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{{Incursions links}}
 
{{Incursions links}}
== Fitting principles ==
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= Fitting principles =
 
Incursion fleets rely on good resists and buffer supported by a logistics. There are simply too many enemies to be able to fit a strong enough local tank, not to mention that by sacrificing a small portion of your fleet to bring in logistics instead of more damage dealers, the rest of the damage dealers can fit more offensive modules and your fleet will perform better.
 
Incursion fleets rely on good resists and buffer supported by a logistics. There are simply too many enemies to be able to fit a strong enough local tank, not to mention that by sacrificing a small portion of your fleet to bring in logistics instead of more damage dealers, the rest of the damage dealers can fit more offensive modules and your fleet will perform better.
  
Once you have a good enough tank, the rest of your spare slots should be used to augment your damage potential. While there's such a thing as under-tanked, being over-tanked is not only wasteful in incursions but even dangerous if done at the cost of offense.
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Once you have a good enough tank, the rest of your spare slots should be used to augment your damage potential. While there's such a thing as under-tanked, being over-tanked is not only wasteful in incursions but even dangerous if done at the cost of offence.
  
=== Omni damage ===
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See [[Preparing for Incursions]] for more information about what skills we ask that members of the [[EVE University Incursion Community]] have trained. While other communities might have similar requirements, this is just what we recommend.
The Sansha incursion rats deal two types of damages, lasers (EM and thermal) and torpedoes (kinetic and explosive). As such, they hit across all four resist types and all incursion fits must reflect that. In general we use a rather erroneous term ''"70% resists across the board"'' when we tell people what their resists should be. It is important to know that there is more to it than that.
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== Shield vs armour doctrines ==
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Incursions can be done with both armour and shield doctrines, but there is a certain game design bias towards shield ships and fits.
  
First of all, it's more of an average resist per type of damage so you can often compensate one resist for the other. The Basilisk for example can leave a reasonable hole in its EM resist thanks to their high thermal resist and still stand up to the damage inflicted by lasers. It also means that most ships can have a slightly lower kinetic resist as long as their explosive resist is equally higher, averaging a solid 70% resist-profile for the damage inflicted by torpedoes.
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* Shield tanking modules are less skill-dependant compared to armour, since the passive armour modules require high armour compensation skills to function effectively.
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* Armour tanking modules have much stronger passive resists, allowing them to ensure high resists despite being neuted out. This is more of a benefit for headquarter sites as there are more neuting capable ships there, unlike vanguards where the neuting risk can be removed reliably.
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* Remote shield booster modules apply their repairs at the beginning of the cycle, while remote armour repairers apply their repairs at the end of the cycle. This makes it easier to manage sudden aggro-shifts with shield logistics.
  
Second, smaller ships take less damage from torpedoes than larger ships, especially if they are also faster. As such, logistics and strategic cruisers can often get away with slightly lower resists for kinetic and explosive, whereas battleships (especially those with huge signatures) would be better off pushing their kinetic and explosive resists a little bit higher to compensate for taking more damage from torpedoes.
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In the [[EVE University Incursion Community]] we run almost exclusively shield fleets due to the fact that it's slightly faster to train the shield skills.
  
The reason we still use the erroneous ''"70% resists across the board"'' term is that if you have 70% resists in all categories, you're good and there's no risk of anyone getting it wrong thinking you can combine a low EM resist with a high explosive resist.
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== Omni damage and resists ==
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The Sansha incursion rats deal damage in two ways, lasers (EM and thermal) and torpedoes (kinetic and explosive). As such, they hit across all four resist types. While you can sometimes compensate for a low kinetic resist by having a higher explosive resist, or get away with lower resists due to having a small signature and high speed, generally you don't have the luxury of having resist holes in incursions.
  
=== Applied DPS ===
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Just as they do damage across the board, the Sansha incursion rats have omni tanks as well. The only notable exception is the '''Lirsautton Parichaya''', it's a little weaker against thermal damage and stronger against explosive damage. So contrary to missions where Amarr and Gallente weapons are somewhat limited due to their set damage types, these weapons are not hampered by resists in incursions.
One of the most important aspects to realize is that whatever dps (damage per second) your favourite third party fitting tool tells you that you have, or whatever the fitting window ingame tells you, is worth nothing if you cannot apply that damage. Hence the term ''"applied dps"'' as opposed to ''"paper dps"'' which is basically just your potential damage.
 
  
Your velocity, your target's velocity, approach vectors, your gun's signature resolution, your target's ship signature, locking speed, locking range, your weapon's optimal and falloff range and tracking all play a vital part in how much of your damage you'll be able to apply on your enemy. See [[Turret Damage]] for a more comprehensive introduction to the factors determining how much damage you'll end up doing when you undock and leave your bubble.
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You can find out more statistics about the Sansha incursion rats on the [[Sansha's Manual]] page.
  
Practically this means that utility modules often make or break fleets.
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== Applied DPS ==
 +
One of the most important aspects to realize is that whatever DPS (damage per second) your favourite third party fitting tool tells you that you have, or whatever the fitting window ingame tells you, is worth nothing if you cannot apply that damage. Hence the term ''"applied DPS"'' as opposed to ''"paper DPS"'' which is basically just your potential damage.
 +
 
 +
Your velocity, your target's velocity, approach vectors, your gun's signature resolution, your target's ship signature, locking speed, locking range, your weapon's optimal and falloff range and tracking all play a vital part in how much of your damage you'll be able to apply on your enemy. See [[Turret Damage|turret damage]] or the [[Gunnery Guide|gunnery guide]] for a more comprehensive introduction to the factors determining how much damage you'll end up doing when you undock and leave your theoretical bubble. Practically this means that utility modules often make or break fleets.
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 +
We always use faction ammunition in incursions for the added damage compared to regular tech one ammunition. Certain tech two ammunition is used for specific ships or roles, like '''Null L''' for blaster boats or '''Scorch L''' for pulse lasers, but most of the time you'll be using faction ammunition since it does not suffer the tracking or range penalties most short range tech two ammunitions do.
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== Utility modules ==
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Utility modules refer to modules you fit that doesn't directly give you a higher dps in your favourite third party fitting program or on your fitting screen ingame. Instead they act as force multipliers of sorts making up for weaknesses or capitalize on strengths for increased efficiency. There are also modules that has no impact on your offensive capabilities, but are invaluable when things go wrong.
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{| class="wikitable" style="font-size: 90%"
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|- style="background: #222222;"
 +
! [[image:icon mid slot.png|24px|Utility midslot]] Utility medium slots
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! [[image:icon hi slot.png|24px|Utility highslot]] Utility high slots
 +
! [[image:icon drones.png|24px|Utility drones]] Utility drones
 +
|-
 +
| valign="top" style="padding:4px;" | [[image:icon_sensor_booster_ii.png|24px|link]] '''Sensor Booster II'''<br>[[image:icon_stasis_webifier_faction.png|24px|link=]] '''Federation Navy Stasis Webifier'''<br>[[image:icon_tracking_computer_ii.png|24px|link=]] '''Tracking Computer II'''<br>[[image:icon_target_painter_faction.png|24px|link=]] '''Republic Fleet Target Painter'''
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| valign="top" style="padding:4px;" | [[image:icon_shield_transporter_i.png|24px|link=]] Large Asymmetric Enduring Remote Shield Booster<br>[[image:Icon remote capacitor transmitter ii.png|24px|link=]] Large Remote Capacitor Transmitter II<br>[[image:icon auto targeting system i.png|24px|link=]] Auto Targeting System I<br>[[image:icon_drone_link_augmentor_i.png|24px|link=]] Drone Link Augmentor I
 +
| valign="top" style="padding:4px;" | [[image:Icon ISIS weapon Drones.png|24px|link=]] Heavy Shield Maintenance Bot I<br>[[image:Icon ISIS weapon Drones.png|24px|link=]] Medium Shield Maintenance Bot I<br>[[image:Icon ISIS weapon Drones.png|24px|link=]] Light Shield Maintenance Bot I<br>[[image:Icon ISIS weapon Drones.png|24px|link=]] Light Armor Maintenance Bot I
 +
|}
 +
While the exact fits vary between communities as well as fleet compositions, there are a few common grounds for using utility mids. In vanguards, the sensor boosters allow you to lock up the much smaller frigates more quickly, webs are used to help apply damage to enemies that come close, while painters and tracking computers help apply damage at range. The same can be said for assaults and headquarters, although the need for sensor boosters rapidly diminish as you move on from vanguards, as there are fewer frigates in assaults and headquarter sites, reducing the need for sensor boosters. They are sometimes only needed on dronebunnies or to push your locking range.
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 +
Utility highs are selected based on individual ship needs or what type of logistics you have. A fleet with scimitars will often focus on remote shield boosters on battleships with utility highs for emergencies, unless individual ships require a cap chain in order to have enough cap (like certain nightmare fits). A fleet with basilisks might need a few spare remote capacitor transmitters amongst their damage dealers, in case one of the basilisks disconnects and they need someone else to establish a cap chain with. The auto targeting module (extra locks) and drone link augmentor (to push drone control range far enough to reach enemies where they spawn) are rare options, but used in case you don't need more remote shield boosters or remote capacitor transmitters.
 +
 
 +
As for utility drones, you have the choice of replacing some of your damage dealing drones with maintenance bots, or carry both, for emergencies.
 +
 
 +
==== Supporting short or long range setups ====
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The priority for certain utility modules change depending on your setup. If you're fighting mostly within web range, webs themselves end up giving you far more applied damage than tracking computers do. On top of that, they benefit everyone who's shooting that target and not just you. But if you're engaging primarily at range, outside web range, a web is utterly useless and you benefit more from a target painter or local tracking computers to improve your damage application. While sensor boosters are critical in [[Incursion_sites#Vanguard_sites|vanguards]], they are less important in [[Incursion_sites#Assault_sites|assaults]] and [[Incursion_sites#Headquarter_sites|headquarters]].
 +
 
 +
Below are some examples of how you could change your midslots depending on your fleet composition for vanguards.
 +
{| class="wikitable" style="font-size:90%"
 +
|-
 +
! colspan="2" | Short range
 +
! colspan="2" | Long range
 +
|- style="background: #222222;"
 +
! Flexible<small>&nbsp;<ref>If your fleet has a decent amount of webs already, a tracking computer to increase your tracking or extend your range will benefit you more than adding another web.</ref></small>
 +
! Dedicated webber<small>&nbsp;<ref>If you're one of the few with webs, use as many as possible to capitalize on your role.</ref></small>
 +
! Flexible<small>&nbsp;<ref>In fleets where you're shooting targets both at range and within web range, a mix might be beneficial if you don't have dedicated webbers.</ref></small>
 +
! Alpha doctrine<small>&nbsp;<ref>In a setup where you rely on shooting things where they spawn, you need both the tracking and range as well as the ability to quickly lock targets up. In competitions the faster lock time is also advantageous.</ref></small>
 +
|- style="vertical-align: top;"
 +
| style="padding:4px;" | [[image:icon_sensor_booster_ii.png|24px|link]] '''Sensor Booster II'''<br>[[image:icon_stasis_webifier_faction.png|24px|link=]] '''Federation Navy Stasis Webifier'''<br>[[image:icon_stasis_webifier_faction.png|24px|link=]] '''Federation Navy Stasis Webifier'''<br>[[image:icon_tracking_computer_i.png|24px|link=]] '''Tracking Computer II'''
 +
| style="padding:4px;" | [[image:icon_sensor_booster_ii.png|24px|link]] '''Sensor Booster II'''<br>[[image:icon_stasis_webifier_faction.png|24px|link=]] '''Federation Navy Stasis Webifier'''<br>[[image:icon_stasis_webifier_faction.png|24px|link=]] '''Federation Navy Stasis Webifier'''<br>[[image:icon_stasis_webifier_faction.png|24px|link=]] '''Federation Navy Stasis Webifier'''
 +
| style="padding:4px;" | [[image:icon_sensor_booster_ii.png|24px|link]] '''Sensor Booster II'''<br>[[image:icon_stasis_webifier_faction.png|24px|link=]] '''Federation Navy Stasis Webifier'''<br>[[image:icon_target_painter_faction.png|24px|link=]] '''Republic Fleet Target Painter'''<br>[[image:icon_tracking_computer_i.png|24px|link=]] '''Tracking Computer II'''
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| style="padding:4px;" | [[image:icon_sensor_booster_ii.png|24px|link]] '''Sensor Booster II'''<br>[[image:icon_sensor_booster_ii.png|24px|link]] '''Sensor Booster II'''<br>[[image:icon_tracking_computer_i.png|24px|link=]] '''Tracking Computer II'''<br>[[image:icon_tracking_computer_i.png|24px|link=]] '''Tracking Computer II'''<br>
 +
|}
 
<small><references/></small>
 
<small><references/></small>
=== Utility modules ===
 
First of all, when the term ''"utility slots"'' is used it means the slots you have left over once you've fitted your tank and your weapons. So if your ship has five midslots and four are needed for your tank, then the fifth slot is your one utility midslot. If you ship has eight highslots and seven turrets, you have one utility highslot.
 
  
Second, the term ''"utility modules"'' refer to modules you fit that doesn't directly give you a higher dps in your favourite third party fitting program or on your fitting screen ingame. Instead they act as force multipliers of sorts making up for weaknesses or capitalize on strengths for increased efficiency. There are also modules that has no impact on your offensive capabilities, but are invaluable when things go wrong.
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==== Standard loadout for the EVE University Incursion Community ====
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In the [[EVE University Incursion Community]] we focus primarily on the ability to get rid of warp disrupt capable ships, which are mostly frigates. That means we go for the more flexible fittings to ensure decent locking times and enough webs and painters to apply damage.
  
You should always bring as many of these modules are you can fit, so that you can tailor your ship to the needs of the fleet based on your current fleet composition. For example, if you have two free utility midslots, bring two of each of the below listed utility midslot modules. Do the same for any of the utility highslot modules you can theoretically fit to your ship. Keep the modules in the staging system for quick refits.
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When in doubt, just follow the recommended fits on the [[Vanguard Incursion fits|Vanguard]] page or ask your '''fleet commander''' for advice.
  
