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Skills:Navigation: Difference between revisions

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Strategy note for Jump Drive Calibration V
m Remove unwanted <br>
 
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|reqIII={{sk|High Speed Maneuvering|icon=yes}}
|reqIII={{sk|High Speed Maneuvering|icon=yes}}
|reqIV=Tech 2 Afterburners
|reqIV=Tech 2 Afterburners
|notes=The reduction in "duration" means that each afterburner cycle lasts less time. A shorter cycle means more tactical flexibility, letting you more easily switch between speed and fast alignment. Faster cycles also mean higher capacitor use, but this is more than balanced out by the additional 10% reduction in capacitor use per level. Most pilots train this to III as a prerequisite for {{sk|High Speed Maneuvering}} (and MWDs); if you use ABs a lot (deadspace PvE, armour HACs or solo PvP frigate work, for example) then pump more SP into this skill—together with {{sk|Fuel Conservation}} it can lower AB cap consumption to pretty negligible levels.<br>
|notes=The reduction in "duration" means that each afterburner cycle lasts less time. A shorter cycle means more tactical flexibility, letting you more easily switch between speed and fast alignment. Faster cycles also mean higher capacitor use, but this is more than balanced out by the additional 10% reduction in capacitor use per level. Most pilots train this to III as a prerequisite for {{sk|High Speed Maneuvering}} (and MWDs); if you use ABs a lot (deadspace PvE, armour HACs or solo PvP frigate work, for example) then pump more SP into this skill—together with {{sk|Fuel Conservation}} it can lower AB cap consumption to pretty negligible levels.
}}
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|reqI=Cynosural Field Generator I
|reqI=Cynosural Field Generator I
|reqV=Covert Cynosural Field Generator I
|reqV=Covert Cynosural Field Generator I
|notes=The required skill to light cynos for other people to jump their capital ships to. The higher you train it, the less fuel you need to light a cyno, and the less cargo space your cyno ship needs.<br>
|notes=The required skill to light cynos for other people to jump their capital ships to. The higher you train it, the less fuel you need to light a cyno, and the less cargo space your cyno ship needs.
}}
}}


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|reqV={{sk|Interceptors|icon=yes}}
|reqV={{sk|Interceptors|icon=yes}}
|price=22.5K
|price=22.5K
|notes=Affects every ship you fly, particularly important for specialisation in small ships and/or skirmishing/kiting tactics, but good for everyone. Level V is one of the prerequisites for [[Frigate#Interceptors|interceptors]].<br>
|notes=Affects every ship you fly, particularly important for specialisation in small ships and/or skirmishing/kiting tactics, but good for everyone. Level V is one of the prerequisites for [[Frigate#Interceptors|interceptors]].
}}
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|reqIII=5MN Microwarpdrive II
|reqIII=5MN Microwarpdrive II
|reqIV=50MN Microwarpdrive II; 500MN Microwarpdrive II; 50000MN Microwarpdrive II
|reqIV=50MN Microwarpdrive II; 500MN Microwarpdrive II; 50000MN Microwarpdrive II
|notes=The vast majority of PvP fits involve a [[Tackling Guide#Microwarpdrive (MWD)|MWD]], so the vast majority of pilots train to use them.<br>
|notes=The vast majority of PvP fits involve a [[Tackling Guide#Microwarpdrive (MWD)|MWD]], so the vast majority of pilots train to use them.
}}
}}


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|reqIII={{sk|Amarr Carrier|icon=yes}}; {{sk|Caldari Carrier|icon=yes}}; {{sk|Gallente Carrier|icon=yes}}; {{sk|Minmatar Carrier|icon=yes}}
|reqIII={{sk|Amarr Carrier|icon=yes}}; {{sk|Caldari Carrier|icon=yes}}; {{sk|Gallente Carrier|icon=yes}}; {{sk|Minmatar Carrier|icon=yes}}
|reqIV={{sk|Black Ops|icon=yes}}
|reqIV={{sk|Black Ops|icon=yes}}
|notes=Due to the massive strategic advantage in having a larger jump range, almost all pilots using [[Jump Drive]]s should train this skill to V.<br>
|notes=Due to the massive strategic advantage in having a larger jump range, almost all pilots using [[Jump Drive]]s should train this skill to V.
}}
}}


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|reqIII={{sk|Jump Fuel Conservation|icon=yes}}
|reqIII={{sk|Jump Fuel Conservation|icon=yes}}
|reqV={{sk|Jump Drive Calibration|icon=yes}}; {{sk|Jump Portal Generation|icon=yes}}
|reqV={{sk|Jump Drive Calibration|icon=yes}}; {{sk|Jump Portal Generation|icon=yes}}
|notes=<br>
|notes=  
}}
}}


