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Skills:Navigation: Difference between revisions

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m Remove |mult= and |price= from {{Skill}}; cosmetic changes
m Remove unwanted <br>
 
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{| class="wikitable"
{| class="wikitable"
!Skill
!Attributes (Primary, Secondary)
!Skill (Multiplier)
!Purpose
!Purpose
!Alpha Limit
|-
|-
|{{sk|Acceleration Control}}
|Intelligence, Perception
|{{sk|Acceleration Control|mult=yes}}
|Bonus to AB/MWD speed boost per level.  
|Bonus to AB/MWD speed boost per level.  
|{{SkillAlphaBar|Acceleration Control}}
|-
|-
|{{sk|Afterburner}}
|Intelligence, Perception
|{{sk|Afterburner|mult=yes}}
|Reduction in AB cycle duration and capacitor use per level.  
|Reduction in AB cycle duration and capacitor use per level.  
|{{SkillAlphaBar|Afterburner}}
|-
|-
|{{sk|Cynosural Field Theory}}
|Intelligence, Memory
| {{Sk|Capital Jump Portal Generation|mult=yes}}
| Skill for the generation of jump portals to distant solar systems.
| {{SkillAlphaBar|Capital Jump Portal Generation}}
|-
|Intelligence, Perception
| {{Sk|Capital Micro Jump Drive Operation|mult=yes}}
| Skill at using Capital Micro Jump Drives.
| {{SkillAlphaBar|Capital Micro Jump Drive Operation|Capital Micro Jump Drive Operation}}
|-
|Intelligence, Memory
|{{sk|Cynosural Field Theory|mult=yes}}
|Allows use of Cynosural Field Generators. Reduces fuel use for Cynosural Field generation.  
|Allows use of Cynosural Field Generators. Reduces fuel use for Cynosural Field generation.  
|{{SkillAlphaBar|Cynosural Field Theory}}
|-
|-
|{{sk|Evasive Maneuvering}}
|Intelligence, Perception
|Improves ship agility.  
|{{sk|Evasive Maneuvering|mult=yes}}
|Improves ship agility.
|{{SkillAlphaBar|Evasive Maneuvering}}
|-
|-
|{{sk|Fuel Conservation}}
|Intelligence, Perception
|{{sk|Fuel Conservation|mult=yes}}
|Less capacitor needed for AB modules.  
|Less capacitor needed for AB modules.  
|{{SkillAlphaBar|Fuel Conservation}}
|-
|-
|{{sk|High Speed Maneuvering}}
|Intelligence, Perception
|{{sk|High Speed Maneuvering|mult=yes}}
|Less capacitor needed for MWD modules.  
|Less capacitor needed for MWD modules.  
|{{SkillAlphaBar|High Speed Maneuvering}}
|-
|-
|{{sk|Jump Drive Calibration}}
|Intelligence, Perception
|{{sk|Jump Drive Calibration|mult=yes}}
|Increases jump drive range.  
|Increases jump drive range.  
|{{SkillAlphaBar|Jump Drive Calibration}}
|-
|-
|{{sk|Jump Drive Operation}}
|Intelligence, Perception
|{{sk|Jump Drive Operation|mult=yes}}
|Reduces jump drive capacitor usage.  
|Reduces jump drive capacitor usage.  
|{{SkillAlphaBar|Jump Drive Operation}}
|-
|-
|{{sk|Jump Fuel Conservation}}
|Intelligence, Perception
|{{sk|Jump Fuel Conservation|mult=yes}}
|Reduces jump drive fuel usage.  
|Reduces jump drive fuel usage.  
|{{SkillAlphaBar|Jump Fuel Conservation}}
|-
|-
|{{sk|Jump Portal Generation}}
|Intelligence, Memory
|{{sk|Jump Portal Generation|mult=yes}}
|Allows operation of Jump Portal Generators.
|Allows operation of Jump Portal Generators.
|{{SkillAlphaBar|Jump Portal Generation}}
|-  
|-  
|{{sk|Micro Jump Drive Operation}}
|Intelligence, Perception
|{{sk|Micro Jump Drive Operation|mult=yes}}
|Skill at using Micro Jump Drives.
|Skill at using Micro Jump Drives.
|{{SkillAlphaBar|Micro Jump Drive Operation}}
|-
|-
|{{sk|Navigation}}
|Intelligence, Perception
|{{sk|Navigation|mult=yes}}
|Increases sub-warp velocity.  
|Increases sub-warp velocity.  
|{{SkillAlphaBar|Navigation}}
|-
|-
|{{sk|Warp Drive Operation}}
|Intelligence, Perception
|{{sk|Warp Drive Operation|mult=yes}}
|Decreases capacitor needed to warp.
|Decreases capacitor needed to warp.
|{{SkillAlphaBar|Warp Drive Operation}}
|}
|}


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|reqIII={{sk|High Speed Maneuvering|icon=yes}}
|reqIII={{sk|High Speed Maneuvering|icon=yes}}
|reqIV=Tech 2 Afterburners
|reqIV=Tech 2 Afterburners
|notes=The reduction in "duration" means that each afterburner cycle lasts less time. A shorter cycle means more tactical flexibility, letting you more easily switch between speed and fast alignment. Faster cycles also mean higher capacitor use, but this is more than balanced out by the additional 10% reduction in capacitor use per level. Most pilots train this to III as a prerequisite for {{sk|High Speed Maneuvering}} (and MWDs); if you use ABs a lot (deadspace PvE, armour HACs or solo PvP frigate work, for example) then pump more SP into this skill—together with {{sk|Fuel Conservation}} it can lower AB cap consumption to pretty negligible levels.<br>
|notes=The reduction in "duration" means that each afterburner cycle lasts less time. A shorter cycle means more tactical flexibility, letting you more easily switch between speed and fast alignment. Faster cycles also mean higher capacitor use, but this is more than balanced out by the additional 10% reduction in capacitor use per level. Most pilots train this to III as a prerequisite for {{sk|High Speed Maneuvering}} (and MWDs); if you use ABs a lot (deadspace PvE, armour HACs or solo PvP frigate work, for example) then pump more SP into this skill—together with {{sk|Fuel Conservation}} it can lower AB cap consumption to pretty negligible levels.
}}
 
{{Skill
|skill= Capital Micro Jump Drive Operation
|desc= Skill at using Capital Micro Jump Drives.
 
5% reduction in the capacitor usage of modules that require this skill per skill level.
|1= Intelligence
|2= Perception
|pre= {{Sk|Navigation|V}}; {{Sk|Jump Drive Operation|V}}
|reqI= Capital Micro Jump Drive; Capital Micro Jump Drive Field Generator
|notes=
}}
 
{{Skill
|skill= Capital Jump Portal Generation
|desc= Skill for the generation of jump portals to distant solar systems.
 
100% increase to the maximum number of ships that can be moved with a capital ship conduit jump per level.
|1= Intelligence
|2= Memory
|pre= {{Sk|Jump Portal Generation|V}}
|notes=
}}
}}


{{Skill
{{Skill
|skill=Cynosural Field Theory
|skill=Cynosural Field Theory
|desc=Skill at creating effective cynosural fields. 10% reduction in liquid ozone consumption for module activation per skill level. Can not be trained on Trial Accounts.
|desc=Skill at creating effective cynosural fields. 10% reduction in liquid ozone consumption for module activation per skill level.
|1=Intelligence
|1=Intelligence
|2=Memory
|2=Memory
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|reqI=Cynosural Field Generator I
|reqI=Cynosural Field Generator I
|reqV=Covert Cynosural Field Generator I
|reqV=Covert Cynosural Field Generator I
|notes=The required skill to light cynos for other people to jump their capital ships to. The higher you train it, the less fuel you need to light a cyno, and the less cargo space your cyno ship needs.<br>
|notes=The required skill to light cynos for other people to jump their capital ships to. The higher you train it, the less fuel you need to light a cyno, and the less cargo space your cyno ship needs.
}}
}}


