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.
Support skills | Gunnery skills | Ship skills | Drone skills |
---|---|---|---|
~ 18 days and 18 hours | ~ 22 days and 2 hours | ~ 4 days and 15 hours | ~ 13 days and 2 hours |
Cybernetics I |
Gunnery V |
<racial> Frigate III |
Drones V |
~ 58 days and 12 hours worth of training in total |
- ^ Target Painting III is only needed if you'll use a Target Painter module.
- ^ Controlled Bursts is useful for all hybrids and lasers, but useless for projectiles and missiles as they do not utilize cap.
- ^ a b Drones V, Scout Drone Operation V and Minmatar Drone Specialization I is required to use Warrior II and Valkyrie II drones.
- ^ 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.
Support skills | Repair skills | Ship skills | Drone skills |
---|---|---|---|
~ 17 days and 23 hours | ~ 4 days and 3 hours | ~ 47 days and 16 hours | ~ 5 days and 6 hours |
Cybernetics I |
Shield Emission Systems IV |
<racial> Frigate III |
Drones V |
~ 75 days worth of training in total |
- ^ Targeting V is a requirement for Multitasking.
- ^ Multitasking III is required to lock up 10 fleet members.
- ^ a b Signature Analysis V and Long Range Targeting V is a requirement for the Logistics skill.
- ^ 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.
- ^ 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.
Support skills | Gunnery skills | Ship skills | Drone skills |
---|---|---|---|
Prioritize which skills to train first, some are more important than others, so do your research. | |||
Cybernetics V [1] |
Weapon Upgrades V |
<racial> Battleship V |
Electronic Warfare IV [7] |
- ^ Cybernetics V is required for the top-tier advanced implants, like the +6% CONCORD-implants.
- ^ Jury Rigging IV is only needed if it is a requirement for your more generic rigs, like energy grid rigs.
- ^ 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.
- ^ 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.
- ^ Controlled Bursts is useful for all hybrids and lasers, but useless for projectiles and missiles as they do not utilize cap.
- ^ 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.
- ^ Electronic Warfare is required for Electronic Warfare Drone Interfacing.
- ^ Electronic Warfare Drone Interfacing increases your drone control range by an additional 3 km / skillevel.
- ^ 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:
Thermodynamics | Navigation | 32px MWD + Cloak trick |
---|---|---|
~ 5 days and 12 hours | ~ 9 days and 17 hours | ~ 1 day and 19 hours |
Acceleration Control IV [2] |
High Speed Maneuvering III |
- ^ 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 - ^ 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.
Damage dealers | Logistics |
---|---|
~ 12 days and 18 hours | ~ some days |
Hull Upgrades V |
Hull Upgrades V |