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Changed skill list to table. |
→Skill Details: Updated skill details. |
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|2=Perception | |2=Perception | ||
|mult=4x | |mult=4x | ||
|pre= | |pre={{sk|Navigation|III}} | ||
|price=36K | |price=36K | ||
|notes=More oomph from propulsion modules is good for anyone who ever uses propulsion modules, which is pretty much everyone.<br> | |notes=More oomph from propulsion modules is good for anyone who ever uses propulsion modules, which is pretty much everyone.<br> | ||
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|2=Perception | |2=Perception | ||
|mult=1x | |mult=1x | ||
|pre= | |pre={{sk|Navigation|I}} | ||
|reqI=Tech 1 and Faction Afterburners | |||
|reqII={{sk|Fuel Conservation|icon=yes}} | |||
|reqIII={{sk|High Speed Maneuvering|icon=yes}} | |||
|reqIV=Tech 2 Afterburners | |||
|price=20K | |price=20K | ||
|notes=Duration (cycle time) bonus works out as a reduction in AB capacitor use. Most pilots train this to III as a prerequisite for High Speed Maneuvering (and MWDs); if you use ABs a lot (deadspace PvE, armour HACs or solo PvP frigate work, for example) then pump more SP into this skill -- together with Fuel Conservation it can lower AB cap consumption to pretty negligible levels.<br> | |notes=Duration (cycle time) bonus works out as a reduction in AB capacitor use. Most pilots train this to III as a prerequisite for High Speed Maneuvering (and MWDs); if you use ABs a lot (deadspace PvE, armour HACs or solo PvP frigate work, for example) then pump more SP into this skill -- together with Fuel Conservation it can lower AB cap consumption to pretty negligible levels.<br> | ||
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|mult=5x | |mult=5x | ||
|price=9M | |price=9M | ||
|pre= | |pre={{sk|CPU Management|V}} | ||
|reqI=Cynosural | |reqI=Cynosural Field Generator I | ||
|reqV=Covert | |reqV=Covert Cynosural Field Generator I | ||
|notes=The required skill to light cynos for other people to jump their capital ships to. The higher you train it, the less fuel you need to light a cyno, and the less cargo space your cyno ship needs.<br> | |notes=The required skill to light cynos for other people to jump their capital ships to. The higher you train it, the less fuel you need to light a cyno, and the less cargo space your cyno ship needs.<br> | ||
}} | }} | ||
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|2=Perception | |2=Perception | ||
|mult=2x | |mult=2x | ||
|pre= | |pre={{sk|Navigation|II}} | ||
|reqI=Tech 1 and Faction Stasis Grapplers | |||
|reqIV=Heavy Stasis Grappler II | |||
|reqV={{sk|Interceptors|icon=yes}} | |||
|price=22.5K | |price=22.5K | ||
|notes=Affects every ship you fly, particularly important for specialisation in small ships and/or skirmishing/kiting tactics, but good for everyone. Level V is one of the prerequisites for [[Frigate#Interceptors|interceptors]].<br> | |notes=Affects every ship you fly, particularly important for specialisation in small ships and/or skirmishing/kiting tactics, but good for everyone. Level V is one of the prerequisites for [[Frigate#Interceptors|interceptors]].<br> | ||
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|2=Perception | |2=Perception | ||
|mult=2x | |mult=2x | ||
|pre= | |pre={{sk|Navigation|II}}; {{sk|Afterburner|II}} | ||
|price=27K | |price=27K | ||
|notes=Has limited value in PvP, but it's particularly useful if you're flying a slow PvE setup and want to be capstable with an afterburner running. | |notes=Has limited value in PvP, but it's particularly useful if you're flying a slow PvE setup and want to be capstable with an afterburner running. | ||
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|2=Perception | |2=Perception | ||
|mult=5x | |mult=5x | ||
|pre= | |pre={{sk|Navigation|III}}, {{sk|Afterburner|III}} | ||
|reqI=Tech 1 and Faction Microwarpdrives | |||
|reqIII=5MN Microwarpdrive II | |||
|reqIV=50MN Microwarpdrive II; 500MN Microwarpdrive II; 50000MN Microwarpdrive II | |||
|price=306K | |price=306K | ||
|notes=The vast majority of PvP fits involve a [[Tackling 101 Guide#Microwarpdrive (MWD)|MWD]], so the vast majority of pilots train to use them.<br> | |notes=The vast majority of PvP fits involve a [[Tackling 101 Guide#Microwarpdrive (MWD)|MWD]], so the vast majority of pilots train to use them.<br> | ||
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|2=Perception | |2=Perception | ||
|mult=9x | |mult=9x | ||
|pre=[[ | |pre={{sk|Jump Drive Operation|V}} | ||
|reqI=[[Rhea]]; [[Nomad]]; [[Anshar]]; [[Ark]] | |||
|reqIII={{sk|Amarr Carrier|icon=yes}}; {{sk|Caldari Carrier|icon=yes}}; {{sk|Gallente Carrier|icon=yes}}; {{sk|Minmatar Carrier|icon=yes}} | |||
|reqIV={{sk|Black Ops|icon=yes}} | |||
|price=27M | |price=27M | ||
|notes=<br> | |notes=<br> | ||
