Difference between revisions of "Preparing for Incursions"
(→Valet alt: New skill requirements come Vanguard (people start with more basic skills).) |
(The Vanguard-patch came with several changes to starter skills, so rewrote the minimum skills and changed the presentation to better highlight the natural skill progression from minimum to recommended skills.) |
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{{incursions links}} | {{incursions links}} | ||
= Planning ahead = | = Planning ahead = | ||
− | Unless you are already heavily invested into a certain race or weapon system, it might be a good idea to think of which logistics ship | + | Unless you are already heavily invested into a certain race or weapon system, it might be a good idea to think of which logistics ship or pirate faction battleship you'll want in the end, rather than what your first incursion ship should be. You should also consider secondary value of whatever you train, perhaps you can find an end-of-the-line ship that not only furthers your goals for incursions but other goals as well given the skills you'll end up training for it. |
− | + | See [[ship progression in Incursions]] for more information. | |
+ | {| | ||
+ | | valign="top" | [[image:implants.png|64px|link=]] | ||
+ | | valign="top" | {{co|coral|Attribute implants}} | ||
+ | |||
+ | The training times listed for these will assume that you utilize the '''+3 attribute implants''' (see [[the +3 Implants Program]] for unistas to get started). These implants are cheap and gives you a much needed boost to your training times. | ||
+ | |- | ||
+ | | valign="top" | [[image:icon_dna.png|64px|link=]] | ||
+ | | valign="top" | {{co|coral|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. | |
+ | |- | ||
+ | | valign="top" | [[image:multiple_training.png|64px|link=]] | ||
+ | | valign="top" | {{co|coral|Multiple character training}} | ||
− | + | [http://wiki.eveonline.com/en/wiki/30_days_Concord_Pilot_License_Extension Pilot License Extension] (PLEX) can be used to activate [[Dual Character Training|multiple character training]]. If you want to use the characters at the same time, or plan on training for a long time, consider making a '''second account''' instead as characters on the same account cannot be logged in at the same time. | |
− | + | |} | |
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− | + | = Damage dealers = | |
+ | The majority of the skills we ask you to train are core fitting and support skills that'll help you fit and fly most ships better. Even the combat skills are mostly general gunnery or drone support skills you'd train as well if you did anything combat related in EVE. | ||
− | These minimum skills will allow you to fly any of the '''minimum battleship fits''' for [[Vanguard Incursion fits#Battleships|vanguards]]. It will also allow you to fly most of the [[Assault Incursion fits#Battleships|assaults]] fits, although some of them might require you to touch up on a skill or two. | + | == Minimum skills for damage dealers == |
+ | Getting the minimum skills for a damage dealer requires a couple of months worth of training, if you train into a turret-based battleship on a brand new character. These minimum skills will allow you to fly any of the '''minimum battleship fits''' for [[Vanguard Incursion fits#Battleships|vanguards]]. It will also allow you to fly most of the [[Assault Incursion fits#Battleships|assaults]] fits, although some of them might require you to touch up on a skill or two. | ||
[http://evemon.battleclinic.com/ EVEMon] skillplans: [http://wiki.eveuniversity.org/w/images/d/de/Incursions_maelstrom_minimum.xml Maelstrom (minimum skills)], [http://wiki.eveuniversity.org/w/images/c/cb/Incursions_rokh_minimum.xml Rokh (minimum skills)] or [http://wiki.eveuniversity.org/w/images/6/63/Incursions_hyperion_minimum.xml Hyperion (minimum skills)] | [http://evemon.battleclinic.com/ EVEMon] skillplans: [http://wiki.eveuniversity.org/w/images/d/de/Incursions_maelstrom_minimum.xml Maelstrom (minimum skills)], [http://wiki.eveuniversity.org/w/images/c/cb/Incursions_rokh_minimum.xml Rokh (minimum skills)] or [http://wiki.eveuniversity.org/w/images/6/63/Incursions_hyperion_minimum.xml Hyperion (minimum skills)] | ||
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! [[File:Icon drones.png|32px|link=]] Drone skills | ! [[File:Icon drones.png|32px|link=]] Drone skills | ||
|- valign="top" style="background:#222222;" | |- valign="top" style="background:#222222;" | ||
− | | ~ | + | | ~ 10 days and 4 hours |
− | | ~ | + | | ~ 8 days and 1 hour |
− | | ~ | + | | ~ 19 days and 3 hours |
− | | ~ | + | | ~ 4 days and 22 hours |
− | | ~ 12 days and | + | | ~ 12 days and 20 hour |
|- valign="top" | |- valign="top" | ||
| style="padding:8px;" nowrap | | | style="padding:8px;" nowrap | | ||
− | |||
− | |||
− | |||
Mechanics IV<br> | Mechanics IV<br> | ||
Weapon Upgrades IV<br> | Weapon Upgrades IV<br> | ||
Capacitor Management IV<br> | Capacitor Management IV<br> | ||
Capacitor Systems Operation IV<br> | Capacitor Systems Operation IV<br> | ||
− | + | Shield Operation IV<small> <ref>{{sk|Shield Operation|IV}} is required for the {{sk|EM Shield Compensation}}} skill.</ref></small><br> | |
− | Shield Operation IV<small> <ref> | ||
Shield Management III<br> | Shield Management III<br> | ||
− | + | Shield Upgrades IV<small> <ref>{{sk|Shield Upgrades|IV}} is required for the {{sk|EM Shield Compensation}} skill.</ref></small><br> | |
+ | Hull Upgrades IV<small> <ref>{{sk|Hull Upgrades|IV}} is required to fit the '''Damage Control II''' module.</ref></small> | ||
| style="padding:8px;" nowrap | | | style="padding:8px;" nowrap | | ||
Signature Analysis IV<br> | Signature Analysis IV<br> | ||
Long Range Targeting IV<br> | Long Range Targeting IV<br> | ||
Target Management IV<br> | Target Management IV<br> | ||
− | Propulsion Jamming III<small> <ref> | + | Propulsion Jamming III<small> <ref>{{sk|Propulsion Jamming}} is needed to use a '''stasis webifier''' module.</ref></small><br> |
− | |||
− | |||
− | |||
Tactical Shield Manipulation IV<br> | Tactical Shield Manipulation IV<br> | ||
EM Shield Compensation III | EM Shield Compensation III | ||
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Surgical Strike IV<br> | Surgical Strike IV<br> | ||
Trajectory Analysis IV<br> | Trajectory Analysis IV<br> | ||
− | Controlled Bursts IV<small> <ref>''' | + | Controlled Bursts IV<small> <ref>{{sk|Controlled Bursts}} is needed to lower the cap usage of all '''hybrid''' and '''energy turrets''', but useless for projectiles as they do not use cap to fire.</ref></small><br> |
− | Small <racial> Turret III<small> <ref name="racial"> | + | Small <racial> Turret III<small> <ref name="racial">'''<racial> Frigate III''' and '''Small <racial> Turret III''' are starter skills you normally have, but are included in case you have to cross-train out of your initial race.</ref></small><br> |
Medium <racial> Turret III<br> | Medium <racial> Turret III<br> | ||
Large <racial> Turret III | Large <racial> Turret III | ||
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Warp Drive Operation III<br> | Warp Drive Operation III<br> | ||
Evasive Maneuvering III<br> | Evasive Maneuvering III<br> | ||
− | |||
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| style="padding:8px;" nowrap | | | style="padding:8px;" nowrap | | ||
Drones V<br> | Drones V<br> | ||
Light Drone Operation V<br> | Light Drone Operation V<br> | ||
− | Amarr Drone Specialization III<small> <ref> | + | Amarr Drone Specialization III<small> <ref>{{sk|Drones|V}}, {{sk|Light Drone Operation|V}} and {{sk|Amarr Drone Specialization|I}} is required to use '''Acolyte II'''. It's acceptable to skip this skill initially if you can use other drones, like '''Warrior II''' drones, but train it as soon as possible.</ref></small><br> |
Drone Interfacing III<br> | Drone Interfacing III<br> | ||
Drone Navigation III<br> | Drone Navigation III<br> | ||
Drone Sharpshooting III<br> | Drone Sharpshooting III<br> | ||
Drone Avionics III<br> | Drone Avionics III<br> | ||
− | Drone Durability I<small> <ref> | + | Drone Durability I<small> <ref name="bots">{{sk|Drone Durability|I}}, {{sk|Repair Drone Operation|II}} and {{sk|Shield Emission Systems|III}} is required to use '''shield maintenance drones'''. If you have room for heavies they require {{sk|Repair Drone Operation|III}}.</ref></small><br> |
− | Repair Drone Operation II<small> <ref> | + | Repair Drone Operation II<small> <ref name="bots"></ref></small><br> |
− | Shield Emission Systems III<small> <ref>< | + | Shield Emission Systems III<small> <ref name="bots"></ref></small> |
+ | |- valign="top" style="background:#222222;" | ||
+ | | colspan=5 | ~ 55 days, 2 hours and 19 minutes worth of training in total | ||
+ | |} | ||
+ | <small><references/></small> | ||
+ | == Recommended skills for damage dealers == | ||
+ | Apart from the minimum skills listed above to get going, there are a few skills that you should get as soon as possible once you start running. | ||
+ | * Train some additional skills to be able to fly the '''minimum battleship-fits''' for [[Assault Incursion fits#Battleships|assaults]] and increase your drone control range. | ||
+ | ** Optionally prepare for '''headquarter sites''' as well (strong emphasis on cap and propulsion). | ||
+ | * We rely on offgrid boosters and as such we need people with leadership skills to pass boosts down the fleet hierarchy. | ||
+ | * Training into tech two weapons bring much needed flexibility and range projection, even for regular tech one battleships. | ||
+ | ** While we use mostly short range weapons, consider training into the long range specialization as well. | ||
+ | {| class="wikitable" style="font-size:90%; text-align:center; padding:1px;" | ||
+ | ! [[file:incursions_assault_icon.png|32px|link=]] Assaults | ||
+ | ! [[file:icon_fleet.png|32px|link=]] Wing Commander | ||
+ | ! {{icon|turret new|32}} Tech two weapons | ||
+ | ! [[file:icon_cog.png|32px|link=]] Utility skills | ||
|- valign="top" style="background:#222222;" | |- valign="top" style="background:#222222;" | ||
− | | | + | | ~ 19 days and 8 hours |
+ | | ~ 6 days and 15 hours | ||
+ | | ~ 34 days and 18 hours | ||
+ | | ~ 2 day and 17 hours | ||
+ | |- valign="top" | ||
+ | | style="padding:8px;" nowrap | | ||
+ | Shield Management IV<br> | ||
+ | Medium Drone Operation V<br> | ||
+ | Drone Avionics V<br> | ||
+ | Electronic Warfare IV<small> <ref>{{sk|Electronic Warfare|IV}} is a requirement for {{sk|Advanced Drone Avionics}}.</ref></small><br> | ||
+ | Advanced Drone Avionics III<br> | ||
+ | Acceleration Control III<br> | ||
+ | High Speed Maneuvering III | ||
+ | | style="padding:8px;" nowrap | | ||
+ | Leadership V<br> | ||
+ | Wing Command III | ||
+ | | style="padding:8px;" nowrap | | ||
+ | Motion Prediction V<br> | ||
+ | Large <racial> Turret V<br> | ||
+ | Large <short> Specialization III<br><br> | ||
+ | {{co|grey|Sharpshooter V}}<br> | ||
+ | {{co|grey|Large <long> Specialization III}}<br> | ||
+ | {{co|grey|+ 9 days and 19 hours}} | ||
+ | | style="padding:8px;" nowrap | | ||
+ | Electronic Warfare III<small> <ref>{{sk|Electronic Warfare|III}} is needed for {{sk|Frequency Modulation}} and {{sk|Long Distance Jamming}}.</ref></small><br> | ||
+ | Frequency Modulation III<br> | ||
+ | Long Distance Jamming III<br> | ||
+ | Target Painting III<br> | ||
+ | Capacitor Emission Systems III<br> | ||
+ | Thermodynamics III | ||
|} | |} | ||
<small><references/></small> | <small><references/></small> | ||
+ | = 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 {{sk|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. | ||
− | == | + | == Minimum skills for logistics == |
− | |||
− | |||
It takes almost three months to get good enough skills to fly a '''minimum''' [[Vanguard Incursion fits#Logistics|logistics fit]] and you should try to skill up and upgrade to the '''recommended''' fit as soon as possible. The repping power of meta four remote shield boosters are inferior to that of the tech two variant, so moving out of the minimum fit should be a high priority. | It takes almost three months to get good enough skills to fly a '''minimum''' [[Vanguard Incursion fits#Logistics|logistics fit]] and you should try to skill up and upgrade to the '''recommended''' fit as soon as possible. The repping power of meta four remote shield boosters are inferior to that of the tech two variant, so moving out of the minimum fit should be a high priority. | ||
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|- valign="top" nowrap | |- valign="top" nowrap | ||
| style="padding:8px;" nowrap | | | style="padding:8px;" nowrap | | ||
− | |||
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Mechanics IV<br> | Mechanics IV<br> | ||
Capacitor Management IV<br> | Capacitor Management IV<br> | ||
Capacitor Systems Operation IV<br> | Capacitor Systems Operation IV<br> | ||
− | Energy Grid Upgrades IV<small> <ref> | + | Energy Grid Upgrades IV<small> <ref>{{sk|Energy Grid Upgrades}} is required for the '''cap''', '''power diagnostic''' and '''reactor control''' modules.</ref></small><br> |
− | Shield Upgrades IV<small> <ref> | + | Shield Upgrades IV<small> <ref name="basi">{{co|crimson|Basilisks only}} - {{sk|Shield Upgrades|IV}}, {{sk|Hull Upgrades|IV}} and {{sk|Capacitor Emission Systems|IV}} are required for the '''Large Shield Extender II''', '''Damage Control II''' and '''remote capacitor transmitter''' modules</ref></small><br> |
Shield Management III<br> | Shield Management III<br> | ||
− | Hull Upgrades IV<small> <ref> | + | Hull Upgrades IV<small> <ref name="basi"></ref></small> |
| style="padding:8px;" nowrap | | | style="padding:8px;" nowrap | | ||
− | Signature Analysis V<small> <ref name="logistics"> | + | Signature Analysis V<small> <ref name="logistics">{{sk|Signature Analysis|V}} and {{sk|Long Range Targeting|V}} are requirements for the {{sk|Logistics}} skill.</ref></small><br> |
Long Range Targeting V<small> <ref name="logistics"></ref></small><br> | Long Range Targeting V<small> <ref name="logistics"></ref></small><br> | ||
− | Target Management V<small> <ref> | + | Target Management V<small> <ref>{{sk|Target Management|V}} is a requirement for the {{sk|Advanced Target Management}} skill.</ref></small><br> |
Advanced Target Management III<br> | Advanced Target Management III<br> | ||
− | |||
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Tactical Shield Manipulation IV | Tactical Shield Manipulation IV | ||
| style="padding:8px;" nowrap | | | style="padding:8px;" nowrap | | ||
Shield Emission Systems IV<br> | Shield Emission Systems IV<br> | ||
− | Capacitor Emission Systems IV<small> <ref> | + | Capacitor Emission Systems IV<small> <ref name="basi"></ref></small><br> |
− | Sensor Linking IV | + | Sensor Linking IV |
| style="padding:8px;" nowrap | | | style="padding:8px;" nowrap | | ||
− | <racial> Frigate III<small> <ref name="racial"> | + | <racial> Frigate III<small> <ref name="racial">'''<racial> Frigate III''' is a starter skill you normally have, but is included in case you have to cross-train out of your initial race.</ref></small><br> |
<racial> Destroyer III<br> | <racial> Destroyer III<br> | ||
<racial> Cruiser V<br> | <racial> Cruiser V<br> | ||
Logistics IV<br> | Logistics IV<br> | ||
Evasive Maneuvering III<br> | Evasive Maneuvering III<br> | ||
− | Warp Drive Operation | + | Warp Drive Operation III |
− | |||
| style="padding:8px;" nowrap | | | style="padding:8px;" nowrap | | ||
Drones V<br> | Drones V<br> | ||
− | Drone Durability I<small> <ref> | + | Drone Durability I<small> <ref name="logibots">{{sk|Drone Durability|I}} and {{sk|Repair Drone Operation|II}} is required to use '''shield maintenance drones'''.</ref></small><br> |
− | Repair Drone Operation II<small> <ref> | + | Repair Drone Operation II<small> <ref name="logibots"></ref></small><br> |
Drone Navigation III<br> | Drone Navigation III<br> | ||
Drone Avionics III<br> | Drone Avionics III<br> | ||
− | {{co|grey|Shield Emission Systems III<small> <ref> | + | {{co|grey|Shield Emission Systems III}}<small> <ref>{{sk|Shield Emission Systems|IV}} is already trained as a requirement for the '''Remote Shield Booster II''' module.</ref></small> |
|- valign="top" style="background:#222222;" | |- valign="top" style="background:#222222;" | ||
− | | colspan=5 | ~ | + | | colspan=5 | ~ 74 days and 16 hours worth of training for a{{icon|minmatar2|20}}'''Scimitar''' and ~ 78 days and 7 hours for a{{icon|caldari2|20}}'''Basilisk''' |
|} | |} | ||
<small><references/></small> | <small><references/></small> | ||
− | + | == Recommended skills for logistics == | |
− | == | + | Since the minimum skills only gets you so far, it's important to continue training into the '''recommended logistics fit''' for [[Vanguard Incursion fits#Logistics|logistics]] (and preferably the '''advanced fits''' too). This is important because being able to quickly upgrade from meta to tech two '''Remote Shield Booster II''' modules will ensure the safety of the fleet. |
− | |||
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;" | {| class="wikitable" style="font-size:90%; text-align:center; padding:1px;" | ||
− | ! [[file: | + | ! [[file:icon_ship.png|32px|link=]] Recommended |
− | ! [[file: | + | ! [[file:icon_ship_dark.png|32px|link=]] Advanced<small> <ref>This assumes you've already trained the skills listed under '''recommended'''.</ref></small> |
− | ! [[ | + | ! [[image:Icon drones.png|32px|link=]] {{co|grey|Drone skills}} |
− | ! [[ | + | ! [[image:icon_rigs.png|32px|link=]] {{co|grey|Rig skills}} |
− | |- valign="top" style="background:#222222;" | + | |- valign="top" style="background:#222222;" |
− | | ~ | + | | ~ 11 days and 1 hour |
− | | ~ | + | | ~ 42 days and 10 hours |
− | | | + | | {{co|grey|+ 15 days and 9 hours}} |
− | | | + | | {{co|grey|+ 3 days and 1 hours}} |
− | |- valign="top" | + | |- valign="top" nowrap |
+ | | style="padding:8px;" nowrap | | ||
+ | Power Grid Management V<br> | ||
+ | Capacitor Systems Operation V<br> | ||
+ | Fuel Conservation III<br> | ||
+ | Shield Management IV | ||
| style="padding:8px;" nowrap | | | style="padding:8px;" nowrap | | ||
− | + | Logistics V<br> | |
− | + | Shield Emission Systems V<br> | |
+ | Capacitor Emission Systems V<small> <ref>{{co|crimson|Basilisk only}} - Needed to get enough cap from a single '''remote capacitor transmitter''' chain instead of the usual two. For '''scimitars''' this cuts down the training time by 8 days and 12 hours.</ref></small> | ||
| style="padding:8px;" nowrap | | | style="padding:8px;" nowrap | | ||
− | {{co|grey| | + | {{co|grey|Repair Drone Operation V}} |
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| style="padding:8px;" nowrap | | | style="padding:8px;" nowrap | | ||
− | + | {{co|grey|Shield Rigging IV}}<br> | |
− | + | {{co|grey|Jury Rigging III<small> <ref>{{sk|Jury Rigging|III}} is a requirement for the {{sk|Shield Rigging}} skill.</ref></small>}} | |
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|} | |} | ||
<small><references/></small> | <small><references/></small> | ||
− | |||
= Further training = | = Further training = | ||
− | Once you | + | Once you've got the most pressing skills trained and you're looking towards further training, remember that 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. 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. |
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− | + | When you start training skills to V it might be a good time to start doing some serious skillplanning and consider [[Skills_and_Learning#Neural_Remaps|neural remaps]] and better attribute implants. While restrictive, a good neural remap and attribute upgrades can lower the training time significantly. | |
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== Honing your skills == | == Honing your skills == | ||
− | Remember that the minimum skills are just the beginning and there is much room for improvement. | + | Remember that the minimum and recommended skills are just the beginning and there is much room for improvement. Maxing out the gunnery and support skills and topping off your racial ship skills for example will make your ship 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 | + | 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 and gunnery skills. |
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== Crosstraining into armour == | == Crosstraining into armour == | ||
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| style="padding:8px;" nowrap | | | style="padding:8px;" nowrap | | ||
Hull Upgrades V<br> | Hull Upgrades V<br> | ||
− | |||
EM Armor Compensation IV<br> | EM Armor Compensation IV<br> | ||
Explosive Armor Compensation IV<br> | Explosive Armor Compensation IV<br> | ||
Kinetic Armor Compensation IV<br> | Kinetic Armor Compensation IV<br> | ||
Thermic Armor Compensation IV<br> | Thermic Armor Compensation IV<br> | ||
− | + | Remote Armor Repair Systems III<small> <ref name="armour bots">{{sk|Remote Armor Repair Systems|III}} is required to use '''armor maintenance bots'''.</ref></small> | |
− | Remote Armor Repair Systems III<small> <ref name="armour bots"> | ||
| style="padding:8px;" | | | style="padding:8px;" | | ||
Hull Upgrades V<br> | Hull Upgrades V<br> | ||
− | |||
EM Armor Compensation IV<br> | EM Armor Compensation IV<br> | ||
Explosive Armor Compensation IV<br> | Explosive Armor Compensation IV<br> | ||
Kinetic Armor Compensation IV<br> | Kinetic Armor Compensation IV<br> | ||
Thermic Armor Compensation IV<br> | Thermic Armor Compensation IV<br> | ||
− | Repair Systems | + | Remote Armor Repair Systems IV<small> <ref>Logistics need to train {{sk|Remote Armor Repair Systems|IV}} for the sake of reducing the cap usage of their remote armour repair modules.</ref></small><br> |
− | Remote Armor Repair Systems IV | ||
<new racial> Frigate III<br> | <new racial> Frigate III<br> | ||
<new racial> Destroyer III<br> | <new racial> Destroyer III<br> | ||
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|} | |} | ||
<small><references/></small> | <small><references/></small> | ||
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= 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. The training times shown below are assuming the same +3 attribute implants as mentioned at the top of this page. |
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== Hacker / Scout == | == Hacker / Scout == | ||
− | Scouting can be done in pretty much any ship and doesn't require any skills at all, even shuttles. When it comes to hacking there are a few skills that help, but for the most part you'll have the skills needed to hack right off the bat. | + | Scouting can be done in pretty much any ship and doesn't require any skills at all, even shuttles. When it comes to hacking there are a few skills that help, but for the most part you'll have the skills needed to hack right off the bat. |
− | For more information about the role, see [[Roles in Incursions#Hacker/Scout| | + | For more information about the role, see the [[Roles in Incursions#Hacker/Scout|hacker/scout]] section on the '''Roles in Incursions''' page. |
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==== Minimum Heron fit ==== | ==== Minimum Heron fit ==== | ||
When it comes to suitable ships for hacking it pretty much boils down to speed and midslots. We recommend the Heron (Caldari Frigate) because it's cheap, fast and has five midslots. | When it comes to suitable ships for hacking it pretty much boils down to speed and midslots. We recommend the Heron (Caldari Frigate) because it's cheap, fast and has five midslots. | ||
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== 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. The same character could theoretically become your dedicated incursion/mission alt down the line to make life easier for your main character, if you have the means to support a second account that is. |
Below are various levels of training needed for different type of tanking capabilities. As a minimum, the '''Hull tanking''' and '''Ship skills''' is enough to fit a {{co|coral|Damage Control II}} and {{co|coral|Reinforced Bulkhead II}} modules for a solid 150k+ ehp buffer on a regular tech one battleship. If you train the '''Additional race''' as well, the alt could move a pirate faction battleship. | Below are various levels of training needed for different type of tanking capabilities. As a minimum, the '''Hull tanking''' and '''Ship skills''' is enough to fit a {{co|coral|Damage Control II}} and {{co|coral|Reinforced Bulkhead II}} modules for a solid 150k+ ehp buffer on a regular tech one battleship. If you train the '''Additional race''' as well, the alt could move a pirate faction battleship. | ||
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<small><references/></small> | <small><references/></small> | ||
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== Common guides == | == Common guides == | ||
There are several common guides on the wiki already. Our needs in the incursion community are a little different, but it might be useful for general purposes or to get some inspiration of what else to train on your alt. | There are several common guides on the wiki already. Our needs in the incursion community are a little different, but it might be useful for general purposes or to get some inspiration of what else to train on your alt. |
Revision as of 16:04, 6 October 2015
Incursion links |
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General |
Advanced |
EVE University |
Preparations |
Fittings |
Guides |
Planning ahead
Unless you are already heavily invested into a certain race or weapon system, it might be a good idea to think of which logistics ship or pirate faction battleship you'll want in the end, rather than what your first incursion ship should be. You should also consider secondary value of whatever you train, perhaps you can find an end-of-the-line ship that not only furthers your goals for incursions but other goals as well given the skills you'll end up training for it.
See ship progression in Incursions for more information.
Attribute implants
The training times listed for these will assume that you utilize the +3 attribute implants (see the +3 Implants Program for unistas to get started). These implants are cheap and gives you a much needed boost to your training times. | |
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. | |
Multiple character training
Pilot License Extension (PLEX) can be used to activate multiple character training. If you want to use the characters at the same time, or plan on training for a long time, consider making a second account instead as characters on the same account cannot be logged in at the same time. |
Damage dealers
The majority of the skills we ask you to train are core fitting and support skills that'll help you fit and fly most ships better. Even the combat skills are mostly general gunnery or drone support skills you'd train as well if you did anything combat related in EVE.
Minimum skills for damage dealers
Getting the minimum skills for a damage dealer requires a couple of months worth of training, if you train into a turret-based battleship on a brand new character. These minimum skills will allow you to fly any of the minimum battleship fits for vanguards. It will also allow you to fly most of the assaults fits, although some of them might require you to touch up on a skill or two.
EVEMon skillplans: Maelstrom (minimum skills), Rokh (minimum skills) or Hyperion (minimum skills)
Core skills | Utility skills | Gunnery skills | Ship skills | Drone skills |
---|---|---|---|---|
~ 10 days and 4 hours | ~ 8 days and 1 hour | ~ 19 days and 3 hours | ~ 4 days and 22 hours | ~ 12 days and 20 hour |
Mechanics IV |
Signature Analysis IV |
Gunnery V |
Spaceship Command IV |
Drones V |
~ 55 days, 2 hours and 19 minutes worth of training in total |
- ^ Shield Operation IV is required for the EM Shield Compensation} skill.
- ^ Shield Upgrades IV is required for the EM Shield Compensation skill.
- ^ Hull Upgrades IV is required to fit the Damage Control II module.
- ^ Propulsion Jamming is needed to use a stasis webifier module.
- ^ Controlled Bursts is needed to lower the cap usage of all hybrid and energy turrets, but useless for projectiles as they do not use cap to fire.
- ^ a b <racial> Frigate III and Small <racial> Turret III are starter skills you normally have, but are included in case you have to cross-train out of your initial race.
- ^ Drones V, Light Drone Operation V and Amarr Drone Specialization I is required to use Acolyte II. It's acceptable to skip this skill initially if you can use other drones, like Warrior II drones, but train it as soon as possible.
- ^ a b c Drone Durability I, Repair Drone Operation II and Shield Emission Systems III is required to use shield maintenance drones. If you have room for heavies they require Repair Drone Operation III.
Recommended skills for damage dealers
Apart from the minimum skills listed above to get going, there are a few skills that you should get as soon as possible once you start running.
- Train some additional skills to be able to fly the minimum battleship-fits for assaults and increase your drone control range.
- Optionally prepare for headquarter sites as well (strong emphasis on cap and propulsion).
- We rely on offgrid boosters and as such we need people with leadership skills to pass boosts down the fleet hierarchy.
- Training into tech two weapons bring much needed flexibility and range projection, even for regular tech one battleships.
- While we use mostly short range weapons, consider training into the long range specialization as well.
Assaults | Wing Commander | Tech two weapons | Utility skills |
---|---|---|---|
~ 19 days and 8 hours | ~ 6 days and 15 hours | ~ 34 days and 18 hours | ~ 2 day and 17 hours |
Shield Management IV |
Leadership V |
Motion Prediction V |
Electronic Warfare III [2] |
- ^ Electronic Warfare IV is a requirement for Advanced Drone Avionics.
- ^ Electronic Warfare III is needed for Frequency Modulation and Long Distance Jamming.
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 [[Skills: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.
Minimum skills for logistics
It takes almost three months to get good enough skills to fly a minimum logistics fit and you should try to skill up and upgrade to the recommended fit as soon as possible. The repping power of meta four remote shield boosters are inferior to that of the tech two variant, so moving out of the minimum fit should be a high priority.
EVEMon skillplans: Scimitar (minimum skills), Basilisk (minimum skills)
Core skills | Utility skills | Logistics skills | Ship skills | Drone skills |
---|---|---|---|---|
~ 10 days and 5 hours | ~ 25 days and 13 hours | ~ 6 days and 9 hours | ~ 32 days and 13 hours | ~ 5 days and 14 hours |
Mechanics IV |
Signature Analysis V [3] |
Shield Emission Systems IV |
<racial> Frigate III [5] |
Drones V |
~ 74 days and 16 hours worth of training for aScimitar and ~ 78 days and 7 hours for aBasilisk |
- ^ Energy Grid Upgrades is required for the cap, power diagnostic and reactor control modules.
- ^ a b c Basilisks only - Shield Upgrades IV, Hull Upgrades IV and Capacitor Emission Systems IV are required for the Large Shield Extender II, Damage Control II and remote capacitor transmitter modules
- ^ a b Signature Analysis V and Long Range Targeting V are requirements for the [[Skills:Logistics]] skill.
- ^ Target Management V is a requirement for the Advanced Target Management skill.
- ^ <racial> Frigate III is a starter skill you normally have, but is included in case you have to cross-train out of your initial race.
- ^ a b Drone Durability I and Repair Drone Operation II is required to use shield maintenance drones.
- ^ Shield Emission Systems IV is already trained as a requirement for the Remote Shield Booster II module.
Recommended skills for logistics
Since the minimum skills only gets you so far, it's important to continue training into the recommended logistics fit for logistics (and preferably the advanced fits too). This is important because being able to quickly upgrade from meta to tech two Remote Shield Booster II modules will ensure the safety of the fleet.
Recommended | Advanced [1] | Drone skills | Rig skills |
---|---|---|---|
~ 11 days and 1 hour | ~ 42 days and 10 hours | + 15 days and 9 hours | + 3 days and 1 hours |
Power Grid Management V |
Logistics V |
Repair Drone Operation V |
Shield Rigging IV |
- ^ This assumes you've already trained the skills listed under recommended.
- ^ Basilisk only - Needed to get enough cap from a single remote capacitor transmitter chain instead of the usual two. For scimitars this cuts down the training time by 8 days and 12 hours.
- ^ Jury Rigging III is a requirement for the Shield Rigging skill.
Further training
Once you've got the most pressing skills trained and you're looking towards further training, remember that 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. 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.
When you start training skills to V it might be a good time to start doing some serious skillplanning and consider neural remaps and better attribute implants. While restrictive, a good neural remap and attribute upgrades can lower the training time significantly.
Honing your skills
Remember that the minimum and recommended skills are just the beginning and there is much room for improvement. Maxing out the gunnery and support skills and topping off your racial ship skills for example will make your ship 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 and gunnery skills.
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.
Damage dealers | Logistics |
---|---|
~ 18 days and 10 hours | ~ 46 days and 7 hours |
Hull Upgrades V |
Hull Upgrades V |
- ^ Remote Armor Repair Systems III is required to use armor maintenance bots.
- ^ Logistics need to train Remote Armor Repair Systems IV for the sake of reducing the cap usage of their remote armour repair modules.
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. The training times shown below are assuming the same +3 attribute implants as mentioned at the top of this page.
Hacker / Scout
Scouting can be done in pretty much any ship and doesn't require any skills at all, even shuttles. When it comes to hacking there are a few skills that help, but for the most part you'll have the skills needed to hack right off the bat.
For more information about the role, see the hacker/scout section on the Roles in Incursions page.
Minimum Heron fit
When it comes to suitable ships for hacking it pretty much boils down to speed and midslots. We recommend the Heron (Caldari Frigate) because it's cheap, fast and has five midslots.
Incursion links |
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General |
Advanced |
EVE University |
Preparations |
Fittings |
Guides |
The information presented here represents how we do things in the EVE University Incursion Community. It does not represent the best or only way to run Incursions. We make some compromises when it comes to efficiency for the sake of additional safety to create an environment where anyone can step up and learn a new role. |
Vanguard fittings
The fits used by the EVE University Incursion Community focus around our need to be able to clear warp disrupt capable ships first, which are often small and hard to hit frigates. This sets us apart from most communities, in that we often favor short-range and high tracking with multiple webs and painters, as opposed to the more common long-range setups with dedicated webbers that other communities use.
It is recommended that you visit this page after reading Preparing for Incursions and Incursion fitting principles. These articles will guide you to a fuller understanding of how the modules in the fits below work, and together, meet the task of engaging small ships effectively. These articles also detail the theory and reasoning behind the fittings below, and additional information such as what skills are needed, what implants are recommended and the like, is also placed there.
Finally, the three guidelines below are vital to the success of the fleet. Please bear them in mind when fitting your first ship.
Armor focus
In the EVE University Incursion Community we run armor fleets to provide easier progression to higher level sites and other communities as the majority of public incursion communities now favor armor tanking. |
Don't compromise these fits
We've already tried to downscale and reduce the skill requirements as much as we can for these fits, but at the end of the day, the content you're about to join in on is high-end PvE content. Your individual performance is very important as we have a limited amount of people in the fleet, so every skill and module matters. |
Improving fits
These fits are tailored in order to get a solidly tanked ship with a good level of performance, for you to begin running incursions. However, there is room for individual taste and preference. See the ship progression page as well as the upgrade priorities section of the fitting principles page for more guidance on progression in terms of ship upgrades and fits as well as skills. |
All fits use Miranda's template which is easily used with the in-game Fitting tool. If you click the EFT button you will open up a text box with the complete list of modules, charges and drones for the fit. This can then be copied to import directly into your favorite third-party fitting program. Be sure to read the SKILLS and NOTES section as well, they contain valuable information about the fit and if there are any common tweaks you could do.
Damage Dealer Ships
These fits are minimum fits, able to contribute to fleet efficiency. Some of the rigging choices may seem weird for these fits, but they are all chosen to allow for extreme flexibility in refitting between Vanguards, Assaults as well as Headquarter sites. As such, some fits you see here may seem slightly compromised, but that is a choice we made to allow people to use the same ship for all the different sites. If you have a substantially similar incursions rig that is already attached to your ship, please do not feel obliged to switch those incursion rigs out in order to run with us.
Starter Battleships
Praxis
The Praxis has some upsides over the other T1 battleships listed, namely having seven mid and low slots, an ample drone bay with room for both lights and sentries, and a drone damage bonus. This also means that it can support energy turrets while also having spare mid slots for application. However, it has less resists versus kinetic/explosive damage, and low buffer.
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Large Solace Scoped Remote Armor Repairer
Republic Fleet Large Cap Battery
Alumel-Wired Enduring Sensor Booster
Alumel-Wired Enduring Sensor Booster
Shadow Serpentis Stasis Webifier
Parallel Enduring Target Painter
Tracking Computer II
Tracking Computer II
Heat Sink II
1600mm Steel Plates II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Heat Sink II
Damage Control II
Large Energy Burst Aerator II
Large Trimark Armor Pump I
Large Hyperspatial Velocity Optimizer I
Imperial Navy Acolyte x5
Federation Navy Garde x4
Medium Armor Maintenance Bot I x5
Imperial Navy Multifrequency L x24
Imperial Navy Radio L x18
Imperial Navy Xray L x24
Scan Resolution Script x2
Optimal Range Script x2
Tracking Speed Script x2
- All the required skills for damage dealers
- Sentry Drone Interfacing (optional, for sentry drones)
- Since laser weapons can change crystals relatively fast, it's highly recommended to carry at least two different sets of crystals, preferably three for various ranges.
- Once you can use tech two lasers, upgrade to Mega Pulse Laser II and use your Imperial Navy Multifrequency L along with Conflagration L and Scorch L.
- Omega clones can train Repair Drone Operation III and use Heavy Drone Maintenance Bots instead of mediums.
- Federation Navy Gardes are not usable by Alpha clones. Imperial Navy Acolytes can be used instead.
- Gardes have higher damage output than light drones, but with very poor tracking. Depending on the fleet composition, the FC may ask for either light drones or sentries.
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Large Solace Scoped Remote Armor Repairer
Alumel-Wired Enduring Sensor Booster
Phased Scoped Target Painter
Alumel-Wired Enduring Sensor Booster
Tracking Computer II
Shadow Serpentis Stasis Webifier
Tracking Computer II
Tracking Computer II
Magnetic Field Stabilizer II
1600mm Steel Plates II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Magnetic Field Stabilizer II
Damage Control II
Large Hybrid Burst Aerator II
Large Trimark Armor Pump I
Large Hyperspatial Velocity Optimizer I
Imperial Navy Acolyte x5
Federation Navy Garde x4
Medium Armor Maintenance Bot I x5
Caldari Navy Antimatter Charge L x10000
Scan Resolution Script x2
Optimal Range Script x3
Tracking Speed Script x3
- All the required skills for damage dealers
- Sentry Drone Interfacing (optional, for sentry drones)
- Either of the Federation Navy or Caldari Navy Antimatter Charge L ammo work for incursions, as the only difference is the name. Pick whichever is cheapest.
- Once you can use tech two hybrids, upgrade to Neutron Blaster Cannon II guns and carry Null L for long range but keep faction ammo for short range.
- Omega clones can train Repair Drone Operation III and use Heavy Drone Maintenance Bots instead of mediums.
- Federation Navy Gardes are not usable by Alpha clones. Imperial Navy Acolytes can be used instead.
- Gardes have higher damage output than light drones, but with very poor tracking. Depending on the fleet composition, the FC may ask for either light drones or sentries.
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Tracking Computer II
Tracking Computer II
Republic Fleet Large Cap Battery
Alumel-Wired Enduring Sensor Booster
Damage Control II
Imperial Navy Multispectrum Energized Membrane
Centum C-Type Kinetic Energized Membrane
Corelum C-Type Explosive Energized Membrane
Heat Sink II
Heat Sink II
Heat Sink II
Heat Sink II
Large Thermal Armor Reinforcer I
Large Hyperspatial Velocity Optimizer II
Large Energy Discharge Elutriation II
Imperial Navy Acolyte x5
Light Hull Maintenance Bot I x5
Medium Armor Maintenance Bot I x5
Imperial Navy Microwave L x8
Imperial Navy Multifrequency L x16
Imperial Navy Xray L x8
Nanite Repair Paste x200
Scan Resolution Script x1
Optimal Range Script x2
Tracking Speed Script x2
- All the required skills for damage dealers
- Amarr Battleship III
- Since laser weapons can change crystals relatively fast, it's highly recommended to carry at least two different sets of crystals, preferably three for various ranges.
- Once you can use tech two lasers, upgrade to Mega Pulse Laser II and use your Imperial Navy Multifrequency L along with Conflagration L and Scorch L.
- Omega clones can train Repair Drone Operation III and use Heavy Drone Maintenance Bots instead of mediums.
