User:Paxte Eriker/sandbox/Preparing for Armor Incursions
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The information presented here represents how we do things in the EVE University Incursion Community. It does not represent the best or only way to run Incursions. We make some compromises when it comes to efficiency for the sake of additional safety to create an environment where anyone can step up and learn a new role. |
Planning ahead
Unless you are already heavily invested into a certain race or weapon system, it might be a good idea to think of which logistics ship or marauder you'll want in the end, rather than what your first incursion ship should be. You should also consider secondary value of whatever you train, perhaps you can find an end-of-the-line ship that not only furthers your goals for incursions but other goals as well given the skills you'll end up training for it.
See ship progression for more information.
Attribute implants
The training times listed for these will assume that you utilize +3 attribute implants (see the +3 Implants Program for unistas to get started). These implants are cheap and gives you a much needed boost to your training times. | |
Neural remaps
Normally one should be careful about remaps and not spend them needlessly. However, if you are making an alt knowing that it will only train for a month or two and not train anything else after that point, consider using all the remaps. | |
Multiple character training
PLEX can be used to activate Multiple Character Training. If you want to use the characters at the same time, or plan on training for a long time, consider making a second account instead as characters on the same account cannot be logged in at the same time. | |
Skill injectors
Skill injectors can be used to get these skills, but they are very expensive. It can however be an option to quickly get an alt up to speed if you've got the ISK lying around and you value time more than ISK. |
In-game corporate skill plans
See: EVE University Corporation Skill Plans
The Minimum Damage Dealer, Minimum Logistics, and Minimum Ongrid Booster plans are available as a set of in-game skill plans.
EVE University Members: To find these skill plans, choose "Skill Plans > Corporation Plans", on your in-game Skills interface.
All Players: The skill plans shown later on this page each have their in-game Corporate Skill plan name listed, along with text that can be copied to produce a link to the skill plan in-game. To utilize the link, copy all text listed after the "Corporate Skill Plan link" for the plan you want to generate a link for, including the leading <url> and trailing </url>. Then paste this string of text into your in-game notepad, and the game will automatically convert the pasted text into a link, which can then be used or shared.
The copy-and-paste link method described above, can be used by characters outside of EVE University, to access the EVE University skill plans.
A link to the Skill Plans can also be generated and shared in-game from the plans themselves.
Damage dealers
The majority of the skills we ask you to train are core fitting and support skills that'll help you fit and fly most ships better. Even the combat skills are mostly general gunnery or drone support skills you'd train as well if you did anything combat related in EVE.
Minimum skills for damage dealers
This skillplan is available to all pilots, regardless of clone state. |
Getting the minimum skills for a damage dealer requires a couple of months worth of training for Omega clones (times should be doubled when training on an Alpha clone). This assumes a training plan for a turret-based battleship, done on a brand new character with no preexisting skills, and that no skill injectors are used.
- EVE University Corporate Skill Plan Name: INC - Armor DD Skillplan
- Corporate Skill Plan link: <url=skillPlan:d7979d2c-4ace-4811-a951-a19dca82c377:None>INC - Armor DD Skillplan</url>
Core skills | Utility skills | Gunnery skills | Ship skills | Drone skills |
---|---|---|---|---|
~ 16 days and 1 hour | ~ 2 days and 10 hours | ~ 10 days and 11 hours | ~ 4 days and 22 hours | ~ 7 days and 1 hours |
Weapon Upgrades IV |
Signature Analysis III |
Gunnery V |
Spaceship Command IV |
Drones V |
~ 40 days and 21 hours worth of Omega state training in total (~ 1,9 million skillpoints) |
- ^ Target Painting is needed for the target painter module. Can be skipped for Vindicator pilots (see Propulsion Jamming).
- ^ Propulsion Jamming is needed for the stasis webifier module normally fitted to T1 battleships and the Vindicator. Other ships may also fit this module situationally, from time to time.
- ^ a b c Having Motion Prediction, Rapid Firing, Sharpshooter and Controlled Bursts at III are all that's needed to get started, though it is recommended to train these skills to IV as soon as possible if you wish to invest further into Incursions.
- ^ 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.
Skill Plans
Listed below are the training plans for a general damage dealer, as well as specific skills for particular ships. These can be copied into your skill queue to train. The skills are not ordered in any sort of preference, so feel free to move them around as you see fit.
INC Armor DD Skillplan
This skillplan contains all the minimum DD skills, not including ship/weapon specific skills.
