Difference between revisions of "User:Adrien claremont"

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|[[image:Icon_timer_capsuleer.png|50px]] The [[Nullsec_Campus|EVE University NullSec Campus]] does not have any mandated skill requirements for joining the Campus or participating in any Campus Fleets. This page is to {{co|coral|'''serve as a reference'''}} for new members to the Campus and to inform them on the recommended skills to conduct Fleet roles or activities safely within Syndicate   
The [[Nullsec_Campus|EVE University NullSec Campus]] does not have any mandated skill requirements for joining the Campus or participating in any Campus Fleets. This page is to {{co|coral|'''serve as a reference'''}} for new members to the Campus and to inform them on the recommended skills to conduct Fleet roles or activities safely within Syndicate   
 
 
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Revision as of 10:13, 16 November 2016

Icon timer capsuleer.png The EVE University NullSec Campus does not have any mandated skill requirements for joining the Campus or participating in any Campus Fleets. This page is to serve as a reference for new members to the Campus and to inform them on the recommended skills to conduct Fleet roles or activities safely within Syndicate


Tackle Frigate

Icon cogs.png Core skills Icon cog.png Utility skills Icon gunnery turret.png Gunnery skills Icon ship.png Ship skills Icon drones.png Drone skills
~ X days and X hours ~ X days and X hours ~ X days and X hours ~ X days and X hours ~ X days and X hours

Mechanics I
Hull Upgrades I

Propulsion Jamming I

Gunnery I
Small <racial> Turret I

Spaceship Command IV
<racial> Frigate I
Navigation III
Afterburner III
High speed Maneuvering I

Drones V

~ 55 days, 2 hours and 19 minutes worth of training in total (~ 2,7 million skillpoints)

Derpatron
Atron: Derpatron
EFT
[Atron, Derpatron]
Modal Light Ion Particle Accelerator I, Antimatter Charge S
Modal Light Ion Particle Accelerator I, Antimatter Charge S
Modal Light Ion Particle Accelerator I, Antimatter Charge S

5MN Cold-Gas Enduring Microwarpdrive
Faint Epsilon Scoped Warp Scrambler
X5 Enduring Stasis Webifier

Type-D Restrained Reinforced Bulkheads
Type-D Restrained Overdrive Injector
IFFA Compact Damage Control

Small Transverse Bulkhead I
Small Transverse Bulkhead I
Small Transverse Bulkhead I



Antimatter Charge S x1

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Icon hi slot.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
YC118 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • When fitting skills allow the Energy Neutralizer Small Gremlin Compact Energy Neutralizer should be fitted in the remaining high-slot.
  • Total cost when fit is approximately 3.4M ISK, however you can downgrade the turrets to a lower meta to reduce the cost.

Recommended skill list

The NSC does not mandate any particular set of skills for flying with us.

However, for maximum enjoyment, we recommend that you have at least the skills to sustain yourself (for example, anomalies, signatures, ratting, or planetary interaction). Mining is a highly dangerous activity, because of the high traffic of our local area of Syndicate, so do so at your own risk.

We also suggest that you be able to fly two or three classes of ships well for at least one race, so that you can engage a variety of targets and effectively participate in fights. Generally, this means the following skills and/or certificates:

  • Fitting skills 4+ (Core Fitting Standard Certificate)
  • Capacitor skills 4+ (Core Capacitor Standard Certificate)
  • Hull Upgrades 4+, for utilizing your lowslots effectively
  • Racial Frigate 4+ for at least one race
  • Racial Destroyer 4+ for at least one race
  • Racial Cruiser 3+ for at least one race
  • Weapon skills 4+ for at least one race's weapon line (ideally, T2 weapons)
  • Ability to fit T2 armor or shield tank, as preferred by your race
  • Electronic warfare skills at 3 for your race's preferred EWAR type
Icon cogs.png Core skills Icon cog.png Utility skills Icon gunnery turret.png Gunnery skills Icon ship.png Ship skills Icon drones.png Drone skills
~ 10 days and 4 hours ~ 8 days and 1 hour ~ 19 days and 3 hours ~ 4 days and 22 hours ~ 12 days and 20 hour

Mechanics IV
Weapon Upgrades IV
Capacitor Management IV
Capacitor Systems Operation IV
Shield Operation IV [1]
Shield Management III
Shield Upgrades IV [2]
Hull Upgrades IV [3]

Signature Analysis IV
Long Range Targeting IV
Target Management IV
Propulsion Jamming III [4]
Tactical Shield Manipulation IV
EM Shield Compensation III

Gunnery V
Motion Prediction IV
Rapid Firing IV
Sharpshooter IV
Surgical Strike IV
Trajectory Analysis IV
Controlled Bursts IV [5]
Small <racial> Turret III [6]
Medium <racial> Turret III
Large <racial> Turret III

Spaceship Command IV
<racial> Frigate III [6]
<racial> Destroyer III
<racial> Cruiser III
<racial> Battlecruiser III
<racial> Battleship III
Warp Drive Operation III
Evasive Maneuvering III

Drones V
Light Drone Operation V
Amarr Drone Specialization III [7]
Drone Interfacing III
Drone Navigation III
Drone Sharpshooting III
Drone Avionics III
Drone Durability I [8]
Repair Drone Operation II [8]
Shield Emission Systems III [8]

~ 55 days, 2 hours and 19 minutes worth of training in total (~ 2,7 million skillpoints)
  1. ^ Shield Operation IV is required for the EM Shield Compensation skill.
  2. ^ Shield Upgrades IV is required for the EM Ward Amplifier II module.
  3. ^ Hull Upgrades IV is required to fit the Damage Control II module.
  4. ^ Propulsion Jamming is needed to use a stasis webifier module.
  5. ^ Controlled Bursts is needed to lower the cap usage of all hybrid and energy turrets, but useless for projectiles as they do not use cap to fire.
  6. ^ a b <racial> Frigate III and Small <racial> Turret III are starter skills you normally have, but are included in case you have to cross-train out of your initial race.
  7. ^ Drones V, Light Drone Operation V and Amarr Drone Specialization I is required to use Acolyte II. It's acceptable to skip this skill initially if you can use other drones, like Warrior II drones, but train it as soon as possible.
  8. ^ a b c Drone Durability I, Repair Drone Operation II and Shield Emission Systems III is required to use shield maintenance drones. If you have room for heavies they require Repair Drone Operation III.


X-PYH5 - Planets
LavaLarge.png TemperateLarge.png BarrenLarge.png GasLarge.png GasLarge.png OceanicLarge.png

X-PYH5 I
Lava
Radius 2520 Km

X-PYH5 II
Temperate
Radius 4490 Km

X-PYH5 III
Barren
Radius 4760 Km

X-PYH5 IV
Gas
Radius 35390 Km

X-PYH5 V
Gas
Radius 24370 Km

P1 - Oxygen P2 - Construction Blocks, Coolant, Enriched Uranium, Fertilizers, Mechanical Parts, Microfiber Shielding, Polyaramids, Transmitters P3 - Robotics P4 - Broadcast Node, Integrity Response Drones, Nanite Repair Paste, Nano-Factory, Organic Mortar Applicators, Recursive Computing Module, Self-Harmonizing Power Core, Sterile Conduits, Wetware Mainframe