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

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= 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#Skills|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 [[Vanguard Incursion fits#Battleships|vanguards]] and [[Assault Incursion fits#Battleships|assaults]].
 
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
 
! [[file:icon_cogs.png|32px|link=]] Support skills
 
! [[file:icon_turret.png|32px|link=]] Gunnery skills
 
! [[file:icon_ship.png|32px|link=]] Ship skills
 
! [[File:Icon drone bandwith.png|32px|link=]] Drone skills
 
|- valign="top" style="background:#222222;"
 
| ~ 18 days and 18 hours
 
| ~ 22 days and 2 hours
 
| ~ 4 days and 15 hours
 
| ~ 13 days and 2 hours
 
|- valign="top" nowrap
 
| style="padding:8px;" |
 
Cybernetics I<br>
 
Electronics IV<br>
 
Engineering IV<br>
 
Mechanics IV<br>
 
Weapon Upgrades IV<br>
 
Energy Management IV<br>
 
Energy Systems Operation IV<br>
 
Shield Upgrades IV<br>
 
Tactical Shield Manipulation IV<br>
 
Signature Analysis IV<br>
 
Targeting IV<br>
 
Long Range Targeting IV<br>
 
Propulsion Jamming III<br>
 
Target Painting III<small>&nbsp;<ref>'''Target Painting III''' is only needed if you'll use a Target Painter module.</ref></small><br>
 
Jury Rigging III<br>
 
Shield Rigging III
 
| style="padding:8px;" |
 
Gunnery V<br>
 
Motion Prediction IV<br>
 
Rapid Firing IV<br>
 
Sharpshooter IV<br>
 
Surgical Strike IV<br>
 
Trajectory Analysis IV<br>
 
Controlled Bursts IV<small>&nbsp;<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>
 
Small <racial> Turret III<br>
 
Medium <racial> Turret IV<br>
 
Large <racial> Turret III
 
| style="padding:8px;" |
 
<racial> Frigate III<br>
 
<racial> Destroyer III<br>
 
<racial> Cruiser III<br>
 
<racial> Battlecruiser III<br>
 
Spaceship Command IV<br>
 
<racial> Battleship III<br>
 
Warp Drive Operation III
 
| style="padding:8px;" |
 
Drones V<br>
 
Drone Interfacing III<br>
 
Scout Drone Operation V<small>&nbsp;<ref name="warriors">'''Drones V''', '''Scout Drone Operation V''' and '''Minmatar Drone Specialization I''' is required to use Warrior II and Valkyrie II drones.</ref></small><br>
 
Combat Drone Operation III<br>
 
Minmatar Drone Specialization III<small>&nbsp;<ref name="warriors"></ref></small><br>
 
Drone Durability I<small>&nbsp;<ref name="maintenance">'''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.</ref></small><br>
 
Repair Drone Operation II<small>&nbsp;<ref name="maintenance"></ref></small><br>
 
Shield Emission Systems III<small>&nbsp;<ref name="maintenance"></ref></small>
 
|- valign="top" style="background:#222222;"
 
| colspan=4 | ~ 58 days and 12 hours worth of training in total
 
|}
 
<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.
 
 
It takes up to 75 days to get good enough skills to fly a [[Vanguard Incursion fits#Logistics|logistics starter fit]].
 
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
 
! [[file:icon_cogs.png|32px|link=]] Support skills
 
! [[file:icon_shield_transporter_i.png|32px|link=]] Repair skills
 
! [[file:icon_ship.png|32px|link=]] Ship skills
 
! [[File:Icon drone bandwith.png|32px|link=]] Drone skills
 
|- valign="top" style="background:#222222;"
 
| ~ 17 days and 23 hours
 
| ~ 4 days and 3 hours
 
| ~ 47 days and 16 hours
 
| ~ 5 days and 6 hours
 
|- valign="top" nowrap
 
| style="padding:8px;" |
 
Cybernetics I<br>
 
Electronics IV<br>
 
Engineering IV<br>
 
Mechanics IV<br>
 
Energy Management IV<br>
 
Energy Systems Operation IV<br>
 
Shield Upgrades IV<br>
 
Tactical Shield Manipulation IV<br>
 
Targeting V<small>&nbsp;<ref>'''Targeting V''' is a requirement for '''Multitasking'''.</ref></small><br>
 
Multitasking III<small>&nbsp;<ref>'''Multitasking III''' is required to lock up 10 fleet members.</ref></small><br>
 
Jury Rigging III<br>
 
Shield Rigging III
 
| style="padding:8px;" |
 
Shield Emission Systems IV<br>
 
Energy Emission Systems IV<br>
 
Sensor Linking III
 
| style="padding:8px;" |
 
<racial> Frigate III<br>
 
<racial> Destroyer III<br>
 
<racial> Cruiser III<br>
 
Signature Analysis V<small>&nbsp;<ref name="logistics">'''Signature Analysis V''' and '''Long Range Targeting V''' is a requirement for the '''Logistics''' skill.</ref></small><br>
 