Expand this box to view a Skill queue to use in-game
Mechanics 1 Mechanics 2 Mechanics 3 Armor Layering 1 Jury Rigging 1 Jury Rigging 2 Jury Rigging 3 Armor Rigging 1 Armor Rigging 2 Armor Rigging 3 Power Grid Management 1 Power Grid Management 2 Power Grid Management 3 Capacitor Management 1 Capacitor Management 2 Capacitor Management 3 Capacitor Management 4 Gunnery 1 Gunnery 2 Controlled Bursts 1 Controlled Bursts 2 Controlled Bursts 3 Drones 1 Drone Avionics 1 Drone Avionics 2 Drone Avionics 3 Drones 2 Drones 3 Drones 4 Drone Durability 1 Drones 5 Drone Interfacing 1 Drone Interfacing 2 Drone Interfacing 3 Drone Navigation 1 Drone Navigation 2 Drone Navigation 3 Drone Sharpshooting 1 Drone Sharpshooting 2 Drone Sharpshooting 3 Hull Upgrades 1 Hull Upgrades 2 Hull Upgrades 3 Hull Upgrades 4 EM Armor Compensation 1 EM Armor Compensation 2 Science 1 Energy Grid Upgrades 1 Energy Grid Upgrades 2 Energy Grid Upgrades 3 Energy Grid Upgrades 4 Navigation 1 Navigation 2 Evasive Maneuvering 1 Evasive Maneuvering 2 Evasive Maneuvering 3 Explosive Armor Compensation 1 Explosive Armor Compensation 2 Gunnery 3 Gunnery 4 Gunnery 5 Hull Upgrades 5 Kinetic Armor Compensation 1 Kinetic Armor Compensation 2 Light Drone Operation 1 Light Drone Operation 2 Light Drone Operation 3 CPU Management 1 CPU Management 2 Long Range Targeting 1 Long Range Targeting 2 Long Range Targeting 3 Motion Prediction 1 Motion Prediction 2 Motion Prediction 3 CPU Management 3 Propulsion Jamming 1 Propulsion Jamming 2 Propulsion Jamming 3 Rapid Firing 1 Rapid Firing 2 Rapid Firing 3 Repair Systems 1 Repair Systems 2 Remote Armor Repair Systems 1 Remote Armor Repair Systems 2 Remote Armor Repair Systems 3 Repair Drone Operation 1 Repair Drone Operation 2 Sharpshooter 1 Sharpshooter 2 Sharpshooter 3 Signature Analysis 1 Signature Analysis 2 Signature Analysis 3 Spaceship Command 1 Spaceship Command 2 Spaceship Command 3 Spaceship Command 4 Surgical Strike 1 Surgical Strike 2 Surgical Strike 3 Target Management 1 Target Management 2 Target Management 3 Target Management 4 Target Painting 1 Thermal Armor Compensation 1 Thermal Armor Compensation 2 Science 2 Science 3 Science 4 Power Grid Management 4 Thermodynamics 1 Trajectory Analysis 1 Trajectory Analysis 2 Trajectory Analysis 3 Trajectory Analysis 4 Warp Drive Operation 1 Warp Drive Operation 2 Warp Drive Operation 3 Weapon Upgrades 1 Weapon Upgrades 2 Weapon Upgrades 3 Weapon Upgrades 4
Apocalypse Navy Issue |
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Amarr Frigate I Amarr Frigate II Amarr Frigate III Amarr Destroyer I Amarr Destroyer II Amarr Destroyer III Amarr Cruiser I Amarr Cruiser II Amarr Cruiser III Amarr Battlecruiser I Amarr Battlecruiser II Amarr Battlecruiser III Amarr Battleship I Amarr Battleship II Amarr Battleship III Small Energy Turret I Small Energy Turret II Small Energy Turret III Medium Energy Turret I Medium Energy Turret II Medium Energy Turret III Large Energy Turret I Large Energy Turret II Large Energy Turret III |
Megathron |
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Gallente Frigate I Gallente Frigate II Gallente Frigate III Gallente Destroyer I Gallente Destroyer II Gallente Destroyer III Gallente Cruiser I Gallente Cruiser II Gallente Cruiser III Gallente Battlecruiser I Gallente Battlecruiser II Gallente Battlecruiser III Gallente Battleship I Gallente Battleship II Gallente Battleship III Small Hybrid Turret I Small Hybrid Turret II Small Hybrid Turret III Medium Hybrid Turret I Medium Hybrid Turret II Medium Hybrid Turret III Large Hybrid Turret I Large Hybrid Turret II Large Hybrid Turret III |
Praxis (Pulse) |
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Small Energy Turret I Small Energy Turret II Small Energy Turret III Medium Energy Turret I Medium Energy Turret II Medium Energy Turret III Large Energy Turret I Large Energy Turret II Large Energy Turret III |
Praxis (Blaster) |
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Small Hybrid Turret I Small Hybrid Turret II Small Hybrid Turret III Medium Hybrid Turret I Medium Hybrid Turret II Medium Hybrid Turret III Large Hybrid Turret I Large Hybrid Turret II Large Hybrid Turret III |
EVEMon
The skills listed in the training plans can be easily copied and pasted into EVEMon using the Clipboard Import button after having created a new EVEMon Skill Plan.
Recommended skills for damage dealers
This skillplan is restricted to pilots in the Omega clone state. |
Apart from the minimum skills listed above to get going, there are more skills that you can get once you start running.
- Developing general skills to improve the overall performance of your ship can reap benefits in and out of Incursions.
- Developing skills to run headquarter sites with public communities (strong emphasis on cap and propulsion).
- Public communities will have their own doctrines and skill requirements. The ones listed here are general recommendations.
- Training into tech two weapons bring much needed flexibility and range projection, even for regular tech one battleships.
- While we use mostly short range weapons, consider training into the long range specialization as well.
- Some ships can fit target painters or remote capacitor transmitters, which require a few skills to be useful.
- Improving your drones with skills for tech 2 variants, or larger kinds of drones, can provide additional damage at low cost.
