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Interceptors: Difference between revisions

From EVE University Wiki
Skills: Cleaned up this section. Focuses more on the needs of fleet interceptors now. Also less focus on module requirements as those are now mostly covered by the starting skills.
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==Skills==
==Skills==
===Necessary Skills===
To be able to sit in an interceptor, you need the relevant T1 frigate skill at level five and {{sk|Interceptors}} at one which has {{sk|Evasive Maneuvering|5}} as a prerequisite. If you want to use a fleet interceptor in the tackle role you should train {{sk|Interceptors}} at least to level four and level five is recommended.
Training to fly the Interceptor hull will probably take the most amount of time, particularly Evasive Maneuvering 5 and Racial Frigate 5.
*{{sk|Interceptors|I}} is required to fly interceptors, although having at least level 4 is strongly recommended for the interceptor skill bonuses.
Most of these modules are relatively quick to train for. T2 modules ''often'' (not always) give a significant advantage over T1 and so are recommended in most cases.
*{{sk|Propulsion Jamming|II}} is necessary for Tech 2 points, and level 4 allows T2 webs.
*{{sk|High Speed Maneuvering}} Helps your cap life tremendously. Level 4 is recommended, a T2 MWD is usually not a good idea on an interceptor.
*{{sk|Hull Upgrades|II}} is required for T2 Nanofibre Internal Structures and Overdrive Injectors.
*{{sk|Thermodynamics}} Allows overheating of modules: vital in tight situations to give an extra boost of speed or point range. {{sk|Nanite Operation}} is required for Nanite Paste, used to repair heat damage.
 
===Support Skills===
*Basic fitting skills like {{sk|Hull Upgrades}}, {{sk|Electronics Upgrades}}, {{sk|Energy Grid Upgrades}}, and {{sk|Power Grid Management}} should be at level 5.


Besides the required skills you mostly need good general support skills (compare [[Magic 14]]) to improve your speed/agility as well as your capacitor life. The following skills are important to improve your navigation:
*{{sk|Navigation}} 5% bonus to sub-warp speed per level. Level 5 is recommended.
*{{sk|Navigation}} 5% bonus to sub-warp speed per level. Level 5 is recommended.
*{{sk|Acceleration Control}} 5% bonus to afterburner and MWD speed per level. Level 4 is recommended.
*{{sk|Acceleration Control}} 5% bonus to afterburner and MWD speed per level. Level 4 is recommended.
*{{sk|Spaceship Command}} 2% to ship agility per level. Level 5 is recommended.
*{{sk|Spaceship Command}} 2% to ship agility per level. Level 5 is recommended.
 
*{{sk|Evasive Maneuvering}} 5% improved ship agility for all ships per skill level. Level 5 is a prerequisite anyways.
Interceptors don't have a lot of capacitor but MWDs are capacitor hungry modules. Thus, skills to improve your capacitor or to reduce capacitor consumption are important:
*{{sk|Capacitor Management}} and {{sk|Capacitor Systems Operation}} should at least be at level four. Train them to level five very early.
*{{sk|High Speed Maneuvering}} 5% reduction in MicroWarpdrive capacitor usage per skill level. Level 4 is required. Level 5 recommended.
*{{sk|Propulsion Jamming}} 5% Reduction to Warp Scrambler, Warp Disruptor, and Stasis Web capacitor need per skill level. Level 4 is recommended.
Other generally important skills for an interceptor:
*{{sk|CPU Management}} and {{sk|Power Grid Management}}. Many fits are very tight and require those skills at level 5.
*{{sk|Shield Upgrades}} reduces the fitting space for shield upgrades. Especially some Stiletto fits assume it at level 5. Fits without shield extenders don't profit from it at all.
*{{sk|Hull Upgrades}} at least at level 4 for T2 damage control. Level 5 recommended for more armor buffer.
*{{sk|Mechanics}}, {{sk|Shield Management}}, and {{sk|Shield Operation}} improve your general buffer tank.
*{{sk|Signature Analysis}} 5% scan resolution per level; getting this to level 5 will greatly boost your target locking speed.
*{{sk|Signature Analysis}} 5% scan resolution per level; getting this to level 5 will greatly boost your target locking speed.
*{{sk|Long Range Targeting|V}} will help make sure you can actually target out to the same range that you can point. A signal amplifier module or ionic field projector rig is still often required to match overheated point range.
*{{sk|Long Range Targeting}} will help make sure you can actually target out to the same range that you can point.
 
*{{sk|Thermodynamics}} Allows overheating of modules: vital in tight situations to give an extra boost of speed or point range. {{sk|Nanite Operation}} is required for Nanite Paste, used to repair heat damage.
*{{sk|Capacitor Management|IV}} and {{sk|Capacitor Systems Operation|IV}} in these skills will help cap stability greatly, although you can fit a capacitor power relay module or capacitor control rig to cope with low cap skills.
 
*{{sk|Astronautics Rigging}} for navigation rigs.
*{{sk|Astronautics Rigging}} for navigation rigs.
*{{sk|Electronic Superiority Rigging}} for rigs that improve targeting speed and range.
*{{sk|Electronic Superiority Rigging}} for rigs that improve targeting speed and range.
*{{sk|Shield Upgrades|IV}} will allow Medium Shield Extender IIs to be fitted, a common midslot module.
*{{sk|Thermodynamics|IV}} to allow you to overheat your MWD and point.
*{{sk|Thermodynamics|IV}} to allow you to overheat your MWD and point.
T2 small weapon skills will be useful for combat inties, as Tech 2 ammo generally allows much more range control and damage.


==Fitting==
==Fitting==