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Support skills: Difference between revisions

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This concept can seem counter-intuitive.  In many MMORPGs the value of expensive equipment comes from its inherent bonuses. For example, a +5 sword of slashing will be just as effective for anyone who can wield it. However, in EVE most of the value of an expensive ship is dependent on the skill allocation of the pilot operating it. This allows for significantly increased power in the hands of a well trained character, while simultaneously offering very little advantage over a cheaper alternative in the hands of a poorly trained pilot.
This concept can seem counter-intuitive.  In many MMORPGs the value of expensive equipment comes from its inherent bonuses. For example, a +5 sword of slashing will be just as effective for anyone who can wield it. However, in EVE most of the value of an expensive ship is dependent on the skill allocation of the pilot operating it. This allows for significantly increased power in the hands of a well trained character, while simultaneously offering very little advantage over a cheaper alternative in the hands of a poorly trained pilot.


Tech 1 frigates and cruisers are more forgiving of poor skills, and often have a bigger impact than more expensive ships if you lack skillpoints (as anyone who's been jammed by a two-week old character in a [[Griffin]] can testify) provided those skillpoints are distributed into '''good' support skills'' and not concentrated in a misguided attempt to sit in a Tech 2 ship.
Tech 1 frigates and cruisers are more forgiving of poor skills, and often have a bigger impact than more expensive ships if you lack skillpoints (as anyone who's been jammed by a two-week old character in a {{sh|Griffin}} can testify) provided those skillpoints are distributed into '''good' support skills'' and not concentrated in a misguided attempt to sit in a Tech 2 ship.


Since good support skills are so important, both to fly Tech 1 ships well and often crucial to flying Tech 2 ships effectively, this page attempts to suggest what training qualifies as 'good' in different circumstances. This page also lists some particular categories of support skills for ease of reference, and contains links to other lists of skills on this wiki.
Since good support skills are so important, both to fly Tech 1 ships well and often crucial to flying Tech 2 ships effectively, this page attempts to suggest what training qualifies as 'good' in different circumstances. This page also lists some particular categories of support skills for ease of reference, and contains links to other lists of skills on this wiki.
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This is due to the exponential increase of training time as you train a skill.  
This is due to the exponential increase of training time as you train a skill.  


Because of this, it is well worth it to train skills that affect many of the ships you pilot to level IV in the short to medium term. Training some skills to level V can take a long time and is often best left as a longer term goal or only worth training when they are required as prerequisites (for T2 ships, for example). However, some key skills with low training time multipliers (1x) give you such significant benefits that they're well worth training all the way to V -- {{Sk|Drones}}, {{Sk|Capacitor Systems Operation}} and {{Sk|Navigation}} are three good examples, but are by no means the only ones.  
Because of this, it is well worth it to train skills that affect many of the ships you pilot to level IV in the short to medium term. Training some skills to level V can take a long time and is often best left as a longer term goal or only worth training when they are required as prerequisites (for T2 ships, for example). However, some key skills with low training time multipliers (1x) give you such significant benefits that they're well worth training all the way to V—{{Sk|Drones}}, {{Sk|Capacitor Systems Operation}} and {{Sk|Navigation}} are three good examples, but are by no means the only ones.  


