Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Skills:Mechanic: Difference between revisions

From EVE University Wiki
Uryence (talk | contribs)
No edit summary
Uryence (talk | contribs)
No edit summary
Line 136: Line 136:
|mult=3x
|mult=3x
|pre=Jury Rigging
|pre=Jury Rigging
|notes=Energy weapon rigs' drawback is an increased CPU demand from your lasers.<br>
|notes=Energy weapon rigs' drawback is an increased powergrid demand from your lasers.<br>
}}
}}


Line 172: Line 172:
{{Skill
{{Skill
|skill=Hybrid Weapon Rigging
|skill=Hybrid Weapon Rigging
|desc=???
|desc=Advanced understanding of the interface between hybrid weapons and the numerous ship systems. Allows makeshift modifications to ship system architecture through the use of rigs.
|1=attribute1
 
|2=attribute2
10% reduction in Hybrid Weapon Rig drawbacks per level.
|mult=?x
|1=Intelligence
|pre=none
|2=Memory
|notes=<br>
|mult=3x
|pre=Jury Rigging III
|notes=Hybrid rigs' drawback is an increased demand for powergrid from your hybrid turrets.<br>
}}
}}


{{Skill
{{Skill
|skill=Industrial Construction
|skill=Industrial Construction
|desc=???
|desc=Skill at the construction of advanced industrials.
|1=attribute1
|1=Intelligence
|2=attribute2
|2=Memory
|mult=?x
|mult=3x
|pre=none
|pre=Mechanic II, Industry III
|notes=<br>
|notes=<br>
}}
}}
Line 192: Line 194:
{{Skill
{{Skill
|skill=Jury Rigging
|skill=Jury Rigging
|desc=???
|desc=General understanding of the inner workings of starship components. Allows makeshift modifications to ship subsystems through the use of rigs. Required learning for further study in the field of rigging.
|1=attribute1
|1=Intelligence
|2=attribute2
|2=Memory
|mult=?x
|mult=2x
|pre=none
|pre=Mechanic III
|notes=<br>
|notes=The prerequisite skill for all the other kinds of rigging skill. Also lets you use some rigs, like the [http://wiki.eveonline.com/en/wiki/Medium_Capacitor_Control_Circuit_I Capacitor Control Circuit], in its own right.<br>
}}
}}


{{Skill
{{Skill
|skill=Kinetic Armor Compensation
|skill=Kinetic Armor Compensation
|desc=???
|desc=To active armor hardeners: 3% bonus per skill level to Armor Kinetic resistance when the modules are not active
|1=attribute1
To passive armor hardeners: 5% bonus per skill level to Armor Kinetic resistance
|2=attribute2
|1=Intelligence
|mult=?x
|2=Memory
|pre=none
|mult=2x
|notes=<br>
|pre=Hull Upgrades IV
|notes=This doesn't help active hardeners much (since it only works when they're turned off!) but can really help passive hardeners, which see some use in PvP fits. A PvP-focused armor-tanking pilot should train this skill and the three other 'X Armor Compensation' skills to III or IV in the medium-long term.<br>
}}
}}


{{Skill
{{Skill
|skill=Launcher Rigging
|skill=Launcher Rigging
|desc=???
|desc=Advanced understanding of the interface between Missile Launchers and the numerous ship systems. Allows makeshift modifications to ship system architecture through the use of rigs.
|1=attribute1
 
|2=attribute2
10% reduction in Launcher Rig drawbacks per level.
|mult=?x
|1=Intelligence
|pre=none
|2=Memory
|notes=<br>
|mult=3x
|pre=Jury Rigging III
|notes=Missile launcher rigs' drawback is an increased demand for CPU from your missile launchers.<br>
}}
}}


{{Skill
{{Skill
|skill=Mechanic
|skill=Mechanic
|desc=???
|desc=Skill at maintaining the mechanical components and structural integrity of a spaceship. 5% bonus to structure hit points per skill level.
|1=attribute1
|1=Intelligence
|2=attribute2
|2=Memory
|mult=?x
|mult=1x
|pre=none
|pre=None
|notes=<br>
|notes=The basic skill for this whole category. Mechanic is a quick train and comes with a nice bonus -- although hull tanking of any kind is unwise, most of the time, extra structure is more overall EHP and may make the difference in a close fight. You need level IV to use T2 medium armor repairers, and level V to use T2 large ones.<br>
}}
}}


{{Skill
{{Skill
|skill=Nanite Interfacing
|skill=Nanite Interfacing
|desc=???
|desc=Improved control of general-purpose repair nanites, usually deployed in a paste form. 20% increase in damaged module repair amount per second.
|1=attribute1
|1=Intelligence
|2=attribute2
|2=Memory
|mult=?x
|mult=3x
|pre=none
|pre=Mechanic V, Nanite Operation III
|notes=<br>
|notes=Nanite paste can be used to repair module damage from [[Overloading|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.<br>
}}
}}


{{Skill
{{Skill
|skill=Nanite Operation
|skill=Nanite Operation
|desc=???
|desc=Skill at operating nanites. 5% reduction in nanite consumption per level.
|1=attribute1
|1=Intelligence
|2=attribute2
|2=Memory
|mult=?x
|mult=2x
|pre=none
|pre=Mechanic V
|notes=<br>
|notes=The skill required to use nanite paste to repair module damage from [[Overloading|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.<br>
}}
}}


