Difference between revisions of "Preparing for Incursions"

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{{incursions links}}
 
{{incursions links}}
 +
{{eunic}}
 
= Planning ahead =
 
= Planning ahead =
Unless you are already heavily invested into a certain race or weapon system, it might be a good idea to think of which logistics ship, strategic cruiser or pirate faction battleship you'll want in the end, rather than what your first incursion ship should be.
+
Unless you are already heavily invested into a certain race or weapon system, it might be a good idea to think of which logistics ship or marauder you'll want in the end, rather than what your first incursion ship should be. You should also consider secondary value of whatever you train, perhaps you can find an end-of-the-line ship that not only furthers your goals for incursions but other goals as well given the skills you'll end up training for it.
  
You should also consider secondary value of whatever you train, perhaps you can find an end-of-the-line ship that not only furthers your goals for incursions but other goals as well given the skills you'll end up training for it. If you already know that you like smaller ships, or have plans for diving into a wormhole in the future, it would make much more sense training into a strategic cruiser than a pirate faction battleship.
+
See [[ship progression in Incursions|ship progression]] for more information.
 +
{|
 +
| valign="top" | [[image:implants.png|64px|link=]]
 +
| valign="top" | {{co|coral|Attribute implants}}
 +
 
 +
The training times listed for these will assume that you utilize '''+3 attribute implants''' (see [[the +3 Implants Program]] for unistas to get started). These implants are cheap and gives you a much needed boost to your training times.
 +
|-
 +
| valign="top" | [[image:icon_dna.png|64px|link=]]
 +
| valign="top" | {{co|coral|Neural remaps}}
 +
 
 +
Normally one should be careful about remaps and not spend them needlessly. However, if you are making an alt knowing that it will only train for a month or two and not train anything else after that point, consider using all the remaps.
 +
|-
 +
| valign="top" | [[image:multiple_training.png|64px|link=]]
 +
| valign="top" | {{co|coral|Multiple character training}}
 +
 
 +
[[PLEX]] can be used to activate [[Multiple Character Training]]. If you want to use the characters at the same time, or plan on training for a long time, consider making a '''second account''' instead as characters on the same account cannot be logged in at the same time.
 +
|-
 +
| valign="top" | [[image:skill_injector.png|64px|link=]]
 +
| valign="top" | {{co|coral|Skill injectors}}
 +
 
 +
[[Skill Injector|Skill injectors]] can be used to get these skills, but they are '''very expensive'''. It can however be an option to quickly get an alt up to speed if you've got the ISK lying around and you value time more than ISK.
 +
|}
 +
 
 +
=In-game corporate skill plans=
 +
See: [[EVE University Corporation Skill Plans]]
 +
 
 +
The Minimum Damage Dealer, Minimum Logistics, and Minimum Ongrid Booster plans are available as a set of in-game skill plans. 
 +
<br>
 +
<br>
 +
{{Color box|color=sienna|border=sandybrown|EVE University members may directly access the plans through the Corporate Skill Plan utility.  Non-members may access the plans using the links on this page, as described below.}}
 +
 
 +
<br>
 +
<br>
 +
<u>EVE University Members</u>: To find these skill plans, choose "Skill Plans > Corporation Plans", on your in-game Skills interface.
 +
<br>
 +
<br>
 +
[[File:Corporate Skill Plans.PNG|center|Where to find the in-game Corporate Skill Plans]]
 +
<br>
 +
<br>
 +
<u>All Players</u>: The skill plans shown later on this page each have their in-game Corporate Skill plan name listed, along with text that can be copied to produce a link to the skill plan in-game.  To utilize the link, copy all text listed after the "Corporate Skill Plan link" for the plan you want to generate a link for, including the leading <nowiki><url></nowiki> and trailing <nowiki></url></nowiki>. Then paste this string of text into your in-game notepad, and the game will automatically convert the pasted text into a link, which can then be used or shared.
  
See [[ship progression in Incursions]] for more information.
+
The copy-and-paste link method described above, can be used by characters outside of EVE University, to access the EVE University skill plans.
  
= Minimum skills =
+
A link to the Skill Plans can also be generated and shared in-game from the plans themselves.
The following skills are the minimum skills needed to use the fits we use for incursions. For more information on what the different skills do, see the [[Support_Skills#Skills|support skills]] page. The training times listed for these will assume that you trained {{sk|Cybernetics|I}} and got a cheap set of '''+3 attribute implants''', which is not only reasonable but highly recommended regardless what you plan on doing in EVE. There's even [[The +3 Implants Program]] for unistas to get started.
 
{{note box|The majority of the skills we ask you to train are core fitting and support skills that'll help you fit and fly most ships better. Even the combat skills are mostly general gunnery or drone support skills you'd train as well if you did anything combat related in EVE.}}
 
== Damage dealers ==
 
Getting the minimum skills for a damage dealer requires a couple of months worth of training, if you train into a turret-based battleship on a brand new character.
 
  
Considering that is far more likely that you come looking for incursions after you have played the game for at least a couple of weeks, having trained some of the support skills already (the tutorial mentions many of them), you can often get ready much faster. Add to that the potential of neural remapping and what might seem like a daunting train can be covered in no-time.
+
= Damage dealers =
 +
The majority of the skills we ask you to train are core fitting and support skills that'll help you fit and fly most ships better. Even the combat skills are mostly general gunnery or drone support skills you'd train as well if you did anything combat related in EVE.
  
These minimum skills will allow you to fly any of the '''minimum battleship fits''' for [[Vanguard Incursion fits#Battleships|vanguards]]. It will also allow you to fly most of the [[Assault Incursion fits#Battleships|assaults]] fits, although some of them might require you to touch up on a skill or two.
+
== Minimum skills for damage dealers ==
 +
{{alpha|skillplan}}
 +
Getting the minimum skills for a damage dealer requires a couple of months worth of training for {{Clonestate|omega}}s (times should be doubled when training on an {{Clonestate|alpha}}). This assumes a training plan for a turret-based battleship, done on a brand new character with no preexisting skills, and that no skill injectors are used.
 +
<br><br>
 +
*<u>EVE University Corporate Skill Plan Name</u>: EUni - Incursion Community Baseline DD Skillplan
 +
*<u>Corporate Skill Plan link</u>: <url=skillPlan:6a26a952-300a-49a8-8a5a-beebcc18fe92:917701062>EUni - Incursion Community Baseline DD Skillplan</url>
 +
<br>
  
[http://evemon.battleclinic.com/ EVEMon] skillplans: [http://wiki.eveuniversity.org/w/images/d/de/Incursions_maelstrom_minimum.xml Maelstrom (minimum skills)], [http://wiki.eveuniversity.org/w/images/c/cb/Incursions_rokh_minimum.xml Rokh (minimum skills)] or [http://wiki.eveuniversity.org/w/images/6/63/Incursions_hyperion_minimum.xml Hyperion (minimum skills)]
 
 
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
 
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
 
! [[file:icon_cogs.png|32px|link=]] Core skills
 
! [[file:icon_cogs.png|32px|link=]] Core skills
Line 25: Line 67:
 
! [[File:Icon drones.png|32px|link=]] Drone skills
 
! [[File:Icon drones.png|32px|link=]] Drone skills
 
|- valign="top" style="background:#222222;"  
 
|- valign="top" style="background:#222222;"  
| ~ 12 days and 21 hours
+
| ~ 16 days and 1 hour
| ~ 9 days and 9 hours
+
| ~ 2 days and 10 hours
| ~ 20 days and 6 hours
+
| ~ 11 days and 22 hours
| ~ 5 days and 6 hours
+
| ~ 4 days and 22 hours
| ~ 12 days and 1 hour
+
| ~ 7 days and 1 hours
 
|- valign="top"
 
|- valign="top"
 
| style="padding:8px;" nowrap |
 
| style="padding:8px;" nowrap |
Cybernetics I<br>
 
CPU Management IV<br>
 
Power Grid Management IV<br>
 
Mechanics IV<br>
 
 
Weapon Upgrades IV<br>
 
Weapon Upgrades IV<br>
 
Capacitor Management IV<br>
 
Capacitor Management IV<br>
Capacitor Systems Operation IV<br>
+
Thermodynamics I<br>
Shield Upgrades IV<small>&nbsp;<ref><strong>Shield Upgrades IV</strong> is required for the '''Large Shield Expander II''' module.</ref></small><br>
+
EM Armor Compensation II<br>
Shield Operation IV<small>&nbsp;<ref><strong>Shield Operation IV</strong> is required for the <strong>EM Shield Compensation</strong> skill.</ref></small><br>
+
Thermal Armor Compensation II<br>
Shield Management III<br>
+
Kinetic Armor Compensation II<br>
Hull Upgrades IV<small>&nbsp;<ref><strong>Hull Upgrades IV</strong> is required to fit the '''Damage Control II''' module.</ref></small>
+
Explosive Armor Compensation II<br>
 +
Hull Upgrades V<br>
 +
Energy Grid Upgrades IV
 
| style="padding:8px;" nowrap |
 
| style="padding:8px;" nowrap |
Signature Analysis IV<br>
+
Signature Analysis III<br>
Long Range Targeting IV<br>
+
Long Range Targeting III<br>
 
Target Management IV<br>
 
Target Management IV<br>
Propulsion Jamming III<small>&nbsp;<ref><strong>Propulsion Jamming</strong> is needed to use a stasis webifier module.</ref></small><br>
+
{{co|wheat|Target Painting I}}<small>&nbsp;<ref>{{sk|Target Painting}} is needed for the '''target painter''' module. Can be skipped for {{sh|Vindicator}} pilots (see Propulsion Jamming).</ref></small><br>
Target Painting III<small>&nbsp;<ref>'''Target Painting III''' is only needed if you use a target painter module.</ref></small><br>
+
Propulsion Jamming III<small>&nbsp;<ref>{{sk|Propulsion Jamming}} is needed for the '''stasis webifier''' module normally fitted to T1 battleships and the {{sh|Vindicator}}. Other ships may also fit this module situationally, from time to time.</ref></small><br>
Jury Rigging III<small>&nbsp;<ref>'''Jury Rigging III''' is a requirement for the '''Shield Rigging''' skill.</ref></small><br>
+
Armor Rigging III
Shield Rigging III<small>&nbsp;<ref>'''Shield Rigging III''' is still a recommended skill due to reduction in the signature penalty of using shield rigs.</ref></small><br>
 
Tactical Shield Manipulation IV<br>
 
EM Shield Compensation III
 
 
| style="padding:8px;" nowrap |
 
| style="padding:8px;" nowrap |
 
Gunnery V<br>
 
Gunnery V<br>
Motion Prediction IV<br>
+
Motion Prediction III<small>&nbsp;<ref name="gun upgrade">Having {{sk|Motion Prediction}}, {{sk|Rapid Firing}}, {{sk|Sharpshooter}} and {{sk|Controlled Bursts}} at III are all that's needed to get started, though it is recommended to train these skills to IV as soon as possible if you wish to invest further into Incursions.</ref></small><br>
Rapid Firing IV<br>
+
Rapid Firing III<small>&nbsp;<ref name="gun upgrade" /></small><br>
Sharpshooter IV<br>
+
Sharpshooter III<small>&nbsp;<ref name="gun upgrade" /></small><br>
Surgical Strike IV<br>
+
Surgical Strike III<br>
 
Trajectory Analysis IV<br>
 
Trajectory Analysis IV<br>
Controlled Bursts IV<small>&nbsp;<ref>'''Controlled Bursts''' is useful for all hybrids and energy turrets, but useless for projectiles as they do not use cap to fire.</ref></small><br>
+
Controlled Bursts III<br>
Small <racial> Turret III<small>&nbsp;<ref name="racial"><strong><racial> Frigate III</strong> and '''Small <racial> Turret III''' are starter skills you normally have, but are included in case you have to cross-train out of your initial race.</ref></small><br>
+
Small <racial> Turret III<small>&nbsp;<ref name="racial">'''<racial> Frigate III''' and '''Small <racial> Turret III''' are starter skills you normally have, but are included in case you have to cross-train out of your initial race.</ref></small><br>
 
Medium <racial> Turret III<br>
 
Medium <racial> Turret III<br>
 
Large <racial> Turret III
 
Large <racial> Turret III
Line 73: Line 110:
 
Warp Drive Operation III<br>
 
Warp Drive Operation III<br>
 
Evasive Maneuvering III<br>
 
Evasive Maneuvering III<br>
Afterburner III<small>&nbsp;<ref>'''Afterburner III''' is required for the '''High Speed Maneuvering''' skill.</ref></small><br>
 
High Speed Maneuvering II<small>&nbsp;<ref>'''High Speed Maneuvering''' is required to fit the '''Prototype 100MN Microwarpdrive I''' module for headquarter sites.</ref></small>
 
 
| style="padding:8px;" nowrap |
 
| style="padding:8px;" nowrap |
 
Drones V<br>
 
Drones V<br>
Light Drone Operation V<br>
+
Light Drone Operation III<br>
Amarr Drone Specialization III<small>&nbsp;<ref>'''Drones V''', '''Light Drone Operation V''' and '''Amarr Drone Specialization I''' is required to use Acolyte II. Consider training '''Medium Drone Operation V''' to be able to use Infiltrator II drones as well. It's acceptable to skip this skill initially if you can use other drones, like Warrior II drones. But training this up only takes 20 hours.</ref></small><br>
 
 
Drone Interfacing III<br>
 
Drone Interfacing III<br>
 
Drone Navigation III<br>
 
Drone Navigation III<br>
 
Drone Sharpshooting III<br>
 
Drone Sharpshooting III<br>
 
Drone Avionics III<br>
 
Drone Avionics III<br>
Drone Durability I<small>&nbsp;<ref><strong>Drone Durability I</strong> is required to use shield maintenance drones.</ref></small><br>
+
Drone Durability I<br>
Repair Drone Operation II<small>&nbsp;<ref><strong>Repair Drone Operation II</strong> is required to use light and medium shield maintenance drones. If you have room for heavies they require <strong>Repair Drone Operation III</strong>.</ref></small><br>
+
Repair Drone Operation II<br>
Shield Emission Systems III<small>&nbsp;<ref><strong>Shield Emission System III</strong> is required to use shield maintenance drones.</ref></small>
+
Remote Armor Repair Systems III
 
|- valign="top" style="background:#222222;"
 
|- valign="top" style="background:#222222;"
| colspan=5 | ~ 59 days, 18 hours and 47 minutes worth of training in total
+
| colspan=5 |~ 42 days and 8 hours worth of {{Clonestate|1=omega|2=Omega state}} training in total {{co|grey|(~ 2.1 million skillpoints)}}
 
|}
 
|}
 
<small><references/></small>
 
<small><references/></small>
  
== Logistics ==
+
=== Skill Plans ===
Training for logistics is considerably more time-consuming than that of a regular damage dealer. Please remember that when you think the above mentioned skills for a damage dealer is a long train. The bare minimum to make the logistics ships work is '''Logistics IV''', there is practically no way to make these ships function with lower skills than that. The reason for that is because the skill heavily influences the cap usage of remote repair modules as well as capacitor transmitters.
+
 
 +
Listed below are the training plans for a general damage dealer, as well as specific skills for particular ships. These can be copied into your skill queue to train. The skills are not ordered in any sort of preference, so feel free to move them around as you see fit.
 +
 
