Difference between revisions of "Skills:Navigation"
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|Reduction in AB cycle duration and capacitor use per level. | |Reduction in AB cycle duration and capacitor use per level. | ||
|{{SkillAlphaBar|Afterburner}} | |{{SkillAlphaBar|Afterburner}} | ||
+ | |- | ||
+ | | {{Sk|Capital Jump Portal Generation|mult=yes}} | ||
+ | | Skill for the generation of jump portals to distant solar systems. | ||
+ | | {{SkillAlphaBar|Capital Jump Portal Generation}} | ||
+ | |- | ||
+ | | {{Sk|Capital Micro Jump Drive Operation|mult=yes}} | ||
+ | | Skill at using Capital Micro Jump Drives. | ||
+ | | {{SkillAlphaBar|Afterburner|Capital Micro Jump Drive Operation}} | ||
|- | |- | ||
|{{sk|Cynosural Field Theory|mult=yes}} | |{{sk|Cynosural Field Theory|mult=yes}} | ||
Line 87: | Line 95: | ||
|reqIV=Tech 2 Afterburners | |reqIV=Tech 2 Afterburners | ||
|notes=The reduction in "duration" means that each afterburner cycle lasts less time. A shorter cycle means more tactical flexibility, letting you more easily switch between speed and fast alignment. Faster cycles also mean higher capacitor use, but this is more than balanced out by the additional 10% reduction in capacitor use per level. Most pilots train this to III as a prerequisite for {{sk|High Speed Maneuvering}} (and MWDs); if you use ABs a lot (deadspace PvE, armour HACs or solo PvP frigate work, for example) then pump more SP into this skill—together with {{sk|Fuel Conservation}} it can lower AB cap consumption to pretty negligible levels.<br> | |notes=The reduction in "duration" means that each afterburner cycle lasts less time. A shorter cycle means more tactical flexibility, letting you more easily switch between speed and fast alignment. Faster cycles also mean higher capacitor use, but this is more than balanced out by the additional 10% reduction in capacitor use per level. Most pilots train this to III as a prerequisite for {{sk|High Speed Maneuvering}} (and MWDs); if you use ABs a lot (deadspace PvE, armour HACs or solo PvP frigate work, for example) then pump more SP into this skill—together with {{sk|Fuel Conservation}} it can lower AB cap consumption to pretty negligible levels.<br> | ||
+ | }} | ||
+ | |||
+ | {{Skill | ||
+ | |skill= Capital Micro Jump Drive Operation | ||
+ | |desc= Skill at using Capital Micro Jump Drives. | ||
+ | |||
+ | 5% reduction in the capacitor usage of modules that require this skill per skill level. | ||
+ | |1= Intelligence | ||
+ | |2= Perception | ||
+ | |pre= {{Sk|Navigation|V}}; {{Sk|Jump Drive Operation|V}} | ||
+ | |reqI= Capital Micro Jump Drive; Capital Micro Jump Drive Field Generator | ||
+ | |notes= | ||
+ | }} | ||
+ | |||
+ | {{Skill | ||
+ | |skill= Capital Jump Portal Generation | ||
+ | |desc= Skill for the generation of jump portals to distant solar systems. | ||
+ | |||
+ | 100% increase to the maximum number of ships that can be moved with a capital ship conduit jump per level. | ||
+ | |1= Intelligence | ||
+ | |2= Memory | ||
+ | |pre= {{Sk|Jump Portal Generation|V}} | ||
+ | |notes= | ||
}} | }} | ||
{{Skill | {{Skill | ||
|skill=Cynosural Field Theory | |skill=Cynosural Field Theory | ||
− | |desc=Skill at creating effective cynosural fields. 10% reduction in liquid ozone consumption for module activation per skill level | + | |desc=Skill at creating effective cynosural fields. 10% reduction in liquid ozone consumption for module activation per skill level. |
|1=Intelligence | |1=Intelligence | ||
|2=Memory | |2=Memory |
Latest revision as of 14:59, 15 June 2024
Skills |
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Skills by category |
Overview
Skills that make all ships you fly faster and more agile. Also skills that control operation and effectiveness of afterburners (AB), microwarp drives (MWD), warp drives and jump drives.
