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Minmatar Basic Ship and Skill Overview: Difference between revisions

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*With recommended skills, this setup tanks 20 dps from Angels and can run the afterburner for over 5 minutes.
*With recommended skills, this setup tanks 20 dps from Angels and can run the afterburner for over 5 minutes.
*You could run the afterburner indefinitely either by training Afterburner III and Energy Systems Operation III or by replacing one Shield Power Relay with a Power Diagnostic System I (weakening the tank slightly).
*You could run the afterburner indefinitely either by training Afterburner III and Energy Systems Operation III or by replacing one Shield Power Relay with a Power Diagnostic System I (weakening the tank slightly).
*With Engineering IV you have the option of fitting 150mm autocannons.
*With Power Grid Management IV you have the option of fitting 150mm autocannons.
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|notes=
|notes=
*If you have high Electronics skills, you may be able to replace the Overdrive Injector with a Gyrostabilizer.
*If you have high CPU Management skills, you may be able to replace the Overdrive Injector with a Gyrostabilizer.
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Medium Projectile Turret I <br>
Medium Projectile Turret I <br>
Missile Launcher Operation I <br>
Missile Launcher Operation I <br>
Energy Systems Operation III <br>
Capacitor Systems Operation III <br>
Energy Management III <br>
Capacitor Management III <br>
Electronics Upgrades I <br>
Electronics Upgrades I <br>
Long Range Targeting II <br>
Long Range Targeting II <br>
Targeting IV <br>
Target Management IV <br>
Signature Analysis III <br>
Signature Analysis III <br>
Engineering V<br />
Power Grid Management V<br />
|recommended2=
|recommended2=
Afterburner IV <br>
Afterburner IV <br>
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Gunnery IV <br>
Gunnery IV <br>
Trajectory Analysis II <br>
Trajectory Analysis II <br>
Mechanic III <br>
Mechanics III <br>
Jury Rigging III <br>
Jury Rigging III <br>
Shield Rigging I <br>
Shield Rigging I <br>
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|recommended1=
|recommended1=
Electronics IV <br>
CPU Management IV <br>
Minmatar Frigate IV <br>
Minmatar Frigate IV <br>
Minmatar Cruiser III <br>
Minmatar Cruiser III <br>
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Gunnery III <br>
Gunnery III <br>
Sharpshooter III <br>
Sharpshooter III <br>
Energy Systems Operation V <br>
Capacitor Systems Operation V <br>
Energy Management IV <br>
Capacitor Management IV <br>
Engineering V <br>
Power Grid Management V <br>
Electronics V <br>
CPU Management V <br>
Electronics Upgrades V <br>
Electronics Upgrades V <br>
Long Range Targeting IV <br>
Long Range Targeting IV <br>
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Shield Management IV <br>
Shield Management IV <br>
|recommended3=
|recommended3=
Mechanic V <br>
Mechanics V <br>
Gunnery V <br>
Gunnery V <br>
Rapid Firing IV <br>
Rapid Firing IV <br>
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Trajectory Analysis IV <br>
Trajectory Analysis IV <br>
Weapon Upgrades IV <br>
Weapon Upgrades IV <br>
Mechanic III <br>
Mechanics III <br>
Jury Rigging III <br>
Jury Rigging III <br>
Shield Rigging I <br>
Shield Rigging I <br>
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* This is a passive shield tanked PvE fit.
* This is a passive shield tanked PvE fit.
* It's less complicated to fly than the active armour tanked alternative, and shields' higher explosive resistance comes in useful in missions against the Angel Cartel.
* It's less complicated to fly than the active armour tanked alternative, and shields' higher explosive resistance comes in useful in missions against the Angel Cartel.
* Want more tank? Replace a gyro with a Damage Control module. Want even more tank? Replace a Large Shield Extender with another Shield hardener of the type relevant to the mission.
* Want more tank? Replace a Gyrostabilizer with a Damage Control module. Want even more tank? Replace a Large Shield Extender with another Shield Hardener of the type relevant to the mission.
* Want a longer Cap life? switch the Adaptive Invulnerability Field for a single damage type hardener. Against angels, a single Explosive Deflection Field II gives more tank than the Adaptive Invulnerability Field.
