Difference between revisions of "Support skills"

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'''Support skills''' are those skills which affect your proficiency at fitting and flying ships.  While not necessarily being directly required to use particular modules or sit in certain ships, they are invaluable and can give you the edge you need to get the kill or survive the mission. For example, you don't need to train Controlled Bursts, Energy Management and Capacitor Systems Operation to put large lasers on an Amarr battleship, but, if you do so without training them you will find you swiftly run out of capacitor.
  
Support skills are those skills which affect how well you can fit and fly ships, without necessarily being directly required to use modules or sit in ships.  For example, you don't need to train Controlled Bursts, Energy Management and Energy Systems Operation to put large lasers on an Amarr battleship -- but if you do so without training them you will find you swiftly run out of capacitor.
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== "Good" support skills ==
  
The need for 'good support skills' is often emphasised in discussions within the Uni, and in EvE generally, because a skilled character can double the damage and defense of an unskilled one flying exactly the same ship.
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The need for 'good' support skills is often emphasized because a skilled pilot can easily be twice as effective as an unskilled pilot flying exactly the same ship.  
  
This can seem counterintuitive, since while in many other MMORPGs most of the value of expensive equipment is in the power of its inherent bonuses, in Eve most of the value of expensive equipment is in its ''potential'' power in the hands of a character with enough skill training to get the best out of it.
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This concept can seem counter-intuitive.  In many MMORPGs the value of expensive equipment comes from its inherent bonuses. For example, a +5 sword of slashing will be just as effective for anyone who can wield it. However, in EVE most of the value of an expensive ship is dependent on the skill allocation of the pilot operating it. This allows for significantly increased power in the hands of a well trained character, while simultaneously offering very little advantage over a cheaper alternative in the hands of a poorly trained pilot.
  
The cheaper Tech 1 frigates and cruisers are much more forgiving, and can actually have a bigger impact than more expensive ships if you don't have many skillpoints (as anyone who's been jammed by a two-week old character in a Griffin can testify).
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Tech 1 frigates and cruisers are more forgiving of poor skills, and often have a bigger impact than more expensive ships if you lack skillpoints (as anyone who's been jammed by a two-week old character in a [[Griffin]] can testify) provided those skillpoints are distributed into '''good' support skills'' and not concentrated in a misguided attempt to sit in a Tech 2 ship.
  
Since new pilots are often told they need 'good support skills' to fly such-and-such an expensive ship without being told exactly what those skills are, this page attempts to suggest what training qualifies as 'good' in different circumstances. (Wish us luck!)  This page also lists some particular categories of support skills for ease of reference, and contains links to other lists of support skills on this wiki.
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Since good support skills are so important, both to fly Tech 1 ships well and often crucial to flying Tech 2 ships effectively, this page attempts to suggest what training qualifies as 'good' in different circumstances. This page also lists some particular categories of support skills for ease of reference, and contains links to other lists of skills on this wiki.
  
==Expectations==
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== The 80/20 rule of skill training ==
As a rule of thumb, any skill which you use regularly deserves to be trained to level IV in the short/medium term. Training some skills to level V can take a very long time and you can often leave them as long-term goals or only train them when they're required as prerequisites (for T2 ships, for example). However, some key skills with low training time multipliers give you such significant benefits that they're well worth training all the way to V -- Drones, Energy Systems Operation and Navigation are three examples.
 
  
When someone says they have 'good' skills in a certain category they most commonly mean that they have most if not all of those skills trained to IV or V.
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Of particular importance to new characters is the concept of the 80/20 rule, which is as follows:
  
===PvE vs. PvP===
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{{Quote|You will receive 80% of the benefit, while taking 20% of the time, by training only the first IV levels of a skill.}}
Before looking at specific ship classes it's worth noting that PvE combat usually requires lower support skills than PvP.
 
  
PvE combat emphasises your knowledge of missions, and your ability to tank incoming DPS for long periods. While doing more damage will help you do missions faster (getting more ISK every hour), you can get by with sub-par damage-dealing skills. In PvP combat you want to have the best tank possible (usually, unless you're solo or in a very small gang, a buffer tank or a [[Spider Tanking|spider tank]]) ''and'' deal good damage for your ship's size.  
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This is due to the exponential increase of training time as you train a skill.  
  
This is not to say you shouldn't consider which supports you need for PvE, but it does mean that even if you do L4 missions quite effectively in a battleship, you may not have optimal support skills for PvP battleship combat.
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Because of this, it is well worth it to train skills that affect many of the ships you pilot to level IV in the short to medium term. Training some skills to level V can take a long time and is often best left as a longer term goal or only worth training when they are required as prerequisites (for T2 ships, for example). However, some key skills with low training time multipliers (1x) give you such significant benefits that they're well worth training all the way to V -- {{Sk|Drones}}, {{Sk|Capacitor Systems Operation}} and {{Sk|Navigation}} are three good examples, but are by no means the only ones.  
  
Most of the advice below is directed primarily at PvP.
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When someone says they have 'good' skills in a certain category, they most commonly mean that they have most if not all of those skills trained to IV or V.
  
===Battlecruisers===
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== Skills ==
  
A [[Battlecruiser|battlecruiser]] is a nice step up from a [[Cruiser|cruiser]] in firepower and tank.  In fact, it's the first hull you're likely to get into where fitting a tank has real meaning.  The cost of the fitted ship is also a lot lower than a battleship (1/3 to 1/4 the price), and you don't have to have large guns trained.  All of this means you don't need to be overly timid about moving up from a cruiser.  
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Note that there is some overlap between these lists.  
  
