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Preparing for Incursions: Difference between revisions

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{{incursions links}}
{{incursions links}}
= Recommended skills =
{{eunic}}
The following skills are recommended, if not downright required to fit the modules you have to in order to do incursions. For more information on what the different skills do, see the [[Support_Skills#Skills|Support Skills]] page.
= Planning ahead =
Unless you are already heavily invested into a certain race or weapon system, it might be a good idea to think of which logistics ship or marauder you'll want in the end, rather than what your first incursion ship should be. You should also consider secondary value of whatever you train, perhaps you can find an end-of-the-line ship that not only furthers your goals for incursions but other goals as well given the skills you'll end up training for it.


The training times listed for these will assume that you trained '''Cybernetics I''' and got a cheap set of '''+3 attribute implants''', which is not only reasonable but highly recommended regardless what you plan on doing in EVE. There's even [[The +3 Implants Program]] for unistas to get started.
See [[ship progression in Incursions|ship progression]] for more information.
{|
|- style="vertical-align: top;" |
| [[image:implants.png|64px|link=]]
| {{co|coral|Attribute implants}}


It's worth thinking one step further and try to figure out which of the advanced hulls you think you'll likely train into, then pick the most suitable path there in terms of which racial ship-line you go down first and what weapon system you train into. For example, if you do not meet the recommended skills for missiles it might be a good idea to consider how much time it would take to cross-train into a turret-based ship right away instead of spending precious time continuing to train missile skills. There's no point trying to pick the ''"best"'' Battlecruiser, simply because they all have downsides making them less than ideal for incursioning.
The training times listed for these will assume that you utilize '''+3 attribute implants''' (see [[the +3 Implants Program]] for unistas to get started). These implants are cheap and gives you a much needed boost to your training times.
|- style="vertical-align: top;" |
| [[image:icon_dna.png|64px|link=]]
| {{co|coral|Neural remaps}}


That said, it's perfectly fine to top off your current skills to meet the minimum requirement to come try incursions, if you're not sure you'll like it. You don't have to commit before trying it out.
Normally one should be careful about remaps and not spend them needlessly. However, if you are making an alt knowing that it will only train for a month or two and not train anything else after that point, consider using all the remaps.
|- style="vertical-align: top;" |
| [[image:multiple_training.png|64px|link=]]
| {{co|coral|Multiple character training}}
 
[[PLEX]] can be used to activate [[Multiple Character Training]]. If you want to use the characters at the same time, or plan on training for a long time, consider making a '''second account''' instead as characters on the same account cannot be logged in at the same time.
|- style="vertical-align: top;" |
| [[image:skill_injector.png|64px|link=]]
| | {{co|coral|Skill injectors}}
 
[[Skill Injector|Skill injectors]] can be used to get these skills, but they are '''very expensive'''. It can however be an option to quickly get an alt up to speed if you've got the ISK lying around and you value time more than ISK.
|}
 
=In-game corporate skill plans=
See: [[EVE University Corporation Skill Plans]]
 
The Minimum Damage Dealer, Minimum Logistics, and Minimum Ongrid Booster plans are available as a set of in-game skill plans. 
 
{{Color box
|color= sienna
|border= sandybrown
|EVE University members may directly access the plans through the Corporate Skill Plan utility.  Non-members may access the plans using the links on this page, as described below.
}}
 
 
<u>EVE University Members</u>: To find these skill plans, choose "Skill Plans > Corporation Plans", on your in-game Skills interface.
 
[[File:Corporate Skill Plans.PNG|center|Where to find the in-game Corporate Skill Plans]]
 
<u>All Players</u>: The skill plans shown later on this page each have their in-game Corporate Skill plan name listed, along with text that can be copied to produce a link to the skill plan in-game.  To utilize the link, copy all text listed after the "Corporate Skill Plan link" for the plan you want to generate a link for, including the leading <nowiki><url></nowiki> and trailing <nowiki></url></nowiki>.  Then paste this string of text into your in-game notepad, and the game will automatically convert the pasted text into a link, which can then be used or shared.
 
The copy-and-paste link method described above, can be used by characters outside of EVE University, to access the EVE University skill plans.
 
A link to the Skill Plans can also be generated and shared in-game from the plans themselves.
 
= EVEMon =
The skills listed in the training plans can be easily copied and pasted into [[EVEMon]] using the Clipboard Import button after having created a new EVEMon Skill Plan.
 
= Damage dealers =
The majority of the skills we ask you to train are core fitting and support skills that'll help you fit and fly most ships better. Even the combat skills are mostly general gunnery or drone support skills you'd train as well if you did anything combat related in EVE.
 
== Minimum skills for damage dealers ==
{{alpha|skillplan}}
Getting the minimum skills for a damage dealer requires a couple of months worth of training for {{Clonestate|omega}}s (times should be doubled when training on an {{Clonestate|alpha}}). This assumes a training plan for a turret-based battleship, done on a brand new character with no preexisting skills, and that no skill injectors are used.
 
* <u>EVE University Corporate Skill Plan Name</u>: EUni - Incursion Community Baseline DD Skillplan
* <u>Corporate Skill Plan link</u>: <url=skillPlan:6a26a952-300a-49a8-8a5a-beebcc18fe92:917701062>EUni - Incursion Community Baseline DD Skillplan</url>
 
{| class="wikitable" style="font-size: 90%; text-align: center; padding: 1px;"
! [[file:icon_cogs.png|32px|link=]] Core skills
! [[file:icon_cog.png|32px|link=]] Utility skills
! [[file:icon_gunnery_turret.png|32px|link=]] Gunnery skills
! [[file:icon_ship.png|32px|link=]] Ship skills
! [[File:Icon drones.png|32px|link=]] Drone skills
|- style="background-color: var(--background-color-warning-subtle);"
| ~ 16 days and 1 hour
| ~ 2 days and 10 hours
| ~ 11 days and 22 hours
| ~ 4 days and 22 hours
| ~ 7 days and 1 hours
|- style="vertical-align: top; white-space: nowrap;"
| style="padding: 8px;" |
Weapon Upgrades IV<br>
Capacitor Management IV<br>
Thermodynamics I<br>
EM Armor Compensation II<br>
Thermal Armor Compensation II<br>
Kinetic Armor Compensation II<br>
Explosive Armor Compensation II<br>
Hull Upgrades V<br>
Energy Grid Upgrades IV
| style="padding: 8px;" |
Signature Analysis III<br>
Long Range Targeting III<br>
Target Management IV<br>
{{co|wheat|Target Painting I}}<small>&nbsp;<ref>{{sk|Target Painting}} is needed for the '''target painter''' module. Can be skipped for {{sh|Vindicator}} pilots (see Propulsion Jamming).</ref></small><br>
Propulsion Jamming III<small>&nbsp;<ref>{{sk|Propulsion Jamming}} is needed for the '''stasis webifier''' module normally fitted to T1 battleships and the {{sh|Vindicator}}. Other ships may also fit this module situationally, from time to time.</ref></small><br>
Armor Rigging III
| style="padding: 8px;" |
Gunnery V<br>
Motion Prediction III<small>&nbsp;<ref name="gun upgrade">Having {{sk|Motion Prediction}}, {{sk|Rapid Firing}}, {{sk|Sharpshooter}} and {{sk|Controlled Bursts}} at III are all that's needed to get started, though it is recommended to train these skills to IV as soon as possible if you wish to invest further into Incursions.</ref></small><br>
Rapid Firing III<small>&nbsp;<ref name="gun upgrade" /></small><br>
Sharpshooter III<small>&nbsp;<ref name="gun upgrade" /></small><br>
Surgical Strike III<br>
Trajectory Analysis IV<br>
Controlled Bursts III<br>
Small <racial> Turret III<small>&nbsp;<ref name="racial">'''<racial> Frigate III''' and '''Small <racial> Turret III''' are starter skills you normally have, but are included in case you have to cross-train out of your initial race.</ref></small><br>
Medium <racial> Turret III<br>
Large <racial> Turret III
| style="padding: 8px; white-space: nowrap;" |
Spaceship Command IV<br>
<racial> Frigate III<small>&nbsp;<ref name="racial"></ref></small><br>
<racial> Destroyer III<br>
<racial> Cruiser III<br>
<racial> Battlecruiser III<br>
<racial> Battleship III<br>
Warp Drive Operation III<br>
Evasive Maneuvering III<br>
| style="padding: 8px;" |
Drones V<br>
Light Drone Operation III<br>
Drone Interfacing III<br>
Drone Navigation III<br>
Drone Sharpshooting III<br>
Drone Avionics III<br>
Drone Durability I<br>
Repair Drone Operation II<br>
Remote Armor Repair Systems III
|- style="background-color: var(--background-color-warning-subtle);"
| colspan=5 |~ 42 days and 8 hours worth of {{Clonestate|1= omega|2= Omega state}} training in total {{co|grey|(~ 2.1 million skillpoints)}}
|}
<small><references/></small>
<small><references/></small>
== Damage dealers ==
Getting the recommended skills for a damage dealer requires 59 days at the most, if you train into a turret-based battlecruiser on a brand new character. In comparison training for missiles is longer, up to 66 days, but normally you would only take that route if you already have missile skills to begin with.


