Difference between revisions of "Creating an Alt Hauler"
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− | {{ | + | {{main|Alternate characters}}{{Skillplan Navbar}} |
+ | A hauler alt is a character trained specifically for hauling. There are many reasons to create such an alt, but it primarily stems from a need to move things to and from places on your own timetable. | ||
− | {| | + | This guide is designed to train an alt into [[Deep Space Transport]] and [[Blockade Runner]]. This is sufficient for most personal haulers, but if needed you can train an alt into a [[Freighter]], [[Bowhead]], and [[Jump Freighter]]. The guide is segmented to allow you to pick and choose which ship types you wish to train your alt into based on your needs. Hauling is generally a skill that requires {{clonestate|Omega}} and this guide assumes that your hauler alt is either on its own Omega account or that you are using [[Multiple Character Training]]. |
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− | + | You will want to use the appropriate skill plan for the empire faction you're training into: Armor-tanked support skill for Gallente/Amarr and Shield-tanked support skill for Minmatar/Caldari. | |
− | + | == Why use a hauler alt? == | |
+ | Training into a hauler can be a long train, especially if training into Jump Freighters. Training one character to do hauling as well as a variety of other activities takes significantly longer and delays being able to either well. Specialization with multiple characters means that you can do both well when training into the desired skills is completed. Additionally, training a hauler alt on a separate account means that you can haul your cargo while doing something else as opposed to choosing between two activities. A hauler alt is also useful because they can be put in a player-owned alt corp such as the [[EVE_University_Hall_of_Residence|Hall of Residence]] without much concern for things like [[Corporation_diplomacy#Wars|hisec wars]]. Without a hauler alt, hisec wars can mean losing cargo to war targets who camp trade hubs and have a proficiency in destroying anything that undocks from the main hub stations. | ||
− | + | When hauling with a Jump Freighter, it becomes almost entirely necessary to have an alt that can haul while another alt lights an [[Jump_drives#Industrial_Cynosural_Fields|industrial cyno]] at a waypoint to allow the Jump Freighter to get where it's going. | |
− | + | ===Training multiple characters=== | |
+ | If you are creating an alt on an account with other characters, it is important to note that only one character can be training skills at a time '''unless''' you are willing to pay for [[Multiple Character Training]]. Attempting to add skills to the training queue will result in an error, so you will need to pause training on your currently training character if you don't want to pay for MCT. | ||
− | '' | + | == Why no T1 haulers? == |
+ | T1 haulers fill a niche created by the fact that other ships simply cannot hold as much as [[haulers]]. If all you want to do is move a large amount of gas, ore, minerals, or planetary commodities from one station or structure within or to a nearby system, then you might consider training up the relevant faction's hauler to fly a [[Haulers#Specialized_transports|specialized hauler]]. For example, at {{Sk|Gallente Hauler|V}} the [[Miasmos]] can hold 63,000m3 which is almost as much as much as a Deep Space Transport's fleet hangar at max skills, but it has a paper tank that cannot hold up against any ganker. Moving anything valuable over longer distances, such as from Stacmon to Jita, puts your cargo at an unnecessary risk. Moving short distances in a T1 hauler in hisec is generally safe, but beyond that T2 haulers are necessary to prevent the loss of all your cargo. | ||
− | + | If you are a member of EVE University and cannot train into T2 hauling ships because you are an {{clonestate|alpha}}, consider using the [[Hauling_Department|University Hauling Service]] to move your stuff around safely for free and the [[Buyback|University Buyback Program]] to sell goods for profit. | |
− | + | {{ note box | Notes: | |
− | + | * There are some restrictions on where the University Hauling Service will take your goods and there is a recommended fee for hauling on goods you intend to make a profit on. See the forum post for additional information. | |
+ | | italics= no }} | ||
− | + | == Preparing for training == | |
− | | | + | It is important to read about [[hauling]] as it will save you a lot of time and frustration. Before you even create a character, consider that the Amarr, Gallente, and Minmatar start with {{Sk|Mechanics|III}} and {{Sk|Hull Upgrades|III}}. Regardless of which faction you start with, you can train into any hauling ship. The {{sh|Charon}} is generally considered the best freighter because of its carrying capacity, but the {{sh|Obelisk}} offers the highest EHP and the {{sh|Fenrir}} is the fastest. The {{sh|Providence}} comes in second for agility and tank which means that it might be considered a balanced option. For Deep Space Transports, the {{sh|Occator}} is the fastest at aligning while the {{sh|Impel}} can fit a solid amount of tank thanks to its generous number of low slots. The {{sh|Mastodon}} is a good choice for those looking for a balanced choice between align time and tank. |
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− | + | The [[Bowhead]] is a unique freighter in that it does not have a large cargo hold like the other freighters. Instead, it features a massive ship maintenance bay which allows it to haul fitted ships. Note that the Bowhead is shield-tanked and if you want to train both a regular freighter and the Bowhead, you might consider training into one of the shield-tanked transport ships for the fastest train. Otherwise, you could train support skills for both shield and armor-tanked hauling ships. | |
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− | + | == Skill plan == | |
− | + | The skill plans are divided up between armor-tanked and shield-tanked ships as well Transport Ships (DSTs and Blockade Runners), Freighters, and Jump Freighters. This guide assumes that if you are going to train into a freighter, you will also be training into DST. If you do not, you can remove the {{Sk|Transport Ships}} skill from the skill queue leaving only empire faction specific hauler skill at the beginning of your ship skills portion of the skill queue. To train {{Sk|Jump Freighters}} you will need to train one of the four main empire faction freighters. | |
− | + | All characters start with {{Sk|Cybernetics|I}} which allows the use of +3 [[Implants#Attribute_Enhancers|training implants]] and this guide assumes you are using them, but you may wish to train {{Sk|Cybernetics|V}} to unlock +5 implants and allows you to use implant sets like Amulets (armor) or Nirvanas (shield) for additional tank and Ascendancies (warp time) or Nomads (align time) for speed. | |