Support skills you'll want to work towards are:  
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=== Fitting ===
* being able to fit a T2 armor or shield tank
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* good enough fitting skills to fill all the turret or launcher slots
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''For more information see'' [[Fitting skills]].
* a full flight of drones (Drones V) -- battlecruisers have drone bays, and these are your anti-frigate defence
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* and (in the long run) T2 medium weapons.
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These all either reduce the CPU or powergrid requirements of modules, or just give you more raw CPU or powergrid to play with. Having decent fitting skills is very useful. T2 modules, which have higher CPU and grid demands, and T2 ships, which tend to have quite tight amounts of CPU and grid in the first place, really demand good fitting skills.
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* {{sk|CPU Management}}: 5% more CPU per level
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* {{sk|Power Grid Management}}: 5% more powergrid per level
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* {{sk|Weapon Upgrades}}: 5% less CPU need for weapons per level
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* {{sk|Electronics Upgrades}}: 5% less CPU need for signal amplifiers, sensor backup arrays (not regular ECCM), and co-processors, which require no CPU anyway
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* {{sk|Energy Grid Upgrades}}: 5% less CPU need for most of the modules requiring Energy Grid Upgrades per skill level
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* {{sk|Shield Upgrades}}: 5% less powergrid need for shield extenders, shield rechargers, and other shield upgrades
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* {{sk|Advanced Weapon Upgrades}}: (requires {{sk|Weapon Upgrades|IV}}): 2% less powergrid need for weapons per level
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* {{sk|Mining Upgrades}}: 5% less CPU need for mining upgrade modules (useful for miners but, of course, ''only'' for miners)
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=== Capacitor ===
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Ignoring skills relevant only to capital ships, there are seventeen skills which can help your capacitor. You don't necessarily have to train all of these, since many of them only apply to specific sets of modules (Sensor Linking, for example, won't help you if you never use sensor dampeners or remote sensor boosters). But some of these skills are vital for every pilot, and many of the rest are quite important.
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* '''Essential capacitor management skills''' - every pilot should train these to level 4 or higher and their importance can't be stressed enough for Amarr pilots with their cap intensive laser weaponry:
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** {{sk|Capacitor Management}}: 5% bonus to total capacitor capacity per level
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** {{sk|Capacitor Systems Operation}}: 5% cap recharge rate reduction per level
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** {{sk|Warp Drive Operation}}: 10% reduction per level in capacitor use when initiating warp
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* '''Module-related capacitor management skills''' - these skills reduce the capacitor requirements for various commonly used modules and are therefore useful for many capsuleers in many circumstances.
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** {{sk|Controlled Bursts}}: 5% per level reduced cap use for [[Turrets#Hybrid_turrets|hybrid]] and [[Turrets#Energy_turrets|energy]] turrets (important for hybrid/laser users, no use for projectile/missile users)
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** {{sk|Fuel Conservation}}: 10% reduced cap per level for afterburners (hefty bonus, together with the duration increase from the Afterburner skill itself, makes it very easy to permarun an AB at level IV or V)
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** {{sk|High Speed Maneuvering}}: 5% reduced cap per level for microwarpdrives (very useful in PvP engagements)
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** {{sk|Propulsion Jamming}}: 5% reduction per level to warp scrambler/disruptor and stasis web capacitor need (essential for tacklers)
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** {{sk|Shield Compensation}}: 2% less capacitor need per level for shield boosters (though in the long run it's good to train for both kinds of tanking, if you only use buffer tanks when you shield tank, this may not be useful for you)
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** {{sk|Capacitor Emission Systems}}: 5% reduced cap per level for energy emission weapons (energy neutralizers or energy transfers)
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**{ {sk|Jump Drive Operation}}: 5% reduction per level of the capacitor need of initiating a jump (not useful for sub-capital ships without jump drives)
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* '''EWAR-related capacitor management modules''' - if you fit EWAR modules, you will want to train the relevant EWAR capacitor improvement skill(s) to level IV or higher, which will also unlock the relevant EWAR strength-boosting skills
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** {{sk|Electronic Warfare}}: 5% less cap per level for ECM jammers and ECM bursts (required for Caldari EWAR)
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** {{sk|Sensor Linking}}: 5% less capacitor need per level for remote sensor boosters and sensor dampeners (useful for Gallente EWAR)
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** {{sk|Target Painting}}: 5% less capacitor need per level for target painters (useful for Minmatar EWAR)
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** {{sk|Weapon Disruption}}: 5% less capacitor need per level for tracking disruptors (useful for Amarr EWAR)
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* '''Logistics-related capacitor management modules''' - remote repair modules require a great deal of capacitor energy, so if you fit any of these modules regularly, plan to train the related skill to level 4 or higher
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** {{sk|Remote Armor Repair Systems}}: 5% reduced capacitor need per level for remote armor repair modules (vital if you ever do [[Spider tanking|armor RR]] work)
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** {{sk|Remote Hull Repair Systems}}: 5% reduced capacitor need per level for remote hull repair system modules (This is included for completeness. Don't waste time training this as you should not fit hull repair system modules.)
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** {{sk|Shield Emission Systems}}: 5% reduced capacitor need per level for shield emission modules (important if you ever find yourself in a shield logistics ship)
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** {{sk|Capacitor Emission Systems}}: 5% reduced capacitor need per level for energy emission modules (important if you ever find yourself in a [[Basilisk]] or [[Guardian]] logistics ship)
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=== Mobility ===
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There are relatively few skills that directly help you become nimbler and faster, compared to the variety of fitting and capacitor skills available. Those that are available, however, are very helpful for any ship (and extremely helpful for small ships).
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Since your ability to move around often depends on keeping your propulsion module running, capacitor skills are indirectly very important for mobility too.
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* {{sk|Acceleration Control}}: 5% bonus to the speed increase from afterburners and MWDs per level
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* {{sk|Evasive Maneuvering}}: 5% bonus to agility per level -- a very significant bonus
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* {{sk|Spaceship Command}}: 2% bonus to agility per level -- not as impressive as Evasive, but more quickly trained, and a prerequisite for various ships too
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* {{sk|Navigation}}: 5% faster sub-warp speed per level -- a very nice bonus and a skill that's quickly trained
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=== Tanking ===
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The [[Tanking]] page is a good one-stop summary of the required skills for fitting both T1 and T2 armor and shield tanks.
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In the long run many characters wind up training for both kinds of tanking, even if they only fly one race's ships, partly because many tanking skills will increase your EHP (5% more shields is a smidgen more survival time even if you're armor-tanking) and partly because every race has some ships which can be tanked both ways.
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As with mobility, if you mount an active tank (usually for PvE or for solo/very small gang PvP) then your capacitor skills will be key to your tank.
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* '''Raw hit point skills''' - These skills boost your ships hp, and are the basic skills of tanking
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** {{sk|Mechanics}}: 5% more hull hitpoints per level; quickly trained (great for everyone, especially great for the Gallente who usually have large amounts of hull hitpoints to begin with)
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** {{sk|Hull Upgrades}}: 5% more armor hp per level (despite having 'Hull' in its name); levels IV and V open up some key T2 armor-tanking modules; takes twice as long as Mechanics to train
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** {{sk|Shield Management}}: 5% more shield hp per level; takes three times as long as Mechanics to train, which makes level V more of a medium-long term goal
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* '''Armor tanking skills''' - These skills are more relevant to ships that focus on armor:
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** {{sk|Repair Systems}}: 5% less cycle time on armor repairers per level; high levels open up T2 armor repairers (note that this skill will ''increase'' an active armor tank's load on your capacitor!)
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** The four 'X Armor Compensation' skills: {{sk|EM Armor Compensation}}, {{sk|Explosive Armor Compensation}}, {{sk|Kinetic Armor Compensation}} and {{sk|Thermal Armor Compensation}}.