Considering that is far more likely that you come looking for incursions after you have played the game for at least a couple of weeks, having trained some of the support skills already (the tutorial mentions many of them), you can often get ready much faster. Add to that the potential of [[Skills_and_Learning#Neural_Remaps| neural remapping]] and what might seem like a daunting train can be covered in no-time.
=== Skill Plans ===
Listed below are the training plans for a general damage dealer, as well as specific skills for particular ships. These can be copied into your skill queue to train. The skills are not ordered in any sort of preference, so feel free to move them around as you see fit.


While we primarily run shield fleets, most of the skills you use will be reusable for armour fleets as well. The skills required to fit a solid armour tank is listed in the right-most column even though they are not necessary to train right away.
{{SkillQueue
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
|name=INC Armor DD Skillplan
! Support skills
|hdr= 0
! Gunnery skills
|width= 500px
! style="color:grey;" | ''Missile skills''
|desc= This skillplan contains all the minimum DD skills, not including ship/weapon specific skills.
! ''Crosstraining armour skills''
|Mechanics 1
|- valign="top" style="background:#222222;"
Mechanics 2
| ~ 38 days and 5 hours
Mechanics 3
| ~ 20 days and 12 hours
Jury Rigging 1
| style="color:grey;" | ''~ 26 days and 22 hours''<small> <ref>This is more of a checklist if you wish to bring a missile boat into Incursions. As mentioned before, you shouldn't train these skills if you don't have them.</ref></small>
Jury Rigging 2
| ''~ 12 days and 21 hours''
Jury Rigging 3
|- valign="top" nowrap
Armor Rigging 1
Armor Rigging 2
Armor Rigging 3
Power Grid Management 1
Power Grid Management 2
Power Grid Management 3
Capacitor Management 1
Capacitor Management 2
Capacitor Management 3
Capacitor Management 4
Gunnery 1
Gunnery 2
Controlled Bursts 1
Controlled Bursts 2
Controlled Bursts 3
Drones 1
Drone Avionics 1
Drone Avionics 2
Drone Avionics 3
Drones 2
Drones 3
Drones 4
Drone Durability 1
Drones 5
Drone Interfacing 1
Drone Interfacing 2
Drone Interfacing 3
Drone Navigation 1
Drone Navigation 2
Drone Navigation 3
Drone Sharpshooting 1
Drone Sharpshooting 2
Drone Sharpshooting 3
Hull Upgrades 1
Hull Upgrades 2
Hull Upgrades 3
Hull Upgrades 4
EM Armor Compensation 1
EM Armor Compensation 2
Science 1
Energy Grid Upgrades 1
Energy Grid Upgrades 2
Energy Grid Upgrades 3
Energy Grid Upgrades 4
Navigation 1
Navigation 2
Evasive Maneuvering 1
Evasive Maneuvering 2
Evasive Maneuvering 3
Explosive Armor Compensation 1
Explosive Armor Compensation 2
Gunnery 3
Gunnery 4
Gunnery 5
Hull Upgrades 5
Kinetic Armor Compensation 1
Kinetic Armor Compensation 2
Light Drone Operation 1
Light Drone Operation 2
Light Drone Operation 3
CPU Management 1
CPU Management 2
Long Range Targeting 1
Long Range Targeting 2
Long Range Targeting 3
Motion Prediction 1
Motion Prediction 2
Motion Prediction 3
CPU Management 3
Propulsion Jamming 1
Propulsion Jamming 2
Propulsion Jamming 3
Rapid Firing 1
Rapid Firing 2
Rapid Firing 3
Repair Systems 1
Repair Systems 2
Remote Armor Repair Systems 1
Remote Armor Repair Systems 2
Remote Armor Repair Systems 3
Repair Drone Operation 1
Repair Drone Operation 2
Sharpshooter 1
Sharpshooter 2
Sharpshooter 3
Signature Analysis 1
Signature Analysis 2
Signature Analysis 3
Spaceship Command 1
Spaceship Command 2
Spaceship Command 3
Spaceship Command 4
Surgical Strike 1
Surgical Strike 2
Surgical Strike 3
Target Management 1
Target Management 2
Target Management 3
Target Management 4
Target Painting 1
Thermal Armor Compensation 1
Thermal Armor Compensation 2
Science 2
Science 3
Science 4
Power Grid Management 4
Thermodynamics 1
Trajectory Analysis 1
Trajectory Analysis 2
Trajectory Analysis 3
Trajectory Analysis 4
Warp Drive Operation 1
Warp Drive Operation 2
Warp Drive Operation 3
Weapon Upgrades 1
Weapon Upgrades 2
Weapon Upgrades 3
Weapon Upgrades 4
}}
{{CollapseBox
|width= 500px
|{{sh|Apocalypse Navy Issue}}
|
|
Cybernetics I<br>
Amarr Frigate I
Electronics IV<br>
Amarr Frigate II
Engineering IV<br>
Amarr Frigate III
Mechanics IV<br>
Amarr Destroyer I
Weapon Upgrades IV<br>
Amarr Destroyer II
Energy Management IV<br>
Amarr Destroyer III
Energy Systems Operation IV<br>
Amarr Cruiser I
Shield Upgrades IV<br>
Amarr Cruiser II
Tactical Shield Manipulation IV<br>
Amarr Cruiser III
Jury Rigging III<br>
Amarr Battlecruiser I
Shield Rigging III<br>
Amarr Battlecruiser II
Targeting IV<br>
Amarr Battlecruiser III
Long Range Targeting IV<br>
Amarr Battleship I
Target Painting III<small> <ref>'''Target Painting III''' is only needed if you'll use a Target Painter module.</ref></small><br>
Amarr Battleship II
Propulsion Jamming III<small> <ref>'''Propulsion Jamming III''' is only needed if you'll use a Stasis Webifier module.</ref></small><br>
Amarr Battleship III
Drones V<br>
Small Energy Turret I
Scout Drone Operation V<small> <ref name="hobgoblins">'''Drones V''', '''Scout Drone Operation V''' and '''Gallente Drone Specialization I''' is required to use Hobgoblin II drones.</ref></small><br>
Small Energy Turret II
Gallente Drone Specialization III<small> <ref name="hobgoblins">'''Drones V''', '''Scout Drone Operation V''' and '''Gallente Drone Specialization I''' is required to use Hobgoblin II drones.</ref></small><br>
Small Energy Turret III
Drone Durability I<small> <ref name="maintenance">'''Drone Durability I''', '''Repair Drone Operation II''' and '''Shield Emission System III''' is required to use Light and Medium Shield Maintenance drones, which can be trained in mere hours if you can already use tech two scout drones.</ref></small><br>
Medium Energy Turret I
Repair Drone Operation II<small> <ref name="maintenance">'''Drone Durability I''', '''Repair Drone Operation II''' and '''Shield Emission System III''' is required to use Light and Medium Shield Maintenance drones, which can be trained in mere hours if you can already use tech two scout drones.</ref></small><br>
Medium Energy Turret II
Shield Emission Systems III<small> <ref name="maintenance">'''Drone Durability I''', '''Repair Drone Operation II''' and '''Shield Emission System III''' is required to use Light and Medium Shield Maintenance drones, which can be trained in mere hours if you can already use tech two scout drones.</ref></small><br>
Medium Energy Turret III
<racial> Frigate IV<br>
Large Energy Turret I
<racial> Cruiser III<br>
Large Energy Turret II
Spaceship Command IV<br>
Large Energy Turret III}}
Battlecruisers IV<br>
{{CollapseBox
|  
|width=500px
Gunnery IV<br>
|{{sh|Megathron}}|
Small <racial> Turret III<br>
Gallente Frigate I
Medium <racial> Turret IV<br>
Gallente Frigate II
Motion Prediction IV<br>
Gallente Frigate III
Rapid Firing IV<br>
Gallente Destroyer I
Sharpshooter IV<br>
Gallente Destroyer II
Gallente Destroyer III
Gallente Cruiser I
Gallente Cruiser II
Gallente Cruiser III  
Gallente Battlecruiser I
Gallente Battlecruiser II
Gallente Battlecruiser III
Gallente Battleship I
Gallente Battleship II
Gallente Battleship III
Small Hybrid Turret I
Small Hybrid Turret II
Small Hybrid Turret III
Medium Hybrid Turret I
Medium Hybrid Turret II
Medium Hybrid Turret III
Large Hybrid Turret I
Large Hybrid Turret II
Large Hybrid Turret III}}
{{CollapseBox
|width=500px
|{{sh|Praxis}} (Pulse)
|
Small Energy Turret I
Small Energy Turret II
Small Energy Turret III
Medium Energy Turret I
Medium Energy Turret II
Medium Energy Turret III
Large Energy Turret I
Large Energy Turret II
Large Energy Turret III}}
{{CollapseBox|width=500px|{{sh|Praxis}} (Blaster)|
Small Hybrid Turret I
Small Hybrid Turret II
Small Hybrid Turret III
Medium Hybrid Turret I
Medium Hybrid Turret II
Medium Hybrid Turret III
Large Hybrid Turret I
Large Hybrid Turret II
Large Hybrid Turret III}}
 