The fits presented for [[Vanguard Incursion fits|Vanguards]] and [[Assault Incursion fits|Assaults]] will have a default selection of these modules to ensure we have a good base for most fleets. See [[Anatomy of Incursions]] for more information on how you can change these modules around for different tactics based on your fleet composition.
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== Drones ==
{| class="wikitable" style="font-size:90%; " valign="top" cellpadding="0" cellspacing="0"
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Drones can be a tremendous asset, if you pick the right ones and use them intelligently. The sum of all the drones in fleet can easily amount to the equivalent of adding an extra pilot or two on grid, so it's not something to treat lightly. See [[Anatomy_of_Incursions#Utilizing_drones|utilizing drones]] for tactical information on how to make the most of drones.
! style="background:#222222;" | Slot
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! style="background:#222222;" | Icons
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==== Drone choice ====
! style="background:#222222;" align="left" | Name
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When selecting drones you need to factor in how to get the best mix of microwarpdrive and orbital speeds, as well as tracking and optimal range for the type of fleet and sites you run - generally smaller sites have more frigates, which need fast, well tracking drones. Amarr drones generally provide the best mix for most situations ''except for headquarter sites'' where slower drones, but with higher focused DPS, are useful for taking down large ships. See [[Drones#Light.2C_medium_and_heavy_drones|drones]] for more statistics about drone attributes.
! style="background:#222222;" align="left" | Effect
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|- valign="middle"
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Below are the drones we recommend within our community:
| nowrap | [[image:Icon mid slot.png|32px]]
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{| class="wikitable" style="text-align: center;"
| nowrap | http://image.eveonline.com/Type/6160_32.png http://image.eveonline.com/Type/1952_32.png
+
|- style="background:#222222;"
| nowrap | F-90 Positional Sensor Subroutines<br>Sensor Booster II
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! Recommended drones/site
| Scripted module to increase either your scan resolution or your targeting range, or both to a lesser degree<small> <ref>In Vanguards, a battleship is useless without a sensor booster because it will not be able to lock anything in any kind of timely fashion. As such, a sensor booster is always fitted for vanguards, even at the cost of not having a web. For assaults, it is usually a matter of targeting range. Battlecruisers or strategic cruisers can usually get away without a sensor booster, but even they can make good use of faster locking if they have the slots to spare.</ref></small>.
+
! Light drones
|- valign="middle"
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! Medium drones
| nowrap | [[image:Icon mid slot.png|32px]]
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! Heavy drones
| nowrap | http://image.eveonline.com/Type/17559_32.png http://image.eveonline.com/Type/14268_32.png
+
! Sentry drones
| nowrap | Federation Navy Stasis Webifier<br>True Sansha Stasis Webifier
 
| Stasis webifiers slow down the target, dramatically increasing the chance to land good hits and thus increase applied dps<small> <ref>Webs are always better than tracking computers for shooting smaller targets, assuming the target will come into web range. The '''Federation Navy Stasis Webifier''' or '''True Sansha Stasis Webifier''' is needed for the extra range as regular webs fall short, literally.</ref></small>.
 
|- valign="middle"
 
| nowrap | [[image:Icon mid slot.png|32px]]
 
| nowrap | http://image.eveonline.com/Type/1978_32.png http://image.eveonline.com/Type/14238_32.png
 
| nowrap | Tracking Computer II<br>Shadow Serpentis Tracking Computer
 
| Tracking computers can be scripted for additional range or tracking, or both to a lesser degree<small> <ref>If you primarily engage targets outside web-range, tracking computers become more important, as they'll be able to improve your range and/or your tracking. For Vanguard you almost always favour webs anyway, even if the fleet has many, because you can spread webs for increased efficiency.</ref></small>.
 
|- valign="middle"
 
| nowrap | [[image:Icon mid slot.png|32px]]
 
| nowrap | http://image.eveonline.com/Type/19806_32.png http://image.eveonline.com/Type/31944_32.png
 
| nowrap | Target Painter II<br>Republic Fleet Target Painter
 
| Target painters increase the signature of the target, making it easier to lock and shoot<small> <ref>Target painters would not be your first choice, but assuming the other needs are met, you sometimes reach a point where additional webs won't be needed and then the target painter would actually be of more use than another web.</ref></small>.
 
|- valign="middle"
 
| nowrap | [[image:Icon mid slot.png|32px]]
 
| nowrap | http://image.eveonline.com/Type/2104_32.png http://image.eveonline.com/Type/14240_32.png
 
| nowrap | Tracking Link II<br>Shadow Serpentis Tracking Link
 
| Tracking links are like remote tracking computers, able to project increased range or tracking to a friendly player.
 
|- valign="middle"
 
| nowrap | [[image:Icon mid slot.png|32px]]
 
| nowrap | http://image.eveonline.com/Type/5282_32.png http://image.eveonline.com/Type/1964_32.png
 
| nowrap | Linked Sensor Network<br>Remote Sensor Booster II
 
| Remote sensor boosters projected the same kind of effect as sensor boosters, stronger but can only be used on others.
 
|- valign="middle"
 
| nowrap | [[image:Icon hi slot.png|32px]]
 
| nowrap | http://image.eveonline.com/Type/8641_32.png http://image.eveonline.com/Type/3608_32.png
 
| nowrap | Large S95a Partial Shield Transporter<br>Large Shield Transporter II
 
| Repairs the friendly target's shields. Having a few extra shield transporters for emergency is invaluable.
 
|- valign="middle"
 
| nowrap | [[image:Icon hi slot.png|32px]]
 
| nowrap | http://image.eveonline.com/Type/16487_32.png http://image.eveonline.com/Type/12102_32.png
 
| nowrap | Large 'Regard' Power Projector<br>Large Energy Transfer Array II
 
| Consumes cap in order to send it to a friendly target. Giving each other cap like this creates more cap than it consumes.
 
|- valign="middle"
 
| [[image:Icon hi slot.png|32px]]
 
| http://image.eveonline.com/Type/1182_32.png http://image.eveonline.com/Type/1436_32.png
 
| nowrap | Auto Targeting System I<br>Auto Targeting System II
 
| Increases the number of targets your ship can potentially lock, still limited by your own skills however.
 
|- valign="middle"
 
| [[image:Icon hi slot.png|32px]]
 
| http://image.eveonline.com/Type/23527_32.png http://image.eveonline.com/Type/24427_32.png
 
| nowrap | Drone Link Augmentor I<br>Drone Link Augmentor II
 
| Increases the your drone control range.
 
 
|-
 
|-
| style="background:#222222;" colspan="4" | <small><references/></small>
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| style="text-align: left;" | [[image:incursions vanguard icon.png|18px|Vanguard sites]] [[Incursion sites#Vanguard sites|Vanguard sites]]
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| '''Acolyte II'''<small> <ref>[[Alpha Clones]] can use {{co|coral|Imperial Navy Acolytes}} instead, due to skill restrictions.</ref></small>
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| <small>{{co|grey|Not recommended}}</small>
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| <small>{{co|grey|Not recommended}}</small>
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| {{co|slateblue|'''Garde II'''}}<small> <ref>{{co|slateblue|(Situational)}} Unbonused sentries have considerably lower tracking and needs to operate at range or stay on cruisers..</ref></small>
 +
|-
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| style="text-align: left;" | [[image:incursions assault icon.png|18px|Assault sites]] [[Incursion sites#Assault sites|Assault sites]]
 +
| '''Acolyte II'''
 +
| '''Infiltrator II'''
 +
| <small>{{co|grey|Not recommended}}</small>
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| {{co|slateblue|'''Curator II'''}}<small> <ref>{{co|slateblue|(Situational)}} In order to use '''Curator II''' drones you need to remain stationary more often than not. The extra range of curators is needed for the 35 - 65 km engagement range.</ref></small>
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|-
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| style="text-align: left;" | [[image:incursions headquarter icon.png|18px|Headquarter sites]] [[Incursion sites#Headquarter sites|Headquarter sites]]<small> <ref>Drones are often put on stationary objects in headquarter sites, thus focus shifts from '''Amarr drones''' (speed and application) to '''Gallente drones''' (maximum damage).</ref></small>
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| '''Hobgoblin II'''
 +
| '''Hammerhead II'''
 +
| '''Ogre II'''<small> <ref>If cost isn't an issue, '''Gecko''' or ''''Augmented' Ogre''' drones are preferred due to increased speed and better damage application.</ref></small>
 +
| <small>{{co|grey|Not recommended}}</small>
 
|}
 
|}
 +
<small><references/></small>
 +
 +
== Rigging choice ==
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[[image:albert_einstein.jpg|thumb|200px|[[Wikipedia:Albert Einstein|''"It’s all relative, you might say."'']]]]
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It's very easy to dismiss the importance of the rig selection when buying a new ship. While it's usually not something a new pilot needs to worry about when getting any of the [[Vanguard Incursion fits|minimum fits]] posted on the wiki, it's extremely important for people looking to get a new ship as it heavily influences your options in terms of flexibility and utility slots (which is everything in incursions). Don't spend too much ISK on a temporary setup, either go for a cheap ''"good enough"'' setup while you're saving up for your ideal setup, or just wait until you can afford the whole setup you want in the end.
  
== Recommended skills ==
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For examples of these setups, see the [[#Advanced fits|advanced fits]] section below.
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#Skills|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.
+
==== Electromagnetic or thermal rig ====
 +
In general the electromagnetic rig will free up more midslots, but tends to require fancier deadspace modules to compensate for the overall lower resists. The thermal rig gives you a stronger and more flexible tank without having to rely on the high-end deadspace modules, at the cost of not being able to free up as many midslots.
  
It's worth thinking one step further and try to figure out which of the advanced hulls you think you'll likely train into, then pick the most suitable path there in terms of which racial ship-line you go down first and what weapon system you train into. For example, if you do not meet the recommended skills for missiles it might be a good idea to consider how much time it would take to cross-train into a turret-based ship right away instead of spending precious time continuing to train missile skills. There's no point trying to pick the ''"best"'' Battlecruiser, simply because they all have downsides making them less than ideal for incursioning.
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==== Defence or offence ====
 +
Going for offence means that you're limited to a single tech one resist rig in combination to your burst rig, due to the high calibration cost of the tech two damage rig (a tech one burst rig wouldn't work due to stacking penalties). Choosing a more defensive setup will allow you to fit a tech two resist rig as well as making full use of the other two rigs. The offensive rigs are usually much cheaper than the defensive ones, but since the offensive setup usually has to up the quality of their deadspace modules to get a comparable resist profile, they're often forced to use higher tiered deadspace mods.
  
That said, it's perfectly fine to top off your current skills to meet the minimum requirement to come try incursions, if you're not sure you'll like it. You don't have to commit before trying it out.
+
==== Flexibility vs efficiency vs cost ====
 +
Given the different needs for tank and utility modules between the different type of sites, most incursion communities go for the most efficient rig setup for the kind of sites they are running. A community running vanguards exclusively often have different setups than those who run headquarters only. Communities that push for high-end fits with expensive deadspace modules usually have different rig selections too, since those stronger modules opens up for a few more options.
  
 +
Going for the most efficient setup is of course always going to be the strongest way to do it, but sometimes you have to be practical. In our case, within our community, we factor in flexibility and cost a lot more. We want our members to be able to use the same ship for any type of site without having to resort to spending billions on faction and deadspace modules. That doesn't stop people who want to from doing it, but it does mean that some of our recommended fits will differ quite a lot from that of public communities.
 +
 +
See [[Ship_progression_in_Incursions#Fit_progression|fit progression]] for an example of how your efficiency and flexibility is increased (with additional midslots) going from the cheapest setup to more costly ones.
 +
{{clear}}
 +
 +
== Determining a proper tank ==
 +
There are a few easy ways to determine whether a tank is OK or not. Below are some key aspects that help when you're testing your ship in your favorite third-party fitting tool or if you've taken on the role of [[Roles_in_Incursions#Waitlist_manager|waitlist manager]] and need to quickly gauge whether the fit someone x up with is OK or not.
 +
 +
==== Resist holes ====
 +
A lot of ships share a standard resist profile, so they share the same resist holes and have the same issues and weaknesses. Understanding what innate weaknesses a ship has is key to knowing how to best raise it to the desired high average resists mentioned above.
 +
 +
Below is a list of different resist profiles for various ship classes as well as a few specific ships with deviating profiles. The last column lists the obvious weaknesses of the class/hull, which will help you determine how to best achieve the desired resist profile. Plugging a hole is usually a simple matter of adding a resist rig or a combination of a rig and a shield amplifier, then up the resists in general by using one or two multispectrum hardeners.
 +
{| class="wikitable" style="font-size:90%;"
 +
|- style="background:#222222;"
 +
! Ship
 +
! Base resist profile
 +
! Comments
 +
|-
 +
| Regular/faction battleships<small>&nbsp;<ref>Includes '''regular battleships''', '''navy''' and '''fleet issue battleships''' as well as '''pirate faction battleships'''.</ref></small>
 +
| [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]&nbsp;&nbsp;0%[[Image:icon_resist_therm.png|24px|Thermal resistance]]20%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]40%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50%
 +
| An {{co|slateblue|EM}} hole and a weak {{co|crimson|thermal}} resist.
 +
|-
 +
| Resist bonused battleships<small>&nbsp;<ref>Like the '''Rokh''' and other ships with 4% per level resist bonuses. The values are assuming maximum skills, so the full +20% better resists.</ref></small>
 +
| [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]20%[[Image:icon_resist_therm.png|24px|Thermal resistance]]36%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]52%[[Image:icon_resist_exp.png|24px|Explosive resistance]]60%
 +
| Weak {{co|slateblue|EM}} and {{co|crimson|thermal}} resists, but no resist holes.
 +
|-
 +
| Praxis
 +
| [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]28%[[Image:icon_resist_therm.png|24px|Thermal resistance]]28%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]28%[[Image:icon_resist_exp.png|24px|Explosive resistance]]28%
 +
| Weak omni resists.
 +
|-
 +
| Scimitar
 +
| [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]75%[[Image:icon_resist_therm.png|24px|Thermal resistance]]60%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]40%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50%
 +
| No resist holes.
 +
|-
 +
| Basilisk
 +
| [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]&nbsp;&nbsp;0%[[Image:icon_resist_therm.png|24px|Thermal resistance]]80%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]70%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50%
 +
| An {{co|slateblue|EM}} hole.
 +
|}
 
<small><references/></small>
 
<small><references/></small>
  
=== Damage dealers ===
+
==== Effective shield hit points ====
Getting the recommended skills for a damage dealer requires 59 days at the most, if you train into a turret-based battlecruiser on a brand new character. In comparison training for missiles is longer, up to 66 days, but normally you would only take that route if you already have missile skills to begin with.
+
You can judge your tank by many means, but for Incursions the best way to measure your tank is to look at '''effective shield hit points''' (ESHP), as opposed to '''damage per second repaired''' (DPS-tank) or the generic '''effective hit points''' (EHP). This is because a lot of ships have significant armour and hull hit points, so the effective hit points value can be quite misleading on a battleship with a damage control for example, as the EHP-value skyrockets compared to a ship without a damage control fitted, but very little of it applies to the actual ESHP. You also need to factor in things like speed and signature, because a smaller ship that is orbiting will be a lot harder to hit than a large, stationary ship. So don't casually compare a ship's effective shield hit points against another without taking that into your consideration.
 +
 
 +
==== Shield hit points and resists ====
 +
While the above mentioned effective shield hit points is a good measure, it is not always practical to use on the fly. For one it doesn't really tell you if the ship has any glaring resist holes, so for practical reasons we tend to speak in more general terms -- Shield hit points and resists. It's much easier to just ask the pilot ''"How many raw shield hit points do you have?"'' and ''"What are your resists if you undock and turn on all your modules?"''. It's very easy for people to check this ingame and it tells us enough to judge whether or not the fit is ok.
 +
 
