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#'''Assume that you are going to be podded.''' <br>If you have [[Implants|implants]], either make sure you can afford to lose them or get into a [[Jump Clones|jump clone]]. Some players like to keep combat jump clones with no implants at all; others keep several jump clones, each with two implants to minimize costs when losing a pod while keeping a good training time. For example, a pilot who keeps a full set of +3 implants in his PvE clone could have a PvP clone with a +3 perception and a +3 willpower implant to train ship command, gunnery, and missile skills; and another PvP clone with +3 memory and +3 intelligence implants to train electronics, engineering, and mechanics skills. If you have access to a citadel, you can switch between jump clones in the same citadel regardless of cooldown, so it is possible to jump into a clean clone for combat, then return and switch back after the fleet operation is over. Further information about creating jump clones can be found in [[Jump Clones|this guide]].<br> <br>''' NOTE: While you should always be [[How to save your Pod|prepared to be podded]], this should rarely occur in high sec or low sec battles. Be sure you are familiar with the "Pod Saver" tab on your [[Overview|overview]]; if you are about to lose your ship, learn how to "spam" the Warp button in your Selected Item box when a planet is selected.<br><br> | #'''Assume that you are going to be podded.''' <br>If you have [[Implants|implants]], either make sure you can afford to lose them or get into a [[Jump Clones|jump clone]]. Some players like to keep combat jump clones with no implants at all; others keep several jump clones, each with two implants to minimize costs when losing a pod while keeping a good training time. For example, a pilot who keeps a full set of +3 implants in his PvE clone could have a PvP clone with a +3 perception and a +3 willpower implant to train ship command, gunnery, and missile skills; and another PvP clone with +3 memory and +3 intelligence implants to train electronics, engineering, and mechanics skills. If you have access to a citadel, you can switch between jump clones in the same citadel regardless of cooldown, so it is possible to jump into a clean clone for combat, then return and switch back after the fleet operation is over. Further information about creating jump clones can be found in [[Jump Clones|this guide]].<br> <br>''' NOTE: While you should always be [[How to save your Pod|prepared to be podded]], this should rarely occur in high sec or low sec battles. Be sure you are familiar with the "Pod Saver" tab on your [[Overview|overview]]; if you are about to lose your ship, learn how to "spam" the Warp button in your Selected Item box when a planet is selected.<br><br> | ||
#'''Decide which role you will fulfill.'''<br>The three primary roles in a fleet are Damage Dealer (DD), [[Tackling_Guide| | #'''Decide which role you will fulfill.'''<br>The three primary roles in a fleet are Damage Dealer (DD), [[Tackling_Guide|Tackle/Scout]] and [[EWar 101 Guide|EWAR]]. A rookie with few skill points can contribute much to a fleet by taking a tackling or EWAR role.<br><br> | ||
#'''Get into a ship you can fly well in PVP, and can afford to lose.'''<br> If you're a rookie, that is probably a frigate. You can fly a frigate and still contribute significantly if you have the skills and modules necessary to tackle or EW. Even if you're young and don't have the skills yet, don't worry about it and come along in a cheap frigate for the experience. Tacklers and EWAR frigates are effective with cheap tech 1 modules fitted. Destroyers can be used in specialized fleets, but in most Uni fleets a frigate tackler or EWAR would be preferable if you can't handle a DD cruiser yet. Take note that flying a Damage Dealer ship for PvP requires more skills than for PvE. Flying a DD cruiser well means having the cruiser skill at 4, and the relevant [[Gunnery Guide#Gunnery_Support_Skills|gunnery]] or [[Missile Launchers#Missile_Support_Skills|missile]] support skills at 3 or 4. EWAR cruisers require less skills to fly well than DD cruisers. The skills to fly a DD cruiser well in PvP take 1 or 2 months to train, a battlecruiser 4 to 6 months to train, and a battleship 9 to 12 months to train. This may take longer if you cross-train between races or train up T2 ships earlier.<br> Find a good fit for your ship. Many ship pages (find them by searching for your ship's name) contain good fits.The pages also contain a link to the fitting section of the Uni forums which can have discussion on various fitting options. EVE University maintains a [[Fleet-Up]] group with many commonly used fits. <br><br> | #'''Get into a ship you can fly well in PVP, and can afford to lose.'''<br> If you're a rookie, that is probably a frigate. You can fly a frigate and still contribute significantly if you have the skills and modules necessary to tackle or EW. Even if you're young and don't have the skills yet, don't worry about it and come along in a cheap frigate for the experience. Tacklers and EWAR frigates are effective with cheap tech 1 modules fitted. Destroyers can be used in specialized fleets, but in most Uni fleets a frigate tackler or EWAR would be preferable if you can't handle a DD cruiser yet. Take note that flying a Damage Dealer ship for PvP requires more skills than for PvE. Flying a DD cruiser well means having the cruiser skill at 4, and the relevant [[Gunnery Guide#Gunnery_Support_Skills|gunnery]] or [[Missile Launchers#Missile_Support_Skills|missile]] support skills at 3 or 4. EWAR cruisers require less skills to fly well than DD cruisers. The skills to fly a DD cruiser well in PvP take 1 or 2 months to train, a battlecruiser 4 to 6 months to train, and a battleship 9 to 12 months to train. This may take longer if you cross-train between races or train up T2 ships earlier.<br> Find a good fit for your ship. Many ship pages (find them by searching for your ship's name) contain good fits.The pages also contain a link to the fitting section of the Uni forums which can have discussion on various fitting options. EVE University maintains a [[Fleet-Up]] group with many commonly used fits. <br><br> | ||
#'''Make sure your ship is insured.'''<br>Many ships - especially T2 or faction ships - are not worth insuring, due to the high cost and extremely low payout sums. However T1 ships like standard frigates, cruisers and battleships are usually worth insuring. This one is your choice.<br><br> | #'''Make sure your ship is insured.'''<br>Many ships - especially T2 or faction ships - are not worth insuring, due to the high cost and extremely low payout sums. However T1 ships like standard frigates, cruisers and battleships are usually worth insuring. This one is your choice.<br><br> | ||