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m →Logistics: Added evasive maneuvering to the list, +8 hours. |
Moved leadership, thermodynamics, navigation and MWD+cloak skills in under the recommended skills section to highlight that while they aren't critical, they are important core skills to get. |
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See [[Ship progression in Incursions]] for more information. | See [[Ship progression in Incursions]] for more information. | ||
= 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. It's worth noting that the skills we recommend are basic skills, useful for pretty much all combat ships in EVE. | 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 a little over 60 days of training, if you train into a turret-based battleship on a brand new character. | Getting the recommended skills for a damage dealer requires a little over 60 days of training, if you train into a turret-based battleship on a brand new character. | ||
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<small><references/></small> | <small><references/></small> | ||
== 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. The bare minimum to make the logistics ships work is '''Logistics IV''', there is practically no way to make these ships function with lower skills than that. The reason for that is because the skill heavily influences the cap usage of remote repair modules as well as capacitor transmitters. | 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. The bare minimum to make the logistics ships work is '''Logistics IV''', there is practically no way to make these ships function with lower skills than that. The reason for that is because the skill heavily influences the cap usage of remote repair modules as well as capacitor transmitters. | ||
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<small><references/></small> | <small><references/></small> | ||
== Leadership skills == | == Leadership skills == | ||
Since we always run with offgrid boosters and need people to sit in squad or wing command to pass boosts and tag, having leadership trained on as many pilots as possible is extremely useful. | Since we always run with offgrid boosters and need people to sit in squad or wing command to pass boosts and tag, having leadership trained on as many pilots as possible is extremely useful. | ||
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<small><references/></small> | <small><references/></small> | ||
== Miscellaneous 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. | |||
As such, it's also recommended that people train the following skills: | |||
{| class="wikitable" style="font-size:90%; text-align:center; padding:8px;" | |||
! [[file:icon_damage_therm.png|32px|link=]] Thermodynamics | |||
! [[file:Module icon microwarpdrive tech1.png|32px|link=]] Navigation | |||
! [[file:icon_cloak.png|32px|link=]] MWD + Cloak trick | |||
|- style="background:#222222;" | |||
| ~ 5 days and 12 hours | |||
| ~ 9 days and 17 hours | |||
| ~ 1 day and 19 hours | |||
|- valign="top" | |||
| style="padding:8px;" | | |||
Power Grid management V<small> <ref name="thermo">'''Power Grid management V''' and '''Science IV''' are required to train '''Thermodynamics (training time assuming you have '''Power Grid management IV''' already, as per the recommendations).</ref></small><br> | |||
Science IV<small> <ref name="thermo">.</ref></small><br> | |||
Thermodynamics III | |||
| style="padding:8px;" | | |||
Acceleration Control IV<small> <ref name="ab">Mostly for '''logistics'''-pilots, but generally applies to anyone who uses an '''afterburner'''.</ref></small><br> | |||
Afterburner IV<small> <ref name="ab"></ref></small><br> | |||
Evasive Maneuvering IV<br> | |||
Fuel Conservation IV<small> <ref name="ab"></ref></small><br> | |||
Navigation IV<br> | |||
Warp Drive Operation IV | |||
| style="padding:8px;" | | |||
High Speed Maneuvering III<br> | |||
Cloaking III | |||
|} | |||
<small><references/></small> | |||
= Further training = | |||
Once you have the recommended skills, it's time to consider what else to train. | |||
{{example|In the time it takes to train a skill from IV to V you can usually train up a handful of other skills from I to IV, so as a general rule of thumb we recommend that people train their skills up to IV before starting to max them out. Sometimes you need a skill that requires you to train another skill to V, so it's not always avoidable, but until you have a solid set of skills trained it makes sense to hold off on training skills to V.}} | |||
== Advanced hulls == | == Advanced hulls == | ||
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. | 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. | ||
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<small><references/></small> | <small><references/></small> | ||
== Honing your skills == | == 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. | 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. | ||
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|} | |} | ||
<small><references/></small> | <small><references/></small> | ||
== Crosstraining into armour == | == Crosstraining into armour == | ||
