User:Cassiel Seraphim/Sandbox5
Recommended skills
The following skills are recommended, if not downright required to fit the modules you have to in order to do incursions. For more information on what the different skills do, see the Support Skills page. It's worth noting that the skills we recommend are basic skills, useful for pretty much all combat ships in EVE.
The training times listed for these will assume that you trained 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.
Damage dealers
Getting the recommended skills for a damage dealer requires less than 59 days 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.
These recommended skills will allow you to fly any of the recommended battleships for vanguards and assaults.
Support skills | Gunnery skills | Ship skills | Drone skills |
---|---|---|---|
~ 18 days and 18 hours | ~ 22 days and 2 hours | ~ 4 days and 11 hours | ~ 13 days and 2 hours |
Cybernetics I |
Gunnery V |
<racial> Frigate III |
Drones V |
~ 58 days and 8 hours worth of training in total |
- ^ Target Painting III is only needed if you'll use a Target Painter module.
- ^ Controlled Bursts is useful for all hybrids and lasers, but useless for projectiles and missiles as they do not utilize cap.
- ^ a b Drones V, Scout Drone Operation V and Minmatar Drone Specialization I is required to use Warrior II and Valkyrie II drones.
- ^ a b c Drone Durability I, Repair Drone Operation II and Shield Emission System III is required to use Shield Maintenance drones, which can be trained in mere hours if you can already use tech two scout drones.
Crosstraining into armour
While we primarily run shield fleets, most of the skills you use will be reusable for armour fleets as well. The skills required to fit a solid armour tank is listed in the right-most column even though they are not necessary to train right away.
Damage dealers | Logistics |
---|---|
~ 12 days and 18 hours | ~ some days |
Hull Upgrades V |
Hull Upgrades V |
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.
It takes up to 80 days to get good enough skills to fly a logistics starter fit.
Support skills | Shield skills | Drone skills | Crosstraining into armour |
---|---|---|---|
~ 66 days and 21 hours | ~ 7 days and 19 hours | ~ 5 days and 6 hours | |
Cybernetics I |
Tactical Shield Manipulation IV |
Drones V | |
Total time ... |
- ^ Targeting V is needed to train Multitasking.
- ^ Multitasking trained to III is needed to be able to lock up to ten targets at once.
- ^ a b Long Range Targeting V and Signature Analysis V are prerequisites for Logistics.
- ^ Energy Emission Systems is only required for a Guardian/Basilisk with energy transfer modules, the Oneiros/Scimitar does not need this skill.
- ^ Sensor Linking is only required if you can fit the Tracking Link module.
|}
Thermodynamics
While not critical, being able to overheat your modules for a short while is often more than enough to save your ship when things turn from bad to worse. As such, it's also recommended that people train the following skills:
- Engineering V (+4 days and 6 hours)
- Science IV (+18 hours)
- Thermodynamics III (+11,5 hours)