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− | + | The skill plan utilizes neural remaps to reduce training time. It is not required to use the neural remap, but the difference in time is significant. Because this skill plan utilizes three neural remaps, you will want to create a new character rather than training an existing alt. If you are using an existing character, you might consider using the first and third neural remaps to train up support and ship skills as these are the most lengthy skill trains. If your existing character only has the annual remap, consider remapping for the ship skills section as that will be the longest train. The remaps are as follows: | |
− | + | * Support skills: Intelligence-Memory | |
− | + | * Navigation skills: Intelligence-Perception | |
+ | * Ship skills: Willpower-Perception | ||
− | + | The skills are not all maxed, meaning that after you have trained into the ships you wish to fly you may wish to train certain skills further than this skill plan covers, especially the support and navigation skills. | |
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− | + | The skill plan has also been optimized for the dopamine effect of hearing that a skill has completed training by organizing skills from shortest to longest train wherever possible. | |
− | + | ==Support skills== | |
+ | First remap: '''Remapping (active) : i27 p17 c17 w17 m21''' | ||
− | + | {{SkillQueue | |
+ | |name=Armor-tanked support skills | ||
+ | |desc=Gallente/Amarr | ||
+ | |Jury Rigging I | ||
+ | Armor Layering I | ||
+ | Cloaking I | ||
+ | Industry II | ||
+ | Jury Rigging II | ||
+ | Armor Layering II | ||
+ | Cloaking II | ||
+ | Industry III | ||
+ | Jury Rigging III | ||
+ | Armor Layering III | ||
+ | Cloaking III | ||
+ | Industry IV | ||
+ | Hull Upgrades IV | ||
+ | Armor Layering IV | ||
+ | Explosive Armor Compensation I | ||
+ | EM Armor Compensation I | ||
+ | Kinetic Armor Compensation I | ||
+ | Thermal Armor Compensation I | ||
+ | Armor Rigging I | ||
+ | Astronautics Rigging I | ||
+ | EM Armor Compensation II | ||
+ | Thermal Armor Compensation II | ||
+ | Kinetic Armor Compensation II | ||
+ | Explosive Armor Compensation II | ||
+ | Astronautics Rigging II | ||
+ | Armor Rigging II | ||
+ | Explosive Armor Compensation III | ||
+ | Kinetic Armor Compensation III | ||
+ | Thermal Armor Compensation III | ||
+ | EM Armor Compensation III | ||
+ | Armor Rigging III | ||
+ | Astronautics Rigging III | ||
+ | Mechanics IV | ||
+ | Capacitor Systems Operation IV | ||
+ | EM Armor Compensation IV | ||
+ | Thermal Armor Compensation IV | ||
+ | Kinetic Armor Compensation IV | ||
+ | Explosive Armor Compensation IV | ||
+ | Capacitor Management IV | ||
+ | Astronautics Rigging IV | ||
+ | Armor Rigging IV | ||
+ | Industry V | ||
+ | Capacitor Systems Operation V | ||
+ | Cloaking IV | ||
+ | Capacitor Management V}} | ||
− | + | {{Sk|Jury Rigging|III|mult=yes}} 7 hours, 18 minutes, 2 seconds | |
− | + | {{Sk|Industry|V|mult=yes}} 4 days, 21 hours, 4 minutes, 50 seconds | |
− | = | + | {{Sk|Cloaking|IV|mult=yes}} 5 days, 4 hour, 11 minutes |
− | + | {{Sk|Armor Layering|IV|mult=yes}} 2 days, 14 hours, 5 minutes, 30 seconds | |
− | = | + | {{Sk|Hull Upgrades|IV|mult=yes}} 1 day, 9 hours, 6 minutes, 55 seconds |
− | + | {{Sk|Explosive Armor Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds | |
− | = | + | {{Sk|EM Armor Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds |
− | + | {{Sk|Thermal Armor Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds | |
− | + | {{Sk|Kinetic Armor Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds | |
− | = | + | {{Sk|Armor Rigging|IV|mult=yes}} 2 days, 14 hours, 5 minutes, 30 seconds |
− | + | {{Sk|Astronautics Rigging|IV|mult=yes}} 2 days, 14 hours, 5 minutes, 30 seconds | |
− | = | + | {{Sk|Mechanics|IV|mult=yes}} 20 hours, 41 minutes, 49 seconds |
− | {{ | + | {{Sk|Capacitor Systems Operation|V|mult=yes}} 4 days, 21 hours, 4 minutes, 50 seconds |
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− | + | {{Sk|Capacitor Management|V|mult=yes}} 14 days, 15 hours, 14 minutes, 30 seconds | |
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− | + | {{SkillQueue | |
+ | |name=Shield-tanked support skills | ||
+ | |desc=Caldari/Minmatar | ||
+ | |Shield Operation I | ||
+ | Jury Rigging I | ||
+ | Cloaking I | ||
+ | Shield Operation II | ||
+ | Shield Upgrades II | ||
+ | Industry II | ||
+ | Jury Rigging II | ||
+ | Tactical Shield Manipulation II | ||
+ | Cloaking II | ||
+ | Shield Operation III | ||
+ | Industry III | ||
+ | Jury Rigging III | ||
+ | Astronautics Rigging I | ||
+ | Shield Rigging I | ||
+ | Astronautics Rigging II | ||
+ | Shield Rigging II | ||
+ | Shield Upgrades III | ||
+ | Shield Rigging III | ||
+ | Astronautics Rigging III | ||
+ | Tactical Shield Manipulation III | ||
+ | Cloaking III | ||
+ | Shield Operation IV | ||
+ | Industry IV | ||
+ | Mechanics IV | ||
+ | Capacitor Systems Operation IV | ||
+ | Shield Upgrades IV | ||
+ | Capacitor Management IV | ||
+ | Tactical Shield Manipulation IV | ||
+ | Shield Rigging IV | ||
+ | Astronautics Rigging IV | ||
+ | Capacitor Management V | ||
+ | Industry V | ||
+ | Capacitor Systems Operation V}} | ||
− | + | {{Sk|Jury Rigging|III|mult=yes}} 7 hours, 18 minutes, 2 seconds | |
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− | = | + | {{Sk|Industry|V|mult=yes}} 4 days, 21 hours, 4 minutes, 50 seconds |
− | + | {{Sk|Cloaking|IV|mult=yes}} 5 days, 4 hour, 11 minutes | |
− | + | {{Sk|Shield Operation|IV|mult=yes}} 20 hours, 41 minutes, 49 seconds | |
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− | + | {{Sk|Shield Upgrades|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds | |
− | = | + | {{Sk|Hull Upgrades|IV|mult=yes}} 1 day, 9 hours, 6 minutes, 55 seconds |
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− | + | {{Sk|Explosive Shield Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds | |
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− | + | {{Sk|EM Shield Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds | |
− | = | + | {{Sk|Thermal Shield Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds |
− | {{ | + | {{Sk|Kinetic Shield Compensation|IV|mult=yes}} 1 day, 17 hours, 23 minutes, 39 seconds |
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− | + | {{Sk|Shield Rigging|IV|mult=yes}} 2 days, 14 hours, 5 minutes, 30 seconds | |
− | = | + | {{Sk|Astronautics Rigging|IV|mult=yes}} 2 days, 14 hours, 5 minutes, 30 seconds |
− | + | {{Sk|Tactical Shield Manipulation|IV|mult=yes}} 2 days, 10 hours, 47 minutes, 19 seconds | |
− | + | {{Sk|Mechanics|IV|mult=yes}} 20 hours, 41 minutes, 49 seconds | |
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− | = | + | {{Sk|Capacitor Systems Operation|V|mult=yes}} 4 days, 21 hours, 4 minutes, 50 seconds |
− | + | {{Sk|Capacitor Management|V|mult=yes}} 14 days, 15 hours, 14 minutes, 30 seconds | |
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− | == | + | {{SkillQueue |
+ | |name=Jump Freighter support skills | ||
+ | |desc=Only add this skill if you're planning to train Jump Freighters | ||
+ | |Science V}} | ||
− | {{ | + | {{Sk|Science|V|mult=yes}} 4 days, 21 hours, 4 minutes, 50 seconds |
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− | + | ==Navigation== | |
+ | Second remap: '''Remapping (active) : i27 p21 c17 w17 m17''' | ||
− | == | + | {{SkillQueue |
+ | |name=Navigation skills - Transport Ships/Freighter | ||
+ | |desc=Valid for all empire factions | ||
+ | |Acceleration Control I | ||
+ | Acceleration Control II | ||
+ | High Speed Maneuvering II | ||
+ | Warp Drive Operation III | ||
+ | Acceleration Control III | ||
+ | High Speed Maneuvering III | ||
+ | Warp Drive Operation IV | ||
+ | Acceleration Control IV | ||
+ | Navigation IV | ||
+ | High Speed Maneuvering IV | ||
+ | Warp Drive Operation V | ||
+ | Micro Jump Drive Operation I}} | ||
− | + | {{Sk|Acceleration Control|IV|mult=yes}} 3 days, 10 hours, 47 minutes, 19 seconds | |
− | + | {{Sk|Navigation|IV|mult=yes}} 20 hours, 41 minutes, 49 seconds | |
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− | = | + | {{Sk|High Speed Maneuvering|IV|mult=yes}} 4 days, 7 hours, 29 minutes, 10 seconds |
− | + | {{Sk|Warp Drive Operation|V|mult=yes}} 4 days, 21 hours, 4 minutes, 50 seconds | |
− | + | {{Sk|Micro Jump Drive Operation|I|mult=yes}} 33 minutes, 20 seconds | |
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− | + | {{SkillQueue | |
+ | |name=Navigation skills - Jump Freighter | ||
+ | |desc=Only use this if you are planning to train into jump freighter | ||
+ | |Navigation IV | ||
+ | Navigation V | ||
+ | Warp Drive Operation III | ||
+ | Warp Drive Operation IV | ||
+ | Warp Drive Operation V | ||
+ | Jump Drive Operation I | ||
+ | Evasive Maneuvering II | ||
+ | High Speed Maneuvering II | ||
+ | Jump Drive Operation II | ||
+ | Evasive Maneuvering III | ||
+ | High Speed Maneuvering III | ||
+ | Jump Drive Operation III | ||
+ | High Speed Maneuvering IV | ||
+ | Jump Drive Operation IV | ||
+ | Evasive Maneuvering IV | ||
+ | Jump Drive Operation V | ||
+ | Micro Jump Drive Operation I | ||
+ | Jump Fuel Conservation I | ||
+ | Jump Drive Calibration I | ||
+ | Jump Fuel Conservation II | ||
+ | Jump Drive Calibration II | ||
+ | Jump Fuel Conservation III | ||
+ | Jump Drive Calibration III | ||
+ | Jump Fuel Conservation IV | ||
+ | Jump Drive Calibration IV | ||
+ | Jump Drive Calibration V}} | ||
− | + | {{Sk|Acceleration Control|IV|mult=yes}} 3 days, 10 hours, 47 minutes, 19 seconds | |
− | + | {{Sk|Navigation|V|mult=yes}} 4 days, 21 hours, 4 minutes, 50 seconds | |
− | + | {{Sk|High Speed Maneuvering|IV|mult=yes}} 4 days, 7 hours, 29 minutes, 10 seconds | |
− | + | {{Sk|Warp Drive Operation|V|mult=yes}} 4 days, 21 hours, 4 minutes, 50 seconds | |
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− | + | {{Sk|Micro Jump Drive Operation|I|mult=yes}} 33 minutes, 20 seconds | |
− | + | {{Sk|Jump Drive Operation|V|mult=yes}} 24 days, 9 hours, 24 minutes, 9 seconds | |
− | {{ | + | {{Sk|Jump Fuel Conservation|IV|mult=yes}} 6 days, 21 hours, 34 minutes, 38 seconds |
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+ | {{Sk|Jump Drive Calibration|V|mult=yes}} 43 days, 21 hours, 43 minutes, 32 seconds | ||
− | == | + | ==Ship skills== |
+ | Third remap: '''Remapping (active) : i17 p27 c17 w21 m17''' | ||
− | + | {{SkillQueue | |
+ | |name=Amarr Transport Skills | ||
+ | |desc=Amarr DST/Blockade Runner | ||
+ | |Amarr Hauler I | ||
+ | Amarr Hauler II | ||
+ | Amarr Hauler III | ||
+ | Amarr Hauler IV | ||
+ | Amarr Hauler V | ||
+ | Transport Ships I | ||
+ | Transport Ships II | ||
+ | Transport Ships III | ||
+ | Transport Ships IV | ||
+ | Transport Ships V}} | ||
− | + | {{Sk|Amarr Hauler|V|mult=yes}} 19 days, 12 hours, 19 minutes, 20 seconds | |
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− | + | {{Sk|Transport Ships|V|mult=yes}} 29 days, 6 hours, 29 minutes | |
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− | == | + | {{SkillQueue |
+ | |name=Gallente Transport Skills | ||
+ | |desc=Gallente DST/Blockade Runner | ||
+ | |Gallente Hauler I | ||
+ | Gallente Hauler II | ||
+ | Gallente Hauler III | ||
+ | Gallente Hauler IV | ||
+ | Gallente Hauler V | ||
+ | Transport Ships I | ||
+ | Transport Ships II | ||
+ | Transport Ships III | ||
+ | Transport Ships IV | ||
+ | Transport Ships V}} | ||
− | {{ | + | {{Sk|Gallente Hauler|V|mult=yes}} 19 days, 12 hours, 19 minutes, 20 seconds |
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− | + | {{Sk|Transport Ships|V|mult=yes}} 29 days, 6 hours, 29 minutes | |
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− | + | {{SkillQueue | |
+ | |name=Minmatar Transport Skills | ||
+ | |desc=Minmatar DST/Blockade Runner | ||
+ | |Minmatar Hauler I | ||
+ | Minmatar Hauler II | ||
+ | Minmatar Hauler III | ||
+ | Minmatar Hauler IV | ||
+ | Minmatar Hauler V | ||
+ | Transport Ships I | ||
+ | Transport Ships II | ||
+ | Transport Ships III | ||
+ | Transport Ships IV | ||
+ | Transport Ships V}} | ||
− | + | {{Sk|Minmatar Hauler|V|mult=yes}} 19 days, 12 hours, 19 minutes, 20 seconds | |
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− | = | + | {{Sk|Transport Ships|V|mult=yes}} 29 days, 6 hours, 29 minutes |
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− | + | {{SkillQueue | |
− | + | |name=Caldari Transport Skills | |
− | + | |desc=Caldari DST/Blockade Runner | |
− | + | |Caldari Hauler I | |
− | + | Caldari Hauler II | |
− | + | Caldari Hauler III | |
− | + | Caldari Hauler IV | |
+ | Caldari Hauler V | ||
+ | Transport Ships I | ||
+ | Transport Ships II | ||
+ | Transport Ships III | ||
+ | Transport Ships IV | ||
+ | Transport Ships V}} | ||
− | + | {{Sk|Caldari Hauler|V|mult=yes}} 19 days, 12 hours, 19 minutes, 20 seconds | |
− | = | + | {{Sk|Transport Ships|V|mult=yes}} 29 days, 6 hours, 29 minutes |
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− | + | {{SkillQueue | |
+ | |name=Caldari Freighter Skills | ||
+ | |desc=Charon | ||
+ | |Spaceship Command IV | ||
+ | Spaceship Command V | ||
+ | Advanced Spaceship Command I | ||
+ | Advanced Spaceship Command II | ||
+ | Advanced Spaceship Command III | ||
+ | Advanced Spaceship Command IV | ||
+ | Advanced Spaceship Command V | ||
+ | Caldari Freighter I | ||
+ | Caldari Freighter II | ||
+ | Caldari Freighter III | ||
+ | Caldari Freighter IV}} | ||
− | + | {{Sk|Spaceship Command|V|mult=yes}} 4 days, 21 hours, 49 seconds | |
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− | = | + | {{Sk|Advanced Spaceship Command|V|mult=yes}} 24 days, 9 hours, 24 minutes, 9 seconds |
− | + | {{Sk|Caldari Freighter|IV|mult=yes}} 8 days, 14 hours, 58 minutes, 17 seconds | |
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− | + | {{SkillQueue | |
+ | |name=Gallente Freighter Skills | ||
