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Preparing for Incursions: Difference between revisions

From EVE University Wiki
Recommended skills: Updated for Odyssey.
Line 65: Line 65:


= Recommended skills =
= Recommended skills =
The following skills are recommended, if not downright required to fit the modules you have to in order to do incursions. For more information on what the different skills do, see the [[Support_Skills#Skills|Support Skills]] page.
The following skills are recommended, if not downright required to fit the modules you have to in order to do incursions. For more information on what the different skills do, see the [[Support_Skills#Skills|Support Skills]] page. It's worth noting that the skills we recommend are basic skills, useful for pretty much all combat ships in EVE.


The training times listed for these will assume that you trained '''Cybernetics I''' and got a cheap set of '''+3 attribute implants''', which is not only reasonable but highly recommended regardless what you plan on doing in EVE. There's even [[The +3 Implants Program]] for unistas to get started.
The training times listed for these will assume that you trained '''Cybernetics I''' and got a cheap set of '''+3 attribute implants''', which is not only reasonable but highly recommended regardless what you plan on doing in EVE. There's even [[The +3 Implants Program]] for unistas to get started.


== Damage dealers ==
== Damage dealers ==
Getting the recommended skills for a damage dealer requires roughly 60 days at the most, if you train into a turret-based battlecruiser on a brand new character. In comparison training for missiles is longer, another week, 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.
Getting the recommended skills for a damage dealer requires less than 59 days of training, if you train into a turret-based battleship on a brand new character.


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 neural remapping and what might seem like a daunting train can be covered in no-time.