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|reqV={{sk|Interceptors|icon=yes}}
|reqV={{sk|Interceptors|icon=yes}}
|price=22.5K
|price=22.5K
|notes=Affects every ship you fly, particularly important for specialisation in small ships and/or skirmishing/kiting tactics, but good for everyone. Level V is one of the prerequisites for [[Frigate#Interceptors|interceptors]].<br>
|notes=Affects every ship you fly, particularly important for specialisation in small ships and/or skirmishing/kiting tactics, but good for everyone. Level V is one of the prerequisites for [[Frigate#Interceptors|interceptors]].
}}
}}


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|reqIII=5MN Microwarpdrive II
|reqIII=5MN Microwarpdrive II
|reqIV=50MN Microwarpdrive II; 500MN Microwarpdrive II; 50000MN Microwarpdrive II
|reqIV=50MN Microwarpdrive II; 500MN Microwarpdrive II; 50000MN Microwarpdrive II
|notes=The vast majority of PvP fits involve a [[Tackling Guide#Microwarpdrive (MWD)|MWD]], so the vast majority of pilots train to use them.<br>
|notes=The vast majority of PvP fits involve a [[Tackling Guide#Microwarpdrive (MWD)|MWD]], so the vast majority of pilots train to use them.
}}
}}


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|reqIII={{sk|Amarr Carrier|icon=yes}}; {{sk|Caldari Carrier|icon=yes}}; {{sk|Gallente Carrier|icon=yes}}; {{sk|Minmatar Carrier|icon=yes}}
|reqIII={{sk|Amarr Carrier|icon=yes}}; {{sk|Caldari Carrier|icon=yes}}; {{sk|Gallente Carrier|icon=yes}}; {{sk|Minmatar Carrier|icon=yes}}
|reqIV={{sk|Black Ops|icon=yes}}
|reqIV={{sk|Black Ops|icon=yes}}
|notes=<br>
|notes=Due to the massive strategic advantage in having a larger jump range, almost all pilots using [[Jump Drive]]s should train this skill to V.
}}
}}


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|reqIII={{sk|Jump Fuel Conservation|icon=yes}}
|reqIII={{sk|Jump Fuel Conservation|icon=yes}}
|reqV={{sk|Jump Drive Calibration|icon=yes}}; {{sk|Jump Portal Generation|icon=yes}}
|reqV={{sk|Jump Drive Calibration|icon=yes}}; {{sk|Jump Portal Generation|icon=yes}}
|notes=<br>
|notes=  
}}
}}


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|reqI=Jump Drive Economizers
|reqI=Jump Drive Economizers
|reqIV={{sk|Amarr Carrier|icon=yes}}; {{sk|Caldari Carrier|icon=yes}}; {{sk|Gallente Carrier|icon=yes}}; {{sk|Minmatar Carrier|icon=yes}}
|reqIV={{sk|Amarr Carrier|icon=yes}}; {{sk|Caldari Carrier|icon=yes}}; {{sk|Gallente Carrier|icon=yes}}; {{sk|Minmatar Carrier|icon=yes}}
|notes=<br>
|notes=  
}}
}}


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|pre={{sk|Science|V}}; {{sk|Astrometrics|V}}; {{sk|Jump Drive Operation|V}}; {{sk|Navigation|V}}
|pre={{sk|Science|V}}; {{sk|Astrometrics|V}}; {{sk|Jump Drive Operation|V}}; {{sk|Navigation|V}}
|reqI= Jump Portal Generator I; Covert Jump Portal Generator I; Bosonic Field Generator; Gravitational Transportation Field Oscillator; {{sk|Amarr Titan|icon=yes}}; {{sk|Caldari Titan|icon=yes}}; {{sk|Gallente Titan|icon=yes}}; {{sk|Minmatar Titan|icon=yes}}
|reqI= Jump Portal Generator I; Covert Jump Portal Generator I; Bosonic Field Generator; Gravitational Transportation Field Oscillator; {{sk|Amarr Titan|icon=yes}}; {{sk|Caldari Titan|icon=yes}}; {{sk|Gallente Titan|icon=yes}}; {{sk|Minmatar Titan|icon=yes}}
|notes=<br>
|notes=  
}}
}}