+ | |desc=Obelisk | ||
+ | |Spaceship Command IV | ||
+ | Spaceship Command V | ||
+ | Advanced Spaceship Command I | ||
+ | Advanced Spaceship Command II | ||
+ | Advanced Spaceship Command III | ||
+ | Advanced Spaceship Command IV | ||
+ | Advanced Spaceship Command V | ||
+ | Gallente Freighter I | ||
+ | Gallente Freighter II | ||
+ | Gallente Freighter III | ||
+ | Gallente Freighter IV}} | ||
− | == | + | {{Sk|Spaceship Command|V|mult=yes}} 4 days, 21 hours, 49 seconds |
+ | |||
+ | {{Sk|Advanced Spaceship Command|V|mult=yes}} 24 days, 9 hours, 24 minutes, 9 seconds | ||
+ | |||
+ | {{Sk|Gallente Freighter|IV|mult=yes}} 8 days, 14 hours, 58 minutes, 17 seconds | ||
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+ | |||
+ | {{SkillQueue | ||
+ | |name=Amarr Freighter Skills | ||
+ | |desc=Providence | ||
+ | |Spaceship Command IV | ||
+ | Spaceship Command V | ||
+ | Advanced Spaceship Command I | ||
+ | Advanced Spaceship Command II | ||
+ | Advanced Spaceship Command III | ||
+ | Advanced Spaceship Command IV | ||
+ | Advanced Spaceship Command V | ||
+ | Amarr Freighter I | ||
+ | Amarr Freighter II | ||
+ | Amarr Freighter III | ||
+ | Amarr Freighter IV}} | ||
+ | |||
+ | {{Sk|Spaceship Command|V|mult=yes}} 4 days, 21 hours, 49 seconds | ||
+ | |||
+ | {{Sk|Advanced Spaceship Command|V|mult=yes}} 24 days, 9 hours, 24 minutes, 9 seconds | ||
+ | |||
+ | {{Sk|Amarr Freighter|IV|mult=yes}} 8 days, 14 hours, 58 minutes, 17 seconds | ||
+ | |||
+ | |||
+ | {{SkillQueue | ||
+ | |name=Minmatar Freighter Skills | ||
+ | |desc=Fenrir | ||
+ | |Spaceship Command IV | ||
+ | Spaceship Command V | ||
+ | Advanced Spaceship Command I | ||
+ | Advanced Spaceship Command II | ||
+ | Advanced Spaceship Command III | ||
+ | Advanced Spaceship Command IV | ||
+ | Advanced Spaceship Command V | ||
+ | Minmatar Freighter I | ||
+ | Minmatar Freighter II | ||
+ | Minmatar Freighter III | ||
+ | Minmatar Freighter IV}} | ||
+ | |||
+ | {{Sk|Spaceship Command|V|mult=yes}} 4 days, 21 hours, 49 seconds | ||
+ | |||
+ | {{Sk|Advanced Spaceship Command|V|mult=yes}} 24 days, 9 hours, 24 minutes, 9 seconds | ||
+ | |||
+ | {{Sk|Minmatar Freighter|IV|mult=yes}} 8 days, 14 hours, 58 minutes, 17 seconds | ||
+ | |||
+ | |||
+ | {{SkillQueue | ||
+ | |name=ORE Freighter Skills | ||
+ | |desc=Bowhead | ||
+ | |Spaceship Command IV | ||
+ | Spaceship Command V | ||
+ | ORE Hauler I | ||
+ | Advanced Spaceship Command I | ||
+ | ORE Hauler II | ||
+ | Advanced Spaceship Command II | ||
+ | ORE Hauler III | ||
+ | Advanced Spaceship Command III | ||
+ | Advanced Spaceship Command IV | ||
+ | Advanced Spaceship Command V | ||
+ | ORE Freighter I | ||
+ | ORE Freighter II | ||
+ | ORE Freighter III | ||
+ | ORE Freighter IV}} | ||
+ | |||
+ | {{Sk|Spaceship Command|V|mult=yes}} 4 days, 21 hours, 49 seconds | ||
+ | |||
+ | {{Sk|Advanced Spaceship Command|V|mult=yes}} 24 days, 9 hours, 24 minutes, 9 seconds | ||
+ | |||
+ | {{Sk|ORE Freighter|IV|mult=yes}} 7 days, 18 hours, 16 minutes, 28 seconds | ||
+ | |||
+ | |||
+ | {{SkillQueue | ||
+ | |name=Jump Freighter Skills | ||
+ | |desc=Valid for all empire factions | ||
+ | |Jump Freighters I | ||
+ | Jump Freighters II | ||
+ | Jump Freighters III | ||
+ | Jump Freighters IV}} | ||
+ | |||
+ | {{Sk|Jump Freighters|IV|mult=yes}} 12 days, 1 hour, 45 minutes, 36 seconds | ||
+ | |||
+ | == Fitting haulers == | ||
+ | Hauling ships can be fit in a few different ways. For DSTs, you can fit for extra cargo, tank, or align. For freighters, you can fit for extra cargo or extra tank. Generally speaking, you only want to replace what's necessary to carry the haul. The fits below are designed for tank with extra cargo in hold. Note that it is generally a good idea to keep the main hold of a DST solely for things the DST needs and the fleet hangar for cargo. | ||
+ | |||
+ | ===Deep Space Transports=== | ||
+ | These are fits that give you good tank somewhere between 70k-100k EHP. | ||
+ | |||
+ | {{ShipFitting | ||
+ | | ship=Occator | ||
+ | | fitName=EUNI Wiki Example Fit | ||
+ | | fitID= | ||
+ | | high1name=Compact Interdiction Nullifier | ||
+ | | high1typeID=58966 | ||
+ | | high2name=Improved Cloaking Device II | ||
+ | | high2typeID=11577 | ||
+ | | mid1name=50MN Y-T8 Compact Microwarpdrive | ||
+ | | mid1typeID=35659 | ||
+ | | mid2name=10MN Y-S8 Compact Afterburner | ||
+ | | mid2typeID=35656 | ||
+ | | mid3name=Large Shield Extender II | ||
+ | | mid3typeID=3841 | ||
+ | | low1name=Damage Control II | ||
+ | | low1typeID=2048 | ||
+ | | low2name=Inertial Stabilizers II | ||
+ | | low2typeID=1405 | ||
+ | | low3name=Federation Navy Explosive Coating | ||
+ | | low3typeID=17553 | ||
+ | | low4name=Federation Navy Explosive Coating | ||
+ | | low4typeID=17553 | ||
+ | | low5name=Federation Navy 400mm Steel Plates | ||
+ | | low5typeID=31910 | ||
+ | | low6name=Federation Navy Multispectrum Coating | ||
+ | | low6typeID=17549 | ||
+ | | charge1name=Core Probe Launcher I | ||
+ | | charge1typeID=17938 | ||
+ | | charge2name=Core Scanner Probe I x16 | ||
+ | | charge2typeID=30013 | ||
+ | | charge3name=Expanded Cargohold II | ||
+ | | charge3typeID=1319 | ||
+ | | charge4name=Mobile Depot | ||
+ | | charge4typeID=33474 | ||
+ | | rig1name=Medium Trimark Armor Pump II | ||
+ | | rig1typeID=31059 | ||
+ | | rig2name=Medium Trimark Armor Pump II | ||
+ | | rig2typeID=31059 | ||
+ | | difficulty=1 | ||
+ | | version=2023.31.12 | ||
+ | | skills= | ||
+ | | notes=Mobile depot, probes, and launcher are in case of getting lost in a wormhole. | ||
+ | | showTOC=N | ||
+ | | showSKILLS=N | ||
+ | | showNOTES=N | ||
+ | }}{{ShipFitting | ||
+ | | ship=Bustard | ||
+ | | fitName=EUNI Wiki Example Fit | ||
+ | | fitID= | ||
+ | | high1name=Compact Interdiction Nullifier | ||
+ | | high1typeID=58966 | ||
+ | | high2name=Improved Cloaking Device II | ||
+ | | high2typeID=11577 | ||
+ | | mid1name=50MN Y-T8 Compact Microwarpdrive | ||
+ | | mid1typeID=35659 | ||
+ | | mid2name=10MN Y-S8 Compact Afterburner | ||
+ | | mid2typeID=35656 | ||
+ | | mid3name=Multispectrum Shield Hardener II | ||
+ | | mid3typeID=2281 | ||
+ | | mid4name=EM Shield Amplifier II | ||
+ | | mid4typeID=2553 | ||
+ | | mid5name=EM Shield Amplifier II | ||
+ | | mid5typeID=2553 | ||
+ | | mid6name=Republic Fleet Large Shield Extender | ||
+ | | mid6typeID=31932 | ||
+ | | low1name=Reactor Control Unit II | ||
+ | | low1typeID=1355 | ||
+ | | low2name=Damage Control II | ||
+ | | low2typeID=2048 | ||
+ | | low3name=Inertial Stabilizers II | ||
+ | | low3typeID=1405 | ||
+ | | charge1name=Core Probe Launcher I | ||
+ | | charge1typeID=17938 | ||
+ | | charge2name=Core Scanner Probe I x16 | ||
+ | | charge2typeID=30013 | ||
+ | | charge3name=Expanded Cargohold II x3 | ||
+ | | charge3typeID=1319 | ||
+ | | charge4name=Mobile Depot | ||
+ | | charge4typeID=33474 | ||
+ | | rig1name=Medium Ancillary Current Router I | ||
+ | | rig1typeID=31360 | ||
+ | | rig2name=Medium Core Defense Field Extender II | ||
+ | | rig2typeID=31796 | ||
+ | | difficulty=1 | ||
+ | | version=2023.31.12 | ||
+ | | skills= | ||
+ | | notes=Mobile depot, probes, and launcher are in case of getting lost in a wormhole. | ||
+ | | showTOC=N | ||
+ | | showSKILLS=N | ||
+ | | showNOTES=N | ||
+ | }} | ||
− | + | {{ShipFitting | |
+ | | ship=Impel | ||
+ | | fitName=EUNI Wiki Example Fit | ||
+ | | fitID= | ||
+ | | high1name=Compact Interdiction Nullifier | ||
+ | | high1typeID=58966 | ||
+ | | high2name=Improved Cloaking Device II | ||
+ | | high2typeID=11577 | ||
+ | | mid1name=50MN Y-T8 Compact Microwarpdrive | ||
+ | | mid1typeID=35659 | ||
+ | | mid2name=10MN Y-S8 Compact Afterburner | ||
+ | | mid2typeID=35656 | ||
+ | | low1name=Damage Control II | ||
+ | | low1typeID=2048 | ||
+ | | low2name=Inertial Stabilizers II | ||
+ | | low2typeID=1405 | ||
+ | | low3name=Thermal Coating II | ||
+ | | low3typeID=1296 | ||
+ | | low4name=Thermal Coating II | ||
+ | | low4typeID=1296 | ||
+ | | low5name=EM Coating II | ||
+ | | low5typeID=1198 | ||
+ | | low6name=Reactive Armor Hardener | ||
+ | | low6typeID=4403 | ||
+ | | charge1name=Core Probe Launcher I | ||
+ | | charge1typeID=17938 | ||
+ | | charge2name=Core Scanner Probe I x16 | ||
+ | | charge2typeID=30013 | ||
+ | | charge3name=Expanded Cargohold II | ||
+ | | charge3typeID=1319 | ||
+ | | charge4name=Mobile Depot | ||
+ | | charge4typeID=33474 | ||
+ | | rig1name=Medium Trimark Armor Pump II | ||
+ | | rig1typeID=31059 | ||
+ | | rig2name=Medium Trimark Armor Pump II | ||
+ | | rig2typeID=31059 | ||
+ | | difficulty=1 | ||
+ | | version=2023.31.12 | ||
+ | | skills= | ||
+ | | notes=Mobile depot, probes, and launcher are in case of getting lost in a wormhole. | ||
+ | | showTOC=N | ||
+ | | showSKILLS=N | ||
+ | | showNOTES=N | ||
+ | }}{{ShipFitting | ||
+ | | ship=Mastodon | ||
+ | | fitName=EUNI Wiki Example Fit | ||
+ | | fitID= | ||
+ | | high1name=Compact Interdiction Nullifier | ||
+ | | high1typeID=58966 | ||
+ | | high2name=Improved Cloaking Device II | ||
+ | | high2typeID=11577 | ||
+ | | mid1name=50MN Y-T8 Compact Microwarpdrive | ||
+ | | mid1typeID=35659 | ||
+ | | mid2name=Caldari Navy Large Shield Extender | ||
+ | | mid2typeID=31930 | ||
+ | | mid3name=Caldari Navy Large Shield Extender | ||
+ | | mid3typeID=31930 | ||
+ | | mid4name=Multispectrum Shield Hardener II | ||
+ | | mid4typeID=2281 | ||
+ | | mid5name=Kinetic Shield Amplifier II | ||
+ | | mid5typeID=2547 | ||
+ | | low1name=Reactor Control Unit II | ||
+ | | low1typeID=1355 | ||
+ | | low2name=Damage Control II | ||
+ | | low2typeID=2048 | ||
+ | | low3name=Inertial Stabilizers II | ||
+ | | low3typeID=1405 | ||
+ | | low4name=Mark I Compact Reactor Control Unit | ||
+ | | low4typeID=8263 | ||
+ | | charge1name=Core Probe Launcher I | ||
+ | | charge1typeID=17938 | ||
+ | | charge2name=Core Scanner Probe I x16 | ||
+ | | charge2typeID=30013 | ||
+ | | charge3name=Expanded Cargohold II x3 | ||
+ | | charge3typeID=1319 | ||
+ | | charge4name=Mobile Depot | ||
+ | | charge4typeID=33474 | ||
+ | | rig1name=Medium Core Defense Field Extender II | ||
+ | | rig1typeID=31796 | ||
+ | | rig2name=Medium Core Defense Field Extender II | ||
+ | | rig2typeID=31796 | ||
+ | | difficulty=1 | ||
+ | | version=2023.31.12 | ||
+ | | skills= | ||
+ | | notes=Mobile depot, probes, and launcher are in case of getting lost in a wormhole. | ||
+ | | showTOC=N | ||
+ | | showSKILLS=N | ||
+ | | showNOTES=N | ||
+ | }} | ||
− | + | ===Freighters=== | |
− | + | Freighters are the easiest to fit. They have three low slots regardless of which empire you trained into. That's it. For tank, use Reinforced Bulkheads II. For extra cargo, use Expanded Cargohold IIs. | |
− | + | {{ShipFitting | |
+ | | ship=Obelisk | ||
+ | | fitName=EUNI Wiki Example Fit | ||
+ | | fitID= | ||
+ | | low1name=Reinforced Bulkheads II | ||
+ | | low1typeID=1335 | ||
+ | | low2name=Reinforced Bulkheads II | ||
+ | | low2typeID=1335 | ||
+ | | low3name=Reinforced Bulkheads II | ||
+ | | low3typeID=1335 | ||
+ | | charge1name=Expanded Cargohold II x3 | ||
+ | | charge1typeID=1319 | ||
+ | | difficulty=1 | ||
+ | | version=2023.31.12 | ||
+ | | skills= | ||
+ | | notes= | ||
+ | | showTOC=N | ||
+ | | showSKILLS=N | ||
+ | | showNOTES=N | ||
+ | }} | ||
− | == | + | == Optimize with Giant Secure Containers == |
+ | There are items called ''Giant Secure Containers'' (GSC) which take up 3,000 {{m3}} in your cargo hold. The interesting thing is that you can put 3,900 {{m3}} of stuff in a GSC - which means you get a 30% space bonus. | ||
− | + | {{ note box | Notes: | |
+ | * Giant Secure Containers are great but with a minor limitation, they cannot store some goods like frozen food, or livestock. So keep this in mind if you are using these containers to haul goods. | ||
+ | | italics= no }} | ||
− | + | == Earning ISK via hauling == | |
− | + | Earning ISK via hauling can be done both with players and NPCs. To make money hauling for players, try keeping an eye out for courier contracts in the in-game channel: {{co|slateblue|Hauler's Channel}}. Just be mindful that people will sometimes try to use courier contracts to scam you. | |
− | + | You can also earn ISK hauling with [[Distribution missions]]. Be aware that L1 missions sometimes require combat and therefore if you're grinding standings, it may be worth reading mission guides to make sure you have what you need. | |
+ | == Credits == | ||
*[https://gate.eveonline.com/Profile/Raddick%20Tseng Raddick Tseng] for suggesting this, and giving some interesting statistics. | *[https://gate.eveonline.com/Profile/Raddick%20Tseng Raddick Tseng] for suggesting this, and giving some interesting statistics. | ||
+ | == See also == | ||
+ | * [[Using external tools to haul profitably]] | ||
+ | * [[Making Money with Hauling - Level 4 Cargo Missions]] | ||
+ | |||
+ | == References == | ||
+ | <references/> | ||
+ | * [https://forums-archive.eveonline.com/message/3263586 Odyssey 1.1 - Tech 1 Industrials, Round 2] | ||
+ | * [https://www.eveonline.com/news/view/rebalancing-and-renaming-industrials Dev blog: Rebalancing and renaming industrials] | ||
+ | * [https://www.eveonline.com/news/view/28-ships-later Dev blog: 28 ships later] | ||
+ | * [https://www.eveonline.com/news/view/patch-notes-version-20-04 Patch notes: Renaming T1 industrials class to haulers] | ||
+ | |||
+ | [[Category:Guides]] | ||
+ | [[Category:Getting Started]] | ||
[[Category:Hauling]] | [[Category:Hauling]] | ||
− | [[Category: | + | [[Category:Trade]] |
− | [[Category: | + | [[Category:Accounts]] |
+ | [[Category:Fittings]] |
Latest revision as of 11:17, 12 May 2024
- Main article: Alternate characters
EVE University |
---|
Skill plans |
Skill training |
A hauler alt is a character trained specifically for hauling. There are many reasons to create such an alt, but it primarily stems from a need to move things to and from places on your own timetable.