 +
{{SkillQueue
 +
|name=INC Armor DD Skillplan
 +
|hdr=0
 +
|width=500px
 +
|desc=This skillplan contains all the minimum DD skills, not including ship/weapon specific skills.
 +
|Mechanics 1
 +
Mechanics 2
 +
Mechanics 3
 +
Jury Rigging 1
 +
Jury Rigging 2
 +
Jury Rigging 3
 +
Armor Rigging 1
 +
Armor Rigging 2
 +
Armor Rigging 3
 +
Power Grid Management 1
 +
Power Grid Management 2
 +
Power Grid Management 3
 +
Capacitor Management 1
 +
Capacitor Management 2
 +
Capacitor Management 3
 +
Capacitor Management 4
 +
Gunnery 1
 +
Gunnery 2
 +
Controlled Bursts 1
 +
Controlled Bursts 2
 +
Controlled Bursts 3
 +
Drones 1
 +
Drone Avionics 1
 +
Drone Avionics 2
 +
Drone Avionics 3
 +
Drones 2
 +
Drones 3
 +
Drones 4
 +
Drone Durability 1
 +
Drones 5
 +
Drone Interfacing 1
 +
Drone Interfacing 2
 +
Drone Interfacing 3
 +
Drone Navigation 1
 +
Drone Navigation 2
 +
Drone Navigation 3
 +
Drone Sharpshooting 1
 +
Drone Sharpshooting 2
 +
Drone Sharpshooting 3
 +
Hull Upgrades 1
 +
Hull Upgrades 2
 +
Hull Upgrades 3
 +
Hull Upgrades 4
 +
EM Armor Compensation 1
 +
EM Armor Compensation 2
 +
Science 1
 +
Energy Grid Upgrades 1
 +
Energy Grid Upgrades 2
 +
Energy Grid Upgrades 3
 +
Energy Grid Upgrades 4
 +
Navigation 1
 +
Navigation 2
 +
Evasive Maneuvering 1
 +
Evasive Maneuvering 2
 +
Evasive Maneuvering 3
 +
Explosive Armor Compensation 1
 +
Explosive Armor Compensation 2
 +
Gunnery 3
 +
Gunnery 4
 +
Gunnery 5
 +
Hull Upgrades 5
 +
Kinetic Armor Compensation 1
 +
Kinetic Armor Compensation 2
 +
Light Drone Operation 1
 +
Light Drone Operation 2
 +
Light Drone Operation 3
 +
CPU Management 1
 +
CPU Management 2
 +
Long Range Targeting 1
 +
Long Range Targeting 2
 +
Long Range Targeting 3
 +
Motion Prediction 1
 +
Motion Prediction 2
 +
Motion Prediction 3
 +
CPU Management 3
 +
Propulsion Jamming 1
 +
Propulsion Jamming 2
 +
Propulsion Jamming 3
 +
Rapid Firing 1
 +
Rapid Firing 2
 +
Rapid Firing 3
 +
Repair Systems 1
 +
Repair Systems 2
 +
Remote Armor Repair Systems 1
 +
Remote Armor Repair Systems 2
 +
Remote Armor Repair Systems 3
 +
Repair Drone Operation 1
 +
Repair Drone Operation 2
 +
Sharpshooter 1
 +
Sharpshooter 2
 +
Sharpshooter 3
 +
Signature Analysis 1
 +
Signature Analysis 2
 +
Signature Analysis 3
 +
Spaceship Command 1
 +
Spaceship Command 2
 +
Spaceship Command 3
 +
Spaceship Command 4
 +
Surgical Strike 1
 +
Surgical Strike 2
 +
Surgical Strike 3
 +
Target Management 1
 +
Target Management 2
 +
Target Management 3
 +
Target Management 4
 +
Target Painting 1
 +
Thermal Armor Compensation 1
 +
Thermal Armor Compensation 2
 +
Science 2
 +
Science 3
 +
Science 4
 +
Power Grid Management 4
 +
Thermodynamics 1
 +
Trajectory Analysis 1
 +
Trajectory Analysis 2
 +
Trajectory Analysis 3
 +
Trajectory Analysis 4
 +
Warp Drive Operation 1
 +
Warp Drive Operation 2
 +
Warp Drive Operation 3
 +
Weapon Upgrades 1
 +
Weapon Upgrades 2
 +
Weapon Upgrades 3
 +
Weapon Upgrades 4
 +
}}
 +
{{CollapseBox|width=500px|{{sh|Apocalypse Navy Issue}}|
 +
Amarr Frigate I
 +
Amarr Frigate II
 +
Amarr Frigate III
 +
Amarr Destroyer I
 +
Amarr Destroyer II
 +
Amarr Destroyer III
 +
Amarr Cruiser I
 +
Amarr Cruiser II
 +
Amarr Cruiser III
 +
Amarr Battlecruiser I
 +
Amarr Battlecruiser II
 +
Amarr Battlecruiser III
 +
Amarr Battleship I
 +
Amarr Battleship II
 +
Amarr Battleship III
 +
Small Energy Turret I
 +
Small Energy Turret II
 +
Small Energy Turret III
 +
Medium Energy Turret I
 +
Medium Energy Turret II
 +
Medium Energy Turret III
 +
Large Energy Turret I
 +
Large Energy Turret II
 +
Large Energy Turret III}}
 +
{{CollapseBox|width=500px|{{sh|Megathron}}|
 +
Gallente Frigate I
 +
Gallente Frigate II
 +
Gallente Frigate III
 +
Gallente Destroyer I
 +
Gallente Destroyer II
 +
Gallente Destroyer III
 +
Gallente Cruiser I
 +
Gallente Cruiser II
 +
Gallente Cruiser III
 +
Gallente Battlecruiser I
 +
Gallente Battlecruiser II
 +
Gallente Battlecruiser III
 +
Gallente Battleship I
 +
Gallente Battleship II
 +
Gallente Battleship III
 +
Small Hybrid Turret I
 +
Small Hybrid Turret II
 +
Small Hybrid Turret III
 +
Medium Hybrid Turret I
 +
Medium Hybrid Turret II
 +
Medium Hybrid Turret III
 +
Large Hybrid Turret I
 +
Large Hybrid Turret II
 +
Large Hybrid Turret III}}
 +
{{CollapseBox|width=500px|{{sh|Praxis}} (Pulse)|
 +
Small Energy Turret I
 +
Small Energy Turret II
 +
Small Energy Turret III
 +
Medium Energy Turret I
 +
Medium Energy Turret II
 +
Medium Energy Turret III
 +
Large Energy Turret I
 +
Large Energy Turret II
 +
Large Energy Turret III}}
 +
{{CollapseBox|width=500px|{{sh|Praxis}} (Blaster)|
 +
Small Hybrid Turret I
 +
Small Hybrid Turret II
 +
Small Hybrid Turret III
 +
Medium Hybrid Turret I
 +
Medium Hybrid Turret II
 +
Medium Hybrid Turret III
 +
Large Hybrid Turret I
 +
Large Hybrid Turret II
 +
Large Hybrid Turret III}}
 +
 
 +
=== EVEMon ===
 +
 
 +
The skills listed in the training plans can be easily copied and pasted into EVEMon using the Clipboard Import button after having created a new EVEMon Skill Plan.
 +
 
 +
== Recommended skills for damage dealers ==
 +
{{omega|skillplan}}
 +
Apart from the minimum skills listed above to get going, there are more skills that you can get once you start running.
 +
* Developing '''general skills''' to improve the overall performance of your ship can reap benefits in and out of Incursions.
 +
* Developing skills to run '''headquarter sites''' with public communities (strong emphasis on cap and propulsion).
 +
** Public communities will have their own doctrines and skill requirements. The ones listed here are general recommendations.
 +
* Training into '''tech two weapons''' bring much needed flexibility and range projection, even for regular tech one battleships.
 +
** While we use mostly short range weapons, consider training into the '''long range specialization''' as well.
 +
* Some ships can fit '''target painters''' or '''remote capacitor transmitters''', which require a few skills to be useful.
 +
* Improving your '''drones''' with skills for tech 2 variants, or larger kinds of drones, can provide additional damage at low cost.
 +
* Training into a '''Marauder''' provides the largest damage boost you can get for your character in highsec Incursions, but takes a while.
 +
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
 +
! [[file:icon_cogs.png|32px|link=]] General skills
 +
! [[file:incursions_headquarter_icon.png|32px|link=]] Headquarters
 +
! {{icon|turret new|32}} Tech two weapons
 +
! [[file:icon_cog.png|32px|link=]] Utility skills
 +
! [[File:Icon drones.png|32px|link=]] Drones
 +
! [[File:Icon bastion.png|32px|link=]] Marauders
 +
|- valign="top" style="background:#222222;"
 +
| ~ 37 days and 9 hours
 +
| ~ 25 days and 13 hours
 +
| ~ 35 days and 4 hours
 +
| ~ 3 days and 21 hours
 +
| ~ 9 days and 17 hours
 +
| ~ 93 days and 14 hours
 +
|- valign="top"
 +
| style="padding:8px;" nowrap |
 +
Evasive Maneuvering V<br>
 +
Spaceship Command V<br>
 +
Signature Analysis V<br>
 +
Rapid Firing V<br>
 +
Surgical Strike IV<br>
 +
Biology V
 +
| style="padding:8px;" nowrap |
 +
EM Armor Compensation IV<br>
 +
Thermal Armor Compensation IV<br>
 +
Kinetic Armor Compensation IV<br>
 +
Explosive Armor Compensation IV<br>
 +
Capacitor Systems Operation V<br>
 +
Electronic Warfare IV<small>&nbsp;<ref>{{sk|Electronic Warfare|IV}} is a requirement for {{sk|Advanced Drone Avionics}}.</ref></small><br>
 +
Advanced Drone Avionics III<br>
 +
Navigation V<br>
 +
Acceleration Control III<br>
 +
High Speed Maneuvering IV<br>
 +
Micro Jump Drive Operation III
 +
| style="padding:8px;" nowrap |
 +
Motion Prediction V<br>
 +
Large <racial> Turret V<br>
 +
Large <short> Specialization II<br>
 +
{{co|grey|Sharpshooter V}}<small>&nbsp;<ref name="long">{{co|crimson|Optional}} - Consider spending an additional '''9 days and 19 hours''' training into the long range specialization as well</ref></small><br>
 +
{{co|grey|Large <long> Specialization III<small>&nbsp;<ref name="long"></ref></small>}}<br>
 +
| style="padding:8px;" nowrap |
 +
Electronic Warfare III<small>&nbsp;<ref>{{sk|Electronic Warfare|III}} is needed for {{sk|Frequency Modulation}} and {{sk|Long Distance Jamming}}.</ref></small><br>
 +
Frequency Modulation III<br>
 +
Long Distance Jamming III<br>
 +
Target Painting III<br>
 +
Capacitor Emission Systems IV<br>
 +
Thermodynamics III
 +
| style="padding:8px;" nowrap |
 +
Light Drone Operation V<small>&nbsp;<ref name="t2lights">Training {{sk|Light Drone Operation|V}} unlocks T2 drones, which deal slightly more damage (with levels in {{sk|Amarr Drone Specialization}} for Acolytes) and cost several times less than faction versions.</ref></small><br>
 +
Amarr Drone Specialization II<small>&nbsp;<ref name="t2lights"></ref></small><br>
 +
Drone Interfacing IV<br>
 +
Heavy Drone Operation III<small>&nbsp;<ref> - While heavy drones are not used in Vanguards, they see common use in Headquarters fleets. HQ groups will generally require pilots of Vindicators and Kronii to use heavy drones.</ref></small>
 +
| style="padding:8px;" nowrap |
 +
<racial> Battleship V<br>
 +
Energy Grid Upgrades V<small>&nbsp;<ref name="marauder">{{sk|Energy Grid Upgrades|V}} and {{sk|Advanced Weapon Upgrades|V}} are prerequisites of {{sk|Marauders}}.</ref></small><br>
 +
Advanced Weapon Upgrades V<small>&nbsp;<ref name="marauder"></ref></small><br>
 +
Marauders IV<br>
 +
Repair Systems V
 +
|}
 +
<small><references/></small>
  
It takes almost three months to get good enough skills to fly a '''minimum''' [[Vanguard Incursion fits#Logistics|logistics fit]] and you should try to skill up and upgrade to the '''recommended''' fit as soon as possible. The repping power of meta four remote shield boosters are inferior to that of the tech two variant, so moving out of the minimum fit should be a high priority.
+
= Logistics =
 +
Training for logistics is considerably more time-consuming than that of a regular damage dealer. Please remember that when you think the above mentioned skills for a damage dealer is a long train. The bare minimum to make the logistics ships work is {{sk|Logistics Cruisers|IV}}, there is practically no way to make these ships function with lower skills than that. The reason for that is because the skill heavily influences the cap usage of remote repair modules as well as capacitor transmitters.
  
[http://evemon.battleclinic.com/ EVEMon] skillplans: [http://wiki.eveuniversity.org/w/images/c/cc/Incursions_scimitar_minimum.xml Scimitar (minimum skills)], [http://wiki.eveuniversity.org/w/images/b/b3/Incursions_basilisk_minimum.xml Basilisk (minimum skills)]
+
== Minimum skills for logistics ==
 +
{{omega|skillplan}}
 +
It takes almost three months to get good enough skills to fly a '''minimum''' [[Vanguard Incursion fits#Logistics|logistics fit]] and you should try to skill up and upgrade to the '''recommended''' fit as soon as possible. The additional remote tracking computers can significantly improve the overall performance of the fleet.
 +
*<u>EVE University Corporate Skill Plan Name</u>: EUni - Incursion Community Minimum Logi Skillplan
 +
*<u>Corporate Skill Plan link</u>: <url=skillPlan:74618cda-a6b1-4e63-90e0-58c7f3859249:917701062>EUni - Incursion Community Minimum Logi Skillplan</url>
 +
<br>
 
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
 
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
 
! [[file:icon_cogs.png|32px|link=]] Core skills
 
! [[file:icon_cogs.png|32px|link=]] Core skills
Line 104: Line 422:
 
! [[File:Icon drones.png|32px|link=]] Drone skills
 
! [[File:Icon drones.png|32px|link=]] Drone skills
 
|- valign="top" style="background:#222222;"  
 
|- valign="top" style="background:#222222;"  
| ~ 10 days and 5 hours
+
| ~ 22 days and 1 hours
| ~ 25 days and 13 hours
+
| ~ 20 days and 21 hours
| ~ 6 days and 9 hours
+
| ~ 4 days and 14 hours
| ~ 32 days and 13 hours
+
| ~ 32 days and 8 hours
 
| ~ 5 days and 14 hours
 
| ~ 5 days and 14 hours
 
|- valign="top" nowrap
 
|- valign="top" nowrap
 
| style="padding:8px;" nowrap |
 
| style="padding:8px;" nowrap |
Cybernetics I<br>
 
CPU Management IV<br>
 
Power Grid Management IV<br>
 
Mechanics IV<br>
 
 
Capacitor Management IV<br>
 
Capacitor Management IV<br>
 
Capacitor Systems Operation IV<br>
 
Capacitor Systems Operation IV<br>
Energy Grid Upgrades IV<small>&nbsp;<ref>'''Energy Grid Upgrades IV''' is required for the reactor controls and power diagnostic modules.</ref></small><br>
+
Energy Grid Upgrades IV<small>&nbsp;<ref>{{sk|Energy Grid Upgrades}} is required for the '''cap''', '''power diagnostic''' and '''reactor control''' modules.</ref></small><br>
Shield Upgrades IV<small>&nbsp;<ref><strong>Shield Upgrades IV</strong> is a requirement for the <strong>Large Shield Extender II</strong> modules. Only <strong>Basilisk</strong> pilots need this, <strong>Scimitar</strong> pilots will not need it.</ref></small><br>
+
EM Armor Compensation IV<br>
Shield Management III<br>
+
Thermal Armor Compensation IV<br>
Hull Upgrades IV<small>&nbsp;<ref><strong>Hull Upgrades IV</strong> is required to fit the <strong>Damage Control II</strong> module. <strong>Scimitar</strong> pilots could initially skip this.</ref></small>
+
Kinetic Armor Compensation IV<br>
 +
Explosive Armor Compensation IV<br>
 +
Hull Upgrades V<br>
 
| style="padding:8px;" nowrap |
 
| style="padding:8px;" nowrap |
Signature Analysis V<small>&nbsp;<ref name="logistics">'''Signature Analysis V''' and '''Long Range Targeting V''' are requirements for the '''Logistics''' skill.</ref></small><br>
+
Signature Analysis V<small>&nbsp;<ref name="logistics">{{sk|Signature Analysis|V}} and {{sk|Long Range Targeting|V}} are requirements for the {{sk|Logistics Cruisers}} skill.</ref></small><br>
 
Long Range Targeting V<small>&nbsp;<ref name="logistics"></ref></small><br>
 
Long Range Targeting V<small>&nbsp;<ref name="logistics"></ref></small><br>
Target Management V<small>&nbsp;<ref>'''Target Management V''' is a requirement for the '''Advanced Target Management''' skill.</ref></small><br>
+
Target Management V<small>&nbsp;<ref>{{sk|Target Management|V}} is a requirement for the {{sk|Advanced Target Management}} skill.</ref></small><br>
Advanced Target Management III<br>
+
Advanced Target Management III
Jury Rigging III<small>&nbsp;<ref>'''Jury Rigging III''' is a requirement for the '''Shield Rigging''' skill.</ref></small><br>
 
Shield Rigging III<small>&nbsp;<ref><strong>Shield Rigging</strong> is only needed if you use shield rigs, so <strong>Scimitar</strong> pilots can skip this, including the prerequisite '''Jury Rigging''' skill.</ref></small><br>
 