 +
==== Guidelines ====
 +
{{note box|Values listed here are pre-Surgical Strike, which reduced the effectiveness of most resist modules by 20%. As such, shield Headquarters groups now only require 67% resists and 95k EHP (Warp to Me minimums).}}
 +
Below are some rough guidelines for what a proper tank might be for a battleship (there isn't much variation to speak of for logistics). Since we focus mainly on low skilled, kitchen sink setups we're going with a relatively high recommended level for our community. The values below are of raw shield hit points and paired average resists (EM/thermal and kinetic/explosive), values '''before boosts''' for easy comparison.
 +
{|
 +
| [[image:Incursions_vanguard_icon.png|42px|Vanguards]]
 +
| [[Incursion sites#Vanguard sites|Vanguards]] ''(33k+ effective shield hit points)''<br>70% resists and at least 10,000 raw shield hit points.
 +
|-
 +
| [[image:Incursions_assault_icon.png|42px|Assaults]]
 +
| [[Incursion sites#Assault sites|Assaults]] ''(40k+ effective shield hit points)''<br>70% resists and at least 12,000 raw shield hit points.
 +
|-
 +
| [[image:Incursions_headquarter_icon.png|42px|Headquarters]]
 +
| [[Incursion sites#Headquarter sites|Headquarters]] ''(52k+ effective shield hit points + 100k effective hit points in total)''<br>73% resists and at least 14,000 raw shield hit points.
 +
|}
 +
Naturally lower shield hit points is doable if you adjust your resists accordingly. In vanguards and assaults it's also possible to drop a little lower in really good fleets. Just remember that resists are far more important than raw shield hit points, as higher resists has the secondary benefit of increasing the efficiency of remote repairs. Below is a graph illustrating how damage changes with scaling resists.
 +
{| class="wikitable" style="font-size:90%;"
 +
|- style="background-color: #222222;"
 +
! colspan="2" | Resists
 +
! Actual damage taken
 +
|- style="background-color:#300000;"
 +
| style="padding-left:5px; padding-right:5px;" | 61% resists
 +
| rowspan="7" style="background-image: linear-gradient(#AA0000, #00AA00); background-color: #111111; width: 0.25em"|
 +
| style="padding-left:5px; padding-right:5px;" | 30% more damage ''(39% damage taken)''
 +
|- style="background-color: #200000"
 +
| style="padding-left:5px; padding-right:5px;" | 64% resists
 +
| style="padding-left:5px; padding-right:5px;" | 20% more damage ''(36% damage taken)''
 +
|- style="background-color: #100000;"
 +
| style="padding-left:5px; padding-right:5px;" | 67% resists
 +
| style="padding-left:5px; padding-right:5px;" | 10% more damage (33% damage taken)
 +
|-
 +
| style="padding-left:5px; padding-right:5px;" | {{co|yellow|70% resists}}
 +
| style="padding-left:5px; padding-right:5px;" | {{co|yellow|Baseline damage ''(30% damage taken)''}}
 +
|- style="background-color: #001000;'
 +
| style="padding-left:5px; padding-right:5px;" | 73% resists
 +
| style="padding-left:5px; padding-right:5px;" | 10% less damage (27% damage taken)
 +
|- style="background-color: #002000;"
 +
| style="padding-left:5px; padding-right:5px;" | 76% resists
 +
| style="padding-left:5px; padding-right:5px;" | 20% less damage (24% damage taken)
 +
|- style="background-color: #003000;"
 +
| style="padding-left:5px; padding-right:5px;" | 79% resists
 +
| style="padding-left:5px; padding-right:5px;" | 30% less damage (21% damage taken)
 +
|-
 +
|}
 +
 
 +
==== Stacking penalties and offgrid boosts ====
 +
A ship with fewer modules or rigs stacking will also benefit more from boosts, thus not suffering quite as much as they might initially seem to. This of course means they also have more to lose if boosts go down, which is worth noting.
 +
 
 +
Further down this page you'll see examples of this with the [[#Advanced_fits|advanced setups]]. If you pay attention to the normal resist profiles vs the resist profile with command bursts you'll see that the [[#Electromagnetic_rig|electromagnetic rig setup]] for vanguards for example has a deceptively low EM/thermal resist, averaging around 62% instead of the recommended 70%. This would suggest nearly +30% more damage taken from turret damage, as your resists are almost 9% lower (see the graph above). But due to less stacking penalties that setup ends up having roughly ~68% average EM/thermal resists after boosts which is fairly close to the 72% of our recommended fits and will eventually only take +10% more damage from turrets, while taking torpedoes just fine.
 +
 
 +
This is then further compensated by pirate faction hulls (which this expensive setup should be used on) who overall have much lower signatures. The signature difference is at the very least 22% between the highest signature pirate faction hull (Vindicator) and the lowest signature regular battleship (Maelstrom), thus pirate faction hulls take reduced damage from missiles thanks to their much lower signature. The [[Nightmare]] and [[Machariel]] have even smaller signatures, meaning they take even less damage.
  
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 [[Skills_and_Learning#Neural_Remaps| neural remapping]] and what might seem like a daunting train can be covered in no-time.
+
= Upgrade priorities =
 +
{{important note box|The [[EVE University Incursion Community]] doesn't require '''unistas''' to use fancy hulls and modules or put expensive implants into your head due to the constant threat of war. Pilots who take the necessary precautions are of course allowed to, but should do so of their own free will being aware of the risk.}}
 +
There are a lot of ways to spend ISK on your incursion character in order to improve your performance, be that '''buying a pirate faction battleship''', getting '''faction and deadspace modules''' or '''injecting implants''' into your head. Some of these options are more effective than others, so before you start ''"throwing ISK at the problem"'' with wild abandon ... take a moment to consider your options.
  
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.
+
== Buying a pirate faction battleship ==
 +
In almost all cases, upgrading your hull should be your first goal if you're looking to invest more ISK. Generally speaking for hisec, while faction and deadspace modules are great, pirate faction hulls often give superior bonuses without inflating the value of droppable modules fit to your ship. In the case of Incursions specifically, the matter comes down to the pirate faction battleships having two damage bonuses and powerful role bonuses (instead of having an offensive and a defensive bonus), plus much better overall ship stats such as align time.
 +
 
 +
Below is a list of some of the differences (relevant to incursions) for a [[Vindicator]] compared to a Hyperion, a [[Machariel]] compared to a Maelstrom, and a [[Nightmare]] compared to a Praxis.
 
{| class="wikitable" style="font-size:90%;"
 
{| class="wikitable" style="font-size:90%;"
! Support skills
+
|- style="background-color: #222222;"
! Gunnery skills
+
! Improvements
! Missile skills
+
! Hyperion &raquo; Vindicator
! ''Crosstraining armour skills''
+
! Maelstrom &raquo; Machariel
|- valign="top" style="background:#222222;" align="center"
+
! Praxis &raquo; Nightmare
| ~ 38 days and 5 hours
+
|-
| ~ 20 days and 12 hours
+
| {{icon|turret new|24}} Effective turrets<small>&nbsp;<ref name="turrets">'''Effective turrets''' is a measure of raw turrets modified by rate of fire or damage bonuses of the hulls as well as role bonuses.</ref></small>
| ~ 26 days and 22 hours
+
| {{co|lightgreen|+22,2% more damage}}
| ''~ 12 days and 21 hours''
+
| {{co|lightgreen|+9,4% more damage}}
|- valign="top"
+
| {{co|lightgreen|+33,3% more damage}}
|  
+
|-
* Cybernetics I
+
| {{icon|tracking|24}} Tracking speed
* Electronics IV
+
| {{co|lightgreen|+37,5% more tracking}}
* Engineering IV
+
| {{co|grey|Similar}}
* Mechanics IV
+
| {{co|lightgreen|+37,5% more tracking}}
* Weapon Upgrades IV
+
|-
* Energy Management IV
+
| {{icon|range|24}} Turret falloff
* Energy Systems Operation IV
+
| {{co|grey|Similar}}
* Shield Upgrades IV
+
| {{co|lightgreen|+50% more falloff}}
* Tactical Shield Manipulation IV
+
| {{co|grey|Similar}}
* Jury Rigging III
+
|-
* Shield Rigging III
+
| [[image:Icon capacitor capacity.png|24px|link=]] Capacitor recharge<small>&nbsp;<ref name="cap">'''Peak recharge''' is a measure of capacitor capacity / capacitor recharge time * 2,5 (peak coefficient). See [[Capacitor_Recharge_Rate|capacitor recharge rate]] for more information.</ref></small>
* Targeting IV
+
| {{co|lightgreen|+14,3% capacitor recharge}}
* Long Range Targeting IV
+
| {{co|lightgreen|+4,7% capacitor recharge}}
* Target Painting III<small> <ref>'''Target Painting III''' is only needed if you'll use a Target Painter module.</ref></small>
+
| {{co|lightgreen|+17,8% capacitor recharge}}
* Propulsion Jamming III<small> <ref>'''Propulsion Jamming III''' is only needed if you'll use a Stasis Webifier module.</ref></small>
+
|-
* Drones V
+
| {{icon|shield|24}} Shield hit points
* Scout Drone Operation V<small> <ref name="hobgoblins">'''Drones V''', '''Scout Drone Operation V''' and '''Gallente Drone Specialization I''' is required to use Hobgoblin II drones.</ref></small>
+
| {{co|lightgreen|+16,7% more shield hp}}
* Gallente Drone Specialization III<small> <ref name="hobgoblins">'''Drones V''', '''Scout Drone Operation V''' and '''Gallente Drone Specialization I''' is required to use Hobgoblin II drones.</ref></small>
+
| {{co|lightgreen|+16,5% more shield hp}}
* Drone Durability I<small> <ref name="maintenance">'''Drone Durability I''', '''Repair Drone Operation II''' and '''Shield Emission System III''' is required to use Light and Medium Shield Maintenance drones, which can be trained in mere hours if you can already use tech two scout drones.</ref></small>
+
| {{co|lightgreen|+62,3% more shield hp}}
* Repair Drone Operation II<small> <ref name="maintenance">'''Drone Durability I''', '''Repair Drone Operation II''' and '''Shield Emission System III''' is required to use Light and Medium Shield Maintenance drones, which can be trained in mere hours if you can already use tech two scout drones.</ref></small>
+
|-
* Shield Emission Systems III<small> <ref name="maintenance">'''Drone Durability I''', '''Repair Drone Operation II''' and '''Shield Emission System III''' is required to use Light and Medium Shield Maintenance drones, which can be trained in mere hours if you can already use tech two scout drones.</ref></small>
+
| {{icon|sig|24}} Signature
* <racial> Frigate IV
+
| {{co|lightgreen|17,5% smaller signature}}
* <racial> Cruiser III
+
| {{co|lightgreen|23,9% smaller signature}}
* Spaceship Command IV
+
| {{co|lightgreen|20,4% smaller signature}}
* Battlecruisers IV
+
|-
|  
+
| {{icon|range|24}} Targeting range
* Gunnery IV
+
| {{co|lightgreen|20,8% longer lock range}}
* Small <racial> Turret IV
+
| {{co|grey|Similar}}
* Medium <racial> Turret IV
+
| {{co|lightgreen|37,1% longer lock range}}
* Rapid Firing IV
+
|-
* Sharpshooter IV
+
| [[image:icon_drones.png|24px|link=]] Drone capacity
* Surgical Strike IV
+
| {{co|crimson|-50 m3 drone bay}}
* Trajectory Analysis IV
+
| {{co|lightgreen|+25 m3 drone bay}}
* Controlled Bursts IV<small> <ref>'''Controlled Bursts''' is useful for all hybrids and lasers, but useless for projectiles and missiles as they do not utilize cap.</ref></small>
+
| {{co|crimson|-150 m3 drone bay}}
* <weapon> Rigging III
+
|-
|  
+
| {{icon|sensor resolution|24}} Scan resolution
* Missile Launcher Operation V<small> <ref>It's necessary to train '''Missile Launcher Operation V''' in order to be able to train '''Guided Missile Precision''', which is essential to apply damage to small frigates.</ref></small>
+
| {{co|crimson|-9,1% scan resolution}}
* Light Missiles III
+
| {{co|lightgreen|+38,9% scan resolution}}
* Heavy Missiles IV
+
| {{co|crimson|-15,2% scan resolution}}
* Missile Projection IV
+
|-
* Missile Bombardment IV
+
| [[image:icon_warp_speed.png|24px|link=]] Warp speed
* Rapid Launch IV
+
| {{co|grey|Same}}
* Guided Missile Precision IV
+
| {{co|lightgreen|+1 AU/s warp speed}}
* Target Navigation Prediction IV
+
| {{co|grey|Same}}
* Warhead upgrades IV
 
* Launcher Rigging III
 
|  
 
* ''Hull Upgrades V''
 
* ''Armor Rigging III''
 
* ''EM Armor Compensation III''
 
* ''Explosive Armor Compensation III''
 
* ''Kinetic Armor Compensation III''
 
* ''Thermic Armor Compensation III''
 
* ''Remote Armor Repair Systems III<small> <ref>'''Remote Armor Repair Systems III''' is required to use Light and Medium Armor Maintenance drones.</ref></small>
 
 
|-
 
|-
| valign="top" style="background:#222222;" colspan="4" |  
+
| {{icon|inertia|24}} Inertia
 +
| {{co|lightgreen|+29,7% more agile}}
 +
| {{co|lightgreen|+29,4% more agile}}
 +
| {{co|crimson|-18,0% less agile}}
 +
|-
 +
| [[image:icon_velocity.png|24px|link=]] Velocity<ref>A ship's '''velocity''' is unimportant in Vanguards, but valued in Assaults and Headquarters, which involve moving with microwarpdrives to anchor positions.</ref>
 +
| {{co|lightgreen|+14,7% faster}}
 +
| {{co|lightgreen|+71,3% faster}}
 +
| {{co|lightgreen|+52,0% faster}}
 +
|}
 
<small><references/></small>
 
<small><references/></small>
 +
 +
== Faction and deadspace modules ==
 +
First of all, remember that getting a pirate faction hull is always going to give you better applied damage (and often many other advantages) compared to spending ISK on faction and deadspace modules. With the exception of the '''Federation Navy''' or '''Serpentis Stasis Webifier''' and '''tech two weapons''', it is recommended that you get a better hull long before you look into upgrading modules.
 +
 +
Consider the actual benefit you will get from upgrading a certain module. Getting a deadspace hardener is useful for most ships as it frees up a midslot. But even though a faction tracking computer or a sensor booster might make sense for public fleets built to compete, for our community that isn't going to be as worthwhile of an investment as we usually don't compete.
 +
 +
==== What do you get in return? ====
 +
To put this into perspective you need to factor in [[stacking penalties]]. If you're just using one module to a given effect, it's easy to calculate and see the difference, but when you have more intricate combinations where things end up 2nd, 3rd, 4th or 5th in the stacking hierarchy, it might be a little harder to see what you get out of it.
 +
 +
==== Module variants and price deviations ====
 +
{|
 +
| valign="top" style="padding:0px;" | [[Image:Market.png|64px|link=]]
 +
| valign="top" style="padding-top:12px;" | When you're shopping for faction or deadspace modules, check all equivalent variants for price deviations. For example, the {{co|coral|Federation Navy Tracking Computer}} is identical in all but the name to the {{co|coral|Shadow Serpentis Tracking Computer}} and their prices fluctuate over time, so use the [[Show Info and Compare]]-feature ingame to find potential alternatives and you might save millions.
 
|}
 
|}
With the above mentioned skills, young unistas interested in doing incursions can fly one of the [[Minimum Incursion fits]], while they train for a more suitable ship. See [[#Moving into useful hulls|moving into useful hulls]] below for further training.
 
  
=== Logistics ===
+
== Injecting implants ==
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.
+
There are plenty of hardwiring implants that are useful for incursion runners, with effects ranging from damage projection (tracking, damage or rate of fire) to fitting/support related effects (increased capacitor, powergrid or CPU) and warp speed. The bonuses from implants do not suffer stacking penalties, thus even the +3% variants are quite potent and cheap enough to use even while at war due to the low risk of actually losing your pod.
  
It takes up to 80 days to get good enough skills to fly a [[Vanguard Incursion fits#Logistics|logistics starter fit]].
+
The best hardwiring implants (apart from officer implants) come from the [[Loyalty_Points#CONCORD_loyalty_points|CONCORD Loyalty Point]] store and give a +6% bonus but require {{sk|Cybernetics|V}}. Implants are available for all skills and wallets however, ranging from the 1%, 3% and 5% implants of normal LP stores to the CONCORD specific 2%, 4% and 6% implants.
  
 +
As with all things, do your research and see if it's cheaper to simply buy it off of the market instead of getting it yourself from the LP store. See [[List of Skill Hardwiring Implants|hardwiring implants]] for a full list of available implants.
 +
 +
See the [[EVE University Incursion Community Implant Guide|Incursion Community Implant Guide]] for more information about recommended implants. This guide will cover the two types of implants that we suggest: Skill Hardwiring (slots 6-10) and Attribute Enhancing (slots 1-5). These implants are not required to fly in our community, but they do greatly improve ship performance. In order to use any of the implants listed in this guide, you will need to have the Cybernetics skill trained to at least level V. This will allow you to use 6% implants, which can be purchased with Concord Loyalty Points (LP) earned by running Incursions. These implants can be found at Concord Stations and cost 250 million ISK and 250,000 LP.
 +
 +
= Battleship setups =
 +
Below are some examples of tank setups for battleships; both the setups we use for our ''minimum'' fits as well as some ''advanced'' ones for high-end ships. The sections show the variance between tanking features of the ship, notably midslots but also rigs or other in-built resistances.
 +
 +
In order to highlight the transition of each type of fit from vanguards to headquarters, each setup will not only show the vanguard fit in question, but also how it works if you take off some tank as well as what's needed to make that setup work for assaults and headquarters.
 +
 +
Boosts are from a max skills, mindlinked attack command ship (e.g. Sleipnir) for Vanguards, and a max skills, mindlinked fleet command ship (e.g. Claymore) for Assaults and Headquarters.
 +
 +
== Minimum setup ==
 +
This is the minimum skill setup that we use within our community for [[Vanguard Incursion fits|vanguard fits]]. It is designed to be cheap and flexible enough to be useful in a variety of different sites. For assaults and headquarters, we often use a {{co|coral|Large Shield Extender II}} to ensure that everyone has enough buffer, even with the minimum skills we require.
 +
 +
This assumes our [[Preparing_for_Incursions#Damage_dealers|minimum skills]] so the {{icon|em resist|20}}EM resist can be up to '''2% higher''' with {{sk|EM Shield Compensation|V|icon=yes}} instead of III.
 
{| class="wikitable" style="font-size:90%;"
 
{| class="wikitable" style="font-size:90%;"
! Support skills
+
|-  style="background:#222222;"
! Shield skills
+
! <small>Slots</small>
! Drone skills
+
| style="text-align:center;" | '''Vanguard''' ''(less tank)''<small> <ref>In a really good fleet with excellent damage projection, with an experienced fleet commander and seasoned logistics, you can usually remove the EM amplifier in favour of more application mods with an EM reinforcer.</ref></small>
! ''Crosstraining into armour''
+
! Vanguard
|- valign="top" style="background:#222222;" align="center"
+
! Assault
| ~ 66 days and 21 hours
+
! Headquarter
| ~ 7 days and 19 hours
+
|-
| ~ 5 days and 6 hours
+
| style="text-align: center;" | [[image:icon mid slot.png|24px]]
| ''~ 41 days and 12 hours''
+
| [[image:icon mid slot.png|24px]] Freed up mid slot<br>[[image:icon mid slot.png|24px]] Freed up mid slot<br>[[Image:icon_hardener_adaptive_ii.png|24px|Multispectrum Shield Hardener II]] Multispectrum Shield Hardener II<br>[[Image:icon_hardener_adaptive_ii.png|24px|Multispectrum Shield Hardener II]] Multispectrum Shield Hardener II
|- valign="top"
+
| [[image:icon mid slot.png|24px]] Freed up mid slot<br>[[Image:icon_hardener_adaptive_ii.png|24px|Multispectrum Shield Hardener II]] Multispectrum Shield Hardener II<br>[[Image:icon_hardener_adaptive_ii.png|24px|Multispectrum Shield Hardener II]] Multispectrum Shield Hardener II<br>[[image:Module icon em ward amplifier tech2.png|24px|EM Shield Amplifier II]] EM Shield Amplifier II
|  
+
| [[image:icon_shield_extender_ii.png|24px|Large Shield Extender II]] Large Shield Extender II<br>[[Image:icon_hardener_adaptive_ii.png|24px|Multispectrum Shield Hardener II]] Multispectrum Shield Hardener II<br>[[Image:icon_hardener_adaptive_ii.png|24px|Multispectrum Shield Hardener II]] Multispectrum Shield Hardener II<br>[[image:Module icon em ward amplifier tech2.png|24px|EM Shield Amplifier II]] EM Shield Amplifier II
* Cybernetics I
+
| [[image:icon_shield_extender_ii.png|24px|Large Shield Extender II]] Large Shield Extender II<br>[[Image:icon_hardener_adaptive_ii.png|24px|Multispectrum Shield Hardener II]] Multispectrum Shield Hardener II<br>[[Image:icon_hardener_adaptive_ii.png|24px|Multispectrum Shield Hardener II]] Multispectrum Shield Hardener II<br>[[image:icon shield amplifier deadspace.png|24px|Pithum C-Type EM Shield Amplifier]] {{co|salmon|Pithum C-Type EM Shield Amplifier}}<small> <ref name="upgrade">This is a necessary upgrade in order to improve overall resists for headquarter sites.</ref></small>
* Electronics IV
+
|-
* Engineering IV
+
| style="text-align:center;" | [[image:icon low slot.png|24px]]
* Mechanics IV
+
| [[image:module icon damage control tech2.png|24px]] Damage Control II
* Energy Management IV
+
| [[image:module icon damage control tech2.png|24px]] Damage Control II
* Energy Systems Operation IV
+
| [[image:module icon damage control tech2.png|24px]] Damage Control II
* Energy Grid Upgrades IV
+
| [[image:module icon damage control tech2.png|24px]] Damage Control II
* Jury Rigging III
+
|-  
* Targeting V
+
| style="text-align:center;" | [[image:icon rigs.png|24px]]
* Multitasking III
+
| [[image:module icon shield rig tech1.png|24px|Large EM Shield Reinforcer I]] EM Shield Reinforcer I
* Long Range Targeting V
+
| [[image:module icon shield rig tech1.png|24px|Large Thermal Shield Reinforcer I]] Thermal Shield Reinforcer I
* Signature Analysis V
+
| [[image:module icon shield rig tech1.png|24px|Large Thermal Shield Reinforcer I]] Thermal Shield Reinforcer I
 +
| [[image:module icon shield rig tech2.png|24px|Large Thermal Shield Reinforcer II]] {{co|salmon|Thermal Shield Reinforcer II}}<small> <ref name="upgrade" /></small> <br>[[image:module icon shield rig tech1.png|24px|Large EM Shield Reinforcer I]] EM Shield Reinforcer I
 +
|- style="background: #222222; white-space: nowrap"
 +
| style="text-align:center;" | [[image:icon_resists.png|24px|Normal resist profile.]]
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]59,6%[[Image:icon_resist_therm.png|20px|Thermal resistance]]59,9%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]69,9%[[Image:icon_resist_exp.png|20px|Explosive resistance]]74,9%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]63,9%[[Image:icon_resist_therm.png|20px|Thermal resistance]]67,7%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]69,9%[[Image:icon_resist_exp.png|20px|Explosive resistance]]74,9%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]63,9%[[Image:icon_resist_therm.png|20px|Thermal resistance]]67,7%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]69,9%[[Image:icon_resist_exp.png|20px|Explosive resistance]]74,9%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]69,5%[[Image:icon_resist_therm.png|20px|Thermal resistance]]70,0%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]69,9%[[Image:icon_resist_exp.png|20px|Explosive resistance]]74,9%
 +
|- style="background: #001000; text-align: center;"
 +
| style="padding:0px;" | [[Image:Icon shield harmonizing.png|24px|Resist profile with shield command bursts active.]]
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]62,2%[[Image:icon_resist_therm.png|20px|Thermal resistance]]65,1%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]73,8%[[Image:icon_resist_exp.png|20px|Explosive resistance]]78,2%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]66,2%[[Image:icon_resist_therm.png|20px|Thermal resistance]]69,8%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]73,8%[[Image:icon_resist_exp.png|20px|Explosive resistance]]78,2%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]66,1%[[Image:icon_resist_therm.png|20px|Thermal resistance]]69,7%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]73,6%[[Image:icon_resist_exp.png|20px|Explosive resistance]]78,0%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]70,2%[[Image:icon_resist_therm.png|20px|Thermal resistance]]71,8%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]73,6%[[Image:icon_resist_exp.png|20px|Explosive resistance]]78,0%
 +
|- style="background: #200000;"
 +
| style="text-align:center; vertical-align:middle; background:#200000; padding:0px;" | [[image:icon overheating.png|24px|Resist profile when you're overheating your defensive modules.]]
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]65,9%[[Image:icon_resist_therm.png|20px|Thermal resistance]]69,4%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]77,1%[[Image:icon_resist_exp.png|20px|Explosive resistance]]80,9%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]69,3%[[Image:icon_resist_therm.png|20px|Thermal resistance]]72,8%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]77,1%[[Image:icon_resist_exp.png|20px|Explosive resistance]]80,9%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]69,2%[[Image:icon_resist_therm.png|20px|Thermal resistance]]72,7%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]76,9%[[Image:icon_resist_exp.png|20px|Explosive resistance]]80,8%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]70,6%[[Image:icon_resist_therm.png|20px|Thermal resistance]]74,4%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]76,9%[[Image:icon_resist_exp.png|20px|Explosive resistance]]80,8%
 +
<!--|- style="background:#0F0719;"
 +
| style="text-align:center; vertical-align:middle; background:#0F0719; padding:0px;" | [[image:Icon energy neutralizer i.png|24px|Resist profile if all your defensive modules run out of capacitor and turn off.]]
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 +
-->|}
 +
<small><references/></small>
  
* <racial> Frigate IV
+
=== Resist bonused ships ===
* <racial> Cruiser V
+
Ships like the {{sh|Rokh}} with resist bonuses can fit slightly different due to their higher base resistances.
* Logistics IV
 
  
* Energy Emission Systems IV<small> <ref name="emission">'''Energy Emission Systems''' is only required for a '''Guardian'''/'''Basilisk''' with energy transfer modules, the '''Oneiros'''/'''Scimitar''' does not need this skill.</ref></small>
+
This assumes our [[Preparing_for_Incursions#Damage_dealers|minimum skills]] so the various resist can go up by '''1 - 3% higher''' with {{sk|Caldari Battleship|V|icon=yes}} instead of III and additional {{icon|em resist|20}}EM resist can be gained by training {{sk|EM Shield Compensation|V|icon=yes}}.
* Sensor Linking IV<small> <ref name="links">'''Sensor Linking''' is only required if you can fit the '''Tracking Link''' module.</ref></small>
+
{| class="wikitable" style="font-size:90%;"
|
+
|-  style="background: #222222;"
* Tactical Shield Manipulation IV
+
! <small>Slots</small>
* Shield Upgrades IV
+
| style="text-align:center;" | '''Vanguard''' ''(less tank)''<small> <ref>In a good fleet with excellent damage projection, with an experienced fleet commander and seasoned logistics, you can usually remove the damage control in favour of more damage mods.</ref></small>
* Shield Rigging III
+
! Vanguard
* Shield Emission Systems IV
+
! Assault
|
+
! Headquarter
* Drones V
+
|-
* Drone Durability I
+
| style="text-align:center;" | [[image:icon mid slot.png|24px]]
* Repair Drone Operation II
+
| [[Image:icon_hardener_adaptive_ii.png|24px|Multispectrum Shield Hardener II]] Multispectrum Shield Hardener II<br>[[image:Module icon em ward amplifier tech2.png|24px|EM Shield Amplifier II]] EM Shield Amplifier II<br>[[image:icon mid slot.png|24px]] Freed up mid slot
|  
+
| [[Image:icon_hardener_adaptive_ii.png|24px|Multispectrum Shield Hardener II]] Multispectrum Shield Hardener II<br>[[image:Module icon em ward amplifier tech2.png|24px|EM Shield Amplifier II]] EM Shield Amplifier II<br>[[image:icon mid slot.png|24px]] Freed up mid slot
* ''Hull Upgrades V''
+
| [[Image:icon_hardener_adaptive_ii.png|24px|Multispectrum Shield Hardener II]] Multispectrum Shield Hardener II<br>[[Image:icon_hardener_adaptive_ii.png|24px|Multispectrum Shield Hardener II]] Multispectrum Shield Hardener II<br>[[image:Module icon em ward amplifier tech2.png|24px|EM Shield Amplifier II]] EM Shield Amplifier II
* ''Repair Systems II''
+
| [[Image:icon_hardener_adaptive_ii.png|24px|Multispectrum Shield Hardener II]] Multispectrum Shield Hardener II<br>[[Image:icon_hardener_adaptive_ii.png|24px|Multispectrum Shield Hardener II]] Multispectrum Shield Hardener II<br>[[image:Module icon em ward amplifier tech2.png|24px|Pithum C-Type EM Shield Amplifier]] {{co|salmon|Pithum C-Type EM Shield Amplifier}}<small> <ref name="upgrade">This is a necessary upgrade in order to improve overall resists for headquarter sites.</ref></small>
* ''Armor Rigging III''
+
 
* ''Remote Repair Systems IV''
+
|-
* ''EM Armor Compensation III''
+
| style="text-align:center;" | [[image:icon low slot.png|24px]]
* ''Explosive Armor Compensation III''
+
| [[image:icon low slot.png|24px]] Freed up low slot
* ''Kinetic Armor Compensation III''
+
| [[image:module icon damage control tech2.png|24px]] Damage Control II
* ''Thermic Armor Compensation III''
+
| [[image:module icon damage control tech2.png|24px]] Damage Control II
* ''<racial> Frigate IV''
+
| [[image:module icon damage control tech2.png|24px]] Damage Control II
* ''<racial Cruiser V''
+
|-
|- valign="top" style="background:#222222;"
+
| style="text-align:center;" | [[image:icon rigs.png|24px]]
| colspan="4" | <small><references/></small>
+
| [[image:module icon shield rig tech1.png|24px|Large Thermal Shield Reinforcer I]] Thermal Shield Reinforcer I
 +
| [[image:module icon shield rig tech1.png|24px|Large Thermal Shield Reinforcer I]] Thermal Shield Reinforcer I
 +
| [[image:module icon shield rig tech1.png|24px|Large Thermal Shield Reinforcer I]] Thermal Shield Reinforcer I
 +
| [[image:module icon shield rig tech1.png|24px|Large Thermal Shield Reinforcer I]] Thermal Shield Reinforcer I
 +
|- style="background:#222222;"
 +
| style="text-align:center;" | [[image:icon_resists.png|24px|Normal resist profile.]]
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]55,4%[[Image:icon_resist_therm.png|20px|Thermal resistance]]61,9%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]60,9%[[Image:icon_resist_exp.png|20px|Explosive resistance]]67,4%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]61,0%[[Image:icon_resist_therm.png|20px|Thermal resistance]]66,6%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]65,8%[[Image:icon_resist_exp.png|20px|Explosive resistance]]71,5%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]66,8%[[Image:icon_resist_therm.png|20px|Thermal resistance]]71,6%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]73,5%[[Image:icon_resist_exp.png|20px|Explosive resistance]]77,9%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]68,1%[[Image:icon_resist_therm.png|20px|Thermal resistance]]71,6%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]73,5%[[Image:icon_resist_exp.png|20px|Explosive resistance]]77,9%
 +
|- style="background:#001000;"
 +
| style="text-align:center;background:#001000; padding:0px;" | [[Image:Icon shield harmonizing.png|24px|Resist profile with shield command bursts active.]]
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]61,1%[[Image:icon_resist_therm.png|20px|Thermal resistance]]66,8%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]68,6%[[Image:icon_resist_exp.png|20px|Explosive resistance]]73,8%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]66,0%[[Image:icon_resist_therm.png|20px|Thermal resistance]]70,9%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]72,5%[[Image:icon_resist_exp.png|20px|Explosive resistance]]77,1%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]68,8%[[Image:icon_resist_therm.png|20px|Thermal resistance]]73,3%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]76,8%[[Image:icon_resist_exp.png|20px|Explosive resistance]]80,7%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]70,0%[[Image:icon_resist_therm.png|20px|Thermal resistance]]73,3%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]76,8%[[Image:icon_resist_exp.png|20px|Explosive resistance]]80,7%
 +
|- style="background:#200000;"
 +
| style="text-align:center; vertical-align:middle; padding:0px;" | [[image:icon overheating.png|24px|Resist profile when you're overheating your defensive modules.]]
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]63,4%[[Image:icon_resist_therm.png|20px|Thermal resistance]]68,8%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]70,8%[[Image:icon_resist_exp.png|20px|Explosive resistance]]75,6%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]68,0%[[Image:icon_resist_therm.png|20px|Thermal resistance]]72,7%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]74,4%[[Image:icon_resist_exp.png|20px|Explosive resistance]]78,7%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]71,6%[[Image:icon_resist_therm.png|20px|Thermal resistance]]76,0%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]79,7%[[Image:icon_resist_exp.png|20px|Explosive resistance]]83,1%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]72,8%[[Image:icon_resist_therm.png|20px|Thermal resistance]]79,7%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]79,7%[[Image:icon_resist_exp.png|20px|Explosive resistance]]83,1%
 +
 
