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Preparing for Incursions: Difference between revisions

From EVE University Wiki
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, strategic cruiser or pirate faction battleship you'll want in the end, rather than what your first incursion ship should be.
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.


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. If you already know that you like smaller ships, or have plans for diving into a wormhole in the future, it would make much more sense training into a strategic cruiser than a pirate faction battleship.
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}}


See [[ship progression in Incursions]] for more information.
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}}


= Minimum skills =
[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.
The following skills are the minimum skills needed to use the fits we use for incursions. For more information on what the different skills do, see the [[Support_Skills#Skills|support skills]] page. The training times listed for these will assume that you trained {{sk|Cybernetics|I}} and got a cheap set of '''+3 attribute implants''', which is not only reasonable but highly recommended regardless what you plan on doing in EVE. There's even [[The +3 Implants Program]] for unistas to get started.
|}
{{note box|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.}}
== 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.


Considering that is far more likely that you come looking for incursions after you have played the game for at least a couple of weeks, having trained some of the support skills already (the tutorial mentions many of them), you can often get ready much faster. Add to that the potential of neural remapping and what might seem like a daunting train can be covered in no-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;"  
| ~ 12 days and 21 hours
| ~ 10 days and 4 hours
| ~ 9 days and 9 hours
| ~ 8 days and 1 hour
| ~ 20 days and 6 hours
| ~ 19 days and 3 hours
| ~ 5 days and 6 hours
| ~ 4 days and 22 hours
| ~ 12 days and 1 hour
| ~ 12 days and 20 hour
|- valign="top"
|- valign="top"
| style="padding:8px;" nowrap |
| style="padding:8px;" nowrap |
Cybernetics I<br>
CPU Management IV<br>
Power Grid Management IV<br>
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 Upgrades IV<small>&nbsp;<ref><strong>Shield Upgrades IV</strong> is required for the '''Large Shield Expander II''' module.</ref></small><br>
Shield Operation IV<small>&nbsp;<ref>{{sk|Shield Operation|IV}} is required for the {{sk|EM Shield Compensation}}} skill.</ref></small><br>
Shield Operation IV<small>&nbsp;<ref><strong>Shield Operation IV</strong> is required for the <strong>EM Shield Compensation</strong> skill.</ref></small><br>
Shield Management III<br>
Shield Management III<br>
Hull Upgrades IV<small>&nbsp;<ref><strong>Hull Upgrades IV</strong> is required to fit the '''Damage Control II''' module.</ref></small>
Shield Upgrades IV<small>&nbsp;<ref>{{sk|Shield Upgrades|IV}} is required for the {{sk|EM Shield Compensation}} skill.</ref></small><br>
Hull Upgrades IV<small>&nbsp;<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>&nbsp;<ref><strong>Propulsion Jamming</strong> is needed to use a stasis webifier module.</ref></small><br>
Propulsion Jamming III<small>&nbsp;<ref>{{sk|Propulsion Jamming}} is needed to use a '''stasis webifier''' module.</ref></small><br>
Target Painting III<small>&nbsp;<ref>'''Target Painting III''' is only needed if you use a target painter module.</ref></small><br>
Jury Rigging III<small>&nbsp;<ref>'''Jury Rigging III''' is a requirement for the '''Shield Rigging''' skill.</ref></small><br>
Shield Rigging III<small>&nbsp;<ref>'''Shield Rigging III''' is still a recommended skill due to reduction in the signature penalty of using shield rigs.</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>&nbsp;<ref>'''Controlled Bursts''' is useful for all hybrids and energy turrets, but useless for projectiles as they do not use cap to fire.</ref></small><br>
Controlled Bursts IV<small>&nbsp;<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>&nbsp;<ref name="racial"><strong><racial> Frigate III</strong> 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>
Small <racial> Turret III<small>&nbsp;<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>
Afterburner III<small>&nbsp;<ref>'''Afterburner III''' is required for the '''High Speed Maneuvering''' skill.</ref></small><br>
High Speed Maneuvering II<small>&nbsp;<ref>'''High Speed Maneuvering''' is required to fit the '''Prototype 100MN Microwarpdrive I''' module for headquarter sites.</ref></small>
| 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>&nbsp;<ref>'''Drones V''', '''Light Drone Operation V''' and '''Amarr Drone Specialization I''' is required to use Acolyte II. Consider training '''Medium Drone Operation V''' to be able to use Infiltrator II drones as well. It's acceptable to skip this skill initially if you can use other drones, like Warrior II drones. But training this up only takes 20 hours.</ref></small><br>
Amarr Drone Specialization III<small>&nbsp;<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>&nbsp;<ref><strong>Drone Durability I</strong> is required to use shield maintenance drones.</ref></small><br>
Drone Durability I<small>&nbsp;<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>&nbsp;<ref><strong>Repair Drone Operation II</strong> is required to use light and medium shield maintenance drones. If you have room for heavies they require <strong>Repair Drone Operation III</strong>.</ref></small><br>
Repair Drone Operation II<small>&nbsp;<ref name="bots"></ref></small><br>
Shield Emission Systems III<small>&nbsp;<ref><strong>Shield Emission System III</strong> is required to use shield maintenance drones.</ref></small>
Shield Emission Systems III<small>&nbsp;<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;"
| colspan=5 | ~ 59 days, 18 hours and 47 minutes worth of training in total
| ~ 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>&nbsp;<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>&nbsp;<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.