Megathron
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Tracking Computer II
Tracking Computer II
Alumel-Wired Enduring Sensor Booster
Federation Navy Stasis Webifier
Damage Control II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Multispectrum Energized Membrane II
1600mm Steel Plates II
Centum C-Type Explosive Energized Membrane
Multispectrum Energized Membrane II
Large Kinetic Armor Reinforcer I
Large Thermal Armor Reinforcer I
Large Hyperspatial Velocity Optimizer II
Imperial Navy Acolyte x5
Medium Armor Maintenance Bot I x5
Federation Navy Antimatter Charge L x20000
Federation Navy Iron Charge L x10000
Nanite Repair Paste x200
Scan Resolution Script x1
Optimal Range Script x2
Tracking Speed Script x2
- All the required skills for damage dealers
- Gallente Battleship III
- Either of the Federation Navy or Caldari Navy Antimatter Charge L ammo work for incursions, as the only difference is the name. Pick whichever is cheapest.
- Once you can use tech two hybrids, upgrade to Neutron Blaster Cannon II guns and carry Null L for long range but keep faction ammo for short range.
- Omega clones can train Repair Drone Operation III and use Heavy Drone Maintenance Bots instead of mediums.
Intermediate Battleships
Nightmare
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Mega Modulated Pulse Energy Beam I
Large Radiative Scoped Remote Capacitor Transmitter
Large Solace Scoped Remote Armor Repairer
Federation Navy Stasis Webifier
Tracking Computer II
Tracking Computer II
Tracking Computer II
Tracking Computer II
Alumel-Wired Enduring Sensor Booster
Alumel-Wired Enduring Sensor Booster
Damage Control II
Heat Sink II
Heat Sink II
Heat Sink II
Imperial Navy Multispectrum Energized Membrane
Imperial Navy Multispectrum Energized Membrane
Large Explosive Armor Reinforcer I
Large Kinetic Armor Reinforcer I
Large Hyperspatial Velocity Optimizer II
Imperial Navy Acolyte x5
Light Armor Maintenance Bot I x5
Light Hull Maintenance Bot I x5
Imperial Navy Microwave L x8
Imperial Navy Multifrequency L x20
Imperial Navy Xray L x8
Nanite Repair Paste x200
Scan Resolution Script x2
Optimal Range Script x4
Tracking Speed Script x4
Parallel Enduring Target Painter x1
- All the required skills for damage dealers
- The Caldari Battleship skill can favourably be left at Level 1, as it only gives you an afterburner bonus (which we do not use in incursions).
- Since laser weapons can change crystals relatively fast, it's highly recommended to carry at least two different sets of crystals, preferably three for various ranges.
- Once you can use tech two lasers, upgrade to either Mega Pulse Laser II and use your Imperial Navy Multifrequency L along with Conflagration L and Scorch L, or Tachyon Beam Laser II with Imperial Navy Multifrequency L, Gleam L and whichever crystal gets you decent range at 60-70km, usually Imperial Navy Gamma L or Imperial Navy Xray L.
- Omega clones can train Repair Drone Operation III and use Heavy Armor Maintenance Bots instead of mediums.
Vindicator
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Tracking Computer II
Tracking Computer II
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Alumel-Wired Enduring Sensor Booster
Damage Control II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Centum C-Type Explosive Energized Membrane
Large Kinetic Armor Reinforcer I
Large Thermal Armor Reinforcer I
Large Hyperspatial Velocity Optimizer II
Imperial Navy Acolyte x5
Medium Armor Maintenance Bot I x5
Medium Hull Maintenance Bot I x5
Caldari Navy Antimatter Charge L x10000
Nanite Repair Paste x200
Scan Resolution Script x1
Optimal Range Script x2
Tracking Speed Script x2
Federation Navy Stasis Webifier x1
- All the required skills for damage dealers
(including the secondary battleship skill) - The Minmatar Battleship is by far the most important skill to improve, as it improves the effectiveness of your webs.
- Both Federation Navy and Caldari Navy Antimatter Charge L ammo work for incursions, as the only difference is the name. Pick whichever is cheapest.
- Once you can use tech two hybrids, upgrade to Neutron Blaster Cannon II guns and carry Null L for long range but keep faction ammo for short range.
- Omega clones can train Repair Drone Operation III and use Heavy Shield Maintenance Bots instead of mediums.
Advanced Battleships
Some things to keep in mind:
- Due to the Bastion module preventing remote assistance while active, Bastion Marauders require a local tank to safely use.
- If you are new to Incursions, we recommend against starting in a Marauder, as it imposes higher pilot skill requirements compared to other ships. Consider a Vindicator or Nightmare instead, or take advantage of our T1 Battleship loaner program. These fits are made with the expectation that the pilot is experienced in running Incursion sites.
- Set Auto-Repeat off on the Bastion Module and Armor Repairer. The Large reppers are very cap hungry, and can easily cap out the ship if left unattended. Also, disabling auto-repeat on Bastion allows the logi to rep a Marauder in case of a disconnect.
- Marauder fits do not include Stasis Webifiers, as it is assumed that there will be other ships with webs to do the job better. An all Marauder comp will not do in a Uni fleet, and it is expected that the FC will keep tabs on the web capability of their fleet.
Nightmare
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Auto Targeting System I
Large Remote Armor Repairer II
Sensor Booster II
Sensor Booster II
Sensor Booster II
Tracking Computer II
Tracking Computer II
Tracking Computer II
Federation Navy Stasis Webifier
Imperial Navy 1600mm Steel Plates
Imperial Navy Multispectrum Energized Membrane
Corpum A-Type Multispectrum Energized Membrane
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Large Explosive Armor Reinforcer I
Large Kinetic Armor Reinforcer I
Large Hyperspatial Velocity Optimizer II
Imperial Navy Acolyte x5
Medium Armor Maintenance Bot I x5
Imperial Navy Multifrequency L x20
Scorch L x40
Conflagration L x40
Tracking Speed Script x3
Optimal Range Script x3
Scan Resolution Script x3
Republic Fleet Target Painter x1
- All the required skills for damage dealers
- The Caldari Battleship skill can favourably be left at Level 1, as it only gives you an afterburner bonus (which we do not use in incursions).
- Since laser weapons can change crystals relatively fast, it's highly recommended to carry at least two different sets of crystals, preferably three for various ranges.
- Once you can use tech two lasers, upgrade to either Mega Pulse Laser II and use your Imperial Navy Multifrequency L along with Conflagration L and Scorch L, or Tachyon Beam Laser II with Imperial Navy Multifrequency L, Gleam L and whichever crystal gets you decent range at 60-70km, usually Imperial Navy Gamma L or Imperial Navy Xray L.
- Omega clones can train Repair Drone Operation III and use Heavy Armor Maintenance Bots instead of mediums.
Vindicator
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Shadow Serpentis Sensor Booster
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Corpum A-Type Multispectrum Energized Membrane
Imperial Navy Multispectrum Energized Membrane
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Imperial Navy 1600mm Steel Plates
Large Explosive Armor Reinforcer II
Large Hyperspatial Velocity Optimizer II
Large Hybrid Locus Coordinator II
Imperial Navy Acolyte x5
Medium Armor Maintenance Bot I x5
Null L x10000
Federation Navy Antimatter Charge L x10000
Tracking Speed Script x1
Scan Resolution Script x1
Optimal Range Script x1
Shadow Serpentis Tracking Computer x1
- All the required skills for damage dealers
(including the secondary battleship skill) - The Minmatar Battleship is by far the most important skill to improve, as it improves the effectiveness of your webs.
- Both Federation Navy and Caldari Navy Antimatter Charge L ammo work for incursions, as the only difference is the name. Pick whichever is cheapest.
- Once you can use tech two hybrids, upgrade to Neutron Blaster Cannon II guns and carry Null L for long range but keep faction ammo for short range.
- Omega clones can train Repair Drone Operation III and use Heavy Shield Maintenance Bots instead of mediums.
Paladin
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Bastion Module I
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Auto Targeting System I
Shadow Serpentis Sensor Booster
Shadow Serpentis Sensor Booster
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Corpii A-Type Multispectrum Coating
Corpum A-Type Multispectrum Energized Membrane
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Corpus X-Type Large Armor Repairer
Large Energy Burst Aerator II
Large Trimark Armor Pump II
Light Hull Maintenance Bot I x5
Acolyte II x5
Light Armor Maintenance Bot I x5
Imperial Navy Multifrequency L x20
Scorch L x40
Conflagration L x40
Optimal Range Script x2
Tracking Speed Script x2
Scan Resolution Script x2
Nanite Repair Paste x400
- All the required skills for damage dealers
(including the secondary battleship skill) - Requires all Armor Compensation skills trained to at least level 4
- Cybernetics V
- Marauders IV
- Large Pulse Laser Specialization IV
- Cybernetics V,
- Eifyr and Co. 'Rogue' Warp Drive Speed WS-618 required with Marauder fits to keep up with Fleet
- Conflagration < 40km, Multifrequency if you need tracking, Scorch otherwise.
- Turn auto-repeat on your Armor repairer and Bastion Module off, the former so as to conserve cap, the latter such that logi are able to save you in case of disconnect.
- Lacking the tracking bonus of the Nightmare, pilots may want to take Standard Drop Booster (or any other grade, really) to compensate for the poor tracking of this ship's guns.
Kronos
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Large Remote Armor Repairer II
Auto Targeting System I
Bastion Module I
Shadow Serpentis Sensor Booster
Shadow Serpentis Sensor Booster
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Coreli A-Type Multispectrum Coating
Corpum A-Type Multispectrum Energized Membrane
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Corpus X-Type Large Armor Repairer
Large Trimark Armor Pump II
Large Hybrid Burst Aerator II
Medium Armor Maintenance Bot I x5
Federation Navy Garde x2
Acolyte II x5
Null L x20000
Federation Navy Antimatter Charge L x10000
Void L x20000
Optimal Range Script x3
Tracking Speed Script x3
Scan Resolution Script x2
Nanite Repair Paste x400
- All the required skills for damage dealers
(including the secondary battleship skill) - Requires all Armor Compensation skills trained to at least level 4
- Cybernetics V Marauders IV
- Large Blaster Specialization IV
- Cybernetics V,
- Eifyr and Co. 'Rogue' Warp Drive Speed WS-618 required with Marauder fits to keep up with Fleet
- Void/AM < 20km, Null otherwise.
- Turn auto-repeat on your Armor Repairer and Bastion Module off, the former so as to conserve cap, the latter such that logi are able to save you in case of disconnect.
Elite Battleships
Some things to keep in mind:
- Due to the Bastion module preventing remote assistance while active, Bastion Marauders require a local tank to safely use.
- If you are new to Incursions, we recommend against starting in a Marauder, as it imposes higher pilot skill requirements compared to other ships. Consider a Vindicator or Nightmare instead, or take advantage of our T1 Battleship loaner program. These fits are made with the expectation that the pilot is experienced in running Incursion sites.
- Set Auto-Repeat off on the Bastion Module and Armor Repairer. The Large reppers are very cap hungry, and can easily cap out the ship if left unattended. Also, disabling auto-repeat on Bastion allows the logi to rep a Marauder in case of a disconnect.
- None of these fits include Stasis Webifiers, as it is assumed that there will be other ships with webs to do the job better. An all Marauder comp will not do in a Uni fleet, and it is expected that the FC will keep tabs on the web capability of their fleet.
Paladin
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Bastion Module I
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Auto Targeting System I
Shadow Serpentis Sensor Booster
Shadow Serpentis Sensor Booster
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Corpum A-Type Multispectrum Energized Membrane
Corpum A-Type Multispectrum Energized Membrane
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Corpus X-Type Large Armor Repairer
Large Energy Burst Aerator II
Large Trimark Armor Pump II
Acolyte II x5
Light Armor Maintenance Bot I x5
Light Hull Maintenance Bot I x5
Conflagration L x40
Scorch L x40
Imperial Navy Multifrequency L x40
Scan Resolution Script x2
Optimal Range Script x2
Tracking Speed Script x2
- All the required skills for damage dealers
(including the secondary battleship skill) - Requires all Armor Compensation skills trained to at least level 4
- Cybernetics V
- Marauders IV
- Large Pulse Laser Specialization IV
- Cybernetics V,
- Eifyr and Co. 'Rogue' Warp Drive Speed WS-618 required with Marauder fits to keep up with Fleet
- Conflagration < 40km, Multifrequency if you need tracking, Scorch otherwise.
- Turn auto-repeat on your Armor repairer and Bastion Module off, the former so as to conserve cap, the latter such that logi are able to save you in case of disconnect.
- Lacking the tracking bonus of the Nightmare, pilots may want to take Standard Drop Booster (or any other grade, really) to compensate for the poor tracking of this ship's guns.
Kronos
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Large Remote Armor Repairer II
Auto Targeting System I
Bastion Module I
Shadow Serpentis Sensor Booster
Shadow Serpentis Sensor Booster
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer
Corpum A-Type Multispectrum Energized Membrane
Corpum A-Type Multispectrum Energized Membrane
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Federation Navy Magnetic Field Stabilizer
Corpus X-Type Large Armor Repairer
Large Trimark Armor Pump II
Large Hybrid Burst Aerator II
Acolyte II x5
Federation Navy Garde x2
Medium Armor Maintenance Bot I x5
Null L x20000
Void L x20000
Federation Navy Antimatter Charge L x10000
Scan Resolution Script x2
Optimal Range Script x3
Tracking Speed Script x3
- All the required skills for damage dealers
(including the secondary battleship skill) - Requires all Armor Compensation skills trained to at least level 4
- Cybernetics V
- Marauders IV
- Large Blaster Specialization IV
- Cybernetics V,
- Eifyr and Co. 'Rogue' Warp Drive Speed WS-618 required with Marauder fits to keep up with Fleet
- Void/AM < 20km, Null otherwise.
- Turn auto-repeat on your Armor Repairer and Bastion Module off, the former so as to conserve cap, the latter such that logi are able to save you in case of disconnect.
Logistics
Basic Logistics
Oneiros
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large I-ax Enduring Remote Armor Repairer
Republic Fleet Medium Cap Battery
Cap Recharger II
Shadow Serpentis Remote Tracking Computer
Shadow Serpentis Remote Tracking Computer
800mm Steel Plates II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Capacitor Power Relay II
Capacitor Power Relay II
Medium Capacitor Control Circuit II
Medium Capacitor Control Circuit II
Acolyte II x5
Light Armor Maintenance Bot I x5
Nanite Repair Paste x200
Optimal Range Script x4
Tracking Speed Script x4
- All the required skills for logistics
- Power Grid Management V
- Capacitor Systems Operation V
- All 4 Armor Compensation IV
- Logistics Cruisers IV
- Remote Armor Repair Systems V
- Repair Drone Operation V (see notes)
- Armor Maintenance Bot II drones are nice but not critical, so feel free to use this fit with tech one armor bots while you're training.
- You could use capacitor implants to help you get cap stable without having all the required skills. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.
- If the fleet lacks a dropper alt, and has a second logistics cruiser, one logistics cruiser can drop a Remote Tracking Computer for a 10MN Monopropellant Enduring Afterburner.
Advanced Logistics
Oneiros
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Shadow Serpentis Remote Tracking Computer
Shadow Serpentis Remote Tracking Computer
Shadow Serpentis Remote Tracking Computer
Shadow Serpentis Remote Tracking Computer
Federation Navy 800mm Steel Plates
Imperial Navy Multispectrum Energized Membrane
Imperial Navy Multispectrum Energized Membrane
True Sansha Capacitor Power Relay
True Sansha Capacitor Power Relay
Medium Capacitor Control Circuit II
Medium Remote Repair Augmentor II
Acolyte II x5
Light Armor Maintenance Bot I x5
Nanite Repair Paste x200
Optimal Range Script x4
Tracking Speed Script x4
- All the required skills for logistics
- Power Grid Management V
- Capacitor Systems Operation V
- All 4 Armor Compensation IV
- Logistics Cruisers V
- Remote Armor Repair Systems V
- Repair Drone Operation V (see notes)
- Armor Maintenance Bot II drones are nice but not critical, so feel free to use this fit with tech one armor bots while you're training.
- You could use capacitor implants to help you get cap stable without having all the required skills. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.