While we primarily run shield fleets, most of the skills you use will be reusable for armour fleets as well. The skills required to fit a solid armour tank is listed in the right-most column even though they are not necessary to train right away.
These recommended skills will allow you to fly any of the '''recommended battleships''' for [[Vanguard Incursion fits#Battleships|vanguards]] and [[Assault Incursion fits#Battleships|assaults]].
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
! Support skills
! [[file:icon_cogs.png|32px|link=]] Support skills
! Gunnery skills
! [[file:icon_turret.png|32px|link=]] Gunnery skills
! style="color:grey;" | ''Missile skills''
! [[file:icon_ship.png|32px|link=]] Ship skills
! ''Crosstraining armour skills''
! [[File:Icon drone bandwith.png|32px|link=]] Drone skills
|- valign="top" style="background:#222222;"  
|- valign="top" style="background:#222222;"  
| ~ 40 days and 6 hours
| ~ 18 days and 18 hours
| ~ 19 days and 18 hours
| ~ 22 days and 2 hours
| style="color:grey;" | ''~ 26 days and 22 hours''<small> <ref>This is more of a checklist if you wish to bring a missile boat into Incursions. As mentioned before, you shouldn't train these skills if you don't have them.</ref></small>
| ~ 4 days and 15 hours
| ''~ 12 days and 18 hours''
| ~ 13 days and 2 hours
|- valign="top" nowrap
|- valign="top" nowrap
|
| style="padding:8px;" |
Cybernetics I<br>
Cybernetics I<br>
Electronics IV<br>
Electronics IV<br>
Line 96: Line 96:
Shield Upgrades IV<br>
Shield Upgrades IV<br>
Tactical Shield Manipulation IV<br>
Tactical Shield Manipulation IV<br>
Jury Rigging III<br>
Shield Rigging III<br>
Signature Analysis IV<br>
Signature Analysis IV<br>
Targeting IV<br>
Targeting IV<br>
Long Range Targeting IV<br>
Long Range Targeting IV<br>
Target Painting III<small> <ref>'''Target Painting III''' is only needed if you'll use a Target Painter module.</ref></small><br>
Propulsion Jamming III<br>
Propulsion Jamming III<small> <ref>'''Propulsion Jamming III''' is only needed if you'll use a Stasis Webifier module.</ref></small><br>
Target Painting III<small>&nbsp;<ref>'''Target Painting III''' is only needed if you'll use a Target Painter module.</ref></small><br>
Drones V<br>
Jury Rigging III<br>
Drone Interfacing III<br>
Shield Rigging III
Scout Drone Operation V<small> <ref name="hobgoblins">'''Drones V''', '''Scout Drone Operation V''' and '''Gallente Drone Specialization I''' is required to use Hobgoblin II drones.</ref></small><br>
| style="padding:8px;" |
Combat Drone Operation III<br>
Gunnery V<br>
Gallente Drone Specialization III<small> <ref name="hobgoblins">'''Drones V''', '''Scout Drone Operation V''' and '''Gallente Drone Specialization I''' is required to use Hobgoblin II drones.</ref></small><br>
Drone Durability I<small> <ref name="maintenance">'''Drone Durability I''', '''Repair Drone Operation II''' and '''Shield Emission System III''' is required to use Light and Medium Shield Maintenance drones, which can be trained in mere hours if you can already use tech two scout drones.</ref></small><br>
Repair Drone Operation II<small> <ref name="maintenance">'''Drone Durability I''', '''Repair Drone Operation II''' and '''Shield Emission System III''' is required to use Light and Medium Shield Maintenance drones, which can be trained in mere hours if you can already use tech two scout drones.</ref></small><br>
Shield Emission Systems III<small> <ref name="maintenance">'''Drone Durability I''', '''Repair Drone Operation II''' and '''Shield Emission System III''' is required to use Light and Medium Shield Maintenance drones, which can be trained in mere hours if you can already use tech two scout drones.</ref></small><br>
<racial> Frigate IV<br>
<racial> Cruiser III<br>
<racial> Battlecruiser IV<br>
Spaceship Command IV<br>
|  
Gunnery IV<br>
Small <racial> Turret III<br>
Medium <racial> Turret IV<br>
Motion Prediction IV<br>
Motion Prediction IV<br>
Rapid Firing IV<br>
Rapid Firing IV<br>
Line 124: Line 110:
Surgical Strike IV<br>
Surgical Strike IV<br>
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>&nbsp;<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 first ship doesn't have an offensive weapon rig, then you can skip this skill initially and just train it later on.</ref></small>
Small <racial> Turret III<br>
| style="color:grey;" |
Medium <racial> Turret IV<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>
Large <racial> Turret III
''Light Missiles III''<br>
| style="padding:8px;" |
''Heavy Missiles IV''<br>
<racial> Frigate III<br>
''Missile Projection IV''<br>
<racial> Destroyer III<br>
''Missile Bombardment IV''<br>
<racial> Cruiser III<br>
''Rapid Launch IV''<br>
<racial> Battlecruiser III<br>
''Guided Missile Precision IV''<br>
Spaceship Command IV<br>
''Target Navigation Prediction IV''<br>
<racial> Battleship III<br>
''Warhead upgrades IV''<br>
Warp Drive Operation III
''Launcher Rigging III''
| style="padding:8px;" |
|
Drones V<br>
''Hull Upgrades V''<br>
Drone Interfacing III<br>
''Armor Rigging III''<br>
Scout Drone Operation V<small>&nbsp;<ref name="warriors">'''Drones V''', '''Scout Drone Operation V''' and '''Minmatar Drone Specialization I''' is required to use Warrior II and Valkyrie II drones.</ref></small><br>
''EM Armor Compensation III''<br>
Combat Drone Operation III<br>
''Explosive Armor Compensation III''<br>
Minmatar Drone Specialization III<small>&nbsp;<ref name="warriors"></ref></small><br>
''Kinetic Armor Compensation III''<br>
Drone Durability I<small>&nbsp;<ref name="maintenance">'''Drone Durability I''', '''Repair Drone Operation II''' and '''Shield Emission System III''' is required to use Shield Maintenance drones, which can be trained in mere hours if you can already use tech two scout drones.</ref></small><br>
''Thermic Armor Compensation III''<br>
Repair Drone Operation II<small>&nbsp;<ref name="maintenance"></ref></small><br>
''Repair Systems II''<br><small> <ref>'''Mechanics III''' and '''Repair Systems II''' are required to train '''Remote Armor Repair Systems'''.</ref></small><br>
Shield Emission Systems III<small>&nbsp;<ref name="maintenance"></ref></small>
''Remote Armor Repair Systems III<small> <ref>'''Remote Armor Repair Systems III''' is required to use Light and Medium Armor Maintenance drones.</ref></small><br>
|- valign="top" style="background:#222222;"
|-
| colspan=4 | ~ 58 days and 12 hours worth of training in total
| valign="top" style="background:#222222; text-align:left;" colspan="4" |  
|}
<small><references/></small>
<small><references/></small>
|}
With the above mentioned skills, young unistas interested in doing incursions can fly one of the [[Minimum Incursion fits]], while they train for a more suitable ship. See [[#Moving into useful hulls|moving into useful hulls]] below for further training.


