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Skills:Navigation: Difference between revisions

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m Overview: Added alpha limit icons & multipliers
Arin Mara (talk | contribs)
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|{{sk|Acceleration Control|mult=yes}}
|{{sk|Acceleration Control|mult=yes}}
|Bonus to AB/MWD speed boost per level.  
|Bonus to AB/MWD speed boost per level.  
|◼◼◼{{co|yellow|▨▨}}
|{{SkillAlphaBar|Acceleration Control}}
|-
|-
|{{sk|Afterburner|mult=yes}}
|{{sk|Afterburner|mult=yes}}
|Reduction in AB cycle duration and capacitor use per level.  
|Reduction in AB cycle duration and capacitor use per level.  
|◼◼◼{{co|yellow|▨▨}}
|{{SkillAlphaBar|Afterburner}}
|-
|-
|{{sk|Cynosural Field Theory|mult=yes}}
|{{sk|Cynosural Field Theory|mult=yes}}
|Allows use of Cynosural Field Generators. Reduces fuel use for Cynosural Field generation.  
|Allows use of Cynosural Field Generators. Reduces fuel use for Cynosural Field generation.  
|{{co|red|▨▨▨▨▨}}
|{{SkillAlphaBar|Cynosural Field Theory}}
|-
|-
|{{sk|Evasive Maneuvering|mult=yes}}
|{{sk|Evasive Maneuvering|mult=yes}}
|Improves ship agility.
|Improves ship agility.
|◼◼◼{{co|yellow|▨▨}}  
|{{SkillAlphaBar|Evasive Maneuvering}}
|-
|-
|{{sk|Fuel Conservation|mult=yes}}
|{{sk|Fuel Conservation|mult=yes}}
|Less capacitor needed for AB modules.  
|Less capacitor needed for AB modules.  
|{{co|red|▨▨▨▨▨}}
|{{SkillAlphaBar|Fuel Conservation}}
|-
|-
|{{sk|High Speed Maneuvering|mult=yes}}
|{{sk|High Speed Maneuvering|mult=yes}}
|Less capacitor needed for MWD modules.  
|Less capacitor needed for MWD modules.  
|◼◼◼{{co|yellow|▨▨}}  
|{{SkillAlphaBar|High Speed Maneuvering}}
|-
|-
|{{sk|Jump Drive Calibration|mult=yes}}
|{{sk|Jump Drive Calibration|mult=yes}}
|Increases jump drive range.  
|Increases jump drive range.  
|{{co|red|▨▨▨▨▨}}
|{{SkillAlphaBar|Jump Drive Calibration}}
|-
|-
|{{sk|Jump Drive Operation|mult=yes}}
|{{sk|Jump Drive Operation|mult=yes}}
|Reduces jump drive capacitor usage.  
|Reduces jump drive capacitor usage.  
|{{co|red|▨▨▨▨▨}}
|{{SkillAlphaBar|Jump Drive Operation}}
|-
|-
|{{sk|Jump Fuel Conservation|mult=yes}}
|{{sk|Jump Fuel Conservation|mult=yes}}
|Reduces jump drive fuel usage.  
|Reduces jump drive fuel usage.  
|{{co|red|▨▨▨▨▨}}
|{{SkillAlphaBar|Jump Fuel Conservation}}
|-
|-
|{{sk|Jump Portal Generation|mult=yes}}
|{{sk|Jump Portal Generation|mult=yes}}
|Allows operation of Jump Portal Generators.
|Allows operation of Jump Portal Generators.
|{{co|red|▨▨▨▨▨}}
|{{SkillAlphaBar|Jump Portal Generation}}
|-  
|-  
|{{sk|Micro Jump Drive Operation|mult=yes}}
|{{sk|Micro Jump Drive Operation|mult=yes}}
|Skill at using Micro Jump Drives.
|Skill at using Micro Jump Drives.
|{{co|red|▨▨▨▨▨}}
|{{SkillAlphaBar|Micro Jump Drive Operation}}
|-
|-
|{{sk|Navigation|mult=yes}}
|{{sk|Navigation|mult=yes}}
|Increases sub-warp velocity.  
|Increases sub-warp velocity.  
|◼◼◼◼{{co|yellow|▨}}
|{{SkillAlphaBar|Navigation}}
|-
|-
|{{sk|Warp Drive Operation|mult=yes}}
|{{sk|Warp Drive Operation|mult=yes}}
|Decreases capacitor needed to warp.
|Decreases capacitor needed to warp.
|◼◼◼{{co|yellow|▨▨}}
|{{SkillAlphaBar|Warp Drive Operation}}
|}
|}



Revision as of 07:49, 17 March 2023

Overview

Skills that make all ships you fly faster and more agile. Also skills that control operation and effectiveness of afterburners (AB), microwarp drives (MWD), warp drives and jump drives.

Intelligence and Perception help you learn to navigate your ship.