When someone says they have 'good' skills in a certain category, they most commonly mean that they have most if not all of those skills trained to IV or V.
When someone says they have 'good' skills in a certain category, they most commonly mean that they have most if not all of those skills trained to IV or V.
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** {{sk|Shield Compensation}}: 2% less capacitor need per level for shield boosters (though in the long run it's good to train for both kinds of tanking, if you only use buffer tanks when you shield tank, this may not be useful for you)  
** {{sk|Shield Compensation}}: 2% less capacitor need per level for shield boosters (though in the long run it's good to train for both kinds of tanking, if you only use buffer tanks when you shield tank, this may not be useful for you)  
** {{sk|Capacitor Emission Systems}}: 5% reduced cap per level for energy emission weapons (energy neutralizers or energy transfers)  
** {{sk|Capacitor Emission Systems}}: 5% reduced cap per level for energy emission weapons (energy neutralizers or energy transfers)  
**{ {sk|Jump Drive Operation}}: 5% reduction per level of the capacitor need of initiating a jump (not useful for sub-capital ships without jump drives)  
** {{sk|Jump Drive Operation}}: 5% reduction per level of the capacitor need of initiating a jump (not useful for sub-capital ships without jump drives)  
* '''EWAR-related capacitor management modules''' - if you fit EWAR modules, you will want to train the relevant EWAR capacitor improvement skill(s) to level IV or higher, which will also unlock the relevant EWAR strength-boosting skills
* '''EWAR-related capacitor management modules''' - if you fit EWAR modules, you will want to train the relevant EWAR capacitor improvement skill(s) to level IV or higher, which will also unlock the relevant EWAR strength-boosting skills
** {{sk|Electronic Warfare}}: 5% less cap per level for ECM jammers and ECM bursts (required for Caldari EWAR)  
** {{sk|Electronic Warfare}}: 5% less cap per level for ECM jammers and ECM bursts (required for Caldari EWAR)  
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** {{sk|Remote Hull Repair Systems}}: 5% reduced capacitor need per level for remote hull repair system modules (This is included for completeness. Don't waste time training this as you should not fit hull repair system modules.)  
** {{sk|Remote Hull Repair Systems}}: 5% reduced capacitor need per level for remote hull repair system modules (This is included for completeness. Don't waste time training this as you should not fit hull repair system modules.)  
** {{sk|Shield Emission Systems}}: 5% reduced capacitor need per level for shield emission modules (important if you ever find yourself in a shield logistics ship)  
** {{sk|Shield Emission Systems}}: 5% reduced capacitor need per level for shield emission modules (important if you ever find yourself in a shield logistics ship)  
** {{sk|Capacitor Emission Systems}}: 5% reduced capacitor need per level for energy emission modules (important if you ever find yourself in a [[Basilisk]] or [[Guardian]] logistics ship)
** {{sk|Capacitor Emission Systems}}: 5% reduced capacitor need per level for energy emission modules (important if you ever find yourself in a {{sh|Basilisk}} or {{sh|Guardian}} logistics ship)


=== Mobility ===
=== Mobility ===
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* {{sk|Acceleration Control}}: 5% bonus to the speed increase from afterburners and MWDs per level  
* {{sk|Acceleration Control}}: 5% bonus to the speed increase from afterburners and MWDs per level  
* {{sk|Evasive Maneuvering}}: 5% bonus to agility per level -- a very significant bonus  
* {{sk|Evasive Maneuvering}}: 5% bonus to agility per level—a very significant bonus  
* {{sk|Spaceship Command}}: 2% bonus to agility per level -- not as impressive as Evasive, but more quickly trained, and a prerequisite for various ships too  
* {{sk|Spaceship Command}}: 2% bonus to agility per level—not as impressive as Evasive, but more quickly trained, and a prerequisite for various ships too  
* {{sk|Navigation}}: 5% faster sub-warp speed per level -- a very nice bonus and a skill that's quickly trained
* {{sk|Navigation}}: 5% faster sub-warp speed per level—a very nice bonus and a skill that's quickly trained


