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User:Hellbento/Fleet PvP Skill Training Guide: Difference between revisions

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===Damage Dealer(DD)===
===Damage Dealer(DD)===


Damage Dealer (DD) ships focus on fitting guns, and modules that make their guns hit harder, reach further, and track better.  A good Heavy DD fit will usually also include some targeting modules to ensure that you can lock smaller ships in a reasonable amount of time, and of course a tank.  Most fleets only considder a ship useful as dedicated DD if the ship is a destroyer or larger, although there are exceptions, because most basic frigates don't have the high slots, or the turret/launcher slots, to fit a large weapon load out.  You will need to focus on your gun skills, and the skill supporting these.  If your chosen weapons are Projectiles or Missiles you can ignore controlled bursts, as these weapons don't use cap, but make sure you train the other gunnery support skills up as soon as possible.  Also remember if you can fit a point, or some ECM in a spare mid-slot, or can fit fit a neut or nos in a high slot you can make yourself more useful and add depth to the fleet by providing some back up for the Tackle and EWar pilots.   
Damage Dealer (DD) ships focus on fitting guns, and modules that make their guns hit harder, reach further, and track better.  A good Heavy DD fit will usually also include some targeting modules to ensure that you can lock smaller ships in a reasonable amount of time, and of course a tank.  Most fleets only consider a ship useful as dedicated DD if the ship is a destroyer or larger, although there are exceptions, because most basic frigates don't have the high slots, or the turret/launcher slots, to fit a large weapon load out.  You will need to focus on your gun skills, and the skill supporting these.  It is worth noting that it is generally considered to be better to fit for Guns than for Missiles, as the delay in missiles reaching the target reduces your effective DPS, both because you need to wait before your DPS is applied, and because you will have volleys in space when something blows up which will also be wasted.  These drawbacks of missiles usually mean although they may have higher paper DPS they have far worse applied DPS except in certain specific circumstances.  If your chosen weapons are Projectiles or Missiles you can ignore controlled bursts, as these weapons don't use cap, but make sure you train the other gunnery support skills up as soon as possible.  Also remember if you can fit a point, or some ECM in a spare mid-slot, or can fit fit a neut or nos in a high slot you can make yourself more useful and add depth to the fleet by providing some back up for the Tackle and EWar pilots.   


The important skills for DD pilots are:
The important skills for DD pilots are:
 
*<Racial Ship Skills>: Give you bonuses for each ship type, usually a damage bonus and something else.
*<Racial Small/Medium Guns>: Gives you bonus damage for the gun type, at 5 you can train skills to fit tech 2 guns.
*Gunnery: 2% Bonus to weapon turrets' rate of fire per skill level.
*Motion Prediction: 5% bonus per skill level to weapon turret tracking speeds.
*Rapid fire: 4% bonus per skill level to weapon turret rate of fire.
*Sharpshooter: 5% bonus to weapon turret optimal range per skill level.
*Surgical Strike: 3% bonus per skill level to the damage of all weapon turrets.
*Trajectory Analysis: 5% bonus per skill level to weapon turret accuracy falloff.
*Controlled Bursts: 5% reduction in capacitor need of weapon turrets per skill level (only needed for Hybrids and Lasers)


===E-War===
===E-War===