The following are the skills in the Navigation section (in alphabetical order):

Skill (Multiplier) Purpose Alpha Limit
Acceleration Control (4x) Bonus to AB/MWD speed boost per level. ◼◼◼▨▨
Afterburner (1x) Reduction in AB cycle duration and capacitor use per level. ◼◼◼▨▨
Cynosural Field Theory (5x) Allows use of Cynosural Field Generators. Reduces fuel use for Cynosural Field generation. ▨▨▨▨▨
Evasive Maneuvering (2x) Improves ship agility. ◼◼◼▨▨
Fuel Conservation (2x) Less capacitor needed for AB modules. ▨▨▨▨▨
High Speed Maneuvering (5x) Less capacitor needed for MWD modules. ◼◼◼▨▨
Jump Drive Calibration (9x) Increases jump drive range. ▨▨▨▨▨
Jump Drive Operation (5x) Reduces jump drive capacitor usage. ▨▨▨▨▨
Jump Fuel Conservation (8x) Reduces jump drive fuel usage. ▨▨▨▨▨
Jump Portal Generation (14x) Allows operation of Jump Portal Generators. ▨▨▨▨▨
Micro Jump Drive Operation (5x) Skill at using Micro Jump Drives. ▨▨▨▨▨
Navigation (1x) Increases sub-warp velocity. ◼◼◼◼
Warp Drive Operation (1x) Decreases capacitor needed to warp. ◼◼◼▨▨

Skill Details

Acceleration Control

Skill at efficiently using Afterburners and MicroWarpdrives. 5% Bonus to Afterburner and MicroWarpdrive speed boost per skill level.
 Attributes:
 Multiplier: 4x
 Price: 50k ISK
 Alpha max level: III
 Prerequisites: Navigation III
 Notes: More oomph from propulsion modules is good for anyone who ever uses propulsion modules, which is pretty much everyone.



Afterburner

Skill at using afterburners. 5% reduction to Afterburner duration and 10% reduction in Afterburner capacitor use per skill level.
 Attributes:
 Multiplier: 1x
 Price: 35k ISK
 Alpha max level: III
 Prerequisites: Navigation I
 I required for: Tech 1 and Faction Afterburners
 II required for:  Fuel Conservation
 III required for:  High Speed Maneuvering
 IV required for: Tech 2 Afterburners
 Notes: The reduction in "duration" means that each afterburner cycle lasts less time. A shorter cycle means more tactical flexibility, letting you more easily switch between speed and fast alignment. Faster cycles also mean higher capacitor use, but this is more than balanced out by the additional 10% reduction in capacitor use per level. Most pilots train this to III as a prerequisite for High Speed Maneuvering (and MWDs); if you use ABs a lot (deadspace PvE, armour HACs or solo PvP frigate work, for example) then pump more SP into this skill—together with Fuel Conservation it can lower AB cap consumption to pretty negligible levels.



Cynosural Field Theory

Skill at creating effective cynosural fields. 10% reduction in liquid ozone consumption for module activation per skill level. Can not be trained on Trial Accounts.
 Attributes:
 Multiplier: 5x
 Price: 10M ISK
 Alpha max level: Alpha pilot can not train this skill.
 Prerequisites: CPU Management V
 I required for: Cynosural Field Generator I
 V required for: Covert Cynosural Field Generator I
 Notes: The required skill to light cynos for other people to jump their capital ships to. The higher you train it, the less fuel you need to light a cyno, and the less cargo space your cyno ship needs.



Evasive Maneuvering

Improved skill at efficiently turning and accelerating a spaceship. 5% improved ship agility for all ships per skill level.
 Attributes:
 Multiplier: 2x
 Price: 35k ISK
 Alpha max level: III
 Prerequisites: Navigation II
 I required for: Tech 1 and Faction Stasis Grapplers
 IV required for: Heavy Stasis Grappler II
 V required for:  Interceptors
 Notes: Affects every ship you fly, particularly important for specialisation in small ships and/or skirmishing/kiting tactics, but good for everyone. Level V is one of the prerequisites for interceptors.



Fuel Conservation

Improved control over afterburner energy consumption. 10% reduction in afterburner capacitor needs per skill level.
 Attributes:
 Multiplier: 2x
 Price: 37.5k ISK
 Alpha max level: Alpha pilot can not train this skill.
 Prerequisites: Navigation II; Afterburner II
 Notes: Has limited value in PvP, but it's particularly useful if you're flying a slow PvE setup and want to be capstable with an afterburner running.



High Speed Maneuvering

Skill at using MicroWarpdrives. 5% reduction in MicroWarpdrive capacitor usage per skill level.
 Attributes:
 Multiplier: 5x
 Price: 500k ISK
 Alpha max level: III
 Prerequisites: Navigation III, Afterburner III
 I required for: Tech 1 and Faction Microwarpdrives
 III required for: 5MN Microwarpdrive II
 IV required for: 50MN Microwarpdrive II; 500MN Microwarpdrive II; 50000MN Microwarpdrive II
 Notes: The vast majority of PvP fits involve a MWD, so the vast majority of pilots train to use them.



