Archive:NSC Skill Recommendations
The EVE University NullSec Campus does not have any mandated skill requirements for joining the Campus or participating in any Campus Fleets. This page is to serve as a reference for new members to the Campus and to inform them on the recommended skills to conduct Fleet roles or activities safely within Syndicate |
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There are no Mandated Skills!
- Main article: Support Skills
On the off chance you did not notice the banner at the top of the page, THERE ARE NO MANDATED SKILLS required to join the NSC. Anyone in E-Uni can join the NSC, at any time. What this page seeks to do is to provide a road map for players, many of which are new to the game, to train the appropriate skills to fly T1 Frigates, Destroyers and Cruisers within NSC fleets so that members of the campus can gain the maximum enjoyment out of their time with us. This is a not a perfect skill plan to make you perfect pilot, nor is it specific to any doctrine. You do not need to follow it rigidly and it is highly likely that the majority of players will already have most of these skills trained.
There are three parts to this plan
- The Complete Newbro - This short train will get you into a well fit, solid Fleet Tackle role allowing members to take part in any and every NSC fleet.
- The Basic Skills - These skills will round off a pilots skill set and allow them to competently fly T1 Frigates and Destroyers.
- The Recommended Skills - These skills will move the pilot into T1 cruisers with an appropriate T2 tank.
Again, these skills are NOT MANDATED. They are a guideline for those pilots who are unsure of how to train their skills effectively.
Complete Newbro
The role of Fleet Tackle is a quick and easy way for new campus members to play an active part in NSC Fleets. The Skill requirements are so short that, if you choose to fly with meta 4 modules rather than the T2 fits below, you do not need to train any skills at all. You will notice that these fits do not have any Turrets fitted. You job as Fleet Tackle is to get into the field and use your Warp Disruptor on a target long enough for the Fleet to kill them off. By not having weapons fitted, this allows for additional fitting space to be freed up and used to support your tank, thereby improving your survivability, which gives the fleet overall more time to kill the target.
- Hull Upgrades IV - This will allow you to fit the Damage Control II module
- Propulsion Jamming II - This will allow you to fit the Warp Disruptor II module
- Shield Upgrades IV - This will allow you to fit the Medium Shield Extender II module
Total training time ~ 3 Days, 21 Hours, 20 mins
5MN Quad LiF Restrained Microwarpdrive
Warp Disruptor II
Medium Shield Extender II
Damage Control II
Overdrive Injector System II
Nanofiber Internal Structure II
Small Anti-Thermal Screen Reinforcer I
Small Anti-EM Screen Reinforcer I
Small Anti-EM Screen Reinforcer I
Nanite Repair Paste x15
5MN Quad LiF Restrained Microwarpdrive
Warp Disruptor II
J5b Enduring Warp Scrambler
Medium Shield Extender II
Nanofiber Internal Structure II
Overdrive Injector System II
Small Anti-EM Screen Reinforcer I
Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Nanite Repair Paste x15
5MN Quad LiF Restrained Microwarpdrive
Warp Disruptor II
Medium Shield Extender II
Damage Control II
Overdrive Injector System II
Overdrive Injector System II
Small Anti-EM Screen Reinforcer I
Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Nanite Repair Paste x15
5MN Cold-Gas Enduring Microwarpdrive
Warp Disruptor II
J5b Enduring Warp Scrambler
Medium Azeotropic Restrained Shield Extender
Nanofiber Internal Structure II
Overdrive Injector System II
Small Anti-EM Screen Reinforcer I
Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Nanite Repair Paste x15
Basic Skills
The basic skill plan below is a broad collection of skills from all areas, designed to round off a pilots skills to allow them to fly both T1 Frigates and Destroyers, of their own race, comfortably. This is to allow pilots to comfortably run Syndicate L1 and L2 missions for ISK, as well as NullSec belt ratting. It does not need to be completed in any particular order, however it is recommended that all the skills are completed before moving onto T1 Cruisers to aid in your survivability. T1 Cruisers can be costly to the newbro, so we want to ensure that campus members have a solid skillset before progressing into them.
All of these Basic Skills can be train by Alpha Clones, however the time taken to complete the plan will be twice as long due to the accelerated training that Omega Clones receive. For Alpha Clones, you will be restricted to only training weapon systems appropriate to your racial ships. Alpha Clones of all races can train the Turret skills, however there is a split between Drone and Missile skills.
- Drones - Amarr and Gallente
- Missiles - Caldari and Minmatar
Core skills | Utility skills | Tanking skills | Ship skills | Gunnery skills | Missile skills | Drone skills |
---|---|---|---|---|---|---|
~ 5 days and 21 hours | ~ 3 days and 6 hours | ~ 3 days and 13 hours | ~ 6 days and 7 hours | ~ 2 days and 20 hours | ~ 3 days and 18 hours | ~ 9 days and 9 hours |
Advanced Weapon Upgrades I |
Electronic Warfare IV |
Mechanics IV |
Acceleration Control III |
Controlled Bursts III |
Light Missiles III |
Drone Avionics III |
~ 34 days, 21 hours and 40 minutes worth of training in total (~ 1.5 million skillpoints) |
Recommended Skills
The Recommended Skill plan builds on the Basic Skills allowing pilots to fly Heavy Tackle, EWAR and DPS roles with T1 Cruisers in every NSC Fleet. Beginning to move away from the Alpha skillset, it features fitting and capacitor skills which are useful to any and every ship that you will ever fly, as well as the skills to fit both a T2 Armor and Shield tank. Navigation and Gunnery skills are also rounded off, just short of acquiring T2 weapons. Missile skills are included but are not a priority for those races that do not use missiles heavily (Amarr and Gallente) until you are ready to cross train into another race. Drones on the other hand begin to see use in almost every ship from Cruisers and above, and also feature heavily in NullSec PvE, therefore everyone should now complete the drone skills too. Again, like the Basic Skills, there are no priorities over which skills to train as this is intended purely as a guide, however you should look to complete all the skills featured to squeeze the most out of your ships.
Core skills | Utility skills | Tanking skills | Ship skills | Gunnery skills | Missile skills | Drone skills |
---|---|---|---|---|---|---|
~ 34 days and 2 hours | ~ X days and X hours | ~ X days and X hours | ~ X days and X hours | ~ X days and X hours | ~ X days and X hours | ~ X days and X hours |
Advanced Weapon Upgrades IV |
Capacitor Emission Systems III |
Armor Layering III |
Acceleration Control IV |
Controlled Bursts IV |
Missile Launcher Operation V |
Amarr Drone Specialization I |
~ x days, x hours and x minutes worth of training in total (~ x million skillpoints) |
So what now?
The answer is.... it is completely up to you. With a solid foundation of skills behind you, there are a number of different directions you could go.
- The move from Cruisers to Battlecruisers is a short train with Battlecruisers currently offering the best value in terms of ISK/damage radio.
- T2 Small and Medium weapon systems will allow access to T2 ammo types, often greatly improving a ships DPS.
- Cross training to another set of racial ships will open many options regarding which ships and roles a pilot can fly.
- Sentry Drones and T2 Medium Drones are a great way to improve blitzing times for missions or belt ratting.
- Covert Ops and Interceptors will vastly improve your freedom of travel around NullSec.
The choice is yours.