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*** Each of these increases the armor resistance bonuses of '''passive''' armor hardeners by 5% per level. Their bonuses to active armor hardeners only apply when the active armor hardeners are turned off, and are therefore irrelevant in most scenarios. They are, however, a nice backup if you are being neuted heavily enough to turn off your hardeners, but that is rare.
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*** Since there is no omni-resist active armor hardener module (an armor equivalent to the Multispectrum Shield Hardener), the passive omni-resist modules Multispectrum Coating and Multispectrum Energized Membrane see a lot of use in armor [[buffer]] and [[Spider tanking|armor RR]] fits, and these benefit from the armor compensation skills.
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*** So it's a good idea to get these to III fairly quickly, and perhaps to IV in the long term, if you ever have reasons to fit resistance membranes.
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** {{sk|Armor Layering}}: "5% reduction to armor plate mass penalty per level". Armor plates increase a ship's mass, harming its alignment speed and acceleration. This skill ameliorates some of that harm.
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*** Armor plates are used for ''buffer'' armor tanking in PvP, increasing the total effective hitpoints of a ship's armor, and this is a useful skill for flying ships with buffer armor tanks
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*** However, if you're planning on only ''active'' armor tanking, spending capacitor to repair your ship's armor, as is most commonly done for PvE combat and certain types of PvP, this skill might not be directly relevant to you.
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* '''Shield tanking skills''' - These skills are more relevant to ships that focus on shields for their survivability:
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** {{sk|Shield Operation}}: 5% faster shield recharge rate per level; quick to train, good for everyone, vital if you ever plan to mount a [[Shield tanking#Shield_Tanking_Styles|passive shield tank]]
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** {{sk|Tactical Shield Manipulation}}: When your shields drop below 25%, damage begins to 'leak' through into your armor; each level in this skill lets your shields drop 5% lower before this begins to happen, to 0% at level V so that damage never leaks through
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*** Tactical Shield Manipulation's usefulness is disputed, but level IV is required to use the very useful T2 active shield hardeners, so most people train it to IV and then forget about it. Level V is required to use the Pulse Activated Nexus Invulnerability Core (PANIC) module for the [[Rorqual]], but this is a very specific requirement and the skill level is not required for anything else.
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** Like the armor compensation skills, there are four 'X Shield Compensation' skills (not to be confused with {{sk|Shield Compensation}} ''per se''!): {{sk|EM Shield Compensation}}, {{sk|Explosive Shield Compensation}}, {{sk|Kinetic Shield Compensation}} and {{sk|Thermal Shield Compensation}}. 
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*** Like the armor compensation skills these grant a 5% bonus to the resistance increase to one damage type that you get from '''passive''' Shield Resistance Amplifiers per level.
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*** Unlike armor tankers, shield tankers do not have a passive omni-resist module like the Multispectrum Coating or Multispectrum Energized Membrane. So, passive shield resistance amplifiers are very rarely used. Instead, most shield tanks will make use of the active omni-resist module, the Multispectrum Shield Hardener.
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*** Consequently you can probably get away with ignoring these, only training a few levels in each one, or only training levels in the EM and Thermal ones as those are the most commonly used.
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=== Drones ===
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If you are going to be using drones at all then other than getting {{sk|Drones}} to V you should consider adding some of the things that Drones V opens up to you. Drones are fast-moving additional DPS with tactical flexibility and relatively long range.
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Drone skills are most crucial for new pilots flying ships which specialize in drones, that is, many Gallente ships and some Amarr ships. However, the larger ships of all four factions have significant dronebays and drone bandwidth, which means that all pilots involved in PvP or PvE combat of any kind are likely to want to polish their drone skills eventually.
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* {{sk|Drone Interfacing}}: Increases all drones' damage by 10% per level; per drone, that extra bit of damage really helps you in both PvP and PvE situations.
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* {{sk|Drone Navigation}}: Increases the max drone velocity of your drones. This helps them catch fast targets, and also means that their DPS is applied faster.
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* {{sk|Drone Durability}}: Increases drone shield, armor, and hull hit points, making them tankier then normal. The longer they stay alive the more damage application they have; the fewer drones you lose, the less money you spend on new drones.
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* {{sk|Drone Avionics}} as well as {{sk|Advanced Drone Avionics}}: Drone Avionics increases your drone control range by 5000 meters; Advanced Drone Avionics adds an extra 3000 meters to your drone control range per level, and is a prerequisite for ewar Drones. Training the basic Drone Avionics to V is a good goal for any serious drone user: it lets you stay further from dangerous targets.
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* {{sk|Drone Sharpshooting}}: Increases your drones' optimal range. Not essential for a beginner, but worth picking up eventually. Key to the use of [[Drones#Sentry drones|Sentry Drones]].
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* [[Drones#Racial drone specialization:|Racial Drone Specializations]]: further increases your drone damage for all drones of that race, and unlock T2 drones. Having the four drone specializations trained to IV is a good long-term goal.
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* {{sk|Light Drone Operation}}, {{sk|Medium Drone Operation}}, and {{sk|Heavy Drone Operation}}: each of these skills increases the drone damage of their specific size by 5%, which is a healthy and desirable bonus. Level V in the relevant weight class is necessary to use T2 drones of that size (so, for instance, Medium Drone Operation V is necessary to use T2 Medium drones).
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** A new pilot specializing in drone-bonused ships will want to train Light Drone Operation to V fairly soon, and Medium Drone Operation to V in the medium term, as they begin to use medium-sized ships ([[cruisers]] and [[battlecruisers]]).
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** Even pilots not using dedicated drone carriers will want Light Drone Operation V in the medium term, as flights of T2 light drones are a standard defence for larger ships against frigates in PvP and PvE.
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** Heavy Drone Operation V is a long train, equivalent to level V in the large weapon skills. It is worthwhile for pilots aspiring to ships such as the [[Dominix]] or [[Rattlesnake]].
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=== Rigging ===
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Most (but not all) rigs come with a drawback (a 10% penalty to something) as well as a benefit. Each subset of rigs has an associated skill which reduces the drawback effect of those rigs by 10% per level out of the original penalty, so you lower the penalty by 1%/level to 5% with max skills.
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==== Training to reduce drawbacks ====
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In some circumstances, training specific rigging skills to high levels may not be a very efficient use of your time. The amelioration of the drawbacks doesn't hurt, but it can be a very minor reduction in what is usually a minor penalty in the first place.
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You'll need {{sk|Jury Rigging|III}} as a prerequisite for other rigging skills, though it appears to give you no other real benefits.
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For PvP combat pilots, reducing the drawbacks to armor and shield rigs can be the difference between winning and losing a battle. For example, the {{sk|Armor Rigging}} skill reduces the drawback of Trimark Armor Pumps (armor buffer rigs), which is a drawback to speed. The reason is each rig compounds the drawback penalty, and all T1 ships can fit up to three buffer and/or resists rigs to improve effective hit points. While one rig may not create much of a penalty, three rigs can.
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To continue the example, an armor-tanked Hurricane using a 10MN Microwarpdrive II, fitting one 1600mm plate and flown by a pilot with all relevant navigation skills at Level V, has a max speed of 1161 m/s. Add three Trimark Armor Pump I rigs with {{sk|Armor Rigging|only trained to Level 1}}, and his max speed is reduced to 924 m/s, a more than 20% reduction in velocity. Increasing training to {{sk|Armor Rigging|V}} increases max speed back up to 1025 m/s, which is 11% faster than having the skill trained to Level 1. Is it worth training a skill like {{sk|Armor Rigging}} from Level IV to Level V?  With {{sk|Armor Rigging|IV}}, this hurricane will have a max speed of 999 m/s; it some PvP situations, that 2.5% extra speed will make a big difference.
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Getting the weapon rigging skills ({{sk|Energy Weapon Rigging}}, {{sk|Hybrid Weapon Rigging}}, {{sk|Launcher Rigging}}, {{sk|Projectile Weapon Rigging}}) up a few levels is usually a good idea. A few percent lower penalty to your guns' powergrid usage can make a big difference: every two levels of the rigging skill is roughly equivalent to training {{sk|Advanced Weapon Upgrades}} one extra level, multiplied by the number of weapon rigs you have fitted.
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If you're a drone user, and fit any of the Drones rigs, then training {{sk|Drones Rigging}} gives you a 10% reduction in the CPU penalty that these drone rigs have.
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=== Overheating ===
  
If you have medium gun/missile skills to L4, and can fit a T2 tank, don't hesitate to step into a battlecruiser.
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In a sense, {{sk|Thermodynamics}} is the ultimate PvP support skill. It lets you overheat modules beyond their design specs, at the risk of temporarily burning them out. Each level reduces the damage your modules take from overheating, so while level I is all you need, IV is well worth the train.
  
This is also the first hull you'll encounter that is usually rigged.  You can use rigs without having the rigging skills trained, but you'll need someone to install the rigs for you, which is a pain -- so you may want to train rigging skills for whatever kinds of rig you're fitting.
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There's a more detailed guide to overheating's mechanics [[Overheating|here]].
  
You must [[Full_T2_Tank|be able to fit a T2 tank]] to fly a battlecruiser when the [[Wartime_Standard_Operating_Procedures#Default_SOP|standard wartime rules]] are in force.
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== PvE vs. PvP ==
  
===Battleships===
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Before looking at specific ship classes it's worth noting that PvE combat usually requires lower support skills than PvP.  
Battleships are potentially very powerful ships, but without good supports they're slow, expensive coffins. It's good to have the following (some of which you will hopefully have trained while flying battlecruisers):
 
  
* a full T2 shield or armor tank
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PvE combat emphasizes your knowledge of missions and your ability to tank incoming DPS for long periods. While doing more damage will help you do missions faster (getting more ISK every hour), you can often get by with sub-par damage-dealing skills. In PvP combat you want to have the best tank possible (usually, unless you're solo or in a very small gang, a buffer tank or a [[Spider Tanking|spider tank]]) ''and'' deal good damage for your ship's size.  
* sufficient fitting skills to fit that tank, and a propulsion module, and fill the turret/launcher hardpoints for your primary weapon
 
* full flights of T2 light and medium drones
 
** or, if your battleship is one of the few with 125Mbit/sec drone bandwidth, T2 light and medium drones ''and'' at least T1 heavy or sentry drones
 
* at least a few levels in relevant rigging skills so you can fit your own rigs.
 
  
T2 guns on battleships are great, but the training time for T2 turrets is on the order of 70 days, from basic T1 large gun skills -- making them a long-term goal.  T2 missiles take less time to train but still aren't exactly one weekend's training.  Most pilots initially invest in high meta-level Tech 1 weapons, though the cost of Meta 4 large lasers and the attraction of Scorch crystals may encourage Amarr BS pilots to head for T2 guns earlier than others.
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For this reason most of the advice below is directed primarily at PvP.  
  
You must [[Full_T2_Tank|be able to fit a T2 tank]] to fly a battleship when the [[Wartime_Standard_Operating_Procedures#Default_SOP|standard wartime rules]] are in force.
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=== Battlecruisers ===
  
===T2 Frigates===
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A [[battlecruiser]] is a nice step up from a [[cruiser]] in firepower and tank. The cost of the fitted ship is also a lot lower than a battleship (1/4 to 1/3 the price) meaning they deliver the best gank and tank for the ISK in the game. An added benefit is that large guns (which are a long train) are not necessary. However, cruisers are also very powerful.
[[Frigate#Tech_2_Frigates|T2 frigates]] are specialised for a wide range of different tasks, and the so optimal skillset varies widely.  As an extreme example, you can fly a [[Frigate#Covert_Ops|covops ship]] without putting a covops cloak on it, but you'll be missing the point completely!
 
  
However, all T2 frigates benefit greatly from most of the skills in the Navigation category, because as frigates they usually rely on speed and agilty for part of their tank against larger enemies. You should also definitely aim to fit T2 modules for at least the key functions of your ship -- [[Frigate#Interceptors|interceptors]] deserve T2 MWD skills and T2 tackling modules, [[Frigate#Assault_Ships|assault ships]] deserve T2 weapons and tanks, and so on. And a full T2 fit is a good goal.
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Support skills you'll want to work towards are:
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* Being able to fit a T2 armor or shield tank.  
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* Good enough fitting skills to fill all the turret or launcher slots.
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* Full flight of drones ({{sk|Drones|V}}) -- battlecruisers have drone bays, and these are your anti-frigate defense.
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* T2 light and medium drones ({{sk|Light Drone Operation|V}} and {{sk|Medium Drone Operation|V}}, plus {{sk|Minmatar Drone Specialization|II}}, {{sk|Gallente Drone Specialization|II}}, {{sk|Amarr Drone Specialization|II}}, and {{sk|Caldari Drone Specialization|II}}. You won't be using all four races' drones at once, but they all have use cases).
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* T2 medium weapons (a significant train, so more of a long term goal).  
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* At least a few levels in relevant rigging skills to reduce drawbacks and to fit your own rigs.
  
===T2 Cruisers===
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If you have medium gun/missile skills to IV, can fit a T2 tank and a full rack of weapons, don't hesitate to step into a battlecruiser.  
In general, at this level you should be able to fully T2 fit your ship.  In practice, you'll need Weapon Upgrades 5 and a couple levels of Advanced Weapon Upgrades (AWU), or you'll be very frustrated when you try to fit guns.  [[Cruiser#T2_Cruisers|T2 cruisers]] are small, fast, and powerful, but tend to have limited CPU and/or powergrid, and limited capacitor as well.  You'll want your cap skills and fitting skills to be nearly maxed-out before flying one of these.
 
  
===T3 Cruisers===
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You can fit and use any rigs without having the rigging skills trained. But remember that buffer and resist rigs for both shield and armor tanking create significant drawbacks that can hurt your PvP performance in some situations, so skilled pilots have often trained {{sk|Armor Rigging|V}} or {{sk|Shield Rigging|V}}, depending on how they are usually tanked.
  