- If the fleet lacks a dropper alt, and has a second logistics cruiser, one logistics cruiser can drop a Remote Tracking Computer for a 10MN Monopropellant Enduring Afterburner.
Logibooster
Logibooster
Astarte
Armor Command Burst II
Armor Command Burst II
Centum A-Type Medium Remote Armor Repairer
Centum A-Type Medium Remote Armor Repairer
Centum A-Type Medium Remote Armor Repairer
Skirmish Command Burst II
Skirmish Command Burst II
Sentient Remote Sensor Booster
Sentient Remote Sensor Booster
Sentient Remote Sensor Booster
Republic Fleet Large Cap Battery
Damage Control II
Imperial Navy Multispectrum Energized Membrane
Centum C-Type Explosive Energized Membrane
Imperial Navy Capacitor Power Relay
Imperial Navy Capacitor Power Relay
Imperial Navy Capacitor Power Relay
Medium Command Processor I
Medium Command Processor I
Acolyte II x5
Medium Armor Maintenance Bot I x5
Armor Energizing Charge x600
Rapid Repair Charge x600
Evasive Maneuvers Charge x600
Interdiction Maneuvers Charge x600
Nanite Repair Paste x200
Scan Resolution Script x4
800mm Steel Plates II x1
Signal Amplifier II x1
- Cybernetics V (see note)
- Gallente Battlecruiser V (prerequisite)
o Gallente Cruiser III (prerequisite)
o Gallente Destroyer III (prerequisite)
o Gallente Frigate III (prerequisite) - Command Ships IV
o Leadership V (prerequisite) - Armored Command Specialist V
o Armored Command V (prerequisite) - Skirmish Command Specialist V
o Skirmish Command V (prerequisite)
- Cybernetics V, Skirmish Command Specialist V and Armored Command Specialist V is required for the following mindlink:
Federation Navy Command Mindlink
- Make sure you have the following charges:
Rapid Repair Charge x 600
Armor Energizing Charge x 600
Evasive Maneuvers Charge x 600
Interdiction Maneuvers Charge x 600
Scout/Dropper
Basic
Venture
Small Remote Shield Booster I
Prototype Cloaking Device I
5MN Quad LiF Restrained Microwarpdrive
Small Azeotropic Restrained Shield Extender
Small Azeotropic Restrained Shield Extender
Nanofiber Internal Structure II
Small Low Friction Nozzle Joints I
Small Hyperspatial Velocity Optimizer I
Small Hyperspatial Velocity Optimizer I
- Cloaking I (Optional)
- Mining Frigate I
- Shield Emission Systems I
- The Venture can hold 16 stacks of Lyavite containing 255 units in each stack.
- The Small Remote Shield Extender is so that the scout can contribute repairs and sponge a payout if there are less than ten ongrid ships.
- Adding a Prototype Cloaking Device enables the Venture to safely enter the Nation Mining Colony before the final wave. It is not necessary to perform dropper duties, and requires Omega clone status in order to use.
Advanced
Prospect
Covert Ops Cloaking Device II
Small Remote Shield Booster I
5MN Quad LiF Restrained Microwarpdrive
Medium Shield Extender II
Small Shield Extender II
Damage Control II
Nanofiber Internal Structure II
Nanofiber Internal Structure II
Limited Hyperspatial Accelerator
Small Core Defense Field Extender II
Small Hyperspatial Velocity Optimizer II
- The Prospect can hold 40 stacks of Lyavite containing 255 units in each stack.
- The Small Remote Shield Extender is so that the scout can contribute repairs and sponge a payout if there are less than ten ongrid ships.
- Adding a Covert Ops Cloaking Device enables the Prospect to safely enter the Nation Mining Colony before the final wave.
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. 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.
Training into the Orca
Support skills | Ship skills | Leadership skills | Navigation skills |
---|---|---|---|
~ 5 days and 3 hours | ~ 5 days and 15 hours | ~ 10 days and 16 hours | ~ 1 days and 14 hours |
Hull Upgrades IV |
Spaceship Command V |
Leadership I |
High Speed Maneuvering III |
~ 23 days worth of training in total |
Minimum Orca fit
500MN Y-T8 Compact Microwarpdrive
Adaptive Invulnerability Field II
Thermic Dissipation Field II
Kinetic Deflection Field II
Reinforced Bulkheads II
Damage Control II
- With just the modules present you'll have a tank of well over 200k effective hit points (ehp).
- If you want tank and go with Large Transverse Bulkhead II rigs your buffer can exceed 400k ehp vs regular gallente gankers.
- If you fit for warp speed with Large Hyperspatial Velocity Optimizer II rigs your warp speed can be as high as 3,5 AU/s.
- The Thermic Dissiplation Field II and Kinetic Deflection Field II module will increase your tank vs gallente-gankers who do primarily thermal and kinetic damage. This will raise your average ehp without really making you too vulnerable to minmatar gankers using EMP ammo.
Ore Hold
The ore hold is perfect for lyavite and can hold up to 163 full stacks which is 41,575 units of ore. (the hold itself can take 50,000 m3 worth of any ore and is unaffected by skill) |
Fleet Hangar
The fleet hangar is another 40,000 m3 that can hold just about anything (including assembled frigates). This hold can be used for spare modules and ore to be available to fleet members, or just secondary storage. |
Ship Maintenance Bay
The main function of a ship maintenance bay is that it can take fully assembled ships (no need to repackage them). Below is a short summary of the benefits and limitations of the ship maintenance bay.
- The ship maintenance bay can hold 400,000 m3 worth of assembled ships which is enough to hold ships as large as a battlecruiser-hull but not a battleship-hull (their size exceeds the 400k limit). Keep in mind that carrying several more valuable ships in the bay can make your Orca an attractive suicide gank target.
- The cargo scan will not show any modules fitted to ships in the maintenance bay, which is something you can take advantage of by putting your more costly modules on ships inside the maintenance bay, thus hiding them from scans, but remember they can still drop.
- Ships in the maintenance bay cannot have anything in their cargohold except charges (ie, ammunition and scripts), so modules must be fitted to the ships (but can be offlined) or placed in the Orca's regular cargohold or fleet hangar.
- You can give fleet members access to the ship maintenance bay while in space, allowing them to store, launch and board ships directly.
The ship maintenance bay allows for Orca pilots to bring several small ships or a select few cruiser-hulls. This will allow you to bring several incursion ships, or other ships to use while you wait; like mission/exploration ships. Here's a list of a few ships commonly used and how much room they take up in the maintenance bay.
Logistics and strategic cruisers | Command ships | Other ships | ||||||||
---|---|---|---|---|---|---|---|---|---|---|
89,000 m3 | 107,000 m3 | 118,000 m3 | 80,000 m3 | 92,000 m3 | 115,000 m3 | 216,000 m3 | 252,000 m3 | 234,000 m3 | 18,900 m3 | 100,000 m3 |
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. The same character could theoretically become your dedicated incursion/mission alt down the line to make life easier for your main character, if you have the means to support a second account that is.
Below are various levels of training needed for different type of tanking capabilities. As a minimum, the Hull tanking and Ship skills is enough to fit a Damage Control II and Reinforced Bulkhead II modules for a solid 150k+ ehp buffer on a regular tech one battleship. If you train the Additional race as well, the alt could move a pirate faction battleship.
Hull tanking | Ship skills | Additional race [1] | Shield tanking [2] |
---|---|---|---|
~ 1 day and 12 hours | ~ 3 days and 5 hours | ~ 2 days and 11 hours | ~ 5 day and 11 hours |
Hull Upgrades IV |
Spaceship Command IV |
<racial> Frigate III |
Shield Upgrades IV |
Less than 4 days and 17 hours worth of training in total for a simple valet alt |
- ^ Optional - If you need your alt to be able to move a pirate faction battleship (since they require two racial ship skills).
- ^ Optional - Increasing the train to a handful of days means you can upgrade the shield tank and use the Large Shield Extender II, EM Ward Amplifier II as well as the Adaptive Invulnerability Field II modules (or any of the active hardeners or passive amplifiers).
Common guides
There are several common guides on the wiki already. Our needs in the incursion community are a little different, but it might be useful for general purposes or to get some inspiration of what else to train on your alt.