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*'''[[Skills:Gunnery#Gunnery|Gunnery V]]''', '''[[Skills:Gunnery#Medium Projectile Turret|Medium Projectile Turret V]]''' and '''[[Skills:Gunnery#Medium Autocannon Specialization|Medium Autocannon Specialization]]'''/'''[[Skills:Gunnery#Medium Artillery Specialization|Medium Artillery Specialization]]''' trained to at least I to fit T2 guns, which do more damage and are substantially cheaper than the meta 4 variants, along with the ability to use T2 ammo types. | *'''[[Skills:Gunnery#Gunnery|Gunnery V]]''', '''[[Skills:Gunnery#Medium Projectile Turret|Medium Projectile Turret V]]''' and '''[[Skills:Gunnery#Medium Autocannon Specialization|Medium Autocannon Specialization]]'''/'''[[Skills:Gunnery#Medium Artillery Specialization|Medium Artillery Specialization]]''' trained to at least I to fit T2 guns, which do more damage and are substantially cheaper than the meta 4 variants, along with the ability to use T2 ammo types. | ||
*'''[[Skills:Gunnery#Rapid_Firing|Rapid Firing]]''', '''[[Skills:Gunnery#Surgical_Strike|Surgical Strike]]''', skills which increase DPS and are thus vital to all turret-based damage dealing ships, should all be trained to at least IV. | *'''[[Skills:Gunnery#Rapid_Firing|Rapid Firing]]''', '''[[Skills:Gunnery#Surgical_Strike|Surgical Strike]]''', skills which increase DPS and are thus vital to all turret-based damage dealing ships, should all be trained to at least IV. | ||
*Along with the obvious '''[[Skills:Engineering# | *Along with the obvious '''[[Skills:Engineering#Power Grid Management|Power Grid Management]]''' and '''[[Skills:Engineering#CPU Management|CPU Management]]''' fitting skills required for fitting most ships, '''[[Skills:Engineering#Weapon Upgrades|Weapon Upgrades]]''' and '''[[Skills:Engineering#Advanced Weapon Upgrades|Advanced Weapon Upgrades]]''' should be trained to V and at least II respectively to help alleviate fitting problems associated with the ship's powergrid. | ||
*'''[[Skills:Gunnery#Sharpshooter|Sharpshooter]]''' is important for artillery fitted Ruptures, though due to autocannons' small optimals it isn't as important for autocannon fits. | *'''[[Skills:Gunnery#Sharpshooter|Sharpshooter]]''' is important for artillery fitted Ruptures, though due to autocannons' small optimals it isn't as important for autocannon fits. | ||
*'''[[Skills:Drones#Drones|Drones V]], [[Skills:Drones#Combat Drone Operation|Combat Drone Operation V]], [[Skills:Drones#Drone Interfacing|Drone Interfacing IV]] and [[Skills:Drones#Gallente Drone Operation|Gallente Drone Operation I]]/[[Skills:Drones#Minmatar Drone Operation|Minmatar Drone Operation I]]''' are all are important for getting as much DPS out of the 25m<sup>3</sup> dronebay as possible. | *'''[[Skills:Drones#Drones|Drones V]], [[Skills:Drones#Combat Drone Operation|Combat Drone Operation V]], [[Skills:Drones#Drone Interfacing|Drone Interfacing IV]] and [[Skills:Drones#Gallente Drone Operation|Gallente Drone Operation I]]/[[Skills:Drones#Minmatar Drone Operation|Minmatar Drone Operation I]]''' are all are important for getting as much DPS out of the 25m<sup>3</sup> dronebay as possible. | ||
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version=RET 1.0| | version=RET 1.0| | ||
shipDNA=629:7997;1:9207;4:2281;1:2297;1:3841;1:12058;1:519;2:1422;2:1999;1:31802;3:2454;6:193;1:207;1::| | shipDNA=629:7997;1:9207;4:2281;1:2297;1:3841;1:12058;1:519;2:1422;2:1999;1:31802;3:2454;6:193;1:207;1::| | ||
skills=Minmatar Frigate IV</li><li>Minmatar Cruiser III</li><li>Gunnery III</li><li>Medium Projectile Turret I</li><li>Missile Launcher Operation I</li><li> | skills=Minmatar Frigate IV</li><li>Minmatar Cruiser III</li><li>Gunnery III</li><li>Medium Projectile Turret I</li><li>Missile Launcher Operation I</li><li>Capacitor Systems Operation III</li><li>Capacitor Management III</li><li>Electronics Upgrades I</li><li>Long Range Targeting II</li><li>Target Management IV</li><li>Signature Analysis III</li><li>Afterburner IV</li><li>Power Grid ManagementV</li><li>Tactical Shield Manipulation IV</li><li>Shield Upgrades IV</li><li>Energy Grid Upgrades IV</li><li>Weapon Upgrades IV</li><li>Evasive Maneuvering II</li><li>Warp Drive Operation II</li><li>Hull Upgrades III</li><li>Shield Management III</li><li>Rapid Firing II</li><li>Sharpshooter I</li><li>Motion Prediction III</li><li>Medium Projectile Turret III</li><li>Gunnery IV</li><li>Trajectory Analysis II</li><li>Mechanics III</li><li>Jury Rigging III</li><li>Shield Rigging I</li><li>Drones I</li><li>Scout Drone Operation I| | ||
notes=Use lower meta level items if cost is an issue.</li><li>You may use Meta 4 items instead of Tech 2 items to fit into the ship early.</li><li>Swap hardeners depending on mission npc faction.}} | notes=Use lower meta level items if cost is an issue.</li><li>You may use Meta 4 items instead of Tech 2 items to fit into the ship early.</li><li>Swap hardeners depending on mission npc faction.}} | ||
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version=PRE-RET 1.0| | version=PRE-RET 1.0| | ||
shipDNA=629:490;4:1875;1:447;1:526;1:12052;1:520;2:1998;1:2046;1:11299;1:2486;6:193;1:212;1::| | shipDNA=629:490;4:1875;1:447;1:526;1:12052;1:520;2:1998;1:2046;1:11299;1:2486;6:193;1:212;1::| | ||
