Difference between revisions of "Skills:Engineering"
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|pre=[[Skills:Gunnery#Gunnery|Gunnery II]] | |pre=[[Skills:Gunnery#Gunnery|Gunnery II]] | ||
|reqI=T1 and Faction damage multiplier modules | |reqI=T1 and Faction damage multiplier modules | ||
− | |reqIV | + | |reqIV=[[Skills:Engineering#Advanced_Weapon_Upgrades|Advanced Weapon Upgrades]];T2 damage multiplier modules |
− | + | |reqV= [[Skills:Spaceship_Command#Heavy_Assault_Ships|Heavy Assault Ships]]; [[Skills:Spaceship_Command#Heavy_Interdictors|Heavy Interdictors]] | |
− | |notes=Note that this skill also applies to missile launchers (rockets / missiles / cruise missiles / torpedoes) and smartbombs and not just guns. A very useful fitting skill which every combat pilot should train. Level V | + | |notes=Note that this skill also applies to missile launchers (rockets / missiles / cruise missiles / torpedoes) and smartbombs and not just guns. A very useful fitting skill which every combat pilot should train.Level V is no longer required for the Advances Weapon Upgrades skill. |
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[[Category:Skills]] | [[Category:Skills]] |
Revision as of 18:20, 27 September 2016
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Skills |
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Skills by category |
Overview
The Engineering category contains capacitor support skills, capacitor warfare skills.
The following are the skills in the Engineering section (in alphabetical order):
- Advanced Weapon Upgrades - Reduced Powergrid use of turrets and launchers.
- Capacitor Emission Systems - Allows use of energy vampires, energy neutralizers, and energy transfer arrays. Bonus to cap use of these modules. Formerly known as Energy Emission Systems pre-Odyssey 1.1.
- Capacitor Management - Bonus to Capacitor Capacity. Formerly known as Energy Management pre-Odyssey 1.1.
- Capacitor Systems Operation - Allows use of cap boosters, Energy System Operations modules. Bonus to capacitor recharge time. Formerly known as Energy Systems Operation pre-Odyssey 1.1.
- Capital Energy Emission Systems - Allows use of Capital Energy Transfer Arrays. Bonus to Capital Energy Emissions System modules cap use.
- CPU Management - Bonus to ship CPU.
- Electronics Upgrades - Allows fitting of electronics upgrades modules. Reduced Electronic Upgrade Module CPU use.
- Energy Grid Upgrades - Allows use of Energy Grid Upgrade modules. Reduces CPU cost of these modules.
- Energy Pulse Weapons - Allows use of Smartbombs. Bonus to smartbomb activation time.
- Nanite Interfacing
- Nanite Operation
- Power Grid Management - Bonus to ship Powergrid.
- Thermodynamics
- Weapon Upgrades - Reduces CPU use of turrets and launchers.
Advanced Weapon Upgrades
Reduces the powergrid needs of weapon turrets and launchers by 2% per skill level.
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6x |
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1M ISK |
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III |
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Weapon Upgrades IV; Gunnery II |
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Doomsday Operation; Marauders; Tactical Weapon Reconfiguration |
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Note that this skill also applies to missile launchers (rockets / missiles / cruise missiles / torpedoes) and not just guns.The cumulative effect of WU V and AWU to IV really makes a difference to fitting, especially when you start encountering the greater fitting demands of T2 equipment. |
Capacitor Emission Systems
Operation of energy transfer array and other capacitor emission systems. 5% reduced capacitor need of energy emission weapons per skill level.
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2x |
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75k ISK |
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IV |
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Power Grid Management III |
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T1 and Faction small energy transfer arrays and other capacitor emission systems |
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T1 and Faction medium energy transfer arrays and other capacitor emission systems |
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T1 and Faction heavy and T2 small energy transfer arrays and other capacitor emission systems; energy neutralizer drones |
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T2 medium energy transfer arrays and other capacitor emission systems |
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T2 heavy energy transfer arrays and other capacitor emission systems; Capital Energy Emission Systems IV |
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The governing skill for energy neutralizers, energy vampires and energy transfer arrays. Neutralizers and vampires are useful utility modules in PvP, particularly small gang or solo PvP, so PvP pilots will find this skill helpful. Energy transfer can be key to certain kinds of logistics ship fits. |
Capacitor Management
Skill at regulating your ship's overall energy capacity. 5% bonus to capacitor capacity per skill level.
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3x |
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200k ISK |
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IV |
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Power Grid Management III |
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T1 and Faction micro power grid modules |
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Thermodynamics |
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T2 micro power grid modules |
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Key capacitor support skill, useful for everyone. Getting it to V takes a little while because of the x3 multiplier, but is worth it in the long run. |
Capacitor Systems Operation
Skill at operating your ship's capacitor, including the use of capacitor boosters and other basic energy modules. 5% reduction in capacitor recharge time per skill level.
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1x |
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60k ISK |
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III |
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Power Grid Management I |
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T1 and Faction capacitor boosters |
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Micro capacitor booster II |
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Small capacitor booster II |
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Medium and Heavy capacitor boosters II |
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Another important capacitor support skill which makes your capacitor more resilient. A short train to level V. |
Capital Energy Emission Systems
Operation of capital sized energy transfer array and other energy emission systems. 5% reduced capacitor need of capital energy emission systems per skill level.
