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Incursion fitting principles: Difference between revisions

From EVE University Wiki
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Training for logistics is considerably more time-consuming than that of a regular damage dealer. Please remember that when you think the above mentioned skills for a damage dealer is a long train.
Training for logistics is considerably more time-consuming than that of a regular damage dealer. Please remember that when you think the above mentioned skills for a damage dealer is a long train.


It takes up to 80 days to get good enough skills to fly a starter fit.
It takes up to 80 days to get good enough skills to fly a [[Vanguard Incursion fits#Logistics|logistics starter fit]].


{| class="wikitable" style="font-size:90%;"
{| class="wikitable" style="font-size:90%;"
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* Logistics IV
* Logistics IV


* Energy Emission Systems IV<small> <ref name="emission">'''Energy Emission Systems''' is only required if you fly a '''Guardian''' or a '''Basilisk''' with energy transfer modules, the '''Oneiros''' and the '''Scimitar''' does not need this skill.</ref></small>
* Energy Emission Systems IV<small> <ref name="emission">'''Energy Emission Systems''' is only required for a '''Guardian'''/'''Basilisk''' with energy transfer modules, the '''Oneiros'''/'''Scimitar''' does not need this skill.</ref></small>
* Sensor Linking IV<small> <ref name="links">'''Sensor Linking''' is only required if you can fit the '''Tracking Link''' module.</ref></small>
* Sensor Linking IV<small> <ref name="links">'''Sensor Linking''' is only required if you can fit the '''Tracking Link''' module.</ref></small>
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* ''<racial> Frigate IV''
* ''<racial> Frigate IV''
* ''<racial Cruiser V''
* ''<racial Cruiser V''
|- valign="top" style="background:#222222;"
| colspan="4" | <small><references/></small>
|}
|}
<small><references/></small>
 
=== Thermodynamics ===
=== Thermodynamics ===
While not critical, being able to overheat your modules for a short while is often more than enough to save your ship when things turn from bad to worse. As such, it's also recommended that people train the following skills:
While not critical, being able to overheat your modules for a short while is often more than enough to save your ship when things turn from bad to worse. As such, it's also recommended that people train the following skills: