Difference between revisions of "User:Masao kurata/Starting Skills"

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m (Update for April 2022 Version 20.04. Change skill <Racial> Industrial to <Racial> Hauler.)
 
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|{{sk|Minmatar Frigate|III}}
 
|{{sk|Minmatar Frigate|III}}
 
|-
 
|-
|{{sk|Amarr Industrial|I}}
+
|{{sk|Amarr Hauler|I}}
|{{sk|Caldari Industrial|I}}
+
|{{sk|Caldari Hauler|I}}
|{{sk|Gallente Industrial|I}}
+
|{{sk|Gallente Hauler|I}}
|{{sk|Minmatar Industrial|I}}
+
|{{sk|Minmatar Hauler|I}}
 
|-
 
|-
 
|{{sk|Small Energy Turret|III}}
 
|{{sk|Small Energy Turret|III}}

Latest revision as of 13:53, 20 May 2022

This article describes mechanics which are still new at the time of writing and have not been extensively tested. Testing was done with the assumption that background details in character creation other than race do not affect starting skills.

As of the Vanguard patch, starting skill points have been raised from 55824 to around 400k. A wide variety of tech I fits are usable directly from character creation with this change and overheating is immediately possible.

Starting SP
Amarr Caldari Gallente Minmatar
408995 399718 408995 406666

Common Skills

Racial Ship and Gunnery Skills

Amarr Caldari Gallente Minmatar
Amarr Frigate III Caldari Frigate III Gallente Frigate III Minmatar Frigate III
Amarr Hauler I Caldari Hauler I Gallente Hauler I Minmatar Hauler I
Small Energy Turret III Small Hybrid Turret III Small Hybrid Turret III Small Projectile Turret III
Controlled Bursts II Controlled Bursts II Controlled Bursts II Controlled Bursts I

Tanking

Amarr, Gallente and Minmatar:

Caldari: