Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Preparing for Incursions: Difference between revisions

From EVE University Wiki
Line 10: Line 10:
<small><references/></small>
<small><references/></small>
== Damage dealers ==
== Damage dealers ==
Getting the recommended skills for a damage dealer requires 59 days at the most, if you train into a turret-based battlecruiser on a brand new character. In comparison training for missiles is longer, up to 66 days, but normally you would only take that route if you already have missile skills to begin with.
Getting the recommended skills for a damage dealer requires 59 days at the most, if you train into a turret-based battlecruiser on a brand new character. In comparison training for missiles is longer, up to 66 days, but normally you would only take that route if you already have good missile skills to begin with and only need to top off one or two skills. If your missile skills are too low, it would be more advantageous to start training gunnery skills instead.


Considering that is far more likely that you come looking for incursions after you have played the game for at least a couple of weeks, having trained some of the support skills already (the tutorial mentions many of them), you can often get ready much faster. Add to that the potential of [[Skills_and_Learning#Neural_Remaps| neural remapping]] and what might seem like a daunting train can be covered in no-time.
Considering that is far more likely that you come looking for incursions after you have played the game for at least a couple of weeks, having trained some of the support skills already (the tutorial mentions many of them), you can often get ready much faster. Add to that the potential of [[Skills_and_Learning#Neural_Remaps| neural remapping]] and what might seem like a daunting train can be covered in no-time.
Line 62: Line 62:
Trajectory Analysis IV<br>
Trajectory Analysis IV<br>
Controlled Bursts IV<small> <ref>'''Controlled Bursts''' is useful for all hybrids and lasers, but useless for projectiles and missiles as they do not utilize cap.</ref></small><br>
Controlled Bursts IV<small> <ref>'''Controlled Bursts''' is useful for all hybrids and lasers, but useless for projectiles and missiles as they do not utilize cap.</ref></small><br>
<weapon> Rigging III<small> <ref>If your initial ship doesn't have an offensive weapon rig, then you can skip this skill initially.</ref></small>
<weapon> Rigging III<small> <ref>If your first ship doesn't have an offensive weapon rig, then you can skip this skill initially and just train it later on.</ref></small>
| style="color:grey;" |
| style="color:grey;" |
''Missile Launcher Operation V''<small> <ref>It's necessary to train '''Missile Launcher Operation V''' in order to be able to train '''Guided Missile Precision''', which is essential to apply damage to small frigates.</ref></small><br>
''Missile Launcher Operation V''<small> <ref>It's necessary to train '''Missile Launcher Operation V''' in order to be able to train '''Guided Missile Precision''', which is essential to apply damage to small frigates.</ref></small><br>