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Triglavian Invasions

Trig invasions for the moment seem to be less profitable than incursions, the re-spawn time of sites combined with the high numbers of people attempting the sites or stealing loot/salvage means that payouts are far from the maximum potential payout. Another concern is that the initial phase of the Invasion still lasts 48 hours which is 48 hours where it is even LESS profitable to run the invasion.

Invasion Effects

Effect Perimeter Adjacent Foothold
Miner cycle time bonus 10% 25% 45%
Drone speed penalty 20% 35% 50%
Drone damage penalty 20% 35% 50%
Ship agility bonus 10% 25% 45%
Ship hull HP penalty 15% 25% 40%

These effects do NOT decline as the invasion is run and are present at full strength for the duration of the invasion. They can have a rather detrimental effect on drone boat doctrines, however some drone ships (like the rattlesnake) are still viable it just takes more skills or better fits to get the same performance.

Invasion Lifespan

Scouts Reported - Initial phase of the Invasion (lasts 24hrs)

  • Roaming rats spawn within the invasion and can be hunted down using a probe scanner or through trial and error (similar to clone soldier hunting)
  • Minor conduits spawn in the Foothold system

Conduits Stabalized - 2nd Phase of the Invasion (lasts 24hrs)

  • Roaming rats "seem" to increase in number (requires confirmation)
  • Minor conduits now present in Foothold and Adjacent Systems
  • Major conduits present in Foothold System

World Ark Detected - 3rd Phase of the Invasion

  • World Ark Proving Ground site spawns
  • Minor conduits now present in Foothold, Adjacent, and Perimeter Systems (throughout the invasion)
  • Major conduits now present in Foothold and Adjacent systems

Forces Withdrawing - Final Phase of the Invasion

  • World Ark Proving Ground site is no longer available
  • Occurs after the World Proving Ark Site has been run.
  • Lasts 24hrs? (requires confirmation)

Likely more phases but waiting to confirm names and effects

Invasion Sites

There are three site type currently found within the invasion systems as well as roaming fleets of Triglavian ships that can be scanned down and engaged at any time within the system. All Triglavian rats have a chance to drop loot and their wrecks give salvage that is necessary in the construction of T2 Triglavian ships and modules.

Roaming Fleets

  • ALL triglavians are hostile to Capsuleer vessels regardless of the pilots standings they will attack and attempt to kill pilots on sight.
  • These fleets start off with a rather small amount of Triglavian ships, the exact number of ships seems to scale with both the phase of the invasion and the type of system within the invasion (with Foothold systems having the strongest fleets and Perimeter systems the smallest).
  • All of the fleets have a chance of calling in a larger reinforcement fleet and seem willing to chase capsuleers around the system if attacked.

Minor Conduits

  • Three waves of Triglavian rats will spawn at ~60-80km and immediately burn towards whoever's aggressed.
  • Relatively high dps requires logi or high skilled fits to solo.
  • Most rats orbit at close range >22km however the Zorya's Leshak can orbit at 30-50km
  • Up to 3 Zorya's can spawn including a Zorya's Leshak.
  • 15m payout 1k DED LP

Major Conduits

  • Two (iirc) waves containing a large number of Triglavian rats.
  • Rats initially spawn at ~100km before starbursting away then warping back on top of whoever has aggro.
  • Most rats orbit at close range >22km, however the Leshaks can orbit at 40-60km
  • High dps requires logistics support, preferably 3+T2 logistics cruiser.
  • 20m payout 2k DED LP ? ( requires confirmation)

Fittings

Astarte

TrigTest Astarte
Astarte: TrigTest Astarte
EFT
[Astarte, TrigTest Astarte]
250mm Railgun II
250mm Railgun II
250mm Railgun II
Armor Command Burst II
Armor Command Burst II
Armor Command Burst II
Skirmish Command Burst II

Republic Fleet Large Cap Battery
Stasis Webifier II
Shadow Serpentis Tracking Computer
Shadow Serpentis Tracking Computer

Damage Control II
Explosive Plating II
EM Plating II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Imperial Navy 800mm Steel Plates