==Skills==
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=== Battleships ===
===Capacitor===
 
  
Ignoring skills relevant only to capital ships, there are seventeen skills which can help your capacitor. You don't necessarily have to train all of these, since some of them only apply to very specific sets of modules (Sensor Linking, for example, won't help you if you never use sensor dampeners or remote sensor boosters). But some of these skills are vital for every pilot, and many of the rest are quite important.
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[[Battleships]] are potentially very powerful ships, but without good supports they're slow, expensive coffins. It's very highly recommended to have the following (most of which you will hopefully have trained while flying battlecruisers):
  
* [http://wiki.eveonline.com/en/wiki/Energy_Management Energy Management]: 5% bonus to total cap (vital for everyone)
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* Full T2 shield or armor tank.  
* [http://wiki.eveonline.com/en/wiki/Energy_Systems_Operation Energy Systems Operation]: 5% cap recharge reduction (also vital for everyone)
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* Sufficient fitting skills to fit that tank, and a propulsion module, and fill the turret/launcher hardpoints for your primary weapon.  
* [http://wiki.eveonline.com/en/wiki/Warp_Drive_Operation Warp Drive Operation]: 10% reduction in capacitor use when initiating warp (vital for everyone)
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* Full flights of T2 light and medium drones.  
* [http://wiki.eveonline.com/en/wiki/Controlled_Bursts Controlled Bursts]: 5% reduced cap use for [[Turrets#Hybrid Turrets|hybrid]] and [[Turrets#Energy Turrets|energy]] turrets (important for hybrid/laser users, no use for projectile/missile users)
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** or, if your battleship is one of the few with 125Mbit/sec drone bandwidth, T2 light and medium drones ''and'' at least T1 heavy or sentry drones.
* [http://wiki.eveonline.com/en/wiki/Fuel_Conservation Fuel Conservation]: 10% reduced cap for afterburners (hefty bonus, together with the duration increase from the Afterburner skill itself, makes it very easy to permarun an AB at level IV or V)
 
* [http://wiki.eveonline.com/en/wiki/High_Speed_Maneuvering High Speed Maneuvering]: 5% reduced cap for microwarpdrives (very useful)
 
* [http://wiki.eveonline.com/en/wiki/Propulsion_Jamming Propulsion Jamming]: 5% Reduction to warp scrambler/disruptor and stasis web capacitor need (affects disruptors even though they're not mentioned in its description)
 
* [http://wiki.eveonline.com/en/wiki/Electronic_Warfare Electronic Warfare]: 5% less cap for ECM jammers and ECM bursts (Caldari ewar)
 
* [http://wiki.eveonline.com/en/wiki/Energy_Emission_Systems Energy Emission Systems]: 5% reduced cap for energy emission weapons (energy neutralizers and nosferatus)
 
* [http://wiki.eveonline.com/en/wiki/Jump_Drive_Operation Jump Drive Operation]: 5% reduction of the capacitor need of initiating a jump (not useful for sub-capital ships without jump drives)
 
* [http://wiki.eveonline.com/en/wiki/Remote_Armor_Repair_Systems Remote Armor Repair Systems]: 5% reduced capacitor need for remote armor repair modules (vital if you ever do [[Spider Tanking|armor RR]] work)
 
* [http://wiki.eveonline.com/en/wiki/Remote_Hull_Repair_Systems Remote Hull Repair Systems]: 5% reduced capacitor need for remote hull repair system modules (not so vital; RR hull tanking isn't very good)
 
* [http://wiki.eveonline.com/en/wiki/Sensor_Linking Sensor Linking]: 5% less capacitor need for remote sensor boosters and sensor dampeners (Gallente ewar)
 
* [http://wiki.eveonline.com/en/wiki/Shield_Compensation Shield Compensation]: 2% less capacitor need for shield boosters (though in the long run it's good to train for both kinds of tanking, if you only use buffer tanks when you shield tank, this may not be useful for you)
 
* [http://wiki.eveonline.com/en/wiki/Shield_Emission_Systems Shield Emission Systems]: 5% reduced capacitor need for shield emission modules (important if you ever find yourself in a shield logistics ship)
 
* [http://wiki.eveonline.com/en/wiki/Target_Painting Target Painting]: 5% less capacitor need for target painters (Minmatar ewar)
 
* [http://wiki.eveonline.com/en/wiki/Weapon_Disruption Weapon Disruption]: 5% less capacitor need for tracking disruptors (Amarr ewar)
 
  
===Fitting===
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T2 guns on battleships are great, but the training time for T2 turrets is on the order of 70 days, from basic T1 large gun skills -- making them a long-term goal. T2 missiles take less time to train but still aren't exactly one weekend's training. Most pilots initially invest in high meta-level Tech 1 weapons, though the cost of Meta 4 large lasers and the attraction of Scorch crystals may encourage Amarr BS pilots to head for T2 guns earlier than others.
  
These all either reduce the CPU or powergrid requirements of modules, or just give you more raw CPU or powergrid to play with. Having decent fitting skills is very useful. T2 modules, which have higher CPU and grid demands, and T2 ships, which tend to have quite tight amounts of CPU and grid in the first place, really demand good fitting skills.
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=== T2 Frigates ===
  
* [http://wiki.eveonline.com/wiki/Electronics Electronics]: 5% more CPU per level
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[[Frigate#Tech_2_Frigates|T2 frigates]] are specialized for a wide range of different tasks, and so the optimal skillset varies widely. As an extreme example, you can fly a [[Frigate#Covert_Ops|covops ship]] without putting a covops cloak on it, but you'll be missing the point completely!
* [http://wiki.eveonline.com/wiki/Engineering Engineering]: 5% more powergrid per level
 
* [http://wiki.eveonline.com/wiki/Weapon_Upgrades Weapon Upgrades]: 5% less CPU need for weapons per level
 
* [http://wiki.eveonline.com/wiki/Electronics_Upgrades Electronics Upgrades]: 5% less CPU need for signal amplifiers, co-processors &c
 
* [http://wiki.eveonline.com/wiki/Energy_Grid_Upgrades Energy Grid Upgrades]: 5% less CPU need for most of the modules listed under "Engineering Equipment"
 
* [http://wiki.eveonline.com/wiki/Shield_Upgrades Shield Upgrades]: 5% less powergrid need for shield extenders, shield rechargers &c
 
* [http://wiki.eveonline.com/wiki/Advanced_Weapon_Upgrades Advanced Weapon Upgrades] (requires Weapon Upgrades V): 2% less powergrid need for weapons per level
 
* [http://wiki.eveonline.com/en/wiki/Mining_Upgrades Mining Upgrades] 5% less CPU need for mining upgrade modules (useful for miners but, of course, ''only'' for miners)
 
  
===Agility and Speed===
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However, all T2 frigates benefit greatly from most of the skills in the Navigation category, because as frigates they usually rely on speed and agility for a significant part of their tank against larger enemies. You should also definitely aim to fit T2 modules for at least the key functions of your ship -- [[Frigate#Interceptors|interceptors]] deserve T2 MWD skills and T2 tackling modules, [[Frigate#Assault_Frigates|assault frigates]] deserve T2 weapons and tanks, and so on. A full T2 fit is a good goal for T2 frigates but not strictly necessary.
  
===Tanking===
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=== T2 Cruisers ===
  
===Rigging===
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In general, at this level you should be able to fully T2 fit your ship. [[Cruiser#T2_Cruisers|T2 cruisers]] are small, fast, and powerful, but tend to have limited CPU and/or powergrid, and limited capacitor as well. In practice, you'll really want excellent fitting skills including {{sk|Weapon Upgrades|V}} and {{sk|Advanced Weapon Upgrades}} III or IV, or you'll be very frustrated when you try to fit guns. You'll want your cap skills to be nearly maxed-out before flying one of these, too.
  
