Difference between revisions of "Creating an Alt Orca Pilot"
(Consolidating skill plans into new template, removing skills new characters now start with since Vanguard) |
|||
Line 99: | Line 99: | ||
This plan has two main parts, the support skills and the ship skills. It uses the yearly re-map for the ship skills, but no re-map on the support skills. If a pilot really wanted to squeeze a few more things in I would use all three re-maps. First Int-Mem for supports. Then Cha-Wis for the leadership skills. Finally Per-Wis for the ship skills. This will give the player a few extra days to add in some other useful things mentioned at the end. | This plan has two main parts, the support skills and the ship skills. It uses the yearly re-map for the ship skills, but no re-map on the support skills. If a pilot really wanted to squeeze a few more things in I would use all three re-maps. First Int-Mem for supports. Then Cha-Wis for the leadership skills. Finally Per-Wis for the ship skills. This will give the player a few extra days to add in some other useful things mentioned at the end. | ||
+ | |||
+ | == Skill Plan == | ||
+ | |||
+ | {{SkillQueue | ||
+ | |name=Orca Plan | ||
+ | |width=400px | ||
+ | |desc=Make sure you read the notes below | ||
+ | |Tactical Shield Manipulation II | ||
+ | Tactical Shield Manipulation III | ||
+ | Tactical Shield Manipulation IV | ||
+ | Shield Management II | ||
+ | Shield Management III | ||
+ | Hull Upgrades III | ||
+ | Hull Upgrades IV | ||
+ | Mechanics III | ||
+ | High Speed Maneuvering II | ||
+ | High Speed Maneuvering III | ||
+ | Warp Drive Operation II | ||
+ | Warp Drive Operation III | ||
+ | Acceleration Control II | ||
+ | Acceleration Control III | ||
+ | Jury Rigging I | ||
+ | Shield Upgrades II | ||
+ | Energy Grid Upgrades II | ||
+ | Leadership I | ||
+ | Mining Foreman I | ||
+ | Mining Foreman II | ||
+ | Mining Foreman III | ||
+ | Mining Foreman IV | ||
+ | Mining Foreman V | ||
+ | Mining Director I | ||
+ | Spaceship Command IV | ||
+ | Spaceship Command V | ||
+ | ORE Industrial I | ||
+ | ORE Industrial II | ||
+ | ORE Industrial III | ||
+ | Industrial Command Ships I | ||
+ | }} | ||
+ | |||
+ | |||
+ | {{ note box | Notes: | ||
+ | |||
+ | *If your alt is Amarr, Gallente or Minmatar you will already have Hull Upgrades III and Mechanics III as starting skills | ||
+ | *This plan covers Tank skills, Navigation & Cap skills, Misc, Leaderships skills and Orcs ship skills below | italics = no }} | ||
== Support Skills == | == Support Skills == | ||
Line 104: | Line 148: | ||
=== Cybernetics === | === Cybernetics === | ||
− | + | All new characters start with Cybernetics I, which enables you to use implants. Plug in +3 implants of all types at the start, as this plan does not work without them. | |
− | |||
− | |||
=== Tank skills === | === Tank skills === | ||
Line 121: | Line 163: | ||
An Orca really needs an MWD to reduce its align time from 30+ seconds to 10 flat. This requires being able to fit the MWD and have sufficient cap skills so a pilot doesn't cap out after a few jumps of MWD assisted aligns. With the skills in this plan the pilot should be able to use the MWD & DC for every warp. The Active Shield modules can't be constantly run due to cap issues, but can be used in emergencies to buy extra time for CONCORD to arrive. Adding Navigation or Evasive Maneuvers would be a bit beneficial though do not add anything new to the plan, just allow it to do things better. | An Orca really needs an MWD to reduce its align time from 30+ seconds to 10 flat. This requires being able to fit the MWD and have sufficient cap skills so a pilot doesn't cap out after a few jumps of MWD assisted aligns. With the skills in this plan the pilot should be able to use the MWD & DC for every warp. The Active Shield modules can't be constantly run due to cap issues, but can be used in emergencies to buy extra time for CONCORD to arrive. Adding Navigation or Evasive Maneuvers would be a bit beneficial though do not add anything new to the plan, just allow it to do things better. | ||