Tactical Shield Manipulation IV
 
 
| style="padding:8px;" nowrap |
 
| style="padding:8px;" nowrap |
Shield Emission Systems IV<br>
+
Remote Armor Repair Systems IV<br>
Capacitor Emission Systems IV<small>&nbsp;<ref><strong>Capacitor Emission Systems IV</strong> is only required if you fly a <strong>Basilisk</strong> with remote capacitor transfer modules, the <strong>Scimitar</strong> does not need this skill.</ref></small><br>
+
Sensor Linking IV
Sensor Linking IV<small>&nbsp;<ref><strong>Sensor Linking</strong> is only required if you have room for <strong>Remote Tracking Computer II</strong> modules and the skill will reduce their cap use as well.</ref></small>
 
 
| style="padding:8px;" nowrap |
 
| style="padding:8px;" nowrap |
<racial> Frigate III<small>&nbsp;<ref name="racial"><strong><racial> Frigate III</strong> is a starter skill you normally have, but is included in case you have to cross-train out of your initial race.</ref></small><br>
+
Gallente Frigate III<small>&nbsp;<ref name="racial">'''Gallente Frigate III''' is a starter skill for Gallente characters.</ref></small><br>
<racial> Destroyer III<br>
+
Gallente Destroyer III<br>
<racial> Cruiser V<br>
+
Gallente Cruiser V<br>
Logistics IV<br>
+
Logistics Cruisers IV<br>
 
Evasive Maneuvering III<br>
 
Evasive Maneuvering III<br>
Warp Drive Operation III<br>
+
Warp Drive Operation III
Afterburner III
 
 
| style="padding:8px;" nowrap |
 
| style="padding:8px;" nowrap |
 
Drones V<br>
 
Drones V<br>
Drone Durability I<small>&nbsp;<ref><strong>Drone Durability I</strong> is required to use shield maintenance drones.</ref></small><br>
+
Drone Durability I<small>&nbsp;<ref name="logibots">{{sk|Drone Durability|I}} and {{sk|Repair Drone Operation|II}} are required to use '''armor maintenance bots'''.</ref></small><br>
Repair Drone Operation II<small>&nbsp;<ref><strong>Repair Drone Operation II</strong> is required to use light and medium shield maintenance drones.</ref></small><br>
+
Repair Drone Operation II<small>&nbsp;<ref name="logibots"></ref></small><br>
 
Drone Navigation III<br>
 
Drone Navigation III<br>
 
Drone Avionics III<br>
 
Drone Avionics III<br>
{{co|grey|Shield Emission Systems III<small>&nbsp;<ref><strong>Shield Emission Systems III</strong> is enough for maintenance drones, but <strong>Shield Emission Systems IV</strong> is already required <strong>Remote Shield Booster II</strong> modules.</ref></small>}}
+
{{co|grey|Remote Armor Repair Systems III}}<small>&nbsp;<ref>{{sk|Remote Armor Repair Systems|IV}} is already trained as a requirement for the '''Remote Armor Repairer II''' module.</ref></small>
 
|- valign="top" style="background:#222222;"
 
|- valign="top" style="background:#222222;"
| colspan=5 | ~ 77 days, 13 hours and 13 minutes worth of training for the Scimitar <br> ~ 80 days, 5 hours and 59 minutes worth of training for the Basilisk
+
| colspan=5 | ~ 85 days and 10 hours worth of training {{co|grey|(~ 4,2 million skillpoints)}}
 
|}
 
|}
 
<small><references/></small>
 
<small><references/></small>
  
== Miscellaneous skills ==
+
=== Skill Plan ===  
Apart from the critical skills listed above, there are a few skills that you should get as soon as possible. We rely on offgrid boosters and as such we need people with leadership skills to pass boosts down the fleet hierarchy. Being able to [[Incursions_checklist#How_and_when_to_overheat|overheat can often save your ship]] when something bad happens. Basic navigation skills helps mitigate align times and capacitor consumption from propulsion modules or from initiating warp. Having the skills to use the [[How_to_find_Incursions#The_microwarpdrive_and_cloak_trick|microwarpdrive and cloak trick]] for safer travel is also handy and recommended.
 
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
 
! [[file:icon_fleet.png|32px|link=]] Commander
 
! [[file:icon_damage_therm.png|32px|link=]] Thermodynamics
 
! [[file:Module icon microwarpdrive tech1.png|32px|link=]] Navigation
 
! [[file:icon_cloak.png|32px|link=]] MWD + Cloak trick
 
|- valign="top" style="background:#222222;"
 
| ~ 6 days and 16 hours
 
| ~ 2 days and 20 hours
 
| ~ 9 days and 17 hours
 
| ~ 1 day and 19 hours
 
|- valign="top"
 
| style="padding:8px;" nowrap |
 
Leadership V<br>
 
Wing Command III
 
| style="padding:8px;" nowrap |
 
{{co|grey|Power Grid Management IV<small>&nbsp;<ref>'''Power Grid Management IV''' is required to train the '''Thermodynamics''' but is already covered by the minimum skills.</ref></small>}}<br>
 
Science IV<small>&nbsp;<ref>'''Science IV''' is required to for the '''Thermodynamics''' skill.</ref></small><br>
 
Thermodynamics III
 
| style="padding:8px;" nowrap |
 
Acceleration Control IV<small>&nbsp;<ref name="ab">Mostly for '''logistics'''-pilots, but generally applies to anyone who uses an '''afterburner'''.</ref></small><br>
 
Afterburner IV<small>&nbsp;<ref name="ab"></ref></small><br>
 
Evasive Maneuvering IV<br>
 
Fuel Conservation IV<small>&nbsp;<ref name="ab"></ref></small><br>
 
Navigation IV<br>
 
Warp Drive Operation IV
 
| style="padding:8px;" |
 
High Speed Maneuvering III<br>
 
Cloaking III
 
|}
 
<small><references/></small>
 
  
= Further training =
+
{{SkillQueue
Once you have the minimum skills, it's time to consider what else to train.
+
|name=INC Armor Logi Skillplan
{{note box|In the time it takes to train a skill from IV to V you can usually train up a handful of other skills from I to IV, so as a general rule of thumb we recommend that people train their skills up to IV before starting to max them out. Sometimes you need a skill that requires you to train another skill to V, so it's not always avoidable, but until you have a solid set of skills trained it makes sense to hold off on training skills to V.}}
+
|hdr=0
<!-- Soon.
+
|width=500px
== Advanced weapons and modules ==
+
|desc=This skillplan contains all the minimum logi skills to fly an Oneiros.
Tech two guns for damage dealers and a full set of tech two remote shield boosters greatly improve your efficiency in fleets.
+
|CPU Management 1
{|
+
Target Management 1
|}
+
Target Management 2
-->
+
Target Management 3
== Advanced hulls ==
+
Target Management 4
The step from a battleship to a strategic cruiser or a pirate faction battleship is surprisingly short and you should take this step as soon as possible to get into a really good ship. You might need to top off some of the support skills, pending on what ship you decide to move into, if you run into powergrid, CPU or cap issues.
+
Target Management 5
 +
Advanced Target Management 1
 +
Advanced Target Management 2
 +
Advanced Target Management 3
 +
Power Grid Management 1
 +
Power Grid Management 2
 +
Power Grid Management 3
 +
Capacitor Management 1
 +
Capacitor Management 2
 +
Capacitor Management 3
 +
Capacitor Management 4
 +
Capacitor Systems Operation 1
 +
Capacitor Systems Operation 2
 +
Capacitor Systems Operation 3
 +
Capacitor Systems Operation 4
 +
Drones 1
 +
Drone Avionics 1
 +
Drone Avionics 2
 +
Drone Avionics 3
 +
Drones 2
 +
Drones 3
 +
Drones 4
 +
Drone Durability 1
 +
Drone Navigation 1
 +
Drone Navigation 2
 +
Drone Navigation 3
 +
Drones 5
 +
Mechanics 1
 +
Hull Upgrades 1
 +
Hull Upgrades 2
 +
Hull Upgrades 3
 +
Hull Upgrades 4
 +
EM Armor Compensation 1
 +
EM Armor Compensation 2
 +
EM Armor Compensation 3
 +
EM Armor Compensation 4
 +
Science 1
 +
Energy Grid Upgrades 1
 +
Energy Grid Upgrades 2
 +
Energy Grid Upgrades 3
 +
Energy Grid Upgrades 4
 +
Navigation 1
 +
Navigation 2
 +
Evasive Maneuvering 1
 +
Evasive Maneuvering 2
 +
Evasive Maneuvering 3
 +
Explosive Armor Compensation 1
 +
Explosive Armor Compensation 2
 +
Explosive Armor Compensation 3
 +
Explosive Armor Compensation 4
 +
Spaceship Command 1
 +
Gallente Frigate 1
 +
Gallente Frigate 2
 +
Gallente Frigate 3
 +
Gallente Destroyer 1
 +
Gallente Destroyer 2
 +
Gallente Destroyer 3
 +
Spaceship Command 2
 +
Gallente Cruiser 1
 +
Gallente Cruiser 2
 +
Gallente Cruiser 3
 +
Gallente Cruiser 4
 +
Gallente Cruiser 5
 +
Hull Upgrades 5
 +
Kinetic Armor Compensation 1
 +
Kinetic Armor Compensation 2
 +
Kinetic Armor Compensation 3
 +
Kinetic Armor Compensation 4
 +
Signature Analysis 1
 +
Signature Analysis 2
 +
Signature Analysis 3
 +
Signature Analysis 4
 +
Signature Analysis 5
 +
CPU Management 2
 +
Long Range Targeting 1
 +
Long Range Targeting 2
 +
Long Range Targeting 3
 +
Long Range Targeting 4
 +
Long Range Targeting 5
 +
Spaceship Command 3
 +
Logistics Cruisers 1
 +
Logistics Cruisers 2
 +
Logistics Cruisers 3
 +
Logistics Cruisers 4
 +
CPU Management 3
 +
Repair Drone Operation 1
 +
Repair Drone Operation 2
 +
Repair Systems 1
 +
Repair Systems 2
 +
Mechanics 2
 +
Mechanics 3
 +
Remote Armor Repair Systems 1
 +
Remote Armor Repair Systems 2
 +
Remote Armor Repair Systems 3
 +
Remote Armor Repair Systems 4
 +
Sensor Linking 1
 +
Sensor Linking 2
 +
Sensor Linking 3
 +
Sensor Linking 4
 +
Thermal Armor Compensation 1
 +
Thermal Armor Compensation 2
 +
Thermal Armor Compensation 3
 +
Thermal Armor Compensation 4
 +
Warp Drive Operation 1
 +
Warp Drive Operation 2
 +
Warp Drive Operation 3}}
  
For strategic cruisers you'll most likely require you to train some support skills to V and of course your racial cruiser of choice to V. Then you just move towards tech two medium weapons for further efficiency. When it comes to pirate faction battleship hulls like the Machariel, Nightmare and Vindicator, which are better in all aspects compared to the regular battleships regardless of your skill, you'll need to train anything from a secondary racial shipline to two new racial shiplines and new racial turret skills. Flying ships that cost over a billion in just the hull shouldn't be taken lightly however, but from an efficiency point of view there is no reason not to get one.
+
== Recommended skills for logistics ==
 +
{{omega|skillplan}}
 +
Since the minimum skills only gets you so far, it's important to continue training into the '''recommended logistics fit''' for [[Vanguard Incursion fits#Logistics|logistics]].
  
Also remember that once you've trained the generic support skills for ships and weapons, crosstraining into a different racial ship or a secondary racial turret doesn't take that long. Same for logistics, once you have the skills to fly one of them, the other is a matter of training up a new racial cruiser skill to V. Being able to fly several ships and roles, like both that of a damage dealer and a logistics, gives you a tremendous amount of flexibility. It also makes you quite desirable among the incursion communities, both within EVE University and beyond, as having pilots capable of switching roles or ships based on what the fleet needs is incredibly useful.
 
 
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
 
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
! [[file:icon_ship.png|32px|link=]] Strategic Cruisers
+
! [[file:icon_ship_dark.png|32px|link=]] Advanced<small>&nbsp;<ref>This assumes you've already trained the skills listed under '''recommended'''.</ref></small>
! [[file:icon_ship_dark.png|32px|link=]] Pirate Faction Battleships<small>&nbsp;<ref>Assuming the worst possible starter skills, two racial shiplines and new gunnery skills. Most likely you'll end up only needing to train a new racial ship line (4-5days) for your secondary battleship skill.</ref></small>
+
! [[image:Icon drones.png|32px|link=]] Drone skills
! [[file:icon_gunnery_turret.png|32px|link=]] Additional turrets
+
|- valign="top" style="background:#222222;"  
! [[file:icon_ship_other.png|32px|link=]] Additional ships
+
| ~ 55 days and 3 hours
|- valign="top" style="background:#222222;"
+
| ~ 15 days and 9 hours
| ~ 43 days and 20 hours
+
|- valign="top" nowrap
| ~ 24 days and 15 hours
 
| ~ 5 days and 5 hours
 
| ~ 9 days and 17 hours
 
|- valign="top"
 
 
| style="padding:8px;" nowrap |
 
| style="padding:8px;" nowrap |
Mechanics V<br>
 
Shield Operation III<br>
 
CPU Management V<br>
 
 
Power Grid Management V<br>
 
Power Grid Management V<br>
{{co|grey|Gunnery V<small> <ref>'''Gunnery V''' for the Legion, Loki and Proteus, but only '''Gunnery III''' for the Tengu. This skill is covered by the '''minimum skills''' already.</ref></small>}}<br>
+
Capacitor Systems Operation V<br>
Missile Launcher Operation III<small> <ref>'''Missile Launcher Operation V''' for the Tengu and '''Missile Launcher Operation III''' for the Loki. Neither the Legion or the Proteus needs this skill trained unless they decide to fit missiles.</ref></small><br>
+
Logistics Cruisers V<br>
Navigation V<br>
+
Remote Armor Repair Systems V<br>
<racial> Cruiser V<br>
+
Capacitor Management V
<racial> Strategic Cruiser III<br>
 
<racial> Defensive Systems IV<br>
 
<racial> Electronic Systems V<small>&nbsp;<ref>For the '''Loki''' it is very important to get '''Minmatar Electronic Systems V''', since it increases the projection of your webrange with the '''Immobility Drivers''' subsystem. Slightly less important for the '''Legion''', but it does increase your scan resolution.</ref></small><br>
 
<racial> Engineering Systems IV<br>
 
<racial> Offensive Systems V<small>&nbsp;<ref>For the '''Legion''' it is very important to get '''Amarr Offensive Systems V''', since it increases damage projection as well as reduces cap usage of your turrets. For the '''Loki''' it is a straight up damage projection increase which translates into an increase of applied damage.</ref></small><br>
 
<racial> Propulsion Systems IV
 
 
| style="padding:8px;" nowrap |
 
| style="padding:8px;" nowrap |
<primary> Frigate III<br>
+
Repair Drone Operation V
<primary> Destroyer III<br>
 
<primary> Cruiser III<br>
 
<primary> Battlecruiser III<br>
 
<primary> Battleship IV<br>
 
<secondary> Frigate III<br>
 
<secondary> Destroyer III<br>
 
<secondary> Cruiser III<br>
 
<secondary> Battlecruiser III<br>
 
<secondary> Battleship IV<br>
 
Small <racial> Turret III<br>
 
Medium <racial> Turret III<br>
 
Large <racial> Turret IV
 
| style="padding:8px;" |
 
Small <racial> Turret III<br>
 
Medium <racial> Turret III<br>
 
Large <racial> Turret IV<br>
 
| style="padding:8px;" |
 
<racial> Frigate III<br>
 
<racial> Destroyer III<br>
 
<racial> Cruiser III<br>
 
<racial> Battlecruiser III<br>
 
<racial> Battleship IV
 
 
|}
 
|}
 
<small><references/></small>
 
<small><references/></small>
  
== Honing your skills ==
+
=== Skill List ===
Remember that the minimum skills are just the beginning and there is much room for improvement. Increase these skills, train up for tech two weaponry and max out the gunnery and support skills, and your ship will be much more efficient. You'll also have many more options to improve your fit with better fitting and support skills, like upgrading a module, drop an excessive tank module for more utility modules and so forth.
+
 
 +
Listed below are the recommended skills above compiled into a list. It can be copied into your skill queue to train or create a skill plan from. The skills are ordered alphabetically, but feel free to move them around as you see fit.
 +
 
 +
{{CollapseBox|width=500px|Recommended logistics skills|
 +
Power Grid Management V
 +
Capacitor Systems Operation V
 +
Logistics Cruisers V
 +
Remote Armor Repair Systems V
 +
Capacitor Management V
 +
Repair Drone Operation V}}
 +
 
 +
= Ongrid booster =
 +
Training into an ongrid booster requires quite a few months worth of training, even if you're doing it on an existing character. This is due to the fact it requires skills you normally wouldn't train unless you're specifically training to use command bursts. It's also a very long one that benefits greatly from using [[Skills_and_Learning#Neural_Remaps|neural remaps]].
 +
 
 +
== Minimum skills for ongrid boosters ==
 +
{{omega|skillplan}}
 +
Since {{sk|Cybernetics|V|icon=yes}} is required for the mindlink implant, consider training it first so you can also get +5 attribute implants and further improving your training time. The times listed below are, like all the other skill plans, assuming just the +3 attribute implants and no neural remaps. So there's plenty of room for optimization. These minimum skills will allow you to fly any of the '''minimum ongrid booster fits''' for [[Vanguard Incursion fits#Ongrid booster|vanguards]].
 +
<br><br>
 +
*<u>EVE University Corporate Skill Plan Name</u>: EUni - Incursion Community OGB Skillplan
 +
*<u>Corporate Skill Plan link</u>: <url=skillPlan:1356dae5-90a8-472e-b069-3a2689544b87:917701062>EUni - Incursion Community OGB Skillplan</url>
 +
<br>
  
What you're going to train next differs a little bit based on what ship and what weapons you're going to use. For some fitting skills will be prioritized due to the lack of CPU or powergrid of their hull, for others capacitor skills are more important while others can simply go straight for better ship skills and tech two weaponry.
 
