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Support skills: Difference between revisions

From EVE University Wiki
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Uryence (talk | contribs)
m Capacitor: Adopted, w/ modifications, the list from Cap Mgmt 101, because it has clearer formatting.
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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.


* [http://wiki.eveonline.com/en/wiki/Energy_Management Energy Management]: 5% bonus to total cap (vital for everyone)
* '''Essential capacitor management skills''' - every pilot should train these to level 4 or higher:
* [http://wiki.eveonline.com/en/wiki/Energy_Systems_Operation Energy Systems Operation]: 5% cap recharge reduction (also vital for everyone)
** [http://wiki.eveonline.com/en/wiki/Energy_Management Energy Management]: 5% bonus to total capacitor capacity per level
* [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/Energy_Systems_Operation Energy Systems Operation]: 5% cap recharge rate reduction per level
* [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/Warp_Drive_Operation Warp Drive Operation]: 10% reduction per level in capacitor use when initiating warp
* [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)
* '''Module-related capacitor management skills''' - these skills reduce the capacitor requirements for various commonly used modules and are therefore very useful for most capsuleers.
* [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/Controlled_Bursts Controlled Bursts]: 5% per level 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/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/Fuel_Conservation Fuel Conservation]: 10% reduced cap per level 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/Electronic_Warfare Electronic Warfare]: 5% less cap for ECM jammers and ECM bursts (Caldari ewar)
** [http://wiki.eveonline.com/en/wiki/High_Speed_Maneuvering High Speed Maneuvering]: 5% reduced cap per level for microwarpdrives (very useful in PvP engagements)
* [http://wiki.eveonline.com/en/wiki/Energy_Emission_Systems Energy Emission Systems]: 5% reduced cap for energy emission weapons (energy neutralizers and nosferatus)
** [http://wiki.eveonline.com/en/wiki/Propulsion_Jamming Propulsion Jamming]: 5% reduction per level to warp scrambler/disruptor and stasis web capacitor need (essential for tacklers)
* [http://wiki.eveonline.com/en/wiki/Jump_Drive_Operation Jump Drive Operation]: 5% reduction of the capacitor need of initiating a jump (not useful for sub-capital ships without jump drives)
** [http://wiki.eveonline.com/en/wiki/Shield_Compensation Shield Compensation]: 2% less capacitor need per level 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)
* [http://wiki.eveonline.com/en/wiki/Remote_Armor_Repair_Systems Remote Armor Repair Systems]: 5% reduced capacitor need for remote armor repair modules (vital if you ever do [[Spider Tanking|armor RR]] work)
** [http://wiki.eveonline.com/en/wiki/Energy_Emission_Systems Energy Emission Systems]: 5% reduced cap per level for energy emission weapons (energy neutralizers and nosferatus)
* [http://wiki.eveonline.com/en/wiki/Remote_Hull_Repair_Systems Remote Hull Repair Systems]: 5% reduced capacitor need for remote hull repair system modules (not so vital; RR hull tanking isn't very good)
** [http://wiki.eveonline.com/en/wiki/Jump_Drive_Operation Jump Drive Operation]: 5% reduction per level of the capacitor need of initiating a jump (not useful for sub-capital ships without jump drives)
* [http://wiki.eveonline.com/en/wiki/Sensor_Linking Sensor Linking]: 5% less capacitor need for remote sensor boosters and sensor dampeners (Gallente ewar)
* '''EWAR-related capacitor management modules''' - if you fit EWAR modules, you will want to train the relevant EWAR capacitor improvement skill(s) to level IV or higher
* [http://wiki.eveonline.com/en/wiki/Shield_Compensation 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)
** [http://wiki.eveonline.com/en/wiki/Electronic_Warfare Electronic Warfare]: 5% less cap per level for ECM jammers and ECM bursts (required for Caldari EWAR)
* [http://wiki.eveonline.com/en/wiki/Shield_Emission_Systems Shield Emission Systems]: 5% reduced capacitor need for shield emission modules (important if you ever find yourself in a shield logistics ship)
** [http://wiki.eveonline.com/en/wiki/Sensor_Linking Sensor Linking]: 5% less capacitor need per level for remote sensor boosters and sensor dampeners (useful for Gallente EWAR)
* [http://wiki.eveonline.com/en/wiki/Target_Painting Target Painting]: 5% less capacitor need for target painters (Minmatar ewar)
** [http://wiki.eveonline.com/en/wiki/Target_Painting Target Painting]: 5% less capacitor need per level for target painters (useful for Minmatar EWAR)
* [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 per level for tracking disruptors (useful for Amarr EWAR)
* '''Logistics-related capacitor management modules''' - remote repair modules require a great deal of capacitor energy, so if you fit any of these modules, consider training the related skill to level 3 or higher
** [http://wiki.eveonline.com/en/wiki/Remote_Armor_Repair_Systems Remote Armor Repair Systems]: 5% reduced capacitor need per level for remote armor repair modules (vital if you ever do [[Spider Tanking|armor RR]] work)
** [http://wiki.eveonline.com/en/wiki/Remote_Hull_Repair_Systems Remote Hull Repair Systems]: 5% reduced capacitor need per level for remote hull repair system modules (not so vital; RR hull tanking isn't very good)
** [http://wiki.eveonline.com/en/wiki/Shield_Emission_Systems Shield Emission Systems]: 5% reduced capacitor need per level for shield emission modules (important if you ever find yourself in a shield logistics ship)


===Fitting===
===Fitting===