User:Cassiel Seraphim/Sandbox8
Minimum skills
The following skills are the minimum skills needed to use the fits we use for 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 minimum skills for a damage dealer requires a couple of months worth 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 minimum skills will allow you to fly any of the minimum battleship fits for vanguards and assaults.
Core skills | Utility skills | Gunnery skills | Ship skills | Drone skills |
---|---|---|---|---|
~ 13 days and 1 hour | ~ 8 days and 18 hours | ~ 22 days and 9 hours | ~ 5 days and 8 hours | ~ 13 days |
Cybernetics I |
Signature Analysis IV |
Gunnery V |
<racial> Frigate III [9] |
Drones V |
~ 62 days, 12 hours and 5 minutes worth of training in total |
- ^ Shield Operation IV is required for the EM Shield Compensation skill.
- ^ Shield Operation IV is required for the EM Shield Compensation skill.
- ^ Hull Upgrades IV is required to fit the Damage Control II module.
- ^ Propulsion Jamming is a needed to use a stasis webifier.
- ^ Target Painting III is only needed if you'll use a Target Painter module.
- ^ Jury Rigging III is a required for the Shield Rigging skill.
- ^ Controlled Bursts is useful for all hybrids and energy turrets, but useless for projectiles as they do not use cap to fire.
- ^ Small <racial> Turret III is a starter skill, but this is included in case you have to crosstrain into another races weapon system.
- ^ <racial> Frigate III is a starter skill, but this is included in case you have to crosstrain out of your initial race.
- ^ Afterburner III is required for High Speed Maneuvering.
- ^ High Speed Maneuvering is required to fit the Prototype 100MN Microwarpdrive I module for headquarter sites.
- ^ Drones V, Light Drone Operation V and Amarr Drone Specialization I is required to use Acolyte II. Consider training Medium Drone Operation V to be able to use Infiltrator II drones as well. It's acceptable to skip this skill initially if you can use other drones, like Warrior II drones. But training this up only takes 20 hours.
- ^ Drone Durability I is required to use shield maintenance drones.
- ^ Repair Drone Operation II is required to use light and medium shield maintenance drones. If you have room for heavies they require Repair Drone Operation III.
- ^ Shield Emission System III is required to use shield 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. The bare minimum to make the logistics ships work is Logistics IV, there is practically no way to make these ships function with lower skills than that. The reason for that is because the skill heavily influences the cap usage of remote repair modules as well as capacitor transmitters.
It takes almost three months to get good enough skills to fly a minimum logistics fit and you should try to skill up and upgrade to the recommended fit as soon as possible. The repping power of meta four remote shield boosters are inferior to that of the tech two variant, so moving out of the minimum fit should be a high priority.
Core skills | Utility skills | Logistics skills | Ship skills | Drone skills |
---|---|---|---|---|
~ 10 days and 9 hours | ~ 25 days and 22 hours | ~ 6 days and 11 hours | ~ 32 days and 23 hours | ~ 5 days and 16 hours |
Cybernetics I |
Signature Analysis V [4] |
Shield Emission Systems IV |
<racial> Frigate III [10] |
Drones V |
~ 81 days, 9 hours and 44 minutes worth of training in total |
- ^ Energy Grid Upgrades II is required for the reactor controls and power diagnostic modules.
- ^ Shield Upgrades IV is a requirement for the Large Shield Extender II modules. Only Basilisk pilots need this, scimitar pilots will not need it.
- ^ Hull Upgrades IV is required to fit the Damage Control II module. Scimitar pilots could initially skip this.
- ^ a b Signature Analysis V and Long Range Targeting V is a requirement for the Logistics skill.
- ^ Target Management V is a requirement for Advanced Target Management.
- ^ Jury Rigging III is a required for the Shield Rigging skill.
- ^ Shield Rigging is only needed if you use shield rigs, so scimitar pilots can skip this.
- ^ Capacitor Emission Systems IV is only required if you fly a Basilisk with remote capacitor transfer modules, the Scimitar does not need this skill.
- ^ Sensor Linking is only required if you can fit and reduce the cap usage for the Remote Tracking Computer II module.
- ^ <racial> Frigate III is a starter skill, but this is included in case you have to crosstrain out of your initial race.
- ^ Drone Durability I is required to use shield maintenance drones.
- ^ Repair Drone Operation II is required to use light and medium shield maintenance drones.
- ^ Shield Emission Systems III is enough for maintenance drones, but Shield Emission Systems IV is already required Remote Shield Booster II modules.
Universal skills
Apart from the critical skills listed above, there are a few skills that you should get as soon as possible. We rely on offgrid boosters and as such we need people with leadership skills to pass boosts down the fleet hierarchy. Being able to overheat can often save your ship when something bad happens. Basic navigation skills helps mitigate align times and capacitor consumption from propulsion modules or from initiating warp. Having the skills to use the microwarpdrive and cloak trick for safer travel is also handy and recommended.
Wing Commander | Thermodynamics | Navigation | 32px MWD + Cloak trick |
---|---|---|---|
~ 6 days and 16 hours | ~ 2 days and 20 hours | ~ 9 days and 17 hours | ~ 1 day and 19 hours |
Leadership V |
Power Grid Management IV [1] |
Acceleration Control IV [3] |
High Speed Maneuvering III |