Command Processor I
Command Processor I


Salvage Drone I x5
Medium Armor Maintenance Bot I x5

Javelin M x120
Null M x400
Optimal Range Script x1
Tracking Speed Script x1
Armor Energizing Charge x300
Rapid Repair Charge x300
Armor Reinforcement Charge x600
Interdiction Maneuvers Charge x600

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FITTING DIFFICULTY
EVE VERSION
INVASION
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES

Vindicator

Vindicator: TrigTest Vindi
EFT
[Vindicator, TrigTest Vindi]
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II

Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Sensor Booster II
Republic Fleet Large Cap Battery
Tracking Computer II

Damage Control II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy 1600mm Steel Plates

Large Anti-Explosive Pump I
Large Hybrid Burst Aerator II


Heavy Armor Maintenance Bot I x5

Null L x640
Scan Resolution Script x1
Optimal Range Script x2

Fitting template high slot label.png
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FITTING DIFFICULTY
EVE VERSION
INVASION
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES


Nightmare

Nightmare: TrigTest Nightmare
EFT
[Nightmare, TrigTest Nightmare]
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Large Remote Capacitor Transmitter II
Large Remote Capacitor Transmitter II

Republic Fleet Large Cap Battery
Federation Navy Stasis Webifier
Sensor Booster II
Tracking Computer II
Tracking Computer II
Tracking Computer II
Target Painter II

Damage Control II
Heat Sink II
Heat Sink II
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy 1600mm Steel Plates

Large Anti-Explosive Pump I
Large Energy Burst Aerator II


Salvage Drone I x5
Medium Armor Maintenance Bot I x5

Conflagration L x4
Scan Resolution Script x1
Optimal Range Script x2
Tracking Speed Script x1

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FITTING DIFFICULTY
EVE VERSION
INVASION
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES

Guardian

Guardian: TrigTest Guardian
EFT
[Guardian, TrigTest Guardian]
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large Remote Armor Repairer II
Large 'Regard' Remote Capacitor Transmitter
Large 'Regard' Remote Capacitor Transmitter

10MN Y-S8 Compact Afterburner
Thukker Medium Cap Battery

EM Plating II
Coreli A-Type Thermal Plating
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy 800mm Steel Plates
Power Diagnostic System II

Medium Trimark Armor Pump II
Medium Ancillary Current Router II


Light Armor Maintenance Bot I x5

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FITTING DIFFICULTY
EVE VERSION
INVASION
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES


Important Invasion Rats

  • Anchoring Damavik
    • Warp Disruption Frigate
    • A light craft that is evidently the Triglavian Collective's equivalent of a frigate, the Damavik is capable of mounting Light Entropic Disintegrators and an array of support weapons. This particular Damavik variant appears to be engineered towards making use of Warp Scrambler and Remote Repair modules.
  • Anchoring Kikimora
    • Warp Disruption Destroyer
    • A light, long-range combat ship that may be considered the Collective's approach to standoff destroyer designs, the Kikimora is capable of mounting Light Entropic Disintegrators and an array of support weapons. This particular Kikimora variant appears to be engineered towards the use of Warp Scrambling and Remote Repair modules.
  • Renewing Damavik
    • Logistics Frigate
    • A light craft that is evidently the Triglavian Collective's equivalent of a frigate, the Damavik is capable of mounting Light Entropic Disintegrators and an array of support weapons. This particular Damavik variant appears to be engineered specifically towards remote repair capability.
  • Renewing Leshak
    • Logistics Battlesip
    • A very heavy and well-armed warship that is clearly the Collective's frontline battleship, the Leshak is capable of mounting Supratidal Entropic Disintegrators and an array of support weapons. This particular Leshak variant appears to be engineered specifically towards remote repair capabilities.
  • Renewing Rodiva
    • Logistics Cruiser
    • A cruiser-sized vessel that is oriented towards remote armor repair and seems to be the Collective's equivalent of a support cruiser, the Rodiva's remote repair systems are considerably enhanced by adaptive armor-repair mutaplasmids that are used as nanite feedstock for its remote repair projectors. This particular Rodiva variant appears to be engineered to make optimal use of it's remote repair capabilities.
  • Starving Damavik
    • Capacitor Neutralizing Frigate
    • A light craft that is evidently the Triglavian Collective's equivalent of a frigate, the Damavik is capable of mounting Light Entropic Disintegrators and an array of support weapons. This particular Damavik variant appears to be engineered towards the use of Energy Neutralizer and Remote Repair modules.
  • Starving Drekavac
    • Capacitor Neutralizing Battlecruiser
    • A heavy, intermediate warship that appears to be the Collective's equivalent of a combat battlecruiser, the the Drekavac is capable of mounting Heavy Entropic Disintegrators and an array of support weapons. This particular Dekavac variant appears to be engineered towards making use of Energy Neutralizer and Remote Repair modules.
  • Zorya's Damavik
    • A named Frigate, has a chance to drop various loot?
    • A light craft that is evidently the Triglavian Collective's equivalent of a frigate, the Damavik is capable of mounting Light Entropic Disintegrators and an array of support weapons. This particular Damavik variant appears to be engineered towards damage application and remote repair capabilities.
  • Zorya's Leshak
    • A named Battleship, has a chance to drop loot including Decayed and Gravid Mutaplasmids.
    • A very heavy and well-armed warship that is clearly the Collective's frontline battleship, the Leshak is capable of mounting Supratidal Entropic Disintegrators and an array of support weapons. This particular Leshak variant appears to be engineered towards damage application and remote repair capabilities.

