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→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. | |||
|} | |||
= 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> | ||
| 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 | | ||
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> | ||
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}} | ||
| 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>}} | |||
|} | |} | ||
<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. | ||
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. | |||
== 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. | ||
== 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> | ||
= 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. | ||
== 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. | ||
==== 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> | ||
== 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. | ||