* Want a longer Cap life? switch the Adaptive Invulnerability Field for a single damage type hardener. Against angels, a single Explosive Deflection Field II gives more tank than the Adaptive Invulnerability Field.
* The basic fit requires 1623 powergrid. At Engineering IV, only 1620 is available. Save a few PG by downgrading the afterburner, using autocannons, or using two hardeners and a single Extender.
* The basic fit requires 1623 Power Grid. At Power Grid Management IV, only 1620 is available. Save a few Power Grid by downgrading the afterburner, using autocannons, or using two hardeners and a single Extender.
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Small Projectile Turret V <br>
Small Projectile Turret V <br>
Small Autocannon Specialization IV <br>
Small Autocannon Specialization IV <br>
Energy Systems Operation V <br>
Capacitor Systems Operation V <br>
Energy Management IV <br>
Capacitor Management IV <br>
Energy Grid Upgrades IV <br>
Energy Grid Upgrades IV <br>
Engineering V <br>
Power Grid Management V <br>
Electronics V <br>
CPU Management V <br>
Electronics Upgrades V <br>
Electronics Upgrades V <br>
Long Range Targeting IV <br>
Long Range Targeting IV <br>
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Shield Management IV <br>
Shield Management IV <br>
|recommended3=
|recommended3=
Mechanic V <br>
Mechanics V <br>
Repair Systems IV <br>
Repair Systems IV <br>
Gunnery V <br>
Gunnery V <br>
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* BEWARE! This fit is not current - the latest BC nerf reduced the available power grid.
* BEWARE! This fit is not current - the latest BC nerf reduced the available power grid.
* This is a very conventional fast shield fit. With the lowslots cleared for tracking enhancers and gyrostabilizers it can really pump out DPS.
* This is a very conventional fast shield fit. With the lowslots cleared for tracking enhancers and gyrostabilizers it can really pump out DPS.
* Although it's not as fast or agile as a Vagabond, it has a fair turn of speed and can successfully take advantage of the long falloff of T2 Barrage ammo to kite slower targets.
* Although it's not as fast or agile as a [[Vagabond]], it has a fair turn of speed and can successfully take advantage of the long falloff of T2 Barrage ammo to kite slower targets.
* The two medium neuts give it some defence against smaller, faster enemies that get in close.
* The two medium neuts give it some defence against smaller, faster enemies that get in close.
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Shield Management V <br>
Shield Management V <br>
Tactical Shield Manipulation IV <br>
Tactical Shield Manipulation IV <br>
Energy Management IV <br>
Capacitor Management IV <br>
Energy Systems Operation V <br>
Capacitor Systems Operation V <br>
Shield Compensation IV <br>
Shield Compensation IV <br>
Rapid Firing III <br>
Rapid Firing III <br>
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Electronic Warfare IV <br>
Electronic Warfare IV <br>
Electronic Warfare Drone Interfacing I <br>
Electronic Warfare Drone Interfacing I <br>
Mechanic IV <br>
Mechanics IV <br>
Engineering IV <br>
Power Grid Management IV <br>
Navigation IV <br>
Navigation IV <br>
Evasive Maneuvering III <br>
Evasive Maneuvering III <br>
Warp Drive Operation III <br>
Warp Drive Operation III <br>
|recommended3=
|recommended3=
Electronics V <br>
CPU Management V <br>
Afterburner I <br>
Afterburner I <br>
Mechanic III <br>
Mechanics III <br>
Jury Rigging I <br>
Jury Rigging I <br>
Drones V <br>
Drones V <br>
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|notes=
|notes=
* Cap skills (the first 3 recommended skills) are effectively mandatory. Booster must be 'pulsed' (used briefly when needed).
* Capacitor skills (the first 3 recommended skills) are effectively mandatory. Booster must be 'pulsed' (used briefly when needed).
* When fighting Angels it is highly recommended to swap the guns for 800mm ACs to better manage their close-range combat.
* When fighting Angels it is highly recommended to swap the guns for 800mm ACs to better manage their close-range combat.
* T2 guns (Arties or ACs) will fit with a 1%-3% CPU implant or by using at least one Faction Gyro.
* T2 guns (Arties or ACs) will fit with a 1%-3% CPU implant or by using at least one Faction Gyro.