== Logistics ==
== Logistics ==
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 [[Vanguard Incursion fits#Logistics|logistics starter fit]].
It takes up to 75 days to get good enough skills to fly a [[Vanguard Incursion fits#Logistics|logistics starter fit]].
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
! Support skills
! [[file:icon_cogs.png|32px|link=]] Support skills
! Shield skills
! [[file:icon_shield_transporter_i.png|32px|link=]] Repair skills
! Drone skills
! [[file:icon_ship.png|32px|link=]] Ship skills
! ''Crosstraining into armour''
! [[File:Icon drone bandwith.png|32px|link=]] Drone skills
|- valign="top" style="background:#222222;"
|- valign="top" style="background:#222222;"  
| ~ 66 days and 21 hours
| ~ 17 days and 23 hours
| ~ 7 days and 19 hours
| ~ 4 days and 3 hours
| ~ 47 days and 16 hours
| ~ 5 days and 6 hours
| ~ 5 days and 6 hours
| ''~ 41 days and 12 hours''
|- valign="top" nowrap
|- valign="top"
| style="padding:8px;" |
|  
Cybernetics I<br>
Cybernetics I<br>
Electronics IV<br>
Electronics IV<br>
Line 174: Line 158:
Energy Management IV<br>
Energy Management IV<br>
Energy Systems Operation IV<br>
Energy Systems Operation IV<br>
Energy Grid Upgrades IV<br>
Shield Upgrades IV<br>
Tactical Shield Manipulation IV<br>
Targeting V<small>&nbsp;<ref>'''Targeting V''' is a requirement for '''Multitasking'''.</ref></small><br>
Multitasking III<small>&nbsp;<ref>'''Multitasking III''' is required to lock up 10 fleet members.</ref></small><br>
Jury Rigging III<br>
Jury Rigging III<br>
Targeting V<small> <ref>'''Targeting''' V is needed to train '''Multitasking'''.</ref></small><br>
Shield Rigging 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>
| style="padding:8px;" |
Shield Emission Systems IV<br>
Energy Emission Systems IV<br>
Sensor Linking III
| style="padding:8px;" |
<racial> Frigate III<br>
<racial> Destroyer III<br>
<racial> Cruiser III<br>
Signature Analysis V<small>&nbsp;<ref name="logistics">'''Signature Analysis V''' and '''Long Range Targeting V''' is a requirement for the '''Logistics''' skill.</ref></small><br>
Long Range Targeting V<small>&nbsp;<ref name="logistics"></ref></small><br>
Logistics IV<br>
Afterburner III<br>
Warp Drive Operation III
| style="padding:8px;" |
Drones V<br>
Drone Durability I<small>&nbsp;<ref name="maintenance">'''Drone Durability I''', '''Repair Drone Operation II''' and '''Shield Emission System III''' is required to use Shield Maintenance drones, which can be trained in mere hours if you can already use tech two scout drones.</ref></small><br>
Repair Drone Operation II<small>&nbsp;<ref name="maintenance"></ref></small><br>
{{co|grey|''Shield Emission Systems III''<small>&nbsp;<ref>This skill is a requirement for '''Shield Transporters''' and '''Shield Maintenance Bots''' and is covered in the '''Repair skills''' section.</ref></small>}}
|- valign="top" style="background:#222222;"
| colspan=4 | ~ 75 days worth of training in total
|}
<small><references/></small>
 
== Advanced hulls ==
Once you have the recommended skills, the step from a battleship to a strategic cruiser or a pirate faction battleship is surprisingly short and you should take this step as soon as possible to get into a really good ship. You might need to top off some of the support skills, pending on what ship you decide to move into, if you run into powergrid, CPU or cap issues.
 
For strategic cruisers you'll most likely require you to train some support skills to V and of course your racial cruiser of choice to V. Then you just move towards tech two medium weapons for further efficiency. When it comes to pirate faction battleship hulls like the Machariel, Nightmare and Vindicator, which are better in all regards compared to the regular battleships regardless of your skill, you'll need to train anything from a secondary racial ship-line to two new racial ship-lines and new racial turret skills.


<racial> Frigate IV<br>
Flying ships that cost over a billion in just the hull shouldn't be taken lightly however, but from an efficiency point of view there is no reason not to get one.
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
! [[file:icon_ship.png|32px|link=]] Strategic Cruisers
! [[file:icon_ship_dark.png|32px|link=]] Pirate Faction Battleships<small>&nbsp;<ref>Assuming the worst possible starter skills, two racial ship-lines and new gunnery skills. Most likely you'll end up only needing to train a new racial ship line for your secondary battleship skill.</ref></small>
! [[file:icon_turret.png|32px|link=]] New racial turret
! [[file:icon_ship_other.png|32px|link=]] New racial shipline
|- valign="top" style="background:#222222;"
| ~ 43 days and 20 hours
| ~ 24 days and 15 hours
| ~ 5 days and 5 hours
| ~ 9 days and 17 hours
|- valign="top"
| style="padding:8px;" |
Mechanics V<br>
Shield Operation III<br>
Electronics V<br>
Engineering V<br>
{{co|grey|''Gunnery V''<small> <ref>'''Gunnery V''' for the Legion, Loki and Proteus, but only '''Gunnery III''' for the Tengu. This skill is covered by the '''recommended skills''' already.</ref></small>}}<br>
Missile Launcher Operation III<small> <ref>'''Missile Launcher Operation V''' for the Tengu and '''Missile Launcher Operation III''' for the Loki. Neither the Legion or the Proteus needs this skill trained unless they decide to fit missiles.</ref></small><br>
Navigation V<br>
<racial> Cruiser V<br>
<racial> Cruiser V<br>
Long Range Targeting V<small> <ref name="logi">'''Long Range Targeting''' V and '''Signature Analysis''' V are prerequisites for '''Logistics'''.</ref></small><br>
<racial> Strategic Cruiser III<br>
Signature Analysis V<small> <ref name="logi"></ref></small><br>
<racial> Defensive Systems IV<br>
Logistics IV<br>
<racial> Electronic Systems V<small>&nbsp;<ref>For the '''Loki''' it is very important to get '''Minmatar Electronic Systems V''', since it increases damage projection as well as reduces cap usage of your turrets. Slightly less important for the '''Legion''', but it does increase your scan resolution.</ref></small><br>
<racial> Engineering Systems IV<br>
<racial> Offensive Systems V<small>&nbsp;<ref>For the '''Legion''' it is very important to get '''Amarr Offensive Systems V''', since it increases damage projection as well as reduces cap usage of your turrets. For the '''Loki''' it is a straight up damage projection increase.</ref></small><br>
<racial> Propulsion Systems IV
| style="padding:8px;" |
<primary> Frigate III<br>
<primary> Destroyer III<br>
<primary> Cruiser III<br>
<primary> Battlecruiser III<br>
<primary> Battleship IV<br>
<secondary> Frigate III<br>
<secondary> Destroyer III<br>
<secondary> Cruiser III<br>
<secondary> Battlecruiser III<br>
<secondary> Battleship IV<br>
Small <racial> Turret III<br>
Medium <racial> Turret IV<br>
Large <racial> Turret IV
| style="padding:8px;" |
Small <racial> Turret III<br>
Medium <racial> Turret IV<br>
Large <racial> Turret IV<br>
| style="padding:8px;" |
<racial> Frigate III<br>
<racial> Destroyer III<br>
<racial> Cruiser III<br>
<racial> Battlecruiser III<br>
<racial> Battleship IV
|}
<small><references/></small>
 
== Honing your skills ==
Remember that the recommended skills are just the beginning and there is much room for improvement. Increase these skills, train up for tech two weaponry and max out the gunnery and support skills, and your ship will be much more efficient. You'll also have many more options to improve your fit with better fitting and support skills, like upgrading a module, drop an excessive tank module for more utility modules and so forth.
 
