Difference between revisions of "Skills:Mechanic"
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|pre=Jury Rigging III | |pre=Jury Rigging III | ||
+ | |price=90,000 | ||
|notes=Armor rigs' drawback is a speed penalty.<br> | |notes=Armor rigs' drawback is a speed penalty.<br> | ||
}} | }} | ||
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|mult=3x | |mult=3x | ||
|pre=Jury Rigging III | |pre=Jury Rigging III | ||
+ | |price=18,000 | ||
|notes=Astronautics rigs' drawback is a reduction in armor hitpoints.<br> | |notes=Astronautics rigs' drawback is a reduction in armor hitpoints.<br> | ||
}} | }} | ||
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|mult=8x | |mult=8x | ||
|pre=Cruiser Construction IV, Frigate Construction IV | |pre=Cruiser Construction IV, Frigate Construction IV | ||
+ | |price=22,500,000 | ||
|notes=<br> | |notes=<br> | ||
}} | }} | ||
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|mult=?10x | |mult=?10x | ||
|pre=Remote Armor Repair Systems V | |pre=Remote Armor Repair Systems V | ||
+ | |price=9,000,000 | ||
|notes=<br> | |notes=<br> | ||
}} | }} | ||
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|mult=10x | |mult=10x | ||
|pre=Remote Hull Repair Systems V | |pre=Remote Hull Repair Systems V | ||
+ | |price=9,000,000 | ||
|notes=<br> | |notes=<br> | ||
}} | }} | ||
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|mult=8x | |mult=8x | ||
|pre=Mechanic V, Hull Upgrades V, Repair Systems V | |pre=Mechanic V, Hull Upgrades V, Repair Systems V | ||
+ | |price=15,750,000 | ||
|notes=<br> | |notes=<br> | ||
}} | }} | ||
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|mult=14x | |mult=14x | ||
|pre=Mechanic V, Industry V, Production Efficiency V | |pre=Mechanic V, Industry V, Production Efficiency V | ||
+ | |price=67,500,000 | ||
|notes=<br> | |notes=<br> | ||
}} | }} | ||
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|mult=5x | |mult=5x | ||
|pre=Frigate Construction IV, Mechanic III | |pre=Frigate Construction IV, Mechanic III | ||
+ | |price=900,000 | ||
|notes=<br> | |notes=<br> | ||
}} | }} | ||
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|mult=3x | |mult=3x | ||
|pre=Jury Rigging III | |pre=Jury Rigging III | ||
+ | |price=90,000 | ||
|notes=Drone rigs' drawback is a CPU penalty.<br> | |notes=Drone rigs' drawback is a CPU penalty.<br> | ||
}} | }} | ||
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|mult=3x | |mult=3x | ||
|pre=Jury Rigging III | |pre=Jury Rigging III | ||
+ | |price=90,000 | ||
|notes=Electronics superiority rigs' drawback is a shield hitpoint reduction.<br> | |notes=Electronics superiority rigs' drawback is a shield hitpoint reduction.<br> | ||
}} | }} | ||
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|mult=2x | |mult=2x | ||
|pre=Hull Upgrades IV | |pre=Hull Upgrades IV | ||
+ | |price=108,000 | ||
|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> | |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> | ||
}} | }} | ||
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|mult=3x | |mult=3x | ||
|pre=Jury Rigging | |pre=Jury Rigging | ||
+ | |price=90,000 | ||
|notes=Energy weapon rigs' drawback is an increased powergrid demand from your lasers.<br> | |notes=Energy weapon rigs' drawback is an increased powergrid demand from your lasers.<br> | ||
}} | }} | ||
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|mult=2x | |mult=2x | ||
|pre=Hull Upgrades IV | |pre=Hull Upgrades IV | ||
+ | |price=108,000 | ||
|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> | |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> | ||
}} | }} | ||
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|mult=2x | |mult=2x | ||
|pre=Mechanic I | |pre=Mechanic I | ||
+ | |price=72,000 | ||
|notes=<br> | |notes=<br> | ||
}} | }} | ||
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|mult=2x | |mult=2x | ||
|pre=Mechanic I | |pre=Mechanic I | ||
+ | |price=54,000 | ||
|notes=The raw armor hitpoints bonus from this skill is very useful. Level IV lets you use T2 Damage Controls (making this an essential train for any PvP fitting); level V lets you use T2 Energized Adaptive Nano Membranes, so to fit a full T2 armor tank you will probably need to train this to V. Which you should probably do anyway for the hitpoints bonus.<br> | |notes=The raw armor hitpoints bonus from this skill is very useful. Level IV lets you use T2 Damage Controls (making this an essential train for any PvP fitting); level V lets you use T2 Energized Adaptive Nano Membranes, so to fit a full T2 armor tank you will probably need to train this to V. Which you should probably do anyway for the hitpoints bonus.<br> | ||
}} | }} | ||
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|mult=3x | |mult=3x | ||
|pre=Jury Rigging III | |pre=Jury Rigging III | ||
+ | |price=90,000 | ||
|notes=Hybrid rigs' drawback is an increased demand for powergrid from your hybrid turrets.<br> | |notes=Hybrid rigs' drawback is an increased demand for powergrid from your hybrid turrets.<br> | ||