- Training into a Marauder provides the largest damage boost you can get for your character in highsec Incursions, but takes a while.
General skills | Headquarters | Tech two weapons | Utility skills | Drones | Marauders |
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~ 37 days and 8 hours | ~ 29 days and 11 hours | ~ 35 days and 4 hours | ~ 3 days and 21 hours | ~ 11 days and 3 hours | ~ 92 days and 2 hours |
Evasive Maneuvering V |
EM Armor Compensation IV |
Motion Prediction V |
Electronic Warfare III [3] |
Light Drone Operation V [4] |
<racial> Battleship V |
- ^ Electronic Warfare IV is a requirement for Advanced Drone Avionics.
- ^ a b Optional - Consider spending an additional 9 days and 19 hours training into the long range specialization as well
- ^ Electronic Warfare III is needed for Frequency Modulation and Long Distance Jamming.
- ^ a b Training Light Drone Operation V unlocks T2 drones, which deal slightly more damage (with levels in Amarr Drone Specialization for Acolytes) and cost several times less than faction versions.
- ^ - While heavy drones are not used in Vanguards, they see common use in Headquarters fleets. HQ groups will generally require pilots of Vindicators and Kronii to use heavy drones.
- ^ a b Energy Grid Upgrades V and Advanced Weapon Upgrades IV are prerequisites of Marauders.
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. The bare minimum to make the logistics ships work is Logistics Cruisers IV, there is practically no way to make these ships function with lower skills than that. The reason for that is because the skill heavily influences the cap usage of remote repair modules as well as capacitor transmitters.
Minimum skills for logistics
This skillplan is restricted to pilots in the Omega clone state. |
It takes almost three months to get good enough skills to fly a minimum logistics fit and you should try to skill up and upgrade to the recommended fit as soon as possible. The repping power of meta four remote shield boosters are inferior to that of the tech two variant, so moving out of the minimum fit should be a high priority.
- EVE University Corporate Skill Plan Name: EUni - Incursion Community Minimum Logi Skillplan
- Corporate Skill Plan link: <url=skillPlan:74618cda-a6b1-4e63-90e0-58c7f3859249:917701062>EUni - Incursion Community Minimum Logi Skillplan</url>
EVEMon skillplans: Scimitar (minimum skills)
Core skills | Utility skills | Logistics skills | Ship skills | Drone skills |
---|---|---|---|---|
~ 6 days and 7 hours | ~ 24 days and 16 hours | ~ 4 days and 13 hours | ~ 32 days and 8 hours | ~ 5 days and 14 hours |
Capacitor Management IV |
Signature Analysis V [3] |
Shield Emission Systems IV |
<racial> Frigate III [5] |
Drones V |
~ 72 days worth of training for aScimitar (~ 3,6 million skillpoints) |
- ^ Energy Grid Upgrades is required for the cap, power diagnostic and reactor control modules.
- ^ Required to fit the Damage Control II for the Tengu.
- ^ a b Signature Analysis V and Long Range Targeting V are requirements for the Logistics Cruisers skill.
- ^ Target Management V is a requirement for the Advanced Target Management skill.
- ^ <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.
- ^ Logistics Cruisers is required for the Scimitar, but does not benefit the Tengu.
- ^ a b Drone Durability I and Repair Drone Operation II are required to use shield maintenance drones.
- ^ Shield Emission Systems IV is already trained as a requirement for the Remote Shield Booster II module.
Skill Plan
Minimum Logistics Skillplan
This skillplan contains all the minimum logi skills to fly a Scimitar.
Expand this box to view a Skill queue to use in-game
Power Grid Management 1 Power Grid Management 2 Power Grid Management 3 Science 1 Science 2 Capacitor Systems Operation 1 Capacitor Systems Operation 2 Capacitor Systems Operation 3 Capacitor Systems Operation 4 Capacitor Management 1 Capacitor Management 2 Capacitor Management 3 Capacitor Management 4 CPU Management 1 CPU Management 2 Long Range Targeting 1 Long Range Targeting 2 Long Range Targeting 3 Long Range Targeting 4 Long Range Targeting 5 Signature Analysis 1 Signature Analysis 2 Signature Analysis 3 Signature Analysis 4 Signature Analysis 5 Spaceship Command 1 Spaceship Command 2 Spaceship Command 3 Logistics Cruisers 1 Minmatar Frigate 1 Minmatar Frigate 2 Minmatar Frigate 3 Minmatar Destroyer 1 Minmatar Destroyer 2 Minmatar Destroyer 3 Minmatar Cruiser 1 Minmatar Cruiser 2 Minmatar Cruiser 3 Minmatar Cruiser 4 Minmatar Cruiser 5 Drones 1 Drones 2 Drones 3 Drones 4 Drone Durability 1 Drones 5 Repair Drone Operation 1 Repair Drone Operation 2 Shield Emission Systems 1 Shield Emission Systems 2 Shield Emission Systems 3 Shield Emission Systems 4 CPU Management 3 Sensor Linking 1 Sensor Linking 2 Sensor Linking 3 Sensor Linking 4 Target Management 1 Target Management 2 Target Management 3 Target Management 4 Target Management 5 Advanced Target Management 1 Advanced Target Management 2 Advanced Target Management 3 Tactical Shield Manipulation 1 Tactical Shield Manipulation 2 Tactical Shield Manipulation 3 Tactical Shield Manipulation 4 Energy Grid Upgrades 1 Energy Grid Upgrades 2 Energy Grid Upgrades 3 Energy Grid Upgrades 4 Shield Upgrades 1 Shield Management 1 Shield Management 2 Shield Management 3 Mechanics 1 Hull Upgrades 1 Hull Upgrades 2 Hull Upgrades 3 Hull Upgrades 4 Logistics Cruisers 2 Logistics Cruisers 3 Logistics Cruisers 4 Navigation 1 Navigation 2 Evasive Maneuvering 1 Evasive Maneuvering 2 Evasive Maneuvering 3 Warp Drive Operation 1 Warp Drive Operation 2 Warp Drive Operation 3 Drone Navigation 1 Drone Navigation 2 Drone Navigation 3 Drone Avionics 1 Drone Avionics 2 Drone Avionics 3
Recommended skills for logistics
This skillplan is restricted to pilots in the Omega clone state. |
Since the minimum skills only gets you so far, it's important to continue training into the recommended logistics fit for logistics (and preferably the advanced fits too). This is important because being able to quickly upgrade from meta to tech two Remote Shield Booster II modules will ensure the safety of the fleet.
