User:Adrien claremont

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Incursionlogosmall.png This article represents how we do things in the EVE University Incursion Community and while other communities may do similar things it does not represent the best or only way to run Incursions. We make some compromises on efficiency for the sake of additional safety to create an environment where anyone can step up and learn a new role.

Recommended skill list

The NSC does not mandate any particular set of skills for flying with us.

However, for maximum enjoyment, we recommend that you have at least the skills to sustain yourself (for example, anomalies, signatures, ratting, or planetary interaction). Mining is a highly dangerous activity, because of the high traffic of our local area of Syndicate, so do so at your own risk.

We also suggest that you be able to fly two or three classes of ships well for at least one race, so that you can engage a variety of targets and effectively participate in fights. Generally, this means the following skills and/or certificates:

  • Fitting skills 4+ (Core Fitting Standard Certificate)
  • Capacitor skills 4+ (Core Capacitor Standard Certificate)
  • Hull Upgrades 4+, for utilizing your lowslots effectively
  • Racial Frigate 4+ for at least one race
  • Racial Destroyer 4+ for at least one race
  • Racial Cruiser 3+ for at least one race
  • Weapon skills 4+ for at least one race's weapon line (ideally, T2 weapons)
  • Ability to fit T2 armor or shield tank, as preferred by your race
  • Electronic warfare skills at 3 for your race's preferred EWAR type
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
~ 10 days and 4 hours ~ 8 days and 1 hour ~ 19 days and 3 hours ~ 4 days and 22 hours ~ 12 days and 20 hour

Mechanics IV
Weapon Upgrades IV
Capacitor Management IV
Capacitor Systems Operation IV
Shield Operation IV [1]
Shield Management III
Shield Upgrades IV [2]
Hull Upgrades IV [3]

Signature Analysis IV
Long Range Targeting IV
Target Management IV
Propulsion Jamming III [4]
Tactical Shield Manipulation IV
EM Shield Compensation III

Gunnery V
Motion Prediction IV
Rapid Firing IV
Sharpshooter IV
Surgical Strike IV
Trajectory Analysis IV
Controlled Bursts IV [5]
Small <racial> Turret III [6]
Medium <racial> Turret III
Large <racial> Turret III

Spaceship Command IV
<racial> Frigate III [6]
<racial> Destroyer III
<racial> Cruiser III
<racial> Battlecruiser III
<racial> Battleship III
Warp Drive Operation III
Evasive Maneuvering III

Drones V
Light Drone Operation V
Amarr Drone Specialization III [7]
Drone Interfacing III
Drone Navigation III
Drone Sharpshooting III
Drone Avionics III
Drone Durability I [8]
Repair Drone Operation II [8]
Shield Emission Systems III [8]

~ 55 days, 2 hours and 19 minutes worth of training in total (~ 2,7 million skillpoints)
  1. ^ Shield Operation IV is required for the EM Shield Compensation skill.
  2. ^ Shield Upgrades IV is required for the EM Ward Amplifier II module.
  3. ^ Hull Upgrades IV is required to fit the Damage Control II module.
  4. ^ Propulsion Jamming is needed to use a stasis webifier module.
  5. ^ Controlled Bursts is needed to lower the cap usage of all hybrid and energy turrets, but useless for projectiles as they do not use cap to fire.
  6. ^ 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.
  7. ^ Drones V, Light Drone Operation V and Amarr Drone Specialization I is required to use Acolyte II. It's acceptable to skip this skill initially if you can use other drones, like Warrior II drones, but train it as soon as possible.
  8. ^ a b c Drone Durability I, Repair Drone Operation II and Shield Emission Systems III is required to use shield maintenance drones. If you have room for heavies they require Repair Drone Operation III.