User:Adrien claremont
The EVE University NullSec Campus does not have any mandated skill requirements for joining the Campus or participating in any Campus Fleets. This page is to serve as a reference for new members to the Campus and to inform them on the recommended skills to conduct Fleet roles or activities safely within Syndicate |
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There are no Mandated Skills!
On the off chance you did not notice the banner at the top of the page, THERE ARE NO MANDATED SKILLS required to join the NSC. Anyone in E-Uni can join the NSC, at any time. What this page seeks to do is to provide a road map for players, many of which are new to the game, to train the appropriate skills to fly T1 Frigates, Destroyers and Cruisers within NSC fleets so that members of the campus can gain the maximum enjoyment out of their time with us. This is a not a perfect skill plan to make you perfect pilot, nor is it specific to any doctrine. You do not need to follow it rigidly and it is highly likely that the majority of players will already have most of these skills trained already.
There are three parts to this plan
- The Complete Newbro - This short train will get you into a well fit, solid Fleet Tackle role allowing members to take part in any and every NSC fleet.
- The Basic Skills - These skills will round off a pilots skill set and allow them to competently fly T1 Frigates and Destroyers.
- The Recommended Skills - These skills will move the pilot into T1 cruisers with an appropriate T2 tank.
Again, these skills are NOT MANDATED. They are a guideline for those pilots who are unsure of how to train their skills effectively.
Complete Newbro
The role of Fleet Tackle is a quick and easy way for new campus members to play an active part in NSC Fleets. The Skill requirements are so short that, if you choose to fly with meta 4 modules rather than the T2 fits below, you do not need to train any skills at all. You will notice that these fits do not have any Turrets fitted. You job as the Fleet Tackler is to get into the field and use your Warp Disruptor on a target long enough for the Fleet to kill them off. By not having weapons fitted, this allows for additional fitting space to be freed up and used to support your tank, thereby improving your survivability, which gives the fleet overall more time to kill the target.
- Hull Upgrades IV - This will allow you to fit the Damage Control II module
- Propulsion Jamming II - This will allow you to fit the Warp Disruptor II module
- Shield Upgrades IV - This will allow you to fit the Medium Shield Extender II module
Total training time ~ 3 Days, 21 Hours, 20 mins
5MN Quad LiF Restrained Microwarpdrive
Warp Disruptor II
Medium Shield Extender II
Damage Control II
Overdrive Injector System II
Nanofiber Internal Structure II
Small Anti-Thermal Screen Reinforcer I
Small Anti-EM Screen Reinforcer I
Small Anti-EM Screen Reinforcer I
Nanite Repair Paste x15
5MN Quad LiF Restrained Microwarpdrive
Warp Disruptor II
J5b Enduring Warp Scrambler
Medium Shield Extender II
Nanofiber Internal Structure II
Overdrive Injector System II
Small Anti-EM Screen Reinforcer I
Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Nanite Repair Paste x15
5MN Quad LiF Restrained Microwarpdrive
Warp Disruptor II
Medium Shield Extender II
Damage Control II
Overdrive Injector System II
Overdrive Injector System II
Small Anti-EM Screen Reinforcer I
Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Nanite Repair Paste x15
5MN Cold-Gas Enduring Microwarpdrive
Warp Disruptor II
J5b Enduring Warp Scrambler
Medium Azeotropic Restrained Shield Extender
Nanofiber Internal Structure II
Overdrive Injector System II
Small Anti-EM Screen Reinforcer I
Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Nanite Repair Paste x15
Basic Skills
The basic skill plan below is a broad collection of skills from all areas, designed to round off a pilots skills to allow them to fly both T1 Frigates and Destroyers, of their own race, comfortably. It does not need to be completed in any particular order, however it is recommended that all the skills are completed before moving onto T1 Cruisers to aid in your survivability. T1 Cruisers can be costly to the newbro, so we want to ensure that campus members have a solid skillset behind them before progressing into them. All of these Basic Skills can be train by Alpha Clones, however the time taken to complete the plan will be twice as long due to the accelerated training that Omega Clones receive. For Alpha Clones, you will be restricted to only training weapon systems appropriate to your racial ships. Alpha Clones of all races can train the Turret skills, however there is a split between Drone and Missile skills.
- Drones - Amarr and Gallente
- Missiles - Caldari and Minmatar
Core skills | Utility skills | Tanking skills | Ship skills | Gunnery skills | Missile skills | Drone skills |
---|---|---|---|---|---|---|
~ X days and X hours | ~ X days and X hours | ~ X days and X hours | ~ X days and X hours | ~ X days and X hours | ~ X days and X hours | ~ X days and X hours |
Advanced Weapon Upgrades I |
Electronic Warfare IV |
Mechanics IV |
Acceleration Control III |
Controlled Bursts III |
Missile Launcher Operation IV |
Drone Avionics III |
~ x days, x hours and x minutes worth of training in total (~ x million skillpoints) |
Recommended Skills
Core skills | Utility skills | Tanking skills | Ship skills | Gunnery skills | Missile skills | Drone skills |
---|---|---|---|---|---|---|
~ X days and X hours | ~ X days and X hours | ~ X days and X hours | ~ X days and X hours | ~ X days and X hours | ~ X days and X hours | ~ X days and X hours |
Advanced Weapon Upgrades I |
Electronic Warfare IV |
Hull Upgrades V |
Acceleration Control III |
Controlled Bursts III |
Missile Launcher Operation IV |
Drone Avionics III |
~ x days, x hours and x minutes worth of training in total (~ x million skillpoints) |
Modal Light Ion Particle Accelerator I, Antimatter Charge S
Modal Light Ion Particle Accelerator I, Antimatter Charge S
Modal Light Ion Particle Accelerator I, Antimatter Charge S
5MN Cold-Gas Enduring Microwarpdrive
Faint Epsilon Scoped Warp Scrambler
X5 Enduring Stasis Webifier
Type-D Restrained Reinforced Bulkheads
Type-D Restrained Overdrive Injector
IFFA Compact Damage Control
Small Transverse Bulkhead I
Small Transverse Bulkhead I
Small Transverse Bulkhead I
Antimatter Charge S x1
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
Core skills | Utility skills | Gunnery skills | Ship skills | 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 |
Signature Analysis IV |
Gunnery V |
Spaceship Command IV |
Drones V |
~ 55 days, 2 hours and 19 minutes worth of training in total (~ 2,7 million skillpoints) |
- ^ Shield Operation IV is required for the EM Shield Compensation skill.
- ^ Shield Upgrades IV is required for the EM Ward Amplifier II module.
- ^ Hull Upgrades IV is required to fit the Damage Control II module.
- ^ Propulsion Jamming is needed to use a stasis webifier module.
- ^ 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.
- ^ 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.
- ^ 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.
- ^ 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.