===Overheating===
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As with T2 frigates, you will want other supports which will vary depending on your ship's specialization -- a [[Falcon]] deserves EWAR support that doesn't help a [[Vagabond]] at all. Just as with frigates, a T2 cruiser deserves T2 modules wherever possible.
In a sense, [http://wiki.eveonline.com/en/wiki/Thermodynamics Thermodynamics] is the ultimate PvP support skill: it lets you overheat modules beyond their design specs, though at the risk of temporarily burning them out. You need at least one level in Thermodynamics to overheat modules; getting this skill to level 4 doesn't take long and is well worth it, as each level reduces the damage your modules take from overheating. The prerequisites for Thermodynamics were reduced in the Dominion expansion.
 
  
There's a more detailed guide to overheating's mechanics [[Overloading|here]].
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== See also ==
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There are a number of other useful lists of support skills on this wiki:
  
==See Also==
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* For basic skills with low requirements, see [[Basic skills]].
There are a number of other useful lists of support skills on this wiki:
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* For '''damage-dealing''' you should train [[Gunnery Guide#Gunnery_Support_Skills|gunnery supports]] and/or [[Skills:Missiles#Support Skills|missile supports]] and/or [[Skills:Drones#Drone Support Skills|drone supports]], depending on your weapon of choice.  
* for '''damage-dealing''' you should train either [[Gunnery_Guide#Gunnery_Support_Skills|gunnery supports]] or [[Missile_Launchers#Missile_Support_Skills|missile supports]].
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* '''Electronic warfare''' benefits from [[Electronic warfare#Electronic_warfare_skills|these skills]].
* '''electronic warfare''' benefits from [[EWar_101_Guide#Electronic_warfare_skills|these skills]]
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* '''Capacitor warfare''' benefits from [[Capacitor Warfare Guide#Skills|these skills]].
* you can find a list of key '''drone''' supports [[Drones#Skills|here]]
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* A list of useful '''stealthy ships''' skills is [[Covert Ships Skillset|here]].
  
[[Category:PvE]]
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[[Category:Getting Started]]
[[Category:PvP]]
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[[Category:Skills]]

Latest revision as of 11:21, 24 July 2024

Support skills are those skills which affect your proficiency at fitting and flying ships. While not necessarily being directly required to use particular modules or sit in certain ships, they are invaluable and can give you the edge you need to get the kill or survive the mission. For example, you don't need to train Controlled Bursts, Energy Management and Capacitor Systems Operation to put large lasers on an Amarr battleship, but, if you do so without training them you will find you swiftly run out of capacitor.

"Good" support skills

The need for 'good' support skills is often emphasized because a skilled pilot can easily be twice as effective as an unskilled pilot flying exactly the same ship.

This concept can seem counter-intuitive. In many MMORPGs the value of expensive equipment comes from its inherent bonuses. For example, a +5 sword of slashing will be just as effective for anyone who can wield it. However, in EVE most of the value of an expensive ship is dependent on the skill allocation of the pilot operating it. This allows for significantly increased power in the hands of a well trained character, while simultaneously offering very little advantage over a cheaper alternative in the hands of a poorly trained pilot.

Tech 1 frigates and cruisers are more forgiving of poor skills, and often have a bigger impact than more expensive ships if you lack skillpoints (as anyone who's been jammed by a two-week old character in a Griffin can testify) provided those skillpoints are distributed into 'good' support skills and not concentrated in a misguided attempt to sit in a Tech 2 ship.

Since good support skills are so important, both to fly Tech 1 ships well and often crucial to flying Tech 2 ships effectively, this page attempts to suggest what training qualifies as 'good' in different circumstances. This page also lists some particular categories of support skills for ease of reference, and contains links to other lists of skills on this wiki.

The 80/20 rule of skill training

Of particular importance to new characters is the concept of the 80/20 rule, which is as follows:

You will receive 80% of the benefit, while taking 20% of the time, by training only the first IV levels of a skill.

This is due to the exponential increase of training time as you train a skill.

Because of this, it is well worth it to train skills that affect many of the ships you pilot to level IV in the short to medium term. Training some skills to level V can take a long time and is often best left as a longer term goal or only worth training when they are required as prerequisites (for T2 ships, for example). However, some key skills with low training time multipliers (1x) give you such significant benefits that they're well worth training all the way to V -- Drones, Capacitor Systems Operation and Navigation are three good examples, but are by no means the only ones.

When someone says they have 'good' skills in a certain category, they most commonly mean that they have most if not all of those skills trained to IV or V.

Skills

Note that there is some overlap between these lists.

Fitting

For more information see Fitting skills.

These all either reduce the CPU or powergrid requirements of modules, or just give you more raw CPU or powergrid to play with. Having decent fitting skills is very useful. T2 modules, which have higher CPU and grid demands, and T2 ships, which tend to have quite tight amounts of CPU and grid in the first place, really demand good fitting skills.

Capacitor

Ignoring skills relevant only to capital ships, there are seventeen skills which can help your capacitor. You don't necessarily have to train all of these, since many of them only apply to specific sets of modules (Sensor Linking, for example, won't help you if you never use sensor dampeners or remote sensor boosters). But some of these skills are vital for every pilot, and many of the rest are quite important.

  • Essential capacitor management skills - every pilot should train these to level 4 or higher and their importance can't be stressed enough for Amarr pilots with their cap intensive laser weaponry:
  • Module-related capacitor management skills - these skills reduce the capacitor requirements for various commonly used modules and are therefore useful for many capsuleers in many circumstances.
    • Controlled Bursts: 5% per level reduced cap use for hybrid and energy turrets (important for hybrid/laser users, no use for projectile/missile users)
    • Fuel Conservation: 10% reduced cap per level for afterburners (hefty bonus, together with the duration increase from the Afterburner skill itself, makes it very easy to permarun an AB at level IV or V)
    • High Speed Maneuvering: 5% reduced cap per level for microwarpdrives (very useful in PvP engagements)
    • Propulsion Jamming: 5% reduction per level to warp scrambler/disruptor and stasis web capacitor need (essential for tacklers)
    • Shield Compensation: 2% less capacitor need per level for shield boosters (though in the long run it's good to train for both kinds of tanking, if you only use buffer tanks when you shield tank, this may not be useful for you)
    • Capacitor Emission Systems: 5% reduced cap per level for energy emission weapons (energy neutralizers or energy transfers)
    • { {sk|Jump Drive Operation}}: 5% reduction per level of the capacitor need of initiating a jump (not useful for sub-capital ships without jump drives)
  • EWAR-related capacitor management modules - if you fit EWAR modules, you will want to train the relevant EWAR capacitor improvement skill(s) to level IV or higher, which will also unlock the relevant EWAR strength-boosting skills
    • Electronic Warfare: 5% less cap per level for ECM jammers and ECM bursts (required for Caldari EWAR)
    • Sensor Linking: 5% less capacitor need per level for remote sensor boosters and sensor dampeners (useful for Gallente EWAR)
    • Target Painting: 5% less capacitor need per level for target painters (useful for Minmatar EWAR)
    • Weapon Disruption: 5% less capacitor need per level for tracking disruptors (useful for Amarr EWAR)
  • Logistics-related capacitor management modules - remote repair modules require a great deal of capacitor energy, so if you fit any of these modules regularly, plan to train the related skill to level 4 or higher
    • Remote Armor Repair Systems: 5% reduced capacitor need per level for remote armor repair modules (vital if you ever do armor RR work)
    • Remote Hull Repair Systems: 5% reduced capacitor need per level for remote hull repair system modules (This is included for completeness. Don't waste time training this as you should not fit hull repair system modules.)
    • Shield Emission Systems: 5% reduced capacitor need per level for shield emission modules (important if you ever find yourself in a shield logistics ship)
    • Capacitor Emission Systems: 5% reduced capacitor need per level for energy emission modules (important if you ever find yourself in a Basilisk or Guardian logistics ship)

Mobility

There are relatively few skills that directly help you become nimbler and faster, compared to the variety of fitting and capacitor skills available. Those that are available, however, are very helpful for any ship (and extremely helpful for small ships).