Skills

Battleship

Icon cogs.png Core skills Icon cog.png Utility skills Icon gunnery turret.png Gunnery skills Icon ship.png Ship skills Icon drones.png Drone skills
?? days ? days ~ 21 days and 2 hours ~ 4 days and 22 hours ~ ? days

Weapon Upgrades IV
Capacitor Management IV
Energy Grid Upgrades IV [1]
Hull Upgrades V
EM Armor Compensation III
Explosive Armor Compensation IV
Thermal Armor Compensation III
Kinetic Armor Compensation III

Signature Analysis III
Long Range Targeting III
Target Management IV
Target Painting I [2]
Propulsion Jamming III [3]

Gunnery V
Motion Prediction IV
Rapid Firing IV
Sharpshooter IV
Surgical Strike IV
Trajectory Analysis IV
Controlled Bursts IV [4]
Small <racial> Turret III [5]
Medium <racial> Turret III
Large <racial> Turret III

Spaceship Command IV
<racial> Frigate III [5]
<racial> Destroyer III
<racial> Cruiser III
<racial> Battlecruiser III
<racial> Battleship III
Warp Drive Operation III
Evasive Maneuvering III

Drones V
Repair Drone Operation III
Salvage Drone Operation III [6]
Drone Navigation III
Drone Avionics III
Drone Durability I
Shield Emission Systems III
Remote Armor Repair Systems III

~ ?? hours worth of Omega.png Omega state training in total (~ ?? million skillpoints)
  1. ^ Energy Grid Upgrades is required for the Tech II Cap Battery module.
  2. ^ Target Painting is needed for the target painter module. Can be skipped for GallenteHyperion and SerpentisVindicator pilots (see Propulsion Jamming).
  3. ^ Propulsion Jamming is needed for the stasis webifier module normally fitted to the GallenteHyperion and SerpentisVindicator. Other ships may also fit this module situationally, from time to time.
  4. ^ Controlled Bursts is needed for all weapons that use capacitor. MinmatarMaelstrom and Angel CartelMachariel pilots can ignore this as projectiles don't use cap.
  5. ^ a b <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.
  6. ^ Salvage Drone Operation is needed to operate the salvage drones in some of these fits. This skill is not needed for the SerpentisVindicator.