== Logistics ==
== Minimum skills for logistics ==
Training for logistics is considerably more time-consuming than that of a regular damage dealer. Please remember that when you think the above mentioned skills for a damage dealer is a long train. The bare minimum to make the logistics ships work is '''Logistics IV''', there is practically no way to make these ships function with lower skills than that. The reason for that is because the skill heavily influences the cap usage of remote repair modules as well as capacitor transmitters.
 
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 |
Cybernetics I<br>
CPU Management IV<br>
Power Grid Management IV<br>
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>&nbsp;<ref>'''Energy Grid Upgrades IV''' is required for the reactor controls and power diagnostic modules.</ref></small><br>
Energy Grid Upgrades IV<small>&nbsp;<ref>{{sk|Energy Grid Upgrades}} is required for the '''cap''', '''power diagnostic''' and '''reactor control''' modules.</ref></small><br>
Shield Upgrades IV<small>&nbsp;<ref><strong>Shield Upgrades IV</strong> is a requirement for the <strong>Large Shield Extender II</strong> modules. Only <strong>Basilisk</strong> pilots need this, <strong>Scimitar</strong> pilots will not need it.</ref></small><br>
Shield Upgrades IV<small>&nbsp;<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>&nbsp;<ref><strong>Hull Upgrades IV</strong> is required to fit the <strong>Damage Control II</strong> module. <strong>Scimitar</strong> pilots could initially skip this.</ref></small>
Hull Upgrades IV<small>&nbsp;<ref name="basi"></ref></small>
| style="padding:8px;" nowrap |
| style="padding:8px;" nowrap |
Signature Analysis V<small>&nbsp;<ref name="logistics">'''Signature Analysis V''' and '''Long Range Targeting V''' are requirements for the '''Logistics''' skill.</ref></small><br>
Signature Analysis V<small>&nbsp;<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>&nbsp;<ref name="logistics"></ref></small><br>
Long Range Targeting V<small>&nbsp;<ref name="logistics"></ref></small><br>
Target Management V<small>&nbsp;<ref>'''Target Management V''' is a requirement for the '''Advanced Target Management''' skill.</ref></small><br>
Target Management V<small>&nbsp;<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>
Jury Rigging III<small>&nbsp;<ref>'''Jury Rigging III''' is a requirement for the '''Shield Rigging''' skill.</ref></small><br>
Shield Rigging III<small>&nbsp;<ref><strong>Shield Rigging</strong> is only needed if you use shield rigs, so <strong>Scimitar</strong> pilots can skip this, including the prerequisite '''Jury Rigging''' skill.</ref></small><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>&nbsp;<ref><strong>Capacitor Emission Systems IV</strong> is only required if you fly a <strong>Basilisk</strong> with remote capacitor transfer modules, the <strong>Scimitar</strong> does not need this skill.</ref></small><br>
Capacitor Emission Systems IV<small>&nbsp;<ref name="basi"></ref></small><br>
Sensor Linking IV<small>&nbsp;<ref><strong>Sensor Linking</strong> is only required if you have room for <strong>Remote Tracking Computer II</strong> modules and the skill will reduce their cap use as well.</ref></small>
Sensor Linking IV
| style="padding:8px;" nowrap |
| style="padding:8px;" nowrap |
<racial> Frigate III<small>&nbsp;<ref name="racial"><strong><racial> Frigate III</strong> 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> Frigate III<small>&nbsp;<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 III<br>
Warp Drive Operation III
Afterburner III
| style="padding:8px;" nowrap |
| style="padding:8px;" nowrap |
Drones V<br>
Drones V<br>
Drone Durability I<small>&nbsp;<ref><strong>Drone Durability I</strong> is required to use shield maintenance drones.</ref></small><br>
Drone Durability I<small>&nbsp;<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>&nbsp;<ref><strong>Repair Drone Operation II</strong> is required to use light and medium shield maintenance drones.</ref></small><br>
Repair Drone Operation II<small>&nbsp;<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>&nbsp;<ref><strong>Shield Emission Systems III</strong> is enough for maintenance drones, but <strong>Shield Emission Systems IV</strong> is already required <strong>Remote Shield Booster II</strong> modules.</ref></small>}}
{{co|grey|Shield Emission Systems III}}<small>&nbsp;<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 | ~ 77 days, 13 hours and 13 minutes worth of training for the Scimitar <br> ~ 80 days, 5 hours and 59 minutes worth of training for the Basilisk
| 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 ==
== Miscellaneous skills ==
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.
Apart from the critical skills listed above, there are a few skills that you should get as soon as possible. We rely on offgrid boosters and as such we need people with leadership skills to pass boosts down the fleet hierarchy. Being able to [[Incursions_checklist#How_and_when_to_overheat|overheat can often save your ship]] when something bad happens. Basic navigation skills helps mitigate align times and capacitor consumption from propulsion modules or from initiating warp. Having the skills to use the [[How_to_find_Incursions#The_microwarpdrive_and_cloak_trick|microwarpdrive and cloak trick]] for safer travel is also handy and recommended.
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
! [[file:icon_fleet.png|32px|link=]] Commander
! [[file:icon_ship.png|32px|link=]] Recommended
! [[file:icon_damage_therm.png|32px|link=]] Thermodynamics
! [[file:icon_ship_dark.png|32px|link=]] Advanced<small>&nbsp;<ref>This assumes you've already trained the skills listed under '''recommended'''.</ref></small>
! [[file:Module icon microwarpdrive tech1.png|32px|link=]] Navigation
! [[image:Icon drones.png|32px|link=]] {{co|grey|Drone skills}}
! [[file:icon_cloak.png|32px|link=]] MWD + Cloak trick
! [[image:icon_rigs.png|32px|link=]] {{co|grey|Rig skills}}
|- valign="top" style="background:#222222;"
|- valign="top" style="background:#222222;"  
| ~ 6 days and 16 hours
| ~ 11 days and 1 hour
| ~ 2 days and 20 hours
| ~ 42 days and 10 hours
| ~ 9 days and 17 hours
| {{co|grey|+ 15 days and 9 hours}}
| ~ 1 day and 19 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 |
Leadership V<br>
Logistics V<br>
Wing Command III
Shield Emission Systems V<br>
Capacitor Emission Systems V<small>&nbsp;<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|Power Grid Management IV<small>&nbsp;<ref>'''Power Grid Management IV''' is required to train the '''Thermodynamics''' but is already covered by the minimum skills.</ref></small>}}<br>
{{co|grey|Repair Drone Operation V}}
Science IV<small>&nbsp;<ref>'''Science IV''' is required to for the '''Thermodynamics''' skill.</ref></small><br>
Thermodynamics III
| style="padding:8px;" nowrap |
| style="padding:8px;" nowrap |
Acceleration Control IV<small>&nbsp;<ref name="ab">Mostly for '''logistics'''-pilots, but generally applies to anyone who uses an '''afterburner'''.</ref></small><br>
{{co|grey|Shield Rigging IV}}<br>
Afterburner IV<small>&nbsp;<ref name="ab"></ref></small><br>
{{co|grey|Jury Rigging III<small>&nbsp;<ref>{{sk|Jury Rigging|III}} is a requirement for the {{sk|Shield Rigging}} skill.</ref></small>}}
Evasive Maneuvering IV<br>
Fuel Conservation IV<small>&nbsp;<ref name="ab"></ref></small><br>
Navigation IV<br>
Warp Drive Operation IV
| style="padding:8px;" |
High Speed Maneuvering III<br>
Cloaking III
|}
|}
<small><references/></small>
<small><references/></small>
= Further training =
= Further training =
Once you have the minimum skills, it's time to consider what else to train.
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.
{{note box|In the time it takes to train a skill from IV to V you can usually train up a handful of other skills from I to IV, so as a general rule of thumb we recommend that people train their skills up to IV before starting to max them out. Sometimes you need a skill that requires you to train another skill to V, so it's not always avoidable, but until you have a solid set of skills trained it makes sense to hold off on training skills to V.}}
<!-- Soon.
== Advanced weapons and modules ==
Tech two guns for damage dealers and a full set of tech two remote shield boosters greatly improve your efficiency in fleets.
{|
|}
-->
== Advanced hulls ==
The step from a battleship to a strategic cruiser or a pirate faction battleship is surprisingly short and you should take this step as soon as possible to get into a really good ship. You might need to top off some of the support skills, pending on what ship you decide to move into, if you run into powergrid, CPU or cap issues.


