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Preparing for Incursions: Difference between revisions

From EVE University Wiki
Moving into useful hulls: Cruiser IV is no longer a prerequisite
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{{incursions links}}
{{incursions links}}
= Ship progression =
Unless you are already heavily invested into a certain race or weapon system, it might be a good idea to think of which logistics ship, strategic cruiser or pirate faction battleship you'll want in the end, rather than what your first incursion ship should be.
You should also consider secondary value of whatever you train, perhaps you can find an end-of-the-line ship that not only furthers your goals for incursions but other goals as well given the skills you'll end up training for it. If you already know that you like smaller ships, or have plans for diving into a wormhole in the future, it would make much more sense training into a strategic cruiser than a pirate faction battleship. Depending on the race, training for strategic cruisers will make quite some progress towards being able to fly logistics as well, or the other way around if your goal is to fly logistcs. That said, most strategic cruisers pale in comparison to the pirate faction battleships who remain the epitome of incursion boats.
{| class="wikitable" style="text-align:left; font-size:90%; border-collapse:collapse; border:1px solid #333333; padding:5px;"
|-
! style="background:#222222;" | Races
! style="background:#222222;" | Ship
! style="background:#222222;" | Description
|- valign="top"
| nowrap style="padding:0px;" | [[image:logo_faction_minmatar_republic.png|64px]][[image:logo_faction_gallente_federation.png|64px]]
| style="padding:0px;" | [[image:Machariel.jpg|64px]]
| The [[Machariel]] combines a flexible engagement range for autocannons with a high rate of fire. Fit for long range the impressive alpha is unmatched. It also has enough midslots to fit for any occasion.
|- valign="top"
| nowrap style="padding:0px;" | [[image:logo_faction_amarr_empire.png|64px]][[image:logo_faction_caldari_state.png|64px]]
| style="padding:0px;" | [[image:Nightmare.jpg|64px]]
| The [[Nightmare]] has very good damage at any range due to fast-swapping crystals and compensates for the innate low tracking of lasers with the ship's tracking bonus. It also has plenty of utility midslots available. Has some cap issues.
|- valign="top"
| nowrap style="padding:0px;" | [[image:logo_faction_gallente_federation.png|64px]][[image:logo_faction_minmatar_republic.png|64px]]
| style="padding:0px;" | [[image:Vindicator.jpg|64px]]
| The [[Vindicator]] is a brawler without match, both in terms of damage and incredibly strong webs. Despite appearances, it is also a very potent sniper when fitted with railguns, and tech two ammo makes it possible to use blasters at medium range.
|- valign="top"
| nowrap style="padding:0px; text-align:center;" | [[image:logo_faction_amarr_empire.png|64px]]
| nowrap style="padding:0px;" | [[image:Legion.jpg|64px]]
| The [[Legion]] combines powerful short range capabilities with instant-swapping long range capabilities due to how crystals work. Ideal ship if you prefer smaller, more agile ships to the bulkier battleships.
|- valign="top"
| nowrap style="padding:0px; text-align:center;" | [[image:logo_faction_minmatar_republic.png|64px]]
| nowrap style="padding:0px;" | [[image:Loki.jpg|64px]]
| The [[Loki]]'s combination of multiple webs and extreme tracking makes it very useful. It also has the option to fit for longer webs, which isn't always needed but makes a world of difference when it is.
|- valign="top"
| nowrap style="padding:0px;" | [[image:logo_faction_minmatar_republic.png|64px]][[image:logo_boundless_creation.png|64px]]
| nowrap style="padding:0px;" | [[image:Sleipnir.jpg|64px]]
| Very few Command Ships have the range and utility needed to make them good for incursions, suffering the same problems as most ships with medium weaponry. The [[Sleipnir]] stands out with exceptional tracking, range and damage capabilities.
|- valign="top"
| nowrap style="padding:0px;" | [[image:logo_faction_minmatar_republic.png|64px]][[image:logo_core_complexion_inc.png|64px]]
| nowrap style="padding:0px;" | [[image:Scimitar.jpg|64px]]
| The [[Scimitar]] is a logistics ship, the core of fleet defense. It does not rely on energy transfers to be cap stable and can therefor be fully operational on its own. The bonus to tracking links makes it an enormous asset on the field, on top of the repairs it supplies.
|- valign="top"
| nowrap style="padding:0px;" | [[image:logo_faction_caldari_state.png|64px]][[image:logo_lai_dai.png|64px]]
| nowrap style="padding:0px;" | [[image:Basilisk.jpg|64px]]
| The [[Basilisk]] is another logistics ship, but unlike the Scimitar, it needs someone to exchange energy transfers with to be effective. With good skills it can provide energy transfers to the fleet or field one more shield transporter for extra repping power.
|}
= Recommended skills =
= Recommended skills =
The following skills are recommended, if not downright required to fit the modules you have to in order to do incursions. For more information on what the different skills do, see the [[Support_Skills#Skills|Support Skills]] page.
The following skills are recommended, if not downright required to fit the modules you have to in order to do incursions. For more information on what the different skills do, see the [[Support_Skills#Skills|Support Skills]] page.
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The training times listed for these will assume that you trained '''Cybernetics I''' and got a cheap set of '''+3 attribute implants''', which is not only reasonable but highly recommended regardless what you plan on doing in EVE. There's even [[The +3 Implants Program]] for unistas to get started.
The training times listed for these will assume that you trained '''Cybernetics I''' and got a cheap set of '''+3 attribute implants''', which is not only reasonable but highly recommended regardless what you plan on doing in EVE. There's even [[The +3 Implants Program]] for unistas to get started.


It's worth thinking one step further and try to figure out which of the advanced hulls you think you'll likely train into, then pick the most suitable path there in terms of which racial ship-line you go down first and what weapon system you train into. For example, if you do not meet the recommended skills for missiles it might be a good idea to consider how much time it would take to cross-train into a turret-based ship right away instead of spending precious time continuing to train missile skills. There's no point trying to pick the ''"best"'' Battlecruiser, simply because they all have downsides making them less than ideal for incursioning.
That said, it's perfectly fine to top off your current skills to meet the minimum requirement to come try incursions, if you're not sure you'll like it. You don't have to commit before trying it out.
<small><references/></small>
== Damage dealers ==
== Damage dealers ==
Getting the recommended skills for a damage dealer requires roughly 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, another week, 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 roughly 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, another week, 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.
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* '''Science IV''' ''(+18 hours)''
* '''Science IV''' ''(+18 hours)''
* '''Thermodynamics III''' ''(+11,5 hours)''
* '''Thermodynamics III''' ''(+11,5 hours)''
= Moving into useful hulls =
= Moving into useful hulls =
Once you have the recommended skills, the step from a Battlecruiser up to a decent Battleship is surprisingly short and you should take this step as soon as possible to get into a decent ship. You might need to top off some of the support skills, pending on what ship you decide to move into, if you run into powergrid, CPU or cap issues.
Once you have the recommended skills, the step from a Battlecruiser up to a decent Battleship is surprisingly short and you should take this step as soon as possible to get into a decent ship. You might need to top off some of the support skills, pending on what ship you decide to move into, if you run into powergrid, CPU or cap issues.