Intelligence and Perception help you learn to navigate your ship.
The following are the skills in the Navigation section (in alphabetical order):
Skill (Multiplier) | Purpose | Alpha Limit |
---|---|---|
Acceleration Control (4x) | Bonus to AB/MWD speed boost per level. | ◼◼◼▨▨ |
Afterburner (1x) | Reduction in AB cycle duration and capacitor use per level. | ◼◼◼▨▨ |
Capital Jump Portal Generation (14x) | Skill for the generation of jump portals to distant solar systems. | ▨▨▨▨▨ |
Capital Micro Jump Drive Operation (14x) | Skill at using Capital Micro Jump Drives. | ◼◼◼▨▨ |
Cynosural Field Theory (5x) | Allows use of Cynosural Field Generators. Reduces fuel use for Cynosural Field generation. | ▨▨▨▨▨ |
Evasive Maneuvering (2x) | Improves ship agility. | ◼◼◼▨▨ |
Fuel Conservation (2x) | Less capacitor needed for AB modules. | ▨▨▨▨▨ |
High Speed Maneuvering (5x) | Less capacitor needed for MWD modules. | ◼◼◼▨▨ |
Jump Drive Calibration (9x) | Increases jump drive range. | ▨▨▨▨▨ |
Jump Drive Operation (5x) | Reduces jump drive capacitor usage. | ▨▨▨▨▨ |
Jump Fuel Conservation (8x) | Reduces jump drive fuel usage. | ▨▨▨▨▨ |
Jump Portal Generation (14x) | Allows operation of Jump Portal Generators. | ▨▨▨▨▨ |
Micro Jump Drive Operation (5x) | Skill at using Micro Jump Drives. | ▨▨▨▨▨ |
Navigation (1x) | Increases sub-warp velocity. | ◼◼◼◼▨ |
Warp Drive Operation (1x) | Decreases capacitor needed to warp. | ◼◼◼▨▨ |
Skill Details
Acceleration Control
Skill at efficiently using Afterburners and MicroWarpdrives. 5% Bonus to Afterburner and MicroWarpdrive speed boost per skill level.
Attributes: | |
Multiplier: | 4x |
Price: | 50k ISK |
Alpha max level: | III |
Prerequisites: | Navigation III |
Notes: | More oomph from propulsion modules is good for anyone who ever uses propulsion modules, which is pretty much everyone. |
Afterburner
Skill at using afterburners. 5% reduction to Afterburner duration and 10% reduction in Afterburner capacitor use per skill level.
Attributes: | |
Multiplier: | 1x |
Price: | 35k ISK |
Alpha max level: | III |
Prerequisites: | Navigation I |
I required for: | Tech 1 and Faction Afterburners |
II required for: | Fuel Conservation |
III required for: | High Speed Maneuvering |
IV required for: | Tech 2 Afterburners |
Notes: | The reduction in "duration" means that each afterburner cycle lasts less time. A shorter cycle means more tactical flexibility, letting you more easily switch between speed and fast alignment. Faster cycles also mean higher capacitor use, but this is more than balanced out by the additional 10% reduction in capacitor use per level. Most pilots train this to III as a prerequisite for High Speed Maneuvering (and MWDs); if you use ABs a lot (deadspace PvE, armour HACs or solo PvP frigate work, for example) then pump more SP into this skill—together with Fuel Conservation it can lower AB cap consumption to pretty negligible levels. |
Capital Micro Jump Drive Operation
Skill at using Capital Micro Jump Drives.
5% reduction in the capacitor usage of modules that require this skill per skill level.
