensor Linking 1 Sensor Linking 2 Sensor Linking 3 Sensor Linking 4 Thermal Armor Compensation 1 Thermal Armor Compensation 2 Thermal Armor Compensation 3 Thermal Armor Compensation 4 Warp Drive Operation 1 Warp Drive Operation 2 Warp Drive Operation 3
Recommended skills for logistics
This skillplan is restricted to pilots in the Omega clone state. |
Since the minimum skills only gets you so far, it's important to continue training into the recommended logistics fit for logistics.
Advanced [1] | Drone skills |
---|---|
~ 59 days and 14 hours | ~ 15 days and 9 hours |
Power Grid Management V |
Repair Drone Operation V |
- ^ This assumes you've already trained the skills listed under recommended.
Skill List
Listed below are the recommended skills above compiled into a list. It can be copied into your skill queue to train or create a skill plan from. The skills are ordered alphabetically, but feel free to move them around as you see fit.
Recommended logistics skills |
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Power Grid Management V Capacitor Systems Operation V Logistics Cruisers V Remote Armor Repair Systems V Capacitor Management V Repair Drone Operation V |
Ongrid booster
Training into an ongrid booster requires quite a few months worth of training, even if you're doing it on an existing character. This is due to the fact it requires skills you normally wouldn't train unless you're specifically training to use command bursts. It's also a very long one that benefits greatly from using neural remaps.
Minimum skills for ongrid boosters
This skillplan is restricted to pilots in the Omega clone state. |
Since Cybernetics V is required for the mindlink implant, consider training it first so you can also get +5 attribute implants and further improving your training time. The times listed below are, like all the other skill plans, assuming just the +3 attribute implants and no neural remaps. So there's plenty of room for optimization. These minimum skills will allow you to fly any of the minimum ongrid booster fits for vanguards.
- EVE University Corporate Skill Plan Name: INC - Armor OGB Skillplan
- Corporate Skill Plan link: <url=skillPlan:e8ffaf45-7d2d-423a-86e5-f510e41d6780:None>INC - Armor OGB SKillplan</url>
Core skills | Utility skills | Ship skills | Fleet support skills | Drone skills | Logibooster skills | |
---|---|---|---|---|---|---|
~ 21 days and 12 hours | ~ 7 days and 5 hours | ~ 63 days and 13 hours | ~ 89 days and 18 hours | ~ 12 days and 9 hours | ~ 18 days and 13 hours | |
CPU Management V |
Signature Analysis V |
Gallente Frigate III |
Cybernetics V [2] |
Drones V |
Remote Armor Repair Systems IV | |
~ 209 days, 15 hours worth of training (~ 10.2 million skillpoints) |
- ^ a b c d Leadership V, Wing Command IV, Command Burst Specialist IV and Spaceship Command V are all needed to train Command Ships.
- ^ a b c Cybernetics V, Armored Command Specialist V and Skirmish Command Specialist V are needed for the Federation Navy Command Mindlink implant.
- ^ Armored Command V is a requirement for Armored Command Specialist.
- ^ Skirmish Command V is a requirement for Skirmish Command Specialist.
- ^ a b c Leadership V, Command Burst Specialist IV and Wing Command IV are already required for Command Ships
- ^ Drones V, Light Drone Operation V and Amarr Drone Specialization I is required to use Acolyte II. It's acceptable to skip this skill initially if you can use other drones, like Warrior II drones, but train it as soon as possible.
- ^ a b Drone Durability I and Repair Drone Operation II are required to use armor maintenance bots.
Skill Plan
Listed below is a skill plan for boosting. It can be copied into your skill queue to train. The skills are not ordered in any particular way, so feel free to move them around as you see fit.
INC - Armor OGB Skillplan
This skillplan contains all the minimum skills to pilot a logi booster.
