Difference between revisions of "Support skills"
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* [http://wiki.eveonline.com/en/wiki/Warp_Drive_Operation Warp Drive Operation]: 10% reduction in capacitor use when initiating warp (vital for everyone) | * [http://wiki.eveonline.com/en/wiki/Warp_Drive_Operation Warp Drive Operation]: 10% reduction in capacitor use when initiating warp (vital for everyone) | ||
* [http://wiki.eveonline.com/en/wiki/Controlled_Bursts Controlled Bursts]: 5% reduced cap use for [[Turrets#Hybrid Turrets|hybrid]] and [[Turrets#Energy Turrets|energy]] turrets (important for hybrid/laser users, no use for projectile/missile users) | * [http://wiki.eveonline.com/en/wiki/Controlled_Bursts Controlled Bursts]: 5% reduced cap use for [[Turrets#Hybrid Turrets|hybrid]] and [[Turrets#Energy Turrets|energy]] turrets (important for hybrid/laser users, no use for projectile/missile users) | ||
− | * [http://wiki.eveonline.com/en/wiki/Fuel_Conservation Fuel Conservation]: 10% reduced cap for afterburners (hefty bonus makes it very easy to permarun an AB at level IV or V) | + | * [http://wiki.eveonline.com/en/wiki/Fuel_Conservation Fuel Conservation]: 10% reduced cap for afterburners (hefty bonus, together with the duration increase from the Afterburner skill itself, makes it very easy to permarun an AB at level IV or V) |
* [http://wiki.eveonline.com/en/wiki/High_Speed_Maneuvering High Speed Maneuvering]: 5% reduced cap for microwarpdrives (very useful) | * [http://wiki.eveonline.com/en/wiki/High_Speed_Maneuvering High Speed Maneuvering]: 5% reduced cap for microwarpdrives (very useful) | ||
* [http://wiki.eveonline.com/en/wiki/Propulsion_Jamming Propulsion Jamming]: 5% Reduction to warp scrambler/disruptor and stasis web capacitor need (affects disruptors even though they're not mentioned in its description) | * [http://wiki.eveonline.com/en/wiki/Propulsion_Jamming Propulsion Jamming]: 5% Reduction to warp scrambler/disruptor and stasis web capacitor need (affects disruptors even though they're not mentioned in its description) |
Revision as of 19:02, 12 April 2010
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.
The need for 'good support skills' is often emphasised in discussions within the Uni, and in EvE generally, because a skilled character can double the damage and defense of an unskilled one flying exactly the same ship.
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. (Wish us luck!) This page also lists some particular categories of support skills for ease of reference, and contains links to other lists of support skills on this wiki.
Expectations
As a rule of thumb, any skill which you use regularly deserves to be trained to level IV in the short/medium term. Training some skills to level V can take a very long time and you can often leave them as long-term goals or only train them when they're required as prerequisites (for T2 ships, for example). However, some key skills with low training time multipliers give you such significant benefits that they're well worth training all the way to V -- Drones, Energy Systems Operation and Navigation are three examples.
When someone says they have 'good' skills in a certain category they most commonly mean that they have most if not all of those skills trained to IV or V.
PvE vs. PvP
Before looking at specific ship classes it's worth noting that PvE combat usually requires lower support skills than PvP.
PvE combat emphasises your knowledge of missions, and your ability to tank incoming DPS for long periods. While doing more damage will help you do missions faster (getting more ISK every hour), you can get by with sub-par damage-dealing skills. In PvP combat you want to have the best tank possible (usually, unless you're solo or in a very small gang, a buffer tank or a spider tank) and deal good damage for your ship's size.
This is not to say you shouldn't consider which supports you need for PvE, but it does mean that even if you do L4 missions quite effectively in a battleship, you may not have optimal support skills for PvP battleship combat.
Most of the advice below is directed primarily at PvP.
Battlecruisers
A battlecruiser is a nice step up from a cruiser in firepower and tank. In fact, it's the first hull you're likely to get into where fitting a tank has real meaning. The cost of the fitted ship is also a lot lower than a battleship (1/3 to 1/4 the price), and you don't have to have large guns trained. All of this means you don't need to be overly timid about moving up from a cruiser.
Support skills you'll want to work towards are:
- being able to fit a T2 armor or shield tank
- good enough fitting skills to fill all the turret or launcher slots
- a full flight of drones (Drones V) -- battlecruisers have drone bays, and these are your anti-frigate defence
- and (in the long run) T2 medium weapons.
If you have medium gun/missile skills to L4, and can fit a T2 tank, don't hesitate to step into a battlecruiser.
This is also the first hull you'll encounter that is usually rigged. You can use rigs without having the rigging skills trained, but you'll need someone to install the rigs for you, which is a pain -- so you may want to train rigging skills for whatever kinds of rig you're fitting.
You must be able to fit a T2 tank to fly a battlecruiser when the standard wartime rules are in force.