{{note box|Once you start training skills to V it might be a good time to start doing some serious skillplanning and consider [[Skills_and_Learning#Neural_Remaps|neural remaps]] and better attribute implants. While restrictive, a good neural remap and attribute upgrades can lower the training time significantly.}}
 
 
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
 
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
! [[file:icon_cogs.png|32px|link=]] Support skills
+
! [[file:icon_cogs.png|32px|link=]] Core skills
! [[file:icon_gunnery_turret.png|32px|link=]] Gunnery skills
+
! [[file:icon_cog.png|32px|link=]] Utility skills
 
! [[file:icon_ship.png|32px|link=]] Ship skills
 
! [[file:icon_ship.png|32px|link=]] Ship skills
 +
! [[image:icon_fleet.png|32px|link=]] Fleet support skills
 
! [[File:Icon drones.png|32px|link=]] Drone skills
 
! [[File:Icon drones.png|32px|link=]] Drone skills
|- valign="top" style="background:#222222;"
+
! [[file:icon_shield_transporter_i.png|32px|link=]] Logibooster skills
| colspan=5 align="center" | Prioritize which skills to train first, some are more important than others, so do your research.
+
|- valign="top" style="background:#222222;"  
 +
| ~ 21 days and 12 hours
 +
| ~ 12 days and 9 hours
 +
| ~ 63 days and 13 hours
 +
| ~ 89 days and 18 hours
 +
| ~ 12 days and 9 hours
 +
| ~ 10 days and 10 hours
 
|- valign="top"
 
|- valign="top"
 
| style="padding:8px;" nowrap |
 
| style="padding:8px;" nowrap |
Cybernetics V<small>&nbsp;<ref>'''Cybernetics''' V is required for the top-tier advanced implants, like the +6% CONCORD-implants.</ref></small><br>
 
 
CPU Management V<br>
 
CPU Management V<br>
Power Grid Management V<br>
+
EM Armor Compensation IV<br>
Mechanics V<br>
+
Thermal Armor Compensation IV<br>
Capacitor Management V<br>
+
Kinetic Armor Compensation IV<br>
Capacitor Systems Operation V<br>
+
Explosive Armor Compensation IV<br>
Shield Upgrades V<br>
+
Hull Upgrades V
Target Management V<br>
+
| style="padding:8px;" nowrap |
Advanced Target Management III<br>
+
Signature Analysis V<br>
Long Range Targeting V<br>
+
Long Range Targeting IV<br>
Jury Rigging IV<small>&nbsp;<ref>'''Jury Rigging''' IV is only needed if it is a requirement for your more generic rigs, like energy grid rigs.</ref></small><br>
+
Target Management IV<br>
Shield Rigging IV<br>
+
Advanced Target Management III
Shield Emission Systems V<br>
+
| style="padding:8px;" nowrap |
Capacitor Emission Systems V<small>&nbsp;<ref name="emission">'''Capacitor Emission Systems''' is only required for ships that use energy transfer modules, like the '''Guardian''' and the '''Basilisk'''. It's also useful for ships in need of cap chains to remain cap stable, like the '''Nightmare'''.</ref></small><br>
+
Gallente Frigate III<br>
Sensor Linking V<small>&nbsp;<ref name="links">'''Sensor Linking''' is only required if you can fit the '''Tracking Link''' module and only needed at higher skill-levels if you try to fit several faction links at once.</ref></small><br>
+
Gallente Destroyer III<br>
EM Shield Compensation V<small>&nbsp;<ref>Only if you actually use the passive '''EM Ward Amplifier''' module.</ref></small><br>
+
Gallente Cruiser III<br>
Biology V<small>&nbsp;<ref>'''Biology''' increases the duration of drugs by 20% per skillevel. Should only be considered if you fly with communities that contest all the time and use drugs to get the upper hand.</ref></small>
+
Gallente Battlecruiser V<br>
 +
Leadership V<small>&nbsp;<ref name="command">{{sk|Leadership|V}}, {{sk|Wing Command|IV}}, {{sk|Command Burst Specialist|IV}} and {{sk|Spaceship Command|V}} are all needed to train {{sk|Command Ships}}.</ref></small><br>
 +
Spaceship Command V<small>&nbsp;<ref name="command"></ref></small><br>
 +
Wing Command IV<small>&nbsp;<ref name="command"></ref></small><br>
 +
Command Burst Specialist IV<small>&nbsp;<ref name="command"></ref></small><br>
 +
Command Ships IV<br>
 +
Warp Drive Operation III<br>
 +
Evasive Maneuvering III<br>
 
| style="padding:8px;" nowrap |
 
| style="padding:8px;" nowrap |
Weapon Upgrades V<br>
+
Cybernetics V<small>&nbsp;<ref name="mindlink">{{sk|Cybernetics|V}}, {{sk|Armored Command Specialist|V}} and {{sk|Skirmish Command Specialist|V}} are needed for the {{co|coral|Federation Navy Command Mindlink}} implant.</ref></small><br>
Advanced Weapon Upgrades V<br>
+
Armored Command V<small>&nbsp;<ref>{{sk|Armored Command|V}} is a requirement for {{sk|Armored Command Specialist}}.</ref></small><br>
Gunnery V<br>
+
Armored Command Specialist V<small>&nbsp;<ref name="mindlink"></ref></small><br>
Motion Prediction V<br>
+
Skirmish Command V<small>&nbsp;<ref>{{sk|Skirmish Command|V}} is a requirement for {{sk|Skirmish Command Specialist}}.</ref></small><br>
Rapid Firing V<br>
+
Skirmish Command Specialist V<small>&nbsp;<ref name="mindlink"></ref></small><br>
Sharpshooter V<br>
+
{{co|grey|Leadership V}}<small>&nbsp;<ref name="command2">{{sk|Leadership|V}}, {{sk|Command Burst Specialist|IV}} and {{sk|Wing Command|IV}} are already required for {{sk|Command Ships}}</ref></small><br>
Surgical Strike V<br>
+
{{co|grey|Command Burst Specialist IV}}<small>&nbsp;<ref name="command2"></ref></small><br>
Trajectory Analysis V<br>
+
{{co|grey|Wing Command IV}}<small>&nbsp;<ref name="command2"></ref></small><br>
Controlled Bursts V<small>&nbsp;<ref>'''Controlled Bursts''' is useful for all hybrids and lasers, but useless for projectiles as they do not use cap to fire.</ref></small><br>
 
Large <racial> Turret V<br>
 
Large <racial> Specialization IV<br>
 
Medium <racial> Turret V<small>&nbsp;<ref name="medium">Only if you're aiming for flying '''Strategic Cruisers''' and '''Command Ships''' with medium weapon systems.</ref></small><br>
 
Medium <racial> Specialization IV<small>&nbsp;<ref name="medium"></ref></small><br>
 
<weapon> Rigging IV
 
 
| style="padding:8px;" nowrap |
 
| style="padding:8px;" nowrap |
Battleship V<br>
+
Drones V<br>
Logistics V<br>
+
Light Drone Operation V<br>
<racial> Defensive Systems V<br>
+
Amarr Drone Specialization III<small>&nbsp;<ref>{{sk|Drones|V}}, {{sk|Light Drone Operation|V}} and {{sk|Amarr Drone Specialization|I}} is required to use '''Acolyte II'''. It's acceptable to skip this skill initially if you can use other drones, like '''Warrior II''' drones, but train it as soon as possible.</ref></small><br>
<racial> Electronic Systems V<br>
+
Drone Interfacing III<br>
<racial> Engineering Systems V<br>
+
Drone Navigation III<br>
<racial> Offensive Systems V<br>
+
Drone Sharpshooting III<br>
<racial> Propulsion Systems V<br>
+
Drone Avionics III
<racial> Strategic Cruiser IV<small>&nbsp;<ref>While it isn't a requirement for anything, it does add longevity to your overheat abilities.</ref></small><br>
 
Acceleration Control V<br>
 
Afterburner V<br>
 
Evasive Maneuvering V<br>
 
Fuel Conservation V<br>
 
Navigation V<br>
 
Warp Drive Operation V
 
 
| style="padding:8px;" nowrap |
 
| style="padding:8px;" nowrap |
Drone Interfacing V<br>
+
Remote Armor Repair Systems IV<br>
Drone Navigation V<br>
+
Capacitor Management IV<br>
Drone Sharpshooting V<br>
+
Capacitor Systems Operation V<br>
Drone Durability IV<small>&nbsp;<ref>'''Drone Durability''' is one of those skills that you might consider twice before training. It's nice to have some studier drones, but ideally they shouldn't be taking damage anyway.</ref></small><br>
+
Sensor Linking III<br>
Drone Avionics V<small><ref>'''Drone Avionics''' increases your drone control range by an additional 5 km / skillevel on top of the base 25 km control range.</ref></small><br>
+
Magnetometric Sensor Compensation III<br>
Electronic Warfare IV<small>&nbsp;<ref>'''Electronic Warfare''' is required for '''Advanced Drone Avionics'''.</ref></small><br>
+
Drone Durability I<ref name="logibots">{{sk|Drone Durability|I}} and {{sk|Repair Drone Operation|II}} are required to use '''armor maintenance bots'''.</ref><br>
Advanced Drone Avionics IV<small><ref>'''Advanced Drone Avionics''' increases your drone control range by an additional 3 km / skillevel allowing you to reach up to 60 km drone control range.</ref></small><br>
+
Repair Drone Operation II<ref name="logibots"></ref>
Repair Drone operation V<small>&nbsp;<ref>'''Repair Drone Operation V''' is needed for tech two shield maintenance bots.</ref></small><br>
+
|- valign="top" style="background:#222222;"
Medium Drone Operation V<small>&nbsp;<ref>'''Medium Drone Operation V''' is required for '''Infiltrator II''' drones.</ref></small><br>
+
| colspan=7 | ~ 209 days, 22 hours worth of training {{co|grey|(~ 10.3 million skillpoints)}}
Sentry Drone Interfacing V<small>&nbsp;<ref>If your ship can field sentries, train '''Sentry Drones V''' so you can field tech two sentries. Not useful for common fleets, but very useful for specialized fleets.</ref></small><br>
 
Heavy Drone Operation V<small>&nbsp;<ref name="ogres">If your ship can field '''Ogres''', train '''Gallente Drone Specialization IV''' and '''Heavy Drone Operation V'''. While not used in vanguards and assaults, they can be very useful in some headquarter sites and the mothership site.</ref></small><br>
 
Amarr Drone Specialization IV<br>
 
Gallente Drone Specialization IV<small>&nbsp;<ref name="ogres"></ref></small><br>
 
 
|}
 
|}
 
<small><references/></small>
 
<small><references/></small>
  
== Crosstraining into armour ==
+
=== Skill Plan ===
While we primarily run shield fleets, most of the skills you use will be reusable for armour fleets as well. It wouldn't take too long to touch up on your armour skills to be able to run armour fleets. For unistas it also gives them great skills to use within the [[Wormhole Campus]], as they run primarily armour fleets.
+
 
{| class="wikitable" style="font-size:90%; text-align:center; padding:8px;"
+
Listed below is a skill plan for boosting. It can be copied into your skill queue to train. The skills are not ordered in any particular way, so feel free to move them around as you see fit.
! [[file:icon_gunnery_turret.png|32px|link=]] Damage dealers
+
 
! [[file:icon_remote_armor_repair_i.png|32px|link=]] Logistics
+
{{SkillQueue
|- style="background:#222222;"
+
|name=INC - Armor OGB Skillplan
| ~ 18 days and 10 hours
+
|hdr=0
| ~ 46 days and 7 hours
+
|width=500px
|- valign="top"
+
|desc=This skillplan contains all the minimum skills to pilot a logi booster.
| style="padding:8px;" nowrap |
+
|CPU Management 1
Hull Upgrades V<br>
+
Target Management 1
Armor Rigging III<br>
+
Target Management 2
EM Armor Compensation IV<br>
+
Target Management 3
Explosive Armor Compensation IV<br>
+
Target Management 4
Kinetic Armor Compensation IV<br>
+
Target Management 5
Thermic Armor Compensation IV<br>
+
Advanced Target Management 1
Repair Systems II<small>&nbsp;<ref name="remote">'''Mechanics III''' and '''Repair Systems II''' are required to train '''Remote Armor Repair Systems'''.</ref></small><br>
+
Advanced Target Management 2
Remote Armor Repair Systems III<small>&nbsp;<ref name="armour bots">'''Remote Armor Repair Systems III''' is required to use Armor Maintenance drones.</ref></small>
+
Advanced Target Management 3
| style="padding:8px;" |
+
Drones 1
Hull Upgrades V<br>
+
Drones 2
Armor Rigging III<br>
+
Drones 3
EM Armor Compensation IV<br>
+
Drones 4
Explosive Armor Compensation IV<br>
+
Drones 5
Kinetic Armor Compensation IV<br>
+
Amarr Drone Specialization 1
Thermic Armor Compensation IV<br>
+
Amarr Drone Specialization 2
Repair Systems II<small>&nbsp;<ref name="remote"></ref></small><br>
+
Amarr Drone Specialization 3
Remote Armor Repair Systems IV<small>&nbsp;<ref name="armour bots"></ref></small><br>
+
Leadership 1
<new racial> Frigate III<br>
+
Armored Command 1
<new racial> Destroyer III<br>
+
Armored Command 2
<new racial> Cruiser V<br>
+
Armored Command 3
|}
+
Armored Command 4
<small><references/></small>
+
Armored Command 5
 +
Armored Command Specialist 1
 +
Armored Command Specialist 2
 +
Armored Command Specialist 3
 +
Armored Command Specialist 4
 +
Armored Command Specialist 5
 +
Mechanics 1
 +
Mechanics 2
 +
Mechanics 3
 +
Power Grid Management 1
 +
Power Grid Management 2
 +
Power Grid Management 3
 +
Capacitor Management 1
 +
Capacitor Management 2
 +
Capacitor Management 3
 +
Capacitor Management 4
 +
Capacitor Systems Operation 1
 +
Capacitor Systems Operation 2
 +
Capacitor Systems Operation 3
 +
Capacitor Systems Operation 4
 +
Capacitor Systems Operation 5
 +
Leadership 2
 +
Leadership 3
 +
Leadership 4
 +
Leadership 5
 +
Command Burst Specialist 1
 +
Command Burst Specialist 2
 +
Command Burst Specialist 3
 +
Command Burst Specialist 4
 +
Spaceship Command 1
 +
Spaceship Command 2
 +
Spaceship Command 3
 +
Spaceship Command 4
 +
Spaceship Command 5
 +
Wing Command 1
 +
Wing Command 2
 +
Wing Command 3
 +
Wing Command 4
 +
Command Ships 1
 +
Command Ships 2
 +
Command Ships 3
 +
Command Ships 4
 +
CPU Management 2
 +
CPU Management 3
 +
CPU Management 4
 +
CPU Management 5
 +
Science 1
 +
Science 2
 +
Science 3
 +
Cybernetics 1
 +
Cybernetics 2
 +
Cybernetics 3
 +
Cybernetics 4
 +
Cybernetics 5
 +
Drone Avionics 1
 +
Drone Avionics 2
 +
Drone Avionics 3
 +
Drone Durability 1
 +
Drone Interfacing 1
 +
Drone Interfacing 2
 +
Drone Interfacing 3
 +
Drone Navigation 1
 +
Drone Navigation 2
 +
Drone Navigation 3
 +
Drone Sharpshooting 1
 +
Drone Sharpshooting 2
 +
Drone Sharpshooting 3
 +
Hull Upgrades 1
 +
Hull Upgrades 2
 +
Hull Upgrades 3
 +
Hull Upgrades 4
 +
EM Armor Compensation 1
 +
EM Armor Compensation 2
 +
EM Armor Compensation 3
 +
EM Armor Compensation 4
 +
Navigation 1
 +
Navigation 2
 +
Evasive Maneuvering 1
 +
Evasive Maneuvering 2
 +
Evasive Maneuvering 3
 +
Explosive Armor Compensation 1
 +
Explosive Armor Compensation 2
 +
Explosive Armor Compensation 3
 +
Explosive Armor Compensation 4
 +
Gallente Frigate 1
 +
Gallente Frigate 2
 +
Gallente Frigate 3
 +
Gallente Destroyer 1
 +
Gallente Destroyer 2
 +
Gallente Destroyer 3
 +
Gallente Cruiser 1
 +
Gallente Cruiser 2
 +
Gallente Cruiser 3
 +
Gallente Battlecruiser 1
 +
Gallente Battlecruiser 2
 +
Gallente Battlecruiser 3
 +
Gallente Battlecruiser 4
 +
Gallente Battlecruiser 5
 +
Hull Upgrades 5
 +
Kinetic Armor Compensation 1
 +
Kinetic Armor Compensation 2
 +
Kinetic Armor Compensation 3
 +
Kinetic Armor Compensation 4
 +
Light Drone Operation 1
 +
Light Drone Operation 2
 +
Light Drone Operation 3
 +
Light Drone Operation 4
 +
Light Drone Operation 5
 +
Long Range Targeting 1
 +
Long Range Targeting 2
 +
Long Range Targeting 3
 +
Long Range Targeting 4
 +
Magnetometric Sensor Compensation 1
 +
Magnetometric Sensor Compensation 2
 +
Magnetometric Sensor Compensation 3
 +
Repair Systems 1
 +
Repair Systems 2
 +
Remote Armor Repair Systems 1
 +
Remote Armor Repair Systems 2
 +
Remote Armor Repair Systems 3
 +
Remote Armor Repair Systems 4
 +
Repair Drone Operation 1
 +
Repair Drone Operation 2
 +
Sensor Linking 1
 +
Sensor Linking 2
 +
Sensor Linking 3
 +
Signature Analysis 1
 +
Signature Analysis 2
 +
Signature Analysis 3
 +
Signature Analysis 4
 +
Signature Analysis 5
 +
Skirmish Command 1
 +
Skirmish Command 2
 +
Skirmish Command 3
 +
Skirmish Command 4
 +
Skirmish Command 5
 +
Skirmish Command Specialist 1
 +
Skirmish Command Specialist 2
 +
Skirmish Command Specialist 3
 +
Skirmish Command Specialist 4
 +
Skirmish Command Specialist 5
 +
Thermal Armor Compensation 1
 +
Thermal Armor Compensation 2
 +
Thermal Armor Compensation 3
 +
Thermal Armor Compensation 4
 +
Warp Drive Operation 1
 +
Warp Drive Operation 2
 +
Warp Drive Operation 3
 +
}}
 +
 