Advanced [1] | Drone skills |
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~ 59 days and 14 hours | ~ 15 days and 9 hours |
Power Grid Management V |
Repair Drone Operation V |
Skill List
Listed below are the recommended skills above compiled into a list. It can be copied into your skill queue to train or create a skill plan from. The skills are ordered alphabetically, but feel free to move them around as you see fit.
Recommended logistics skills |
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Advanced Target Management 1 Advanced Target Management 2 Advanced Target Management 3 Advanced Target Management 4 Advanced Target Management 5 Afterburner 1 Afterburner 2 CPU Management 1 CPU Management 2 CPU Management 3 Capacitor Management 1 Capacitor Management 2 Capacitor Management 3 Capacitor Management 4 Capacitor Management 5 Capacitor Systems Operation 1 Capacitor Systems Operation 2 Capacitor Systems Operation 3 Capacitor Systems Operation 4 Capacitor Systems Operation 5 Drone Avionics 1 Drone Avionics 2 Drone Avionics 3 Drone Durability 1 Drone Navigation 1 Drone Navigation 2 Drone Navigation 3 Drones 1 Drones 2 Drones 3 Drones 4 Drones 5 Energy Grid Upgrades 1 Energy Grid Upgrades 2 Energy Grid Upgrades 3 Energy Grid Upgrades 4 Evasive Maneuvering 1 Evasive Maneuvering 2 Evasive Maneuvering 3 Fuel Conservation 1 Fuel Conservation 2 Fuel Conservation 3 Hull Upgrades 1 Hull Upgrades 2 Hull Upgrades 3 Hull Upgrades 4 Logistics Cruisers 1 Logistics Cruisers 2 Logistics Cruisers 3 Logistics Cruisers 4 Logistics Cruisers 5 Long Range Targeting 1 Long Range Targeting 2 Long Range Targeting 3 Long Range Targeting 4 Long Range Targeting 5 Mechanics 1 Mechanics 2 Mechanics 3 Minmatar Cruiser 1 Minmatar Cruiser 2 Minmatar Cruiser 3 Minmatar Cruiser 4 Minmatar Cruiser 5 Minmatar Destroyer 1 Minmatar Destroyer 2 Minmatar Destroyer 3 Minmatar Frigate 1 Minmatar Frigate 2 Minmatar Frigate 3 Navigation 1 Navigation 2 Power Grid Management 1 Power Grid Management 2 Power Grid Management 3 Power Grid Management 4 Power Grid Management 5 Repair Drone Operation 1 Repair Drone Operation 2 Repair Drone Operation 3 Repair Drone Operation 4 Repair Drone Operation 5 Science 1 Science 2 Sensor Linking 1 Sensor Linking 2 Sensor Linking 3 Sensor Linking 4 Shield Management 1 Shield Management 2 Shield Management 3 Shield Management 4 Shield Upgrades 1 Shield Upgrades 2 Shield Upgrades 3 Shield Upgrades 4 Signature Analysis 1 Signature Analysis 2 Signature Analysis 3 Signature Analysis 4 Signature Analysis 5 Spaceship Command 1 Spaceship Command 2 Spaceship Command 3 Tactical Shield Manipulation 1 Tactical Shield Manipulation 2 Tactical Shield Manipulation 3 Tactical Shield Manipulation 4 Target Management 1 Target Management 2 Target Management 3 Target Management 4 Target Management 5 Warp Drive Operation 1 Warp Drive Operation 2 Warp Drive Operation 3 |
Ongrid booster
Training into an ongrid booster requires quite a few months worth of training, even if you're doing it on an existing character. This is due to the fact it requires skills you normally wouldn't train unless you're specifically training to use command bursts. It's also a very long one that benefits greatly from using neural remaps.
Minimum skills for ongrid boosters
This skillplan is restricted to pilots in the Omega clone state. |
Since Cybernetics V is required for the mindlink implant, consider training it first so you can also get +5 attribute implants and further improving your training time. The times listed below are, like all the other skill plans, assuming just the +3 attribute implants and no neural remaps. So there's plenty of room for optimization. These minimum skills will allow you to fly any of the minimum ongrid booster fits for vanguards.
- EVE University Corporate Skill Plan Name: Euni - Incursion Community OGB Skillplan
- Corporate Skill Plan link: <url=skillPlan:1356dae5-90a8-472e-b069-3a2689544b87:917701062>EUni - Incursion Community OGB Skillplan</url>
EVEMon skillplans: DD Sleipnir (minimum skills)
Core skills | Utility skills | Ship skills | Fleet support skills | Drone skills | DPS booster skills [1] | Logibooster skills [2] |
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~ 8 days | ~ 7 days and 5 hours | ~ 63 days and 13 hours | ~ 89 days and 18 hours | ~ 12 days and 9 hours | ~ 11 days and 10 hours | ~ 18 days and 13 hours |
CPU Management V |
Signature Analysis IV |
Minmatar Frigate III |
Cybernetics V [5] |
Drones V |
Motion Prediction IV |
Shield Emission Systems IV |
~ 192 days, 7 hours worth of training for a DPS booster (~ 9,4 million skillpoints), and ~ 199 days, 16 hours for a logibooster (~ 9,8 million skillpoints) |
- ^ Only needed for DD boosters. Logiboosters do not need any skills in this column.
- ^ Only needed for logiboosters.
- ^ Hull Upgrades IV is required to fit the Damage Control II module.
- ^ a b c d Leadership V, Wing Command IV, Command Burst Specialist IV and Spaceship Command V are all needed to train Command Ships.
- ^ a b c Cybernetics V, Shield Command Specialist V and Skirmish Command Specialist V are needed for the Republic Fleet Command Mindlink implant.
- ^ Shield Command V is a requirement for Shield Command Specialist.
- ^ Skirmish Command V is a requirement for Skirmish Command Specialist.
- ^ a b c Leadership V, Command Burst Specialist IV and Wing Command IV are already required for Command Ships
- ^ 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.
- ^ Target Painting is needed to use a target painter module.
- ^ Propulsion Jamming is needed to use a stasis webifier module.
- ^ a b Drone Durability I and Repair Drone Operation II are required to use shield maintenance drones.
Skill Plan
Listed below is a skill plan for boosting. It can be copied into your skill queue to train. The skills are not ordered in any particular way, so feel free to move them around as you see fit.
OGB Skillplan
This skillplan contains all the minimum skills to pilot a DPS or logi booster.
Expand this box to view a Skill queue to use in-game
Spaceship Command 1 Minmatar Frigate 1 Minmatar Frigate 2 Minmatar Frigate 3 Minmatar Destroyer 1 Minmatar Destroyer 2 Minmatar Destroyer 3 Spaceship Command 2 Minmatar Cruiser 1 Minmatar Cruiser 2 Minmatar Cruiser 3 Spaceship Command 3 Minmatar Battlecruiser 1 Minmatar Battlecruiser 2 Minmatar Battlecruiser 3 Minmatar Battlecruiser 4 Minmatar Battlecruiser 5 Leadership 1 Leadership 2 Leadership 3 Leadership 4 Leadership 5 Command Burst Specialist 1 Command Burst Specialist 2 Command Burst Specialist 3 Command Burst Specialist 4 Wing Command 1 Wing Command 2 Wing Command 3 Wing Command 4 Spaceship Command 4 Spaceship Command 5 Command Ships 1 Science 1 Science 2 Science 3 Cybernetics 1 Cybernetics 2 Cybernetics 3 Cybernetics 4 Cybernetics 5 Skirmish Command 1 Skirmish Command 2 Skirmish Command 3 Skirmish Command 4 Skirmish Command 5 Shield Command 1 Shield Command 2 Shield Command 3 Shield Command 4 Shield Command 5 Shield Command Specialist 1 Shield Command Specialist 2 Shield Command Specialist 3 Shield Command Specialist 4 Shield Command Specialist 5 Skirmish Command Specialist 1 Skirmish Command Specialist 2 Skirmish Command Specialist 3 Skirmish Command Specialist 4 Skirmish Command Specialist 5 Drones 1 Drones 2 Drones 3 Drones 4 Drones 5 Amarr Drone Specialization 1 Light Drone Operation 1 Light Drone Operation 2 Light Drone Operation 3 Light Drone Operation 4 Light Drone Operation 5 CPU Management 1 CPU Management 2 CPU Management 3 CPU Management 4 CPU Management 5 Gunnery 1 Gunnery 2 Gunnery 3 Gunnery 4 Trajectory Analysis 1 Trajectory Analysis 2 Trajectory Analysis 3 Trajectory Analysis 4 Surgical Strike 1 Surgical Strike 2 Surgical Strike 3 Surgical Strike 4 Sharpshooter 1 Sharpshooter 2 Sharpshooter 3 Sharpshooter 4 Rapid Firing 1 Rapid Firing 2 Rapid Firing 3 Rapid Firing 4 Motion Prediction 1 Motion Prediction 2 Motion Prediction 3 Motion Prediction 4 Signature Analysis 1 Signature Analysis 2 Signature Analysis 3 Signature Analysis 4 Target Management 1 Target Management 2 Target Management 3 Target Management 4 Long Range Targeting 1 Long Range Targeting 2 Long Range Targeting 3 Long Range Targeting 4 Power Grid Management 1 Power Grid Management 2 Power Grid Management 3 Tactical Shield Manipulation 1 Tactical Shield Manipulation 2 Tactical Shield Manipulation 3 Tactical Shield Manipulation 4 Drone Interfacing 1 Drone Interfacing 2 Drone Interfacing 3 Drone Navigation 1 