Since your ability to move around often depends on keeping your propulsion module running, capacitor skills are indirectly very important for mobility too.

  • Acceleration Control: 5% bonus to the speed increase from afterburners and MWDs per level
  • Evasive Maneuvering: 5% bonus to agility per level -- a very significant bonus
  • Spaceship Command: 2% bonus to agility per level -- not as impressive as Evasive, but more quickly trained, and a prerequisite for various ships too
  • Navigation: 5% faster sub-warp speed per level -- a very nice bonus and a skill that's quickly trained

Tanking

The Tanking page is a good one-stop summary of the required skills for fitting both T1 and T2 armor and shield tanks.

In the long run many characters wind up training for both kinds of tanking, even if they only fly one race's ships, partly because many tanking skills will increase your EHP (5% more shields is a smidgen more survival time even if you're armor-tanking) and partly because every race has some ships which can be tanked both ways.

As with mobility, if you mount an active tank (usually for PvE or for solo/very small gang PvP) then your capacitor skills will be key to your tank.

  • Raw hit point skills - These skills boost your ships hp, and are the basic skills of tanking
    • Mechanics: 5% more hull hitpoints per level; quickly trained (great for everyone, especially great for the Gallente who usually have large amounts of hull hitpoints to begin with)
    • Hull Upgrades: 5% more armor hp per level (despite having 'Hull' in its name); levels IV and V open up some key T2 armor-tanking modules; takes twice as long as Mechanics to train
    • Shield Management: 5% more shield hp per level; takes three times as long as Mechanics to train, which makes level V more of a medium-long term goal
  • Armor tanking skills - These skills are more relevant to ships that focus on armor:
    • Repair Systems: 5% less cycle time on armor repairers per level; high levels open up T2 armor repairers (note that this skill will increase an active armor tank's load on your capacitor!)
    • The four 'X Armor Compensation' skills: EM Armor Compensation, Explosive Armor Compensation, Kinetic Armor Compensation and Thermal Armor Compensation.
      • Each of these increases the armor resistance bonuses of passive armor hardeners by 5% per level. Their bonuses to active armor hardeners only apply when the active armor hardeners are turned off, and are therefore irrelevant in most scenarios. They are, however, a nice backup if you are being neuted heavily enough to turn off your hardeners, but that is rare.
      • Since there is no omni-resist active armor hardener module (an armor equivalent to the Multispectrum Shield Hardener), the passive omni-resist modules Multispectrum Coating and Multispectrum Energized Membrane see a lot of use in armor buffer and armor RR fits, and these benefit from the armor compensation skills.
      • So it's a good idea to get these to III fairly quickly, and perhaps to IV in the long term, if you ever have reasons to fit resistance membranes.
    • Armor Layering: "5% reduction to armor plate mass penalty per level". Armor plates increase a ship's mass, harming its alignment speed and acceleration. This skill ameliorates some of that harm.
      • Armor plates are used for buffer armor tanking in PvP, increasing the total effective hitpoints of a ship's armor, and this is a useful skill for flying ships with buffer armor tanks
      • However, if you're planning on only active armor tanking, spending capacitor to repair your ship's armor, as is most commonly done for PvE combat and certain types of PvP, this skill might not be directly relevant to you.
  • Shield tanking skills - These skills are more relevant to ships that focus on shields for their survivability:
    • Shield Operation: 5% faster shield recharge rate per level; quick to train, good for everyone, vital if you ever plan to mount a passive shield tank
    • Tactical Shield Manipulation: When your shields drop below 25%, damage begins to 'leak' through into your armor; each level in this skill lets your shields drop 5% lower before this begins to happen, to 0% at level V so that damage never leaks through
      • Tactical Shield Manipulation's usefulness is disputed, but level IV is required to use the very useful T2 active shield hardeners, so most people train it to IV and then forget about it. Level V is required to use the Pulse Activated Nexus Invulnerability Core (PANIC) module for the Rorqual, but this is a very specific requirement and the skill level is not required for anything else.
    • Like the armor compensation skills, there are four 'X Shield Compensation' skills (not to be confused with Shield Compensation per se!): EM Shield Compensation, Explosive Shield Compensation, Kinetic Shield Compensation and Thermal Shield Compensation.
      • Like the armor compensation skills these grant a 5% bonus to the resistance increase to one damage type that you get from passive Shield Resistance Amplifiers per level.
      • Unlike armor tankers, shield tankers do not have a passive omni-resist module like the Multispectrum Coating or Multispectrum Energized Membrane. So, passive shield resistance amplifiers are very rarely used. Instead, most shield tanks will make use of the active omni-resist module, the Multispectrum Shield Hardener.
      • Consequently you can probably get away with ignoring these, only training a few levels in each one, or only training levels in the EM and Thermal ones as those are the most commonly used.

Drones

If you are going to be using drones at all then other than getting Drones to V you should consider adding some of the things that Drones V opens up to you. Drones are fast-moving additional DPS with tactical flexibility and relatively long range.

Drone skills are most crucial for new pilots flying ships which specialize in drones, that is, many Gallente ships and some Amarr ships. However, the larger ships of all four factions have significant dronebays and drone bandwidth, which means that all pilots involved in PvP or PvE combat of any kind are likely to want to polish their drone skills eventually.

  • Drone Interfacing: Increases all drones' damage by 10% per level; per drone, that extra bit of damage really helps you in both PvP and PvE situations.
  • Drone Navigation: Increases the max drone velocity of your drones. This helps them catch fast targets, and also means that their DPS is applied faster.
  • Drone Durability: Increases drone shield, armor, and hull hit points, making them tankier then normal. The longer they stay alive the more damage application they have; the fewer drones you lose, the less money you spend on new drones.
  • Drone Avionics as well as Advanced Drone Avionics: Drone Avionics increases your drone control range by 5000 meters; Advanced Drone Avionics adds an extra 3000 meters to your drone control range per level, and is a prerequisite for ewar Drones. Training the basic Drone Avionics to V is a good goal for any serious drone user: it lets you stay further from dangerous targets.
  • Drone Sharpshooting: Increases your drones' optimal range. Not essential for a beginner, but worth picking up eventually. Key to the use of Sentry Drones.
  • Racial Drone Specializations: further increases your drone damage for all drones of that race, and unlock T2 drones. Having the four drone specializations trained to IV is a good long-term goal.
  • Light Drone Operation, Medium Drone Operation, and Heavy Drone Operation: each of these skills increases the drone damage of their specific size by 5%, which is a healthy and desirable bonus. Level V in the relevant weight class is necessary to use T2 drones of that size (so, for instance, Medium Drone Operation V is necessary to use T2 Medium drones).
    • A new pilot specializing in drone-bonused ships will want to train Light Drone Operation to V fairly soon, and Medium Drone Operation to V in the medium term, as they begin to use medium-sized ships (cruisers and battlecruisers).
    • Even pilots not using dedicated drone carriers will want Light Drone Operation V in the medium term, as flights of T2 light drones are a standard defence for larger ships against frigates in PvP and PvE.
    • Heavy Drone Operation V is a long train, equivalent to level V in the large weapon skills. It is worthwhile for pilots aspiring to ships such as the Dominix or Rattlesnake.