 +
== Recommended skills for ongrid boosters ==
 +
There are no real recommended skills for ongrid boosters apart from the minimum skills, as the bar is so high to begin with that the rest of the skills aren't really that critical. But wrapping up {{sk|Command Ships|V|icon=yes}} and {{sk|Command Burst Specialist|V|icon=yes}} could be convenient.
 +
 
 +
While you could train {{sk|Fleet Command|icon=yes}} for larger area of effect, that isn't really needed for the vanguards we run, as we'll all stay well within the base range you get with the pre-requisite {{sk|Leadership|V|icon=yes}} and {{sk|Wing Command|IV|icon=yes}}.
 +
 
 +
= Further training =
 +
Once you've got the most pressing skills trained and you're looking towards further training, remember that in the time it takes to train a skill from IV to V you can usually train up a handful of other skills from I to IV. As a general rule of thumb we recommend that people train their skills up to IV before starting to max them out. Sometimes you need a skill that requires you to train another skill to V, so it's not always avoidable, but until you have a solid set of skills trained it makes sense to hold off on training skills to V.
  
= Useful training for alts =
+
When you start training skills to V it might be a good time to start doing some serious skillplanning and consider [[Skills_and_Learning#Neural_Remaps|neural remaps]] and better attribute implants. While restrictive, a good neural remap and attribute upgrades can lower the training time significantly.
It is no secret that having alts or several accounts are extremely useful in EVE. Incursions are no different and we can make good use of alts for a wide variety of things, especially unistas during war.
 
{{note box|The training times shown below are assuming the same +3 attribute implants as mentioned at the top of this page.}}
 
== Hacker / Scout ==
 
Scouting can be done in pretty much any ship and doesn't require any skills at all, even shuttles. When it comes to hacking there are a few skills that help, but for the most part you'll have the skills needed to hack right off the bat.
 
  
For more information about the role, see [[Roles in Incursions#Hacker/Scout|Hacker/Scout]] section on the roles page.
+
== Honing your skills ==
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
+
Remember that the minimum and recommended skills are just the beginning and there is much room for improvement. Maxing out the gunnery and support skills and topping off your racial ship skills for example will make your ship much more efficient. You'll also have many more options to improve your fit with better fitting and support skills, like upgrading a module, drop an excessive tank module for more utility modules and so forth.
! [[file:icon_ship.png|32px|link=]] Ship skills
 
! [[File:icon_data_analyzer_i.png|32px|link=]] Hacking
 
|- valign="top" style="background:#222222;"
 
| ~ 15 minutes
 
| ~ 11 hours and 14 minutes
 
|- valign="top" nowrap
 
| style="padding:8px;" |
 
Caldari Frigate I<small>&nbsp;<ref>Getting {{sk|Caldari Frigate}} higher isn't really needed because the hull bonus no longer influences hacking in Incursions (since it uses the old method and the hull bonus no longer affects it).</ref></small>
 
| style="padding:8px;" |
 
{{co|grey|Hacking III}}<small>&nbsp;<ref>{{sk|Hacking|I}} is what's strictly needed, but consider spending another 11 hours getting {{sk|Hacking|III}} trained for a considerable increase in efficiency.</ref></small>
 
|- valign="top" style="background:#222222;"
 
| colspan=4 | ~ 15 minutes up to 11 hours and 29 minutes worth of training
 
|}
 
<small><references/></small>
 
==== Minimum Heron fit ====
 
When it comes to suitable ships for hacking it pretty much boils down to speed and midslots. We recommend the Heron (Caldari Frigate) because it's cheap, fast and has five midslots.
 
{{:Vanguard Incursion fits|Heron}}
 
  
== Orca ==
+
What you're going to train next differs a little bit based on what ship and what weapons you're going to use. For some fitting skills will be prioritized due to the lack of CPU or powergrid of their hull, for others capacitor skills are more important while others can simply go straight for better ship and gunnery skills.
The [[Orca]] is a wonderful ship that's more like a mobile base than just a ship. It has a ship maintenance bay to store ship, enough cargo hold to carry lots of ammo as well as spare modules, an ore hold for [[Lyavite in Incursions|lyavite]]. Its refitting services and fleet hangar is also very useful for changing things up while in space, or to have a nearby stock of lyavite handy in a non-station system.
 
  
Even if you fly this ship on an alt that you cannot have logged on at the same time as your main character, the Orca is a tremendously useful ship.
+
= Useful training for alts =
==== Training into the Orca ====
+
It is no secret that having alts or several accounts are extremely useful in EVE. Incursions are no different and we can make good use of alts for a wide variety of things, especially unistas during war. The training times shown below are assuming the same +3 attribute implants as mentioned at the top of this page.
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
+
== Hacker / Scout ==
! [[file:icon_cogs.png|32px|link=]] Support skills
+
Scouting can be done in pretty much any ship and doesn't require any skills at all, even shuttles. When it comes to hacking the racial exploration ships are very useful thanks to their bonuses and often very cheap to boot. There are a few skills that help, but for the most part you'll have the skills needed to hack right off the bat. For dropping Lyavite in the Nation Mining Colony, the tech 1 mining frigate {{sh|Venture}} is best suited for the job, being able to carry multiple sites worth of ore on its own.
! [[file:icon_ship.png|32px|link=]] Ship skills
 
! [[File:icon_leader.png|32px|link=]] Leadership skills
 
! [[file:Module icon microwarpdrive tech1.png|32px|link=]] Navigation skills
 
|- valign="top" style="background:#222222;"
 
| ~ 6 days and 7 hours
 
| ~ 5 days and 15 hours
 
| ~ 10 days and 16 hours
 
| ~ 1 days and 19 hours
 
|- valign="top" nowrap
 
| style="padding:8px;" |
 
Cybernetics I<br>
 
Mechanics III<br>
 
Capacitor Management III<br>
 
Capacitor Systems Operation III<br>
 
{{co|grey|Power Grid Management III}}<small>&nbsp;<ref>You start with this skill at III for free, but consider spending 20 hours training {{sk|Power Grid Management|IV}} because this will allow you to skip the '''ancillary current router''' rig.</ref></small><br>
 
Hull Upgrades IV<br>
 
Tactical Shield Manipulation IV<br>
 
Jury Rigging I
 
| style="padding:8px;" |
 
Spaceship Command V<br>
 
ORE Industrial III<br>
 
Industrial Command Ships I
 
| style="padding:8px;" |
 
Leadership I<br>
 
Mining Foreman V<br>
 
Mining Director I
 
| style="padding:8px;" |
 
Afterburner III<br>
 
High Speed Maneuvering III<br>
 
Acceleration Control III<br>
 
Warp Drive Operation III
 
|- valign="top" style="background:#222222;"
 
| colspan=4 | ~ 24 days and 9 hours worth of training in total
 
|}
 
<small><references/></small>
 
  
==== Minimum Orca fit ====
+
For more information about the role, see the [[Roles in Incursions#Hacker/Scout|hacker/scout]] section on the '''Roles in Incursions''' page.
 +
==== Minimum Heron hacker fit ====
 
{{ShipFitting
 
{{ShipFitting
| ship=Orca
+
| ship=Heron
| shipTypeID=28606
+
| fitName= Incursions (hacker)
| fitName=Minimum
+
| fitID= Incursions (hacker)
| fitID=Minimum
 
| low1name=Reinforced Bulkheads II
 
| low1typeID=1335
 
| low2name=Damage Control II
 
| low2typeID=2048
 
| mid1name=500MN Y-T8 Compact Microwarpdrive
 
| mid1typeID=35661
 
| mid2name=Adaptive Invulnerability Field II
 
| mid2typeID=2281
 
| mid3name=Adaptive Invulnerability Field II
 
| mid3typeID=2281
 
| mid4name=Adaptive Invulnerability Field II
 
| mid4typeID=2281
 
| rig1name=Large Ancillary Current Router I
 
| rig1typeID=25956
 
 
| high1name=open
 
| high1name=open
 
| high2name=open
 
| high2name=open
 
| high3name=open
 
| high3name=open
| rig2name=open
+
| mid1name=Data Analyzer I
| rig3name=open
+
| mid1typeID=22175
| charge1name=open
+
| mid2name=5MN Microwarpdrive I
| charge2name=open
+
| mid2typeID=434
| charge3name=open
+
| mid3name=open
| charge4name=open
+
| mid4name=open
| charge5name=open
+
| mid5name=open
| skills=
+
| low1name=Nanofiber Internal Structure I
| showSKILLS=N
+
| low1typeID=2603
| notes=If you train {{sk|Power Grid Management|IV}} you can get rid of the '''ancillary current router''' rig.</li><li>The two (or three) empty rigs are most commonly used for buffer or warp speed. With {{co|coral|'''Large Transverse Bulkhead II'''}} rigs and good skills your buffer can exceed 415k ehp. With {{co|coral|'''Large Hyperspatial Velocity Optimizer II'''}} rigs your warp speed can be as high as 3,5 AU/s.</li><li>You could swap out two of the '''adaptive invulnerability fields''' for a {{co|coral|'''Thermic Dissiplation Field II'''}} module and a {{co|coral|'''Kinetic Deflection Field II'''}} module, to increase your tank vs gallente-gankers who do primarily {{icon|th damage|14}}thermal and {{icon|ki damage|14}}kinetic damage. This will raise your average ehp when overheat hardeners from the average 429k ehp to 460k ehp, without really making you too vulnerable to minmatar gankers using {{icon|em damage|14}}EMP ammo.
+
| low2name=Nanofiber Internal Structure I
 +
| low2typeID=2603
 +
| rig1name=Small Memetic Algorithm Bank I
 +
| rig1typeID=31238
 +
| rig2name=Small Memetic Algorithm Bank I
 +
| rig2typeID=31238
 +
| drone1name=Warrior I x7
 +
| drone1typeID=2486
 +
| showSKILLS=Y
 
| showNOTES=Y
 
| showNOTES=Y
 
| difficulty=0
 
| difficulty=0
| warsop=A
+
| version=April 2020
| warsopReason=
 
| version=Carnyx
 
 
| showTOC=N
 
| showTOC=N
| shipDNA=28606:1335;1:2048;1:35661;1:2281;3:25956;1::
+
| alphacanuse=Y
| fleetup=
+
|skills=You'll need {{sk|Caldari Frigate|I|icon=yes}} to fly this ship.<br>(~15 minutes worth of training)</li><li>{{sk|Hacking|III|icon=yes}} ''(optional, 11 hours and 14 minutes)''
 +
|notes=Any of the {{Sh|Magnate}}, {{Sh|Imicus}}, or {{Sh|Probe}} can also use this fitting with the same level of effectiveness.<li>Being able to fit a {{co|coral|Data Analyzer II}} module will greatly improve hacking effectiveness, as it pushes the Heron's virus strength to 35, letting it break through defensive subsystems more easily.</li><li>Right-clicking your microwarpdrive and selecting the option ''"Set auto-repeat off"'' is a good way to make sure you only run one cycle of the microwarpdrive, thus avoiding any embarrassing issues like forgetting to keep it on and capping out before you can hack the tower.</li><li>The {{co|coral|Warrior I}} drones are so that the scout can contribute damage and sponge a payout if there are less than ten ongrid ships.</li><li>Additional buffer modules, such as {{co|coral|Small Azeotropic Restrained Shield Extenders}}, can make it easier for the logi pilots to hold up this ship, in case it takes aggro in an [[OTA]].
 +
}}
 +
==== Dropper Venture ====
 +
{{ShipFitting
 +
| ship=Venture
 +
| fitName= Incursions (Dropper)
 +
| fitID= Incursions(Dropper)
 +
| high1name=Small Remote Shield Booster I
 +
| high1typeID=3586
 +
| high2name=open
 +
| high2typeID=
 +
| high3name=open
 +
| high3typeID=
 +
| mid1name=5MN Quad LiF Restrained Microwarpdrive
 +
| mid1typeID=35658
 +
| mid2name=Small Azeotropic Restrained Shield Extender
 +
| mid2typeID=8427
 +
| mid3name=Small Azeotropic Restrained Shield Extender
 +
| mid3typeID=8427
 +
| low1name=Nanofiber Internal Structure II
 +
| low1typeID=2605
 +
| rig1name=Small Low Friction Nozzle Joints I
 +
| rig1typeID=31153
 +
| rig2name=Small Hyperspatial Velocity Optimizer I
 +
| rig2typeID=31159
 +
| rig3name=Small Hyperspatial Velocity Optimizer I
 +
| rig3typeID=31159
 +
| drone1name=Acolyte I x2
 +
| drone1typeID=2203
 +
| skills={{sk|Mining Frigate|I|icon=yes}}</li><li>{{sk|Shield Emission Systems|I|icon=yes}}</li><li>''{{sk|Cloaking|I|icon=yes}} (Optional)''</li>
 +
| showSKILLS=Y
 +
| notes=The Venture can hold 16 stacks of [[Lyavite in Incursions|Lyavite]] containing 255 units in each stack.</li><li>The {{co|coral|Small Remote Shield Extender}} is so that the scout can contribute repairs and sponge a payout if there are less than ten ongrid ships.</li><li>Adding a {{co|coral|Prototype Cloaking Device}} enables the Venture to safely enter the Nation Mining Colony before the final wave. It is not necessary to perform dropper duties, and requires Omega clone status in order to use.
 +
| showNOTES=Y
 +
| difficulty=0
 +
| version=February 2022
 +
| showTOC=N
 +
| alphacanuse=Y
 