Expand this box to view a Skill queue to use in-game
CPU Management 1 Target Management 1 Target Management 2 Target Management 3 Target Management 4 Target Management 5 Advanced Target Management 1 Advanced Target Management 2 Advanced Target Management 3 Drones 1 Drones 2 Drones 3 Drones 4 Drones 5 Amarr Drone Specialization 1 Amarr Drone Specialization 2 Amarr Drone Specialization 3 Leadership 1 Armored Command 1 Armored Command 2 Armored Command 3 Armored Command 4 Armored Command 5 Armored Command Specialist 1 Armored Command Specialist 2 Armored Command Specialist 3 Armored Command Specialist 4 Armored Command Specialist 5 Mechanics 1 Mechanics 2 Mechanics 3 Armor Layering 1 Power Grid Management 1 Power Grid Management 2 Power Grid Management 3 Capacitor Management 1 Capacitor Management 2 Capacitor Management 3 Capacitor Management 4 Capacitor Systems Operation 1 Capacitor Systems Operation 2 Capacitor Systems Operation 3 Capacitor Systems Operation 4 Capacitor Systems Operation 5 Leadership 2 Leadership 3 Leadership 4 Leadership 5 Command Burst Specialist 1 Command Burst Specialist 2 Command Burst Specialist 3 Command Burst Specialist 4 Spaceship Command 1 Spaceship Command 2 Spaceship Command 3 Spaceship Command 4 Spaceship Command 5 Wing Command 1 Wing Command 2 Wing Command 3 Wing Command 4 Command Ships 1 Command Ships 2 Command Ships 3 Command Ships 4 CPU Management 2 CPU Management 3 CPU Management 4 CPU Management 5 Science 1 Science 2 Science 3 Cybernetics 1 Cybernetics 2 Cybernetics 3 Cybernetics 4 Cybernetics 5 Drone Avionics 1 Drone Avionics 2 Drone Avionics 3 Drone Durability 1 Drone Interfacing 1 Drone Interfacing 2 Drone Interfacing 3 Drone Navigation 1 Drone Navigation 2 Drone Navigation 3 Drone Sharpshooting 1 Drone Sharpshooting 2 Drone Sharpshooting 3 Hull Upgrades 1 Hull Upgrades 2 Hull Upgrades 3 Hull Upgrades 4 EM Armor Compensation 1 EM Armor Compensation 2 EM Armor Compensation 3 EM Armor Compensation 4 Energy Grid Upgrades 1 Energy Grid Upgrades 2 Navigation 1 Navigation 2 Evasive Maneuvering 1 Evasive Maneuvering 2 Evasive Maneuvering 3 Explosive Armor Compensation 1 Explosive Armor Compensation 2 Explosive Armor Compensation 3 Explosive Armor Compensation 4 Gallente Frigate 1 Gallente Frigate 2 Gallente Frigate 3 Gallente Destroyer 1 Gallente Destroyer 2 Gallente Destroyer 3 Gallente Cruiser 1 Gallente Cruiser 2 Gallente Cruiser 3 Gallente Battlecruiser 1 Gallente Battlecruiser 2 Gallente Battlecruiser 3 Gallente Battlecruiser 4 Gallente Battlecruiser 5 Hull Upgrades 5 Kinetic Armor Compensation 1 Kinetic Armor Compensation 2 Kinetic Armor Compensation 3 Kinetic Armor Compensation 4 Light Drone Operation 1 Light Drone Operation 2 Light Drone Operation 3 Light Drone Operation 4 Light Drone Operation 5 Long Range Targeting 1 Long Range Targeting 2 Long Range Targeting 3 Long Range Targeting 4 Magnetometric Sensor Compensation 1 Magnetometric Sensor Compensation 2 Magnetometric Sensor Compensation 3 Propulsion Jamming 1 Propulsion Jamming 2 Propulsion Jamming 3 Repair Systems 1 Repair Systems 2 Remote Armor Repair Systems 1 Remote Armor Repair Systems 2 Remote Armor Repair Systems 3 Remote Armor Repair Systems 4 Repair Drone Operation 1 Repair Drone Operation 2 Sensor Linking 1 Sensor Linking 2 Sensor Linking 3 Signature Analysis 1 Signature Analysis 2 Signature Analysis 3 Signature Analysis 4 Signature Analysis 5 Skirmish Command 1 Skirmish Command 2 Skirmish Command 3 Skirmish Command 4 Skirmish Command 5 Skirmish Command Specialist 1 Skirmish Command Specialist 2 Skirmish Command Specialist 3 Skirmish Command Specialist 4 Skirmish Command Specialist 5 Thermal Armor Compensation 1 Thermal Armor Compensation 2 Thermal Armor Compensation 3 Thermal Armor Compensation 4 Warp Drive Operation 1 Warp Drive Operation 2 Warp Drive Operation 3
Recommended skills for ongrid boosters
There are no real recommended skills for ongrid boosters apart from the minimum skills, as the bar is so high to begin with that the rest of the skills aren't really that critical. But wrapping up Command Ships V and Command Burst Specialist V could be convenient.