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|reqI=Jump Drive Economizers
|reqI=Jump Drive Economizers
|reqIV={{sk|Amarr Carrier|icon=yes}}; {{sk|Caldari Carrier|icon=yes}}; {{sk|Gallente Carrier|icon=yes}}; {{sk|Minmatar Carrier|icon=yes}}
|reqIV={{sk|Amarr Carrier|icon=yes}}; {{sk|Caldari Carrier|icon=yes}}; {{sk|Gallente Carrier|icon=yes}}; {{sk|Minmatar Carrier|icon=yes}}
|notes=<br>
|notes=  
}}
}}


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|pre={{sk|Science|V}}; {{sk|Astrometrics|V}}; {{sk|Jump Drive Operation|V}}; {{sk|Navigation|V}}
|pre={{sk|Science|V}}; {{sk|Astrometrics|V}}; {{sk|Jump Drive Operation|V}}; {{sk|Navigation|V}}
|reqI= Jump Portal Generator I; Covert Jump Portal Generator I; Bosonic Field Generator; Gravitational Transportation Field Oscillator; {{sk|Amarr Titan|icon=yes}}; {{sk|Caldari Titan|icon=yes}}; {{sk|Gallente Titan|icon=yes}}; {{sk|Minmatar Titan|icon=yes}}
|reqI= Jump Portal Generator I; Covert Jump Portal Generator I; Bosonic Field Generator; Gravitational Transportation Field Oscillator; {{sk|Amarr Titan|icon=yes}}; {{sk|Caldari Titan|icon=yes}}; {{sk|Gallente Titan|icon=yes}}; {{sk|Minmatar Titan|icon=yes}}
|notes=<br>
|notes=  
}}
}}


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|reqI=Medium/Large Micro Jump Drive; Micro Jump Field Generator
|reqI=Medium/Large Micro Jump Drive; Micro Jump Field Generator
|price=4.5M
|price=4.5M
|notes=Since the spool-up time of a MJD is 12 seconds, each level in this skill buys you .6 seconds {11.4, 10.8, 10.2, 9.6, 9}.  Currently applicable for battleships and battlecruisers, as they are the only classes that can fit the [[Micro jump drive|MJD]], and for command destroyers, who can fit the [[Propulsion equipment#Micro jump drive field generator|MJFG]].<br>
|notes=Since the spool-up time of a MJD is 12 seconds, each level in this skill buys you .6 seconds {11.4, 10.8, 10.2, 9.6, 9}.  Currently applicable for battleships and battlecruisers, as they are the only classes that can fit the [[Micro jump drive|MJD]], and for command destroyers, who can fit the [[Propulsion equipment#Micro jump drive field generator|MJFG]].
}}
}}


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|reqIV=Tech 1 and Faction Heavy Warp Scramblers; {{sk|Micro Jump Drive Operation|icon=yes}}
|reqIV=Tech 1 and Faction Heavy Warp Scramblers; {{sk|Micro Jump Drive Operation|icon=yes}}
|reqV=Heavy Warp Scrambler II; {{sk|Jump Drive Operation|icon=yes}}; {{sk|Amarr Propulsion Systems|icon=yes}}; {{sk|Caldari Propulsion Systems|icon=yes}}; {{sk|Gallente Propulsion Systems|icon=yes}}; {{sk|Minmatar Propulsion Systems|icon=yes}}
|reqV=Heavy Warp Scrambler II; {{sk|Jump Drive Operation|icon=yes}}; {{sk|Amarr Propulsion Systems|icon=yes}}; {{sk|Caldari Propulsion Systems|icon=yes}}; {{sk|Gallente Propulsion Systems|icon=yes}}; {{sk|Minmatar Propulsion Systems|icon=yes}}
|notes=Extra sub-warp speed on every ship you fly is a nice benefit for PvE or PvP combat, and is particularly important for pilots specialising in smaller ships. Many of the other skills in this category also require at least a few levels in Navigation.<br>
|notes=Extra sub-warp speed on every ship you fly is a nice benefit for PvE or PvP combat, and is particularly important for pilots specialising in smaller ships. Many of the other skills in this category also require at least a few levels in Navigation.
}}
}}


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|reqIV=Warp Core Stabilizer II, T1 and Meta Interdiction Nullifiers
|reqIV=Warp Core Stabilizer II, T1 and Meta Interdiction Nullifiers
|reqV={{sk|Jump Drive Operation|icon=yes}}, T2 Interdiction Nullifiers  
|reqV={{sk|Jump Drive Operation|icon=yes}}, T2 Interdiction Nullifiers  
|notes=Dropping out of warp early because you don't have enough capacitor is inconvenient at best, and potentially quite dangerous if you're part of a PvP fleet operation. Training this to IV should solve that problem for all but the longest warps. Taking WDO to V is probably not a priority, but may help capacitor-hungry PvP pilots who want to arrive on the field with that extra sliver of available energy.<br>
|notes=Dropping out of warp early because you don't have enough capacitor is inconvenient at best, and potentially quite dangerous if you're part of a PvP fleet operation. Training this to IV should solve that problem for all but the longest warps. Taking WDO to V is probably not a priority, but may help capacitor-hungry PvP pilots who want to arrive on the field with that extra sliver of available energy.
}}
}}


[[Category:Skills]]
[[Category:Skills]]