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User:Cassiel Seraphim/Sandbox5: Difference between revisions

From EVE University Wiki
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== Skill progression ==
= Skill progression =
===== Logistics =====
== Logistics ==
Progression for logistics is practically an intertwined mess of both fit and skill progression, as skills like {{sk|Logistics|V}} and all the support skills all play a vital role. The more powerful tech two remote shield boosters require better fitting skills and utility modules require more cap, at the same time you want to use less fitting modules to free up room for even more utility modules while still keeping a good enough tank.
Progression for logistics is practically an intertwined mess of both fit and skill progression, as skills like {{sk|Logistics|V}} and all the support skills all play a vital role. The more powerful tech two remote shield boosters require better fitting skills and utility modules require more cap, at the same time you want to use less fitting modules to free up room for even more utility modules while still keeping a good enough tank.


See [[Preparing for Incursions#Minimum skills for logistics|minimum]] and [[Preparing for Incursions#Recommended skills for logistics|recommended skills]] for a list of specific skills to train early on.
See [[Preparing for Incursions#Minimum skills for logistics|minimum]] and [[Preparing for Incursions#Recommended skills for logistics|recommended skills]] for a list of specific skills to train early on.
===== Damage dealers =====
== Damage dealers ==
Most of the progression in terms of skill for damage dealers surrounds gunnery and drones, but also to some extent capacitor management and fitting skills. Skill progression for damage dealers are completely disjointed and separate from ship progression due to the fact that you'll perform better in a pirate faction than you would in a tech one hull no matter what your skills are. So as your skills improve you'll progress the same regardless if it's in a fancy ship or your old but trustworthy tech one battleship.
Most of the progression in terms of skill for damage dealers surrounds gunnery and drones, but also to some extent capacitor management and fitting skills. Skill progression for damage dealers are completely disjointed and separate from ship progression due to the fact that you'll perform better in a pirate faction than you would in a tech one hull no matter what your skills are. So as your skills improve you'll progress the same regardless if it's in a fancy ship or your old but trustworthy tech one battleship.


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Some skills improved basic capacitor regeneration, others reduce capacitor usage instead. Some ships will have little to no issues with cap, while others are much more subjective to it and requires very high skills. Implants play a small role in this as well, so your mileage will vary here depending on your skills, ship, fit and implants.
Some skills improved basic capacitor regeneration, others reduce capacitor usage instead. Some ships will have little to no issues with cap, while others are much more subjective to it and requires very high skills. Implants play a small role in this as well, so your mileage will vary here depending on your skills, ship, fit and implants.
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| {{co|coral|Fitting skills}}
Early on everything fits and you have few issues, but as you move into more advanced fits or fits for assaults and up things change. Long range weapons and propulsion modules might require you to train {{sk|Power Grid Management|V}}, {{sk|CPU Management|V}}, {{sk|Weapon Upgrades|V}} and {{sk|Advanced Weapon Upgrades|IV}} (sometimes V) to make them fit. This varies from ship to ship and it's very obvious when trying to fit your ship if you need to train this or not.
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