While you could train Fleet Command for larger area of effect, that isn't really needed for the vanguards we run, as we'll all stay well within the base range you get with the pre-requisite Leadership V and Wing Command IV.
Further training
Once you've got the most pressing skills trained and you're looking towards further training, remember that in the time it takes to train a skill from IV to V you can usually train up a handful of other skills from I to IV. As a general rule of thumb we recommend that people train their skills up to IV before starting to max them out. Sometimes you need a skill that requires you to train another skill to V, so it's not always avoidable, but until you have a solid set of skills trained it makes sense to hold off on training skills to V.
When you start training skills to V it might be a good time to start doing some serious skillplanning and consider neural remaps and better attribute implants. While restrictive, a good neural remap and attribute upgrades can lower the training time significantly.
Honing your skills
Remember that the minimum and recommended skills are just the beginning and there is much room for improvement. Maxing out the gunnery and support skills and topping off your racial ship skills for example will make your ship much more efficient. You'll also have many more options to improve your fit with better fitting and support skills, like upgrading a module, drop an excessive tank module for more utility modules and so forth.
What you're going to train next differs a little bit based on what ship and what weapons you're going to use. For some fitting skills will be prioritized due to the lack of CPU or powergrid of their hull, for others capacitor skills are more important while others can simply go straight for better ship and gunnery skills.
Useful training for alts
It is no secret that having alts or several accounts are extremely useful in EVE. Incursions are no different and we can make good use of alts for a wide variety of things, especially unistas during war. The training times shown below are assuming the same +3 attribute implants as mentioned at the top of this page.
Hacker / Scout
Scouting can be done in pretty much any ship and doesn't require any skills at all, even shuttles. When it comes to hacking the racial exploration ships are very useful thanks to their bonuses and often very cheap to boot. There are a few skills that help, but for the most part you'll have the skills needed to hack right off the bat. For dropping Lyavite in the Nation Mining Colony, the tech 1 mining frigate Venture is best suited for the job, being able to carry multiple sites worth of ore on its own.
For more information about the role, see the hacker/scout section on the Roles in Incursions page.
Minimum Heron hacker fit
Data Analyzer I
5MN Microwarpdrive I
Nanofiber Internal Structure I
Nanofiber Internal Structure I
Small Memetic Algorithm Bank I
Small Memetic Algorithm Bank I
Warrior I x7
- You'll need Caldari Frigate I to fly this ship.
(~15 minutes worth of training) - Hacking III (optional, 11 hours and 14 minutes)
- Any of the Magnate, Imicus, or Probe can also use this fitting with the same level of effectiveness.
- Being able to fit a Data Analyzer II module will greatly improve hacking effectiveness, as it pushes the Heron's virus strength to 35, letting it break through defensive subsystems more easily.
- Right-clicking your microwarpdrive and selecting the option "Set auto-repeat off" is a good way to make sure you only run one cycle of the microwarpdrive, thus avoiding any embarrassing issues like forgetting to keep it on and capping out before you can hack the tower.
- The Warrior I drones are so that the scout can contribute damage and sponge a payout if there are less than ten ongrid ships.
- Additional buffer modules, such as Small Azeotropic Restrained Shield Extenders, can make it easier for the logi pilots to hold up this ship, in case it takes aggro in an OTA.