Attributes: | |
Multiplier: | 14x |
Price: | 250M ISK |
Alpha max level: | Alpha pilot can not train this skill. |
Prerequisites: | Navigation V; Jump Drive Operation V |
I required for: | Capital Micro Jump Drive; Capital Micro Jump Drive Field Generator |
Capital Jump Portal Generation
Skill for the generation of jump portals to distant solar systems.
100% increase to the maximum number of ships that can be moved with a capital ship conduit jump per level.
Attributes: | |
Multiplier: | 14x |
Price: | 250M ISK |
Alpha max level: | Alpha pilot can not train this skill. |
Prerequisites: | Jump Portal Generation V |
Cynosural Field Theory
Skill at creating effective cynosural fields. 10% reduction in liquid ozone consumption for module activation per skill level.
Attributes: | |
Multiplier: | 5x |
Price: | 10M ISK |
Alpha max level: | Alpha pilot can not train this skill. |
Prerequisites: | CPU Management V |
I required for: | Cynosural Field Generator I |
V required for: | Covert Cynosural Field Generator I |
Notes: | The required skill to light cynos for other people to jump their capital ships to. The higher you train it, the less fuel you need to light a cyno, and the less cargo space your cyno ship needs. |
Evasive Maneuvering
Improved skill at efficiently turning and accelerating a spaceship. 5% improved ship agility for all ships per skill level.
Attributes: | |
Multiplier: | 2x |
Price: | 35k ISK |
Alpha max level: | III |
Prerequisites: | Navigation II |
I required for: | Tech 1 and Faction Stasis Grapplers |
IV required for: | Heavy Stasis Grappler II |
V required for: | Interceptors |
Notes: | Affects every ship you fly, particularly important for specialisation in small ships and/or skirmishing/kiting tactics, but good for everyone. Level V is one of the prerequisites for interceptors. |
Fuel Conservation
Improved control over afterburner energy consumption. 10% reduction in afterburner capacitor needs per skill level.
Attributes: | |
Multiplier: | 2x |
Price: | 37.5k ISK |
Alpha max level: | Alpha pilot can not train this skill. |
Prerequisites: | Navigation II; Afterburner II |
Notes: | Has limited value in PvP, but it's particularly useful if you're flying a slow PvE setup and want to be capstable with an afterburner running. |
High Speed Maneuvering
Skill at using MicroWarpdrives. 5% reduction in MicroWarpdrive capacitor usage per skill level.
Attributes: | |
Multiplier: | 5x |
Price: | 500k ISK |
Alpha max level: | III |
Prerequisites: | Navigation III, Afterburner III |
I required for: | Tech 1 and Faction Microwarpdrives |
III required for: | 5MN Microwarpdrive II |
IV required for: | 50MN Microwarpdrive II; 500MN Microwarpdrive II; 50000MN Microwarpdrive II |
Notes: | The vast majority of PvP fits involve a MWD, so the vast majority of pilots train to use them. |
Jump Drive Calibration
Advanced skill at using Jump Drives. Each skill level grants a 20% increase in maximum jump range.
Attributes: | |
Multiplier: | 9x |
Price: | 30M ISK |
Alpha max level: | Alpha pilot can not train this skill. |
Prerequisites: | Jump Drive Operation V |
I required for: | Rhea; Nomad; Anshar; Ark |
III required for: | Amarr Carrier; Caldari Carrier; Gallente Carrier; Minmatar Carrier |
IV required for: | Black Ops |
Notes: |
Jump Drive Operation
Skill at using Jump Drives. Each skill level reduces the capacitor need of initiating a jump by 5%.
Attributes: | |
Multiplier: | 5x |
Price: | 10M ISK |
Alpha max level: | Alpha pilot can not train this skill. |
Prerequisites: | Navigation V; Warp Drive Operation V; Science V |
I required for: | Revelation; Naglfar; Moros; Phoenix; Rorqual; Vehement |
III required for: | Jump Fuel Conservation |
V required for: | Jump Drive Calibration; Jump Portal Generation |
Notes: |
Jump Fuel Conservation
Proficiency at regulating energy flow to the jump drive. 10% reduction in isotope consumption amount for jump drive operation per light year per skill level.
Attributes: | |
Multiplier: | 8x |
Price: | 20M ISK |
Alpha max level: | Alpha pilot can not train this skill. |
Prerequisites: | Jump Drive Operation III |
I required for: | Jump Drive Economizers |
IV required for: | Amarr Carrier; Caldari Carrier; Gallente Carrier; Minmatar Carrier |
Notes: |
Jump Portal Generation
Skill for the generation of jump portals to distant solar systems. 10% reduced material cost for jump portal activation per level.
Attributes: | |
Multiplier: | 14x |
Price: | 75M ISK |
Alpha max level: | Alpha pilot can not train this skill. |
Prerequisites: | Science V; Astrometrics V; Jump Drive Operation V; Navigation V |
I required for: | Jump Portal Generator I; Covert Jump Portal Generator I; Bosonic Field Generator; Gravitational Transportation Field Oscillator; Amarr Titan; Caldari Titan; Gallente Titan; Minmatar Titan |
Notes: |
Micro Jump Drive Operation
Skill at using Micro Jump Drives. Reduces activation time by 5% per skill level.
Attributes: | |
Multiplier: | 5x |
Price: | 5M ISK |
Alpha max level: | Alpha pilot can not train this skill. |
Prerequisites: | Navigation IV; Warp Drive Operation II |
I required for: | Medium/Large Micro Jump Drive; Micro Jump Field Generator |
Notes: | Since the spool-up time of a MJD is 12 seconds, each level in this skill buys you .6 seconds {11.4, 10.8, 10.2, 9.6, 9}. Currently applicable for battleships and battlecruisers, as they are the only classes that can fit the MJD, and for command destroyers, who can fit the MJFG. |
Skill at regulating the power output of ship thrusters. 5% bonus to sub-warp ship velocity per skill level.
Attributes: | |
Multiplier: | 1x |
Price: | 30k ISK |
Alpha max level: | IV |
Prerequisites: | none |
I required for: | Warp Scramblers; Afterburner; Warp Drive Operation |
II required for: | Propulsion Jamming; Fuel Conservation; Evasive Maneuvering |
III required for: | Acceleration Control; High Speed Maneuvering |
IV required for: | Tech 1 and Faction Heavy Warp Scramblers; Micro Jump Drive Operation |
V required for: | Heavy Warp Scrambler II; Jump Drive Operation; Amarr Propulsion Systems; Caldari Propulsion Systems; Gallente Propulsion Systems; Minmatar Propulsion Systems |
Notes: | Extra sub-warp speed on every ship you fly is a nice benefit for PvE or PvP combat, and is particularly important for pilots specialising in smaller ships. Many of the other skills in this category also require at least a few levels in Navigation. |
Warp Drive Operation
Skill at managing warp drive efficiency. Each skill level reduces the capacitor need of initiating warp by 10%.
Attributes: | |
Multiplier: | 1x |
Price: | 45k ISK |
Alpha max level: | III |
Prerequisites: | Navigation I |
I required for: | Tech 1 and Storyline Warp Core Stabilizers; Hyperspatial Accelerators |
II required for: | Micro Jump Drive Operation |
IV required for: | Warp Core Stabilizer II, T1 and Meta Interdiction Nullifiers |
V required for: | Jump Drive Operation, T2 Interdiction Nullifiers |
Notes: | Dropping out of warp early because you don't have enough capacitor is inconvenient at best, and potentially quite dangerous if you're part of a PvP fleet operation. Training this to IV should solve that problem for all but the longest warps. Taking WDO to V is probably not a priority, but may help capacitor-hungry PvP pilots who want to arrive on the field with that extra sliver of available energy. |