}}
 
}}
  
==== Ore Hold ====
+
== Valet alt ==
{|
+
Having an alt capable of flying your ships around is invaluable when your main character is at war or otherwise indisposed. If the purpose is just to fly the ship, they wouldn't need any gunnery skills whatsoever. The same character could theoretically become your dedicated incursion/mission alt down the line to make life easier for your main character, if you have the means to support a second account that is. Since each account comes with three character slots, everyone have the ability to make two alts for their account, meaning this is an option everyone has, it's not limited to people with multiple accounts.
| [[image:ore_kernite.png]]
 
| The ore hold is perfect for [[Lyavite in Incursions|lyavite]] and can hold up to 163 full stacks which is 41,575 units of ore.<br>''(the hold itself can take 50,000 m3 worth of any ore and is unaffected by skill)''
 
|}
 
  
==== Fleet Hangar ====
+
Moving your actual main, who is in uni, can be done safely in something as simple as a shuttle. See [[Travel_fits#Using_dedicated_ships_for_moving_around|travel fits]] for more information on how you can easily move your main to and from incursions when you want to run.
{|
 
| [[File:warfare-links.png|64px|link=]]
 
| The fleet hangar is another 40,000 m3 that can hold just about anything (including assembled frigates). This hold can be used for spare modules and ore to be available to fleet members, or just secondary storage.
 
|}
 
  
==== Ship Maintenance Bay ====
+
Below are various levels of training needed for different type of tanking capabilities. As a minimum, the '''Hull tanking''' and '''Ship skills''' is enough to fit a {{co|coral|Damage Control II}} and {{co|coral|Reinforced Bulkhead II}} modules for a solid 130 - 150k+ effective hit points buffer on a regular tech one battleship. If you train the '''Additional race''' as well, the alt could move a pirate faction battleship. The extra shield skills would allow you to upgrade the meta shield modules to tech two for a little bit more tank as well.
Ships in the maintenance bay can drop as loot if your Orca is destroyed, just like anything else. If your Orca is cargo scanned, they will be able to see what ships are in your maintenance bay as well. However, the cargo scan will not show any modules fitted to ships in the maintenance bay. You can take advantage of this by putting your more costly modules on ships inside the maintenance bay, thus hiding them from scans. Ships in the maintenance bay cannot have anything in their cargohold except charges (ammunition, scripts etc.), so modules must be fitted to the ships (but need not be online). Before the Rhea release in December 2014, ships stored in the maintenance bay could not drop and were simply destroyed if the Orca was destroyed. This is no longer the case.
 
 
 
The ship maintenance bay can hold 400,000 m3 worth of assembled ships which is enough to hold ships as large as a battlecruiser-hull, or a selection of cruiser-hull or smaller. You could fill out the maintenance bay with some extra ships for exploration, low level missioning (or even high level missioning with a Tengu), mining ships (for lyavite or just in general). For those with the skills to fly several ships, it is also ideal for moving multiple logistics or strategic cruisers as well as a command ship. Keep in mind, though, that carrying several more valuable ships in the bay can make your Orca an attractive suicide gank target.
 
 
 
Below is a list of ships and how much room they take up:
 
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
 
! colspan="6" | [[file:icon_ship_dark.png|32px|link=]] Logistics and strategic cruisers
 
! colspan="3" | [[file:icon_ship_other.png|32px|link=]] Command ships
 
! colspan="2" | [[File:icon_ship.png|32px|link=]] Other ships
 
|- valign="top"
 
| style="padding:0px;" | [[image:Scimitar.jpg|64px|Scimitar]]
 
| style="padding:0px;" | [[image:Basilisk.jpg|64px|Basilisk]]
 
| style="padding:0px;" | [[image:Legion.jpg|64px|Legion]]
 
| style="padding:0px;" | [[image:Loki.jpg|64px|Loki]]
 
| style="padding:0px;" | [[image:Tengu.jpg|64px|Tengu]]
 
| style="padding:0px;" | [[image:Proteus.jpg|64px|Proteus]]
 
| style="padding:0px;" | [[image:Claymore.jpg|64px|Claymore (or Sleipnir)]]
 
| style="padding:0px;" | [[image:Vulture.jpg|64px|Vulture]]
 
| style="padding:0px;" | [[image:Damnation.jpg|64px|Damnation]]
 
| style="padding:0px;" | [[image:Heron.jpg|64px|Heron]]
 
| style="padding:0px;" | [[image:Procurer.jpg|64px|Procurer (or a Skiff)]]
 
|- valign="top" style="background:#222222; font-size:90%;"
 
| 89,000 m3
 
| 107,000 m3
 
| 118,000 m3
 
| 80,000 m3
 
| 92,000 m3
 
| 115,000 m3
 
| 216,000 m3
 
| 252,000 m3
 
| 234,000 m3
 
| 18,900 m3
 
| 100,000 m3
 
|}
 
 
 
==== Making the most of it ====
 
If you can afford to spend a little more time on it, there are various things you could do to make life a little easier for your Orca-pilot.
 
 
 
As soon as your skills allow for it, you can drop the second ancillary current router rig and use the two spare rigs for either tank or warp speed. The '''transverse bulkhead''' rigs increases your hull at the cost of cargo capacity while the '''hyperspacial velocity optimizer''' rigs increases your warp speed at the cost of CPU.
 
 
 
Should you have a lot of time and an interest in mining as well, the Orca is the premier booster for mining operations, shadowed only by the [[Rorqual]]. But that would be a considerable time investment.
 
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
 
! [[file:icon_cogs.png|32px|link=]] Support skills
 
! [[file:Module icon microwarpdrive tech1.png|32px|link=]] Navigation skills
 
! [[File:warfare-links.png|32px|link=]] Mining Foreman links
 
|- valign="top" style="background:#222222;"
 
| ~ 5 days and 8 hours
 
| ~ 7 days and 12 hours
 
| ~ 58 days and 22 hours
 
|- valign="top" nowrap
 
| style="padding:8px;" |
 
Mechanics IV<br>
 
Capacitor Management IV<br>
 
Capacitor Systems Operation IV<br>
 
Industrial Command Ships III<small>&nbsp;<ref>The '''Industrial Command Ships''' skill will improve your normal cargo hold capacity.</ref></small><br>
 
Jury Rigging III<br>
 
Armor Rigging I<small>&nbsp;<ref>'''Armor Rigging I''' will allow you to use hull rigs.</ref></small><br>
 
Astronautics Rigging I<small>&nbsp;<ref>'''Astronautics Rigging I''' will allow you to use warp speed rigs.</ref></small>
 
| style="padding:8px;" |
 
Warp Drive Operation IV<br>
 
Acceleration Control IV<br>
 
High Speed Maneuvering IV
 
| style="padding:8px;" |
 
Cybernetics V<small>&nbsp;<ref>'''Cybernetics V''' is needed for the '''Mining Foreman Mindlink'''.</ref></small><br>
 
Mining Director V<small>&nbsp;<ref>'''Mining Director V''' is needed for the tech two '''Mining Foreman Links''', as well as improves the efficiency of the links by 100% per level.</ref></small><br>
 
Warfare Link Specialist IV<small>&nbsp;<ref>The '''Warfare Link Specialist''' skill isn't required to use the tech two '''Mining Foreman Links''', but it improves the efficiency of the links by 10% per level.</ref></small><br>
 
Industrial Command Ships IV<small>&nbsp;<ref>The '''Industrial Command Ships''' skill isn't required to use the tech two '''Mining Foreman Links''', but it improves the efficiency of the links by 3% per level.</ref></small>
 
|}
 
<small><references/></small>
 
 
 
== Valet alt ==
 
Having an alt capable of flying your ships around is invaluable when your main character is at war or otherwise indisposed. If the purpose is just to fly the ship, they wouldn't need any gunnery skills whatsoever.
 
 
 
Below are various levels of training needed for different type of tanking capabilities. As a minimum, the '''Hull tanking''' and '''Ship skills''' is enough to fit a Damage Control II and Reinforced Bulkhead II modules for a solid 150k+ ehp buffer on a regular tech one battleship. If you train the '''Additional race''' as well, the alt could move a pirate faction battleship.
 
 
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
 
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
 
! [[file:icon_hull.png|32px|link=]] Hull tanking
 
! [[file:icon_hull.png|32px|link=]] Hull tanking
 
! [[file:icon_ship.png|32px|link=]] Ship skills
 
! [[file:icon_ship.png|32px|link=]] Ship skills
! [[File:icon_ship_other.png|32px|link=]] Additional race
+
! [[File:icon_ship_other.png|32px|link=]] {{co|grey|Additional race}}<small>&nbsp;<ref>{{co|crimson|Optional}} - If you need your alt to be able to move a pirate faction battleship (since they require two racial ship skills).</ref></small>
! [[file:icon_shield.png|32px|link=]] Shield tanking<small>&nbsp;<ref>This short train allows you to use '''Large F-S9 Regolith Shield Induction''' and amplifiers like the '''Upgraded EM Ward Amplifier I''' module.</ref></small>
+
! [[file:icon_shield_glow.png|32px|link=]] {{co|grey|Shield tanking}}<small>&nbsp;<ref>{{co|crimson|Optional}} - Increasing the train to a handful of days means you can upgrade the shield tank and use the '''Large Shield Extender II''', '''EM Shield Amplifier II''' as well as the '''Multispectrum Shield Hardener II''' modules (or any of the active hardeners or passive amplifiers).</ref></small>
! [[file:icon_shield_glow.png|32px|link=]] Better shield tanking<small>&nbsp;<ref>Increasing the train to a handful of days means you can upgrade the shield tank and use the '''Large Shield Extender II''', '''EM Ward Amplifier II''' as well as the '''Adaptive Invulnerability Field II''' modules (or any of the active hardeners or passive amplifiers).</ref></small>
 
 
|- valign="top" style="background:#222222;"  
 
|- valign="top" style="background:#222222;"  
| ~ 1 day and 23 hours
+
| ~ 1 day and 12 hours
 
| ~ 3 days and 5 hours
 
| ~ 3 days and 5 hours
| ~ 2 days and 11 hours
+
| {{co|grey|~ 2 days and 11 hours}}
| ~ 15 minutes
+
| {{co|grey|~ 5 day and 11 hours}}
| ~ 5 day and 11 hours
 
 
|- valign="top"
 
|- valign="top"
 
| style="padding:8px;" |
 
| style="padding:8px;" |
Mechanics III<br>
 
 
Hull Upgrades IV
 
Hull Upgrades IV
 
| style="padding:8px;" |
 
| style="padding:8px;" |
Line 588: Line 997:
 
<racial> Battleship I
 
<racial> Battleship I
 
| style="padding:8px;" |
 
| style="padding:8px;" |
<racial> Frigate III<br>
+
{{co|grey|<racial> Frigate III}}<br>
<racial> Destroyer III<br>
+
{{co|grey|<racial> Destroyer III}}<br>
<racial> Cruiser III<br>
+
{{co|grey|<racial> Cruiser III}}<br>
<racial> Battlecruiser III<br>
+
{{co|grey|<racial> Battlecruiser III}}<br>
<racial> Battleship I
+
{{co|grey|<racial> Battleship I}}
 
| style="padding:8px;" |
 
| style="padding:8px;" |
Shield Upgrades I
+
{{co|grey|Shield Upgrades IV}}<br>
| style="padding:8px;" |
+
{{co|grey|Tactical Shield Manipulation IV}}
Shield Upgrades IV<br>
+
|- valign="top" style="background:#222222;"
Tactical Shield Manipulation IV
+
| colspan="4" style="padding:2px;" | Less than 4 days and 17 hours worth of training in total for a simple valet alt
 
|}
 
|}
 
<small><references/></small>
 
<small><references/></small>
== Neural remaps ==
+
==== Travel fits ====
Normally one should be careful about remaps and not spend them needlessly. However, if you are making an alt knowing that it will only train for a month or two and not train anything else after that point, consider using all the remaps.
+
The basic idea behind travel fits for the above mentioned [[#Valet alt|valet alt]] is to not be at war (which is why we use the valet) and to simply replace any modules that do not help us travel safer, so as not to be worth ganking in the first place. This means that webs, target painters, damage modules etc are removed in favour of tanking modules.
 +
 
 +
The easiest way to make a travel fit for a battleship is to replace all the low slots except for the damage control with reinforced bulkheads and replace all the midslots with a combination of large shield extenders and multispectrum shield hardeners. If the character you will be moving the battleship with can use cloaking devices then fitting an Improved Cloaking Device II in a high slot and a 500MN Microwarpdrive in a midslot will allow the use of the [[Cloak trick]].
 +
 
 +
There is generally no need to unfit the high slot guns, if additional fitting space for tank modules is needed then guns can simply be offlined.
 +
 
 +
==== Moving costly modules ====
 +
The regular fits on the wiki have but a couple of expensive modules, like the [[image:icon_stasis_webifier_faction.png|18px|link=]]{{co|coral|Federation Navy Stasis Webifier}} and for some ships the [[image:icon_target_painter_faction.png|18px|link=]]{{co|coral|Republic Fleet Target Painter}}, which totals about {{icon|money|18}} 100 million. This can easily be carried in the hold of a travel fit battleship without much fear of becoming a gank target.
 +
 
 +
If you upgrade your ship with more expensive modules, such as deadspace and other faction modules, you should secure a better way of moving those expensive modules. The [[Travel_fits#Using_dedicated_ships_for_moving_around|dedicated travel ships]] (except the shuttle) can easily hold the more expensive modules as they are often only 5 - 10 m3 in size and those ships can fit several modules in their hold.
  
For example, if you're using a [http://wiki.eveonline.com/en/wiki/30_days_Concord_Pilot_License_Extension PLEX] (Pilot License Extension) to activate [[Dual Character Training]] for a month or two, then using all three neural remaps makes sense. It might allow you to squeeze in some more skills or shorten the training time to be within one or two months instead of slightly more.
 
 
== Common guides ==
 
== Common guides ==
 
There are several common guides on the wiki already. Our needs in the incursion community are a little different, but it might be useful for general purposes or to get some inspiration of what else to train on your alt.
 
There are several common guides on the wiki already. Our needs in the incursion community are a little different, but it might be useful for general purposes or to get some inspiration of what else to train on your alt.
Line 610: Line 1,027:
 
* [[Creating a Scanner Alt]]
 
* [[Creating a Scanner Alt]]
 
* [[Creating an Alt Orca Pilot]]
 
* [[Creating an Alt Orca Pilot]]
* [[Creating a Planetary Interaction Alt]]
+
* [[Creating a Planetary Industry Alt]]
 +
 
 +
[[Category:EVE University Incursion Community]][[Category:Fittings]]

Latest revision as of 15:23, 13 March 2024

Incursionlogosmall.png The information presented here represents how we do things in the EVE University Incursion Community. It does not represent the best or only way to run Incursions. We make some compromises when it comes to efficiency for the sake of additional safety to create an environment where anyone can step up and learn a new role.

Planning ahead

Unless you are already heavily invested into a certain race or weapon system, it might be a good idea to think of which logistics ship or marauder you'll want in the end, rather than what your first incursion ship should be. You should also consider secondary value of whatever you train, perhaps you can find an end-of-the-line ship that not only furthers your goals for incursions but other goals as well given the skills you'll end up training for it.

See ship progression for more information.

Implants.png Attribute implants

The training times listed for these will assume that you utilize +3 attribute implants (see the +3 Implants Program for unistas to get started). These implants are cheap and gives you a much needed boost to your training times.

Icon dna.png Neural remaps

Normally one should be careful about remaps and not spend them needlessly. However, if you are making an alt knowing that it will only train for a month or two and not train anything else after that point, consider using all the remaps.

Multiple training.png Multiple character training

PLEX can be used to activate Multiple Character Training. If you want to use the characters at the same time, or plan on training for a long time, consider making a second account instead as characters on the same account cannot be logged in at the same time.

Skill injector.png Skill injectors

Skill injectors can be used to get these skills, but they are very expensive. It can however be an option to quickly get an alt up to speed if you've got the ISK lying around and you value time more than ISK.

In-game corporate skill plans

See: EVE University Corporation Skill Plans

The Minimum Damage Dealer, Minimum Logistics, and Minimum Ongrid Booster plans are available as a set of in-game skill plans.

EVE University members may directly access the plans through the Corporate Skill Plan utility. Non-members may access the plans using the links on this page, as described below.



EVE University Members: To find these skill plans, choose "Skill Plans > Corporation Plans", on your in-game Skills interface.