Jump Drive Calibration

Advanced skill at using Jump Drives. Each skill level grants a 20% increase in maximum jump range.
 Attributes:
 Multiplier: 9x
 Price: 30M ISK
 Alpha max level: Alpha pilot can not train this skill.
 Prerequisites: Jump Drive Operation V
 I required for: Rhea; Nomad; Anshar; Ark
 III required for:  Amarr Carrier;  Caldari Carrier;  Gallente Carrier;  Minmatar Carrier
 IV required for:  Black Ops
 Notes:



Jump Drive Operation

Skill at using Jump Drives. Each skill level reduces the capacitor need of initiating a jump by 5%.
 Attributes:
 Multiplier: 5x
 Price: 10M ISK
 Alpha max level: Alpha pilot can not train this skill.
 Prerequisites: Navigation V; Warp Drive Operation V; Science V
 I required for: Revelation; Naglfar; Moros; Phoenix; Rorqual; Vehement
 III required for:  Jump Fuel Conservation
 V required for:  Jump Drive Calibration;  Jump Portal Generation
 Notes:



Jump Fuel Conservation

Proficiency at regulating energy flow to the jump drive. 10% reduction in isotope consumption amount for jump drive operation per light year per skill level.
 Attributes:
 Multiplier: 8x
 Price: 20M ISK
 Alpha max level: Alpha pilot can not train this skill.
 Prerequisites: Jump Drive Operation III
 I required for: Jump Drive Economizers
 IV required for:  Amarr Carrier;  Caldari Carrier;  Gallente Carrier;  Minmatar Carrier
 Notes:



Jump Portal Generation

Skill for the generation of jump portals to distant solar systems. 10% reduced material cost for jump portal activation per level.
 Attributes:
 Multiplier: 14x
 Price: 75M ISK
 Alpha max level: Alpha pilot can not train this skill.
 Prerequisites: Science V; Astrometrics V; Jump Drive Operation V; Navigation V
 I required for: Jump Portal Generator I; Covert Jump Portal Generator I; Bosonic Field Generator; Gravitational Transportation Field Oscillator;  Amarr Titan;  Caldari Titan;  Gallente Titan;  Minmatar Titan
 Notes:



Micro Jump Drive Operation

Skill at using Micro Jump Drives. Reduces activation time by 5% per skill level.
 Attributes:
 Multiplier: 5x
 Price: 5M ISK
 Alpha max level: Alpha pilot can not train this skill.
 Prerequisites: Navigation IV; Warp Drive Operation II
 I required for: Medium/Large Micro Jump Drive; Micro Jump Field Generator
 Notes: Since the spool-up time of a MJD is 12 seconds, each level in this skill buys you .6 seconds {11.4, 10.8, 10.2, 9.6, 9}. Currently applicable for battleships and battlecruisers, as they are the only classes that can fit the MJD, and for command destroyers, who can fit the MJFG.



Navigation

Skill at regulating the power output of ship thrusters. 5% bonus to sub-warp ship velocity per skill level.
 Attributes:
 Multiplier: 1x
 Price: 30k ISK
 Alpha max level: IV
 Prerequisites: none
 I required for: Warp Scramblers;  Afterburner;  Warp Drive Operation
 II required for:  Propulsion Jamming;  Fuel Conservation;  Evasive Maneuvering
 III required for:  Acceleration Control;  High Speed Maneuvering
 IV required for: Tech 1 and Faction Heavy Warp Scramblers;  Micro Jump Drive Operation
 V required for: Heavy Warp Scrambler II;  Jump Drive Operation;  Amarr Propulsion Systems;  Caldari Propulsion Systems;  Gallente Propulsion Systems;  Minmatar Propulsion Systems
 Notes: Extra sub-warp speed on every ship you fly is a nice benefit for PvE or PvP combat, and is particularly important for pilots specialising in smaller ships. Many of the other skills in this category also require at least a few levels in Navigation.



Warp Drive Operation

Skill at managing warp drive efficiency. Each skill level reduces the capacitor need of initiating warp by 10%.
 Attributes:
 Multiplier: 1x
 Price: 45k ISK
 Alpha max level: III
 Prerequisites: Navigation I
 I required for: Tech 1 and Storyline Warp Core Stabilizers; Hyperspatial Accelerators
 II required for:  Micro Jump Drive Operation
 IV required for: Warp Core Stabilizer II, T1 and Meta Interdiction Nullifiers
 V required for:  Jump Drive Operation, T2 Interdiction Nullifiers
 Notes: Dropping out of warp early because you don't have enough capacitor is inconvenient at best, and potentially quite dangerous if you're part of a PvP fleet operation. Training this to IV should solve that problem for all but the longest warps. Taking WDO to V is probably not a priority, but may help capacitor-hungry PvP pilots who want to arrive on the field with that extra sliver of available energy.