 +
<!-- Resist profile whilist neuted out.|- valign="top" style="background:#0F0719;"
 +
| style="text-align:center; vertical-align:middle;" | [[image:Icon energy neutralizer i.png|24px|Resist profile if all your defensive modules run out of capacitor and turn off.]]
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-% -->
 
|}
 
|}
 +
<small><references/></small>
 +
<!-- The navy setups are no longer needed due to the pricing of pirate faction ships, removing this entire section as it's not viable for a ship with more than 4 midslots. -->
 +
<!--
 +
=== Navy & Fleet Issue ships with four midslots ===
 +
Ships like the [[Apocalypse Navy Issue]] and the [[Megathron Navy Issue]] with only four midslots aren't recommended for incursions, mostly due to their lack of midslots but also due to being armour based and suffering from fairly low shield hit points (and in the case of the apocalypse serious capacitor issues) which just compounds the issues of these ships. Within certain limits they can still do reasonably well in vanguards and assaults, but they are unable to do headquarter sites both from an efficiency point of view as well as due to their weak tank.
  
=== Thermodynamics ===
+
Navy and Fleet Issue ships have higher rig calibration points than other ships (400 points instead of the regular 350 points).
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:
+
{| class="wikitable" style="font-size:90%;"
* '''Engineering V''' ''(+4 days and 6 hours)''
+
|- style="background: #222222;"
* '''Science IV''' ''(+18 hours)''
+
! <small>Slots</small>
* '''Thermodynamics III''' ''(+11,5 hours)''
+
| style="text-align:center;" | '''Vanguard''' ''(less tank)''<small> <ref>In a good fleet with excellent damage projection, with an experienced fleet commander and seasoned logistics, you can usually remove the damage control in favour of more damage mods.</ref></small>
 +
! Vanguard
 +
| style="text-align:center;" | '''Assault''' ''(less tank)''<small> <ref>This setup is considerably weaker than your average assault setup, even with the extra shield extender. Its considerably weaker resists means repairs are less effective.</ref></small>
 +
|-
 +
| style="text-align:center;" | [[image:icon mid slot.png|24px]]
 +
| [[Image:icon_hardener_adaptive_ii.png|24px|Multispectrum Shield Hardener II]] Multispectrum Shield Hardener II<br>[[Image:icon_hardener_adaptive_ii.png|24px|Multispectrum Shield Hardener II]] Multispectrum Shield Hardener II<br>[[image:icon mid slot.png|24px]] Freed up mid slot
 +
| [[Image:icon_hardener_adaptive_ii.png|24px|Multispectrum Shield Hardener II]] Multispectrum Shield Hardener II<br>[[Image:icon_hardener_adaptive_ii.png|24px|Multispectrum Shield Hardener II]] Multispectrum Shield Hardener II<br>[[image:icon mid slot.png|24px]] Freed up mid slot
 +
| [[Image:icon_hardener_adaptive_ii.png|24px|Multispectrum Shield Hardener II]] Multispectrum Shield Hardener II<br>[[Image:icon_hardener_adaptive_ii.png|24px|Multispectrum Shield Hardener II]] Multispectrum Shield Hardener II<br>[[image:icon shield extender ii.png|24px]] Large Shield Extender II<small> <ref>The '''Large Shield Extender II''' module is often needed in assaults for armour tanked ships to compensate for lower innate shield hit points.</ref></small>
 +
|-
 +
| style="text-align:center;" | [[image:icon low slot.png|24px]]
 +
| [[image:icon low slot.png|24px]] Freed up low slot
 +
| [[image:module icon damage control tech2.png|24px]] Damage Control II
 +
| [[image:module icon damage control tech2.png|24px]] Damage Control II
 +
|-
 +
| style="text-align:center;" | [[image:icon rigs.png|24px]]
 +
| [[image:module icon shield rig tech1.png|24px|Large Thermal Shield Reinforcer I]] Thermal Shield Reinforcer I<br>[[image:module icon shield rig tech2.png|24px|Large EM Shield Reinforcer II]] EM Shield Reinforcer II
 +
| [[image:module icon shield rig tech1.png|24px|Large Thermal Shield Reinforcer I]] Thermal Shield Reinforcer I<br>[[image:module icon shield rig tech2.png|24px|Large EM Shield Reinforcer II]] EM Shield Reinforcer II
 +
| [[image:module icon shield rig tech1.png|24px|Large Thermal Shield Reinforcer I]] Thermal Shield Reinforcer I<br>[[image:module icon shield rig tech2.png|24px|Large EM Shield Reinforcer II]] EM Shield Reinforcer II
 +
|- style="background:#222222;"
 +
| style="text-align:center;" | [[image:icon_resists.png|24px|Normal resist profile.]]
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]60,2%[[Image:icon_resist_therm.png|20px|Thermal resistance]]65,7%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]69,0%[[Image:icon_resist_exp.png|20px|Explosive resistance]]74,1%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]65,2%[[Image:icon_resist_therm.png|20px|Thermal resistance]]70,0%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]72,8%[[Image:icon_resist_exp.png|20px|Explosive resistance]]77,4%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]65,2%[[Image:icon_resist_therm.png|20px|Thermal resistance]]70,0%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]72,8%[[Image:icon_resist_exp.png|20px|Explosive resistance]]77,4%
 +
|- valign="top"  style="background:#001000;"
 +
| style="text-align:center; vertical-align:middle; padding:0px;" | {{icon|warfare link|24|Resist profile with warfare links active.}}
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]63,1%[[Image:icon_resist_therm.png|20px|Thermal resistance]]68,2%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]73,5%[[Image:icon_resist_exp.png|20px|Explosive resistance]]77,9%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]67,7%[[Image:icon_resist_therm.png|20px|Thermal resistance]]72,2%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]76,8%[[Image:icon_resist_exp.png|20px|Explosive resistance]]80,7%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]67,7%[[Image:icon_resist_therm.png|20px|Thermal resistance]]72,2%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]76,8%[[Image:icon_resist_exp.png|20px|Explosive resistance]]80,7%
 +
<!--
  
=== Moving into useful hulls ===
+
  Resist profile with overheat & neuted out.
Once you have the recommended skills, the step from a Battlecruiser up to a decent Battleship is surprisingly short and you should take this step as soon as possible to get into a decent ship. You might need to top off some of the support skills, pending on what ship you decide to move into, if you run into powergrid, CPU or cap issues.
 
  
If the [[Wartime_Standard_Operating_Procedures|WSOP]] is not an issue, there's also the Strategic Cruisers and the pirate faction battleships. For Strategic Cruisers you'll most likely continue with the gunnery skills you have but will require some support skills to V and of course your racial cruiser of choice to V. Then you just move towards tech two medium weapons for further efficiency. For pirate faction battleships hulls like the Machariel, Nightmare and Vindicator, which are better in all regards compared to the regular battleships regardless of your skill, you only need to train a secondary racial ship-line.
+
|- style="background:#200000;"
 +
| style="text-align:center;" | [[image:icon overheating.png|24px|Resist profile when you're overheating your defensive modules.]]
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 +
|- style="background:#0F0719;
 +
| style="text-align:center; vertical-align:middle; padding:0px;" | [[image:Icon energy neutralizer i.png|24px|Resist profile if all your defensive modules run out of capacitor and turn off.]]
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 +
-->
 +
<!-- Extra cut-out.
 +
|}
 +
<small><references/></small>
 +
-->
  
Flying ships that cost over a billion in just the hull shouldn't be taken lightly however, but from an efficiency point of view there is no reason not to get one.
+
== Advanced fits ==
 +
While there are several ways to fit high-end ships for incursions depending on your choice of rigs (see the [[#Rigging choice|rigging choice]] section above), here are some frequently used variants.
  
 +
=== Calibration ===
 +
Due to calibration point limits there are several combinations, but here are three common ones that capitalize on either '''offence''', '''defence''' or '''warp speed'''.
 
{| class="wikitable" style="font-size:90%;"
 
{| class="wikitable" style="font-size:90%;"
! Battleships
+
|-  style="background: #222222;"
! Strategic Cruisers
+
! <small>Slots</small>
! Pirate Faction Battleships
+
! Offensive
! ''Crosstraining into a new race''
+
! Defensive
|- valign="top" style="background:#222222;" align="center"
+
! Warp speed
| ~ 10 days and 2 hours
+
|- style="vertical-align: top;"
| ~ 40 days and 4 hours
+
| style="text-align: center;" | [[image:icon mid slot.png|24px]]
| ~ 17 days and 16 hours
+
| [[image:module icon shield rig tech1.png|24px|Large EM Shield Reinforcer I]] EM Shield Reinforcer I<br>[[image:module icon hybrid rig tech2.png|24px|Large Hybrid Burst Aerator II]] Large Hybrid Burst Aerator II<small> <ref>This should of course be a '''Energy Burst Aerator II''' for laser weapons and a '''Projectile Burst Aerator II''' for projectile weapons.</ref></small>
| ''~ 13 days and 8 hours''
+
| [[image:module icon shield rig tech2.png|24px|Large Thermal Shield Reinforcer I]] Thermal Shield Reinforcer II<br>[[image:icon mid slot.png|24px]] Spare rig slot<br>[[image:icon mid slot.png|24px]] Spare rig slot
|- valign="top"
+
| [[image:module icon shield rig tech2.png|24px|Large EM Shield Reinforcer II]] EM Shield Reinforcer II<br>[[image:module icon propulsion rig tech2.png|24px|Large Hyperspatial Velocity Optimizer II]] Large Hyperspatial Velocity Optimizer II<br>[[image:icon mid slot.png|24px]] Spare rig slot
|
+
|- style="background: #222222; text-align:center;"
* <racial> Cruiser IV
+
| '''<small>SUM</small>'''
* <racial> Battleship III
+
| style="background:#200000;" | '''350/{{co|grey|350}}''' (0 points left)
* Gunnery V
+
| style="background:#002000;" | '''75/{{co|grey|350}}''' (275 points left)
* Large <weapon> Turret III
+
| style="background:#002000;" | '''150/{{co|grey|350}}''' (200 points left)
|
+
|}
* Mechanics V
+
<small><references/></small>
* Shield Operation III
+
Filling up the spare rig slots is a matter of figuring out what rig benefits you the most, based on the type of fleet compositions you run, what kind of ship you fly and if a rig can in some way help you free up a low- or midslot. If you need more range use a '''Locus Coordinator II''' rig (150 points), if you need more shield hit points use a '''Core Defense Field Extender II''' rig (75 points) and if you need more cap use either a '''Capacitor Control Circuit II''' rig (150 points) or a '''Discharge Elutriation II''' rig (150 points).
* Electronics V
+
 
* Engineering V
+
Just remember that any offensive rig you fit on your ship '''needs''' to be tech two, otherwise it'll end up at the end of stacking penalties and that will render it completely useless.
* Gunnery V<small> <ref>'''Gunnery V''' for the Legion, Loki and Proteus, but only '''Gunnery III''' for the Tengu.</ref></small>
+
 
* Missile Launcher Operation V<small> <ref>'''Missile Launcher Operation V''' for the Tengu and '''Missile Launcher Operation III''' for the Loki. Neither the Legion or the Proteus needs this skill trained unless they decide to fit missiles.</ref></small>
+
=== Thermal rig ===
* Navigation V
+
The thermal rig setup is primarily a more defensive setup, used for even resists with the ability to really push the resists up. The downside of this setup is that you're forced to use two midslots and cannot drop down to one midslot for vanguards without taking some serious hits to your overall resists, even if you add a {{co|coral|Damage Control II}} instead. Depending on what other rigs you use, you'll have enough calibration points to upgrade to a tech two anti-thermal rig further increasing your tank. The nerfs from the Surgical Strike update have limited the flexibility of this setup, precluding hardener-free fits and from using a Tech 2 Aerator in Headquarters fleets.
* <racial> Cruiser V
+
 
|
+
This assumes our [[Preparing_for_Incursions#Damage_dealers|minimum skills]] so the {{icon|em resist|20}}EM resist can be up to '''2% higher''' with {{sk|EM Shield Compensation|V|icon=yes}} instead of III.
* <primary> Cruiser IV
+
{| class="wikitable" style="font-size:90%;"
* <primary> Battleship III
+
|-  style="background:#222222;"
* <secondary> Frigate IV
+
! <small>Slots</small>
* <secondary> Cruiser IV
+
! Vanguard
* <secondary> Battleship III
+
| style="text-align:center;" | '''Headquarter''' <small> <ref>With just one multispectrum hardener it is more susceptible to neuts in headquarters prevalent in headquarters sites. Further, the use of two resist mods precludes the use of a Tech 2 Aerator.</ref></small>
* Gunnery V
 
* Large <weapon> Turret III
 
|
 
* ''<racial> Frigate IV''
 
* ''<racial> Cruiser IV''
 
* ''<racial> Battleship III''
 
* ''Gunnery V''<small> <ref>Gunnery V alone takes 4 days and 6 hours to train. If you have it already, or if you're crosstraining into another racial battlecruiser, the time to crosstrain is significantly shorter.</ref></small>
 
* ''Small <weapon> Turret III''
 
* ''Medium <weapon> Turret III''
 