Where to find the in-game Corporate Skill Plans



All Players: The skill plans shown later on this page each have their in-game Corporate Skill plan name listed, along with text that can be copied to produce a link to the skill plan in-game. To utilize the link, copy all text listed after the "Corporate Skill Plan link" for the plan you want to generate a link for, including the leading <url> and trailing </url>. Then paste this string of text into your in-game notepad, and the game will automatically convert the pasted text into a link, which can then be used or shared.

The copy-and-paste link method described above, can be used by characters outside of EVE University, to access the EVE University skill plans.

A link to the Skill Plans can also be generated and shared in-game from the plans themselves.

Damage dealers

The majority of the skills we ask you to train are core fitting and support skills that'll help you fit and fly most ships better. Even the combat skills are mostly general gunnery or drone support skills you'd train as well if you did anything combat related in EVE.

Minimum skills for damage dealers

Alpha clone friendly This skillplan is available to all pilots, regardless of clone state.

Getting the minimum skills for a damage dealer requires a couple of months worth of training for Omega.png Omega clones (times should be doubled when training on an Alpha.png Alpha clone). This assumes a training plan for a turret-based battleship, done on a brand new character with no preexisting skills, and that no skill injectors are used.

  • EVE University Corporate Skill Plan Name: EUni - Incursion Community Baseline DD Skillplan
  • Corporate Skill Plan link: <url=skillPlan:6a26a952-300a-49a8-8a5a-beebcc18fe92:917701062>EUni - Incursion Community Baseline DD Skillplan</url>


Icon cogs.png Core skills Icon cog.png Utility skills Icon gunnery turret.png Gunnery skills Icon ship.png Ship skills Icon drones.png Drone skills
~ 16 days and 1 hour ~ 2 days and 10 hours ~ 11 days and 22 hours ~ 4 days and 22 hours ~ 7 days and 1 hours

Weapon Upgrades IV
Capacitor Management IV
Thermodynamics I
EM Armor Compensation II
Thermal Armor Compensation II
Kinetic Armor Compensation II
Explosive Armor Compensation II
Hull Upgrades V
Energy Grid Upgrades IV

Signature Analysis III
Long Range Targeting III
Target Management IV
Target Painting I [1]
Propulsion Jamming III [2]
Armor Rigging III

Gunnery V
Motion Prediction III [3]
Rapid Firing III [3]
Sharpshooter III [3]
Surgical Strike III
Trajectory Analysis IV
Controlled Bursts III
Small <racial> Turret III [4]
Medium <racial> Turret III
Large <racial> Turret III

Spaceship Command IV
<racial> Frigate III [4]
<racial> Destroyer III
<racial> Cruiser III
<racial> Battlecruiser III
<racial> Battleship III
Warp Drive Operation III
Evasive Maneuvering III

Drones V
Light Drone Operation III
Drone Interfacing III
Drone Navigation III
Drone Sharpshooting III
Drone Avionics III
Drone Durability I
Repair Drone Operation II
Remote Armor Repair Systems III

~ 42 days and 8 hours worth of Omega.png Omega state training in total (~ 2.1 million skillpoints)
  1. ^ Target Painting is needed for the target painter module. Can be skipped for SerpentisVindicator pilots (see Propulsion Jamming).
  2. ^ Propulsion Jamming is needed for the stasis webifier module normally fitted to T1 battleships and the SerpentisVindicator. Other ships may also fit this module situationally, from time to time.
  3. ^ a b c Having Motion Prediction, Rapid Firing, Sharpshooter and Controlled Bursts at III are all that's needed to get started, though it is recommended to train these skills to IV as soon as possible if you wish to invest further into Incursions.
  4. ^ a b <racial> Frigate III and Small <racial> Turret III are starter skills you normally have, but are included in case you have to cross-train out of your initial race.

Skill Plans

Listed below are the training plans for a general damage dealer, as well as specific skills for particular ships. These can be copied into your skill queue to train. The skills are not ordered in any sort of preference, so feel free to move them around as you see fit.

INC Armor DD Skillplan
This skillplan contains all the minimum DD skills, not including ship/weapon specific skills.
Expand this box to view a Skill queue to use in-game

Mechanics 1
Mechanics 2
Mechanics 3
Jury Rigging 1
Jury Rigging 2
Jury Rigging 3
Armor Rigging 1
Armor Rigging 2
Armor Rigging 3
Power Grid Management 1
Power Grid Management 2
Power Grid Management 3
Capacitor Management 1
Capacitor Management 2
Capacitor Management 3
Capacitor Management 4
Gunnery 1
Gunnery 2
Controlled Bursts 1
Controlled Bursts 2
Controlled Bursts 3
Drones 1
Drone Avionics 1
Drone Avionics 2
Drone Avionics 3
Drones 2
Drones 3
Drones 4
Drone Durability 1
Drones 5
Drone Interfacing 1
Drone Interfacing 2
Drone Interfacing 3
Drone Navigation 1
Drone Navigation 2
Drone Navigation 3
Drone Sharpshooting 1
Drone Sharpshooting 2
Drone Sharpshooting 3
Hull Upgrades 1
Hull Upgrades 2
Hull Upgrades 3
Hull Upgrades 4
EM Armor Compensation 1
EM Armor Compensation 2
Science 1
Energy Grid Upgrades 1
Energy Grid Upgrades 2
Energy Grid Upgrades 3
Energy Grid Upgrades 4
Navigation 1
Navigation 2
Evasive Maneuvering 1
Evasive Maneuvering 2
Evasive Maneuvering 3
Explosive Armor Compensation 1
Explosive Armor Compensation 2
Gunnery 3
Gunnery 4
Gunnery 5
Hull Upgrades 5
Kinetic Armor Compensation 1
Kinetic Armor Compensation 2
Light Drone Operation 1
Light Drone Operation 2
Light Drone Operation 3
CPU Management 1
CPU Management 2
Long Range Targeting 1
Long Range Targeting 2
Long Range Targeting 3
Motion Prediction 1
Motion Prediction 2
Motion Prediction 3
CPU Management 3
Propulsion Jamming 1
Propulsion Jamming 2
Propulsion Jamming 3
Rapid Firing 1
Rapid Firing 2
Rapid Firing 3
Repair Systems 1
Repair Systems 2
Remote Armor Repair Systems 1
Remote Armor Repair Systems 2
Remote Armor Repair Systems 3
Repair Drone Operation 1
Repair Drone Operation 2
Sharpshooter 1
Sharpshooter 2
Sharpshooter 3
Signature Analysis 1
Signature Analysis 2
Signature Analysis 3
Spaceship Command 1
Spaceship Command 2
Spaceship Command 3
Spaceship Command 4
Surgical Strike 1
Surgical Strike 2
Surgical Strike 3
Target Management 1
Target Management 2
Target Management 3
Target Management 4
Target Painting 1
Thermal Armor Compensation 1
Thermal Armor Compensation 2
Science 2
Science 3
Science 4
Power Grid Management 4
Thermodynamics 1
Trajectory Analysis 1
Trajectory Analysis 2
Trajectory Analysis 3
Trajectory Analysis 4
Warp Drive Operation 1
Warp Drive Operation 2
Warp Drive Operation 3
Weapon Upgrades 1
Weapon Upgrades 2
Weapon Upgrades 3
Weapon Upgrades 4

EVEMon

The skills listed in the training plans can be easily copied and pasted into EVEMon using the Clipboard Import button after having created a new EVEMon Skill Plan.

Recommended skills for damage dealers

Omega clone restriction This skillplan is restricted to pilots in the Omega clone state.

Apart from the minimum skills listed above to get going, there are more skills that you can get once you start running.

  • Developing general skills to improve the overall performance of your ship can reap benefits in and out of Incursions.
  • Developing skills to run headquarter sites with public communities (strong emphasis on cap and propulsion).
    • Public communities will have their own doctrines and skill requirements. The ones listed here are general recommendations.
  • Training into tech two weapons bring much needed flexibility and range projection, even for regular tech one battleships.
    • While we use mostly short range weapons, consider training into the long range specialization as well.
  • Some ships can fit target painters or remote capacitor transmitters, which require a few skills to be useful.
  • Improving your drones with skills for tech 2 variants, or larger kinds of drones, can provide additional damage at low cost.
  • Training into a Marauder provides the largest damage boost you can get for your character in highsec Incursions, but takes a while.
Icon cogs.png General skills Incursions headquarter icon.png Headquarters Icon gunnery turret.png Tech two weapons Icon cog.png Utility skills Icon drones.png Drones Icon bastion.png Marauders
~ 37 days and 9 hours ~ 25 days and 13 hours ~ 35 days and 4 hours ~ 3 days and 21 hours ~ 9 days and 17 hours ~ 93 days and 14 hours

Evasive Maneuvering V
Spaceship Command V
Signature Analysis V
Rapid Firing V
Surgical Strike IV
Biology V

EM Armor Compensation IV
Thermal Armor Compensation IV
Kinetic Armor Compensation IV
Explosive Armor Compensation IV
Capacitor Systems Operation V
Electronic Warfare IV [1]
Advanced Drone Avionics III
Navigation V
Acceleration Control III
High Speed Maneuvering IV
Micro Jump Drive Operation III

Motion Prediction V
Large <racial> Turret V
Large <short> Specialization II
Sharpshooter V [2]
Large <long> Specialization III [2]

Electronic Warfare III [3]
Frequency Modulation III
Long Distance Jamming III
Target Painting III
Capacitor Emission Systems IV
Thermodynamics III

Light Drone Operation V [4]
Amarr Drone Specialization II [4]
Drone Interfacing IV
Heavy Drone Operation III [5]

<racial> Battleship V
Energy Grid Upgrades V [6]
Advanced Weapon Upgrades V [6]
Marauders IV
Repair Systems V

  1. ^ Electronic Warfare IV is a requirement for Advanced Drone Avionics.
  2. ^ a b Optional - Consider spending an additional 9 days and 19 hours training into the long range specialization as well
  3. ^ Electronic Warfare III is needed for Frequency Modulation and Long Distance Jamming.
  4. ^ a b Training Light Drone Operation V unlocks T2 drones, which deal slightly more damage (with levels in Amarr Drone Specialization for Acolytes) and cost several times less than faction versions.
  5. ^ - While heavy drones are not used in Vanguards, they see common use in Headquarters fleets. HQ groups will generally require pilots of Vindicators and Kronii to use heavy drones.
  6. ^ a b Energy Grid Upgrades V and Advanced Weapon Upgrades V are prerequisites of Marauders.

Logistics

Training for logistics is considerably more time-consuming than that of a regular damage dealer. Please remember that when you think the above mentioned skills for a damage dealer is a long train. The bare minimum to make the logistics ships work is Logistics Cruisers IV, there is practically no way to make these ships function with lower skills than that. The reason for that is because the skill heavily influences the cap usage of remote repair modules as well as capacitor transmitters.

Minimum skills for logistics

Omega clone restriction This skillplan is restricted to pilots in the Omega clone state.

It takes almost three months to get good enough skills to fly a minimum logistics fit and you should try to skill up and upgrade to the recommended fit as soon as possible. The additional remote tracking computers can significantly improve the overall performance of the fleet.

  • EVE University Corporate Skill Plan Name: EUni - Incursion Community Minimum Logi Skillplan
  • Corporate Skill Plan link: <url=skillPlan:74618cda-a6b1-4e63-90e0-58c7f3859249:917701062>EUni - Incursion Community Minimum Logi Skillplan</url>


Icon cogs.png Core skills Icon cog.png Utility skills Icon shield transporter i.png Logistics skills Icon ship.png Ship skills Icon drones.png Drone skills
~ 22 days and 1 hours ~ 20 days and 21 hours ~ 4 days and 14 hours ~ 32 days and 8 hours ~ 5 days and 14 hours

Capacitor Management IV
Capacitor Systems Operation IV
Energy Grid Upgrades IV [1]
EM Armor Compensation IV
Thermal Armor Compensation IV
Kinetic Armor Compensation IV
Explosive Armor Compensation IV
Hull Upgrades V

Signature Analysis V [2]
Long Range Targeting V [2]
Target Management V [3]
Advanced Target Management III

Remote Armor Repair Systems IV
Sensor Linking IV

Gallente Frigate III [4]
Gallente Destroyer III
Gallente Cruiser V
Logistics Cruisers IV
Evasive Maneuvering III
Warp Drive Operation III

Drones V
Drone Durability I [5]
Repair Drone Operation II [5]
Drone Navigation III
Drone Avionics III
Remote Armor Repair Systems III [6]

~ 85 days and 10 hours worth of training (~ 4,2 million skillpoints)
  1. ^ Energy Grid Upgrades is required for the cap, power diagnostic and reactor control modules.
  2. ^ a b Signature Analysis V and Long Range Targeting V are requirements for the Logistics Cruisers skill.
  3. ^ Target Management V is a requirement for the Advanced Target Management skill.
  4. ^ Gallente Frigate III is a starter skill for Gallente characters.
  5. ^ a b Drone Durability I and Repair Drone Operation II are required to use armor maintenance bots.
  6. ^ Remote Armor Repair Systems IV is already trained as a requirement for the Remote Armor Repairer II module.

Skill Plan

INC Armor Logi Skillplan
This skillplan contains all the minimum logi skills to fly an Oneiros.
Expand this box to view a Skill queue to use in-game

CPU Management 1
Target Management 1
Target Management 2
Target Management 3
Target Management 4
Target Management 5
Advanced Target Management 1
Advanced Target Management 2
Advanced Target Management 3
Power Grid Management 1
Power Grid Management 2
Power Grid Management 3
Capacitor Management 1
Capacitor Management 2
Capacitor Management 3
Capacitor Management 4
Capacitor Systems Operation 1
Capacitor Systems Operation 2
Capacitor Systems Operation 3
Capacitor Systems Operation 4
Drones 1
Drone Avionics 1
Drone Avionics 2
Drone Avionics 3
Drones 2
Drones 3
Drones 4
Drone Durability 1
Drone Navigation 1
Drone Navigation 2
Drone Navigation 3
Drones 5
Mechanics 1
Hull Upgrades 1
Hull Upgrades 2
Hull Upgrades 3
Hull Upgrades 4
EM Armor Compensation 1
EM Armor Compensation 2
EM Armor Compensation 3
EM Armor Compensation 4
Science 1
Energy Grid Upgrades 1
Energy Grid Upgrades 2
Energy Grid Upgrades 3
Energy Grid Upgrades 4
Navigation 1
Navigation 2
Evasive Maneuvering 1
Evasive Maneuvering 2
Evasive Maneuvering 3
Explosive Armor Compensation 1
Explosive Armor Compensation 2
Explosive Armor Compensation 3
Explosive Armor Compensation 4
Spaceship Command 1
Gallente Frigate 1
Gallente Frigate 2
Gallente Frigate 3
Gallente Destroyer 1
Gallente Destroyer 2
Gallente Destroyer 3
Spaceship Command 2
Gallente Cruiser 1
Gallente Cruiser 2
Gallente Cruiser 3
Gallente Cruiser 4
Gallente Cruiser 5
Hull Upgrades 5
Kinetic Armor Compensation 1
Kinetic Armor Compensation 2
Kinetic Armor Compensation 3
Kinetic Armor Compensation 4
Signature Analysis 1
Signature Analysis 2
Signature Analysis 3
Signature Analysis 4
Signature Analysis 5
CPU Management 2
Long Range Targeting 1
Long Range Targeting 2
Long Range Targeting 3
Long Range Targeting 4
Long Range Targeting 5
Spaceship Command 3
Logistics Cruisers 1
Logistics Cruisers 2
Logistics Cruisers 3
Logistics Cruisers 4
CPU Management 3
Repair Drone Operation 1
Repair Drone Operation 2
Repair Systems 1
Repair Systems 2
Mechanics 2
Mechanics 3
Remote Armor Repair Systems 1
Remote Armor Repair Systems 2
Remote Armor Repair Systems 3
Remote Armor Repair Systems 4
Sensor Linking 1
Sensor Linking 2
Sensor Linking 3
Sensor Linking 4
Thermal Armor Compensation 1
Thermal Armor Compensation 2
Thermal Armor Compensation 3
Thermal Armor Compensation 4
Warp Drive Operation 1
Warp Drive Operation 2
Warp Drive Operation 3


Recommended skills for logistics

Omega clone restriction This skillplan is restricted to pilots in the Omega clone state.

Since the minimum skills only gets you so far, it's important to continue training into the recommended logistics fit for logistics.

Icon ship dark.png Advanced [1] Icon drones.png Drone skills
~ 55 days and 3 hours ~ 15 days and 9 hours

Power Grid Management V
Capacitor Systems Operation V
Logistics Cruisers V
Remote Armor Repair Systems V
Capacitor Management V

Repair Drone Operation V

  1. ^ This assumes you've already trained the skills listed under recommended.

