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Since 'good support skills' is a cliché in the Uni and EvE generally, this page attempts to define the skill set and suggest what levels qualify as good in what circumstances. Wish us luck. | Since 'good support skills' is a cliché in the Uni and EvE generally, this page attempts to define the skill set and suggest what levels qualify as good in what circumstances. Wish us luck. | ||
==Expectations in Various Ship Classes== | |||
The heart of the brawl is that a skilled character can double the damage and defense of an unskilled one flying exactly the same ship. And, of course, you can put more and better stuff on the ship besides. | |||
===Battleships=== | |||
T2 guns on battleships can be great, but the training time for t2 turrets is on the order of 70 days, from basic T1 large gun skills. They're currently considered vital only for Amarr battleships, and that's on economic grounds. (Meta-4 large lasers ran about 22M isk each, last time I checked.) | |||
===Battlecruisers=== | |||
===T2 Frigates=== | |||
Support skills depend on the particular frigate, of course. An extreme example: you can fly a covops ship without putting a covops cloak on it, but you'll be missing the point completely. | |||
===T2 Cruisers=== | |||
In general, at this level you should be able to fully T2 fit your ship. In practice, you'll need Weapons Upgrades 5 and a couple levels of AWU, or you'll be very frustrated. | |||
===T3 Cruisers== | |||
==Capacitor-related skills== | |||
==Fitting Skills== | |||
==Damage-increasing Skills== | |||
==Rigging Skills== | |||
==Overheating== | |||
In a sense, the ultimate support skill -- you can use a module beyond its design specs, though eventually burning it out. | |||