=== Tanking ===
=== Tanking ===
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** {{sk|Shield Operation}}: 5% faster shield recharge rate per level; quick to train, good for everyone, vital if you ever plan to mount a [[Shield tanking#Shield_Tanking_Styles|passive shield tank]]  
** {{sk|Shield Operation}}: 5% faster shield recharge rate per level; quick to train, good for everyone, vital if you ever plan to mount a [[Shield tanking#Shield_Tanking_Styles|passive shield tank]]  
** {{sk|Tactical Shield Manipulation}}: When your shields drop below 25%, damage begins to 'leak' through into your armor; each level in this skill lets your shields drop 5% lower before this begins to happen, to 0% at level V so that damage never leaks through  
** {{sk|Tactical Shield Manipulation}}: When your shields drop below 25%, damage begins to 'leak' through into your armor; each level in this skill lets your shields drop 5% lower before this begins to happen, to 0% at level V so that damage never leaks through  
*** Tactical Shield Manipulation's usefulness is disputed, but level IV is required to use the very useful T2 active shield hardeners, so most people train it to IV and then forget about it. Level V is required to use the Pulse Activated Nexus Invulnerability Core (PANIC) module for the [[Rorqual]], but this is a very specific requirement and the skill level is not required for anything else.
*** Tactical Shield Manipulation's usefulness is disputed, but level IV is required to use the very useful T2 active shield hardeners, so most people train it to IV and then forget about it. Level V is required to use the Pulse Activated Nexus Invulnerability Core (PANIC) module for the {{sh|Rorqual}}, but this is a very specific requirement and the skill level is not required for anything else.
** Like the armor compensation skills, there are four 'X Shield Compensation' skills (not to be confused with {{sk|Shield Compensation}} ''per se''!): {{sk|EM Shield Compensation}}, {{sk|Explosive Shield Compensation}}, {{sk|Kinetic Shield Compensation}} and {{sk|Thermal Shield Compensation}}.   
** Like the armor compensation skills, there are four 'X Shield Compensation' skills (not to be confused with {{sk|Shield Compensation}} ''per se''!): {{sk|EM Shield Compensation}}, {{sk|Explosive Shield Compensation}}, {{sk|Kinetic Shield Compensation}} and {{sk|Thermal Shield Compensation}}.   
*** Like the armor compensation skills these grant a 5% bonus to the resistance increase to one damage type that you get from '''passive''' Shield Resistance Amplifiers per level.
*** Like the armor compensation skills these grant a 5% bonus to the resistance increase to one damage type that you get from '''passive''' Shield Resistance Amplifiers per level.
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If you are going to be using drones at all then other than getting {{sk|Drones}} to V you should consider adding some of the things that Drones V opens up to you. Drones are fast-moving additional DPS with tactical flexibility and relatively long range.
If you are going to be using drones at all then other than getting {{sk|Drones}} to V you should consider adding some of the things that Drones V opens up to you. Drones are fast-moving additional DPS with tactical flexibility and relatively long range.


Drone skills are most crucial for new pilots flying ships which specialize in drones, that is, many Gallente ships and some Amarr ships. However, the larger ships of all four factions have significant dronebays and drone bandwidth, which means that all pilots involved in PvP or PvE combat of any kind are likely to want to polish their drone skills eventually.
Drone skills are most crucial for new pilots flying ships which specialize in drones—that is, many Gallente ships and some Amarr ships. However, the larger ships of all four factions have significant dronebays and drone bandwidth, which means that all pilots involved in PvP or PvE combat of any kind are likely to want to polish their drone skills eventually.


* {{sk|Drone Interfacing}}: Increases all drones' damage by 10% per level; per drone, that extra bit of damage really helps you in both PvP and PvE situations.
* {{sk|Drone Interfacing}}: Increases all drones' damage by 10% per level; per drone, that extra bit of damage really helps you in both PvP and PvE situations.
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** A new pilot specializing in drone-bonused ships will want to train Light Drone Operation to V fairly soon, and Medium Drone Operation to V in the medium term, as they begin to use medium-sized ships ([[cruisers]] and [[battlecruisers]]).
** A new pilot specializing in drone-bonused ships will want to train Light Drone Operation to V fairly soon, and Medium Drone Operation to V in the medium term, as they begin to use medium-sized ships ([[cruisers]] and [[battlecruisers]]).
** Even pilots not using dedicated drone carriers will want Light Drone Operation V in the medium term, as flights of T2 light drones are a standard defence for larger ships against frigates in PvP and PvE.
** Even pilots not using dedicated drone carriers will want Light Drone Operation V in the medium term, as flights of T2 light drones are a standard defence for larger ships against frigates in PvP and PvE.
** Heavy Drone Operation V is a long train, equivalent to level V in the large weapon skills. It is worthwhile for pilots aspiring to ships such as the [[Dominix]] or [[Rattlesnake]].
** Heavy Drone Operation V is a long train, equivalent to level V in the large weapon skills. It is worthwhile for pilots aspiring to ships such as the {{sh|Dominix}} or {{sh|Rattlesnake}}.


=== Rigging ===
=== Rigging ===


Most (but not all) rigs come with a drawback (a 10% penalty to something) as well as a benefit. Each subset of rigs has an associated skill which reduces the drawback effect of those rigs by 10% per level out of the original penalty, so you lower the penalty by 1%/level to 5% with max skills.
Most rigs come with a '''drawback''' as well as their benefit. Each subset of rigs has an associated skill which reduces the drawback effect of those rigs by 10% per level out of the original penalty, to a maximum reduction of −50% at level V.


==== Training to reduce drawbacks ====
==== Training to reduce drawbacks ====
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For PvP combat pilots, reducing the drawbacks to armor and shield rigs can be the difference between winning and losing a battle. For example, the {{sk|Armor Rigging}} skill reduces the drawback of Trimark Armor Pumps (armor buffer rigs), which is a drawback to speed. The reason is each rig compounds the drawback penalty, and all T1 ships can fit up to three buffer and/or resists rigs to improve effective hit points. While one rig may not create much of a penalty, three rigs can.  
For PvP combat pilots, reducing the drawbacks to armor and shield rigs can be the difference between winning and losing a battle. For example, the {{sk|Armor Rigging}} skill reduces the drawback of Trimark Armor Pumps (armor buffer rigs), which is a drawback to speed. The reason is each rig compounds the drawback penalty, and all T1 ships can fit up to three buffer and/or resists rigs to improve effective hit points. While one rig may not create much of a penalty, three rigs can.  


To continue the example, an armor-tanked Hurricane using a 10MN Microwarpdrive II, fitting one 1600mm plate and flown by a pilot with all relevant navigation skills at Level V, has a max speed of 1161 m/s. Add three Trimark Armor Pump I rigs with {{sk|Armor Rigging|only trained to Level 1}}, and his max speed is reduced to 924 m/s, a more than 20% reduction in velocity. Increasing training to {{sk|Armor Rigging|V}} increases max speed back up to 1025 m/s, which is 11% faster than having the skill trained to Level 1. Is it worth training a skill like {{sk|Armor Rigging}} from Level IV to Level V?  With {{sk|Armor Rigging|IV}}, this hurricane will have a max speed of 999 m/s; it some PvP situations, that 2.5% extra speed will make a big difference.  
To continue the example, an armor-tanked {{sh|Hurricane}} using a 10MN Microwarpdrive II, fitting one 1600mm plate and flown by a pilot with all relevant navigation skills at Level V, has a max speed of 1161 m/s. Add three Trimark Armor Pump I rigs with only {{sk|Armor Rigging|I}}, and their max speed is reduced to 924 m/s, a more than 20% reduction in velocity. Increasing training to {{sk|Armor Rigging|V}} increases max speed back up to 1025 m/s, which is 11% faster than having the skill trained to Level 1. Is it worth training a skill like {{sk|Armor Rigging}} from Level IV to Level V?  With {{sk|Armor Rigging|IV}}, this hurricane will have a max speed of 999 m/s; it some PvP situations, that 2.5% extra speed will make a big difference.  


Getting the weapon rigging skills ({{sk|Energy Weapon Rigging}}, {{sk|Hybrid Weapon Rigging}}, {{sk|Launcher Rigging}}, {{sk|Projectile Weapon Rigging}}) up a few levels is usually a good idea. A few percent lower penalty to your guns' powergrid usage can make a big difference: every two levels of the rigging skill is roughly equivalent to training {{sk|Advanced Weapon Upgrades}} one extra level, multiplied by the number of weapon rigs you have fitted.
Getting the weapon rigging skills ({{sk|Energy Weapon Rigging}}, {{sk|Hybrid Weapon Rigging}}, {{sk|Launcher Rigging}}, {{sk|Projectile Weapon Rigging}}) up a few levels is usually a good idea. A few percent lower penalty to your guns' powergrid usage can make a big difference: every two levels of the rigging skill is roughly equivalent to training {{sk|Advanced Weapon Upgrades}} one extra level, multiplied by the number of weapon rigs you have fitted.
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=== Overheating ===
=== Overheating ===
{{main|Overheating}}


In a sense, {{sk|Thermodynamics}} is the ultimate PvP support skill. It lets you overheat modules beyond their design specs, at the risk of temporarily burning them out. Each level reduces the damage your modules take from overheating, so while level I is all you need, IV is well worth the train.
In a sense, {{sk|Thermodynamics}} is the ultimate PvP support skill. It lets you overheat modules beyond their design specs, at the risk of temporarily burning them out. Each level reduces the damage your modules take from overheating, so while level I is all you need, IV is well worth the train.
There's a more detailed guide to overheating's mechanics [[Overheating|here]].


