Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Preparing for Incursions: Difference between revisions

From EVE University Wiki
Line 10: Line 10:
<small><references/></small>
<small><references/></small>
== Damage dealers ==
== Damage dealers ==
Getting the recommended skills for a damage dealer requires 59 days at the most, if you train into a turret-based battlecruiser on a brand new character. In comparison training for missiles is longer, up to 66 days, but normally you would only take that route if you already have good missile skills to begin with and only need to top off one or two skills. If your missile skills are too low, it would be more advantageous to start training gunnery skills instead.
Getting the recommended skills for a damage dealer requires 60 days at the most, if you train into a turret-based battlecruiser on a brand new character. In comparison training for missiles is longer, up to 66 days, but normally you would only take that route if you already have good missile skills to begin with and only need to top off one or two skills. If your missile skills are too low, it would be more advantageous to start training gunnery skills instead.


Considering that is far more likely that you come looking for incursions after you have played the game for at least a couple of weeks, having trained some of the support skills already (the tutorial mentions many of them), you can often get ready much faster. Add to that the potential of [[Skills_and_Learning#Neural_Remaps| neural remapping]] and what might seem like a daunting train can be covered in no-time.
Considering that is far more likely that you come looking for incursions after you have played the game for at least a couple of weeks, having trained some of the support skills already (the tutorial mentions many of them), you can often get ready much faster. Add to that the potential of [[Skills_and_Learning#Neural_Remaps| neural remapping]] and what might seem like a daunting train can be covered in no-time.
Line 21: Line 21:
! ''Crosstraining armour skills''
! ''Crosstraining armour skills''
|- valign="top" style="background:#222222;"  
|- valign="top" style="background:#222222;"  
| ~ 38 days and 5 hours
| ~ 38 days and 23 hours
| ~ 20 days and 12 hours
| ~ 20 days and 12 hours
| style="color:grey;" | ''~ 26 days and 22 hours''<small> <ref>This is more of a checklist if you wish to bring a missile boat into Incursions. As mentioned before, you shouldn't train these skills if you don't have them.</ref></small>
| style="color:grey;" | ''~ 26 days and 22 hours''<small> <ref>This is more of a checklist if you wish to bring a missile boat into Incursions. As mentioned before, you shouldn't train these skills if you don't have them.</ref></small>
Line 43: Line 43:
Propulsion Jamming III<small> <ref>'''Propulsion Jamming III''' is only needed if you'll use a Stasis Webifier module.</ref></small><br>
Propulsion Jamming III<small> <ref>'''Propulsion Jamming III''' is only needed if you'll use a Stasis Webifier module.</ref></small><br>
Drones V<br>
Drones V<br>
Drone Interfacing III<br>
Scout Drone Operation V<small> <ref name="hobgoblins">'''Drones V''', '''Scout Drone Operation V''' and '''Gallente Drone Specialization I''' is required to use Hobgoblin II drones.</ref></small><br>
Scout Drone Operation V<small> <ref name="hobgoblins">'''Drones V''', '''Scout Drone Operation V''' and '''Gallente Drone Specialization I''' is required to use Hobgoblin II drones.</ref></small><br>
Gallente Drone Specialization III<small> <ref name="hobgoblins">'''Drones V''', '''Scout Drone Operation V''' and '''Gallente Drone Specialization I''' is required to use Hobgoblin II drones.</ref></small><br>
Gallente Drone Specialization III<small> <ref name="hobgoblins">'''Drones V''', '''Scout Drone Operation V''' and '''Gallente Drone Specialization I''' is required to use Hobgoblin II drones.</ref></small><br>