What you're going to train next differs a little bit based on what ship and what weapons you're going to use. For some fitting skills will be prioritized due to the lack of CPU or powergrid of their hull, for others capacitor skills are more important while others can simply go straight for better ship skills and tech two weaponry.
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
! [[file:icon_cogs.png|32px|link=]] Support skills
! [[file:icon_turret.png|32px|link=]] Gunnery skills
! [[file:icon_ship.png|32px|link=]] Ship skills
! [[File:Icon drone bandwith.png|32px|link=]] Drone skills
|- valign="top" style="background:#222222;"
| colspan=4 align="center" | Prioritize which skills to train first, some are more important than others, so do your research.
|- valign="top"
| style="padding:8px;" |
Cybernetics V<small> <ref>'''Cybernetics''' V is required for the top-tier advanced implants, like the +6% CONCORD-implants.</ref></small><br>
Electronics V<br>
Engineering V<br>
Mechanics V<br>
Energy Management V<br>
Energy Systems Operation V<br>
Shield Upgrades V<br>
Targeting V<br>
Multitasking III<br>
Long Range Targeting V<br>
Jury Rigging IV<small> <ref>'''Jury Rigging''' IV is only needed if it is a requirement for your more generic rigs, like energy grid rigs.</ref></small><br>
Shield Rigging IV<br>
Shield Emission Systems V<br>
Energy Emission Systems V<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><br>
Sensor Linking V<small> <ref name="links">'''Sensor Linking''' is only required if you can fit the '''Tracking Link''' module and only needed at higher skill-levels if you try to fit several faction links at once.</ref></small>
| style="padding:8px;" |
Weapon Upgrades V<br>
Advanced Weapon Upgrades V<br>
Gunnery V<br>
Motion Prediction V<br>
Rapid Firing V<br>
Sharpshooter V<br>
Surgical Strike V<br>
Trajectory Analysis V<br>
Controlled Bursts V<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>
Small <racial> Turret V<br>
Small <racial> Specialization IV<small> <ref name="specs">Turrets have two different specialization skills, for example projectiles have both autocannons and artillery which are split into two different specialization skills.</ref></small><br>
Medium <racial> Turret V<br>
Medium <racial> Specialization IV<small> <ref name="specs">Turrets have two different specialization skills, for example projectiles have both autocannons and artillery which are split into two different specialization skills.</ref></small><br>
Large <racial> Turret V<br>
Large <racial> Specialization IV<small> <ref name="specs">Turrets have two different specialization skills, for example projectiles have both autocannons and artillery which are split into two different specialization skills.</ref></small><br>
<weapon> Rigging IV
| style="padding:8px;" |
<racial> Battleship V<br>
Logistics V<br>
| style="padding:8px;" |
Electronic Warfare IV<small> <ref>'''Electronic Warfare''' is required for '''Electronic Warfare Drone Interfacing'''.</ref></small><br>
Electronic Warfare Drone Interfacing IV<small><ref>'''Electronic Warfare Drone Interfacing''' increases your drone control range by an additional 3 km / skillevel.</ref></small><br>
Drone Interfacing V<br>
Combat Drone Operation V<br>
Minmatar Drone Specialization IV<br>
Repair Drone operation V<small> <ref>'''Repair Drone Operation V''' is needed for tech two shield maintenance bots.</ref></small>
|}
<small><references/></small>
 
= Secondary 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. Basic navigation skills are good too, especially a decent level in warp drive skills so you don't cap out in long warps. Having the skills to use the microwarpdrive and cloak trick for safer travel is also handy.


