Difference between revisions of "User:Cassiel Seraphim/Sandbox5"

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== Pirate Faction Battleships & Strategic Cruisers ==
  
 
== Honing your skills ==
 
== Honing your skills ==

Revision as of 02:19, 7 June 2013

Recommended skills

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 page. It's worth noting that the skills we recommend are basic skills, useful for pretty much all combat ships in EVE.

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.

Damage dealers

Getting the recommended skills for a damage dealer requires less than 59 days of training, if you train into a turret-based battleship on a brand new character.

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 neural remapping and what might seem like a daunting train can be covered in no-time.

These recommended skills will allow you to fly any of the recommended battleships for vanguards and assaults.

Icon cogs.png Support skills Icon turret.png Gunnery skills Icon ship.png Ship skills Icon drone bandwidth.png Drone skills
~ 18 days and 18 hours ~ 22 days and 2 hours ~ 4 days and 15 hours ~ 13 days and 2 hours

Cybernetics I
Electronics IV
Engineering IV
Mechanics IV
Weapon Upgrades IV
Energy Management IV
Energy Systems Operation IV
Shield Upgrades IV
Tactical Shield Manipulation IV
Signature Analysis IV
Targeting IV
Long Range Targeting IV
Propulsion Jamming III
Target Painting III [1]
Jury Rigging III
Shield Rigging III

Gunnery V
Motion Prediction IV
Rapid Firing IV
Sharpshooter IV
Surgical Strike IV
Trajectory Analysis IV
Controlled Bursts IV [2]
Small <racial> Turret III
Medium <racial> Turret IV
Large <racial> Turret III

<racial> Frigate III
<racial> Destroyer III
<racial> Cruiser III
<racial> Battlecruiser III
Spaceship Command IV
<racial> Battleship III
Warp Drive Operation III

Drones V
Drone Interfacing III
Scout Drone Operation V [3]
Combat Drone Operation III
Minmatar Drone Specialization III [3]
Drone Durability I [4]
Repair Drone Operation II [4]
Shield Emission Systems III [4]

~ 58 days and 12 hours worth of training in total
  1. ^ Target Painting III is only needed if you'll use a Target Painter module.
  2. ^ Controlled Bursts is useful for all hybrids and lasers, but useless for projectiles and missiles as they do not utilize cap.
  3. ^ a b Drones V, Scout Drone Operation V and Minmatar Drone Specialization I is required to use Warrior II and Valkyrie II drones.
  4. ^ a b c Drone Durability I, Repair Drone Operation II and Shield Emission System III is required to use Shield Maintenance drones, which can be trained in mere hours if you can already use tech two scout drones.

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.

It takes up to 75 days to get good enough skills to fly a logistics starter fit.

Icon cogs.png Support skills Icon shield transporter i.png Repair skills Icon ship.png Ship skills Icon drone bandwidth.png Drone skills
~ 17 days and 23 hours ~ 4 days and 3 hours ~ 47 days and 16 hours ~ 5 days and 6 hours

Cybernetics I
Electronics IV
Engineering IV
Mechanics IV
Energy Management IV
Energy Systems Operation IV
Shield Upgrades IV
Tactical Shield Manipulation IV
Targeting V [1]
Multitasking III [2]
Jury Rigging III
Shield Rigging III

Shield Emission Systems IV
Energy Emission Systems IV
Sensor Linking III

<racial> Frigate III
<racial> Destroyer III
<racial> Cruiser III
Signature Analysis V [3]
Long Range Targeting V [3]
Logistics IV
Afterburner III
Warp Drive Operation III

Drones V
Drone Durability I [4]
Repair Drone Operation II [4]
Shield Emission Systems III [5]

~ 75 days worth of training in total
  1. ^ Targeting V is a requirement for Multitasking.
  2. ^ Multitasking III is required to lock up 10 fleet members.
  3. ^ a b Signature Analysis V and Long Range Targeting V is a requirement for the Logistics skill.
  4. ^ a b Drone Durability I, Repair Drone Operation II and Shield Emission System III is required to use Shield Maintenance drones, which can be trained in mere hours if you can already use tech two scout drones.
  5. ^ This skill is a requirement for Shield Transporters and Shield Maintenance Bots and is covered in the Repair skills section.