For strategic cruisers you'll most likely require you to train some support skills to V and of course your racial cruiser of choice to V. Then you just move towards tech two medium weapons for further efficiency. When it comes to pirate faction battleship hulls like the Machariel, Nightmare and Vindicator, which are better in all aspects compared to the regular battleships regardless of your skill, you'll need to train anything from a secondary racial shipline to two new racial shiplines and new racial turret skills. Flying ships that cost over a billion in just the hull shouldn't be taken lightly however, but from an efficiency point of view there is no reason not to get one.
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.
 
Also remember that once you've trained the generic support skills for ships and weapons, crosstraining into a different racial ship or a secondary racial turret doesn't take that long. Same for logistics, once you have the skills to fly one of them, the other is a matter of training up a new racial cruiser skill to V. Being able to fly several ships and roles, like both that of a damage dealer and a logistics, gives you a tremendous amount of flexibility. It also makes you quite desirable among the incursion communities, both within EVE University and beyond, as having pilots capable of switching roles or ships based on what the fleet needs is incredibly useful.
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
! [[file:icon_ship.png|32px|link=]] Strategic Cruisers
! [[file:icon_ship_dark.png|32px|link=]] Pirate Faction Battleships<small>&nbsp;<ref>Assuming the worst possible starter skills, two racial shiplines and new gunnery skills. Most likely you'll end up only needing to train a new racial ship line (4-5days) for your secondary battleship skill.</ref></small>
! [[file:icon_gunnery_turret.png|32px|link=]] Additional turrets
! [[file:icon_ship_other.png|32px|link=]] Additional ships
|- valign="top" style="background:#222222;"
| ~ 43 days and 20 hours
| ~ 24 days and 15 hours
| ~ 5 days and 5 hours
| ~ 9 days and 17 hours
|- valign="top"
| style="padding:8px;" nowrap |
Mechanics V<br>
Shield Operation III<br>
CPU Management V<br>
Power Grid Management V<br>
{{co|grey|Gunnery V<small> <ref>'''Gunnery V''' for the Legion, Loki and Proteus, but only '''Gunnery III''' for the Tengu. This skill is covered by the '''minimum skills''' already.</ref></small>}}<br>
Missile Launcher Operation III<small> <ref>'''Missile Launcher Operation V''' for the Tengu and '''Missile Launcher Operation III''' for the Loki. Neither the Legion or the Proteus needs this skill trained unless they decide to fit missiles.</ref></small><br>
Navigation V<br>
<racial> Cruiser V<br>
<racial> Strategic Cruiser III<br>
<racial> Defensive Systems IV<br>
<racial> Electronic Systems V<small>&nbsp;<ref>For the '''Loki''' it is very important to get '''Minmatar Electronic Systems V''', since it increases the projection of your webrange with the '''Immobility Drivers''' subsystem. Slightly less important for the '''Legion''', but it does increase your scan resolution.</ref></small><br>
<racial> Engineering Systems IV<br>
<racial> Offensive Systems V<small>&nbsp;<ref>For the '''Legion''' it is very important to get '''Amarr Offensive Systems V''', since it increases damage projection as well as reduces cap usage of your turrets. For the '''Loki''' it is a straight up damage projection increase which translates into an increase of applied damage.</ref></small><br>
<racial> Propulsion Systems IV
| style="padding:8px;" nowrap |
<primary> Frigate III<br>
<primary> Destroyer III<br>
<primary> Cruiser III<br>
<primary> Battlecruiser III<br>
<primary> Battleship IV<br>
<secondary> Frigate III<br>
<secondary> Destroyer III<br>
<secondary> Cruiser III<br>
<secondary> Battlecruiser III<br>
<secondary> Battleship IV<br>
Small <racial> Turret III<br>
Medium <racial> Turret III<br>
Large <racial> Turret IV
| style="padding:8px;" |
Small <racial> Turret III<br>
Medium <racial> Turret III<br>
Large <racial> Turret IV<br>
| style="padding:8px;" |
<racial> Frigate III<br>
<racial> Destroyer III<br>
<racial> Cruiser III<br>
<racial> Battlecruiser III<br>
<racial> Battleship IV
|}
<small><references/></small>