* ''Large <weapon> Turret III''
 
 
|-
 
|-
| style="background:#222222;" colspan="4" | <small><references/></small>
+
| style="text-align:center;" | [[image:icon mid slot.png|24px]]
 +
| [[image:icon mid slot.png|24px]] Freed up mid slot<br>[[Image:icon_hardener_adaptive_deadspace.png|24px|Pithum C-Type Multispectrum Shield Hardener]] Pithum C-Type Multispectrum ...<br>[[image:icon shield amplifier deadspace.png|24px|Pithum C-Type EM Shield Amplifier]] Pithum C-Type EM Shield Amplifier
 +
| [[image:icon mid slot.png|24px]] Freed up mid slot<br>[[Image:icon_hardener_adaptive_deadspace.png|24px|Pithum A-Type Multispectrum Shield Hardener]] {{co|salmon|Pithum A-Type Multispectrum ...}}<small> <ref name="upgrade">This is a necessary upgrade in order to get enough resists with just one multispectrum hardener for headquarter sites.</ref></small><br>[[image:icon shield amplifier deadspace.png|24px|Pithum C-Type EM Shield Amplifier]] {{co|salmon|Pithum A-Type EM Shield Amplifier}}<small> <ref name="upgrade" /></small>
 +
|-
 +
| style="text-align:center;" | [[image:icon low slot.png|24px]]
 +
| [[image:module icon damage control tech2.png|24px]] Damage Control II
 +
| [[image:module icon damage control faction.png|24px]] {{co|salmon|Syndicate Damage Control}} <small> <ref name="upgrade" /> </small>
 +
|-
 +
| style="text-align:center;" | [[image:icon rigs.png|24px]]
 +
| [[image:module icon shield rig tech1.png|24px|Large Thermal Shield Reinforcer I]] Thermal Shield Reinforcer I
 +
| [[image:module icon shield rig tech2.png|24px|Large Thermal Shield Reinforcer II]] {{co|salmon|Thermal Shield Reinforcer II}}<small><ref name="upgrade" /></small><br>[[image:module icon shield rig tech1.png|24px|Large EM Shield Reinforcer I]] EM Shield Reinforcer I
 +
|- style="background:#222222;"
 +
| style="text-align:center; padding:0px;" | [[image:icon_resists.png|24px|Normal resist profile.]]
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]60,5%[[Image:icon_resist_therm.png|20px|Thermal resistance]]65,1%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]64,6%[[Image:icon_resist_exp.png|20px|Explosive resistance]]70,5%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]71,3%[[Image:icon_resist_therm.png|20px|Thermal resistance]]69,6%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]71,2%[[Image:icon_resist_exp.png|20px|Explosive resistance]]72,7%
 +
|- style="background:#001000;"
 +
| style="text-align:center;" | [[Image:Icon shield harmonizing.png|24px|Resist profile with shield command bursts active.]]
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]65,6%[[Image:icon_resist_therm.png|20px|Thermal resistance]]69,6%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]71,5%[[Image:icon_resist_exp.png|20px|Explosive resistance]]76,2%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]73,1%[[Image:icon_resist_therm.png|20px|Thermal resistance]]73,3%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]73,3%[[Image:icon_resist_exp.png|20px|Explosive resistance]]77,8%
 +
|- style="background:#200000;"
 +
| style="text-align:center;" | [[image:icon overheating.png|24px|Resist profile when you're overheating your defensive modules.]]
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]68,5%[[Image:icon_resist_therm.png|20px|Thermal resistance]]72,5%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]74,2%[[Image:icon_resist_exp.png|20px|Explosive resistance]]78,5%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]76,0%[[Image:icon_resist_therm.png|20px|Thermal resistance]]76,5%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]76,5%[[Image:icon_resist_exp.png|20px|Explosive resistance]]80,4%
 +
<!--
 +
 
 +
  Resist profile whilst neuted out.
 +
 
 +
|- style="background:#0F0719;"
 +
| style="text-align:center;" | [[image:Icon energy neutralizer i.png|24px|Resist profile if all your defensive modules run out of capacitor and turn off.]]
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 +
-->
 +
|}
 +
<small><references/></small>
 +
 
 +
=== Electromagnetic rig ===
 +
The EM rig setup is primarily used to free up as many slots are possible, but requires you to spend considerably more ISK on deadspace hardeners and will still have slightly lower EM and thermal resists for vanguard fits compared to the others, but that is offset by the larger buffer, smaller signature of the pirate faction battleships this setup should be fitted to and the fact it takes less damage from missiles due to comparably higher kinetic and explosive resists.
 +
{| class="wikitable" style="font-size:90%;"
 +
|-  style="background: #222222;"
 +
! <small>Slots</small>
 +
| style="text-align:center;" | '''Vanguard''' ''(less tank)''<small> <ref>While your combined EM and thermal resists are a bit low, your kinetic and explosive resists remain high, so in a really good fleet with excellent damage projection, with an experienced fleet commander and seasoned logistics, you can usually remove the damage control in favour of more damage mods.</ref></small>
 +
! Vanguard
 +
! Assault
 +
! Headquarter
 +
|-
 +
| style="text-align:center;" | [[image:icon mid slot.png|24px]]
 +
| [[image:icon mid slot.png|24px]] Freed up mid slot<br>[[image:icon mid slot.png|24px]] Freed up mid slot<br>[[Image:icon_hardener_adaptive_deadspace.png|24px|Pithum B-Type Multispectrum Shield Hardener]] Pithum B-Type Multispectrum ...
 +
| [[image:icon mid slot.png|24px]] Freed up mid slot<br>[[image:icon mid slot.png|24px]] Freed up mid slot<br>[[Image:icon_hardener_adaptive_deadspace.png|24px|Pithum B-Type Multispectrum Shield Hardener]] Pithum B-Type Multispectrum ...
 +
| [[image:icon mid slot.png|24px]] Freed up mid slot<br>[[Image:icon_hardener_adaptive_deadspace.png|24px|Pithum C-Type Multispectrum Shield Hardener]] Pithum C-Type Multispectrum ... <br>[[Image:icon_hardener_adaptive_deadspace.png|24px|Pithum B-Type Multispectrum Shield Hardener]] Pithum B-Type Multispectrum ...
 +
| [[image:icon mid slot.png|24px]] Freed up mid slot<br>[[Image:icon_hardener_adaptive_deadspace.png|24px|Pithum A-Type Multispectrum Shield Hardener]] {{co|salmon|Pithum A-Type Multispectrum ...}}<small> <ref>This is a necessary upgrade in order to get your EM and thermal resists up to an acceptable level for headquarter sites, especially if you run with less than recommended shield hit points.</ref></small><br>[[Image:icon_hardener_adaptive_deadspace.png|24px|Pithum A-Type Multispectrum Shield Hardener]] Pithum A-Type Multispectrum ...
 +
|-
 +
| style="text-align:center;" | [[image:icon low slot.png|24px]]
 +
| [[image:icon low slot.png|24px]] Freed up low slot
 +
| [[image:module icon damage control tech2.png|24px]] Damage Control II
 +
| [[image:module icon damage control tech2.png|24px]] Damage Control II
 +
| [[image:module icon damage control faction.png|24px]] Syndicate Damage Control
 +
|-
 +
| style="text-align:center;" | [[image:icon rigs.png|24px]]
 +
| [[image:module icon shield rig tech1.png|24px|Large EM Shield Reinforcer I]] EM Shield Reinforcer I
 +
| [[image:module icon shield rig tech1.png|24px|Large EM Shield Reinforcer I]] EM Shield Reinforcer I
 +
| [[image:module icon shield rig tech1.png|24px|Large EM Shield Reinforcer I]] EM Shield Reinforcer I
 +
| [[image:module icon shield rig tech1.png|24px|Large EM Shield Reinforcer I]] EM Shield Reinforcer I
 +
|- style="background:#222222;"
 +
| style="text-align:center;" | [[image:icon_resists.png|24px|Normal resist profile.]]
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]51,9%[[Image:icon_resist_therm.png|20px|Thermal resistance]]48,0%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]61,0%[[Image:icon_resist_exp.png|20px|Explosive resistance]]67,5%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]58,0%[[Image:icon_resist_therm.png|20px|Thermal resistance]]54,5%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]65,9%[[Image:icon_resist_exp.png|20px|Explosive resistance]]71,6%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]66,2%[[Image:icon_resist_therm.png|20px|Thermal resistance]]67,4%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]75,5%[[Image:icon_resist_exp.png|20px|Explosive resistance]]79,6%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]70,0%[[Image:icon_resist_therm.png|20px|Thermal resistance]]71,0%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]78,3%[[Image:icon_resist_exp.png|20px|Explosive resistance]]81,9%
 +
|- style="background:#001000;"
 +
| style="text-align:center; vertical-align:middle; padding:0px;" | [[Image:Icon shield harmonizing.png|24px|Resist profile with shield command bursts active.]]
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]58,1%[[Image:icon_resist_therm.png|20px|Thermal resistance]]58,2%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]68,6%[[Image:icon_resist_exp.png|20px|Explosive resistance]]73,9%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]63,4%[[Image:icon_resist_therm.png|20px|Thermal resistance]]63,4%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]72,5%[[Image:icon_resist_exp.png|20px|Explosive resistance]]77,1%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]68,2%[[Image:icon_resist_therm.png|20px|Thermal resistance]]71,4%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]78,5%[[Image:icon_resist_exp.png|20px|Explosive resistance]]82,1%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]71,8%[[Image:icon_resist_therm.png|20px|Thermal resistance]]74,6%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]80,9%[[Image:icon_resist_exp.png|20px|Explosive resistance]]84,1%
 +
|- style="background:#200000;"
 +
| style="text-align:center;" | [[image:icon overheating.png|24px|Resist profile when you're overheating your defensive modules.]]
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]62,6%[[Image:icon_resist_therm.png|20px|Thermal resistance]]62,7%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]72,0%[[Image:icon_resist_exp.png|20px|Explosive resistance]]76,7%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]67,3%[[Image:icon_resist_therm.png|20px|Thermal resistance]]67,3%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]75,5%[[Image:icon_resist_exp.png|20px|Explosive resistance]]79,6%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]73,9%[[Image:icon_resist_therm.png|20px|Thermal resistance]]76,5%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]82,3%[[Image:icon_resist_exp.png|20px|Explosive resistance]]85,3%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]77,6%[[Image:icon_resist_therm.png|20px|Thermal resistance]]79,8%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]84,8%[[Image:icon_resist_exp.png|20px|Explosive resistance]]87,4%
 +
<!--
 +
 
 +
  Resist profile whilst neuted out.
 +
 
 +
|- style="background:#0F0719;"
 +
| style="text-align:center;" | [[image:Icon energy neutralizer i.png|24px|Resist profile if all your defensive modules run out of capacitor and turn off.]]
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 +
| [[Image:icon_resist_em.png|20px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|20px|Thermal resistance]]-%[[Image:icon_resist_kin.png|20px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|20px|Explosive resistance]]-%
 +
-->
 
|}
 
|}
See the '''recommended battleship fits''' for [[Vanguard_Incursion_fits#Battleships|vanguards]] and [[Assault_Incursion_fits#Battleships|assaults]].
+
<small><references/></small>
  
=== This is just the the beginning ... ===
+
= Strategic cruisers and command ships =
Remember that these recommendations are just for the basic levels and there is much room for improvement. Increase these skills, train up for tech two weaponry and max out the gunnery and support skills, and your ship will be much more efficient. You'll also have many more options to improve your fit with better fitting and support skills, like upgrading a module, swap out an ancillary current rig for a damage rig, drop an excessive tank module for more utility modules and so forth.
+
While a lot of communities avoid strategic cruisers and command ships due to the fact that their damage output cannot match that of pirate faction battleships, we still allow them as they can easily match the efficiency of tech one battleships. As such, we welcome properly fit strategic cruisers and command ships in our community, as they are good enough for our purposes and we don't benefit from alienating people who prefer to fly smaller ships.
  
What you're going to train next differs a little bit based on what ship and what weapons you're going to use. For some fitting skills will be prioritized due to the lack of CPU/powergrid of their hull, for others capacitor skills are more important while others can simply go straight for better ship skills and tech two weaponry.
+
Just be sure to inform people that if they have plans to fly with public communities, they will most likely need to train into a proper battleship.
  
 +
== Different resist profiles ==
 +
One of the biggest differences fitting strategic cruisers and command ships compared to battleships is that they have a different resist profile. They are also much smaller in signature, especially the strategic cruisers, so won't need the same raw buffer of shield hit points either. As such, the solution could range from anything between a thermal and EM hardener for the '''Legion''' to a mere anti-EM rig on the '''Tengu''' or a multispectrum hardener for the '''Sleipnir'''.
 
{| class="wikitable" style="font-size:90%;"
 
{| class="wikitable" style="font-size:90%;"
! Fitting skills
+
|- style="background:#222222;"
! Support skills
+
! Ship
! Gunnery skills
+
! Base resist profile
! Logistics skills
+
! Comments
|- valign="top" style="background:#222222;" align="center"
 
| colspan=4 align="center" | Prioritize which skills to train first, some are more important than others, so do your research.
 
|- valign="top"
 
|
 
* Cybernetics V<small> <ref>Cybernetics V is required for the top-tier advanced implants, like the +6% CONCORD-implants.</ref></small>
 
* Electronics V
 
* Engineering V
 
* Mechanics V
 
|
 
* Energy Management V
 
* Energy Systems Operation V
 
* Shield Upgrades V
 
* Tactical Shield Manipulation V
 
* Jury Rigging V
 
* Shield Rigging V
 
* Targeting V
 
* Multitasking III
 
* Long Range Targeting V
 
|
 
* Weapon Upgrades V
 
* Advanced Weapon Upgrades V
 
* Gunnery V
 
* Rapid Firing V
 
* Sharpshooter V
 
* Surgical Strike V
 
* Trajectory Analysis V
 
* Controlled Bursts V<small> <ref>'''Controlled Bursts''' is useful for all hybrids and lasers, but useless for projectiles and missiles as they do not utilize cap.</ref></small>
 
* <weapon> Rigging IV
 
* Small <racial> Turret V
 
* Medium <racial> Turret V
 
* Large <racial> Turret V
 
* Small <racial> Specialization IV<small> <ref name="specs">Turrets have two different specialization skills, for example projectiles have both autocannons and artillery which are split into two different specialization skills.</ref></small>
 
* Medium <racial> Specialization IV<small> <ref name="specs">Turrets have two different specialization skills, for example projectiles have both autocannons and artillery which are split into two different specialization skills.</ref></small>
 
* Large <racial> Specialization IV<small> <ref name="specs">Turrets have two different specialization skills, for example projectiles have both autocannons and artillery which are split into two different specialization skills.</ref></small>
 
* <racial> Battleship V
 
|
 
* Shield Emission Systems V
 
* Energy Emission Systems V<small> <ref name="emission">'''Energy Emission Systems''' is only required if you fly a '''Guardian''' or a '''Basilisk''' with energy transfer modules, the '''Oneiros''' and the '''Scimitar''' does not need this skill.</ref></small>
 
* Sensor Linking V<small> <ref name="links">'''Sensor Linking''' is only required if you can fit the '''Tracking Link''' module and only needed at higher skill-levels if you try to fit several faction links at once.</ref></small>
 
* Repair Drone operation V<small> <ref>'''Repair Drone Operation V''' is needed for tech two shield maintenance bots.</ref></small>
 
 
|-
 
|-
| style="background:#222222;" colspan="4" | <small><references/></small>
+
| Astarte
 +
| [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]&nbsp;&nbsp;0%[[Image:icon_resist_therm.png|24px|Thermal resistance]]60%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]85%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50%
 +
| An {{co|slateblue|EM}} hole.
 +
|-
 +
| Loki
 +
| [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]50%[[Image:icon_resist_therm.png|24px|Thermal resistance]]40%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]40%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50%
 +
| No resist holes.
 +
|-
 +
| Sleipnir
 +
| [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]75%[[Image:icon_resist_therm.png|24px|Thermal resistance]]60%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]40%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50%
 +
| No resist holes.
 +
|-
 +
| Tengu
 +
| [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]&nbsp;&nbsp;0%[[Image:icon_resist_therm.png|24px|Thermal resistance]]60%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]55%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50%
 +
| An {{co|slateblue|EM}} hole.
 +
|-
 +
| Vulture<small>&nbsp;<ref>This takes into account the Vulture's innate 20% resist bonus (as the ship requires Caldari Battlecruiser V to sit inside)</ref> </small>
 +
| [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]20%[[Image:icon_resist_therm.png|24px|Thermal resistance]]84%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]76%[[Image:icon_resist_exp.png|24px|Explosive resistance]]60%
 +
| Weak {{co|slateblue|EM}} resists.
 
|}
 
|}
 +
<small><references/></small>
 +
 
[[Category:Incursions]]
 
[[Category:Incursions]]

Latest revision as of 15:21, 16 December 2023

Fitting principles

Incursion fleets rely on good resists and buffer supported by a logistics. There are simply too many enemies to be able to fit a strong enough local tank, not to mention that by sacrificing a small portion of your fleet to bring in logistics instead of more damage dealers, the rest of the damage dealers can fit more offensive modules and your fleet will perform better.

