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Roles in Incursions: Difference between revisions

From EVE University Wiki
m Logistics: Typo, no logi love lockets here.
m Offgrid booster: Made it more clear what the minimum requirement for a booster in our setup is.
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* Provide the fleet with [[Warfare links]] bonuses.
* Provide the fleet with [[Warfare links]] bonuses.
''Requirements:''
''Requirements:''
* Battlecruiser, Orca, Strategic Cruiser or Command Ships.
* Battlecruiser (minimum), Strategic Cruiser or Command Ships (preferable).
* Able to fit 5 tech two links and use a Mindlink implant (see the [[Anatomy_of_Incursions#Offgrid_boosts|offgrid boosts]] section on '''Anatomy of Incursions''' for more details).
* Able to safely stay in space, uncloaked, links running (cannot be at war).
* Able to safely stay in space, uncloaked, links running (cannot be at war).


<p>'''<font size=2>Ways to improve</font>'''</p>
<p>'''<font size=2>Ways to improve</font>'''</p>
''Skills:''
''Skills:''
* Train Siege and Skirmish Warfare Specialist V (for tech two warfare links).
* Train Cybernetics V (for the mindlink implant).
* Train Warfare Link Specialist V (for Command Processor I modules to fit more links).
* Train Command Ships or Defensive Subsystem for Strategic Cruisers.
* Train Command Ships or Defensive Subsystem for Strategic Cruisers.
* Train Wing Command and Fleet Command to allow for multiple boosters.
* Train {{sk|Wing Command}} and {{sk|Fleet Command}} to allow for multiple boosters.
''Ships & Modules:''
''Ships & Modules:''
* Upgrade to tech two warfare links.
* Fit more '''Command Processor I''' modules in order to run 6 or 7 links.
* Get a Republic Fleet Warfare Mindlink implant.
* Fit Command Processor I modules in order to run 5 - 7 links.
* Upgrade to a Strategic Cruiser or a Command Ship.
* Upgrade to a Strategic Cruiser or a Command Ship.
''Gameplay:''
''Gameplay:''
* Find a suitable place to boost from, orbiting a station/gate (easiest to dock/jump), in a safespot (less visible) or some other place of your choosing.
* Find a suitable place to boost from, orbiting a station/gate (easiest to dock/jump), in a safespot (less visible) or some other place of your choosing.
* Your primary focus with links should be all three siege links increasing resists and remote shield booster cycles and cap, as well as two of the skirmish links to reduce signature and improve the range of stasis webifiers. If you can fit a 6th or 7th link, fit either or both of the skirmish propulsion link and the information link increasing lock range or target painting efficiency.
* For a 6th or 7th link, fit extra links based on what the fleet needs.
* For larger sites, like assaults, headquarters and mothership sites, it makes sense to combine the primary booster with a secondary booster. A [[Damnation]] with an Imperial Navy Warfare Mindlink implant would make an excellent choice for a secondary booster, adding maxed armour (just the resist link) and information boosts.
** If you use target painters the '''Information Warfare link - Electronic Superiority''' link will help increase target painter efficiency.
** If you're running assaults without a second booster, the '''Information Warfare link - Sensor Integrity''' link will improve locking range.
** If you don't have target painters the '''Skirmish Warfare Link - Rapid Deployment''' link will improve afterburner and microwarpdrive speeds.
* For larger sites, like assaults, headquarters and mothership sites, it makes sense to combine the primary booster with a secondary booster. A [[Damnation]] or a [[Legion]] with an Imperial Navy Warfare Mindlink implant would make an excellent choice for a secondary booster, adding maxed armour (just the resist link) and information boosts.
* This role isn't paid by game mechanics, but rely on [[Roles_in_Incursions#Unpaid_roles_and_tipping|tips]] to be compensated for their work.
* This role isn't paid by game mechanics, but rely on [[Roles_in_Incursions#Unpaid_roles_and_tipping|tips]] to be compensated for their work.