}} | }} | ||
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|mult=3x | |mult=3x | ||
|pre=Mechanic II, Industry III | |pre=Mechanic II, Industry III | ||
+ | |price=1,180,000 | ||
|notes=<br> | |notes=<br> | ||
}} | }} | ||
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|mult=2x | |mult=2x | ||
|pre=Mechanic III | |pre=Mechanic III | ||
− | |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> | + | |price=54,000 |
+ | |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. Level V of this skill is required for T3 subsystem manufacturing.<br> | ||
}} | }} | ||
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|mult=2x | |mult=2x | ||
|pre=Hull Upgrades IV | |pre=Hull Upgrades IV | ||
+ | |price=108,000 | ||
|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> | |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> | ||
}} | }} | ||
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|mult=3x | |mult=3x | ||
|pre=Jury Rigging III | |pre=Jury Rigging III | ||
+ | |price=90,000 | ||
|notes=Missile launcher rigs' drawback is an increased demand for CPU from your missile launchers.<br> | |notes=Missile launcher rigs' drawback is an increased demand for CPU from your missile launchers.<br> | ||
}} | }} | ||
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|mult=1x | |mult=1x | ||
|pre=None | |pre=None | ||
+ | |price=18,000 | ||
|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> | |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> | ||
}} | }} | ||
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|mult=3x | |mult=3x | ||
|pre=Mechanic V, Nanite Operation III | |pre=Mechanic V, Nanite Operation III | ||
+ | |price=4,500,000 | ||
|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> | |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> | ||
}} | }} | ||
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|mult=2x | |mult=2x | ||
|pre=Mechanic V | |pre=Mechanic V | ||
+ | |price=900,000 | ||
|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> | |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> | ||
}} | }} | ||
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|mult=16x | |mult=16x | ||
|pre=Mechanic V, Industry V, Anchoring V | |pre=Mechanic V, Industry V, Anchoring V | ||
+ | |price=900,000 | ||
|notes=<br> | |notes=<br> | ||
}} | }} | ||
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|mult=3x | |mult=3x | ||
|pre=Jury Rigging III | |pre=Jury Rigging III | ||
+ | |price=90,000 | ||
|notes=Projectile weapon rigs' drawback is an increased demand for powergrid from your projectile guns.<br> | |notes=Projectile weapon rigs' drawback is an increased demand for powergrid from your projectile guns.<br> | ||
}} | }} | ||
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|mult=2x | |mult=2x | ||
|pre=Mechanic III, Repair Systems II | |pre=Mechanic III, Repair Systems II | ||
+ | |price=76,500 | ||
|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> | |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> | ||
}} | }} | ||
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|mult=2x | |mult=2x | ||
|pre=Mechanic III | |pre=Mechanic III | ||
+ | |price=90,000 | ||
|notes=<br> | |notes=<br> | ||
}} | }} | ||
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|mult=1x | |mult=1x | ||
|pre=Mechanic I | |pre=Mechanic I | ||
+ | |price=27,000 | ||
|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> | |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> | ||
}} | }} | ||
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|mult=3x | |mult=3x | ||
|pre=Mechanic III, Survey III | |pre=Mechanic III, Survey III | ||
+ | |price=900,000 | ||
|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> | |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> | ||
}} | }} | ||
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|mult=3x | |mult=3x | ||
|pre=Jury Rigging III | |pre=Jury Rigging III | ||
+ | |price=90,000 | ||
|notes=Shield rigs' drawback is an increased signature radius.<br> | |notes=Shield rigs' drawback is an increased signature radius.<br> | ||
}} | }} | ||
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|mult=8x | |mult=8x | ||
|pre=Logistics V | |pre=Logistics V | ||
+ | |price=22,500,000 | ||
|notes=Only relevant for carrier pilots.<br> | |notes=Only relevant for carrier pilots.<br> | ||
}} | }} | ||
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|mult=2x | |mult=2x | ||
|pre=Hull Upgrades IV | |pre=Hull Upgrades IV | ||
+ | |price=108,000 | ||
|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> | |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> | ||
}} | }} |
Revision as of 15:08, 22 December 2010
The Mechanic category contains most of the key skills for armor tanking, all of the rigging skills and a number of construction skills.
Most combat pilots will want to train some at least of the armor tanking skills.