Once you have a good enough tank, the rest of your spare slots should be used to augment your damage potential. While there's such a thing as under-tanked, being over-tanked is not only wasteful in incursions but even dangerous if done at the cost of offence.

See Preparing for Incursions for more information about what skills we ask that members of the EVE University Incursion Community have trained. While other communities might have similar requirements, this is just what we recommend.

Shield vs armour doctrines

Incursions can be done with both armour and shield doctrines, but there is a certain game design bias towards shield ships and fits.

  • Shield tanking modules are less skill-dependant compared to armour, since the passive armour modules require high armour compensation skills to function effectively.
  • Armour tanking modules have much stronger passive resists, allowing them to ensure high resists despite being neuted out. This is more of a benefit for headquarter sites as there are more neuting capable ships there, unlike vanguards where the neuting risk can be removed reliably.
  • Remote shield booster modules apply their repairs at the beginning of the cycle, while remote armour repairers apply their repairs at the end of the cycle. This makes it easier to manage sudden aggro-shifts with shield logistics.

In the EVE University Incursion Community we run almost exclusively shield fleets due to the fact that it's slightly faster to train the shield skills.

Omni damage and resists

The Sansha incursion rats deal damage in two ways, lasers (EM and thermal) and torpedoes (kinetic and explosive). As such, they hit across all four resist types. While you can sometimes compensate for a low kinetic resist by having a higher explosive resist, or get away with lower resists due to having a small signature and high speed, generally you don't have the luxury of having resist holes in incursions.

Just as they do damage across the board, the Sansha incursion rats have omni tanks as well. The only notable exception is the Lirsautton Parichaya, it's a little weaker against thermal damage and stronger against explosive damage. So contrary to missions where Amarr and Gallente weapons are somewhat limited due to their set damage types, these weapons are not hampered by resists in incursions.

You can find out more statistics about the Sansha incursion rats on the Sansha's Manual page.

Applied DPS

One of the most important aspects to realize is that whatever DPS (damage per second) your favourite third party fitting tool tells you that you have, or whatever the fitting window ingame tells you, is worth nothing if you cannot apply that damage. Hence the term "applied DPS" as opposed to "paper DPS" which is basically just your potential damage.

Your velocity, your target's velocity, approach vectors, your gun's signature resolution, your target's ship signature, locking speed, locking range, your weapon's optimal and falloff range and tracking all play a vital part in how much of your damage you'll be able to apply on your enemy. See turret damage or the gunnery guide for a more comprehensive introduction to the factors determining how much damage you'll end up doing when you undock and leave your theoretical bubble. Practically this means that utility modules often make or break fleets.

We always use faction ammunition in incursions for the added damage compared to regular tech one ammunition. Certain tech two ammunition is used for specific ships or roles, like Null L for blaster boats or Scorch L for pulse lasers, but most of the time you'll be using faction ammunition since it does not suffer the tracking or range penalties most short range tech two ammunitions do.

Utility modules

Utility modules refer to modules you fit that doesn't directly give you a higher dps in your favourite third party fitting program or on your fitting screen ingame. Instead they act as force multipliers of sorts making up for weaknesses or capitalize on strengths for increased efficiency. There are also modules that has no impact on your offensive capabilities, but are invaluable when things go wrong.

Utility midslot Utility medium slots Utility highslot Utility high slots Utility drones Utility drones
link Sensor Booster II
Icon stasis webifier faction.png Federation Navy Stasis Webifier
Icon tracking computer ii.png Tracking Computer II
Icon target painter faction.png Republic Fleet Target Painter
Icon shield transporter i.png Large Asymmetric Enduring Remote Shield Booster
Icon remote capacitor transmitter ii.png Large Remote Capacitor Transmitter II
Icon auto targeting system i.png Auto Targeting System I
Icon drone link augmentor i.png Drone Link Augmentor I
Icon ISIS weapon Drones.png Heavy Shield Maintenance Bot I
Icon ISIS weapon Drones.png Medium Shield Maintenance Bot I
Icon ISIS weapon Drones.png Light Shield Maintenance Bot I
Icon ISIS weapon Drones.png Light Armor Maintenance Bot I

While the exact fits vary between communities as well as fleet compositions, there are a few common grounds for using utility mids. In vanguards, the sensor boosters allow you to lock up the much smaller frigates more quickly, webs are used to help apply damage to enemies that come close, while painters and tracking computers help apply damage at range. The same can be said for assaults and headquarters, although the need for sensor boosters rapidly diminish as you move on from vanguards, as there are fewer frigates in assaults and headquarter sites, reducing the need for sensor boosters. They are sometimes only needed on dronebunnies or to push your locking range.

Utility highs are selected based on individual ship needs or what type of logistics you have. A fleet with scimitars will often focus on remote shield boosters on battleships with utility highs for emergencies, unless individual ships require a cap chain in order to have enough cap (like certain nightmare fits). A fleet with basilisks might need a few spare remote capacitor transmitters amongst their damage dealers, in case one of the basilisks disconnects and they need someone else to establish a cap chain with. The auto targeting module (extra locks) and drone link augmentor (to push drone control range far enough to reach enemies where they spawn) are rare options, but used in case you don't need more remote shield boosters or remote capacitor transmitters.

As for utility drones, you have the choice of replacing some of your damage dealing drones with maintenance bots, or carry both, for emergencies.

Supporting short or long range setups

The priority for certain utility modules change depending on your setup. If you're fighting mostly within web range, webs themselves end up giving you far more applied damage than tracking computers do. On top of that, they benefit everyone who's shooting that target and not just you. But if you're engaging primarily at range, outside web range, a web is utterly useless and you benefit more from a target painter or local tracking computers to improve your damage application. While sensor boosters are critical in vanguards, they are less important in assaults and headquarters.

Below are some examples of how you could change your midslots depending on your fleet composition for vanguards.

Short range Long range
Flexible [1] Dedicated webber [2] Flexible [3] Alpha doctrine [4]
link Sensor Booster II
Icon stasis webifier faction.png Federation Navy Stasis Webifier
Icon stasis webifier faction.png Federation Navy Stasis Webifier
Icon tracking computer i.png Tracking Computer II
link Sensor Booster II
Icon stasis webifier faction.png Federation Navy Stasis Webifier
Icon stasis webifier faction.png Federation Navy Stasis Webifier
Icon stasis webifier faction.png Federation Navy Stasis Webifier
link Sensor Booster II
Icon stasis webifier faction.png Federation Navy Stasis Webifier
Icon target painter faction.png Republic Fleet Target Painter
Icon tracking computer i.png Tracking Computer II
link Sensor Booster II
link Sensor Booster II
Icon tracking computer i.png Tracking Computer II
Icon tracking computer i.png Tracking Computer II
  1. ^ If your fleet has a decent amount of webs already, a tracking computer to increase your tracking or extend your range will benefit you more than adding another web.
  2. ^ If you're one of the few with webs, use as many as possible to capitalize on your role.
  3. ^ In fleets where you're shooting targets both at range and within web range, a mix might be beneficial if you don't have dedicated webbers.
  4. ^ In a setup where you rely on shooting things where they spawn, you need both the tracking and range as well as the ability to quickly lock targets up. In competitions the faster lock time is also advantageous.

Standard loadout for the EVE University Incursion Community

In the EVE University Incursion Community we focus primarily on the ability to get rid of warp disrupt capable ships, which are mostly frigates. That means we go for the more flexible fittings to ensure decent locking times and enough webs and painters to apply damage.

When in doubt, just follow the recommended fits on the Vanguard page or ask your fleet commander for advice.

Drones

Drones can be a tremendous asset, if you pick the right ones and use them intelligently. The sum of all the drones in fleet can easily amount to the equivalent of adding an extra pilot or two on grid, so it's not something to treat lightly. See utilizing drones for tactical information on how to make the most of drones.

Drone choice

When selecting drones you need to factor in how to get the best mix of microwarpdrive and orbital speeds, as well as tracking and optimal range for the type of fleet and sites you run - generally smaller sites have more frigates, which need fast, well tracking drones. Amarr drones generally provide the best mix for most situations except for headquarter sites where slower drones, but with higher focused DPS, are useful for taking down large ships. See drones for more statistics about drone attributes.

Below are the drones we recommend within our community:

Recommended drones/site Light drones Medium drones Heavy drones Sentry drones
Vanguard sites Vanguard sites Acolyte II [1] Not recommended Not recommended Garde II [2]
Assault sites Assault sites Acolyte II Infiltrator II Not recommended Curator II [3]
Headquarter sites Headquarter sites [4] Hobgoblin II Hammerhead II Ogre II [5] Not recommended
  1. ^ Alpha Clones can use Imperial Navy Acolytes instead, due to skill restrictions.
  2. ^ (Situational) Unbonused sentries have considerably lower tracking and needs to operate at range or stay on cruisers..
  3. ^ (Situational) In order to use Curator II drones you need to remain stationary more often than not. The extra range of curators is needed for the 35 - 65 km engagement range.
  4. ^ Drones are often put on stationary objects in headquarter sites, thus focus shifts from Amarr drones (speed and application) to Gallente drones (maximum damage).
  5. ^ If cost isn't an issue, Gecko or 'Augmented' Ogre drones are preferred due to increased speed and better damage application.

Rigging choice

It's very easy to dismiss the importance of the rig selection when buying a new ship. While it's usually not something a new pilot needs to worry about when getting any of the minimum fits posted on the wiki, it's extremely important for people looking to get a new ship as it heavily influences your options in terms of flexibility and utility slots (which is everything in incursions). Don't spend too much ISK on a temporary setup, either go for a cheap "good enough" setup while you're saving up for your ideal setup, or just wait until you can afford the whole setup you want in the end.

For examples of these setups, see the advanced fits section below.

Electromagnetic or thermal rig

In general the electromagnetic rig will free up more midslots, but tends to require fancier deadspace modules to compensate for the overall lower resists. The thermal rig gives you a stronger and more flexible tank without having to rely on the high-end deadspace modules, at the cost of not being able to free up as many midslots.

Defence or offence

Going for offence means that you're limited to a single tech one resist rig in combination to your burst rig, due to the high calibration cost of the tech two damage rig (a tech one burst rig wouldn't work due to stacking penalties). Choosing a more defensive setup will allow you to fit a tech two resist rig as well as making full use of the other two rigs. The offensive rigs are usually much cheaper than the defensive ones, but since the offensive setup usually has to up the quality of their deadspace modules to get a comparable resist profile, they're often forced to use higher tiered deadspace mods.

Flexibility vs efficiency vs cost

Given the different needs for tank and utility modules between the different type of sites, most incursion communities go for the most efficient rig setup for the kind of sites they are running. A community running vanguards exclusively often have different setups than those who run headquarters only. Communities that push for high-end fits with expensive deadspace modules usually have different rig selections too, since those stronger modules opens up for a few more options.

Going for the most efficient setup is of course always going to be the strongest way to do it, but sometimes you have to be practical. In our case, within our community, we factor in flexibility and cost a lot more. We want our members to be able to use the same ship for any type of site without having to resort to spending billions on faction and deadspace modules. That doesn't stop people who want to from doing it, but it does mean that some of our recommended fits will differ quite a lot from that of public communities.

See fit progression for an example of how your efficiency and flexibility is increased (with additional midslots) going from the cheapest setup to more costly ones.

Determining a proper tank

There are a few easy ways to determine whether a tank is OK or not. Below are some key aspects that help when you're testing your ship in your favorite third-party fitting tool or if you've taken on the role of waitlist manager and need to quickly gauge whether the fit someone x up with is OK or not.

Resist holes

A lot of ships share a standard resist profile, so they share the same resist holes and have the same issues and weaknesses. Understanding what innate weaknesses a ship has is key to knowing how to best raise it to the desired high average resists mentioned above.

Below is a list of different resist profiles for various ship classes as well as a few specific ships with deviating profiles. The last column lists the obvious weaknesses of the class/hull, which will help you determine how to best achieve the desired resist profile. Plugging a hole is usually a simple matter of adding a resist rig or a combination of a rig and a shield amplifier, then up the resists in general by using one or two multispectrum hardeners.

Ship Base resist profile Comments
Regular/faction battleships [1] Electromagnetic resistance  0%Thermal resistance20%Kinetic resistance40%Explosive resistance50% An EM hole and a weak thermal resist.
Resist bonused battleships [2] Electromagnetic resistance20%Thermal resistance36%Kinetic resistance52%Explosive resistance60% Weak EM and thermal resists, but no resist holes.
Praxis Electromagnetic resistance28%Thermal resistance28%Kinetic resistance28%Explosive resistance28% Weak omni resists.
Scimitar Electromagnetic resistance75%Thermal resistance60%Kinetic resistance40%Explosive resistance50% No resist holes.
Basilisk Electromagnetic resistance  0%Thermal resistance80%Kinetic resistance70%Explosive resistance50% An EM hole.
  1. ^ Includes regular battleships, navy and fleet issue battleships as well as pirate faction battleships.
  2. ^ Like the Rokh and other ships with 4% per level resist bonuses. The values are assuming maximum skills, so the full +20% better resists.

Effective shield hit points

You can judge your tank by many means, but for Incursions the best way to measure your tank is to look at effective shield hit points (ESHP), as opposed to damage per second repaired (DPS-tank) or the generic effective hit points (EHP). This is because a lot of ships have significant armour and hull hit points, so the effective hit points value can be quite misleading on a battleship with a damage control for example, as the EHP-value skyrockets compared to a ship without a damage control fitted, but very little of it applies to the actual ESHP. You also need to factor in things like speed and signature, because a smaller ship that is orbiting will be a lot harder to hit than a large, stationary ship. So don't casually compare a ship's effective shield hit points against another without taking that into your consideration.

Shield hit points and resists

While the above mentioned effective shield hit points is a good measure, it is not always practical to use on the fly. For one it doesn't really tell you if the ship has any glaring resist holes, so for practical reasons we tend to speak in more general terms -- Shield hit points and resists. It's much easier to just ask the pilot "How many raw shield hit points do you have?" and "What are your resists if you undock and turn on all your modules?". It's very easy for people to check this ingame and it tells us enough to judge whether or not the fit is ok.

Guidelines

Values listed here are pre-Surgical Strike, which reduced the effectiveness of most resist modules by 20%. As such, shield Headquarters groups now only require 67% resists and 95k EHP (Warp to Me minimums).

Below are some rough guidelines for what a proper tank might be for a battleship (there isn't much variation to speak of for logistics). Since we focus mainly on low skilled, kitchen sink setups we're going with a relatively high recommended level for our community. The values below are of raw shield hit points and paired average resists (EM/thermal and kinetic/explosive), values before boosts for easy comparison.