Logistics

Icon cogs.png Core skills Icon cog.png Utility skills Icon remote armor repair i.png Logistics skills Icon ship.png Ship skills Icon drones.png Drone skills
~ ?? days ~ ?? days ~ ? days ~ 32 days and 8 hours ~ 5 days and 14 hours

Capacitor Management IV
Capacitor Systems Operation IV
Energy Grid Upgrades IV [1]
Hull Upgrades V
EM Armor Compensation III
Explosive Armor Compensation IV
Thermal Armor Compensation III
Kinetic Armor Compensation III

Signature Analysis V [2]
Long Range Targeting V [2]
Target Management V [3]
Advanced Target Management III

Remote Armor Repair Systems IV
Capacitor Emission Systems IV [4]
Sensor Linking IV [5]

<racial> Frigate III [6]
<racial> Destroyer III
<racial> Cruiser V
Logistics Cruisers IV
Evasive Maneuvering III
Warp Drive Operation III

Drones V
Drone Durability I [7]
Repair Drone Operation III [7]
Drone Navigation III
Drone Avionics III
Remote Armor Repair Systems III [8]

~ ?? days of training for a Logo faction amarr empire clean.pngGuardian or an Logo faction gallente federation clean.pngOneiros (~ ?? million skillpoints)
  1. ^ Energy Grid Upgrades is required for the Tech II Cap Battery module.
  2. ^ a b Signature Analysis V and Long Range Targeting V are requirements for the Logistics Cruisers skill.
  3. ^ Target Management V is a requirement for the Advanced Target Management skill.
  4. ^ Capacitor Emission Systems IV is needed for the AmarrGuardian to use Large Remote Capacitor Transmitter IIs.
  5. ^ Sensor Linking IV is needed for the GallenteOneiros to use Remote Tracking Computer IIs, although faction versions are superior while not being much more expensive.
  6. ^ <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.
  7. ^ a b Drone Durability I and Repair Drone Operation II is required to use shield maintenance drones.
  8. ^ Remote Armor Repair Systems III} is already trained as a requirement for the Large Remote Armor Repairer II module.

On-Grid Booster

EVEMon skillplans: Sleipnir (minimum skills)

Icon cogs.png Core skills Icon cog.png Utility skills Icon gunnery turret.png Gunnery skills Icon ship.png Ship skills Icon fleet.png Fleet support skills Icon drones.png Drone skills
~ ? days ~ 8 days and 2 hours ~ 13 days and 14 hours ~ 63 days and 13 hours ~ 89 days and 18 hours ~ ? days

CPU Management V
Weapon Upgrades IV
Energy Grid Upgrades IV [1]
Hull Upgrades V
EM Armor Compensation III
Explosive Armor Compensation IV

Signature Analysis IV
Long Range Targeting IV
Target Management IV
Target Painting III [2]
Propulsion Jamming III [3]

Motion Prediction IV
Rapid Firing IV
Sharpshooter IV
Surgical Strike IV
Trajectory Analysis IV
Small Hybrid Turret III
Medium Hybrid Turret III

Gallente Frigate III
Gallente Destroyer III
Gallente Cruiser III
Gallente Battlecruiser V
Leadership V [4]
Spaceship Command V [4]
Wing Command IV [4]
Command Burst Specialist IV [4]
Command Ships IV
Warp Drive Operation III
Evasive Maneuvering III

Cybernetics V [5]
Armored Command V [6]
Armored Command Specialist V [5]
Skirmish Command V [7]
Skirmish Command Specialist V [5]
Leadership V [8]
Command Burst Specialist IV [8]
Wing Command IV [8]

Drones V
Repair Drone Operation III
Salvage Drone Operation III
Drone Navigation III
Drone Avionics III
Drone Durability I

~ ??? days worth of training in total (~ ?? million skillpoints)
  1. ^ Energy Grid Upgrades is required for the Tech II Cap Battery module.
  2. ^ Target Painting is needed to use a target painter module.
  3. ^ Propulsion Jamming is needed to use a stasis webifier module.
  4. ^ a b c d Leadership V, Wing Command IV, Command Burst Specialist IV and Spaceship Command V are all needed to train Command Ships.
  5. ^ Shield Command V is a requirement for Armored Command Specialist.
  6. ^ Skirmish Command V is a requirement for Skirmish Command Specialist.
  7. ^ a b c Leadership V, Command Burst Specialist IV and Wing Command IV are already required for Command Ships