== Honing your skills ==
== Honing your skills ==
Remember that the minimum skills are just the beginning and there is much room for improvement. Increase these skills, train up for tech two weaponry and max out the gunnery and support skills, and your ship will be much more efficient. You'll also have many more options to improve your fit with better fitting and support skills, like upgrading a module, drop an excessive tank module for more utility modules and so forth.
Remember that the 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 skills and tech two weaponry.
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.
{{note box|Once 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.}}
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
! [[file:icon_cogs.png|32px|link=]] Support skills
! [[file:icon_gunnery_turret.png|32px|link=]] Gunnery skills
! [[file:icon_ship.png|32px|link=]] Ship skills
! [[File:Icon drones.png|32px|link=]] Drone skills
|- valign="top" style="background:#222222;"
| colspan=5 align="center" | Prioritize which skills to train first, some are more important than others, so do your research.
|- valign="top"
| style="padding:8px;" nowrap |
Cybernetics V<small>&nbsp;<ref>'''Cybernetics''' V is required for the top-tier advanced implants, like the +6% CONCORD-implants.</ref></small><br>
CPU Management V<br>
Power Grid Management V<br>
Mechanics V<br>
Capacitor Management V<br>
Capacitor Systems Operation V<br>
Shield Upgrades V<br>
Target Management V<br>
Advanced Target Management III<br>
Long Range Targeting V<br>
Jury Rigging IV<small>&nbsp;<ref>'''Jury Rigging''' IV is only needed if it is a requirement for your more generic rigs, like energy grid rigs.</ref></small><br>
Shield Rigging IV<br>
Shield Emission Systems V<br>
Capacitor Emission Systems V<small>&nbsp;<ref name="emission">'''Capacitor Emission Systems''' is only required for ships that use energy transfer modules, like the '''Guardian''' and the '''Basilisk'''. It's also useful for ships in need of cap chains to remain cap stable, like the '''Nightmare'''.</ref></small><br>
Sensor Linking V<small>&nbsp;<ref name="links">'''Sensor Linking''' is only required if you can fit the '''Tracking Link''' module and only needed at higher skill-levels if you try to fit several faction links at once.</ref></small><br>
EM Shield Compensation V<small>&nbsp;<ref>Only if you actually use the passive '''EM Ward Amplifier''' module.</ref></small><br>
Biology V<small>&nbsp;<ref>'''Biology''' increases the duration of drugs by 20% per skillevel. Should only be considered if you fly with communities that contest all the time and use drugs to get the upper hand.</ref></small>
| style="padding:8px;" nowrap |
Weapon Upgrades V<br>
Advanced Weapon Upgrades V<br>
Gunnery V<br>
Motion Prediction V<br>
Rapid Firing V<br>
Sharpshooter V<br>
Surgical Strike V<br>
Trajectory Analysis V<br>
Controlled Bursts V<small>&nbsp;<ref>'''Controlled Bursts''' is useful for all hybrids and lasers, but useless for projectiles as they do not use cap to fire.</ref></small><br>
Large <racial> Turret V<br>
Large <racial> Specialization IV<br>
Medium <racial> Turret V<small>&nbsp;<ref name="medium">Only if you're aiming for flying '''Strategic Cruisers''' and '''Command Ships''' with medium weapon systems.</ref></small><br>
Medium <racial> Specialization IV<small>&nbsp;<ref name="medium"></ref></small><br>
<weapon> Rigging IV
| style="padding:8px;" nowrap |
Battleship V<br>
Logistics V<br>
<racial> Defensive Systems V<br>
<racial> Electronic Systems V<br>
<racial> Engineering Systems V<br>
<racial> Offensive Systems V<br>
<racial> Propulsion Systems V<br>
<racial> Strategic Cruiser IV<small>&nbsp;<ref>While it isn't a requirement for anything, it does add longevity to your overheat abilities.</ref></small><br>
Acceleration Control V<br>
Afterburner V<br>
Evasive Maneuvering V<br>
Fuel Conservation V<br>
Navigation V<br>
Warp Drive Operation V
| style="padding:8px;" nowrap |
Drone Interfacing V<br>
Drone Navigation V<br>
Drone Sharpshooting V<br>
Drone Durability IV<small>&nbsp;<ref>'''Drone Durability''' is one of those skills that you might consider twice before training. It's nice to have some studier drones, but ideally they shouldn't be taking damage anyway.</ref></small><br>
Drone Avionics V<small><ref>'''Drone Avionics''' increases your drone control range by an additional 5 km / skillevel on top of the base 25 km control range.</ref></small><br>
Electronic Warfare IV<small>&nbsp;<ref>'''Electronic Warfare''' is required for '''Advanced Drone Avionics'''.</ref></small><br>
Advanced Drone Avionics IV<small><ref>'''Advanced Drone Avionics''' increases your drone control range by an additional 3 km / skillevel allowing you to reach up to 60 km drone control range.</ref></small><br>
Repair Drone operation V<small>&nbsp;<ref>'''Repair Drone Operation V''' is needed for tech two shield maintenance bots.</ref></small><br>
Medium Drone Operation V<small>&nbsp;<ref>'''Medium Drone Operation V''' is required for '''Infiltrator II''' drones.</ref></small><br>
Sentry Drone Interfacing V<small>&nbsp;<ref>If your ship can field sentries, train '''Sentry Drones V''' so you can field tech two sentries. Not useful for common fleets, but very useful for specialized fleets.</ref></small><br>
Heavy Drone Operation V<small>&nbsp;<ref name="ogres">If your ship can field '''Ogres''', train '''Gallente Drone Specialization IV''' and '''Heavy Drone Operation V'''. While not used in vanguards and assaults, they can be very useful in some headquarter sites and the mothership site.</ref></small><br>
Amarr Drone Specialization IV<br>
Gallente Drone Specialization IV<small>&nbsp;<ref name="ogres"></ref></small><br>
|}
<small><references/></small>