{{Skill
{{Skill
|skill=Outpost Construction
|skill=Outpost Construction
|desc=???
|desc=Skill at constructing outposts.
|1=attribute1
|1=Intelligence
|2=attribute2
|2=Memory
|mult=?x
|mult=16x
|pre=none
|pre=Mechanic V, Industry V, Anchoring V
|notes=<br>
|notes=<br>
}}
}}
Line 262: Line 267:
{{Skill
{{Skill
|skill=Projectile Weapon Rigging
|skill=Projectile Weapon Rigging
|desc=???
|desc=Advanced understanding of the interface between projectile weapons and the numerous ship systems. Allows makeshift modifications to ship system architecture through the use of rigs.
|1=attribute1
 
|2=attribute2
10% reduction in Projectile Weapon Rig drawbacks per level.
|mult=?x
|1=Intelligence
|pre=none
|2=Memory
|notes=<br>
|mult=3x
|pre=Jury Rigging III
|notes=Projectile weapon rigs' drawback is an increased demand for powergrid from your projectile guns.<br>
}}
}}


{{Skill
{{Skill
|skill=Remote Armor Repair Systems
|skill=Remote Armor Repair Systems
|desc=???
|desc=Operation of remote armor repair systems. 5% reduced capacitor need for remote armor repair system modules per skill level.
|1=attribute1
|1=Intelligence
|2=attribute2
|2=Memory
|mult=?x
|mult=2x
|pre=none
|pre=Mechanic III, Repair Systems II
|notes=<br>
|notes=Level IV is required to use T2 large remote armor reppers. Although people often prefer the meta 4 'Solace' repper, the skill is still useful for reducing reppers' cap requirements. Key for anyone who flies in [[Spider Tanking|RR battleship gangs]] or flies an armor [[Cruiser#Logistics|logistics ship]].<br>
}}
}}


{{Skill
{{Skill
|skill=Remote Hull Repair Systems
|skill=Remote Hull Repair Systems
|desc=???
|desc=Operation of remote hull repair systems. 5% reduced capacitor need for remote hull repair system modules per skill level.
|1=attribute1
|1=Intelligence
|2=attribute2
|2=Memory
|mult=?x
|mult=2x
|pre=none
|pre=Mechanic III
|notes=<br>
|notes=<br>
}}
}}
Line 292: Line 299:
{{Skill
{{Skill
|skill=Repair Systems
|skill=Repair Systems
|desc=???
|desc=Operation of armor/hull repair modules. 5% reduction in repair systems duration per skill level.
|1=attribute1
|1=Intelligence
|2=attribute2
|2=Memory
|mult=?x
|mult=1x
|pre=none
|pre=Mechanic I
|notes=<br>
|notes=The required skill for local armor repairers. You need level IV to use T2 large armor repairers. This is an important skill for anyone who uses active armor tanking, and since it's a short train you may as well take it to V.<br>
}}
}}


{{Skill
{{Skill
|skill=Salvaging
|skill=Salvaging
|desc=???
|desc=Proficiency at salvaging ship wrecks. Required skill for the use of salvager modules. 5% increase in chance of salvage retrieval per level.
|1=attribute1
|1=Intelligence
|2=attribute2
|2=Memory
|mult=?x
|mult=3x
|pre=none
|pre=Mechanic III, Survey III
|notes=<br>
|notes=Salvaging increases the chance that you'll successfully ''access'' a wreck you're salvaging on any given cycle. It does ''not'' increase your chance of getting the more valuable salvage from the wreck and it does ''not'' decrease the chance that you'll find that there was nothing to be salvaged after successfully accessing the wreck. You need Salvaging I to use salvagers at all; you need Salvaging V to use T2 salvagers.<br>
}}
}}


{{Skill
{{Skill
|skill=Shield Rigging
|skill=Shield Rigging
|desc=???
|desc=Advanced understanding of shield subsystems. Allows makeshift modifications to shield subsystems through the use of rigs.
|1=attribute1
 
|2=attribute2
10% reduction in Shield Rig drawbacks per level.
|mult=?x
|1=Intelligence
|pre=none
|2=Memory
|notes=<br>
|mult=3x
|pre=Jury Rigging III
|notes=Shield rigs' drawback is an increased signature radius.<br>
}}
}}


{{Skill
{{Skill
|skill=Tactical Logistics Reconfiguration
|skill=Tactical Logistics Reconfiguration
|desc=???
|desc=Skill at the operation of triage modules. 50-unit reduction in strontium clathrate consumption amount for module activation per skill level.
|1=attribute1
|1=Intelligence
|2=attribute2
|2=Memory
|mult=?x
|mult=8x
|pre=none
|pre=Logistics V
|notes=<br>
|notes=Only relevant for carrier pilots.<br>
}}
}}


{{Skill
{{Skill
|skill=Thermic Armor Compensation
|skill=Thermic Armor Compensation
|desc=???
|desc=To active armor hardeners: 3% bonus per skill level to Armor Thermal resistance when the modules are not active
|1=attribute1
To passive armor hardeners: 5% bonus per skill level to Armor Thermal resistance
|2=attribute2
|1=Intelligence
|mult=?x
|2=Memory
|pre=none
|mult=2x
|notes=<br>
|pre=Hull Upgrades IV
|notes=This doesn't help active hardeners much (since it only works when they're turned off!) but can really help passive hardeners, which see some use in PvP fits. A PvP-focused armor-tanking pilot should train this skill and the three other 'X Armor Compensation' skills to III or IV in the medium-long term.<br>
}}
}}