Battleships
Battleships are potentially very powerful ships, but without good supports they're slow, expensive coffins. It's good to have the following (some of which you will hopefully have trained while flying battlecruisers):
- a full T2 shield or armor tank
- sufficient fitting skills to fit that tank, and a propulsion module, and fill the turret/launcher hardpoints for your primary weapon
- full flights of T2 light and medium drones
- or, if your battleship is one of the few with 125Mbit/sec drone bandwidth, T2 light and medium drones and at least T1 heavy or sentry drones
- at least a few levels in relevant rigging skills so you can fit your own rigs.
T2 guns on battleships are great, but the training time for T2 turrets is on the order of 70 days, from basic T1 large gun skills -- making them a long-term goal. T2 missiles take less time to train but still aren't exactly one weekend's training. Most pilots initially invest in high meta-level Tech 1 weapons, though the cost of Meta 4 large lasers and the attraction of Scorch crystals may encourage Amarr BS pilots to head for T2 guns earlier than others.
You must be able to fit a T2 tank to fly a battleship when the standard wartime rules are in force.
T2 Frigates
T2 frigates are specialised for a wide range of different tasks, and the so optimal skillset varies widely. As an extreme example, you can fly a covops ship without putting a covops cloak on it, but you'll be missing the point completely!
However, all T2 frigates benefit greatly from most of the skills in the Navigation category, because as frigates they usually rely on speed and agilty for part of their tank against larger enemies. You should also definitely aim to fit T2 modules for at least the key functions of your ship -- interceptors deserve T2 MWD skills and T2 tackling modules, assault ships deserve T2 weapons and tanks, and so on. And a full T2 fit is a good goal.
T2 Cruisers
In general, at this level you should be able to fully T2 fit your ship. In practice, you'll need Weapon Upgrades 5 and a couple levels of Advanced Weapon Upgrades (AWU), or you'll be very frustrated when you try to fit guns. T2 cruisers are small, fast, and powerful, but tend to have limited CPU and/or powergrid, and limited capacitor as well. You'll want your cap skills and fitting skills to be nearly maxed-out before flying one of these.
T3 Cruisers
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.
- Energy Management: 5% bonus to total cap (vital for everyone)
- Energy Systems Operation: 5% cap recharge reduction (also vital for everyone)
- Warp Drive Operation: 10% reduction in capacitor use when initiating warp (vital for everyone)
- Controlled Bursts: 5% reduced cap use for hybrid and energy turrets (important for hybrid/laser users, no use for projectile/missile users)
- Fuel Conservation: 10% reduced cap for afterburners (hefty bonus, together with the duration increase from the Afterburner skill itself, makes it very easy to permarun an AB at level IV or V)
- High Speed Maneuvering: 5% reduced cap for microwarpdrives (very useful)
- Propulsion Jamming: 5% Reduction to warp scrambler/disruptor and stasis web capacitor need (affects disruptors even though they're not mentioned in its description)
- Electronic Warfare: 5% less cap for ECM jammers and ECM bursts (Caldari ewar)
- Energy Emission Systems: 5% reduced cap for energy emission weapons (energy neutralizers and nosferatus)
- Jump Drive Operation: 5% reduction of the capacitor need of initiating a jump (not useful for sub-capital ships without jump drives)
- Remote Armor Repair Systems: 5% reduced capacitor need for remote armor repair modules (vital if you ever do armor RR work)
- Remote Hull Repair Systems: 5% reduced capacitor need for remote hull repair system modules (not so vital; RR hull tanking isn't very good)
- Sensor Linking: 5% less capacitor need for remote sensor boosters and sensor dampeners (Gallente ewar)
- Shield Compensation: 2% less capacitor need for shield boosters (though in the long run it's good to train for both kinds of tanking, if you only use buffer tanks when you shield tank, this may not be useful for you)
- Shield Emission Systems: 5% reduced capacitor need for shield emission modules (important if you ever find yourself in a shield logistics ship)
- Target Painting: 5% less capacitor need for target painters (Minmatar ewar)
- Weapon Disruption: 5% less capacitor need for tracking disruptors (Amarr ewar)
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.
- Electronics: 5% more CPU per level
- Engineering: 5% more powergrid per level
- Weapon Upgrades: 5% less CPU need for weapons per level
- Electronics Upgrades: 5% less CPU need for signal amplifiers, co-processors &c
- Energy Grid Upgrades: 5% less CPU need for most of the modules listed under "Engineering Equipment"
- Shield Upgrades: 5% less powergrid need for shield extenders, shield rechargers &c
- Advanced Weapon Upgrades (requires Weapon Upgrades V): 2% less powergrid need for weapons per level
- Mining Upgrades 5% less CPU need for mining upgrade modules (useful for miners but, of course, only for miners)
Agility and Speed
Tanking
Rigging
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.
There's a more detailed guide to overheating's mechanics here.
See Also
There are a number of other useful lists of support skills on this wiki:
- for damage-dealing you should train either gunnery supports or missile supports.
- electronic warfare benefits from these skills
- you can find a list of key drone supports here