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Preparing for Incursions: Difference between revisions

From EVE University Wiki
m Damage dealers: Style ...
m Logistics: Style ...
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It takes up to 80 days to get good enough skills to fly a [[Vanguard Incursion fits#Logistics|logistics 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%; text-align:center; padding:1px;"
! Support skills
! Support skills
! Shield skills
! Shield skills
! Drone skills
! Drone skills
! ''Crosstraining into armour''
! ''Crosstraining into armour''
|- valign="top" style="background:#222222;" align="center"
|- valign="top" style="background:#222222;"
| ~ 66 days and 21 hours
| ~ 66 days and 21 hours
| ~ 7 days and 19 hours
| ~ 7 days and 19 hours
Line 104: Line 104:
|- valign="top"
|- valign="top"
|  
|  
* Cybernetics I
Cybernetics I<br>
* Electronics IV
Electronics IV<br>
* Engineering IV
Engineering IV<br>
* Mechanics IV
Mechanics IV<br>
* Energy Management IV
Energy Management IV<br>
* Energy Systems Operation IV
Energy Systems Operation IV<br>
* Energy Grid Upgrades IV
Energy Grid Upgrades IV<br>
* Jury Rigging III
Jury Rigging III<br>
* Targeting V
Targeting V<small> <ref>'''Targeting''' V is needed to train '''Multitasking'''.</ref></small><br>
* Multitasking III
Multitasking III<small> <ref>'''Multitasking''' trained to III is needed to be able to lock up to ten targets at once.</ref></small><br>
* Long Range Targeting V
* Signature Analysis V


* <racial> Frigate IV
<racial> Frigate IV<br>
* <racial> Cruiser V
<racial> Cruiser V<br>
* Logistics IV
Long Range Targeting V<small> <ref name="logi">'''Long Range Targeting''' V and '''Signature Analysis''' V are prerequisites for '''Logistics'''.</ref></small><br>
Signature Analysis V<small> <ref name="logi"></ref></small><br>
Logistics IV<br>


* 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>
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><br>
* 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>
|
|
* Tactical Shield Manipulation IV
Tactical Shield Manipulation IV<br>
* Shield Upgrades IV
Shield Upgrades IV<br>
* Shield Rigging III
Shield Rigging III<br>
* Shield Emission Systems IV
Shield Emission Systems IV
|
|
* Drones V
Drones V<br>
* Drone Durability I
Drone Durability I<br>
* Repair Drone Operation II
Repair Drone Operation II
|  
|  
* ''Hull Upgrades V''
''Hull Upgrades V''<br>
* ''Repair Systems II''
''Repair Systems II''<br>
* ''Armor Rigging III''
''Armor Rigging III''<br>
* ''Remote Repair Systems IV''
''Remote Repair Systems IV''<br>
* ''EM Armor Compensation III''
''EM Armor Compensation III''<br>
* ''Explosive Armor Compensation III''
''Explosive Armor Compensation III''<br>
* ''Kinetic Armor Compensation III''
''Kinetic Armor Compensation III''<br>
* ''Thermic Armor Compensation III''
''Thermic Armor Compensation III''<br>
* ''<racial> Frigate IV''
''<racial> Frigate IV''<br>
* ''<racial Cruiser V''
''<racial Cruiser V''<br>
|- valign="top" style="background:#222222;"
|- valign="top" style="background:#222222; text-align:left;"
| colspan="4" | <small><references/></small>
| colspan="4" | <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: