Vanguard Incursion fits
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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. |
Vanguard fittings
The fits used by the EVE University Incursion Community focus around our need to be able to clear warp disrupt capable ships first, which are often small and hard to hit frigates. This sets us apart from most communities, in that we often favour short range and high tracking with multiple webs and painters, as opposed to the more common long range setups with dedicated webbers that other communities use.
It is recommended that you visit this page after reading Preparing for Incursions and Incursion fitting principles. These articles will guide you to a fuller understanding of how the modules in the fits below work, and together, meet the task of engaging small ships effectively. These articles also detail the theory and reasoning behind the fittings below, and additional information such as what skills are needed, what implants are recommended and the like, is also placed there.
Finally, the four guidelines below are vital to the success of the fleet. Please bear them in mind when fitting your first ship.
Shields focus
In the EVE University Incursion Community we run shield fleets, primarily due to the fact that it's slightly faster to train the shield skills but also because we want our pilots to be able to fly with the majority of the public communities as well. See shield vs armour doctrines for more information. |
Bring Lyavite
All the fits have had their ammo adjusted to make sure they have room for a stack of Lyavite (255 units, 306 m3 worth of cargo space), so before you undock to join the fleet, make sure you have a stack with you (see acquisition for information on how to get some). One stack is used per site, so everyone must carry a stack. The lyavite is jettisoned during the site and given to the logistics runner, who use it to finish the Nation Mining Colony site (only this vanguard site needs it). |
Don't compromise these fits
We've already tried to downscale and reduce the skill requirements as much as we can for these fits, but at the end of the day the content you're about to join in on is high-end PvE content. Your individual performance is very important as we have a limited amount of people in the fleet, so every skill and module matters. |
Improving fits
These fits are tailored in order to get a solidly tanked ship with a good level of performance, for you to begin running incursions. However, there is room for individual taste and preference. See the ship progression page as well as the upgrade priorities section of the fitting principles page for more guidance on progression in terms of ship upgrades and fits as well as skills. |
All fits use Miranda's template which is easily used with the help of Pehuen's parser. If you click the EFT button you will open up a text box with the complete list of modules, charges and drones for the fit. This can then be copied to import directly into your favourite third-party fitting program. Be sure to read the SKILLS and NOTES section as well, they contain valuable information about the fit and if there are any common tweaks you could do.
Minimum fits
These fits are minimum fits, able to contribute to fleet efficiency. The logistics are cap stable under minimum skills (but please check to be sure), while the battleships bring decent damage and projection, utility modules, and drones.
Some of the rigging choices may seem weird for these fits, but they are all chosen to allow for extreme flexibility in refitting between Vanguards, Assaults as well as Headquarter sites. As such, some fits you see here may seem slightly compromised, but that is a choice we made to allow people to use the same ship for all the different sites. If you have a substantially similar incursions rig that is already attached to your ship, please do not feel obliged to switch those incursion rigs out in order to run with us.
Logistics
The entry-level for logistics is pretty high, simply because they are the backbone of the fleet. Due to the limited number of capsuleers in the fleet each logistics pilot needs to be of a much higher caliber in order to keep the number of logistic ships to a minimum, allowing for as many damage dealers as possible.
Scimitar (basic and advanced)
Large S95a Scoped Remote Shield Booster
Large S95a Scoped Remote Shield Booster
Large Remote Shield Booster II
Large Remote Shield Booster II
Adaptive Invulnerability Field II
Medium Azeotropic Restrained Shield Extender
10MN Monopropellant Enduring Afterburner
Cap Recharger II
Cap Recharger II
Capacitor Power Relay II
Capacitor Power Relay II
Capacitor Power Relay II
Capacitor Power Relay II
Medium Ancillary Current Router II
Medium Capacitor Control Circuit II
Light Shield Maintenance Bot I x1
Medium Shield Maintenance Bot I x4
- All the required skills for logistics
- You could use capacitor implants to help you get cap stable, or powergrid implants to get more powergrid without having all the required skills. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.
- Only one of the logistics need the Afterburner, so the other logi can replace it with a Remote Tracking Computer II (or the more expensive Serpentis-faction variant).
- You can upgrade to four tech two reppers with the following skills:
Power Grid Management V (4 days, 6 hours)
Capacitor Systems Operation V (4 days, 6 hours)
Shield Emission Systems V (8 days, 12 hours) - After you've gotten all tech two reppers, train into the advanced fit below as soon as possible.
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Adaptive Invulnerability Field II
Medium Azeotropic Restrained Shield Extender
10MN Monopropellant Enduring Afterburner
Shadow Serpentis Remote Tracking Computer
Shadow Serpentis Remote Tracking Computer
Power Diagnostic System II
Capacitor Power Relay II
Capacitor Power Relay II
Capacitor Power Relay II
Medium Ancillary Current Router II
Medium Capacitor Control Circuit II
Light Shield Maintenance Bot II x1
Medium Shield Maintenance Bot II x4
Optimal Range Script x3
Tracking Speed Script x3
- Shield Maintenance Bot II drones are nice but not critical, so feel free to use this fit with tech one shield bots while you're training.
- You could use capacitor implants to help you get cap stable without having all the required skills. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.
- Only one of the logistics need the Afterburner, so the other logi can replace it with an additional Shadow Serpentis Remote Tracking Computer.
Basilisk (basic and advanced)
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Large 'Regard' Remote Capacitor Transmitter
Large 'Regard' Remote Capacitor Transmitter
Adaptive Invulnerability Field II
Caldari Navy EM Ward Field
Large Azeotropic Restrained Shield Extender
10MN Monopropellant Enduring Afterburner
Remote Tracking Computer II
Damage Control II
Mark I Compact Power Diagnostic System
Medium Core Defense Field Extender II
Medium Ancillary Current Router II
Light Shield Maintenance Bot I x5
Optimal Range Script x1
Tracking Speed Script x1
- All the required skills for logistics
- You could use capacitor implants to help you get cap stable, or powergrid implants to get more powergrid without having all the required skills. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.
- The Caldari Navy EM Ward Field can be replaced by a regular tech two if you've trained CPU Management V.
- Only one of the logistics need the Afterburner, so the other logi can replace it with a Remote Tracking Computer II (or the more expensive Serpentis-faction variant).
- Training into the advanced fit below is useful if you want the option to fit a fifth repper and rely on only one incoming remote capacitor transmitter, but it'll require that your cap buddy is equally skilled and can manage with just one incoming transmitter as well.
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Large S95a Scoped Remote Shield Booster
Large 'Regard' Remote Capacitor Transmitter
Adaptive Invulnerability Field II
Caldari Navy EM Ward Field
10MN Monopropellant Enduring Afterburner
Large Azeotropic Restrained Shield Extender
Shadow Serpentis Remote Tracking Computer
Damage Control II
Mark I Compact Power Diagnostic System
Medium Core Defense Field Extender II
Medium Ancillary Current Router II
Light Shield Maintenance Bot II x5
Optimal Range Script x1
Tracking Speed Script x1
- All the required skills for logistics
- Power Grid Management V
- Capacitor Systems Operation V
- Fuel Conservation III
- Shield Management IV
- Logistics Cruisers V
- Shield Emission Systems V
- Capacitor Emission Systems V
- Repair Drone Operation V (optional, see notes)
- Shield Rigging IV (optional, see notes)
o Jury Rigging III (prerequisite)
- The rigging skill isn't strictly needed but is still useful in reducing the penalties.
- Shield Maintenance Bot II drones are nice but not critical, so feel free to use this fit with tech one shield bots while you're training.
- Always carry a spare remote capacitor transmitter with you in case the next replacement needs two transmitters to remain cap stable. With perfect skills and implants, you can also upgrade the fifth repper to a tech two.
- You could use capacitor implants to help you get cap stable, or powergrid implants to get more powergrid without having all the required skills. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.
- Only one of the logistics need the Afterburner, so the other logi can replace it with an additional Shadow Serpentis Remote Tracking Computer.
Battleships
Battleships bring enough utility midslots for sensor boosters, webs and potentially tracking computers and sometimes even utility highslots and their large weaponry offer the necessary damage projection.
Maelstrom
800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
Alumel-Wired Enduring Sensor Booster, Scan Resolution Script
Federation Navy Stasis Webifier
Republic Fleet Target Painter
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Amplifier II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Damage Control II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I
Medium Shield Maintenance Bot I x5
Acolyte II x5
Scan Resolution Script x1
Republic Fleet EMP L x9700
- All the required skills for damage dealers
- The EM Ward Amplifier II is primarily used to allow you to refit for assaults more easily. You can continue to use the regular EM Ward Field II for vanguards, if you wish.
