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Fitting skills: Difference between revisions

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Uryence (talk | contribs)
Tweaked placing of rigging skills and expanded explanation of why some are relevant. Headings to sentence case when not skill names, as per MoS.
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The '''fitting skills''' are a group of skills that improve a capsuleer's ability to fit [[module]]s to ships, either by increasing the ship's CPU and powergrid ("PG") or by decreasing the CPU and PG use of modules. While these skills do not directly improve a ship's performance, they allow fits that vastly outperform the options available without them.
The '''fitting skills''' are a group of skills that improve a capsuleer's ability to fit [[module]]s to ships, either by increasing the ship's CPU and powergrid ("PG") or by decreasing the CPU and PG use of modules. While these skills do not directly improve a ship's performance, they allow fits that vastly outperform the options available without them.


== Basic Skills ==
== Basic skills ==
There are two skills that improve the CPU and powergrid output of every ship. New capsuleers start with these skills at level III, and training them to level V should be an early priority. A third skill, Jury Rigging, unlocks powerful options through the use of rigs.
There are two skills that improve the CPU and powergrid output of every ship. New capsuleers start with these skills at level III; training them to level IV should be an early priority, and training them to level V is a good medium-term goal.


=== CPU Management ===
=== CPU Management ===
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{{sk|Power Grid Management}} increases a ship's Power Grid output by 5% per level.
{{sk|Power Grid Management}} increases a ship's Power Grid output by 5% per level.


=== Jury Rigging ===
== Other fitting skills ==
{{sk|Jury Rigging}} helps with fitting in several ways. First, it allows the use of rig slots, which are important to getting the most out of a ship. Second, it unlocks rigs that improve Power Grid (Ancillary Current Routers) and CPU (Processor Overclocking Units). These rigs are usually preferred to the equivalent lowslot modules when a fit needs a bit more PG or CPU to function.
 
=== Armor Rigging ===
{{sk|Armor Rigging}} mitigates the negative effect that certain armor rigs have on your power grid. This is important on most armor-self-repping fits.
 
== Other Fitting Skills ==
These skills are all useful in some way, but their usefulness depends more on what types of ships a capsuleer flies than the three skills above. A well-rounded pilot is likely to reach level V in all of them, but a specialist may find that some are not applicable to their situation.
These skills are all useful in some way, but their usefulness depends more on what types of ships a capsuleer flies than the three skills above. A well-rounded pilot is likely to reach level V in all of them, but a specialist may find that some are not applicable to their situation.


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{{sk|Weapon Upgrades}} decreases the CPU use of weapons by 5% per level and unlocks damage upgrades for turrets and launchers. Level IV is a prerequisite for {{sk|Advanced Weapon Upgrades}} (and the Tech 2 variants of all damage-boosting low slot modules), making the skill a high priority. Level V is a prerequisite for [[Heavy Assault Cruisers]]; most capsuleers will need Advanced Weapon Upgrades before HACs are a realistic option.
{{sk|Weapon Upgrades}} decreases the CPU use of weapons by 5% per level and unlocks damage upgrades for turrets and launchers. Level IV is a prerequisite for {{sk|Advanced Weapon Upgrades}} (and the Tech 2 variants of all damage-boosting low slot modules), making the skill a high priority. Level V is a prerequisite for [[Heavy Assault Cruisers]]; most capsuleers will need Advanced Weapon Upgrades before HACs are a realistic option.


== See Also ==
=== Rigging skills ===
{{sk|Jury Rigging}} must be trained to fit any rigs to a ship at all. First, it allows the use of rig slots, which are important to getting the most out of a ship. It also unlocks rigs that improve Powergrid (Ancillary Current Routers) and CPU (Processor Overclocking Units). These rigs are usually preferred to the equivalent lowslot modules when a fit needs a bit more PG or CPU to function.
 
Some specific rigs come with a drawback that increases the CPU or PG load of modules. For example, a Nanobot Accelerator rig speeds up the cycle time of armour repairers, but increases the PG requirements of armour repairers. Similarly, the various Burst Aerator rigs increase the rate of fire of turrets but also increase those turrets' PG demand. For such rigs, training the relevant rigging skill reduces the size of the drawback, making fitting easier
 
== See also ==


* [[Support skills]]: other skills which are not necessarily required by ship hulls, but can dramatically improve ship performance
* [[Support skills]]: other skills which are not necessarily required by ship hulls, but can dramatically improve ship performance