skills= | skills=CPU Management IV</li><li>Minmatar Frigate IV</li><li>Minmatar Cruiser III</li><li>Gunnery III</li><li>Medium Projectile Turret I</li><li>Missile Launcher Operation I</li><li>Afterburner III</li><li>High Speed Maneuvering I</li><li>Propulsion Jamming I</li><li>Hull Upgrades III</li><li>Weapon Upgrades I</li><li>Drones I</li><li>Scout Drone Operation I| | ||
notes=This fits with | notes=This fits with Power Grid Management 3 and CPU Management 3. All Tech 1 Meta 0 so the modules can be picked from uni hangars during war.</li><li>330 dps and 13k EHP with all level 5 skills, though for newbies its likely to be a bit less.</li><li>245 dps with recommended skills below. 12 k EHP.</li><li>This fitting is listed [http://forum.eveuniversity.org/viewtopic.php?f=129&t=32029 here].}} {{ShipFitting| | ||
ship=Rupture| | ship=Rupture| | ||
shipTypeID=629| | shipTypeID=629| | ||
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version=PRE-RET 1.0| | version=PRE-RET 1.0| | ||
shipDNA=629:8027;2:9451;3:3244;1:3841;1:32772;1:519;2:1999;2:2048;1:31360;1:31790;2:23707;6:193;1:212;1:264;1::| | shipDNA=629:8027;2:9451;3:3244;1:3841;1:32772;1:519;2:1999;2:2048;1:31360;1:31790;2:23707;6:193;1:212;1:264;1::| | ||
skills= | skills=Power Grid Management V</li><li>CPU Management IV</li><li>Weapon Upgrades IV| | ||
notes=Exchange the ammo as you wish. I recommend using faction EMP ammo, but there is not always isk for all that good stuff.</li><li>Meta4 guns and launchers can be (very) expensive. Drop down as you desire in meta gear.</li><li>You have about 18k EHP. If you have AWU trained to 5, and use standard light missile launchers then the last rig can be exchanged for another shield extender. This will boost you into 20k+ EHP.</li><li>If the ship you are fighting is a battleship and the pilot has neuts fitted, stay around 30km. You will be fighting in the falloff of EMP ammo.</li><li>If you are fighting a cruiser then it's neuting range is 12.5km. Stay around 15 to 17km. You'll be fighting in optimal and still have a point.</li><li>This is a fleet setup. I would not recommend flying solo with it.}} | notes=Exchange the ammo as you wish. I recommend using faction EMP ammo, but there is not always isk for all that good stuff.</li><li>Meta4 guns and launchers can be (very) expensive. Drop down as you desire in meta gear.</li><li>You have about 18k EHP. If you have AWU trained to 5, and use standard light missile launchers then the last rig can be exchanged for another shield extender. This will boost you into 20k+ EHP.</li><li>If the ship you are fighting is a battleship and the pilot has neuts fitted, stay around 30km. You will be fighting in the falloff of EMP ammo.</li><li>If you are fighting a cruiser then it's neuting range is 12.5km. Stay around 15 to 17km. You'll be fighting in optimal and still have a point.</li><li>This is a fleet setup. I would not recommend flying solo with it.}} | ||
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version=PRE-RET 1.0| | version=PRE-RET 1.0| | ||
shipDNA=629:4475;1:9135;3:16471;1:3244;1:3841;1:12076;1:519;2:1999;2:2048;1:31718;1:31742;1:31754;1:23707;6:193;1::| | shipDNA=629:4475;1:9135;3:16471;1:3244;1:3841;1:12076;1:519;2:1999;2:2048;1:31718;1:31742;1:31754;1:23707;6:193;1::| | ||
skills= | skills=Power Grid Management IV</li><li>CPU Management IV</li><li>Weapon Upgrades IV| | ||
notes=Exchange the ammo as you wish. I recommend using faction EMP ammo, but there is not always isk for all that good stuff.</li><li>Meta4 guns are expensive. Drop down as you desire in meta gear.</li><li>You have about 18k EHP.</li><li>Alternatively you can change the rigs to 3 "Medium Core Defense Field Extenders". This will bump your EHP into 21k.</li><li>Watch out when using the MWD. You have a huge sig radius. Only use it to get in range.</li><li>The two neuts are used in cap warfare. You can successfully empty a frigate with the medium neut and keep it disabled with the small one without your cap going down the drain. The same applies to cruisers, but it takes more time and skill. Even if you are neuted, your damage won't be gimped.</li><li>You can use this setup in any fleet or solo. But keep in mind during solo flight; you don't have a way of dictating range.}} | notes=Exchange the ammo as you wish. I recommend using faction EMP ammo, but there is not always isk for all that good stuff.</li><li>Meta4 guns are expensive. Drop down as you desire in meta gear.</li><li>You have about 18k EHP.</li><li>Alternatively you can change the rigs to 3 "Medium Core Defense Field Extenders". This will bump your EHP into 21k.</li><li>Watch out when using the MWD. You have a huge sig radius. Only use it to get in range.</li><li>The two neuts are used in cap warfare. You can successfully empty a frigate with the medium neut and keep it disabled with the small one without your cap going down the drain. The same applies to cruisers, but it takes more time and skill. Even if you are neuted, your damage won't be gimped.</li><li>You can use this setup in any fleet or solo. But keep in mind during solo flight; you don't have a way of dictating range.}} | ||