== Recommended skills for damage dealers ==
{{omega|skillplan}}
Apart from the minimum skills listed above to get going, there are more skills that you can get once you start running.
* Developing '''general skills''' to improve the overall performance of your ship can reap benefits in and out of Incursions.
* Developing skills to run '''headquarter sites''' with public communities (strong emphasis on cap and propulsion).
** Public communities will have their own doctrines and skill requirements. The ones listed here are general recommendations.
* Training into '''tech two weapons''' bring much needed flexibility and range projection, even for regular tech one battleships.
** While we use mostly short range weapons, consider training into the '''long range specialization''' as well.
* Some ships can fit '''target painters''' or '''remote capacitor transmitters''', which require a few skills to be useful.
* Improving your '''drones''' with skills for tech 2 variants, or larger kinds of drones, can provide additional damage at low cost.
* Training into a '''Marauder''' provides the largest damage boost you can get for your character in highsec Incursions, but takes a while.
{| class="wikitable" style="font-size: 90%; text-align: center; padding: 1px;"
! [[file:icon_cogs.png|32px|link=]] General skills
! [[file:incursions_headquarter_icon.png|32px|link=]] Headquarters
! {{icon|turret new|32}} Tech two weapons
! [[file:icon_cog.png|32px|link=]] Utility skills
! [[File:Icon drones.png|32px|link=]] Drones
! [[File:Icon bastion.png|32px|link=]] Marauders
|- style="background-color: var(--background-color-warning-subtle);"
| ~ 37 days and 9 hours
| ~ 25 days and 13 hours
| ~ 35 days and 4 hours
| ~ 3 days and 21 hours
| ~ 9 days and 17 hours
| ~ 93 days and 14 hours
|- style="vertical-align: top; white-space: nowrap;"
| style="padding: 8px;" |
Evasive Maneuvering V<br>
Spaceship Command V<br>
Signature Analysis V<br>
Rapid Firing V<br>
Surgical Strike IV<br>
Surgical Strike IV<br>
Trajectory Analysis IV<br>
Biology V
Controlled Bursts IV<small> <ref>'''Controlled Bursts''' is useful for all hybrids and lasers, but useless for projectiles and missiles as they do not utilize cap.</ref></small><br>
| style="padding: 8px;" |
<weapon> Rigging III<small> <ref>If your initial ship doesn't have an offensive weapon rig, then you can skip this skill initially.</ref></small>
EM Armor Compensation IV<br>
| style="color:grey;" |
Thermal Armor Compensation IV<br>
''Missile Launcher Operation V''<small> <ref>It's necessary to train '''Missile Launcher Operation V''' in order to be able to train '''Guided Missile Precision''', which is essential to apply damage to small frigates.</ref></small><br>
Kinetic Armor Compensation IV<br>
''Light Missiles III''<br>
Explosive Armor Compensation IV<br>
''Heavy Missiles IV''<br>
Capacitor Systems Operation V<br>
''Missile Projection IV''<br>
Electronic Warfare IV<small>&nbsp;<ref>{{sk|Electronic Warfare|IV}} is a requirement for {{sk|Advanced Drone Avionics}}.</ref></small><br>
''Missile Bombardment IV''<br>
Advanced Drone Avionics III<br>
''Rapid Launch IV''<br>
Navigation V<br>
''Guided Missile Precision IV''<br>
Acceleration Control III<br>
''Target Navigation Prediction IV''<br>
High Speed Maneuvering IV<br>
''Warhead upgrades IV''<br>
Micro Jump Drive Operation III
''Launcher Rigging III''
| style="padding: 8px;" |
|  
Motion Prediction V<br>
''Hull Upgrades V''<br>
Large <racial> Turret V<br>
''Armor Rigging III''<br>
Large <short> Specialization II<br>
''EM Armor Compensation III''<br>
{{co|grey|Sharpshooter V}}<small>&nbsp;<ref name="long">{{co|crimson|Optional}} - Consider spending an additional '''9 days and 19 hours''' training into the long range specialization as well</ref></small><br>
''Explosive Armor Compensation III''<br>
{{co|grey|Large <long> Specialization III<small>&nbsp;<ref name="long"></ref></small>}}<br>
''Kinetic Armor Compensation III''<br>
| style="padding: 8px;" |
''Thermic Armor Compensation III''<br>
Electronic Warfare III<small>&nbsp;<ref>{{sk|Electronic Warfare|III}} is needed for {{sk|Frequency Modulation}} and {{sk|Long Distance Jamming}}.</ref></small><br>
''Remote Armor Repair Systems III<small> <ref>'''Remote Armor Repair Systems III''' is required to use Light and Medium Armor Maintenance drones.</ref></small><br>
Frequency Modulation III<br>
|-
Long Distance Jamming III<br>
| valign="top" style="background:#222222; text-align:left;" colspan="4" |  
Target Painting III<br>
Capacitor Emission Systems IV<br>
Thermodynamics III
| style="padding: 8px;" |
Light Drone Operation V<small>&nbsp;<ref name="t2lights">Training {{sk|Light Drone Operation|V}} unlocks T2 drones, which deal slightly more damage (with levels in {{sk|Amarr Drone Specialization}} for Acolytes) and cost several times less than faction versions.</ref></small><br>
Amarr Drone Specialization II<small>&nbsp;<ref name="t2lights"></ref></small><br>
Drone Interfacing IV<br>
Heavy Drone Operation III<small>&nbsp;<ref> - While heavy drones are not used in Vanguards, they see common use in Headquarters fleets. HQ groups will generally require pilots of Vindicators and Kronii to use heavy drones.</ref></small>
| style="padding: 8px;" |
<racial> Battleship V<br>
Energy Grid Upgrades V<small>&nbsp;<ref name="marauder">{{sk|Energy Grid Upgrades|V}} and {{sk|Advanced Weapon Upgrades|V}} are prerequisites of {{sk|Marauders}}.</ref></small><br>
Advanced Weapon Upgrades V<small>&nbsp;<ref name="marauder"></ref></small><br>
Marauders IV<br>
Repair Systems V
|}
<small><references/></small>
<small><references/></small>
= Logistics =
Training for logistics is considerably more time-consuming than that of a regular damage dealer. Please remember that when you think the above mentioned skills for a damage dealer is a long train. The bare minimum to make the logistics ships work is {{sk|Logistics Cruisers|IV}}, there is practically no way to make these ships function with lower skills than that. The reason for that is because the skill heavily influences the cap usage of remote repair modules as well as capacitor transmitters.
== Minimum skills for logistics ==
{{omega|skillplan}}
It takes almost three months to get good enough skills to fly a '''minimum''' [[Vanguard Incursion fits#Logistics|logistics fit]] and you should try to skill up and upgrade to the '''recommended''' fit as soon as possible. The additional remote tracking computers can significantly improve the overall performance of the fleet.
*<u>EVE University Corporate Skill Plan Name</u>: EUni - Incursion Community Minimum Logi Skillplan
*<u>Corporate Skill Plan link</u>: <url=skillPlan:74618cda-a6b1-4e63-90e0-58c7f3859249:917701062>EUni - Incursion Community Minimum Logi Skillplan</url>
<br>
{| class="wikitable" style="font-size: 90%; text-align: center; padding: 1px;"
! [[file:icon_cogs.png|32px|link=]] Core skills
! [[file:icon_cog.png|32px|link=]] Utility skills
! [[file:icon_shield_transporter_i.png|32px|link=]] Logistics skills
! [[file:icon_ship.png|32px|link=]] Ship skills
! [[File:Icon drones.png|32px|link=]] Drone skills
|- style="background-color: var(--background-color-warning-subtle);"
| ~ 22 days and 1 hours
| ~ 20 days and 21 hours
| ~ 4 days and 14 hours
| ~ 32 days and 8 hours
| ~ 5 days and 14 hours
|- style="vertical-align: top; white-space: nowrap;"
| style="padding: 8px;" |
Capacitor Management IV<br>
Capacitor Systems Operation IV<br>
Energy Grid Upgrades IV<small>&nbsp;<ref>{{sk|Energy Grid Upgrades}} is required for the '''cap''', '''power diagnostic''' and '''reactor control''' modules.</ref></small><br>
EM Armor Compensation IV<br>
Thermal Armor Compensation IV<br>
Kinetic Armor Compensation IV<br>
Explosive Armor Compensation IV<br>
Hull Upgrades V<br>
| style="padding: 8px;" |
Signature Analysis V<small>&nbsp;<ref name="logistics">{{sk|Signature Analysis|V}} and {{sk|Long Range Targeting|V}} are requirements for the {{sk|Logistics Cruisers}} skill.</ref></small><br>
Long Range Targeting V<small>&nbsp;<ref name="logistics"></ref></small><br>
Target Management V<small>&nbsp;<ref>{{sk|Target Management|V}} is a requirement for the {{sk|Advanced Target Management}} skill.</ref></small><br>
Advanced Target Management III
| style="padding:8px;" |
Remote Armor Repair Systems IV<br>
Sensor Linking IV
| style="padding: 8px; white-space: ;" |
Gallente Frigate III<small>&nbsp;<ref name="racial">'''Gallente Frigate III''' is a starter skill for Gallente characters.</ref></small><br>
Gallente Destroyer III<br>
Gallente Cruiser V<br>
Logistics Cruisers IV<br>
Evasive Maneuvering III<br>
Warp Drive Operation III
| style="padding: 8px;" |
Drones V<br>
Drone Durability I<small>&nbsp;<ref name="logibots">{{sk|Drone Durability|I}} and {{sk|Repair Drone Operation|II}} are required to use '''armor maintenance bots'''.</ref></small><br>
Repair Drone Operation II<small>&nbsp;<ref name="logibots"></ref></small><br>
Drone Navigation III<br>
Drone Avionics III<br>
{{co|grey|Remote Armor Repair Systems III}}<small>&nbsp;<ref>{{sk|Remote Armor Repair Systems|IV}} is already trained as a requirement for the '''Remote Armor Repairer II''' module.</ref></small>
|-style="background-color: var(--background-color-warning-subtle);"
| colspan=5 | ~ 85 days and 10 hours worth of training {{co|grey|(~ 4,2 million skillpoints)}}
|}
|}
With the above mentioned skills, young unistas interested in doing incursions can fly one of the [[Minimum Incursion fits]], while they train for a more suitable ship. See [[#Moving into useful hulls|moving into useful hulls]] below for further training.
<small><references/></small>