Long Range Targeting V<small>&nbsp;<ref name="logistics"></ref></small><br>
 
Logistics IV<br>
 
Afterburner III<br>
 
Warp Drive Operation III
 
| style="padding:8px;" |
 
Drones V<br>
 
Drone Durability I<small>&nbsp;<ref name="maintenance">'''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.</ref></small><br>
 
Repair Drone Operation II<small>&nbsp;<ref name="maintenance"></ref></small><br>
 
{{co|grey|''Shield Emission Systems III''<small>&nbsp;<ref>This skill is a requirement for '''Shield Transporters''' and '''Shield Maintenance Bots''' and is covered in the '''Repair skills''' section.</ref></small>}}
 
|- valign="top" style="background:#222222;"
 
| colspan=4 | ~ 75 days worth of training in total
 
|}
 
<small><references/></small>
 
 
== Advanced hulls ==
 
Once you have the recommended skills, the step from a battleship to a strategic cruiser or a pirate faction battleship is surprisingly short and you should take this step as soon as possible to get into a really good 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.
 
 
For strategic cruisers you'll most likely require you to train 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. When it comes to pirate faction battleship hulls like the Machariel, Nightmare and Vindicator, which are better in all regards compared to the regular battleships regardless of your skill, you'll need to train anything from a secondary racial ship-line to two new racial ship-lines and new racial turret skills.
 
 
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.
 
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
 
! [[file:icon_ship.png|32px|link=]] Strategic Cruisers
 
! [[file:icon_ship_dark.png|32px|link=]] Pirate Faction Battleships<small>&nbsp;<ref>Assuming the worst possible starter skills, two racial ship-lines and new gunnery skills. Most likely you'll end up only needing to train a new racial ship line for your secondary battleship skill.</ref></small>
 
! [[file:icon_turret.png|32px|link=]] New racial turret
 
! [[file:icon_ship_other.png|32px|link=]] New racial shipline
 
|- valign="top" style="background:#222222;"
 
| ~ 43 days and 20 hours
 
| ~ 24 days and 15 hours
 
| ~ 5 days and 5 hours
 
| ~ 9 days and 17 hours
 
|- valign="top"
 
| style="padding:8px;" |
 
Mechanics V<br>
 
Shield Operation III<br>
 
Electronics V<br>
 
Engineering V<br>
 
{{co|grey|''Gunnery V''<small> <ref>'''Gunnery V''' for the Legion, Loki and Proteus, but only '''Gunnery III''' for the Tengu. This skill is covered by the '''recommended skills''' already.</ref></small>}}<br>
 
Missile Launcher Operation III<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><br>
 
Navigation V<br>
 
<racial> Cruiser V<br>
 
<racial> Strategic Cruiser III<br>
 
<racial> Defensive Systems IV<br>
 
<racial> Electronic Systems V<small>&nbsp;<ref>For the '''Loki''' it is very important to get '''Minmatar Electronic Systems V''', since it increases damage projection as well as reduces cap usage of your turrets. Slightly less important for the '''Legion''', but it does increase your scan resolution.</ref></small><br>
 
<racial> Engineering Systems IV<br>
 
<racial> Offensive Systems V<small>&nbsp;<ref>For the '''Legion''' it is very important to get '''Amarr Offensive Systems V''', since it increases damage projection as well as reduces cap usage of your turrets. For the '''Loki''' it is a straight up damage projection increase.</ref></small><br>
 
<racial> Propulsion Systems IV
 
| style="padding:8px;" |
 
<primary> Frigate III<br>
 
<primary> Destroyer III<br>
 
<primary> Cruiser III<br>
 
<primary> Battlecruiser III<br>
 
<primary> Battleship IV<br>
 
<secondary> Frigate III<br>
 
<secondary> Destroyer III<br>
 
<secondary> Cruiser III<br>
 
<secondary> Battlecruiser III<br>
 
<secondary> Battleship IV<br>
 
Small <racial> Turret III<br>
 
Medium <racial> Turret IV<br>
 
Large <racial> Turret IV
 
| style="padding:8px;" |
 
Small <racial> Turret III<br>
 
Medium <racial> Turret IV<br>
 
Large <racial> Turret IV<br>
 
| style="padding:8px;" |
 
<racial> Frigate III<br>
 
<racial> Destroyer III<br>
 
<racial> Cruiser III<br>
 
<racial> Battlecruiser III<br>
 
<racial> Battleship IV
 
|}
 
<small><references/></small>
 
 
== 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.
 