Pirate Faction Battleships & Strategic Cruisers

Honing your skills

Remember that the recommended skills are just the beginning 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, 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 skills and tech two weaponry.

Icon cogs.png Support skills Icon turret.png Gunnery skills Icon ship.png Ship skills Icon drone bandwidth.png Drone skills
Prioritize which skills to train first, some are more important than others, so do your research.

Cybernetics V [1]
Electronics V
Engineering V
Mechanics V
Energy Management V
Energy Systems Operation V
Shield Upgrades V
Targeting V
Multitasking III
Long Range Targeting V
Jury Rigging IV [2]
Shield Rigging IV
Shield Emission Systems V
Energy Emission Systems V [3]
Sensor Linking V [4]

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 [5]
Small <racial> Turret V
Small <racial> Specialization IV [6]
Medium <racial> Turret V
Medium <racial> Specialization IV [6]
Large <racial> Turret V
Large <racial> Specialization IV [6]
<weapon> Rigging IV

<racial> Battleship V
Logistics V

Electronic Warfare IV [7]
Electronic Warfare Drone Interfacing IV[8]
Drone Interfacing V
Combat Drone Operation V
Minmatar Drone Specialization IV
Repair Drone operation V [9]

  1. ^ Cybernetics V is required for the top-tier advanced implants, like the +6% CONCORD-implants.
  2. ^ Jury Rigging IV is only needed if it is a requirement for your more generic rigs, like energy grid rigs.
  3. ^ 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.
  4. ^ Controlled Bursts is useful for all hybrids and lasers, but useless for projectiles and missiles as they do not utilize cap.
  5. ^ a b c Turrets have two different specialization skills, for example projectiles have both autocannons and artillery which are split into two different specialization skills.
  6. ^ Electronic Warfare is required for Electronic Warfare Drone Interfacing.
  7. ^ Electronic Warfare Drone Interfacing increases your drone control range by an additional 3 km / skillevel.
  8. ^ Repair Drone Operation V is needed for tech two shield maintenance bots.

Secondary skills

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. Basic navigation skills are good too, especially a decent level in warp drive skills so you don't cap out in long warps. Having the skills to use the microwarpdrive and cloak trick for safer travel is also handy.

As such, it's also recommended that people train the following skills:

Icon damage therm.png Thermodynamics Module icon microwarpdrive tech1.png Navigation 32px MWD + Cloak trick
~ 5 days and 12 hours ~ 9 days and 17 hours ~ 1 day and 19 hours

Engineering V [1]
Science IV [1]
Thermodynamics III

Acceleration Control IV [2]
Afterburner IV [2]
Evasive Maneuvering IV
Fuel Conservation IV [2]
Navigation IV
Warp Drive Operation IV

High Speed Maneuvering III
Cloaking III

  1. ^ a b Engineering V and Science IV are required to train Thermodynamics (training time assuming you have Engineering IV already, as per the recommendations). Cite error: Invalid <ref> tag; name "thermo" defined multiple times with different content
  2. ^ a b c Mostly for logistics-pilots, but generally applies to anyone who uses an afterburner.

Crosstraining into armour

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.

Icon turret.png Damage dealers Icon remote armor repair i.png Logistics
~ 12 days and 18 hours ~ some days

Hull Upgrades V
Armor Rigging III
EM Armor Compensation III
Explosive Armor Compensation III
Kinetic Armor Compensation III
Thermic Armor Compensation III
Repair Systems II [1]
Remote Armor Repair Systems III [2]

Hull Upgrades V
Armor Rigging III
EM Armor Compensation III
Explosive Armor Compensation III
Kinetic Armor Compensation III
Thermic Armor Compensation III
Repair Systems II [1]
Remote Repair Systems IV [2]
<racial> Frigate III
<racial> Destroyer III
<racial Cruiser V

  1. ^ a b Mechanics III and Repair Systems II are required to train Remote Armor Repair Systems.
  2. ^ a b Remote Armor Repair Systems III is required to use Armor Maintenance drones.