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Incursion fitting principles: Difference between revisions

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= Recommended implants =
= Recommended implants =
There are plenty of implants that are useful for incursion runners. While one shouldn't run around with a head full of expensive implants during war, there are some rather cheap +3% implants you could use even while at war.
{{example|Consider having a clone dedicated for doing incursions during peace, with suitable implants, as well as a cheaper clone you can use during war. That way you won't have to risk the expensive implants during war.}}
There are plenty of implants that are useful for incursion runners, with effects ranging from damage projection (tracking, damage or rate of fire) to fitting/support related effects (increased capacitor, powergrid or CPU).


When the cost of your clone isn't an issue, there are +6% implant variants of these implants that greatly increase your efficiency.
While one shouldn't run around with a head full of expensive implants during war, there are some rather cheap +3% implants you could use even while at war. A set of 4% implants from the CONCORD Loyalty Point store might also be worth considering, they go for 37,5M ISK and 37,5k CONCORD LP each. When the cost of your clone isn't an issue there are +6% implant variants of these implants that greatly increase your efficiency, but costs 250M ISK and 250k CONCORD LP each and requires {{sk|Cybernetics|V}}.
== Gunnery implants ==
== Gunnery implants ==
There are several implants improving damage, rate of fire, tracking. Below are implants that help you regardless which ship you fly as they benefit all turret ships.
There are several implants improving damage, rate of fire, tracking. Below are implants that help you regardless which ship you fly as they benefit all turret ships.