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|reqI=Medium/Large Micro Jump Drive; Micro Jump Field Generator
|reqI=Medium/Large Micro Jump Drive; Micro Jump Field Generator
|price=4.5M
|price=4.5M
|notes=Since the spool-up time of a MJD is 12 seconds, each level in this skill buys you .6 seconds {11.4, 10.8, 10.2, 9.6, 9}.  Currently applicable for battleships and battlecruisers, as they are the only classes that can fit the [[Micro jump drive|MJD]], and for command destroyers, who can fit the [[Propulsion equipment#Micro jump drive field generator|MJFG]].<br>
|notes=Since the spool-up time of a MJD is 12 seconds, each level in this skill buys you .6 seconds {11.4, 10.8, 10.2, 9.6, 9}.  Currently applicable for battleships and battlecruisers, as they are the only classes that can fit the [[Micro jump drive|MJD]], and for command destroyers, who can fit the [[Propulsion equipment#Micro jump drive field generator|MJFG]].
}}
}}


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|reqIV=Tech 1 and Faction Heavy Warp Scramblers; {{sk|Micro Jump Drive Operation|icon=yes}}
|reqIV=Tech 1 and Faction Heavy Warp Scramblers; {{sk|Micro Jump Drive Operation|icon=yes}}
|reqV=Heavy Warp Scrambler II; {{sk|Jump Drive Operation|icon=yes}}; {{sk|Amarr Propulsion Systems|icon=yes}}; {{sk|Caldari Propulsion Systems|icon=yes}}; {{sk|Gallente Propulsion Systems|icon=yes}}; {{sk|Minmatar Propulsion Systems|icon=yes}}
|reqV=Heavy Warp Scrambler II; {{sk|Jump Drive Operation|icon=yes}}; {{sk|Amarr Propulsion Systems|icon=yes}}; {{sk|Caldari Propulsion Systems|icon=yes}}; {{sk|Gallente Propulsion Systems|icon=yes}}; {{sk|Minmatar Propulsion Systems|icon=yes}}
|notes=Extra sub-warp speed on every ship you fly is a nice benefit for PvE or PvP combat, and is particularly important for pilots specialising in smaller ships. Many of the other skills in this category also require at least a few levels in Navigation.<br>
|notes=Extra sub-warp speed on every ship you fly is a nice benefit for PvE or PvP combat, and is particularly important for pilots specialising in smaller ships. Many of the other skills in this category also require at least a few levels in Navigation.
}}
}}


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|reqIV=Warp Core Stabilizer II, T1 and Meta Interdiction Nullifiers
|reqIV=Warp Core Stabilizer II, T1 and Meta Interdiction Nullifiers
|reqV={{sk|Jump Drive Operation|icon=yes}}, T2 Interdiction Nullifiers  
|reqV={{sk|Jump Drive Operation|icon=yes}}, T2 Interdiction Nullifiers  
|notes=Dropping out of warp early because you don't have enough capacitor is inconvenient at best, and potentially quite dangerous if you're part of a PvP fleet operation. Training this to IV should solve that problem for all but the longest warps. Taking WDO to V is probably not a priority, but may help capacitor-hungry PvP pilots who want to arrive on the field with that extra sliver of available energy.<br>
|notes=Dropping out of warp early because you don't have enough capacitor is inconvenient at best, and potentially quite dangerous if you're part of a PvP fleet operation. Training this to IV should solve that problem for all but the longest warps. Taking WDO to V is probably not a priority, but may help capacitor-hungry PvP pilots who want to arrive on the field with that extra sliver of available energy.
}}
}}


[[Category:Skills]]
[[Category:Skills]]