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==Skills== | ==Skills== | ||
' | *[[Skills:Spaceship_Command#Amarr_frigate|Amarr Frigate]] to at least IV to take advantage of the Slicer's 10% bonus to Small Energy Turret optimal range and 25% bonus to Small Energy Turret damage that comes with every extra level in the skill. | ||
*With the massive bonus to small energy turret damage and only 2 slots it is highly recommended to have T2 [[Turrets|Small Energy Turret]] with supporting [[Gunnery_Guide|Gunnery]] skills to maximize the benefit. | |||
Prequisite Skills: | |||
*{{sk|Electronics|Propulsion Jamming}} Level 2 is necessary for Tech 2 points, and level 4 allows T2 webs. | |||
*{{sk|Electronics|High Speed Maneuvering}} Level 3 for T2 MWDs. Level 4 is recommended. | |||
*{{sk|Mechanic|Hull Upgrades}} Level 2 is required for T2 Nanofibre Internal Structures and Overdrive Injectors. | |||
Helpful Skills: | |||
*{{sk|Mechanic|Hull Upgrades}}, {{sk|Electronics|Electronics}} and {{sk|Engineering|Engineering}} should be at level 5 (they are important for any ship you fly). | |||
*{{sk|Navigation|Navigation}} 5% bonus to sub-warp speed per level. Level 5 is recommended. | |||
*{{sk|Navigation|Acceleration Control}} 5% bonus to afterburner and MWD speed per level. Level 4 is recommended. | |||
*{{sk|Spaceship Command|Spaceship Command}} 2% to ship agility per level. Level 5 is recommended. | |||
*{{sk|Electronics|Signature Analysis}} 5% scan resolution per level; getting this to level 5 will greatly boost your target locking speed. | |||
==Fitting== | ==Fitting== | ||