Rigging

Most (but not all) rigs come with a drawback (a 10% penalty to something) as well as a benefit. Each subset of rigs has an associated skill which reduces the drawback effect of those rigs by 10% per level out of the original penalty, so you lower the penalty by 1%/level to 5% with max skills.

Training to reduce drawbacks

In some circumstances, training specific rigging skills to high levels may not be a very efficient use of your time. The amelioration of the drawbacks doesn't hurt, but it can be a very minor reduction in what is usually a minor penalty in the first place.

You'll need Jury Rigging III as a prerequisite for other rigging skills, though it appears to give you no other real benefits.

For PvP combat pilots, reducing the drawbacks to armor and shield rigs can be the difference between winning and losing a battle. For example, the Armor Rigging skill reduces the drawback of Trimark Armor Pumps (armor buffer rigs), which is a drawback to speed. The reason is each rig compounds the drawback penalty, and all T1 ships can fit up to three buffer and/or resists rigs to improve effective hit points. While one rig may not create much of a penalty, three rigs can.

To continue the example, an armor-tanked Hurricane using a 10MN Microwarpdrive II, fitting one 1600mm plate and flown by a pilot with all relevant navigation skills at Level V, has a max speed of 1161 m/s. Add three Trimark Armor Pump I rigs with Armor Rigging only trained to Level 1, and his max speed is reduced to 924 m/s, a more than 20% reduction in velocity. Increasing training to Armor Rigging V increases max speed back up to 1025 m/s, which is 11% faster than having the skill trained to Level 1. Is it worth training a skill like Armor Rigging from Level IV to Level V? With Armor Rigging IV, this hurricane will have a max speed of 999 m/s; it some PvP situations, that 2.5% extra speed will make a big difference.

Getting the weapon rigging skills (Energy Weapon Rigging, Hybrid Weapon Rigging, Launcher Rigging, Projectile Weapon Rigging) up a few levels is usually a good idea. A few percent lower penalty to your guns' powergrid usage can make a big difference: every two levels of the rigging skill is roughly equivalent to training Advanced Weapon Upgrades one extra level, multiplied by the number of weapon rigs you have fitted.

If you're a drone user, and fit any of the Drones rigs, then training Drones Rigging gives you a 10% reduction in the CPU penalty that these drone rigs have.

Overheating

In a sense, Thermodynamics is the ultimate PvP support skill. It lets you overheat modules beyond their design specs, at the risk of temporarily burning them out. Each level reduces the damage your modules take from overheating, so while level I is all you need, IV is well worth the train.

There's a more detailed guide to overheating's mechanics here.

PvE vs. PvP

Before looking at specific ship classes it's worth noting that PvE combat usually requires lower support skills than PvP.

PvE combat emphasizes your knowledge of missions and your ability to tank incoming DPS for long periods. While doing more damage will help you do missions faster (getting more ISK every hour), you can often get by with sub-par damage-dealing skills. In PvP combat you want to have the best tank possible (usually, unless you're solo or in a very small gang, a buffer tank or a spider tank) and deal good damage for your ship's size.

For this reason most of the advice below is directed primarily at PvP.

Battlecruisers

A battlecruiser is a nice step up from a cruiser in firepower and tank. The cost of the fitted ship is also a lot lower than a battleship (1/4 to 1/3 the price) meaning they deliver the best gank and tank for the ISK in the game. An added benefit is that large guns (which are a long train) are not necessary. However, cruisers are also very powerful.

Support skills you'll want to work towards are:

If you have medium gun/missile skills to IV, can fit a T2 tank and a full rack of weapons, don't hesitate to step into a battlecruiser.

You can fit and use any rigs without having the rigging skills trained. But remember that buffer and resist rigs for both shield and armor tanking create significant drawbacks that can hurt your PvP performance in some situations, so skilled pilots have often trained Armor Rigging V or Shield Rigging V, depending on how they are usually tanked.

Battleships

Battleships are potentially very powerful ships, but without good supports they're slow, expensive coffins. It's very highly recommended to have the following (most of which you will hopefully have trained while flying battlecruisers):

  • Full T2 shield or armor tank.
  • Sufficient fitting skills to fit that tank, and a propulsion module, and fill the turret/launcher hardpoints for your primary weapon.
  • Full flights of T2 light and medium drones.
    • or, if your battleship is one of the few with 125Mbit/sec drone bandwidth, T2 light and medium drones and at least T1 heavy or sentry drones.

T2 guns on battleships are great, but the training time for T2 turrets is on the order of 70 days, from basic T1 large gun skills -- making them a long-term goal. T2 missiles take less time to train but still aren't exactly one weekend's training. Most pilots initially invest in high meta-level Tech 1 weapons, though the cost of Meta 4 large lasers and the attraction of Scorch crystals may encourage Amarr BS pilots to head for T2 guns earlier than others.

T2 Frigates

T2 frigates are specialized for a wide range of different tasks, and so the optimal skillset varies widely. As an extreme example, you can fly a covops ship without putting a covops cloak on it, but you'll be missing the point completely!

However, all T2 frigates benefit greatly from most of the skills in the Navigation category, because as frigates they usually rely on speed and agility for a significant part of their tank against larger enemies. You should also definitely aim to fit T2 modules for at least the key functions of your ship -- interceptors deserve T2 MWD skills and T2 tackling modules, assault frigates deserve T2 weapons and tanks, and so on. A full T2 fit is a good goal for T2 frigates but not strictly necessary.

T2 Cruisers

In general, at this level you should be able to fully T2 fit your ship. T2 cruisers are small, fast, and powerful, but tend to have limited CPU and/or powergrid, and limited capacitor as well. In practice, you'll really want excellent fitting skills including Weapon Upgrades V and Advanced Weapon Upgrades III or IV, or you'll be very frustrated when you try to fit guns. You'll want your cap skills to be nearly maxed-out before flying one of these, too.

As with T2 frigates, you will want other supports which will vary depending on your ship's specialization -- a Falcon deserves EWAR support that doesn't help a Vagabond at all. Just as with frigates, a T2 cruiser deserves T2 modules wherever possible.

See also

There are a number of other useful lists of support skills on this wiki: