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Support skills: Difference between revisions

From EVE University Wiki
Uryence (talk | contribs)
Uryence (talk | contribs)
Reworked introduction.
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Support Skills are those skills which affect how well you can fit/use/fly ships and modules, without being skills directly required to use the modules or enter the ships.  Common examples are capacitor-related skills such as Energy Systems Management, and fitting skills such as Advanced Weapons Upgrades.
Support skills are those skills which affect how well you can fit and fly ships, without necessarily being directly required to use modules or sit in ships.  For example, you don't need to train Controlled Bursts, Energy Management and Energy Systems Operation to put large lasers on an Amarr battleship -- but if you do so without training them you will find you swiftly run out of capacitor.


Since 'good support skills' is a cliché in the Uni and EvE generally, this page attempts to define the skill set and suggest what levels qualify as good in what circumstances.  Wish us luck.
The need for 'good support skills' is often emphasised in discussions within the Uni, and in EvE generally, because there's a tremendous difference between a pilot who can get into an expensive ship but has no support skills for it and a pilot who can get into an expensive ship and has the relevant support skills trained to high levels.
 
This can seem counterintuitive, since while in many other MMORPGs most of the value of expensive equipment is in the power of its inherent bonuses, in Eve most of the value of expensive equipment is in its ''potential'' power in the hands of a character with enough skill training to get the best out of it.
 
The cheaper Tech 1 frigates and cruisers are much more forgiving, and can actually have a bigger impact than more expensive ships if you don't have many skillpoints (as anyone who's been jammed by a two-week old character in a Griffin can testify).
 
Since new pilots are often told they need 'good support skills' to fly such-and-such an expensive ship without being told exactly what those skills are, this page attempts to suggest what training qualifies as 'good' in different circumstances.  This page also lists some particular categories of support skills for ease of reference.  Wish us luck.


==Expectations in Various Ship Classes==
==Expectations in Various Ship Classes==
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===T3 Cruisers===
===T3 Cruisers===


==Capacitor-related skills==
==Capacitor==


Ignoring skills relevant only to capital ships, there are seventeen skills which can help your capacitor. You don't necessarily have to train all of these, since some of them only apply to very specific sets of modules (Sensor Linking, for example, won't help you if you never use sensor dampeners or remote sensor boosters). But some of these skills are vital for every pilot, and many of the rest are quite important.
Ignoring skills relevant only to capital ships, there are seventeen skills which can help your capacitor. You don't necessarily have to train all of these, since some of them only apply to very specific sets of modules (Sensor Linking, for example, won't help you if you never use sensor dampeners or remote sensor boosters). But some of these skills are vital for every pilot, and many of the rest are quite important.
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* [http://wiki.eveonline.com/en/wiki/Weapon_Disruption Weapon Disruption]: 5% less capacitor need for tracking disruptors (Amarr ewar)
* [http://wiki.eveonline.com/en/wiki/Weapon_Disruption Weapon Disruption]: 5% less capacitor need for tracking disruptors (Amarr ewar)


==Fitting Skills==
==Fitting==


These all either reduce the CPU or powergrid requirements of modules, or just give you more raw CPU or powergrid to play with. Having decent fitting skills is very useful. T2 modules, which have higher CPU and grid demands, and T2 ships, which tend to have quite tight amounts of CPU and grid in the first place, really demand good fitting skills.
These all either reduce the CPU or powergrid requirements of modules, or just give you more raw CPU or powergrid to play with. Having decent fitting skills is very useful. T2 modules, which have higher CPU and grid demands, and T2 ships, which tend to have quite tight amounts of CPU and grid in the first place, really demand good fitting skills.
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* [http://wiki.eveonline.com/en/wiki/Mining_Upgrades Mining Upgrades] 5% less CPU need for mining upgrade modules (useful for miners but, of course, ''only'' for miners)
* [http://wiki.eveonline.com/en/wiki/Mining_Upgrades Mining Upgrades] 5% less CPU need for mining upgrade modules (useful for miners but, of course, ''only'' for miners)


==Damage-increasing Skills==
==Agility and Speed==
==Rigging Skills==
 
==Tanking==
 
==Damage-dealing==
===Turrets===
===Missiles===
 
==Rigging==
 
==Overheating==
==Overheating==
In a sense, Thermodynamics is the ultimate PvP support skill: it lets you overheat modules beyond their design specs, though at the risk of temporarily burning them out. You need at least one level in Thermodynamics to overheat modules; getting this skill to level 4 doesn't take long and is well worth it, as each level reduces the damage your modules take from overheating. The prerequisites for Thermodynamics were reduced in the Dominion expansion.
In a sense, Thermodynamics is the ultimate PvP support skill: it lets you overheat modules beyond their design specs, though at the risk of temporarily burning them out. You need at least one level in Thermodynamics to overheat modules; getting this skill to level 4 doesn't take long and is well worth it, as each level reduces the damage your modules take from overheating. The prerequisites for Thermodynamics were reduced in the Dominion expansion.


There's a more detailed guide to overheating [[Overloading|here]].
There's a more detailed guide to overheating [[Overloading|here]].