While you can use rigs without training the relevant skills for them if you get someone else to fit the rigs for you, the rigging skills do reduce rigs' associated drawbacks and make logistics much easier (since you don't need to have someone around to fit rigs for you all the time). The weapon rigging skills function almost like fitting skills, since weapon rigs increase your weapons' fitting requirements and the associated rigging skills then reduce that drawback.
Armor Rigging
Attributes: | |
Multiplier: | 3x |
Price: | 250k ISK |
Alpha max level: | III |
Prerequisites: | Jury Rigging III |
Notes: | Armor rigs' drawback is a speed penalty. |
Astronautics Rigging
Attributes: | |
Multiplier: | 3x |
Price: | 125k ISK |
Alpha max level: | III |
Prerequisites: | Jury Rigging III |
Notes: | Astronautics rigs' drawback is a reduction in armor hitpoints. |
Battleship Construction
Attributes: | |
Multiplier: | Battleship Construction |
Price: | <span style="cursor: help;" title="The skillbook for this skill costs Battleship Construction ISK">Battleship Construction ISK |
Alpha max level: | <span style="cursor: help;" title="Alpha pilot can train and use this skill to at most level Unknown">Unknown |
Prerequisites: | Cruiser Construction IV, Frigate Construction IV |
Notes: |
Capital Remote Armor Repair Systems
Attributes: | |
Multiplier: | 10x |
Price: | 10M ISK |
Alpha max level: | Alpha pilot can not train this skill. |
Prerequisites: | Remote Armor Repair Systems V |
Notes: |
Capital Remote Hull Repair Systems
Attributes: | |
Multiplier: | 10x |
Price: | 10M ISK |
Alpha max level: | Alpha pilot can not train this skill. |
Prerequisites: | Remote Hull Repair Systems V |
Notes: |
Capital Repair Systems
Attributes: | |
Multiplier: | 8x |
Price: | 20M ISK |
Alpha max level: | Alpha pilot can not train this skill. |
Prerequisites: | Mechanic V, Hull Upgrades V, Repair Systems V |
Notes: |
Capital Ship Construction
Attributes: | |
Multiplier: | 14x |
Price: | 75M ISK |
Alpha max level: | Alpha pilot can not train this skill. |
Prerequisites: | Mechanic V, Industry V, Production Efficiency V |
Notes: |
Cruiser Construction
Attributes: | |
Multiplier: | Cruiser Construction |
Price: | <span style="cursor: help;" title="The skillbook for this skill costs Cruiser Construction ISK">Cruiser Construction ISK |
Alpha max level: | <span style="cursor: help;" title="Alpha pilot can train and use this skill to at most level Unknown">Unknown |
Prerequisites: | Frigate Construction IV, Mechanic III |
Notes: |
Drones Rigging
Attributes: | |
Multiplier: | 3x |
Price: | 250k ISK |
Alpha max level: | III |
Prerequisites: | Jury Rigging III |
Notes: | Drone rigs' drawback is a CPU penalty. |
Electronic Superiority Rigging
Attributes: | |
Multiplier: | 3x |
Price: | 250k ISK |
Alpha max level: | III |
Prerequisites: | Jury Rigging III |
Notes: | Electronics superiority rigs' drawback is a shield hitpoint reduction. |
EM Armor Compensation
Attributes: | |
Multiplier: | 2x |
Price: | 150k ISK |
Alpha max level: | II |
Prerequisites: | 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. |
Energy Weapon Rigging
Attributes: | |
Multiplier: | 3x |
Price: | 250k ISK |
Alpha max level: | III |
Prerequisites: | Jury Rigging |
Notes: | Energy weapon rigs' drawback is an increased powergrid demand from your lasers. |
Explosive Armor Compensation
Attributes: | |
Multiplier: | 2x |
Price: | 150k ISK |
Alpha max level: | II |
Prerequisites: | 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. |
Frigate Construction
Attributes: | |
Multiplier: | Frigate Construction |
Price: | <span style="cursor: help;" title="The skillbook for this skill costs Frigate Construction ISK">Frigate Construction ISK |
Alpha max level: | <span style="cursor: help;" title="Alpha pilot can train and use this skill to at most level Unknown">Unknown |
Prerequisites: | Mechanic I |
Notes: |
Hull Upgrades
Attributes: | |
Multiplier: | 2x |
Price: | 85k ISK |
Alpha max level: | V |
Prerequisites: | Mechanic I |
Notes: | The raw armor hitpoints bonus from this skill is very useful. Level IV lets you use T2 Damage Controls (making this an essential train for any PvP fitting); level V lets you use T2 Energized Adaptive Nano Membranes, so to fit a full T2 armor tank you will probably need to train this to V. Which you should probably do anyway for the hitpoints bonus. |
Hybrid Weapon Rigging
Attributes: | |
