Difference between revisions of "User:Cassiel Seraphim/Sandbox4"

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{| style="font-size:90%;"
 
{| style="font-size:90%;"
 
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| http://image.eveonline.com/Type/2082_32.png
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| [[image:implant_genolution_core_augmentation_ca-1.png|24px]] <span style="color:orange;">'''Genolution Core Augmentation CA-1'''</span> ''(increases powergrid and capacitor)''
| '''Genolution Core Augmentation CA-1'''<br>''(increases powergrid and capacitor)''
 
 
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| http://image.eveonline.com/Type/2589_32.png
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| [[image:implant_genolution_core_augmentation_ca-2.png|24px]] <span style="color:orange;">'''Genolution Core Augmentation CA-2'''</span> ''(increases CPU and capacitor)''
| '''Genolution Core Augmentation CA-2'''<br>''(increases CPU and capacitor)''
 
 
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== Capacitor implants ==
 
== Capacitor implants ==
 
For the less used slots 6 and 8 you haven't got much worthwhile to use in terms of increasing your damage. For those slots you could increase your capacitor if you're flying logistics or a ship with cap-hungry turrets.
 
For the less used slots 6 and 8 you haven't got much worthwhile to use in terms of increasing your damage. For those slots you could increase your capacitor if you're flying logistics or a ship with cap-hungry turrets.

Revision as of 20:51, 14 April 2013

Recommended implants

There are plenty of implants that are useful for incursion runners. While one shouldn't run around with a head full of expensive implants during war, there are some rather cheap +3% implants you could use even while at war.

When the cost of your clone isn't an issue, there are +6% implant variants of these implants that greatly increase your efficiency.

Gunnery implants

There are several implants improving damage, rate of fire, tracking. Below are implants that help you regardless which ship you fly as they benefit all turret ships.

Icon implant hardwiring.png Eifyr and Co. 'Gunslinger' Motion Prediction MR-703 (slot 7, +3% turret tracking speed)
Icon implant hardwiring.png Inherent Implants 'Lancer' Gunnery RF-903 (slot 9, +3% rate of fire)

For Battleships and large guns, the next implant is split across each racial weapon system.

Icon implant hardwiring.png Eifyr and Co. 'Gunslinger' Large Projectile Turret LP-1003 (slot 10, +3% to large projectile weapons)
Icon implant hardwiring.png Inherent Implants 'Lancer' Large Energy Turret LE-1003 (slot 10, +3% to large energy weapons)
Icon implant hardwiring.png Zainou 'Deadeye' Large Hybrid Turret LH-1003 (slot 10, +3% to large hybrid weapons)

For those flying strategic cruisers as their preferred ships, there's an implant for slot 8.

Icon implant hardwiring.png Eifyr and Co. 'Gunslinger' Medium Projectile Turret MP-803 (slot 8, +3% to medium projectiles)
Icon implant hardwiring.png Inherent Implants 'Lancer' Medium Energy Turret ME-803 (slot 8, +3% to medium energy weapons)

Genolution implants

For people without +4 or +5 attribute implants, the Genolution implants can be quite useful.

Implant genolution core augmentation ca-1.png Genolution Core Augmentation CA-1 (increases powergrid and capacitor)
Implant genolution core augmentation ca-2.png Genolution Core Augmentation CA-2 (increases CPU and capacitor)

Capacitor implants

For the less used slots 6 and 8 you haven't got much worthwhile to use in terms of increasing your damage. For those slots you could increase your capacitor if you're flying logistics or a ship with cap-hungry turrets.

Icon implant hardwiring.png Inherent Implants 'Squire' Energy Systems Operation EO-603 (slot 6, decreases capacitor recharge)
Icon implant hardwiring.png Inherent Implants 'Squire' Energy Management EM-803 (slot 8, increases capacitor capacity)

Mindlink implants

For the boosters, slot 10 is taken up by the mindlink implants.

Icon implant mindlink.png Siege Warfare Mindlink (slot 10, +50% bonus to siege command bonus)
Icon implant mindlink.png Skirmish Warfare Mindlink (slot 10, +50% bonus to skirmish command bonus)