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Joining the WHC

Wormhole space favors the small gang. Close-knit communities thrive in our environment. In other words, the individual performance of each pilot and the strong communication between pilots are at the core of our lifestyle. We take great care that every pilot that joins us is able to participate in as many of our day-to-day activities as possible. So to that end, we drafted up the bare-bones; have the skills to fly those when you join and we'll nurture you into a wormhole denizen!

Required
Skills
Titles
  • Freshman (The title must be showing in game)
Ships
  • At least one of following from the Small Ships doctrine
    • Federation Navy Comet
    • Imperial Navy Slicer
    • Enyo
    • Retribution
    • Deacon


  • At least one of the following from the Light Armor doctrine
    • Brutix
    • Harbinger


Knowledge


If you are unable to fly a ship from the official small ships or light armor doctrines linked above, please note that there are new-player-friendly meta fittings for some of those ships in the Fitting Management | Corporation Fittings window in game. You can find those fits by searching for "meta" or "entry" in that window. It is highly recommended that you complete the Skill Pyramid - Level 1 skills to start fitting into doctrine ships.

Although the ability to fit a T2 tank is not an entry requirement, if you cannot fit one you should add skills from the Skill Pyramid - Level 2 (T2 Tank) below your very highest training priority. If you cannot fit a T2 tank, it is far more difficult for logi pilots to keep your ship from exploding and keep your frozen corpse from ending up in an enemy's meat locker.

If you move to WHC as a new, low-skill pilot, there will be doctrines you cannot yet fly and other activities you cannot yet do. But with the entry skills listed, you can join us on some fights, scan down the chain, act as a picket for a PVE fleet, and otherwise get used to living in a wormhole. It can take a long time to be able to fly every ship in every doctrine, but it never takes too long to get into one more thing, whatever that next thing is. While you are getting those skills, you’ll be well on your way to getting “Patience V,” which is one of the most important out-of-game skills for a wormholer.

Apply Here

Once you've met these requirements and are ready give wormhole life a try, apply here.

Recommended Skills & Ships

Wormhole life is dangerous. As always, don't fly what you can't afford to lose.

You will find yourself in combat very often and training into the Pyramid Skill Plan will help you survive and/or contribute to the fight. We highly recommend completing the Level 1 Fitting Skills and at the very least the T2 Tank skills from Level 2 Equipment Skills.

This section lists skills and ships that, while not required, increase the number of roles you can fill in the WHC.

Skill Basic level Advanced level Why?
Icon skillbook2.png Astrometrics 3 4 Each level improves your ability to scan.
Icon skillbook2.png Astrometric Rangefinding 0 3 Each level increases scan strength.
Icon skillbook2.png Astrometric Acquisition 0 3 Each level increases scan speed.
Icon skillbook2.png Astrometric Pinpointing 0 3 Each level reduces scan deviation on results.
<Racial> Battlecruiser 3 4 Apart from Heavy Assault Cruisers and T3 Strategic Cruisers, Battlecruisers are the best ships to fly in the WHC.
<Racial> Cruiser 3 5 Cruisers are a crucial stepping stone toward T3 Strategic Cruisers, Heavy Assault Cruisers, and Heavy Interdictor Cruisers. They're also cheap.
Icon skillbook2.png Salvaging 3 4 Sleeper Battleship wrecks require IV to salvage. Salvage rigs also increase salvaging efficiency by one skill level each.
Icon skillbook2.png Hacking 3 4 Data Analyzers are used in Data sites. The skill increases the HP [hit points] of your virus.
Icon skillbook2.png Archaeology 3 4 Relic Analyzers are used in Relic sites. The skill increases the HP [hit points] of your virus.
Icon skillbook2.png Covert Ops 3 4 Cloaking while scanning and reduction of CPU requirements.
Icon skillbook2.png Tactical Shield Manipulation 4 4 Tactical Shield Manipulation IV unlocks T2 shield hardeners.
Icon skillbook2.png Hull Upgrades 5 5 Hull Upgrades V unlocks T2 armor tanking modules including hardeners, energized membranes, and plates.
<x> Armor Compensation 3 4 All four of the armor compensation skills improve the effectiveness of passive armor tanking.
Ship Role Support skills
T1 Exploration Frigate Scanning/picketing <Racial> frigate 3; Icon skillbook2.png Cloaking I
Covert Operations Frigate Scanning/scouting Icon skillbook2.png Covert Ops IV; Icon skillbook2.png Cloaking IV
<Racial> Battlecruiser Combat <Racial> Battlecruiser 3; Varies

The above are merely suggestions for being useful during your first few weeks in system without investing too many resources in the endeavor. Once you are more comfortable with day-to-day operations and better understand the risks involved, you may consider bringing in more specialized or expensive ships and equipment.

Wormhole Campus Ship Fittings

The WHC Forum includes our current doctrine fittings. Those fittings are also available in the Corporation Fittings window in game, as are some utility fits such as rolling and scanning ships. Please note that the forum post contains the most current doctrine fittings; updates to the in-game window may occasionally be delayed.