Preparing for Incursions
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Ship progression
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, strategic cruiser or pirate faction battleship 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. If you already know that you like smaller ships, or have plans for diving into a wormhole in the future, it would make much more sense training into a strategic cruiser than a pirate faction battleship. Depending on the race, training for strategic cruisers will make quite some progress towards being able to fly logistics as well, or the other way around if your goal is to fly logistcs. That said, most strategic cruisers pale in comparison to the pirate faction battleships who remain the epitome of incursion boats.
Recommended battleships:
Races | Ship | Description |
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The Maelstrom can easily lead into the Machariel, retaining the projectile skills and Minmatar skills, but requires Gallente battleship. Minmatar in general also offers the Loki and Sleipnir as well as the Scimitar for logistics. | ||
The Rokh can train into a Vindicator, retaining the hybrid skills, but forced to train both Gallente and Minmatar battleships. It can also train into the Nightmare, retaining the Caldari battleship skills, but forced to crosstrain into lasers. Caldari also offers the Basilisk for logistics. | ||
The Hyperion can easily lead into the Vindicator, retaining the hybrid skills and Gallente skills, but requires Minmatar battleship. |
End-game ships:
Races | Ship | Description |
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The Machariel combines a flexible engagement range for autocannons with a high rate of fire. Fit for long range the impressive alpha is unmatched. It also has enough midslots to fit for any occasion. | ||
The Nightmare has very good damage at any range due to fast-swapping crystals and compensates for the innate low tracking of lasers with the ship's tracking bonus. It also has plenty of utility midslots available. Has some cap issues. | ||
The Vindicator is a brawler without match, both in terms of damage and incredibly strong webs. Despite appearances, it is also a very potent sniper when fitted with railguns, and tech two ammo makes it possible to use blasters at medium range. | ||
The Legion combines powerful short range capabilities with instant-swapping long range capabilities due to how crystals work. Ideal ship if you prefer smaller, more agile ships to the bulkier battleships. | ||
The Loki's combination of multiple webs and extreme tracking makes it very useful. It also has the option to fit for longer webs, which isn't always needed but makes a world of difference when it is. | ||
Very few Command Ships have the range and utility needed to make them good for incursions, suffering the same problems as most ships with medium weaponry. The Sleipnir stands out with exceptional tracking, range and damage capabilities. | ||
The Scimitar is a logistics ship, the core of fleet defense. It does not rely on energy transfers to be cap stable and can therefor be fully operational on its own. The bonus to tracking links makes it an enormous asset on the field, on top of the repairs it supplies. | ||
The Basilisk is another logistics ship, but unlike the Scimitar, it needs someone to exchange energy transfers with to be effective. With good skills it can provide energy transfers to the fleet or field one more shield transporter for extra repping power. |
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.
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 roughly 60 days at the most, if you train into a turret-based battlecruiser on a brand new character. In comparison training for missiles is longer, another week, but normally you would only take that route if you already have good missile skills to begin with and only need to top off one or two skills. If your missile skills are too low, it would be more advantageous to start training gunnery skills instead.
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.
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.
Support skills | Gunnery skills | Missile skills | Crosstraining armour skills |
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~ 40 days and 6 hours | ~ 19 days and 18 hours | ~ 26 days and 22 hours [1] | ~ 12 days and 18 hours |
Cybernetics I |
Gunnery IV |
Missile Launcher Operation V [8] |
Hull Upgrades V |
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With the above mentioned skills, young unistas interested in doing incursions can fly one of the Minimum Incursion fits, while they train for a more suitable ship. See moving into useful hulls below for further training.
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 |
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~ 66 days and 21 hours | ~ 7 days and 19 hours | ~ 5 days and 6 hours | ~ 41 days and 12 hours |
Cybernetics I <racial> Frigate IV |
Tactical Shield Manipulation IV |
Drones V |
Hull Upgrades V |
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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)
Moving into useful hulls
Once you have the recommended skills, the step from a Battlecruiser up to a decent Battleship is surprisingly short and you should take this step as soon as possible to get into a decent ship. You might need to top off some of the support skills, pending on what ship you decide to move into, if you run into powergrid, CPU or cap issues.
If the Wartime Standard Operating Procedures (WSOP) is not an issue, there's also the strategic cruisers and the pirate faction battleships. For strategic cruisers you'll most likely continue with the gunnery skills you have but will require some support skills to V and of course your racial cruiser of choice to V. Then you just move towards tech two medium weapons for further efficiency. For pirate faction battleships hulls like the Machariel, Nightmare and Vindicator, which are better in all regards compared to the regular battleships regardless of your skill, you only need to train a secondary racial ship-line.
Flying ships that cost over a billion in just the hull shouldn't be taken lightly however, but from an efficiency point of view there is no reason not to get one.
Battleships | Strategic Cruisers | Pirate Faction Battleships | Crosstraining into a new race |
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~ 10 days and 2 hours | ~ 40 days and 4 hours | ~ 17 days and 16 hours | ~ 13 days and 8 hours |
<racial> Battleship III |
Mechanics V |
<primary> Cruiser IV |
<racial> Frigate IV |
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See the recommended battleship fits for vanguards and assaults.
This is just the the beginning ...
Remember that these recommendations are just for the basic levels and there is much room for improvement. Increase these skills, train up for tech two weaponry and max out the gunnery and support skills, and your ship will be much more efficient. You'll also have many more options to improve your fit with better fitting and support skills, like upgrading a module, swap out an ancillary current rig for a damage rig, 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/powergrid of their hull, for others capacitor skills are more important while others can simply go straight for better ship skills and tech two weaponry.
Fitting skills | Support skills | Gunnery skills | Logistics skills |
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Prioritize which skills to train first, some are more important than others, so do your research. | |||
Cybernetics V [1] |
Jury Rigging IV [2]
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Weapon Upgrades V |
Shield Emission Systems V |
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Once you've trained these skills, you can fly some of the more advanced fits for vanguards or assaults.