== Logistics ==
=== Skill Plan ===
Training for logistics is considerably more time-consuming than that of a regular damage dealer. Please remember that when you think the above mentioned skills for a damage dealer is a long train.
{{SkillQueue
|name=INC Armor Logi Skillplan
|hdr=0
|width=500px
|desc=This skillplan contains all the minimum logi skills to fly an Oneiros.
|CPU Management 1
Target Management 1
Target Management 2
Target Management 3
Target Management 4
Target Management 5
Advanced Target Management 1
Advanced Target Management 2
Advanced Target Management 3
Power Grid Management 1
Power Grid Management 2
Power Grid Management 3
Capacitor Management 1
Capacitor Management 2
Capacitor Management 3
Capacitor Management 4
Capacitor Systems Operation 1
Capacitor Systems Operation 2
Capacitor Systems Operation 3
Capacitor Systems Operation 4
Drones 1
Drone Avionics 1
Drone Avionics 2
Drone Avionics 3
Drones 2
Drones 3
Drones 4
Drone Durability 1
Drone Navigation 1
Drone Navigation 2
Drone Navigation 3
Drones 5
Mechanics 1
Hull Upgrades 1
Hull Upgrades 2
Hull Upgrades 3
Hull Upgrades 4
EM Armor Compensation 1
EM Armor Compensation 2
EM Armor Compensation 3
EM Armor Compensation 4
Science 1
Energy Grid Upgrades 1
Energy Grid Upgrades 2
Energy Grid Upgrades 3
Energy Grid Upgrades 4
Navigation 1
Navigation 2
Evasive Maneuvering 1
Evasive Maneuvering 2
Evasive Maneuvering 3
Explosive Armor Compensation 1
Explosive Armor Compensation 2
Explosive Armor Compensation 3
Explosive Armor Compensation 4
Spaceship Command 1
Gallente Frigate 1
Gallente Frigate 2
Gallente Frigate 3
Gallente Destroyer 1
Gallente Destroyer 2
Gallente Destroyer 3
Spaceship Command 2
Gallente Cruiser 1
Gallente Cruiser 2
Gallente Cruiser 3
Gallente Cruiser 4
Gallente Cruiser 5
Hull Upgrades 5
Kinetic Armor Compensation 1
Kinetic Armor Compensation 2
Kinetic Armor Compensation 3
Kinetic Armor Compensation 4
Signature Analysis 1
Signature Analysis 2
Signature Analysis 3
Signature Analysis 4
Signature Analysis 5
CPU Management 2
Long Range Targeting 1
Long Range Targeting 2
Long Range Targeting 3
Long Range Targeting 4
Long Range Targeting 5
Spaceship Command 3
Logistics Cruisers 1
Logistics Cruisers 2
Logistics Cruisers 3
Logistics Cruisers 4
CPU Management 3
Repair Drone Operation 1
Repair Drone Operation 2
Repair Systems 1
Repair Systems 2
Mechanics 2
Mechanics 3
Remote Armor Repair Systems 1
Remote Armor Repair Systems 2
Remote Armor Repair Systems 3
Remote Armor Repair Systems 4
Sensor Linking 1
Sensor Linking 2
Sensor Linking 3
Sensor Linking 4
Thermal Armor Compensation 1
Thermal Armor Compensation 2
Thermal Armor Compensation 3
Thermal Armor Compensation 4
Warp Drive Operation 1
Warp Drive Operation 2
Warp Drive Operation 3}}


It takes up to 80 days to get good enough skills to fly a [[Vanguard Incursion fits#Logistics|logistics starter fit]].
== Recommended skills for logistics ==
{| class="wikitable" style="font-size:90%;"
{{omega|skillplan}}
! Support skills
Since the minimum skills only gets you so far, it's important to continue training into the '''recommended logistics fit''' for [[Vanguard Incursion fits#Logistics|logistics]].
! Shield skills
! Drone skills
! ''Crosstraining into armour''
|- valign="top" style="background:#222222;" align="center"
| ~ 66 days and 21 hours
| ~ 7 days and 19 hours
| ~ 5 days and 6 hours
| ''~ 41 days and 12 hours''
|- valign="top"
|
* Cybernetics I
* Electronics IV
* Engineering IV
* Mechanics IV
* Energy Management IV
* Energy Systems Operation IV
* Energy Grid Upgrades IV
* Jury Rigging III
* Targeting V
* Multitasking III
* Long Range Targeting V
* Signature Analysis V


* <racial> Frigate IV
{| class="wikitable" style="font-size: 90%; text-align: center; padding: 1px;"
* <racial> Cruiser V
! [[file:icon_ship_dark.png|32px|link=]] Advanced<small>&nbsp;<ref>This assumes you've already trained the skills listed under '''recommended'''.</ref></small>
* Logistics IV
! [[image:Icon drones.png|32px|link=]] Drone skills
|- style="background:var(--background-color-warning-subtle);"
| ~ 55 days and 3 hours
| ~ 15 days and 9 hours
|- style="vertical-align: top; white-space: nowrap;"
| style="padding:8px;" |
Power Grid Management V<br>
Capacitor Systems Operation V<br>
Logistics Cruisers V<br>
Remote Armor Repair Systems V<br>
Capacitor Management V
| style="padding:8px;" |
Repair Drone Operation V
|}
<small><references/></small>


* Energy Emission Systems IV<small> <ref name="emission">'''Energy Emission Systems''' is only required for a '''Guardian'''/'''Basilisk''' with energy transfer modules, the '''Oneiros'''/'''Scimitar''' does not need this skill.</ref></small>
=== Skill List ===
* Sensor Linking IV<small> <ref name="links">'''Sensor Linking''' is only required if you can fit the '''Tracking Link''' module.</ref></small>
Listed below are the recommended skills above compiled into a list. It can be copied into your skill queue to train or create a skill plan from. The skills are ordered alphabetically, but feel free to move them around as you see fit.
|
 
* Tactical Shield Manipulation IV
{{CollapseBox
* Shield Upgrades IV
|width= 500px
* Shield Rigging III
|Recommended logistics skills|
* Shield Emission Systems IV
Power Grid Management V
|
Capacitor Systems Operation V
* Drones V
Logistics Cruisers V
* Drone Durability I
Remote Armor Repair Systems V
* Repair Drone Operation II
Capacitor Management V
|  
Repair Drone Operation V}}
* ''Hull Upgrades V''
 
* ''Repair Systems II''
= Ongrid booster =
* ''Armor Rigging III''
Training into an ongrid booster requires quite a few months worth of training, even if you're doing it on an existing character. This is due to the fact it requires skills you normally wouldn't train unless you're specifically training to use command bursts. It's also a very long one that benefits greatly from using [[Skills_and_Learning#Neural_Remaps|neural remaps]].
* ''Remote Repair Systems IV''
 
* ''EM Armor Compensation III''
== Minimum skills for ongrid boosters ==
* ''Explosive Armor Compensation III''
{{omega|skillplan}}
* ''Kinetic Armor Compensation III''
Since {{sk|Cybernetics|V|icon=yes}} is required for the mindlink implant, consider training it first so you can also get +5 attribute implants and further improving your training time. The times listed below are, like all the other skill plans, assuming just the +3 attribute implants and no neural remaps. So there's plenty of room for optimization. These minimum skills will allow you to fly any of the '''minimum ongrid booster fits''' for [[Vanguard Incursion fits#Ongrid booster|vanguards]].
* ''Thermic Armor Compensation III''
<br><br>
* ''<racial> Frigate IV''
*<u>EVE University Corporate Skill Plan Name</u>: EUni - Incursion Community OGB Skillplan
* ''<racial Cruiser V''
*<u>Corporate Skill Plan link</u>: <url=skillPlan:1356dae5-90a8-472e-b069-3a2689544b87:917701062>EUni - Incursion Community OGB Skillplan</url>
|- valign="top" style="background:#222222;"
<br>
| colspan="4" | <small><references/></small>
 
{| class="wikitable" style="font-size: 90%; text-align: center; padding: 1px;"
! [[file:icon_cogs.png|32px|link=]] Core skills
! [[file:icon_cog.png|32px|link=]] Utility skills
! [[file:icon_ship.png|32px|link=]] Ship skills
! [[image:icon_fleet.png|32px|link=]] Fleet support skills
! [[File:Icon drones.png|32px|link=]] Drone skills
! [[file:icon_shield_transporter_i.png|32px|link=]] Logibooster skills
|- style="background-color: var(--background-color-warning-subtle);"
| ~ 21 days and 12 hours
| ~ 12 days and 9 hours
| ~ 63 days and 13 hours
| ~ 89 days and 18 hours
| ~ 12 days and 9 hours
| ~ 10 days and 10 hours
|- style="vertical-align: top; white-space: nowrap;"
| style="padding:8px;" |
CPU Management V<br>
EM Armor Compensation IV<br>
Thermal Armor Compensation IV<br>
Kinetic Armor Compensation IV<br>
Explosive Armor Compensation IV<br>
Hull Upgrades V
| style="padding:8px;" |
Signature Analysis V<br>
Long Range Targeting IV<br>
Target Management IV<br>
Advanced Target Management III
| style="padding:8px;" |
Gallente Frigate III<br>
Gallente Destroyer III<br>
Gallente Cruiser III<br>
Gallente Battlecruiser V<br>
Leadership V<small>&nbsp;<ref name="command">{{sk|Leadership|V}}, {{sk|Wing Command|IV}}, {{sk|Command Burst Specialist|IV}} and {{sk|Spaceship Command|V}} are all needed to train {{sk|Command Ships}}.</ref></small><br>
Spaceship Command V<small>&nbsp;<ref name="command"></ref></small><br>
Wing Command IV<small>&nbsp;<ref name="command"></ref></small><br>
Command Burst Specialist IV<small>&nbsp;<ref name="command"></ref></small><br>
Command Ships IV<br>
Warp Drive Operation III<br>
Evasive Maneuvering III<br>
| style="padding:8px;" |
Cybernetics V<small>&nbsp;<ref name="mindlink">{{sk|Cybernetics|V}}, {{sk|Armored Command Specialist|V}} and {{sk|Skirmish Command Specialist|V}} are needed for the {{co|coral|Federation Navy Command Mindlink}} implant.</ref></small><br>
Armored Command V<small>&nbsp;<ref>{{sk|Armored Command|V}} is a requirement for {{sk|Armored Command Specialist}}.</ref></small><br>
Armored Command Specialist V<small>&nbsp;<ref name="mindlink"></ref></small><br>
Skirmish Command V<small>&nbsp;<ref>{{sk|Skirmish Command|V}} is a requirement for {{sk|Skirmish Command Specialist}}.</ref></small><br>
Skirmish Command Specialist V<small>&nbsp;<ref name="mindlink"></ref></small><br>
{{co|grey|Leadership V}}<small>&nbsp;<ref name="command2">{{sk|Leadership|V}}, {{sk|Command Burst Specialist|IV}} and {{sk|Wing Command|IV}} are already required for {{sk|Command Ships}}</ref></small><br>
{{co|grey|Command Burst Specialist IV}}<small>&nbsp;<ref name="command2"></ref></small><br>
{{co|grey|Wing Command IV}}<small>&nbsp;<ref name="command2"></ref></small><br>
| style="padding:8px;" |
Drones V<br>
Light Drone Operation V<br>
Amarr Drone Specialization III<small>&nbsp;<ref>{{sk|Drones|V}}, {{sk|Light Drone Operation|V}} and {{sk|Amarr Drone Specialization|I}} is required to use '''Acolyte II'''. It's acceptable to skip this skill initially if you can use other drones, like '''Warrior II''' drones, but train it as soon as possible.</ref></small><br>
Drone Interfacing III<br>
Drone Navigation III<br>
Drone Sharpshooting III<br>
Drone Avionics III
| style="padding:8px;" |
Remote Armor Repair Systems IV<br>
Capacitor Management IV<br>
Capacitor Systems Operation V<br>
Sensor Linking III<br>
Magnetometric Sensor Compensation III<br>
Drone Durability I<ref name="logibots">{{sk|Drone Durability|I}} and {{sk|Repair Drone Operation|II}} are required to use '''armor maintenance bots'''.</ref><br>
Repair Drone Operation II<ref name="logibots"></ref>
|- style="background-color: var(--background-color-warning-subtle);"
| colspan=7 | ~ 209 days, 22 hours worth of training {{co|grey|(~ 10.3 million skillpoints)}}
|}
|}
== Thermodynamics ==
<small><references/></small>
While not critical, being able to overheat your modules for a short while is often more than enough to save your ship when things turn from bad to worse. As such, it's also recommended that people train the following skills:
 
* '''Engineering V''' ''(+4 days and 6 hours)''
=== Skill Plan ===
* '''Science IV''' ''(+18 hours)''
Listed below is a skill plan for boosting. It can be copied into your skill queue to train. The skills are not ordered in any particular way, so feel free to move them around as you see fit.
* '''Thermodynamics III''' ''(+11,5 hours)''
 
= Moving into useful hulls =
{{SkillQueue
Once you have the recommended skills, the step from a Battlecruiser up to a decent Battleship is surprisingly short and you should take this step as soon as possible to get into a decent ship. You might need to top off some of the support skills, pending on what ship you decide to move into, if you run into powergrid, CPU or cap issues.
|name=INC - Armor OGB Skillplan
|hdr=0
|width=500px
|desc=This skillplan contains all the minimum skills to pilot a logi booster.
|CPU Management 1
Target Management 1
Target Management 2
Target Management 3
Target Management 4
Target Management 5
Advanced Target Management 1
Advanced Target Management 2
Advanced Target Management 3
Drones 1
Drones 2
Drones 3
Drones 4
Drones 5
Amarr Drone Specialization 1
Amarr Drone Specialization 2
Amarr Drone Specialization 3
Leadership 1
Armored Command 1
Armored Command 2
Armored Command 3
Armored Command 4
Armored Command 5
Armored Command Specialist 1
Armored Command Specialist 2
Armored Command Specialist 3
Armored Command Specialist 4
Armored Command Specialist 5
Mechanics 1
Mechanics 2
Mechanics 3
Power Grid Management 1
Power Grid Management 2
Power Grid Management 3
Capacitor Management 1
Capacitor Management 2
Capacitor Management 3
Capacitor Management 4
Capacitor Systems Operation 1
Capacitor Systems Operation 2
Capacitor Systems Operation 3
Capacitor Systems Operation 4
Capacitor Systems Operation 5
Leadership 2
Leadership 3
Leadership 4
Leadership 5
Command Burst Specialist 1
Command Burst Specialist 2
Command Burst Specialist 3
Command Burst Specialist 4
Spaceship Command 1
Spaceship Command 2
Spaceship Command 3
Spaceship Command 4
Spaceship Command 5
Wing Command 1
Wing Command 2
Wing Command 3
Wing Command 4
Command Ships 1
Command Ships 2
Command Ships 3
Command Ships 4
CPU Management 2
CPU Management 3
CPU Management 4
CPU Management 5
Science 1
Science 2
Science 3
Cybernetics 1
Cybernetics 2
Cybernetics 3
Cybernetics 4
Cybernetics 5
Drone Avionics 1
Drone Avionics 2
Drone Avionics 3
Drone Durability 1
Drone Interfacing 1
Drone Interfacing 2
Drone Interfacing 3
Drone Navigation 1
Drone Navigation 2
Drone Navigation 3
Drone Sharpshooting 1
Drone Sharpshooting 2
Drone Sharpshooting 3
Hull Upgrades 1
Hull Upgrades 2
Hull Upgrades 3
Hull Upgrades 4
EM Armor Compensation 1
EM Armor Compensation 2
EM Armor Compensation 3
EM Armor Compensation 4
Navigation 1
Navigation 2
Evasive Maneuvering 1
Evasive Maneuvering 2
Evasive Maneuvering 3
Explosive Armor Compensation 1
Explosive Armor Compensation 2
Explosive Armor Compensation 3
Explosive Armor Compensation 4
Gallente Frigate 1
Gallente Frigate 2
Gallente Frigate 3
Gallente Destroyer 1
Gallente Destroyer 2
Gallente Destroyer 3
Gallente Cruiser 1
Gallente Cruiser 2
Gallente Cruiser 3
Gallente Battlecruiser 1
Gallente Battlecruiser 2
Gallente Battlecruiser 3
Gallente Battlecruiser 4
Gallente Battlecruiser 5
Hull Upgrades 5
Kinetic Armor Compensation 1
Kinetic Armor Compensation 2
Kinetic Armor Compensation 3
Kinetic Armor Compensation 4
Light Drone Operation 1
Light Drone Operation 2
Light Drone Operation 3
Light Drone Operation 4
Light Drone Operation 5
Long Range Targeting 1
Long Range Targeting 2
Long Range Targeting 3
Long Range Targeting 4
Magnetometric Sensor Compensation 1
Magnetometric Sensor Compensation 2
Magnetometric Sensor Compensation 3
Repair Systems 1
Repair Systems 2
Remote Armor Repair Systems 1
Remote Armor Repair Systems 2
Remote Armor Repair Systems 3
Remote Armor Repair Systems 4
Repair Drone Operation 1
Repair Drone Operation 2
Sensor Linking 1
Sensor Linking 2
Sensor Linking 3
Signature Analysis 1
Signature Analysis 2
Signature Analysis 3
Signature Analysis 4
Signature Analysis 5
Skirmish Command 1
Skirmish Command 2
Skirmish Command 3
Skirmish Command 4
Skirmish Command 5
Skirmish Command Specialist 1
Skirmish Command Specialist 2
Skirmish Command Specialist 3
Skirmish Command Specialist 4
Skirmish Command Specialist 5
Thermal Armor Compensation 1
Thermal Armor Compensation 2
Thermal Armor Compensation 3
Thermal Armor Compensation 4
Warp Drive Operation 1
Warp Drive Operation 2
Warp Drive Operation 3
}}
 
== Recommended skills for ongrid boosters ==
There are no real recommended skills for ongrid boosters apart from the minimum skills, as the bar is so high to begin with that the rest of the skills aren't really that critical. But wrapping up {{sk|Command Ships|V|icon=yes}} and {{sk|Command Burst Specialist|V|icon=yes}} could be convenient.
 
While you could train {{sk|Fleet Command|icon=yes}} for larger area of effect, that isn't really needed for the vanguards we run, as we'll all stay well within the base range you get with the pre-requisite {{sk|Leadership|V|icon=yes}} and {{sk|Wing Command|IV|icon=yes}}.
 
= Further training =
Once you've got the most pressing skills trained and you're looking towards further training, remember that in the time it takes to train a skill from IV to V you can usually train up a handful of other skills from I to IV. As a general rule of thumb we recommend that people train their skills up to IV before starting to max them out. Sometimes you need a skill that requires you to train another skill to V, so it's not always avoidable, but until you have a solid set of skills trained it makes sense to hold off on training skills to V.
 
When you start training skills to V it might be a good time to start doing some serious skillplanning and consider [[Skills_and_Learning#Neural_Remaps|neural remaps]] and better attribute implants. While restrictive, a good neural remap and attribute upgrades can lower the training time significantly.
 
== Honing your skills ==
Remember that the minimum and recommended skills are just the beginning and there is much room for improvement. Maxing out the gunnery and support skills and topping off your racial ship skills for example will make your ship much more efficient. You'll also have many more options to improve your fit with better fitting and support skills, like upgrading a module, drop an excessive tank module for more utility modules and so forth.
 
What you're going to train next differs a little bit based on what ship and what weapons you're going to use. For some fitting skills will be prioritized due to the lack of CPU or powergrid of their hull, for others capacitor skills are more important while others can simply go straight for better ship and gunnery skills.
 
= Useful training for alts =
It is no secret that having alts or several accounts are extremely useful in EVE. Incursions are no different and we can make good use of alts for a wide variety of things, especially unistas during war. The training times shown below are assuming the same +3 attribute implants as mentioned at the top of this page.
== Hacker / Scout ==
Scouting can be done in pretty much any ship and doesn't require any skills at all, even shuttles. When it comes to hacking the racial exploration ships are very useful thanks to their bonuses and often very cheap to boot. There are a few skills that help, but for the most part you'll have the skills needed to hack right off the bat. For dropping Lyavite in the Nation Mining Colony, the tech 1 mining frigate {{sh|Venture}} is best suited for the job, being able to carry multiple sites worth of ore on its own.


If the [[Wartime_Standard_Operating_Procedures|WSOP]] is not an issue, there's also the strategic cruisers and the pirate faction battleships. For strategic cruisers you'll most likely continue with the gunnery skills you have but will require some support skills to V and of course your racial cruiser of choice to V. Then you just move towards tech two medium weapons for further efficiency. For pirate faction battleships hulls like the Machariel, Nightmare and Vindicator, which are better in all regards compared to the regular battleships regardless of your skill, you only need to train a secondary racial ship-line.
For more information about the role, see the [[Roles in Incursions#Hacker/Scout|hacker/scout]] section on the '''Roles in Incursions''' page.
==== Minimum Heron hacker fit ====
{{ShipFitting
| ship=Heron
| fitName= Incursions (hacker)
| fitID= Incursions (hacker)
| high1name=open
| high2name=open
| high3name=open
| mid1name=Data Analyzer I
| mid1typeID=22175
| mid2name=5MN Microwarpdrive I
| mid2typeID=434
| mid3name=open
| mid4name=open
| mid5name=open
| low1name=Nanofiber Internal Structure I
| low1typeID=2603
| low2name=Nanofiber Internal Structure I
| low2typeID=2603
| rig1name=Small Memetic Algorithm Bank I
| rig1typeID=31238
| rig2name=Small Memetic Algorithm Bank I
| rig2typeID=31238
| drone1name=Warrior I x7
| drone1typeID=2486
| showSKILLS=Y
| showNOTES=Y
| difficulty=0
| version=April 2020
| showTOC=N
| alphacanuse=Y
|skills=You'll need {{sk|Caldari Frigate|I|icon=yes}} to fly this ship.<br>(~15 minutes worth of training)</li><li>{{sk|Hacking|III|icon=yes}} ''(optional, 11 hours and 14 minutes)''
|notes=Any of the {{Sh|Magnate}}, {{Sh|Imicus}}, or {{Sh|Probe}} can also use this fitting with the same level of effectiveness.<li>Being able to fit a {{co|coral|Data Analyzer II}} module will greatly improve hacking effectiveness, as it pushes the Heron's virus strength to 35, letting it break through defensive subsystems more easily.</li><li>Right-clicking your microwarpdrive and selecting the option ''"Set auto-repeat off"'' is a good way to make sure you only run one cycle of the microwarpdrive, thus avoiding any embarrassing issues like forgetting to keep it on and capping out before you can hack the tower.</li><li>The {{co|coral|Warrior I}} drones are so that the scout can contribute damage and sponge a payout if there are less than ten ongrid ships.</li><li>Additional buffer modules, such as {{co|coral|Small Azeotropic Restrained Shield Extenders}}, can make it easier for the logi pilots to hold up this ship, in case it takes aggro in an [[OTA]].
}}
==== Dropper Venture ====
{{ShipFitting
| ship=Venture
| fitName= Incursions (Dropper)
| fitID= Incursions(Dropper)
| high1name=Small Remote Shield Booster I
| high1typeID=3586
| high2name=open
| high2typeID=
| high3name=open
| high3typeID=
| mid1name=5MN Quad LiF Restrained Microwarpdrive
| mid1typeID=35658
| mid2name=Small Azeotropic Restrained Shield Extender
| mid2typeID=8427
| mid3name=Small Azeotropic Restrained Shield Extender
| mid3typeID=8427
| low1name=Nanofiber Internal Structure II
| low1typeID=2605
| rig1name=Small Low Friction Nozzle Joints I
| rig1typeID=31153
| rig2name=Small Hyperspatial Velocity Optimizer I
| rig2typeID=31159
| rig3name=Small Hyperspatial Velocity Optimizer I
| rig3typeID=31159
| drone1name=Acolyte I x2
| drone1typeID=2203
| skills={{sk|Mining Frigate|I|icon=yes}}</li><li>{{sk|Shield Emission Systems|I|icon=yes}}</li><li>''{{sk|Cloaking|I|icon=yes}} (Optional)''</li>
| showSKILLS=Y
| notes=The Venture can hold 16 stacks of [[Lyavite in Incursions|Lyavite]] containing 255 units in each stack.</li><li>The {{co|coral|Small Remote Shield Extender}} is so that the scout can contribute repairs and sponge a payout if there are less than ten ongrid ships.</li><li>Adding a {{co|coral|Prototype Cloaking Device}} enables the Venture to safely enter the Nation Mining Colony before the final wave. It is not necessary to perform dropper duties, and requires Omega clone status in order to use.
| showNOTES=Y
| difficulty=0
| version=February 2022
| showTOC=N
| alphacanuse=Y
}}


Flying ships that cost over a billion in just the hull shouldn't be taken lightly however, but from an efficiency point of view there is no reason not to get one.
== Valet alt ==
{| class="wikitable" style="font-size:90%;"
Having an alt capable of flying your ships around is invaluable when your main character is at war or otherwise indisposed. If the purpose is just to fly the ship, they wouldn't need any gunnery skills whatsoever. The same character could theoretically become your dedicated incursion/mission alt down the line to make life easier for your main character, if you have the means to support a second account that is. Since each account comes with three character slots, everyone have the ability to make two alts for their account, meaning this is an option everyone has, it's not limited to people with multiple accounts.
! Battleships
 
! Strategic Cruisers
Moving your actual main, who is in uni, can be done safely in something as simple as a shuttle. See [[Travel_fits#Using_dedicated_ships_for_moving_around|travel fits]] for more information on how you can easily move your main to and from incursions when you want to run.
! Pirate Faction Battleships
 