− | |||
− | |||
* {{Sk|High Speed Maneuvering|III|mult=yes}} (19 hours, 19 minutes) | * {{Sk|High Speed Maneuvering|III|mult=yes}} (19 hours, 19 minutes) | ||
* {{Sk|Warp Drive Operation|III|mult=yes}} (3 hours, 51 minutes) | * {{Sk|Warp Drive Operation|III|mult=yes}} (3 hours, 51 minutes) | ||
* {{Sk|Acceleration Control|III|mult=yes}} (15 hours, 27 minutes) | * {{Sk|Acceleration Control|III|mult=yes}} (15 hours, 27 minutes) | ||
− | |||
− | |||
* {{Sk|Jury Rigging|I|mult=yes}} (14 minutes) | * {{Sk|Jury Rigging|I|mult=yes}} (14 minutes) | ||
Revision as of 13:03, 3 April 2016
This plan gives the player a out-of-corporation (OOC) alt character that can move their hull and gear safe from war target (WT) aggression, while only costing one PLEX for 30 days of dual account training. The plan does this in two ways. First, it trains up an alt that can fly an Orca with solid tank and the Cloak Trick (AKA MWD+Cloak Trick) to ferry smaller ships and equipment. Then, it trains the alt to also be able to ferry the pirate battleship of the player's choice between incursion sites.
Those who only need to ferry battleships, and not smaller ships or a lot of gear, would probably be better off with a valet alt.
Orca Fit
Prototype 100MN Microwarpdrive I
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Field II
Damage Control II
Reinforced Bulkheads II
Large Ancillary Current Router I
- A third Adaptive Invulnerability Field will grant better EHP than the EM variant
- Two Large Hyperspatial Velocity Optimizer II rigs will bring the warp speed to just over 3 AU/s
- The Eifyr and Co. 'Rogue' Warp Drive Speed WS-608 implant is inexpensive and will further increase warp speed by 8% to about 3.3 AU/s.
Improved Cloaking Device II
Prototype 100MN Microwarpdrive I
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Damage Control II
Reinforced Bulkheads II
Large Ancillary Current Router I
Large Hyperspatial Velocity Optimizer II
Large Hyperspatial Velocity Optimizer II
- The Large Hyperspatial Velocity Optimizer II rigs can be replaced by Large Transverse Bulkhead II rigs to add additional tank at the expense of cargo capacity.
- The Improved Cloaking Device II is optional, but can occasionally be helpful.
- The Eifyr and Co. 'Rogue' Warp Drive Speed WS-608 implant is inexpensive and will further increase warp speed by 8% to about 3.3 AU/s.
This plan has two main parts, the support skills and the ship skills. It uses the yearly re-map for the ship skills, but no re-map on the support skills. If a pilot really wanted to squeeze a few more things in I would use all three re-maps. First Int-Mem for supports. Then Cha-Wis for the leadership skills. Finally Per-Wis for the ship skills. This will give the player a few extra days to add in some other useful things mentioned at the end.
Skill Plan
Orca Plan
Make sure you read the notes below
Expand this box to view a Skill queue to use in-game
Tactical Shield Manipulation II Tactical Shield Manipulation III Tactical Shield Manipulation IV Shield Management II Shield Management III Hull Upgrades III Hull Upgrades IV Mechanics III High Speed Maneuvering II High Speed Maneuvering III Warp Drive Operation II Warp Drive Operation III Acceleration Control II Acceleration Control III Jury Rigging I Shield Upgrades II Energy Grid Upgrades II Leadership I Mining Foreman I Mining Foreman II Mining Foreman III Mining Foreman IV Mining Foreman V Mining Director I Spaceship Command IV Spaceship Command V ORE Industrial I ORE Industrial II ORE Industrial III Industrial Command Ships I
Support Skills
Cybernetics
All new characters start with Cybernetics I, which enables you to use implants. Plug in +3 implants of all types at the start, as this plan does not work without them.