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>
As such, it's also recommended that people train the following skills:
Sensor Linking IV<small> <ref name="links">'''Sensor Linking''' is only required if you can fit the '''Tracking Link''' module.</ref></small>
{| class="wikitable" style="font-size:90%; text-align:center; padding:8px;"
|
! [[file:icon_damage_therm.png|32px|link=]] Thermodynamics
Tactical Shield Manipulation IV<br>
! [[file:Module icon microwarpdrive tech1.png|32px|link=]] Navigation
Shield Upgrades IV<br>
! [[file:icon_cloak.png|32px|link=]] MWD + Cloak trick
Shield Rigging III<br>
|- style="background:#222222;"
Shield Emission Systems IV
| ~ 5 days and 12 hours
|
| ~ 9 days and 17 hours
Drones V<br>
| ~ 1 day and 19 hours
Drone Durability I<br>
|- valign="top"
Repair Drone Operation II
| style="padding:8px;" |
|
Engineering V<small>&nbsp;<ref name="thermo">'''Engineering V''' and '''Science IV''' are required to train '''Thermodynamics (training time assuming you have '''Engineering IV''' already, as per the recommendations).</ref></small><br>
''Hull Upgrades V''<br>
Science IV<small>&nbsp;<ref name="thermo">.</ref></small><br>
''Repair Systems II''<br>
Thermodynamics III
''Armor Rigging III''<br>
| style="padding:8px;" |
''Remote Repair Systems IV''<br>
Acceleration Control IV<small>&nbsp;<ref name="ab">Mostly for '''logistics'''-pilots, but generally applies to anyone who uses an '''afterburner'''.</ref></small><br>
''EM Armor Compensation III''<br>
Afterburner IV<small>&nbsp;<ref name="ab"></ref></small><br>
''Explosive Armor Compensation III''<br>
Evasive Maneuvering IV<br>
''Kinetic Armor Compensation III''<br>
Fuel Conservation IV<small>&nbsp;<ref name="ab"></ref></small><br>
''Thermic Armor Compensation III''<br>
Navigation IV<br>
''<racial> Frigate IV''<br>
Warp Drive Operation IV
''<racial Cruiser V''<br>
| style="padding:8px;" |
|- valign="top" style="background:#222222; text-align:left;"
High Speed Maneuvering III<br>
| colspan="4" | <small><references/></small>
Cloaking III
|}
|}
<small><references/></small>


== Thermodynamics ==
== Crosstraining into armour ==
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 we primarily run shield fleets, most of the skills you use will be reusable for armour fleets as well. The skills required to fit a solid armour tank is listed in the right-most column even though they are not necessary to train right away.
* '''Engineering V''' ''(+4 days and 6 hours)''
{| class="wikitable" style="font-size:90%; text-align:center; padding:8px;"
* '''Science IV''' ''(+18 hours)''
! [[file:icon_turret.png|32px|link=]] Damage dealers
* '''Thermodynamics III''' ''(+11,5 hours)''
! [[file:icon_remote_armor_repair_i.png|32px|link=]] Logistics
|- style="background:#222222;"
| ~ 18 days and 10 hours
| ~ 46 days and 7 hours
|- valign="top"
| style="padding:8px;" |
Hull Upgrades V<br>
Armor Rigging III<br>
EM Armor Compensation IV<br>
Explosive Armor Compensation IV<br>
Kinetic Armor Compensation IV<br>
Thermic Armor Compensation IV<br>
Repair Systems II<small>&nbsp;<ref name="remote">'''Mechanics III''' and '''Repair Systems II''' are required to train '''Remote Armor Repair Systems'''.</ref></small><br>
Remote Armor Repair Systems III<small>&nbsp;<ref name="armour bots">'''Remote Armor Repair Systems III''' is required to use Armor Maintenance drones.</ref></small>
| style="padding:8px;" |
Hull Upgrades V<br>
Armor Rigging III<br>
EM Armor Compensation IV<br>
Explosive Armor Compensation IV<br>
Kinetic Armor Compensation IV<br>
Thermic Armor Compensation IV<br>
Repair Systems II<small>&nbsp;<ref name="remote"></ref></small><br>
Remote Repair Systems IV<small>&nbsp;<ref name="armour bots"></ref></small><br>
<new racial> Frigate III<br>
<new racial> Destroyer III<br>
<new racial Cruiser V<br>
|}
<small><references/></small>


= Moving into useful hulls =
= Moving into useful hulls =