This guide is designed to train an alt into Deep Space Transport and Blockade Runner. This is sufficient for most personal haulers, but if needed you can train an alt into a Freighter, Bowhead, and Jump Freighter. The guide is segmented to allow you to pick and choose which ship types you wish to train your alt into based on your needs. Hauling is generally a skill that requires Omega clone and this guide assumes that your hauler alt is either on its own Omega account or that you are using Multiple Character Training.
You will want to use the appropriate skill plan for the empire faction you're training into: Armor-tanked support skill for Gallente/Amarr and Shield-tanked support skill for Minmatar/Caldari.
Why use a hauler alt?
Training into a hauler can be a long train, especially if training into Jump Freighters. Training one character to do hauling as well as a variety of other activities takes significantly longer and delays being able to either well. Specialization with multiple characters means that you can do both well when training into the desired skills is completed. Additionally, training a hauler alt on a separate account means that you can haul your cargo while doing something else as opposed to choosing between two activities. A hauler alt is also useful because they can be put in a player-owned alt corp such as the Hall of Residence without much concern for things like hisec wars. Without a hauler alt, hisec wars can mean losing cargo to war targets who camp trade hubs and have a proficiency in destroying anything that undocks from the main hub stations.
When hauling with a Jump Freighter, it becomes almost entirely necessary to have an alt that can haul while another alt lights an industrial cyno at a waypoint to allow the Jump Freighter to get where it's going.
Training multiple characters
If you are creating an alt on an account with other characters, it is important to note that only one character can be training skills at a time unless you are willing to pay for Multiple Character Training. Attempting to add skills to the training queue will result in an error, so you will need to pause training on your currently training character if you don't want to pay for MCT.
Why no T1 haulers?
T1 haulers fill a niche created by the fact that other ships simply cannot hold as much as haulers. If all you want to do is move a large amount of gas, ore, minerals, or planetary commodities from one station or structure within or to a nearby system, then you might consider training up the relevant faction's hauler to fly a specialized hauler. For example, at Gallente Hauler V the Miasmos can hold 63,000m3 which is almost as much as much as a Deep Space Transport's fleet hangar at max skills, but it has a paper tank that cannot hold up against any ganker. Moving anything valuable over longer distances, such as from Stacmon to Jita, puts your cargo at an unnecessary risk. Moving short distances in a T1 hauler in hisec is generally safe, but beyond that T2 haulers are necessary to prevent the loss of all your cargo.
If you are a member of EVE University and cannot train into T2 hauling ships because you are an Alpha clone, consider using the University Hauling Service to move your stuff around safely for free and the University Buyback Program to sell goods for profit.
Preparing for training
It is important to read about hauling as it will save you a lot of time and frustration. Before you even create a character, consider that the Amarr, Gallente, and Minmatar start with Mechanics III and Hull Upgrades III. Regardless of which faction you start with, you can train into any hauling ship. The Charon is generally considered the best freighter because of its carrying capacity, but the Obelisk offers the highest EHP and the Fenrir is the fastest. The Providence comes in second for agility and tank which means that it might be considered a balanced option. For Deep Space Transports, the Occator is the fastest at aligning while the Impel can fit a solid amount of tank thanks to its generous number of low slots. The Mastodon is a good choice for those looking for a balanced choice between align time and tank.
The Bowhead is a unique freighter in that it does not have a large cargo hold like the other freighters. Instead, it features a massive ship maintenance bay which allows it to haul fitted ships. Note that the Bowhead is shield-tanked and if you want to train both a regular freighter and the Bowhead, you might consider training into one of the shield-tanked transport ships for the fastest train. Otherwise, you could train support skills for both shield and armor-tanked hauling ships.
Skill plan
The skill plans are divided up between armor-tanked and shield-tanked ships as well Transport Ships (DSTs and Blockade Runners), Freighters, and Jump Freighters. This guide assumes that if you are going to train into a freighter, you will also be training into DST. If you do not, you can remove the Transport Ships skill from the skill queue leaving only empire faction specific hauler skill at the beginning of your ship skills portion of the skill queue. To train Jump Freighters you will need to train one of the four main empire faction freighters.
All characters start with Cybernetics I which allows the use of +3 training implants and this guide assumes you are using them, but you may wish to train Cybernetics V to unlock +5 implants and allows you to use implant sets like Amulets (armor) or Nirvanas (shield) for additional tank and Ascendancies (warp time) or Nomads (align time) for speed.
The skill plan utilizes neural remaps to reduce training time. It is not required to use the neural remap, but the difference in time is significant. Because this skill plan utilizes three neural remaps, you will want to create a new character rather than training an existing alt. If you are using an existing character, you might consider using the first and third neural remaps to train up support and ship skills as these are the most lengthy skill trains. If your existing character only has the annual remap, consider remapping for the ship skills section as that will be the longest train. The remaps are as follows:
- Support skills: Intelligence-Memory
- Navigation skills: Intelligence-Perception
- Ship skills: Willpower-Perception
The skills are not all maxed, meaning that after you have trained into the ships you wish to fly you may wish to train certain skills further than this skill plan covers, especially the support and navigation skills.
The skill plan has also been optimized for the dopamine effect of hearing that a skill has completed training by organizing skills from shortest to longest train wherever possible.