! ''Crosstraining into a new race''
Below are various levels of training needed for different type of tanking capabilities. As a minimum, the '''Hull tanking''' and '''Ship skills''' is enough to fit a {{co|coral|Damage Control II}} and {{co|coral|Reinforced Bulkhead II}} modules for a solid 130 - 150k+ effective hit points buffer on a regular tech one battleship. If you train the '''Additional race''' as well, the alt could move a pirate faction battleship. The extra shield skills would allow you to upgrade the meta shield modules to tech two for a little bit more tank as well.
|- valign="top" style="background:#222222;" align="center"
{| class="wikitable" style="font-size: 90%; text-align: center; padding: 1px;"
| ~ 10 days and 2 hours
! [[file:icon_hull.png|32px|link=]] Hull tanking
| ~ 40 days and 4 hours
! [[file:icon_ship.png|32px|link=]] Ship skills
| ~ 17 days and 16 hours
! [[File:icon_ship_other.png|32px|link=]] {{co|grey|Additional race}}<small>&nbsp;<ref>{{co|crimson|Optional}} - If you need your alt to be able to move a pirate faction battleship (since they require two racial ship skills).</ref></small>
| ''~ 13 days and 8 hours''
! [[file:icon_shield_glow.png|32px|link=]] {{co|grey|Shield tanking}}<small>&nbsp;<ref>{{co|crimson|Optional}} - Increasing the train to a handful of days means you can upgrade the shield tank and use the '''Large Shield Extender II''', '''EM Shield Amplifier II''' as well as the '''Multispectrum Shield Hardener II''' modules (or any of the active hardeners or passive amplifiers).</ref></small>
|- valign="top"
|- style="background: var(--background-color-warning-subtle);"  
|
| ~ 1 day and 12 hours
* <racial> Cruiser IV
| ~ 3 days and 5 hours
* <racial> Battleship III
| {{co|grey|~ 2 days and 11 hours}}
* Gunnery V
| {{co|grey|~ 5 day and 11 hours}}
* Large <weapon> Turret III
|- style="vertical-align: top; white-space: nowrap;"
|
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* Mechanics V
Hull Upgrades IV
* Shield Operation III
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* Electronics V
Spaceship Command IV<br>
* Engineering V
<racial> Frigate III<br>
* Gunnery V<small> <ref>'''Gunnery V''' for the Legion, Loki and Proteus, but only '''Gunnery III''' for the Tengu.</ref></small>
<racial> Destroyer III<br>
* Missile Launcher Operation V<small> <ref>'''Missile Launcher Operation V''' for the Tengu and '''Missile Launcher Operation III''' for the Loki. Neither the Legion or the Proteus needs this skill trained unless they decide to fit missiles.</ref></small>
<racial> Cruiser III<br>
* Navigation V
<racial> Battlecruiser III<br>
* <racial> Cruiser V
<racial> Battleship I
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| style="padding:8px;" |
* <primary> Cruiser IV
{{co|grey|<racial> Frigate III}}<br>
* <primary> Battleship III
{{co|grey|<racial> Destroyer III}}<br>
* <secondary> Frigate IV
{{co|grey|<racial> Cruiser III}}<br>
* <secondary> Cruiser IV
{{co|grey|<racial> Battlecruiser III}}<br>
* <secondary> Battleship III
{{co|grey|<racial> Battleship I}}
* Gunnery V
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* Large <weapon> Turret III
{{co|grey|Shield Upgrades IV}}<br>
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{{co|grey|Tactical Shield Manipulation IV}}
* ''<racial> Frigate IV''
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* ''<racial> Cruiser IV''
| colspan="4" style="padding: 2px;" | Less than 4 days and 17 hours worth of training in total for a simple valet alt
* ''<racial> Battleship III''
* ''Gunnery V''<small> <ref>Gunnery V alone takes 4 days and 6 hours to train. If you have it already, or if you're crosstraining into another racial battlecruiser, the time to crosstrain is significantly shorter.</ref></small>
* ''Small <weapon> Turret III''
* ''Medium <weapon> Turret III''
* ''Large <weapon> Turret III''
|-
| style="background:#222222;" colspan="4" | <small><references/></small>
|}
|}
See the '''recommended battleship fits''' for [[Vanguard_Incursion_fits#Battleships|vanguards]] and [[Assault_Incursion_fits#Battleships|assaults]].
<small><references/></small>
==== Travel fits ====
The basic idea behind travel fits for the above mentioned [[#Valet alt|valet alt]] is to not be at war (which is why we use the valet) and to simply replace any modules that do not help us travel safer, so as not to be worth ganking in the first place. This means that webs, target painters, damage modules etc are removed in favour of tanking modules.  


= This is just the the beginning ... =
The easiest way to make a travel fit for a battleship is to replace all the low slots except for the damage control with reinforced bulkheads and replace all the midslots with a combination of large shield extenders and multispectrum shield hardeners. If the character you will be moving the battleship with can use cloaking devices then fitting an Improved Cloaking Device II in a high slot and a 500MN Microwarpdrive in a midslot will allow the use of the [[Cloak trick]].
Remember that these recommendations are just for the basic levels and there is much room for improvement. Increase these skills, train up for tech two weaponry and max out the gunnery and support skills, and your ship will be much more efficient. You'll also have many more options to improve your fit with better fitting and support skills, like upgrading a module, swap out an ancillary current rig for a damage rig, drop an excessive tank module for more utility modules and so forth.


What you're going to train next differs a little bit based on what ship and what weapons you're going to use. For some fitting skills will be prioritized due to the lack of CPU/powergrid of their hull, for others capacitor skills are more important while others can simply go straight for better ship skills and tech two weaponry.
There is generally no need to unfit the high slot guns, if additional fitting space for tank modules is needed then guns can simply be offlined.
{| class="wikitable" style="font-size:90%;"
 
! Fitting skills
==== Moving costly modules ====
! Support skills
The regular fits on the wiki have but a couple of expensive modules, like the [[image:icon_stasis_webifier_faction.png|18px|link=]]{{co|coral|Federation Navy Stasis Webifier}} and for some ships the [[image:icon_target_painter_faction.png|18px|link=]]{{co|coral|Republic Fleet Target Painter}}, which totals about {{icon|money|18}} 100 million. This can easily be carried in the hold of a travel fit battleship without much fear of becoming a gank target.
! Gunnery skills
 
! Logistics skills
If you upgrade your ship with more expensive modules, such as deadspace and other faction modules, you should secure a better way of moving those expensive modules. The [[Travel_fits#Using_dedicated_ships_for_moving_around|dedicated travel ships]] (except the shuttle) can easily hold the more expensive modules as they are often only 5 - 10 m3 in size and those ships can fit several modules in their hold.
|- valign="top" style="background:#222222;" align="center"
 
| colspan=4 align="center" | Prioritize which skills to train first, some are more important than others, so do your research.
== Common guides ==
|- valign="top"
There are several common guides on the wiki already. Our needs in the incursion community are a little different, but it might be useful for general purposes or to get some inspiration of what else to train on your alt.
|  
* [[Creating an Alt Hauler]]
* Cybernetics V<small> <ref>Cybernetics V is required for the top-tier advanced implants, like the +6% CONCORD-implants.</ref></small>
* [[Creating an Alt Miner]]
* Electronics V
* [[Creating a Scanner Alt]]
* Engineering V
* [[Creating an Alt Orca Pilot]]
* Mechanics V
* [[Creating a Planetary Industry Alt]]
|
 
* Jury Rigging IV<small> <ref>Jury Rigging IV is only needed if it is a requirement for your more generic rigs, like energy grid rigs.</ref></small>
[[Category:EVE University Incursion Community]][[Category:Fittings]]
* Energy Management V
* Energy Systems Operation V
* Shield Upgrades V
* Tactical Shield Manipulation V
* Shield Rigging V
* Targeting V
* Multitasking III
* Long Range Targeting V
|
* Weapon Upgrades V
* Advanced Weapon Upgrades V
* Gunnery V
* Motion Prediction V
* Rapid Firing V
* Sharpshooter V
* Surgical Strike V
* Trajectory Analysis V
* Controlled Bursts V<small> <ref>'''Controlled Bursts''' is useful for all hybrids and lasers, but useless for projectiles and missiles as they do not utilize cap.</ref></small>
* <weapon> Rigging IV
* Small <racial> Turret V
* Medium <racial> Turret V
* Large <racial> Turret V
* Small <racial> Specialization IV<small> <ref name="specs">Turrets have two different specialization skills, for example projectiles have both autocannons and artillery which are split into two different specialization skills.</ref></small>
* Medium <racial> Specialization IV<small> <ref name="specs">Turrets have two different specialization skills, for example projectiles have both autocannons and artillery which are split into two different specialization skills.</ref></small>
* Large <racial> Specialization IV<small> <ref name="specs">Turrets have two different specialization skills, for example projectiles have both autocannons and artillery which are split into two different specialization skills.</ref></small>
* <racial> Battleship V
|
* Shield Emission Systems V
* Energy Emission Systems V<small> <ref name="emission">'''Energy Emission Systems''' is only required if you fly a '''Guardian''' or a '''Basilisk''' with energy transfer modules, the '''Oneiros''' and the '''Scimitar''' does not need this skill.</ref></small>
* Sensor Linking V<small> <ref name="links">'''Sensor Linking''' is only required if you can fit the '''Tracking Link''' module and only needed at higher skill-levels if you try to fit several faction links at once.</ref></small>
* Repair Drone operation V<small> <ref>'''Repair Drone Operation V''' is needed for tech two shield maintenance bots.</ref></small>
|-
| style="background:#222222;" colspan="4" | <small><references/></small>
|}
Once you've trained these skills, you can fly some of the more '''advanced fits''' for [[Vanguard Incursion fits#Advanced fits|vanguards]] or [[Assault Incursion fits#Advanced fits|assaults]].