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Revision as of 15:51, 5 September 2013 by Kika sandri (talk | contribs)
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Overview

The Engineering category contains capacitor support skills, capacitor warfare skills and most of the skills required for remote and local shield tanking.

Good intelligence and memory will get you your engineerings degree faster.

The following are the skills in the Engineering section (in alphabetical order):


  Capacitor Emission Systems

Operation of energy transfer array and other capacitor emission systems. 5% reduced capacitor need of energy emission weapons per skill level.
  Attributes:   
  Multiplier: 2x
  Price: 75k ISK
  Alpha max level: IV
  Prerequisites: Power Grid management III
  I required for: T1 and Faction small energy transfer arrays and other capacitor emission systems
  II required for: T1 and Faction medium energy transfer arrays and other capacitor emission systems
  III required for: T1 and Faction heavy and T2 small energy transfer arrays and other capacitor emission systems; energy neutralizer drones
  IV required for: T2 medium energy transfer arrays and other capacitor emission systems
  V required for: T2 heavy energy transfer arrays and other capacitor emission systems; Capital Energy Emission Systems IV
  Notes: The governing skill for energy neutralizers, energy vampires and energy transfer arrays. Neuts and vamps are useful utility modules in PvP, particularly small gang or solo PvP, so PvP pilots will find this skill helpful. Energy transfer can be key to certain kinds of logistics ship fits.



  Capacitor Management

Skill at regulating your ship's overall energy capacity. 5% bonus to capacitor capacity per skill level.
  Attributes:   
  Multiplier: 3x
  Price: 200k ISK
  Alpha max level: IV
  Prerequisites: Power Grid management III
  I required for: T1 and Faction micro power grid modules
  III required for: Thermodynamics
  V required for: T2 micro power grid modules
  Notes: Key capacitor support skill, useful for everyone. Getting it to V takes a little while because of the x3 multiplier, but is worth it in the long run.



  Capacitor Systems Operation

Skill at operating your ship's capacitor, including the use of capacitor boosters and other basic energy modules. 5% reduction in capacitor recharge time per skill level.
  Attributes:   
  Multiplier: 1x
  Price: 60k ISK
  Alpha max level: III
  Prerequisites: Power Grid management I
  I required for: T1 and Faction capacitor boosters
  II required for: Micro capacitor booster II
  III required for: Small capacitor booster II
  IV required for: Medium and Heavy capacitor boosters II
  Notes: Another important capacitor support skill which makes your capacitor more resilient. A short train to level V.



  Capital Energy Emission Systems

Operation of capital sized energy transfer array and other energy emission systems. 5% reduced capacitor need of capital energy emission systems per skill level.
  Attributes:   
  Multiplier: Capital Energy Emission Systems
  Price: <span style="cursor: help;" title="The skillbook for this skill costs Capital Energy Emission Systems ISK">Capital Energy Emission Systems ISK
  Alpha max level: <span style="cursor: help;" title="Alpha pilot can train and use this skill to at most level Unknown">Unknown
  Prerequisites: Power Grid management V; Capacitor Emission Systems V
  I required for: Capital Murky Energy Transmitter I; Capital Energy Transfer Array I



  Capital Shield Emission Systems

Operation of capital sized shield transfer array and other shield emission systems. 5% reduced capacitor need for capital shield emission system modules per skill level.
  Attributes:   
  Multiplier: 10x
  Price: 15M ISK
  Alpha max level: Alpha pilot can not train this skill.
  Prerequisites: Power Grid management V; Shield EmissionSystems V
  I required for: Capital Murky Shield Screen Transmitter I; Capital Shield Transporter I



  Capital Shield Operation

Operation of capital shield boosters and other shield modules. 2% reduction in capacitor need for capital shield boosters per skill level.
  Attributes:   
  Multiplier: 8x
  Price: 25M ISK
  Alpha max level: Alpha pilot can not train this skill.
  Prerequisites: Shield Management V; Shield Operation V; Power Grid management V
  I required for: Capital Neutron Saturation Injector I; Capital Shield Booster I



  EM Shield Compensation

To active shield hardeners: 3% bonus per skill level to Shield EM resistance when the modules are not active.


To passive shield hardeners: 5% bonus per skill level to Shield EM resistance.
  Attributes:   
  Multiplier: 2x
  Price: 150k ISK
  Alpha max level: II
  Prerequisites: Shield Operation IV
  Notes: This and the other three 'X Shield Compensation' (not to be confused with simple Shield Compensation) skills are low priority skills since they mostly benefit passive shield hardeners, which are very rarely used.



