Difference between revisions of "Creating a Scanner Alt"

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(Consolidating Basic Scanner skills into new template, Removing skills which are now automatically given to new characters)
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===Neural Remap===
 
===Neural Remap===
It is recommended that you remap to Intelligence/Memory right after training your racial frigate(and Covert Ops for last plan) skill to the noted level. This will speed up your training. Remapped training time are in parentheses.
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It is recommended that you remap to Intelligence/Memory. This will speed up your training. Remapped training time are in parentheses.
  
===Evemon===
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==Bare Bones Scanner==
Evemon file for the full skill set recommended below can be found here: [http://wiki.eveuniversity.org/w/images/7/79/Scanning_Alt.xml EveMon Scanning Skill Plan]
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Since the [[Vanguard]] changes, all characters now start with the skills required to fly a bare bones scanner with the ability to scan.
  
Right click and Save Link As...
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====Fittings====
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Just the [[Magnate]], [[Heron]], [[Imicus]] or [[Probe]] with a Core Probe Launcher I and Sister Core Scanner Probes.
  
Then from the main EveMon window: Plans > Import Plan from File...
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==Basic Scanner==
 
 
Change the file type to Plan Files (*.xml)
 
  
Note this plan assumes Gallante as they rule. But if you prefer an inferior race, replace the Gallante Frigate skill with the lesser race of your choice.
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{{SkillQueue
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|name=Basic Scanner
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|width=400px
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|desc=This is the suggested training queue for W-Space scanning alts. They allow you to keep an eye on connections for your main while taking a reasonable amount of time to train.
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|Astrometric Rangefinding II
 +
Astrometric Rangefinding III
 +
Cloaking I
 +
Energy Grid Upgrades II
 +
Jury Rigging I
 +
Mechanics III
 +
}}
  
==Bare Bones Scanner==
 
For a bare bones scanner with no other skills than scanning you will need these skills;
 
  
*(Racial) Frigate I
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{{ note box | Notes:
**Spaceship Command I
 
*Astrometrics II
 
**Science III
 
*Astrometric Rangefinding II
 
  
''Total Training Time:'' ~8h 38m (~6h 54m)
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*Cloaking I allows you to use a prototype cloak
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*Energy Grid Upgrades II allows you to use cap rechargers
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*You can remove Jury Rigging I and rig the ship for your alt yourself. You will need to be able to sit in the ship though.
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| italics = no }}
  
====Fittings====
 
Just the [[Magnate]], [[Heron]], [[Imicus]] or [[Probe]] with a Core Probe Launcher I and Sister Core Scanner Probes.
 
 
==Basic Scanner==
 
This is the suggested training queue for W-Space scanning alts. They allow you to keep an eye on connections for your main while taking a reasonable amount of time to train. To fly a scanning frigate with slightly higher efficiency you will want to train these skills;
 
  
*(Racial) Frigate III
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''Total Training Time:'' ~2d 14h 35m (~2d 2h 4m)
**Spaceship Command I
 
*Astrometrics III
 
**Science III
 
*Astrometric Rangefinding III
 
*High Speed Maneuvering I (for Microwarpdrives)
 
**Navigation III
 
**Afterburner III
 
***Navigation I
 
*Cloaking I (for Prototype Cloak)
 
**Electronics IV
 
*Energy Grid Upgrades II (for Cap Rechargers)
 
**Engineering II
 
**Science I
 
*Hull Upgrades II (for Nanofiber Internal Structures)
 
**Mechanics I
 
*Jury Rigging I
 
**Mechanics III
 
  
''Total Training Time:'' ~3d 16h 39m (~3d 1h 54m)
 
  
You can remove Jury Rigging I and rig the ship for your alt yourself. You will need to be able to sit in the ship though.
 
  
 
====Fittings====
 
====Fittings====

Revision as of 12:06, 3 April 2016

Why do I want a Scanner Alt?

A scanner alt will provide you with the means to scan your way out of a W-Space system even if your main isn't there. With further training this alt can be used for K-Space exploration while your main clears the sites. With even further training your alt can act as cloaky eyes, scout and probe much more efficiently.

Preparation

It is important to read this section as it will save you a lot of time and frustrations. Before you even create a character, there are many things to consider: The race of your character, whether you have other characters in the account and if you want to do a neural remap.

Racial Characters

Since slot layouts for exploration frigates change by race, you must consider which race you want your alt to be. Here is a small table outlining the advantages and disadvantages of each ship. All of these ships can easily fly with the skills and fittings listed below so fitting requirement shouldn't be of concern.