While we primarily run shield fleets, most of the skills you use will be reusable for armour fleets as well. It wouldn't take too long to touch up on your armour skills to be able to run armour fleets. For unistas it also gives them great skills to use within the [[Wormhole Campus]], as they run primarily armour fleets. | While we primarily run shield fleets, most of the skills you use will be reusable for armour fleets as well. It wouldn't take too long to touch up on your armour skills to be able to run armour fleets. For unistas it also gives them great skills to use within the [[Wormhole Campus]], as they run primarily armour fleets. | ||
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<small><references/></small> | <small><references/></small> | ||
= Useful training for alts = | = Useful training for alts = | ||
It is no secret that having alts or several accounts are extremely useful in EVE. Incursions are no different and we can make good use of alts for a wide variety of things, especially unistas during war. | It is no secret that having alts or several accounts are extremely useful in EVE. Incursions are no different and we can make good use of alts for a wide variety of things, especially unistas during war. | ||
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<small><references/></small> | <small><references/></small> | ||
== Orca == | == Orca == | ||
The [[Orca]] is a wonderful ship that's more like a mobile base than just a ship. It has a ship maintenance bay to store ship, enough cargo hold to carry lots of ammo as well as spare modules, an ore hold for [[Lyavite in Incursions|lyavite]]. Its refitting services and fleet hangar is also very useful for changing things up while in space, or to have a nearby stock of lyavite handy in a non-station system. | The [[Orca]] is a wonderful ship that's more like a mobile base than just a ship. It has a ship maintenance bay to store ship, enough cargo hold to carry lots of ammo as well as spare modules, an ore hold for [[Lyavite in Incursions|lyavite]]. Its refitting services and fleet hangar is also very useful for changing things up while in space, or to have a nearby stock of lyavite handy in a non-station system. | ||
Even if you fly this ship on an alt that you cannot have logged on at the same time as your main character, the Orca is a tremendously useful ship. | Even if you fly this ship on an alt that you cannot have logged on at the same time as your main character, the Orca is a tremendously useful ship. | ||
==== Training into the Orca ==== | ==== Training into the Orca ==== | ||
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;" | {| class="wikitable" style="font-size:90%; text-align:center; padding:1px;" | ||
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skills=| | skills=| | ||
notes=With everything turned off, you still have 92 - 96k ehp.</li><li>With just the '''Damage Control II''' turned on, you have 195 - 200k ehp.</li><li>With the shield hardeners turned on, your ehp goes up to 209 - 230k.</li><li>The rig selection is mostly there to compensate for low skills early on. Once your skills are higher, you really only need that one ancillary current router to fit the microwarpdrive, the other two rigs can eventually be replaced for something else (additional tank, cargo, warp speed or whatever you want).}} | notes=With everything turned off, you still have 92 - 96k ehp.</li><li>With just the '''Damage Control II''' turned on, you have 195 - 200k ehp.</li><li>With the shield hardeners turned on, your ehp goes up to 209 - 230k.</li><li>The rig selection is mostly there to compensate for low skills early on. Once your skills are higher, you really only need that one ancillary current router to fit the microwarpdrive, the other two rigs can eventually be replaced for something else (additional tank, cargo, warp speed or whatever you want).}} | ||
==== Ore Hold ==== | ==== Ore Hold ==== | ||
{| | {| | ||
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| 100,000 m3 | | 100,000 m3 | ||
|} | |} | ||
==== Making the most of it ==== | ==== Making the most of it ==== | ||
If you can afford to spend a little more time on it, there are various things you could do to make life a little easier for your Orca-pilot. | If you can afford to spend a little more time on it, there are various things you could do to make life a little easier for your Orca-pilot. | ||
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|} | |} | ||
<small><references/></small> | <small><references/></small> | ||
== Valet alt == | == Valet alt == | ||
Having an alt capable of flying your ships around is invaluable when your main character is at war or otherwise indisposed. If the purpose is just to fly the ship, they wouldn't need any gunnery skills whatsoever. | Having an alt capable of flying your ships around is invaluable when your main character is at war or otherwise indisposed. If the purpose is just to fly the ship, they wouldn't need any gunnery skills whatsoever. | ||
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|} | |} | ||
<small><references/></small> | <small><references/></small> | ||
== Neural remaps == | == Neural remaps == | ||
Normally one should be careful about remaps and not spend them needlessly. However, if you are making an alt knowing that it will only train for a month or two and not train anything else after that point, consider using all the remaps. | Normally one should be careful about remaps and not spend them needlessly. However, if you are making an alt knowing that it will only train for a month or two and not train anything else after that point, consider using all the remaps. | ||