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Preparing for Incursions: Difference between revisions

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== Minimum skills for damage dealers ==
== Minimum skills for 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. 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.
{{alpha|skillplan}}
Getting the minimum skills for a damage dealer requires a couple of months worth of training for [[image:omega.png|16px|link=]] [[Clone_states#Omega_clones|Omega clones]] (and about twice as much for [[image:alpha.png|16px|link=]] [[Clone_states#Alpha_clones|Alpha clones]]), if you train into a turret-based battleship on a brand new character. 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.


[http://evemondevteam.github.io/evemon/ EVEMon] skillplans: [http://wiki.eveuniversity.org/images/d/de/Incursions_maelstrom_minimum.xml Maelstrom (minimum skills)], [http://wiki.eveuniversity.org/images/c/cb/Incursions_rokh_minimum.xml Rokh (minimum skills)] or [http://wiki.eveuniversity.org/images/6/63/Incursions_hyperion_minimum.xml Hyperion (minimum skills)]
[http://evemondevteam.github.io/evemon/ EVEMon] skillplans: [http://wiki.eveuniversity.org/images/d/de/Incursions_maelstrom_minimum.xml Maelstrom (minimum skills)], [http://wiki.eveuniversity.org/images/c/cb/Incursions_rokh_minimum.xml Rokh (minimum skills)] or [http://wiki.eveuniversity.org/images/6/63/Incursions_hyperion_minimum.xml Hyperion (minimum skills)]
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== Recommended skills for damage dealers ==
== Recommended skills for damage dealers ==
{{omega|skillplan}}
Apart from the minimum skills listed above to get going, there are a few skills that you should get as soon as possible once you start running.
Apart from the minimum skills listed above to get going, there are a few skills that you should get as soon as possible once you start running.
* Train some additional skills to be able to fly the '''minimum battleship-fits''' for [[Assault Incursion fits#Battleships|assaults]] and increase your drone control range.
* Train some additional skills to be able to fly the '''minimum battleship-fits''' for [[Assault Incursion fits#Battleships|assaults]] and increase your drone control range.
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== Minimum skills for logistics ==
== 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 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.
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.


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== Recommended skills for logistics ==
== 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]] (and preferably the '''advanced fits''' too). This is important because being able to quickly upgrade from meta to tech two '''Remote Shield Booster II''' modules will ensure the safety of the fleet.
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]] (and preferably the '''advanced fits''' too). This is important because being able to quickly upgrade from meta to tech two '''Remote Shield Booster II''' modules will ensure the safety of the fleet.
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== Minimum skills for ongrid boosters ==
== 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]].
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]].