Support skills
First remap: Remapping (active) : i27 p17 c17 w17 m21
Armor-tanked support skills
Gallente/Amarr
Expand this box to view a Skill queue to use in-game
Jury Rigging I Armor Layering I Cloaking I Industry II Jury Rigging II Armor Layering II Cloaking II Industry III Jury Rigging III Armor Layering III Cloaking III Industry IV Hull Upgrades IV Armor Layering IV Explosive Armor Compensation I EM Armor Compensation I Kinetic Armor Compensation I Thermal Armor Compensation I Armor Rigging I Astronautics Rigging I EM Armor Compensation II Thermal Armor Compensation II Kinetic Armor Compensation II Explosive Armor Compensation II Astronautics Rigging II Armor Rigging II Explosive Armor Compensation III Kinetic Armor Compensation III Thermal Armor Compensation III EM Armor Compensation III Armor Rigging III Astronautics Rigging III Mechanics IV Capacitor Systems Operation IV EM Armor Compensation IV Thermal Armor Compensation IV Kinetic Armor Compensation IV Explosive Armor Compensation IV Capacitor Management IV Astronautics Rigging IV Armor Rigging IV Industry V Capacitor Systems Operation V Cloaking IV Capacitor Management V
Jury Rigging III (2x) 7 hours, 18 minutes, 2 seconds
Industry V (1x) 4 days, 21 hours, 4 minutes, 50 seconds
Cloaking IV (6x) 5 days, 4 hour, 11 minutes
Armor Layering IV (3x) 2 days, 14 hours, 5 minutes, 30 seconds
Hull Upgrades IV (2x) 1 day, 9 hours, 6 minutes, 55 seconds
Explosive Armor Compensation IV (2x) 1 day, 17 hours, 23 minutes, 39 seconds
EM Armor Compensation IV (2x) 1 day, 17 hours, 23 minutes, 39 seconds
Thermal Armor Compensation IV (2x) 1 day, 17 hours, 23 minutes, 39 seconds
Kinetic Armor Compensation IV (2x) 1 day, 17 hours, 23 minutes, 39 seconds
Armor Rigging IV (3x) 2 days, 14 hours, 5 minutes, 30 seconds
Astronautics Rigging IV (3x) 2 days, 14 hours, 5 minutes, 30 seconds
Mechanics IV (1x) 20 hours, 41 minutes, 49 seconds
Capacitor Systems Operation V (1x) 4 days, 21 hours, 4 minutes, 50 seconds
Capacitor Management V (3x) 14 days, 15 hours, 14 minutes, 30 seconds
Shield-tanked support skills
Caldari/Minmatar
Expand this box to view a Skill queue to use in-game
Shield Operation I Jury Rigging I Cloaking I Shield Operation II Shield Upgrades II Industry II Jury Rigging II Tactical Shield Manipulation II Cloaking II Shield Operation III Industry III Jury Rigging III Astronautics Rigging I Shield Rigging I Astronautics Rigging II Shield Rigging II Shield Upgrades III Shield Rigging III Astronautics Rigging III Tactical Shield Manipulation III Cloaking III Shield Operation IV Industry IV Mechanics IV Capacitor Systems Operation IV Shield Upgrades IV Capacitor Management IV Tactical Shield Manipulation IV Shield Rigging IV Astronautics Rigging IV Capacitor Management V Industry V Capacitor Systems Operation V
Jury Rigging III (2x) 7 hours, 18 minutes, 2 seconds
Industry V (1x) 4 days, 21 hours, 4 minutes, 50 seconds
Cloaking IV (6x) 5 days, 4 hour, 11 minutes
Shield Operation IV (1x) 20 hours, 41 minutes, 49 seconds
Shield Upgrades IV (2x) 1 day, 17 hours, 23 minutes, 39 seconds
Hull Upgrades IV (2x) 1 day, 9 hours, 6 minutes, 55 seconds
Explosive Shield Compensation IV (2x) 1 day, 17 hours, 23 minutes, 39 seconds
EM Shield Compensation IV (2x) 1 day, 17 hours, 23 minutes, 39 seconds
Thermal Shield Compensation IV (2x) 1 day, 17 hours, 23 minutes, 39 seconds
Kinetic Shield Compensation IV (2x) 1 day, 17 hours, 23 minutes, 39 seconds
Shield Rigging IV (3x) 2 days, 14 hours, 5 minutes, 30 seconds
Astronautics Rigging IV (3x) 2 days, 14 hours, 5 minutes, 30 seconds
Tactical Shield Manipulation IV (4x) 2 days, 10 hours, 47 minutes, 19 seconds
Mechanics IV (1x) 20 hours, 41 minutes, 49 seconds
Capacitor Systems Operation V (1x) 4 days, 21 hours, 4 minutes, 50 seconds
Capacitor Management V (3x) 14 days, 15 hours, 14 minutes, 30 seconds
Jump Freighter support skills
Only add this skill if you're planning to train Jump Freighters
Expand this box to view a Skill queue to use in-game
Science V
Science V (1x) 4 days, 21 hours, 4 minutes, 50 seconds
Second remap: Remapping (active) : i27 p21 c17 w17 m17
Valid for all empire factions
Expand this box to view a Skill queue to use in-game
Acceleration Control I Acceleration Control II High Speed Maneuvering II Warp Drive Operation III Acceleration Control III High Speed Maneuvering III Warp Drive Operation IV Acceleration Control IV Navigation IV High Speed Maneuvering IV Warp Drive Operation V Micro Jump Drive Operation I
Acceleration Control IV (4x) 3 days, 10 hours, 47 minutes, 19 seconds
Navigation IV (1x) 20 hours, 41 minutes, 49 seconds
High Speed Maneuvering IV (5x) 4 days, 7 hours, 29 minutes, 10 seconds
Warp Drive Operation V (1x) 4 days, 21 hours, 4 minutes, 50 seconds
Micro Jump Drive Operation I (5x) 33 minutes, 20 seconds
Only use this if you are planning to train into jump freighter
Expand this box to view a Skill queue to use in-game
Navigation IV Navigation V Warp Drive Operation III Warp Drive Operation IV Warp Drive Operation V Jump Drive Operation I Evasive Maneuvering II High Speed Maneuvering II Jump Drive Operation II Evasive Maneuvering III High Speed Maneuvering III Jump Drive Operation III High Speed Maneuvering IV Jump Drive Operation IV Evasive Maneuvering IV Jump Drive Operation V Micro Jump Drive Operation I Jump Fuel Conservation I Jump Drive Calibration I Jump Fuel Conservation II Jump Drive Calibration II Jump Fuel Conservation III Jump Drive Calibration III Jump Fuel Conservation IV Jump Drive Calibration IV Jump Drive Calibration V
Acceleration Control IV (4x) 3 days, 10 hours, 47 minutes, 19 seconds
Navigation V (1x) 4 days, 21 hours, 4 minutes, 50 seconds
High Speed Maneuvering IV (5x) 4 days, 7 hours, 29 minutes, 10 seconds
Warp Drive Operation V (1x) 4 days, 21 hours, 4 minutes, 50 seconds
Micro Jump Drive Operation I (5x) 33 minutes, 20 seconds
Jump Drive Operation V (5x) 24 days, 9 hours, 24 minutes, 9 seconds
Jump Fuel Conservation IV (8x) 6 days, 21 hours, 34 minutes, 38 seconds
Jump Drive Calibration V (9x) 43 days, 21 hours, 43 minutes, 32 seconds
Ship skills
Third remap: Remapping (active) : i17 p27 c17 w21 m17
Amarr Transport Skills
Amarr DST/Blockade Runner
Expand this box to view a Skill queue to use in-game
Amarr Hauler I Amarr Hauler II Amarr Hauler III Amarr Hauler IV Amarr Hauler V Transport Ships I Transport Ships II Transport Ships III Transport Ships IV Transport Ships V
Amarr Hauler V (4x) 19 days, 12 hours, 19 minutes, 20 seconds
Transport Ships V (6x) 29 days, 6 hours, 29 minutes
Gallente Transport Skills
Gallente DST/Blockade Runner
Expand this box to view a Skill queue to use in-game
Gallente Hauler I Gallente Hauler II Gallente Hauler III Gallente Hauler IV Gallente Hauler V Transport Ships I Transport Ships II Transport Ships III Transport Ships IV Transport Ships V
Gallente Hauler V (4x) 19 days, 12 hours, 19 minutes, 20 seconds
Transport Ships V (6x) 29 days, 6 hours, 29 minutes
Minmatar Transport Skills
Minmatar DST/Blockade Runner
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Minmatar Hauler I Minmatar Hauler II Minmatar Hauler III Minmatar Hauler IV Minmatar Hauler V Transport Ships I Transport Ships II Transport Ships III Transport Ships IV Transport Ships V
Minmatar Hauler V (4x) 19 days, 12 hours, 19 minutes, 20 seconds