Tank skills
The Orca hull tanks with a secondary shield tank. Hence Hull Upgrades IV and Mechanics are key for a proper Orca tank.
- Tactical Shield Manipulation IV (4x) (3 days, 15 hours, 26 minutes)
- Shield Management III (3x) (11 hours, 35 minutes)
- Hull Upgrades IV (2x) (1 day, 19 hours, 43 minutes)
- Mechanics III (1x) (3 hours, 10 minutes)
An Orca really needs an MWD to reduce its align time from 30+ seconds to 10 flat. This requires being able to fit the MWD and have sufficient cap skills so a pilot doesn't cap out after a few jumps of MWD assisted aligns. With the skills in this plan the pilot should be able to use the MWD & DC for every warp. The Active Shield modules can't be constantly run due to cap issues, but can be used in emergencies to buy extra time for CONCORD to arrive. Adding Navigation or Evasive Maneuvers would be a bit beneficial though do not add anything new to the plan, just allow it to do things better.
- High Speed Maneuvering III (5x) (19 hours, 19 minutes)
- Warp Drive Operation III (1x) (3 hours, 51 minutes)
- Acceleration Control III (4x) (15 hours, 27 minutes)
- Jury Rigging I (2x) (14 minutes)
Misc.
These skills are useful to tank up a pirate BS for transport but are not really critical for the plan as a whole. Also they only allow the use of the T1 versions of the LSE and PDS, these skills would need to be raised to IV to enable the T2 versions, which is one way to expand this plan.
- Shield Upgrades II (2x) (1 hour, 22 minutes)
- Energy Grid Upgrades II (2x) (1 hour, 22 minutes)
Ship & Leadership Skills
Remapping (active) : i17 p19 c19 w27 m17
This is where to use the remap in the plan if you are only going to use one.
Leadership Skills
The Orca Requires the following leadership skills to be injected. This is where most of the training for the Orca comes from.
- Leadership I (1x) (6 minutes, 45 seconds)
- Mining Foreman V (2x) (9 days, 14 hours, 37 minutes)
- Mining Director I (5x) (33 minutes, 47 seconds)
Orca Ship Skills
- Spaceship Command V (1x) (4 days, 15 hours, 32 minutes)
- [[Skills:ORE Industrial III]] (ORE Industrial) (14 hours, 24 minutes)
- Industrial Command Ships I (8x) (54 minute, 3 seconds)
Pirate Battleship Skills
For this section the pilot needs to train the two racial ship skills needed for the pirate BS of their choice. For the sake of this example, we're using Gallente and Minmatar (for the Vindicator and Machariel), but for the Nightmare, you will want to replace these with the Caldari and Amarr skills.
- Gallente Frigate III (2x) (7 hours, 12 minutes)
- Gallente Destroyer III (2x) (7 hours, 12 minutes)
- Gallente Cruiser III (5x) (18 hours, 1 minute)
- Gallente Battlecruiser III (6x) (21 hours, 37 minutes)
- Gallente Battleship I (8x) (54 minutes, 3 seconds)
- Minmatar Frigate III (2x) (7 hours, 12 minutes)
- Minmatar Destroyer III (2x) (7 hours, 12 minutes)
- Minmatar Cruiser III (5x) (18 hours, 1 minute)
- Minmatar Battlecruiser III (6x) (21 hours, 37 minutes)
- Minmatar Battleship I (8x) (54 minutes, 3 seconds)
With the +3 implants this finishes the training in just under 29 days. Without +3 implants this train is over 33 days.
Some other things to add:
- Thermodynamics to overheat hardeners
- Hacking to make this a scout/hacker
- The other two race's Battleships (very hard to do, might need all 3 re-maps)
- Cloaking III so the alt can do the MWD+Cloak trick with the pirate BS (impossible to do with an Orca).