Multiplier: | 3x |
Price: | 250k ISK |
Alpha max level: | III |
Prerequisites: | Jury Rigging III |
Notes: | Hybrid rigs' drawback is an increased demand for powergrid from your hybrid turrets. |
Industrial Construction
Attributes: | |
Multiplier: | Industrial Construction |
Price: | <span style="cursor: help;" title="The skillbook for this skill costs Industrial Construction ISK">Industrial Construction ISK |
Alpha max level: | <span style="cursor: help;" title="Alpha pilot can train and use this skill to at most level Unknown">Unknown |
Prerequisites: | Mechanic II, Industry III |
Notes: |
Jury Rigging
Attributes: | |
Multiplier: | 2x |
Price: | 75k ISK |
Alpha max level: | III |
Prerequisites: | Mechanic III |
Notes: | The prerequisite skill for all the other kinds of rigging skill. Also lets you use some rigs, like the Capacitor Control Circuit, in its own right. Level V of this skill is required for T3 subsystem manufacturing. |
Kinetic Armor Compensation
Attributes: | |
Multiplier: | 2x |
Price: | 150k ISK |
Alpha max level: | II |
Prerequisites: | 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. |
Launcher Rigging
Attributes: | |
Multiplier: | 3x |
Price: | 250k ISK |
Alpha max level: | III |
Prerequisites: | Jury Rigging III |
Notes: | Missile launcher rigs' drawback is an increased demand for CPU from your missile launchers. |
Mechanic
Attributes: | |
Multiplier: | Mechanic |
Price: | <span style="cursor: help;" title="The skillbook for this skill costs Mechanic ISK">Mechanic ISK |
Alpha max level: | <span style="cursor: help;" title="Alpha pilot can train and use this skill to at most level Unknown">Unknown |
Prerequisites: | None |
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. |
Nanite Interfacing
Attributes: | |
Multiplier: | 3x |
Price: | 5M ISK |
Alpha max level: | Alpha pilot can not train this skill. |
Prerequisites: | Mechanic V, Nanite Operation III |
Notes: | Nanite paste can be used to repair module damage from 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. |
Nanite Operation
Attributes: | |
Multiplier: | 2x |
Price: | 1M ISK |
Alpha max level: | Alpha pilot can not train this skill. |
Prerequisites: | Mechanic V |
Notes: | The skill required to use nanite paste to repair module damage from 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. |
Outpost Construction
Attributes: | |
Multiplier: | 16x |
Price: | 100M ISK |
Alpha max level: | Alpha pilot can not train this skill. |
Prerequisites: | Mechanic V, Industry V, Anchoring V |
Notes: |
Projectile Weapon Rigging
Attributes: | |
Multiplier: | 3x |
Price: | 250k ISK |
Alpha max level: | III |
Prerequisites: | Jury Rigging III |
Notes: | Projectile weapon rigs' drawback is an increased demand for powergrid from your projectile guns. |
Remote Armor Repair Systems
Attributes: | |
Multiplier: | 2x |
Price: | 100k ISK |
Alpha max level: | III |
Prerequisites: | Mechanic III, Repair Systems II |
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 RR battleship gangs or flies an armor logistics ship. |
Remote Hull Repair Systems
Attributes: | |
Multiplier: | 2x |
Price: | 125k ISK |
Alpha max level: | II |
Prerequisites: | Mechanic III |
Notes: |
Repair Systems
Attributes: | |
Multiplier: | 1x |
Price: | 45k ISK |
Alpha max level: | V |
Prerequisites: | Mechanic I |
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. |
Salvaging
Attributes: | |
Multiplier: | 3x |
Price: | 1M ISK |
Alpha max level: | III |
Prerequisites: | Mechanic III, Survey III |
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. |
Shield Rigging
Attributes: | |
Multiplier: | 3x |
Price: | 250k ISK |
Alpha max level: | III |
Prerequisites: | Jury Rigging III |
Notes: | Shield rigs' drawback is an increased signature radius. |
Tactical Logistics Reconfiguration
Attributes: | |
Multiplier: | 8x |
Price: | 25M ISK |
Alpha max level: | Alpha pilot can not train this skill. |
Prerequisites: | Logistics V |
Notes: | Only relevant for carrier pilots. |
Thermic Armor Compensation
Attributes: | |
Multiplier: | Thermic Armor Compensation |
Price: | <span style="cursor: help;" title="The skillbook for this skill costs Thermic Armor Compensation ISK">Thermic Armor Compensation ISK |
Alpha max level: | <span style="cursor: help;" title="Alpha pilot can train and use this skill to at most level Unknown">Unknown |
Prerequisites: | 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. |