Transport Ships V (6x) 29 days, 6 hours, 29 minutes
Caldari Transport Skills
Caldari DST/Blockade Runner
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Caldari Hauler I Caldari Hauler II Caldari Hauler III Caldari Hauler IV Caldari Hauler V Transport Ships I Transport Ships II Transport Ships III Transport Ships IV Transport Ships V
Caldari Hauler V (4x) 19 days, 12 hours, 19 minutes, 20 seconds
Transport Ships V (6x) 29 days, 6 hours, 29 minutes
Caldari Freighter Skills
Charon
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Spaceship Command IV Spaceship Command V Advanced Spaceship Command I Advanced Spaceship Command II Advanced Spaceship Command III Advanced Spaceship Command IV Advanced Spaceship Command V Caldari Freighter I Caldari Freighter II Caldari Freighter III Caldari Freighter IV
Spaceship Command V (1x) 4 days, 21 hours, 49 seconds
Advanced Spaceship Command V (5x) 24 days, 9 hours, 24 minutes, 9 seconds
Caldari Freighter IV (10x) 8 days, 14 hours, 58 minutes, 17 seconds
Gallente Freighter Skills
Obelisk
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Spaceship Command IV Spaceship Command V Advanced Spaceship Command I Advanced Spaceship Command II Advanced Spaceship Command III Advanced Spaceship Command IV Advanced Spaceship Command V Gallente Freighter I Gallente Freighter II Gallente Freighter III Gallente Freighter IV
Spaceship Command V (1x) 4 days, 21 hours, 49 seconds
Advanced Spaceship Command V (5x) 24 days, 9 hours, 24 minutes, 9 seconds
Gallente Freighter IV (10x) 8 days, 14 hours, 58 minutes, 17 seconds
Amarr Freighter Skills
Providence
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Spaceship Command IV Spaceship Command V Advanced Spaceship Command I Advanced Spaceship Command II Advanced Spaceship Command III Advanced Spaceship Command IV Advanced Spaceship Command V Amarr Freighter I Amarr Freighter II Amarr Freighter III Amarr Freighter IV
Spaceship Command V (1x) 4 days, 21 hours, 49 seconds
Advanced Spaceship Command V (5x) 24 days, 9 hours, 24 minutes, 9 seconds
Amarr Freighter IV (10x) 8 days, 14 hours, 58 minutes, 17 seconds
Minmatar Freighter Skills
Fenrir
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Spaceship Command IV Spaceship Command V Advanced Spaceship Command I Advanced Spaceship Command II Advanced Spaceship Command III Advanced Spaceship Command IV Advanced Spaceship Command V Minmatar Freighter I Minmatar Freighter II Minmatar Freighter III Minmatar Freighter IV
Spaceship Command V (1x) 4 days, 21 hours, 49 seconds
Advanced Spaceship Command V (5x) 24 days, 9 hours, 24 minutes, 9 seconds
Minmatar Freighter IV (10x) 8 days, 14 hours, 58 minutes, 17 seconds
ORE Freighter Skills
Bowhead
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Spaceship Command IV Spaceship Command V ORE Hauler I Advanced Spaceship Command I ORE Hauler II Advanced Spaceship Command II ORE Hauler III Advanced Spaceship Command III Advanced Spaceship Command IV Advanced Spaceship Command V ORE Freighter I ORE Freighter II ORE Freighter III ORE Freighter IV
Spaceship Command V (1x) 4 days, 21 hours, 49 seconds
Advanced Spaceship Command V (5x) 24 days, 9 hours, 24 minutes, 9 seconds
ORE Freighter IV (9x) 7 days, 18 hours, 16 minutes, 28 seconds
Jump Freighter Skills
Valid for all empire factions
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Jump Freighters I Jump Freighters II Jump Freighters III Jump Freighters IV
Jump Freighters IV (14x) 12 days, 1 hour, 45 minutes, 36 seconds
Fitting haulers
Hauling ships can be fit in a few different ways. For DSTs, you can fit for extra cargo, tank, or align. For freighters, you can fit for extra cargo or extra tank. Generally speaking, you only want to replace what's necessary to carry the haul. The fits below are designed for tank with extra cargo in hold. Note that it is generally a good idea to keep the main hold of a DST solely for things the DST needs and the fleet hangar for cargo.
Deep Space Transports
These are fits that give you good tank somewhere between 70k-100k EHP.
Compact Interdiction Nullifier
Improved Cloaking Device II
50MN Y-T8 Compact Microwarpdrive
10MN Y-S8 Compact Afterburner
Large Shield Extender II
Damage Control II
Inertial Stabilizers II
Federation Navy Explosive Coating
Federation Navy Explosive Coating
Federation Navy 400mm Steel Plates
Federation Navy Multispectrum Coating
Medium Trimark Armor Pump II
Medium Trimark Armor Pump II
Core Probe Launcher I
Core Scanner Probe I x16
Expanded Cargohold II
Mobile Depot
- Mobile depot, probes, and launcher are in case of getting lost in a wormhole.
Compact Interdiction Nullifier
Improved Cloaking Device II
50MN Y-T8 Compact Microwarpdrive
10MN Y-S8 Compact Afterburner
Multispectrum Shield Hardener II
EM Shield Amplifier II
EM Shield Amplifier II
Republic Fleet Large Shield Extender
Reactor Control Unit II
Damage Control II
Inertial Stabilizers II
Medium Ancillary Current Router I
Medium Core Defense Field Extender II
Core Probe Launcher I
Core Scanner Probe I x16
Expanded Cargohold II x3
Mobile Depot
- Mobile depot, probes, and launcher are in case of getting lost in a wormhole.
Compact Interdiction Nullifier
Improved Cloaking Device II
50MN Y-T8 Compact Microwarpdrive
10MN Y-S8 Compact Afterburner
Damage Control II
Inertial Stabilizers II
Thermal Coating II
Thermal Coating II
EM Coating II
Reactive Armor Hardener
Medium Trimark Armor Pump II
Medium Trimark Armor Pump II
Core Probe Launcher I
Core Scanner Probe I x16
Expanded Cargohold II
Mobile Depot
- Mobile depot, probes, and launcher are in case of getting lost in a wormhole.
Compact Interdiction Nullifier
Improved Cloaking Device II
50MN Y-T8 Compact Microwarpdrive
Caldari Navy Large Shield Extender
Caldari Navy Large Shield Extender
Multispectrum Shield Hardener II
Kinetic Shield Amplifier II
Reactor Control Unit II
Damage Control II
Inertial Stabilizers II
Mark I Compact Reactor Control Unit
Medium Core Defense Field Extender II
Medium Core Defense Field Extender II
Core Probe Launcher I
Core Scanner Probe I x16
Expanded Cargohold II x3
Mobile Depot
- Mobile depot, probes, and launcher are in case of getting lost in a wormhole.
Freighters
Freighters are the easiest to fit. They have three low slots regardless of which empire you trained into. That's it. For tank, use Reinforced Bulkheads II. For extra cargo, use Expanded Cargohold IIs.
Reinforced Bulkheads II
Reinforced Bulkheads II
Reinforced Bulkheads II
Expanded Cargohold II x3
Optimize with Giant Secure Containers
There are items called Giant Secure Containers (GSC) which take up 3,000 m3 in your cargo hold. The interesting thing is that you can put 3,900 m3 of stuff in a GSC - which means you get a 30% space bonus.
Earning ISK via hauling
Earning ISK via hauling can be done both with players and NPCs. To make money hauling for players, try keeping an eye out for courier contracts in the in-game channel: Hauler's Channel. Just be mindful that people will sometimes try to use courier contracts to scam you.
You can also earn ISK hauling with Distribution missions. Be aware that L1 missions sometimes require combat and therefore if you're grinding standings, it may be worth reading mission guides to make sure you have what you need.
Credits
- Raddick Tseng for suggesting this, and giving some interesting statistics.