User:Cassiel Seraphim/Sandbox5

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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. It's worth noting that the skills we recommend are basic skills, useful for pretty much all combat ships in EVE.

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 less than 59 days of training, if you train into a turret-based battleship on a brand new character.

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.

These recommended skills will allow you to fly any of the recommended battleships for vanguards and assaults.

Icon cogs.png Support skills Icon turret.png Gunnery skills Icon ship.png Ship skills Icon drone bandwidth.png Drone skills
~ 18 days and 18 hours ~ 22 days and 2 hours ~ 4 days and 15 hours ~ 13 days and 2 hours

Cybernetics I
Electronics IV
Engineering IV
Mechanics IV
Weapon Upgrades IV
Energy Management IV
Energy Systems Operation IV
Shield Upgrades IV
Tactical Shield Manipulation IV
Signature Analysis IV
Targeting IV
Long Range Targeting IV
Propulsion Jamming III
Target Painting III [1]
Jury Rigging III
Shield Rigging III

Gunnery V
Motion Prediction IV
Rapid Firing IV
Sharpshooter IV
Surgical Strike IV
Trajectory Analysis IV
Controlled Bursts IV [2]
Small <racial> Turret III
Medium <racial> Turret IV
Large <racial> Turret III

<racial> Frigate III
<racial> Destroyer III
<racial> Cruiser III
<racial> Battlecruiser III
Spaceship Command IV
<racial> Battleship III
Warp Drive Operation III

Drones V
Drone Interfacing III
Scout Drone Operation V [3]
Combat Drone Operation III
Minmatar Drone Specialization III [3]
Drone Durability I [4]
Repair Drone Operation II [4]
Shield Emission Systems III [4]

~ 58 days and 12 hours worth of training in total
  1. ^ Target Painting III is only needed if you'll use a Target Painter module.
  2. ^ Controlled Bursts is useful for all hybrids and lasers, but useless for projectiles and missiles as they do not utilize cap.
  3. ^ a b Drones V, Scout Drone Operation V and Minmatar Drone Specialization I is required to use Warrior II and Valkyrie II drones.
  4. ^ a b c Drone Durability I, Repair Drone Operation II and Shield Emission System III is required to use Shield Maintenance drones, which can be trained in mere hours if you can already use tech two scout drones.

Crosstraining into armour

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.

Icon turret.png Damage dealers Icon remote armor repair i.png Logistics
~ 12 days and 18 hours ~ some days

Hull Upgrades V
Armor Rigging III
EM Armor Compensation III
Explosive Armor Compensation III
Kinetic Armor Compensation III
Thermic Armor Compensation III
Repair Systems II [1]
Remote Armor Repair Systems III [2]

Hull Upgrades V
Repair Systems II
Armor Rigging III
Remote Repair Systems IV
EM Armor Compensation III
Explosive Armor Compensation III
Kinetic Armor Compensation III
Thermic Armor Compensation III
<racial> Frigate III
<racial> Destroyer III
<racial Cruiser V

  1. ^ Mechanics III and Repair Systems II are required to train Remote Armor Repair Systems.
  2. ^ Remote Armor Repair Systems III is required to use Armor Maintenance drones.

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 75 days to get good enough skills to fly a logistics starter fit.

Icon cogs.png Support skills Icon shield transporter i.png Repair skills Icon ship.png Ship skills Icon drone bandwidth.png Drone skills
~ 17 days and 23 hours ~ 4 days and 3 hours ~ 47 days and 16 hours ~ 5 days and 6 hours

Cybernetics I
Electronics IV
Engineering IV
Mechanics IV
Energy Management IV
Energy Systems Operation IV
Shield Upgrades IV
Tactical Shield Manipulation IV
Targeting V [1]
Multitasking III [2]
Jury Rigging III
Shield Rigging III

Shield Emission Systems IV
Energy Emission Systems IV
Sensor Linking III

<racial> Frigate III
<racial> Destroyer III
<racial> Cruiser III
Signature Analysis V [3]
Long Range Targeting V [3]
Logistics IV
Afterburner III
Warp Drive Operation III

Drones V
Drone Durability I [4]
Repair Drone Operation II [4]
Shield Emission Systems III [5]

~ 75 days worth of training in total
  1. ^ Targeting V is a requirement for Multitasking.
  2. ^ Multitasking III is required to lock up 10 fleet members.
  3. ^ a b Signature Analysis V and Long Range Targeting V is a requirement for the Logistics skill.
  4. ^ a b Drone Durability I, Repair Drone Operation II and Shield Emission System III is required to use Shield Maintenance drones, which can be trained in mere hours if you can already use tech two scout drones.
  5. ^ This skill is a requirement for Shield Transporters and Shield Maintenance Bots and is covered in the Repair skills section.

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)