- Either of the Republic Fleet EMP L, Fusion or Phased Plasma ammo work for incursions, as their only difference is type of damage and Sansha are omni tanked. Pick whichever is cheapest.
- Once you can use tech two projectiles, upgrade to 800mm Repeating Cannon II guns but stick with the faction ammo.
- Omega clones can train Repair Drone Operation III and use Heavy Drone Maintenance Bots instead of mediums.
Rokh
Modal Mega Neutron Particle Accelerator I, Caldari Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Caldari Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Caldari Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Caldari Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Caldari Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Caldari Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Caldari Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Caldari Navy Antimatter Charge L
Alumel-Wired Enduring Sensor Booster, Scan Resolution Script
Tracking Computer II, Optimal Range Script
Federation Navy Stasis Webifier
Republic Fleet Target Painter
Adaptive Invulnerability Field II
EM Ward Amplifier II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II
Damage Control II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I
Acolyte II x5
Light Shield Maintenance Bot I x5
Scan Resolution Script x1
Optimal Range Script x1
Caldari Navy Antimatter Charge L x12000
Tracking Speed Script x1
- All the required skills for damage dealers
- The EM Ward Amplifier II is primarily used to allow you to refit for assaults more easily. You can continue to use the regular EM Ward Field II for vanguards, if you wish.
- Both Federation Navy and Caldari Navy Antimatter Charge L ammo work for incursions, as the only difference is the name. Pick whichever is cheapest.
- Once you can use tech two hybrids, upgrade to Neutron Blaster Cannon II guns and carry Null L for long range but keep faction ammo for short range.
Hyperion
Modal Mega Neutron Particle Accelerator I, Caldari Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Caldari Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Caldari Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Caldari Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Caldari Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Caldari Navy Antimatter Charge L
Large S95a Scoped Remote Shield Booster
Alumel-Wired Enduring Sensor Booster, Scan Resolution Script
Federation Navy Stasis Webifier
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Amplifier II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II
Tracking Enhancer II
Tracking Enhancer II
Damage Control II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I
Medium Shield Maintenance Bot I x5
Acolyte II x5
Scan Resolution Script x1
Caldari Navy Antimatter Charge L x14000
- All the required skills for damage dealers
- The EM Ward Amplifier II is primarily used to allow you to refit for assaults more easily, but also serve as a cap relief compared to the active hardener. You can continue to use the regular EM Ward Field II for vanguards, if you wish.
- Either of the Federation Navy or Caldari Navy Antimatter Charge L ammo work for incursions, as the only difference is the name. Pick whichever is cheapest.
- Once you can use tech two hybrids, upgrade to Neutron Blaster Cannon II guns and carry Null L for long range but keep faction ammo for short range.
- Omega clones can train Repair Drone Operation III and use Heavy Drone Maintenance Bots instead of mediums.
Pirate faction battleships
So long as pirate faction battleship prices remain reasonably low, they are the single most efficient way to make our fleets both safer and more effective. The role bonuses and higher base values alone make these ships far superior to tech one ships, so regardless of your skill level they are an immediate upgrade. See upgrade priority for more information.
If you are not comfortable with the cost of these ships, you can also improve your efficiency (and thus making our fleets even safer) by continuing to use our minimum tech one ships above but train into tech two guns and improve your support skills. See the recommended skills for more information.
Machariel
800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
800mm Heavy 'Scout' Repeating Cannon I, Republic Fleet EMP L
Large S95a Scoped Remote Shield Booster
Alumel-Wired Enduring Sensor Booster, Scan Resolution Script
Federation Navy Stasis Webifier
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Amplifier II
Tracking Computer II, Tracking Speed Script
Damage Control II
Tracking Enhancer II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Large Anti-Thermal Screen Reinforcer I
Large Projectile Burst Aerator II
Acolyte II x5
Medium Shield Maintenance Bot I x5
Scan Resolution Script x1
Republic Fleet EMP L x14000
Nanite Repair Paste x200
Optimal Range Script x1
- All the required skills for damage dealers
(including the secondary battleship skill)
- The EM Ward Amplifier II is primarily used to allow you to refit for assaults more easily. You can continue to use the regular EM Ward Field II for vanguards, if you wish.
- Either of the Republic Fleet EMP L, Fusion or Phased Plasma ammo work for incursions, as their only difference is type of damage and Sansha are omni tanked. Pick whichever is cheapest.
- Once you can use tech two projectiles, upgrade to 800mm Repeating Cannon II guns but stick with the faction ammo.
- Omega clones can train Repair Drone Operation III and use Heavy Drone Maintenance Bots instead of mediums.
Nightmare
Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L
Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L
Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L
Mega Modulated Pulse Energy Beam I, Imperial Navy Multifrequency L
Large 'Regard' Remote Capacitor Transmitter
Large S95a Scoped Remote Shield Booster
Alumel-Wired Enduring Sensor Booster, Scan Resolution Script
Republic Fleet Target Painter
Federation Navy Stasis Webifier
Tracking Computer II, Optimal Range Script
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Amplifier II
Damage Control II
Tracking Enhancer II
Heat Sink II
Heat Sink II
Heat Sink II
Heat Sink II
Large Anti-Thermal Screen Reinforcer I
Large Energy Burst Aerator II
Acolyte II x5
Medium Shield Maintenance Bot I x5
Scan Resolution Script x1
Optimal Range Script x1
Imperial Navy Multifrequency L x8
Imperial Navy Xray L x8
Imperial Navy Microwave L x8
Nanite Repair Paste x200
Tracking Speed Script x1
- All the required skills for damage dealers
- The Caldari Battleship skill can favourably be left at Level 1, as it only gives you an afterburner bonus (which we do not use in incursions).
- The EM Ward Amplifier II is primarily used to allow you to refit for assaults more easily. You can continue to use the regular EM Ward Field II for vanguards, if you wish.
- Tachyon Beam Lasers (long range) can often work for vanguards, thanks to the Nightmare's strong tracking bonuses. So feel free to carry a set of tachyons with you and ask the fleet commander which he prefers.
- Since laser weapons can change crystals relatively fast, it's highly recommended to carry at least two different sets of crystals, preferably three for various ranges.
- Once you can use tech two lasers, upgrade to either Mega Pulse Laser II and use your Imperial Navy Multifrequency L along with Conflagration L and Scorch L, or Tachyon Beam Laser II with Imperial Navy Multifrequency L, Gleam L and whichever crystal gets you decent range at 60-70km, usually Imperial Navy Gamma L or Imperial Navy Xray L.
Vindicator
Modal Mega Neutron Particle Accelerator I, Federation Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Federation Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Federation Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Federation Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Federation Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Federation Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Federation Navy Antimatter Charge L
Modal Mega Neutron Particle Accelerator I, Federation Navy Antimatter Charge L
Alumel-Wired Enduring Sensor Booster, Scan Resolution Script
Federation Navy Stasis Webifier
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Amplifier II
Damage Control II
Tracking Enhancer II
Tracking Enhancer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Large Anti-Thermal Screen Reinforcer I
Large Hybrid Burst Aerator II
Acolyte II x5
Medium Shield Maintenance Bot I x5
Scan Resolution Script x1
Federation Navy Antimatter Charge L x14000
Nanite Repair Paste x200
- All the required skills for damage dealers
(including the secondary battleship skill) - The Minmatar Battleship is by far the most important skill to improve, as it improves the effectiveness of your webs.
- The EM Ward Amplifier II is primarily used to allow you to refit for assaults more easily. You can continue to use the regular EM Ward Field II for vanguards, if you wish.
- Both Federation Navy and Caldari Navy Antimatter Charge L ammo work for incursions, as the only difference is the name. Pick whichever is cheapest.
- Once you can use tech two hybrids, upgrade to Neutron Blaster Cannon II guns and carry Null L for long range but keep faction ammo for short range.
- Omega clones can train Repair Drone Operation III and use Heavy Drone Maintenance Bots instead of mediums.
Ongrid booster
Having a command ship with command bursts will always be more valuable than any other option for vanguards. The EVE University Incursion Community runs with a single booster to ensure that their fleets can run safely. See the Anatomy of Incursions page for more information on the effects of ongrid boosting.
Sleipnir
While both the Sleipnir and Claymore can be used for ongrid boosting in vanguards, the Sleipnir is simply the better choice. The turret-based weaponry of the Sleipnir is far more suitable to incursions than the Claymore's missile-based weaponry.
720mm 'Scout' Artillery I, Republic Fleet EMP M
720mm 'Scout' Artillery I, Republic Fleet EMP M
720mm 'Scout' Artillery I, Republic Fleet EMP M
Shield Command Burst II, Active Shielding Charge
Shield Command Burst II, Shield Harmonizing Charge
Skirmish Command Burst II, Evasive Maneuvers Charge
Skirmish Command Burst II, Interdiction Maneuvers Charge
Federation Navy Stasis Webifier
Tracking Computer II, Tracking Speed Script
Republic Fleet Target Painter
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Damage Control II
Tracking Enhancer II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Medium Command Processor I
Medium Command Processor I
Acolyte II x5
Tracking Speed Script x1
Republic Fleet EMP M x11400
Active Shielding Charge x600
Shield Harmonizing Charge x600
Evasive Maneuvers Charge x600
Interdiction Maneuvers Charge x600
Optimal Range Script x1
- Cybernetics V (see note)
- Minmatar Battlecruiser V (prerequisite)
o Minmatar Cruiser III (prerequisite)
o Minmatar Destroyer III (prerequisite)
o Minmatar Frigate III (prerequisite) - Command Ships IV
o Leadership V (prerequisite) - Shield Command Specialist V
o Shield Command V (prerequisite) - Skirmish Command Specialist V
o Skirmish Command V (prerequisite)
- Cybernetics V, Skirmish Command Specialist V and Shield Command Specialist V is required for the following mindlink:
Republic Fleet Command Mindlink
- Make sure you have the following charges:
Active Shielding Charge x 600
Shield Harmonizing Charge x 600
Evasive Maneuvers Charge x 600
Interdiction Maneuvers Charge x 600 - Either of the Republic Fleet EMP M, Fusion or Phased Plasma ammo work for incursions, as their only difference is type of damage and Sansha are omni tanked. Pick whichever is cheapest.
Hacker
Hacking is required for one of the vanguard sites, the Override Transfer Array. A cheap ship on an alt is preferred, as there is little to gain by using more advanced hulls. This ship naturally fills the role of a scout as well, but that doesn't require you to fly anything special or fit any particular modules. See Hacker/Scout for more information on how to perform this role.
Hacking in incursions doesn't use the minigame, but instead uses the old method where each module has a chance of successfully hacking the logistics control array. This is why in exploration you only need one data analyzer, but in incursion hacking you need as many as you can fit.
Heron
It doesn't necessarily need to be a Heron, but it is one of the most useful ships and the basics for fitting a hacker remains the same regardless of hull. Microwarpdrive and as many Data Analyzer modules as you can fit and some Memetic Algorithm Bank rigs for increased hacking chance.
Data Analyzer I
Data Analyzer I
Data Analyzer I
Data Analyzer I
5MN Microwarpdrive I
Nanofiber Internal Structure I
Nanofiber Internal Structure I
Small Memetic Algorithm Bank I
Small Memetic Algorithm Bank I
- You'll need Caldari Frigate I to fly this ship.
(~15 minutes worth of training) - Hacking III (optional, 11 hours and 14 minutes)
- The skill Hacking is by far the biggest contributor to efficiency when hacking, consider training it to III as it's a very quick train that gives a big performance boost.
- Being able to fit Data Analyzer II modules is nice, but usually overkill as the skill-level needed to fit those modules would make your regular tech one modules more than good enough. Plus, four tech one modules with Hacking III is usually enough to get the hack on the first or second try.
- 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.
Advanced fits
There are many ways to improve past the minimum fits, but for many reasons there will be no advanced fits with expensive faction or deadspace modules on this page, apart from those we need, like faction webs.
- The more advanced fits are often tailored to specific communities or fleet compositions in order to maximize efficiency by capitalizing on their individual strengths while working around their weaknesses. This means that fits that are perfect for one community might not work or even be acceptable by another community's standards.
- We want to encourage people to talk to us about how to improve, so you get the much needed context surrounding certain fits; how and why they work. Without that it's very easy to miss what makes or breaks certain fits and you could end up being forced to rip out expensive rigs or replace expensive modules to "fix" your fit.
- We do not want to indirectly encourage people to spend a lot of ISK on costly modules or expensive ships until they have a good understanding of how to fit for incursions and how to capitalize on the strengths of various ships.
See the ship progression in Incursions and fitting principles articles (especially the upgrade priority section) for more information about high-end ships and the kind of questions you need to ask yourself before you start spending your ISK on new ships and modules.