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Overheating: Difference between revisions

From EVE University Wiki
Skills: added T3 skills to Support Skills
Skills: Made the image caption even longer
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== Skills ==
== Skills ==
[[File:Overheating.jpg|350px|thumb|right|Overheating in action. The repper in the lowslots is not active but is primed to overheat when it is reactivated. The buttons for overheating the full mid and low racks have lit up because the pilot has overheated all the modules that can be overheated in these racks. The Damage Control in the second low slot is an example of a module which cannot be overheated.]]
[[File:Overheating.jpg|350px|thumb|right|Overheating in action. The repper in the lowslots is not active but is primed to overheat when it is reactivated. The buttons for overheating the full mid and low racks have lit up because the pilot has overheated all the modules that can be overheated in these racks. The Damage Control in the second low slot is an example of a module which cannot be overheated. The red indicators between the capacitor and hitpoint bars are the heat accumulated in the low/mid/high racks, and the red shown on the module icons is the overheat damage sustained by the module.]]


The skill required to be able to overheat your modules is called {{sk|Thermodynamics|mult=yes|price=yes}}. This skill reduced the heat damage from overheating by 5% per skill level. This is a starting skill for characters made after the September 2015 Vanguard update, but before the September 2019 update. (Older and newer characters will need to train the requisites and this skill on their own.)
The skill required to be able to overheat your modules is called {{sk|Thermodynamics|mult=yes|price=yes}}. This skill reduced the heat damage from overheating by 5% per skill level. This is a starting skill for characters made after the September 2015 Vanguard update, but before the September 2019 update. (Older and newer characters will need to train the requisites and this skill on their own.)