  Energy Grid Upgrades

Skill at installing power upgrades e.g. capacitor battery and power diagnostic units. 5% reduction in CPU needs of modules requiring Energy Grid Upgrades per skill level.
  Attributes:   
  Multiplier: 2x
  Price: 79k ISK
  Alpha max level: V
  Prerequisites: Power Grid management II
  I required for: T1 capacitor upgrade modules
  II required for: T1 capacitor upgrade modules
  III required for: T1 and certain T2 capacitor upgrade modules
  IV required for: T2 capacitor upgrade modules
  V required for: Reactor Control Unit II; Marauders
  Notes: Useful fitting requirement reduction for certain modules.



  Energy Pulse Weapons

Skill at using smartbombs. 5% decrease in smartbomb duration per skill level.
  Attributes:   
  Multiplier: 2x
  Price: 130k ISK
  Alpha max level: II
  Prerequisites: Power Grid management II; Science II
  I required for: T1 and Faction smartbombs
  II required for: T2 micro smartbombs
  III required for: T2 small smartbombs
  IV required for: T2 medium smartbombs
  V required for: T2 large smartbombs; Doomsday Operation
  Notes: Note that the increased cycle speed of smartbombs with this skill at high levels means more DPS, but also more cap use.



  Explosive Shield Compensation

To active shield hardeners: 3% bonus per skill level to Shield Explosive resistance when the modules are not active.


To passive shield hardeners: 5% bonus per skill level to Shield Explosive resistance.
  Attributes:   
  Multiplier: 2x
  Price: 150k ISK
  Alpha max level: II
  Prerequisites: Shield Operation IV
  Notes: This and the other three 'X Shield Compensation' (not to be confused with simple Shield Compensation) skills are low priority skills since they mostly benefit passive shield hardeners, which are very rarely used.



  Kinetic Shield Compenstation

To active shield hardeners: 3% bonus per skill level to Shield Kinetic resistance when the modules are not active.


To passive shield hardeners: 5% bonus per skill level to Shield Kinetic resistance.
  Attributes:   
  Multiplier: Kinetic Shield Compenstation
  Price: <span style="cursor: help;" title="The skillbook for this skill costs Kinetic Shield Compenstation ISK">Kinetic Shield Compenstation ISK
  Alpha max level: <span style="cursor: help;" title="Alpha pilot can train and use this skill to at most level Unknown">Unknown
  Prerequisites: Shield Operation IV
  Notes: This and the other three 'X Shield Compensation' (not to be confused with simple Shield Compensation) skills are low priority skills since they mostly benefit passive shield hardeners, which are very rarely used.



  Power Grid management

Basic understanding of spaceship energy grid systems. 5% Bonus to ship's powergrid output per skill level.
  Attributes:   
  Multiplier: Power Grid management
  Price: <span style="cursor: help;" title="The skillbook for this skill costs Power Grid management ISK">Power Grid management ISK
  Alpha max level: <span style="cursor: help;" title="Alpha pilot can train and use this skill to at most level Unknown">Unknown
  Prerequisites: None
  I required for: Shield Operation; Capacitor Systems Operation
  II required for: Energy Pulse Weapons; Energy Grid Upgrades; Shield Upgrades; Electronic Upgrades
  III required for: Capacitor Management; Shield Management; Tactical Shield Manipulation; Shield Emission Systems; Capacitor Emission Systems
  V required for: Thermodynamics; Capital Shield Operation; Capital Shield Emission Systems; Capital Energy Emission Systems; Power Grid management; High Energy Physics; Plasma Physics; Hydromagnetic Physics; Graviton Physics; Laser Physics; Nuclear Physics; Quantum Physics; Amarr Engineering Systems; Gallente Engineering Systems; Minmatar Engineering Systems; Caldari Engineering Systems; Assault Ships
  Notes: The basic skill of this whole category, and a key fitting skill. Quickly trained. 25% more powergrid is a big boost to your ability to fit more, better equipment on your ship.



  Shield Compensation

Improved skill for regulating energy flow to shields. 2% less capacitor need for shield boosters per skill level.
  Attributes:   
  Multiplier: 2x
  Price: 150k ISK
  Alpha max level: IV
  Prerequisites: Shield Operation III
  Notes: An important support skill for active shield tanking.



  Shield Emission Systems

Operation of shield transfer array and other shield emission systems. 5% reduced capacitor need for shield emission system modules per skill level.
  Attributes:   
  Multiplier: 2x
  Price: 100k ISK
  Alpha max level: III
  Prerequisites: Power Grid management III
  I required for: T1 and Faction shield transporters
  II required for: Micro shield transporter II
  III required for: Small shield transporter II; T1 Light, medium and heavy shield maintenance bots
  IV required for: Medium and Large shield transporter II; T2 Light, medium and heavy shield maintenance bots
  V required for: Capital Shield Emission Systems
  Notes: Shield emission systems repair other ships' shields. This skill is important for anyone planning to fly the Scimitar or Basilisk shield logistics ships.



  Shield Management

Skill at regulating a spaceship's shield systems. 5% bonus to shield capacity per skill level.
  Attributes:   
  Multiplier: 3x
  Price: 170k ISK
  Alpha max level: IV
  Prerequisites: Power Grid management III
  I required for: T1 and Faction shield boost amplifiers
  V required for: Shield boost amplifier II; Capital Shield Operation
  Notes: A basic shield support skill (remember that an increase in shield capacity also increases the amount of shield hitpoints you recharge every second) which is an uncomfortably long train to V. But it is worth training to V in the long run. Level V is required for T2 Shield Boost Amplifiers.



  Shield Operation

Skill at operating a spaceship's shield systems, including the use of shield boosters and other basic shield modules. 5% reduction in shield recharge time per skill level.
  Attributes:   
  Multiplier: 1x
  Price: 55k ISK
  Alpha max level: IV
  Prerequisites: Power Grid management I
  I required for: T1 and Faction shield boosters
  II required for: Certain large and ancillary shield boosters
  III required for: T2 small and medium shield boosters X-Large shield boosters; Shield Compensation; Amarr Defensive Systems;

Gallente Defensive Systems; Minmatar Defensive Systems

  IV required for: X-Large ancillary shield booster; Large shield booster II; Thermic Shield Compensation; EM Shield Compensation; Kinetic Shield Compensation; Explosive Shield Compensation
  V required for: X-Lage shield booster II; Capital Shield Operation; Caldari Defensive Systems
  Notes: Important shield support skill, especially for passive regen shield tanks. Level V is required to use T2 X-large shield boosters.



  Shield Upgrades

Skill at installing shield upgrades e.g. shield extenders and shield rechargers. 5% reduction in shield upgrade powergrid needs.
  Attributes:   
  Multiplier: 2x
  Price: 100k ISK
  Alpha max level: IV
  Prerequisites: Power Grid management II; Science I
  I required for: T1 and Faction shield extenders and hardener amplifiers
  II required for: Micro shield extender II
  III required for: Small shield extender II; T1 shield rechargers
  IV required for: T2 shield rechargers, extenders and hardener amplifiers
  Notes: A useful fitting skill, makes squeezing some of the equipment used in shield tanking onto your ship easier.



  Tactical Shield Manipulation

Skill at preventing damage from penetrating the shield, including the use of shield hardeners and other advanced shield modules. Reduces the chance of damage penetrating the shield when it falls below 25% by 5% per skill level, with 0% chance at level 5.
  Attributes:   
  Multiplier: 4x
  Price: 210k ISK
  Alpha max level: IV
  Prerequisites: Power Grid management III
  I required for: T1 and Faction shield hardeners
  IV required for: T2 shield hardeners
  Notes: When your shields fall below 25% hitpoints damage begins to leak through to armor. This skill stops that happening. The exact mechanism of the 'leaking', and the consequent use or uselessness of Tactical Shield Manipulation, are subject to pedantic and rather irrelevant arguments; you need this skill trained to IV to use T2 active shield hardeners, so train it to IV and then forget about it.



  Thermic Shield Compensation

To active shield hardeners: 3% bonus per skill level to Shield Thermal resistance when the modules are not active.


To passive shield hardeners: 5% bonus per skill level to Shield Thermal resistance.
  Attributes:   
  Multiplier: Thermic Shield Compensation
  Price: <span style="cursor: help;" title="The skillbook for this skill costs Thermic Shield Compensation ISK">Thermic Shield Compensation ISK
  Alpha max level: <span style="cursor: help;" title="Alpha pilot can train and use this skill to at most level Unknown">Unknown
  Prerequisites: Shield Operation IV
  Notes: This and the other three 'X Shield Compensation' (not to be confused with simple Shield Compensation) skills are low priority skills since they mostly benefit passive shield hardeners, which are very rarely used.