Skill List

Listed below are the recommended skills above compiled into a list. It can be copied into your skill queue to train or create a skill plan from. The skills are ordered alphabetically, but feel free to move them around as you see fit.

Ongrid booster

Training into an ongrid booster requires quite a few months worth of training, even if you're doing it on an existing character. This is due to the fact it requires skills you normally wouldn't train unless you're specifically training to use command bursts. It's also a very long one that benefits greatly from using neural remaps.

Minimum skills for ongrid boosters

Omega clone restriction This skillplan is restricted to pilots in the Omega clone state.

Since Icon skillbook2.png Cybernetics V is required for the mindlink implant, consider training it first so you can also get +5 attribute implants and further improving your training time. The times listed below are, like all the other skill plans, assuming just the +3 attribute implants and no neural remaps. So there's plenty of room for optimization. These minimum skills will allow you to fly any of the minimum ongrid booster fits for vanguards.

  • EVE University Corporate Skill Plan Name: EUni - Incursion Community OGB Skillplan
  • Corporate Skill Plan link: <url=skillPlan:1356dae5-90a8-472e-b069-3a2689544b87:917701062>EUni - Incursion Community OGB Skillplan</url>


Icon cogs.png Core skills Icon cog.png Utility skills Icon ship.png Ship skills Icon fleet.png Fleet support skills Icon drones.png Drone skills Icon shield transporter i.png Logibooster skills
~ 21 days and 12 hours ~ 12 days and 9 hours ~ 63 days and 13 hours ~ 89 days and 18 hours ~ 12 days and 9 hours ~ 10 days and 10 hours

CPU Management V
EM Armor Compensation IV
Thermal Armor Compensation IV
Kinetic Armor Compensation IV
Explosive Armor Compensation IV
Hull Upgrades V

Signature Analysis V
Long Range Targeting IV
Target Management IV
Advanced Target Management III

Gallente Frigate III
Gallente Destroyer III
Gallente Cruiser III
Gallente Battlecruiser V
Leadership V [1]
Spaceship Command V [1]
Wing Command IV [1]
Command Burst Specialist IV [1]
Command Ships IV
Warp Drive Operation III
Evasive Maneuvering III

Cybernetics V [2]
Armored Command V [3]
Armored Command Specialist V [2]
Skirmish Command V [4]
Skirmish Command Specialist V [2]
Leadership V [5]
Command Burst Specialist IV [5]
Wing Command IV [5]

Drones V
Light Drone Operation V
Amarr Drone Specialization III [6]
Drone Interfacing III
Drone Navigation III
Drone Sharpshooting III
Drone Avionics III

Remote Armor Repair Systems IV
Capacitor Management IV
Capacitor Systems Operation V
Sensor Linking III
Magnetometric Sensor Compensation III
Drone Durability I[7]
Repair Drone Operation II[7]

~ 209 days, 22 hours worth of training (~ 10.3 million skillpoints)
  1. ^ a b c d Leadership V, Wing Command IV, Command Burst Specialist IV and Spaceship Command V are all needed to train Command Ships.
  2. ^ Armored Command V is a requirement for Armored Command Specialist.
  3. ^ Skirmish Command V is a requirement for Skirmish Command Specialist.
  4. ^ a b c Leadership V, Command Burst Specialist IV and Wing Command IV are already required for Command Ships
  5. ^ Drones V, Light Drone Operation V and Amarr Drone Specialization I is required to use Acolyte II. It's acceptable to skip this skill initially if you can use other drones, like Warrior II drones, but train it as soon as possible.
  6. ^ a b Drone Durability I and Repair Drone Operation II are required to use armor maintenance bots.

Skill Plan

Listed below is a skill plan for boosting. It can be copied into your skill queue to train. The skills are not ordered in any particular way, so feel free to move them around as you see fit.

INC - Armor OGB Skillplan
This skillplan contains all the minimum skills to pilot a logi booster.
Expand this box to view a Skill queue to use in-game

CPU Management 1
Target Management 1
Target Management 2
Target Management 3
Target Management 4
Target Management 5
Advanced Target Management 1
Advanced Target Management 2
Advanced Target Management 3
Drones 1
Drones 2
Drones 3
Drones 4
Drones 5
Amarr Drone Specialization 1
Amarr Drone Specialization 2
Amarr Drone Specialization 3
Leadership 1
Armored Command 1
Armored Command 2
Armored Command 3
Armored Command 4
Armored Command 5
Armored Command Specialist 1
Armored Command Specialist 2
Armored Command Specialist 3
Armored Command Specialist 4
Armored Command Specialist 5
Mechanics 1
Mechanics 2
Mechanics 3
Power Grid Management 1
Power Grid Management 2
Power Grid Management 3
Capacitor Management 1
Capacitor Management 2
Capacitor Management 3
Capacitor Management 4
Capacitor Systems Operation 1
Capacitor Systems Operation 2
Capacitor Systems Operation 3
Capacitor Systems Operation 4
Capacitor Systems Operation 5
Leadership 2
Leadership 3
Leadership 4
Leadership 5
Command Burst Specialist 1
Command Burst Specialist 2
Command Burst Specialist 3
Command Burst Specialist 4
Spaceship Command 1
Spaceship Command 2
Spaceship Command 3
Spaceship Command 4
Spaceship Command 5
Wing Command 1
Wing Command 2
Wing Command 3
Wing Command 4
Command Ships 1
Command Ships 2
Command Ships 3
Command Ships 4
CPU Management 2
CPU Management 3
CPU Management 4
CPU Management 5
Science 1
Science 2
Science 3
Cybernetics 1
Cybernetics 2
Cybernetics 3
Cybernetics 4
Cybernetics 5
Drone Avionics 1
Drone Avionics 2
Drone Avionics 3
Drone Durability 1
Drone Interfacing 1
Drone Interfacing 2
Drone Interfacing 3
Drone Navigation 1
Drone Navigation 2
Drone Navigation 3
Drone Sharpshooting 1
Drone Sharpshooting 2
Drone Sharpshooting 3
Hull Upgrades 1
Hull Upgrades 2
Hull Upgrades 3
Hull Upgrades 4
EM Armor Compensation 1
EM Armor Compensation 2
EM Armor Compensation 3
EM Armor Compensation 4
Navigation 1
Navigation 2
Evasive Maneuvering 1
Evasive Maneuvering 2
Evasive Maneuvering 3
Explosive Armor Compensation 1
Explosive Armor Compensation 2
Explosive Armor Compensation 3
Explosive Armor Compensation 4
Gallente Frigate 1
Gallente Frigate 2
Gallente Frigate 3
Gallente Destroyer 1
Gallente Destroyer 2
Gallente Destroyer 3
Gallente Cruiser 1
Gallente Cruiser 2
Gallente Cruiser 3
Gallente Battlecruiser 1
Gallente Battlecruiser 2
Gallente Battlecruiser 3
Gallente Battlecruiser 4
Gallente Battlecruiser 5
Hull Upgrades 5
Kinetic Armor Compensation 1
Kinetic Armor Compensation 2
Kinetic Armor Compensation 3
Kinetic Armor Compensation 4
Light Drone Operation 1
Light Drone Operation 2
Light Drone Operation 3
Light Drone Operation 4
Light Drone Operation 5
Long Range Targeting 1
Long Range Targeting 2
Long Range Targeting 3
Long Range Targeting 4
Magnetometric Sensor Compensation 1
Magnetometric Sensor Compensation 2
Magnetometric Sensor Compensation 3
Repair Systems 1
Repair Systems 2
Remote Armor Repair Systems 1
Remote Armor Repair Systems 2
Remote Armor Repair Systems 3
Remote Armor Repair Systems 4
Repair Drone Operation 1
Repair Drone Operation 2
Sensor Linking 1
Sensor Linking 2
Sensor Linking 3
Signature Analysis 1
Signature Analysis 2
Signature Analysis 3
Signature Analysis 4
Signature Analysis 5
Skirmish Command 1
Skirmish Command 2
Skirmish Command 3
Skirmish Command 4
Skirmish Command 5
Skirmish Command Specialist 1
Skirmish Command Specialist 2
Skirmish Command Specialist 3
Skirmish Command Specialist 4
Skirmish Command Specialist 5
Thermal Armor Compensation 1
Thermal Armor Compensation 2
Thermal Armor Compensation 3
Thermal Armor Compensation 4
Warp Drive Operation 1
Warp Drive Operation 2
Warp Drive Operation 3


Recommended skills for ongrid boosters

There are no real recommended skills for ongrid boosters apart from the minimum skills, as the bar is so high to begin with that the rest of the skills aren't really that critical. But wrapping up Icon skillbook2.png Command Ships V and Icon skillbook2.png Command Burst Specialist V could be convenient.

While you could train Icon skillbook2.png Fleet Command for larger area of effect, that isn't really needed for the vanguards we run, as we'll all stay well within the base range you get with the pre-requisite Icon skillbook2.png Leadership V and Icon skillbook2.png Wing Command IV.

Further training

Once you've got the most pressing skills trained and you're looking towards further training, remember that in the time it takes to train a skill from IV to V you can usually train up a handful of other skills from I to IV. As a general rule of thumb we recommend that people train their skills up to IV before starting to max them out. Sometimes you need a skill that requires you to train another skill to V, so it's not always avoidable, but until you have a solid set of skills trained it makes sense to hold off on training skills to V.

When you start training skills to V it might be a good time to start doing some serious skillplanning and consider neural remaps and better attribute implants. While restrictive, a good neural remap and attribute upgrades can lower the training time significantly.

Honing your skills

Remember that the minimum and recommended skills are just the beginning and there is much room for improvement. Maxing out the gunnery and support skills and topping off your racial ship skills for example will make your ship much more efficient. You'll also have many more options to improve your fit with better fitting and support skills, like upgrading a module, drop an excessive tank module for more utility modules and so forth.

What you're going to train next differs a little bit based on what ship and what weapons you're going to use. For some fitting skills will be prioritized due to the lack of CPU or powergrid of their hull, for others capacitor skills are more important while others can simply go straight for better ship and gunnery skills.

Useful training for alts

It is no secret that having alts or several accounts are extremely useful in EVE. Incursions are no different and we can make good use of alts for a wide variety of things, especially unistas during war. The training times shown below are assuming the same +3 attribute implants as mentioned at the top of this page.

Hacker / Scout

Scouting can be done in pretty much any ship and doesn't require any skills at all, even shuttles. When it comes to hacking the racial exploration ships are very useful thanks to their bonuses and often very cheap to boot. There are a few skills that help, but for the most part you'll have the skills needed to hack right off the bat. For dropping Lyavite in the Nation Mining Colony, the tech 1 mining frigate OREVenture is best suited for the job, being able to carry multiple sites worth of ore on its own.

For more information about the role, see the hacker/scout section on the Roles in Incursions page.

Minimum Heron hacker fit

Heron: Incursions (hacker)
EFT
[Heron, Incursions (hacker)]

Data Analyzer I
5MN Microwarpdrive I

Nanofiber Internal Structure I
Nanofiber Internal Structure I

Small Memetic Algorithm Bank I
Small Memetic Algorithm Bank I


Warrior I x7

Fitting template high slot label.png
Icon hi slot.png
Icon hi slot.png
Icon hi slot.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
Icon mid slot.png
Icon mid slot.png
Icon mid slot.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
April 2020
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Any of the AmarrMagnate, GallenteImicus, or MinmatarProbe can also use this fitting with the same level of effectiveness.
  • Being able to fit a Data Analyzer II module will greatly improve hacking effectiveness, as it pushes the Heron's virus strength to 35, letting it break through defensive subsystems more easily.
  • Right-clicking your microwarpdrive and selecting the option "Set auto-repeat off" is a good way to make sure you only run one cycle of the microwarpdrive, thus avoiding any embarrassing issues like forgetting to keep it on and capping out before you can hack the tower.
  • The Warrior I drones are so that the scout can contribute damage and sponge a payout if there are less than ten ongrid ships.
  • Additional buffer modules, such as Small Azeotropic Restrained Shield Extenders, can make it easier for the logi pilots to hold up this ship, in case it takes aggro in an OTA.

Dropper Venture

Venture: Incursions (Dropper)
EFT
[Venture, Incursions (Dropper)]
Small Remote Shield Booster I

5MN Quad LiF Restrained Microwarpdrive
Small Azeotropic Restrained Shield Extender
Small Azeotropic Restrained Shield Extender

Nanofiber Internal Structure II

Small Low Friction Nozzle Joints I
Small Hyperspatial Velocity Optimizer I
Small Hyperspatial Velocity Optimizer I


Acolyte I x2

Fitting template high slot label.png
icon?size=64&.png
Icon hi slot.png
Icon hi slot.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
February 2022
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • The Venture can hold 16 stacks of Lyavite containing 255 units in each stack.
  • The Small Remote Shield Extender is so that the scout can contribute repairs and sponge a payout if there are less than ten ongrid ships.
  • Adding a Prototype Cloaking Device enables the Venture to safely enter the Nation Mining Colony before the final wave. It is not necessary to perform dropper duties, and requires Omega clone status in order to use.


Valet alt

Having an alt capable of flying your ships around is invaluable when your main character is at war or otherwise indisposed. If the purpose is just to fly the ship, they wouldn't need any gunnery skills whatsoever. The same character could theoretically become your dedicated incursion/mission alt down the line to make life easier for your main character, if you have the means to support a second account that is. Since each account comes with three character slots, everyone have the ability to make two alts for their account, meaning this is an option everyone has, it's not limited to people with multiple accounts.

Moving your actual main, who is in uni, can be done safely in something as simple as a shuttle. See travel fits for more information on how you can easily move your main to and from incursions when you want to run.

Below are various levels of training needed for different type of tanking capabilities. As a minimum, the Hull tanking and Ship skills is enough to fit a Damage Control II and Reinforced Bulkhead II modules for a solid 130 - 150k+ effective hit points buffer on a regular tech one battleship. If you train the Additional race as well, the alt could move a pirate faction battleship. The extra shield skills would allow you to upgrade the meta shield modules to tech two for a little bit more tank as well.

Icon hull.png Hull tanking Icon ship.png Ship skills Icon ship other.png Additional race [1] Icon shield glow.png Shield tanking [2]
~ 1 day and 12 hours ~ 3 days and 5 hours ~ 2 days and 11 hours ~ 5 day and 11 hours

Hull Upgrades IV

Spaceship Command IV
<racial> Frigate III
<racial> Destroyer III
<racial> Cruiser III
<racial> Battlecruiser III
<racial> Battleship I

<racial> Frigate III
<racial> Destroyer III
<racial> Cruiser III
<racial> Battlecruiser III
<racial> Battleship I

Shield Upgrades IV
Tactical Shield Manipulation IV

Less than 4 days and 17 hours worth of training in total for a simple valet alt
  1. ^ Optional - If you need your alt to be able to move a pirate faction battleship (since they require two racial ship skills).
  2. ^ Optional - Increasing the train to a handful of days means you can upgrade the shield tank and use the Large Shield Extender II, EM Shield Amplifier II as well as the Multispectrum Shield Hardener II modules (or any of the active hardeners or passive amplifiers).

Travel fits

The basic idea behind travel fits for the above mentioned valet alt is to not be at war (which is why we use the valet) and to simply replace any modules that do not help us travel safer, so as not to be worth ganking in the first place. This means that webs, target painters, damage modules etc are removed in favour of tanking modules.

The easiest way to make a travel fit for a battleship is to replace all the low slots except for the damage control with reinforced bulkheads and replace all the midslots with a combination of large shield extenders and multispectrum shield hardeners. If the character you will be moving the battleship with can use cloaking devices then fitting an Improved Cloaking Device II in a high slot and a 500MN Microwarpdrive in a midslot will allow the use of the Cloak trick.

There is generally no need to unfit the high slot guns, if additional fitting space for tank modules is needed then guns can simply be offlined.

Moving costly modules

The regular fits on the wiki have but a couple of expensive modules, like the Icon stasis webifier faction.pngFederation Navy Stasis Webifier and for some ships the Icon target painter faction.pngRepublic Fleet Target Painter, which totals about Icon money.png 100 million. This can easily be carried in the hold of a travel fit battleship without much fear of becoming a gank target.

If you upgrade your ship with more expensive modules, such as deadspace and other faction modules, you should secure a better way of moving those expensive modules. The dedicated travel ships (except the shuttle) can easily hold the more expensive modules as they are often only 5 - 10 m3 in size and those ships can fit several modules in their hold.

Common guides

There are several common guides on the wiki already. Our needs in the incursion community are a little different, but it might be useful for general purposes or to get some inspiration of what else to train on your alt.