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Capital Energy Emission Systems |
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<span style="cursor: help;" title="The skillbook for this skill costs Capital Energy Emission Systems ISK">Capital Energy Emission Systems ISK |
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<span style="cursor: help;" title="Alpha pilot can train and use this skill to at most level Unknown">Unknown |
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Power Grid Management V; Capacitor Emission Systems V |
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Capital Murky Energy Transmitter I; Capital Energy Transfer Array I |
CPU Management
Basic understanding of spaceship sensory and computer systems. 5% Bonus to ship CPU output per skill level.
Electronics Upgrades
Skill at installing Electronic upgrades, e.g. signal amplifier, Co-Processors and backup sensor array. 5% reduction of sensor upgrade CPU needs per skill level.
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2x |
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100k ISK |
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V |
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CPU Management I; Power Grid Management II |
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T1 cpu upgrades and scanners |
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T2 scanner upgrades; Hacking |
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Co-Processor II |
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Signal Amplifier II; Electronic Attack Ships; Covert Ops |
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A useful skill which makes some modules easier to fit. Level IV is required for T2 co-processors, level V for T2 signal amplifiers. |
Energy Grid Upgrades
Skill at installing power upgrades e.g. capacitor battery and power diagnostic units. 5% reduction in CPU needs of modules requiring Energy Grid Upgrades per skill level.
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2x |
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79k ISK |
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V |
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Power Grid Management II |
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T1 capacitor upgrade modules |
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T1 capacitor upgrade modules |
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T1 and certain T2 capacitor upgrade modules |
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T2 capacitor upgrade modules |
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Reactor Control Unit II; Marauders; Heavy Assault Cruisers |
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Useful fitting requirement reduction for certain modules. |
Energy Pulse Weapons
Skill at using smartbombs. 5% decrease in smartbomb duration per skill level.
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2x |
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130k ISK |
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II |
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Power Grid Management II; Science II |
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T1 and Faction smartbombs |
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T2 micro smartbombs |
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T2 small smartbombs |
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T2 medium smartbombs |
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T2 large smartbombs; Doomsday Operation |
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Note that the increased cycle speed of smartbombs with this skill at high levels means more DPS, but also more cap use. |
Nanite Interfacing
Improved control of general-purpose repair nanites, usually deployed in a paste form. 20% increase in damaged module repair amount per second.
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3x |
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5M ISK |
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Alpha pilot can not train this skill. |
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Mechanics V, Nanite Operation III |
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Nanite paste can be used to repair module damage from overheating on the fly, while in space. This skill speeds up those repairs. This is a nice skill to have if you're a PvP pilot, but it's not a high priority. |
Nanite Operation
Skill at operating nanites. 5% reduction in nanite consumption per level.
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2x |
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1M ISK |
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Alpha pilot can not train this skill. |
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Mechanics V |
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The skill required to use nanite paste to repair module damage from overheating on the fly. The reduction in nanite consumption will save you money in the long run. Good skill for PvP pilots, especially ones who go on longer roams and so rely on paste more. |
Power Grid Management
Basic understanding of spaceship energy grid systems. 5% Bonus to ship's powergrid output per skill level.
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1x |
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30k ISK |
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V |
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None |
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Shield Operation; Capacitor Systems Operation |
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Energy Pulse Weapons; Energy Grid Upgrades; Shield Upgrades; Electronic Upgrades |
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Capacitor Management; Shield Management; Tactical Shield Manipulation; Shield Emission Systems; Capacitor Emission Systems |
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Thermodynamics |
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Capital Shield Operation; Capital Shield Emission Systems; Capital Energy Emission Systems; Power Grid Management; High Energy Physics; Plasma Physics; Hydromagnetic Physics; Graviton Physics; Laser Physics; Nuclear Physics; Quantum Physics; Amarr Engineering Systems; Gallente Engineering Systems; Minmatar Engineering Systems; Caldari Engineering Systems; Assault Frigates |
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The basic skill of this whole category, and a key fitting skill. Quickly trained. 25% more powergrid is a big boost to your ability to fit more, better equipment on your ship. |
Thermodynamics
Advanced understanding of the laws of thermodynamics. Allows you to deliberately overheat a ship's modules in order to push them beyond their intended limit. Also gives you the ability to frown in annoyance whenever you hear someone mention a perpetual motion unit. Reduces heat damage by 5% per level.
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3x |
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4.5M ISK |
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IV |
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Power Grid Management IV, Capacitor Management III, Science IV |
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Weapon Upgrades
Knowledge of gunnery computer systems, including the use of weapon upgrade modules. 5% reduction per skill level in the CPU needs of weapon turrets, launchers and smartbombs.
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2x |
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80k ISK |
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V |
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Gunnery II |
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T1 and Faction damage multiplier modules |
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Advanced Weapon Upgrades;T2 damage multiplier modules |
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Heavy Assault Ships; Heavy Interdictors |
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Note that this skill also applies to missile launchers (rockets / missiles / cruise missiles / torpedoes) and smartbombs and not just guns. A very useful fitting skill which every combat pilot should train.Level V is no longer required for the Advances Weapon Upgrades skill. |
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