== PvE vs. PvP ==
== PvE vs. PvP ==
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* Being able to fit a T2 armor or shield tank.  
* Being able to fit a T2 armor or shield tank.  
* Good enough fitting skills to fill all the turret or launcher slots.  
* Good enough fitting skills to fill all the turret or launcher slots.  
* Full flight of drones ({{sk|Drones|V}}) -- battlecruisers have drone bays, and these are your anti-frigate defense.  
* Full flight of drones ({{sk|Drones|V}})—battlecruisers have drone bays, and these are your anti-frigate defense.  
* T2 light and medium drones ({{sk|Light Drone Operation|V}} and {{sk|Medium Drone Operation|V}}, plus {{sk|Minmatar Drone Specialization|II}}, {{sk|Gallente Drone Specialization|II}}, {{sk|Amarr Drone Specialization|II}}, and {{sk|Caldari Drone Specialization|II}}. You won't be using all four races' drones at once, but they all have use cases).  
* T2 light and medium drones ({{sk|Light Drone Operation|V}} and {{sk|Medium Drone Operation|V}}, plus {{sk|Minmatar Drone Specialization|II}}, {{sk|Gallente Drone Specialization|II}}, {{sk|Amarr Drone Specialization|II}}, and {{sk|Caldari Drone Specialization|II}}. You won't be using all four races' drones at once, but they all have use cases).  
* T2 medium weapons (a significant train, so more of a long term goal).  
* T2 medium weapons (a significant train, so more of a long term goal).  
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** or, if your battleship is one of the few with 125Mbit/sec drone bandwidth, T2 light and medium drones ''and'' at least T1 heavy or sentry drones.
** or, if your battleship is one of the few with 125Mbit/sec drone bandwidth, T2 light and medium drones ''and'' at least T1 heavy or sentry drones.


T2 guns on battleships are great, but the training time for T2 turrets is on the order of 70 days, from basic T1 large gun skills -- making them a long-term goal. T2 missiles take less time to train but still aren't exactly one weekend's training. Most pilots initially invest in high meta-level Tech 1 weapons, though the cost of Meta 4 large lasers and the attraction of Scorch crystals may encourage Amarr BS pilots to head for T2 guns earlier than others.  
T2 guns on battleships are great, but the training time for T2 turrets is on the order of 70 days, from basic T1 large gun skills—making them a long-term goal. T2 missiles take less time to train but still aren't exactly one weekend's training. Most pilots initially invest in high meta-level Tech 1 weapons, though the cost of Meta 4 large lasers and the attraction of Scorch crystals may encourage Amarr BS pilots to head for T2 guns earlier than others.  


=== T2 Frigates ===
=== T2 Frigates ===
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[[Frigate#Tech_2_Frigates|T2 frigates]] are specialized for a wide range of different tasks, and so the optimal skillset varies widely. As an extreme example, you can fly a [[Frigate#Covert_Ops|covops ship]] without putting a covops cloak on it, but you'll be missing the point completely!  
[[Frigate#Tech_2_Frigates|T2 frigates]] are specialized for a wide range of different tasks, and so the optimal skillset varies widely. As an extreme example, you can fly a [[Frigate#Covert_Ops|covops ship]] without putting a covops cloak on it, but you'll be missing the point completely!  