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|2=Perception | |2=Perception | ||
|mult=5x | |mult=5x | ||
|pre= | |pre={{sk|Navigation|V}}; {{sk|Warp Drive Operation|V}}; {{sk|Science|V}} | ||
|reqI=[[Revelation]]; [[Naglfar]]; [[Moros]]; [[Phoenix]]; [[Rorqual]]; [[Vehement]] | |||
|reqIII={{sk|Jump Fuel Conservation|icon=yes}} | |||
|reqV={{sk|Jump Drive Calibration|icon=yes}}; {{sk|Jump Portal Generation|icon=yes}} | |||
|price=9M | |price=9M | ||
|notes=<br> | |notes=<br> | ||
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|2=Perception | |2=Perception | ||
|mult=8x | |mult=8x | ||
|pre= | |pre={{sk|Jump Drive Operation|III}} | ||
|reqI=Jump Drive Economizers | |||
|reqIV={{sk|Amarr Carrier|icon=yes}}; {{sk|Caldari Carrier|icon=yes}}; {{sk|Gallente Carrier|icon=yes}}; {{sk|Minmatar Carrier|icon=yes}} | |||
|price=18M | |price=18M | ||
|notes=<br> | |notes=<br> | ||
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|mult=14x | |mult=14x | ||
|price=50M | |price=50M | ||
|pre= | |pre={{sk|Science|V}}; {{sk|Astrometrics|V}}; {{sk|Jump Drive Operation|V}}; {{sk|Navigation|V}} | ||
|reqI= Jump Portal Generator I; Covert Jump Portal Generator I; Bosonic Field Generator; Gravitational Transportation Field Oscillator; {{sk|Amarr Titan|icon=yes}}; {{sk|Caldari Titan|icon=yes}}; {{sk|Gallente Titan|icon=yes}}; {{sk|Minmatar Titan|icon=yes}} | |||
|notes=<br> | |notes=<br> | ||
}} | }} | ||
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|2=Perception | |2=Perception | ||
|mult=5x | |mult=5x | ||
|pre= | |pre={{sk|Navigation|IV}}; {{sk|Warp Drive Operation|II}} | ||
|reqI=Medium/Large Micro Jump Drive; Micro Jump Field Generator | |||
|price=4.5M | |price=4.5M | ||
|notes=Since the spool-up time of a MJD is 12 seconds, each level in this skill buys you .6 seconds {11.4, 10.8, 10.2, 9.6, 9}. Currently applicable only for battleships and battlecruisers, as they are the only classes that can fit the [[Micro jump drive|MJD]].<br> | |notes=Since the spool-up time of a MJD is 12 seconds, each level in this skill buys you .6 seconds {11.4, 10.8, 10.2, 9.6, 9}. Currently applicable only for battleships and battlecruisers, as they are the only classes that can fit the [[Micro jump drive|MJD]].<br> | ||
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|mult=1x | |mult=1x | ||
|pre=none | |pre=none | ||
|reqI=Warp Scramblers; {{sk|Afterburner|icon=yes}}; {{sk|Warp Drive Operation|icon=yes}} | |||
|reqII={{sk|Propulsion Jamming|icon=yes}}; {{sk|Fuel Conservation|icon=yes}}; {{sk|Evasive Maneuvering|icon=yes}} | |||
|reqIII={{sk|Acceleration Control|icon=yes}}; {{sk|High Speed Maneuvering|icon=yes}} | |||
|reqIV=Tech 1 and Faction Heavy Warp Scramblers; {{sk|Micro Jump Drive Operation|icon=yes}} | |||
|reqV=Heavy Warp Scrambler II; {{sk|Jump Drive Operation|icon=yes}}; {{sk|Amarr Propulsion Systems|icon=yes}}; {{sk|Caldari Propulsion Systems|icon=yes}}; {{sk|Gallente Propulsion Systems|icon=yes}}; {{sk|Minmatar Propulsion Systems|icon=yes}} | |||
|price=18K | |price=18K | ||
|notes=Extra sub-warp speed on every ship you fly is a nice benefit for PvE or PvP combat, and is particularly important for pilots specialising in smaller ships. Many of the other skills in this category also require at least a few levels in Navigation.<br> | |notes=Extra sub-warp speed on every ship you fly is a nice benefit for PvE or PvP combat, and is particularly important for pilots specialising in smaller ships. Many of the other skills in this category also require at least a few levels in Navigation.<br> | ||
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|2=Perception | |2=Perception | ||
|mult=1x | |mult=1x | ||
|pre= | |pre={{sk|Navigation|I}} | ||
|reqI=Tech 1 and Storyline Warp Core Stabilizers; Hyperspatial Accelerators | |||
|reqII={{sk|Micro Jump Drive Operation|icon=yes}} | |||
|reqIV=Warp Core Stabilizer II | |||
|reqV={{sk|Jump Drive Operation|icon=yes}} | |||
|price=27K | |price=27K | ||
|notes=Dropping out of warp early because you don't have enough capacitor is inconvenient at best, and potentially quite dangerous if you're part of a PvP fleet operation. Training this to IV should solve that problem for all but the longest warps. Taking WDO to V is probably not a priority, but may help capacitor-hungry PvP pilots who want to arrive on the field with that extra sliver of available energy.<br> | |notes=Dropping out of warp early because you don't have enough capacitor is inconvenient at best, and potentially quite dangerous if you're part of a PvP fleet operation. Training this to IV should solve that problem for all but the longest warps. Taking WDO to V is probably not a priority, but may help capacitor-hungry PvP pilots who want to arrive on the field with that extra sliver of available energy.<br> | ||
}} | }} | ||
[[Category:Skills]] | [[Category:Skills]] | ||