Ship

Slot Layout

Race

Features
Magnate
3H/3M/4L
Logo faction amarr empire.png
High Capacitor
High EHP
High Powergrid

Low CPU
3 Mids
Heron
3H/5M/2L
Logo faction caldari state.png
High CPU
5 Mids

2 Lows
Imicus
3H/4M/3L
Logo faction gallente federation.png
Big Drone Bay
High EHP

Low Powergrid
Slowest
Probe
3H/4M/3L
Logo faction minmatar republic.png
Fastest
Low Capacitor
Low EHP

Pause Training

If you are creating an alt on an account with other characters, it is important to note that only one character can be training skills at a time. Attempting to add skills to the training queue will result in an error, so you will need to pause training on your currently training character. (As of the Odyssey expansion you can activate Dual Training which allows you to train up two characters on your account at the same time. For more info see http://wiki.eveuniversity.org/Dual_Character_Training)

Neural Remap

It is recommended that you remap to Intelligence/Memory. This will speed up your training. Remapped training time are in parentheses.

Bare Bones Scanner

Since the Vanguard changes, all characters now start with the skills required to fly a bare bones scanner with the ability to scan.

Fittings

Just the Magnate, Heron, Imicus or Probe with a Core Probe Launcher I and Sister Core Scanner Probes.

Basic Scanner

Basic Scanner

This is the suggested training queue for W-Space scanning alts. They allow you to keep an eye on connections for your main while taking a reasonable amount of time to train.
Expand this box to view a Skill queue to use in-game

Astrometric Rangefinding II
Astrometric Rangefinding III
Cloaking I
Energy Grid Upgrades II
Jury Rigging I
Mechanics III


Notes:
  • Cloaking I allows you to use a prototype cloak
  • Energy Grid Upgrades II allows you to use cap rechargers
  • You can remove Jury Rigging I and rig the ship for your alt yourself. You will need to be able to sit in the ship though.


Total Training Time: ~2d 14h 35m (~2d 2h 4m)


Fittings

Template:FittingsTemplate:FittingsTemplate:FittingsTemplate:Fittings

Efficient Scanner and Support

If you want your alt to hack, analyze sites and provide a decent scanning platform for harder sites you will need these skills;

  • (Racial) Frigate IV
    • Spaceship Command I
  • Astrometrics IV
    • Science III
  • Astrometric Rangefinding III
  • Astrometric Pinpointing III
  • Astrometric Acquisition III
  • High Speed Maneuvering I (for Microwarpdrives)
    • Navigation III
    • Afterburner III
      • Navigation I
  • Cloaking I (for Prototype Cloak)
    • Electronics IV
  • Energy Grid Upgrades II (for Cap Rechargers)
    • Engineering II
    • Science I
  • Hull Upgrades II (for Tech 2 Nanofiber Internal Structures)
    • Mechanics I
  • Hacking III
    • Science III
    • Electronic Upgrades III
      • Electronics II (shared with cloak)
      • Engineering II (shared with cap recharger)
  • Archaeology III
    • Science III (shared with Astrometrics)
    • Survey III
      • Electronics I

Total Training Time: ~11d 8h 39m (~9d 20h 41m)

Fittings

Template:FittingsTemplate:FittingsTemplate:FittingsTemplate:Fittings

Cloaky Eyes, Scanner and Support

This is a fully fleshed out Covert Ops skill plan. It is only suggested if you want to provide out of corp eyes against enemies or if you have use for a highly efficient scanner. Covert Ops ships have much better bonuses to scanning, can warp cloaked and can scan down ships, structures, bubbles, you name it.

  • Covert Ops III (IV if you want crazier fits)
    • Spaceship Command III
    • Electronics Upgrades V
      • Electronics II
      • Engineering II
  • (Racial) Frigate V
    • Spaceship Command I
  • Astromerics IV
    • Science III
  • Astrometric Rangefinding III
  • Astrometric Pinpointing III
  • Astrometric Acquisition III
  • Cloaking IV (for Covert Ops Cloak)
    • Electronics IV
  • Hull Upgrades II (for Tech 2 Nanofiber Internal Structures)
    • Mechanics I
  • Energy Grid Upgrades III (for Tech 2 Cap Rechargers)
    • Engineering II
    • Science I
  • Hacking III
    • Science III
    • Electronic Upgrades III (shared with Covert Ops hull)
      • Electronics II (shared with cloak)
      • Engineering II (shared with cap recharger)
  • Archaeology III
    • Science III (shared with Astrometrics)
    • Survery III
      • Electronics I
  • Warp Drive Operation IV
    • Navigation I
  • Evasive Maneuvering III
    • Navigation I

Total Training Time: ~41d 3h 40m (Single Remap: ~36d 22h 6m, Double Remap: ~33d 0h 54m)

Fittings

Please refer to the Scouting guide for fittings.