However, all T2 frigates benefit greatly from most of the skills in the Navigation category, because as frigates they usually rely on speed and agility for a significant part of their tank against larger enemies. You should also definitely aim to fit T2 modules for at least the key functions of your ship -- [[Frigate#Interceptors|interceptors]] deserve T2 MWD skills and T2 tackling modules, [[Frigate#Assault_Frigates|assault frigates]] deserve T2 weapons and tanks, and so on. A full T2 fit is a good goal for T2 frigates but not strictly necessary.  
However, all T2 frigates benefit greatly from most of the skills in the Navigation category, because as frigates they usually rely on speed and agility for a significant part of their tank against larger enemies. You should also definitely aim to fit T2 modules for at least the key functions of your ship—[[Frigate#Interceptors|interceptors]] deserve T2 MWD skills and T2 tackling modules, [[Frigate#Assault_Frigates|assault frigates]] deserve T2 weapons and tanks, and so on. A full T2 fit is a good goal for T2 frigates but not strictly necessary.  


=== T2 Cruisers ===
=== T2 Cruisers ===
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In general, at this level you should be able to fully T2 fit your ship. [[Cruiser#T2_Cruisers|T2 cruisers]] are small, fast, and powerful, but tend to have limited CPU and/or powergrid, and limited capacitor as well. In practice, you'll really want excellent fitting skills including {{sk|Weapon Upgrades|V}} and {{sk|Advanced Weapon Upgrades}} III or IV, or you'll be very frustrated when you try to fit guns. You'll want your cap skills to be nearly maxed-out before flying one of these, too.  
In general, at this level you should be able to fully T2 fit your ship. [[Cruiser#T2_Cruisers|T2 cruisers]] are small, fast, and powerful, but tend to have limited CPU and/or powergrid, and limited capacitor as well. In practice, you'll really want excellent fitting skills including {{sk|Weapon Upgrades|V}} and {{sk|Advanced Weapon Upgrades}} III or IV, or you'll be very frustrated when you try to fit guns. You'll want your cap skills to be nearly maxed-out before flying one of these, too.  


As with T2 frigates, you will want other supports which will vary depending on your ship's specialization -- a [[Falcon]] deserves EWAR support that doesn't help a [[Vagabond]] at all. Just as with frigates, a T2 cruiser deserves T2 modules wherever possible.
As with T2 frigates, you will want other supports which will vary depending on your ship's specialization—a {{sh|Falcon}} deserves EWAR support that doesn't help a {{sh|Vagabond}} at all. Just as with frigates, a T2 cruiser deserves T2 modules wherever possible.


== See also ==
== See also ==
There are a number of other useful lists of support skills on this wiki:  
There are a number of other useful lists of support skills on this wiki:  


* For basic skills with low requirements, see [[Basic skills]].  
* For basic skills with low requirements, see [[basic skills]].  
* For '''damage-dealing''' you should train [[Gunnery Guide#Gunnery_Support_Skills|gunnery supports]] and/or [[Skills:Missiles#Support Skills|missile supports]] and/or [[Skills:Drones#Drone Support Skills|drone supports]], depending on your weapon of choice.  
* For '''damage-dealing''' you should train [[Skills:Gunnery#Gunnery Support Skills|gunnery supports]] and/or [[Skills:Missiles#Support Skills|missile supports]] and/or [[Skills:Drones#Drone Support Skills|drone supports]], depending on your weapon of choice.  
* '''Electronic warfare''' benefits from [[Electronic warfare#Electronic_warfare_skills|these skills]].  
* '''Electronic warfare'''—[[Electronic warfare#Weapon disruption bonuses|Weapon disruption]] (Amarr), [[Electronic warfare#ECM bonuses|ECM]] (Caldari), [[Electronic warfare#Remote sensor dampening bonuses|remote sensor dampening]] (Gallente), or [[Electronic warfare#Target painting bonuses|target painting]] (Minmatar) skills.  
* '''Capacitor warfare''' benefits from [[Capacitor Warfare Guide#Skills|these skills]].
* '''[[Capacitor warfare#Skills|Capacitor warfare]]''' skills
* A list of useful '''stealthy ships''' skills is [[Covert Ships Skillset|here]].
* [[Covert Ships Skillset]]—A list of useful '''stealthy ships''' skills.


[[Category:Getting Started]]
[[Category:Getting Started]]
[[Category:Skills]]
[[Category:Skills]]