== Crosstraining into armour ==
== Crosstraining into armour ==
Line 343: Line 243:
| style="padding:8px;" nowrap |
| style="padding:8px;" nowrap |
Hull Upgrades V<br>
Hull Upgrades V<br>
Armor Rigging III<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 II<small>&nbsp;<ref name="remote">'''Mechanics III''' and '''Repair Systems II''' are required to train '''Remote Armor Repair Systems'''.</ref></small><br>
Remote Armor Repair Systems III<small>&nbsp;<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>&nbsp;<ref name="armour bots">'''Remote Armor Repair Systems III''' is required to use Armor Maintenance drones.</ref></small>
| style="padding:8px;" |
| style="padding:8px;" |
Hull Upgrades V<br>
Hull Upgrades V<br>
Armor Rigging III<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 II<small>&nbsp;<ref name="remote"></ref></small><br>
Remote Armor Repair Systems IV<small>&nbsp;<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<small>&nbsp;<ref name="armour bots"></ref></small><br>
<new racial> Frigate III<br>
<new racial> Frigate III<br>
<new racial> Destroyer III<br>
<new racial> Destroyer III<br>
Line 364: Line 260:
|}
|}
<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.
{{note box|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|Hacker/Scout]] section on the roles page.
For more information about the role, see the [[Roles in Incursions#Hacker/Scout|hacker/scout]] section on the '''Roles in Incursions''' page.
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
! [[file:icon_ship.png|32px|link=]] Ship skills
! [[File:icon_data_analyzer_i.png|32px|link=]] Hacking
|- valign="top" style="background:#222222;"
| ~ 15 minutes
| ~ 11 hours and 14 minutes
|- valign="top" nowrap
| style="padding:8px;" |
Caldari Frigate I<small>&nbsp;<ref>Getting {{sk|Caldari Frigate}} higher isn't really needed because the hull bonus no longer influences hacking in Incursions (since it uses the old method and the hull bonus no longer affects it).</ref></small>
| style="padding:8px;" |
{{co|grey|Hacking III}}<small>&nbsp;<ref>{{sk|Hacking|I}} is what's strictly needed, but consider spending another 11 hours getting {{sk|Hacking|III}} trained for a considerable increase in efficiency.</ref></small>
|- valign="top" style="background:#222222;"
| colspan=4 | ~ 15 minutes up to 11 hours and 29 minutes worth of training
|}
<small><references/></small>
==== 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.
Line 521: Line 400:


== 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.
Line 558: Line 437:
<small><references/></small>
<small><references/></small>


== 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.
For example, if you're using a [http://wiki.eveonline.com/en/wiki/30_days_Concord_Pilot_License_Extension PLEX] (Pilot License Extension) to activate [[Dual Character Training]] for a month or two, then using all three neural remaps makes sense. It might allow you to squeeze in some more skills or shorten the training time to be within one or two months instead of slightly more.
== 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.