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
 
! [[file:icon_cogs.png|32px|link=]] Support skills
 
! [[file:icon_turret.png|32px|link=]] Gunnery skills
 
! [[file:icon_ship.png|32px|link=]] Ship skills
 
! [[File:Icon drone bandwith.png|32px|link=]] Drone skills
 
|- valign="top" style="background:#222222;"
 
| colspan=4 align="center" | Prioritize which skills to train first, some are more important than others, so do your research.
 
|- valign="top"
 
| style="padding:8px;" |
 
Cybernetics V<small> <ref>'''Cybernetics''' V is required for the top-tier advanced implants, like the +6% CONCORD-implants.</ref></small><br>
 
Electronics V<br>
 
Engineering V<br>
 
Mechanics V<br>
 
Energy Management V<br>
 
Energy Systems Operation V<br>
 
Shield Upgrades V<br>
 
Targeting V<br>
 
Multitasking III<br>
 
Long Range Targeting V<br>
 
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><br>
 
Shield Rigging IV<br>
 
Shield Emission Systems V<br>
 
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><br>
 
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>
 
| style="padding:8px;" |
 
Weapon Upgrades V<br>
 
Advanced Weapon Upgrades V<br>
 
Gunnery V<br>
 
Motion Prediction V<br>
 
Rapid Firing V<br>
 
Sharpshooter V<br>
 
Surgical Strike V<br>
 
Trajectory Analysis V<br>
 
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><br>
 
Small <racial> Turret V<br>
 
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><br>
 
Medium <racial> Turret V<br>
 
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><br>
 
Large <racial> Turret V<br>
 
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><br>
 
<weapon> Rigging IV
 
| style="padding:8px;" |
 
<racial> Battleship V<br>
 
Logistics V<br>
 
| style="padding:8px;" |
 
Electronic Warfare IV<small> <ref>'''Electronic Warfare''' is required for '''Electronic Warfare Drone Interfacing'''.</ref></small><br>
 
Electronic Warfare Drone Interfacing IV<small><ref>'''Electronic Warfare Drone Interfacing''' increases your drone control range by an additional 3 km / skillevel.</ref></small><br>
 
Drone Interfacing V<br>
 
Combat Drone Operation V<br>
 
Minmatar Drone Specialization IV<br>
 
Repair Drone operation V<small> <ref>'''Repair Drone Operation V''' is needed for tech two shield maintenance bots.</ref></small>
 
|}
 
<small><references/></small>
 
 
= 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:
 
{| class="wikitable" style="font-size:90%; text-align:center; padding:8px;"
 
! [[file:icon_damage_therm.png|32px|link=]] Thermodynamics
 
! [[file:Module icon microwarpdrive tech1.png|32px|link=]] Navigation
 
! [[file:icon_cloak.png|32px|link=]] MWD + Cloak trick
 
|- style="background:#222222;"
 
| ~ 5 days and 12 hours
 
| ~ 9 days and 17 hours
 
| ~ 1 day and 19 hours
 
|- valign="top"
 
| style="padding:8px;" |
 
Engineering V<small>&nbsp;<ref name="thermo">'''Engineering V''' and '''Science IV''' are required to train '''Thermodynamics (training time assuming you have '''Engineering IV''' already, as per the recommendations).</ref></small><br>
 
Science IV<small>&nbsp;<ref name="thermo">.</ref></small><br>
 
Thermodynamics III
 
| style="padding:8px;" |
 
Acceleration Control IV<small>&nbsp;<ref name="ab">Mostly for '''logistics'''-pilots, but generally applies to anyone who uses an '''afterburner'''.</ref></small><br>
 
Afterburner IV<small>&nbsp;<ref name="ab"></ref></small><br>
 
Evasive Maneuvering IV<br>
 
Fuel Conservation IV<small>&nbsp;<ref name="ab"></ref></small><br>
 
Navigation IV<br>
 
Warp Drive Operation IV
 
| style="padding:8px;" |
 
High Speed Maneuvering III<br>
 
Cloaking III
 
|}
 
<small><references/></small>
 
 
== 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.
 
{| class="wikitable" style="font-size:90%; text-align:center; padding:8px;"
 
! [[file:icon_turret.png|32px|link=]] Damage dealers
 
! [[file:icon_remote_armor_repair_i.png|32px|link=]] Logistics
 
|- style="background:#222222;"
 
| ~ 18 days and 10 hours
 
| ~ 46 days and 7 hours
 
|- valign="top"
 
| style="padding:8px;" |
 
Hull Upgrades V<br>
 
Armor Rigging III<br>
 
EM Armor Compensation IV<br>
 
Explosive Armor Compensation IV<br>
 
Kinetic Armor Compensation IV<br>
 
Thermic Armor Compensation IV<br>
 
Repair Systems II<small>&nbsp;<ref name="remote">'''Mechanics III''' and '''Repair Systems II''' are required to train '''Remote Armor Repair Systems'''.</ref></small><br>
 
Remote Armor Repair Systems III<small>&nbsp;<ref name="armour bots">'''Remote Armor Repair Systems III''' is required to use Armor Maintenance drones.</ref></small>
 
| style="padding:8px;" |
 
Hull Upgrades V<br>
 
Armor Rigging III<br>
 
EM Armor Compensation IV<br>
 
Explosive Armor Compensation IV<br>
 
Kinetic Armor Compensation IV<br>
 
Thermic Armor Compensation IV<br>
 
Repair Systems II<small>&nbsp;<ref name="remote"></ref></small><br>
 
Remote Repair Systems IV<small>&nbsp;<ref name="armour bots"></ref></small><br>
 
<new racial> Frigate III<br>
 
<new racial> Destroyer III<br>
 
<new racial Cruiser V<br>
 
|}
 
<small><references/></small>
 

Revision as of 03:49, 7 June 2013