Dropper Venture
Small Remote Shield Booster I
5MN Quad LiF Restrained Microwarpdrive
Small Azeotropic Restrained Shield Extender
Small Azeotropic Restrained Shield Extender
Nanofiber Internal Structure II
Small Low Friction Nozzle Joints I
Small Hyperspatial Velocity Optimizer I
Small Hyperspatial Velocity Optimizer I
Acolyte I x2
- Mining Frigate I
- Shield Emission Systems I
- Cloaking I (Optional)
- The Venture can hold 16 stacks of Lyavite containing 255 units in each stack.
- The Small Remote Shield Extender is so that the scout can contribute repairs and sponge a payout if there are less than ten ongrid ships.
- Adding a Prototype Cloaking Device enables the Venture to safely enter the Nation Mining Colony before the final wave. It is not necessary to perform dropper duties, and requires Omega clone status in order to use.
Valet alt
Having an alt capable of flying your ships around is invaluable when your main character is at war or otherwise indisposed. If the purpose is just to fly the ship, they wouldn't need any gunnery skills whatsoever. The same character could theoretically become your dedicated incursion/mission alt down the line to make life easier for your main character, if you have the means to support a second account that is. Since each account comes with three character slots, everyone have the ability to make two alts for their account, meaning this is an option everyone has, it's not limited to people with multiple accounts.
Moving your actual main, who is in uni, can be done safely in something as simple as a shuttle. See travel fits for more information on how you can easily move your main to and from incursions when you want to run.
Below are various levels of training needed for different type of tanking capabilities. As a minimum, the Hull tanking and Ship skills is enough to fit a Damage Control II and Reinforced Bulkhead II modules for a solid 130 - 150k+ effective hit points buffer on a regular tech one battleship. If you train the Additional race as well, the alt could move a pirate faction battleship. The extra shield skills would allow you to upgrade the meta shield modules to tech two for a little bit more tank as well.
Hull tanking | Ship skills | Additional race [1] | Shield tanking [2] |
---|---|---|---|
~ 1 day and 12 hours | ~ 3 days and 5 hours | ~ 2 days and 11 hours | ~ 5 day and 11 hours |
Hull Upgrades IV |
Spaceship Command IV |
<racial> Frigate III |
Shield Upgrades IV |
Less than 4 days and 17 hours worth of training in total for a simple valet alt |
- ^ Optional - If you need your alt to be able to move a pirate faction battleship (since they require two racial ship skills).
- ^ Optional - Increasing the train to a handful of days means you can upgrade the shield tank and use the Large Shield Extender II, EM Shield Amplifier II as well as the Multispectrum Shield Hardener II modules (or any of the active hardeners or passive amplifiers).
Travel fits
The basic idea behind travel fits for the above mentioned valet alt is to not be at war (which is why we use the valet) and to simply replace any modules that do not help us travel safer, so as not to be worth ganking in the first place. This means that webs, target painters, damage modules etc are removed in favour of tanking modules.
The easiest way to make a travel fit for a battleship is to replace all the low slots except for the damage control with reinforced bulkheads and replace all the midslots with a combination of large shield extenders and multispectrum shield hardeners. If the character you will be moving the battleship with can use cloaking devices then fitting an Improved Cloaking Device II in a high slot and a 500MN Microwarpdrive in a midslot will allow the use of the Cloak trick.
There is generally no need to unfit the high slot guns, if additional fitting space for tank modules is needed then guns can simply be offlined.
Moving costly modules
The regular fits on the wiki have but a couple of expensive modules, like the Federation Navy Stasis Webifier and for some ships the Republic Fleet Target Painter, which totals about 100 million. This can easily be carried in the hold of a travel fit battleship without much fear of becoming a gank target.
If you upgrade your ship with more expensive modules, such as deadspace and other faction modules, you should secure a better way of moving those expensive modules. The dedicated travel ships (except the shuttle) can easily hold the more expensive modules as they are often only 5 - 10 m3 in size and those ships can fit several modules in their hold.
Common guides
There are several common guides on the wiki already. Our needs in the incursion community are a little different, but it might be useful for general purposes or to get some inspiration of what else to train on your alt.
- Creating an Alt Hauler
- Creating an Alt Miner
- Creating a Scanner Alt
- Creating an Alt Orca Pilot
- Creating a Planetary Industry Alt