Drone Navigation 2 Drone Navigation 3 Drone Sharpshooting 1 Drone Sharpshooting 2 Drone Sharpshooting 3 Drone Avionics 1 Drone Avionics 2 Drone Avionics 3 Weapon Upgrades 1 Weapon Upgrades 2 Weapon Upgrades 3 Weapon Upgrades 4 Shield Management 1 Shield Management 2 Shield Management 3 Mechanics 1 Hull Upgrades 1 Hull Upgrades 2 Hull Upgrades 3 Hull Upgrades 4 Target Painting 1 Target Painting 2 Target Painting 3 Navigation 1 Navigation 2 Propulsion Jamming 1 Propulsion Jamming 2 Propulsion Jamming 3 Small Projectile Turret 1 Small Projectile Turret 2 Small Projectile Turret 3 Medium Projectile Turret 1 Medium Projectile Turret 2 Medium Projectile Turret 3 Command Ships 2 Command Ships 3 Command Ships 4 Warp Drive Operation 1 Warp Drive Operation 2 Warp Drive Operation 3 Evasive Maneuvering 1 Evasive Maneuvering 2 Evasive Maneuvering 3 Amarr Drone Specialization 2 Amarr Drone Specialization 3 Shield Emission Systems 1 Shield Emission Systems 2 Shield Emission Systems 3 Shield Emission Systems 4 Capacitor Management 1 Capacitor Management 2 Capacitor Management 3 Capacitor Management 4 Capacitor Systems Operation 1 Capacitor Systems Operation 2 Capacitor Systems Operation 3 Capacitor Systems Operation 4 Capacitor Systems Operation 5 Sensor Linking 1 Sensor Linking 2 Sensor Linking 3 Target Management 5 Advanced Target Management 1 Advanced Target Management 2 Signature Analysis 5 Ladar Sensor Compensation 1 Ladar Sensor Compensation 2 Ladar Sensor Compensation 3 Drone Durability 1 Repair Drone Operation 1 Repair Drone Operation 2
Recommended skills for ongrid boosters
There are no real recommended skills for ongrid boosters apart from the minimum skills, as the bar is so high to begin with that the rest of the skills aren't really that critical. But wrapping up Command Ships V and Command Burst Specialist V as well as Medium Projectile Turret V, Medium Artillery Specialization IV could be convenient.
While you could train Fleet Command for longer area of effect, those aren't really needed for the vanguards we run, as we'll all stay well within the range of the base range you get with the pre-requisite Leadership V and Wing Command IV.
Further training
Once you've got the most pressing skills trained and you're looking towards further training, remember that in the time it takes to train a skill from IV to V you can usually train up a handful of other skills from I to IV. As a general rule of thumb we recommend that people train their skills up to IV before starting to max them out. Sometimes you need a skill that requires you to train another skill to V, so it's not always avoidable, but until you have a solid set of skills trained it makes sense to hold off on training skills to V.
When you start training skills to V it might be a good time to start doing some serious skillplanning and consider neural remaps and better attribute implants. While restrictive, a good neural remap and attribute upgrades can lower the training time significantly.
Honing your skills
Remember that the minimum and recommended skills are just the beginning and there is much room for improvement. Maxing out the gunnery and support skills and topping off your racial ship skills for example will make your ship much more efficient. You'll also have many more options to improve your fit with better fitting and support skills, like upgrading a module, drop an excessive tank module for more utility modules and so forth.
What you're going to train next differs a little bit based on what ship and what weapons you're going to use. For some fitting skills will be prioritized due to the lack of CPU or powergrid of their hull, for others capacitor skills are more important while others can simply go straight for better ship and gunnery skills.
Crosstraining into armour
While we primarily run shield fleets, most of the skills you use will be reusable for armour fleets as well. It wouldn't take too long to touch up on your armour skills to be able to run armour fleets.
Damage dealers | Logistics |
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~ 18 days and 10 hours | ~ 46 days and 7 hours |
Hull Upgrades V |
Hull Upgrades V |
- ^ Remote Armor Repair Systems III is required to use armor maintenance bots.
- ^ Logistics need to train Remote Armor Repair Systems IV for the sake of reducing the cap usage of their remote armour repair modules.
Useful training for alts
It is no secret that having alts or several accounts are extremely useful in EVE. Incursions are no different and we can make good use of alts for a wide variety of things, especially unistas during war. The training times shown below are assuming the same +3 attribute implants as mentioned at the top of this page.
Hacker / Scout
Scouting can be done in pretty much any ship and doesn't require any skills at all, even shuttles. When it comes to hacking the racial exploration ships are very useful thanks to their bonuses and often very cheap to boot. There are a few skills that help, but for the most part you'll have the skills needed to hack right off the bat. For dropping Lyavite in the Nation Mining Colony, the tech 1 mining frigate Venture is best suited for the job, being able to carry multiple sites worth of ore on its own.
For more information about the role, see the hacker/scout section on the Roles in Incursions page.
Minimum Heron hacker fit
Data Analyzer I
5MN Microwarpdrive I
Nanofiber Internal Structure I
Nanofiber Internal Structure I
Small Memetic Algorithm Bank I
Small Memetic Algorithm Bank I
Warrior I x7
- You'll need Caldari Frigate I to fly this ship.
(~15 minutes worth of training) - Hacking III (optional, 11 hours and 14 minutes)
- Any of the Magnate, Imicus, or Probe can also use this fitting with the same level of effectiveness.
- Being able to fit a Data Analyzer II module will greatly improve hacking effectiveness, as it pushes the Heron's virus strength to 35, letting it break through defensive subsystems more easily.
- Right-clicking your microwarpdrive and selecting the option "Set auto-repeat off" is a good way to make sure you only run one cycle of the microwarpdrive, thus avoiding any embarrassing issues like forgetting to keep it on and capping out before you can hack the tower.
- The Warrior I drones are so that the scout can contribute damage and sponge a payout if there are less than ten ongrid ships.
- Additional buffer modules, such as Small Azeotropic Restrained Shield Extenders, can make it easier for the logi pilots to hold up this ship, in case it takes aggro in an OTA.
Dropper Venture
Small Remote Shield Booster I
5MN Quad LiF Restrained Microwarpdrive
Small Azeotropic Restrained Shield Extender
Small Azeotropic Restrained Shield Extender
Nanofiber Internal Structure II
Small Low Friction Nozzle Joints I
Small Hyperspatial Velocity Optimizer I
Small Hyperspatial Velocity Optimizer I
Acolyte I x2
- Mining Frigate I
- Shield Emission Systems I
- Cloaking I (Optional)
- The Venture can hold 16 stacks of Lyavite containing 255 units in each stack.
- The Small Remote Shield Extender is so that the scout can contribute repairs and sponge a payout if there are less than ten ongrid ships.
- Adding a Prototype Cloaking Device enables the Venture to safely enter the Nation Mining Colony before the final wave. It is not necessary to perform dropper duties, and requires Omega clone status in order to use.
Orca
The Orca is a wonderful ship that's more like a mobile base than just a ship. It has a ship maintenance bay to store ships, enough cargo hold to carry lots of ammo as well as spare modules, and an ore hold for Lyavite. Its refitting services and fleet hangar is also very useful for changing things up while in space, or to have a nearby stock of lyavite handy in a non-station system.
Even if you fly this ship on an alt that you cannot have logged on at the same time as your main character, the Orca is a tremendously useful ship.
Training into the Orca
Support skills | Ship skills | Leadership skills | Navigation skills |
---|---|---|---|
~ 5 days and 3 hours | ~ 5 days and 15 hours | ~ 10 days and 16 hours | ~ 1 days and 14 hours |
Hull Upgrades IV |
Spaceship Command V |
Leadership I |
High Speed Maneuvering III |
~ 23 days worth of training in total |
Minimum Orca fit
500MN Y-T8 Compact Microwarpdrive
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
Thermal Shield Hardener II
Kinetic Shield Hardener II
Reinforced Bulkheads II
Damage Control II
- With just the modules present and minimum skills, you'll have a tank of well over 291k+ effective hit points.
- If you want tank and go with Large Transverse Bulkhead II rigs your buffer can exceed 550k ehp vs regular gallente gankers.
- If you fit for warp speed with Large Hyperspatial Velocity Optimizer II rigs your warp speed can be as high as 3,5 AU/s.
- The Thermal Shield Hardener II and Kinetic Shield Hardener II module will increase your tank vs gallente-gankers who do primarily thermal and kinetic damage. This will raise your average ehp without really making you too vulnerable to minmatar gankers using EMP ammo.
Ore Hold
The ore hold can only carry ore but is perfect for lyavite and can hold at least 490 stacks which 149,940 m3 or 124,950 units of ore. (the base hold capacity is 150,000 m3 but increases with Industrial Command Ships up to 187,500 m3 which allows for 612 stacks in total) |
Fleet Hangar
The fleet hangar is another 40,000 m3 that can be used for sharing the content with fleet members or as an additional store hold. (the fleet hangar can even fit an assembled frigate, but usually only one due to its size) |
Ship Maintenance Bay
The main function of a ship maintenance bay is that it can take fully assembled ships (no need to repackage them). Below is a short summary of the benefits and limitations of the ship maintenance bay.
- The ship maintenance bay can hold 400,000 m3 worth of assembled ships which is enough to hold ships as large as a battlecruiser-hull but not a battleship-hull (their size exceeds the 400k limit). Keep in mind that carrying several more valuable ships in the bay can make your Orca an attractive suicide gank target.
- The cargo scan will not show any modules fitted to ships in the maintenance bay, which is something you can take advantage of by putting your more costly modules on ships inside the maintenance bay, thus hiding them from scans, but remember they can still drop.
- Ships in the maintenance bay cannot have anything in their cargohold except charges (ie, ammunition and scripts), so modules must be fitted to the ships (but can be offlined) or placed in the Orca's regular cargohold or fleet hangar.
- You can give fleet members access to the ship maintenance bay while in space, allowing them to store, launch and board ships directly.
The ship maintenance bay allows for Orca pilots to bring several small ships or a select few cruiser-hulls. This will allow you to bring several incursion ships, or other ships to use while you wait; like mission/exploration ships. Here's a list of a few ships commonly used and how much room they take up in the maintenance bay.
Logistics and strategic cruisers | Command ships | Other ships | ||||||||
---|---|---|---|---|---|---|---|---|---|---|
89,000 m3 | 107,000 m3 | 118,000 m3 | 80,000 m3 | 92,000 m3 | 115,000 m3 | 216,000 m3 | 252,000 m3 | 234,000 m3 | 18,900 m3 | 100,000 m3 |
Valet alt
Having an alt capable of flying your ships around is invaluable when your main character is at war or otherwise indisposed. If the purpose is just to fly the ship, they wouldn't need any gunnery skills whatsoever. The same character could theoretically become your dedicated incursion/mission alt down the line to make life easier for your main character, if you have the means to support a second account that is. Since each account comes with three character slots, everyone have the ability to make two alts for their account, meaning this is an option everyone has, it's not limited to people with multiple accounts.
Moving your actual main, who is in uni, can be done safely in something as simple as a shuttle. See travel fits for more information on how you can easily move your main to and from incursions when you want to run.
Below are various levels of training needed for different type of tanking capabilities. As a minimum, the Hull tanking and Ship skills is enough to fit a Damage Control II and Reinforced Bulkhead II modules for a solid 130 - 150k+ effective hit points buffer on a regular tech one battleship. If you train the Additional race as well, the alt could move a pirate faction battleship. The extra shield skills would allow you to upgrade the meta shield modules to tech two for a little bit more tank as well.
Hull tanking | Ship skills | Additional race [1] | Shield tanking [2] |
---|---|---|---|
~ 1 day and 12 hours | ~ 3 days and 5 hours | ~ 2 days and 11 hours | ~ 5 day and 11 hours |
Hull Upgrades IV |
Spaceship Command IV |
<racial> Frigate III |
Shield Upgrades IV |
Less than 4 days and 17 hours worth of training in total for a simple valet alt |
- ^ Optional - If you need your alt to be able to move a pirate faction battleship (since they require two racial ship skills).
- ^ Optional - Increasing the train to a handful of days means you can upgrade the shield tank and use the Large Shield Extender II, EM Shield Amplifier II as well as the Multispectrum Shield Hardener II modules (or any of the active hardeners or passive amplifiers).
Travel fits
The basic idea behind travel fits for the above mentioned valet alt is to not be at war (which is why we use the valet) and to simply replace any modules that do not help us travel safer, so as not to be worth ganking in the first place. This means that webs, target painters, damage modules etc are removed in favour of tanking modules. Here are some examples of travel fits for our minimum fits:
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
Large Azeotropic Restrained Shield Extender
Large Azeotropic Restrained Shield Extender
Large Azeotropic Restrained Shield Extender
Limited Multispectrum Shield Hardener I
Limited Multispectrum Shield Hardener I
Limited Multispectrum Shield Hardener I
Reinforced Bulkheads II
Reinforced Bulkheads II
Reinforced Bulkheads II
Reinforced Bulkheads II
Damage Control II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Thermal Shield Reinforcer I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Large Azeotropic Restrained Shield Extender
Large Azeotropic Restrained Shield Extender
Limited Multispectrum Shield Hardener I
Limited Multispectrum Shield Hardener I
Limited Multispectrum Shield Hardener I
Reinforced Bulkheads II
Reinforced Bulkheads II
Reinforced Bulkheads II
Reinforced Bulkheads II
Reinforced Bulkheads II
Reinforced Bulkheads II
Damage Control II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Thermal Shield Reinforcer I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Large Azeotropic Restrained Shield Extender
Large Azeotropic Restrained Shield Extender
Large Azeotropic Restrained Shield Extender
Limited Multispectrum Shield Hardener I
Limited Multispectrum Shield Hardener I
Limited Multispectrum Shield Hardener I
Reinforced Bulkheads II
Reinforced Bulkheads II
Reinforced Bulkheads II
Reinforced Bulkheads II
Damage Control II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Thermal Shield Reinforcer I
Moving costly modules
The regular fits on the wiki have but a couple of expensive modules, like the Federation Navy Stasis Webifier and for some ships the Republic Fleet Target Painter, which totals about 100 million. This can easily be carried in the hold of the travel fits above without much fear of becoming a gank target.
If you upgrade your ship with more expensive modules, such as deadspace and other faction modules, you should secure a better way of moving those expensive modules. The dedicated travel ships (except the shuttle) can easily hold the more expensive modules as they are often only 5 - 10 m3 in size and those ships can fit several modules in their hold.
Common guides
There are several common guides on the wiki already. Our needs in the incursion community are a little different, but it might be useful for general purposes or to get some inspiration of what else to train on your alt.
- Creating an Alt Hauler
- Creating an Alt Miner
- Creating a Scanner Alt
- Creating an Alt Orca Pilot
- Creating a Planetary Industry Alt