Vanguards Vanguards (33k+ effective shield hit points)
70% resists and at least 10,000 raw shield hit points.
Assaults Assaults (40k+ effective shield hit points)
70% resists and at least 12,000 raw shield hit points.
Headquarters Headquarters (52k+ effective shield hit points + 100k effective hit points in total)
73% resists and at least 14,000 raw shield hit points.

Naturally lower shield hit points is doable if you adjust your resists accordingly. In vanguards and assaults it's also possible to drop a little lower in really good fleets. Just remember that resists are far more important than raw shield hit points, as higher resists has the secondary benefit of increasing the efficiency of remote repairs. Below is a graph illustrating how damage changes with scaling resists.

Resists Actual damage taken
61% resists 30% more damage (39% damage taken)
64% resists 20% more damage (36% damage taken)
67% resists 10% more damage (33% damage taken)
70% resists Baseline damage (30% damage taken)
73% resists 10% less damage (27% damage taken)
76% resists 20% less damage (24% damage taken)
79% resists 30% less damage (21% damage taken)

Stacking penalties and offgrid boosts

A ship with fewer modules or rigs stacking will also benefit more from boosts, thus not suffering quite as much as they might initially seem to. This of course means they also have more to lose if boosts go down, which is worth noting.

Further down this page you'll see examples of this with the advanced setups. If you pay attention to the normal resist profiles vs the resist profile with command bursts you'll see that the electromagnetic rig setup for vanguards for example has a deceptively low EM/thermal resist, averaging around 62% instead of the recommended 70%. This would suggest nearly +30% more damage taken from turret damage, as your resists are almost 9% lower (see the graph above). But due to less stacking penalties that setup ends up having roughly ~68% average EM/thermal resists after boosts which is fairly close to the 72% of our recommended fits and will eventually only take +10% more damage from turrets, while taking torpedoes just fine.

This is then further compensated by pirate faction hulls (which this expensive setup should be used on) who overall have much lower signatures. The signature difference is at the very least 22% between the highest signature pirate faction hull (Vindicator) and the lowest signature regular battleship (Maelstrom), thus pirate faction hulls take reduced damage from missiles thanks to their much lower signature. The Nightmare and Machariel have even smaller signatures, meaning they take even less damage.

Upgrade priorities

The EVE University Incursion Community doesn't require unistas to use fancy hulls and modules or put expensive implants into your head due to the constant threat of war. Pilots who take the necessary precautions are of course allowed to, but should do so of their own free will being aware of the risk.

There are a lot of ways to spend ISK on your incursion character in order to improve your performance, be that buying a pirate faction battleship, getting faction and deadspace modules or injecting implants into your head. Some of these options are more effective than others, so before you start "throwing ISK at the problem" with wild abandon ... take a moment to consider your options.

Buying a pirate faction battleship

In almost all cases, upgrading your hull should be your first goal if you're looking to invest more ISK. Generally speaking for hisec, while faction and deadspace modules are great, pirate faction hulls often give superior bonuses without inflating the value of droppable modules fit to your ship. In the case of Incursions specifically, the matter comes down to the pirate faction battleships having two damage bonuses and powerful role bonuses (instead of having an offensive and a defensive bonus), plus much better overall ship stats such as align time.

Below is a list of some of the differences (relevant to incursions) for a Vindicator compared to a Hyperion, a Machariel compared to a Maelstrom, and a Nightmare compared to a Praxis.

Improvements Hyperion » Vindicator Maelstrom » Machariel Praxis » Nightmare
Icon gunnery turret.png Effective turrets [1] +22,2% more damage +9,4% more damage +33,3% more damage
Icon tracking.png Tracking speed +37,5% more tracking Similar +37,5% more tracking
Icon target range.png Turret falloff Similar +50% more falloff Similar
Icon capacitor capacity.png Capacitor recharge [2] +14,3% capacitor recharge +4,7% capacitor recharge +17,8% capacitor recharge
Icon shield.png Shield hit points +16,7% more shield hp +16,5% more shield hp +62,3% more shield hp
Icon ship sig.png Signature 17,5% smaller signature 23,9% smaller signature 20,4% smaller signature
Icon target range.png Targeting range 20,8% longer lock range Similar 37,1% longer lock range
Icon drones.png Drone capacity -50 m3 drone bay +25 m3 drone bay -150 m3 drone bay
Icon sensor resolution.png Scan resolution -9,1% scan resolution +38,9% scan resolution -15,2% scan resolution
Icon warp speed.png Warp speed Same +1 AU/s warp speed Same
Icon inertia.png Inertia +29,7% more agile +29,4% more agile -18,0% less agile
Icon velocity.png Velocity[3] +14,7% faster +71,3% faster +52,0% faster
  1. ^ Effective turrets is a measure of raw turrets modified by rate of fire or damage bonuses of the hulls as well as role bonuses.
  2. ^ Peak recharge is a measure of capacitor capacity / capacitor recharge time * 2,5 (peak coefficient). See capacitor recharge rate for more information.
  3. ^ A ship's velocity is unimportant in Vanguards, but valued in Assaults and Headquarters, which involve moving with microwarpdrives to anchor positions.

Faction and deadspace modules

First of all, remember that getting a pirate faction hull is always going to give you better applied damage (and often many other advantages) compared to spending ISK on faction and deadspace modules. With the exception of the Federation Navy or Serpentis Stasis Webifier and tech two weapons, it is recommended that you get a better hull long before you look into upgrading modules.

Consider the actual benefit you will get from upgrading a certain module. Getting a deadspace hardener is useful for most ships as it frees up a midslot. But even though a faction tracking computer or a sensor booster might make sense for public fleets built to compete, for our community that isn't going to be as worthwhile of an investment as we usually don't compete.

What do you get in return?

To put this into perspective you need to factor in stacking penalties. If you're just using one module to a given effect, it's easy to calculate and see the difference, but when you have more intricate combinations where things end up 2nd, 3rd, 4th or 5th in the stacking hierarchy, it might be a little harder to see what you get out of it.

Module variants and price deviations

Market.png When you're shopping for faction or deadspace modules, check all equivalent variants for price deviations. For example, the Federation Navy Tracking Computer is identical in all but the name to the Shadow Serpentis Tracking Computer and their prices fluctuate over time, so use the Show Info and Compare-feature ingame to find potential alternatives and you might save millions.

Injecting implants

There are plenty of hardwiring implants that are useful for incursion runners, with effects ranging from damage projection (tracking, damage or rate of fire) to fitting/support related effects (increased capacitor, powergrid or CPU) and warp speed. The bonuses from implants do not suffer stacking penalties, thus even the +3% variants are quite potent and cheap enough to use even while at war due to the low risk of actually losing your pod.

The best hardwiring implants (apart from officer implants) come from the CONCORD Loyalty Point store and give a +6% bonus but require Cybernetics V. Implants are available for all skills and wallets however, ranging from the 1%, 3% and 5% implants of normal LP stores to the CONCORD specific 2%, 4% and 6% implants.

As with all things, do your research and see if it's cheaper to simply buy it off of the market instead of getting it yourself from the LP store. See hardwiring implants for a full list of available implants.

See the Incursion Community Implant Guide for more information about recommended implants. This guide will cover the two types of implants that we suggest: Skill Hardwiring (slots 6-10) and Attribute Enhancing (slots 1-5). These implants are not required to fly in our community, but they do greatly improve ship performance. In order to use any of the implants listed in this guide, you will need to have the Cybernetics skill trained to at least level V. This will allow you to use 6% implants, which can be purchased with Concord Loyalty Points (LP) earned by running Incursions. These implants can be found at Concord Stations and cost 250 million ISK and 250,000 LP.

Battleship setups

Below are some examples of tank setups for battleships; both the setups we use for our minimum fits as well as some advanced ones for high-end ships. The sections show the variance between tanking features of the ship, notably midslots but also rigs or other in-built resistances.

In order to highlight the transition of each type of fit from vanguards to headquarters, each setup will not only show the vanguard fit in question, but also how it works if you take off some tank as well as what's needed to make that setup work for assaults and headquarters.

Boosts are from a max skills, mindlinked attack command ship (e.g. Sleipnir) for Vanguards, and a max skills, mindlinked fleet command ship (e.g. Claymore) for Assaults and Headquarters.

Minimum setup

This is the minimum skill setup that we use within our community for vanguard fits. It is designed to be cheap and flexible enough to be useful in a variety of different sites. For assaults and headquarters, we often use a Large Shield Extender II to ensure that everyone has enough buffer, even with the minimum skills we require.

This assumes our minimum skills so the Icon resist em.pngEM resist can be up to 2% higher with Icon skillbook2.png EM Shield Compensation V instead of III.

Slots Vanguard (less tank) [1] Vanguard Assault Headquarter
Icon mid slot.png Icon mid slot.png Freed up mid slot
Icon mid slot.png Freed up mid slot
Multispectrum Shield Hardener II Multispectrum Shield Hardener II
Multispectrum Shield Hardener II Multispectrum Shield Hardener II
Icon mid slot.png Freed up mid slot
Multispectrum Shield Hardener II Multispectrum Shield Hardener II
Multispectrum Shield Hardener II Multispectrum Shield Hardener II
EM Shield Amplifier II EM Shield Amplifier II
Large Shield Extender II Large Shield Extender II
Multispectrum Shield Hardener II Multispectrum Shield Hardener II
Multispectrum Shield Hardener II Multispectrum Shield Hardener II
EM Shield Amplifier II EM Shield Amplifier II
Large Shield Extender II Large Shield Extender II
Multispectrum Shield Hardener II Multispectrum Shield Hardener II
Multispectrum Shield Hardener II Multispectrum Shield Hardener II
Pithum C-Type EM Shield Amplifier Pithum C-Type EM Shield Amplifier [2]
Icon low slot.png Module icon damage control tech2.png Damage Control II Module icon damage control tech2.png Damage Control II Module icon damage control tech2.png Damage Control II Module icon damage control tech2.png Damage Control II
Icon rigs.png Large EM Shield Reinforcer I EM Shield Reinforcer I Large Thermal Shield Reinforcer I Thermal Shield Reinforcer I Large Thermal Shield Reinforcer I Thermal Shield Reinforcer I Large Thermal Shield Reinforcer II Thermal Shield Reinforcer II [2]
Large EM Shield Reinforcer I EM Shield Reinforcer I
Normal resist profile. Electromagnetic resistance59,6%Thermal resistance59,9%Kinetic resistance69,9%Explosive resistance74,9% Electromagnetic resistance63,9%Thermal resistance67,7%Kinetic resistance69,9%Explosive resistance74,9% Electromagnetic resistance63,9%Thermal resistance67,7%Kinetic resistance69,9%Explosive resistance74,9% Electromagnetic resistance69,5%Thermal resistance70,0%Kinetic resistance69,9%Explosive resistance74,9%
Resist profile with shield command bursts active. Electromagnetic resistance62,2%Thermal resistance65,1%Kinetic resistance73,8%Explosive resistance78,2% Electromagnetic resistance66,2%Thermal resistance69,8%Kinetic resistance73,8%Explosive resistance78,2% Electromagnetic resistance66,1%Thermal resistance69,7%Kinetic resistance73,6%Explosive resistance78,0% Electromagnetic resistance70,2%Thermal resistance71,8%Kinetic resistance73,6%Explosive resistance78,0%
Resist profile when you're overheating your defensive modules. Electromagnetic resistance65,9%Thermal resistance69,4%Kinetic resistance77,1%Explosive resistance80,9% Electromagnetic resistance69,3%Thermal resistance72,8%Kinetic resistance77,1%Explosive resistance80,9% Electromagnetic resistance69,2%Thermal resistance72,7%Kinetic resistance76,9%Explosive resistance80,8% Electromagnetic resistance70,6%Thermal resistance74,4%Kinetic resistance76,9%Explosive resistance80,8%
  1. ^ In a really good fleet with excellent damage projection, with an experienced fleet commander and seasoned logistics, you can usually remove the EM amplifier in favour of more application mods with an EM reinforcer.
  2. ^ a b This is a necessary upgrade in order to improve overall resists for headquarter sites.

Resist bonused ships

Ships like the CaldariRokh with resist bonuses can fit slightly different due to their higher base resistances.

This assumes our minimum skills so the various resist can go up by 1 - 3% higher with Icon skillbook2.png Caldari Battleship V instead of III and additional Icon resist em.pngEM resist can be gained by training Icon skillbook2.png EM Shield Compensation V.

Slots Vanguard (less tank) [1] Vanguard Assault Headquarter
Icon mid slot.png Multispectrum Shield Hardener II Multispectrum Shield Hardener II
EM Shield Amplifier II EM Shield Amplifier II
Icon mid slot.png Freed up mid slot
Multispectrum Shield Hardener II Multispectrum Shield Hardener II
EM Shield Amplifier II EM Shield Amplifier II
Icon mid slot.png Freed up mid slot
Multispectrum Shield Hardener II Multispectrum Shield Hardener II
Multispectrum Shield Hardener II Multispectrum Shield Hardener II
EM Shield Amplifier II EM Shield Amplifier II
Multispectrum Shield Hardener II Multispectrum Shield Hardener II
Multispectrum Shield Hardener II Multispectrum Shield Hardener II
Pithum C-Type EM Shield Amplifier Pithum C-Type EM Shield Amplifier [2]
Icon low slot.png Icon low slot.png Freed up low slot Module icon damage control tech2.png Damage Control II Module icon damage control tech2.png Damage Control II Module icon damage control tech2.png Damage Control II
Icon rigs.png Large Thermal Shield Reinforcer I Thermal Shield Reinforcer I Large Thermal Shield Reinforcer I Thermal Shield Reinforcer I Large Thermal Shield Reinforcer I Thermal Shield Reinforcer I Large Thermal Shield Reinforcer I Thermal Shield Reinforcer I
Normal resist profile. Electromagnetic resistance55,4%Thermal resistance61,9%Kinetic resistance60,9%Explosive resistance67,4% Electromagnetic resistance61,0%Thermal resistance66,6%Kinetic resistance65,8%Explosive resistance71,5% Electromagnetic resistance66,8%Thermal resistance71,6%Kinetic resistance73,5%Explosive resistance77,9% Electromagnetic resistance68,1%Thermal resistance71,6%Kinetic resistance73,5%Explosive resistance77,9%
Resist profile with shield command bursts active. Electromagnetic resistance61,1%Thermal resistance66,8%Kinetic resistance68,6%Explosive resistance73,8% Electromagnetic resistance66,0%Thermal resistance70,9%Kinetic resistance72,5%Explosive resistance77,1% Electromagnetic resistance68,8%Thermal resistance73,3%Kinetic resistance76,8%Explosive resistance80,7% Electromagnetic resistance70,0%Thermal resistance73,3%Kinetic resistance76,8%Explosive resistance80,7%
Resist profile when you're overheating your defensive modules. Electromagnetic resistance63,4%Thermal resistance68,8%Kinetic resistance70,8%Explosive resistance75,6% Electromagnetic resistance68,0%Thermal resistance72,7%Kinetic resistance74,4%Explosive resistance78,7% Electromagnetic resistance71,6%Thermal resistance76,0%Kinetic resistance79,7%Explosive resistance83,1% Electromagnetic resistance72,8%Thermal resistance79,7%Kinetic resistance79,7%Explosive resistance83,1%
  1. ^ In a good fleet with excellent damage projection, with an experienced fleet commander and seasoned logistics, you can usually remove the damage control in favour of more damage mods.
  2. ^ This is a necessary upgrade in order to improve overall resists for headquarter sites.

Advanced fits

While there are several ways to fit high-end ships for incursions depending on your choice of rigs (see the rigging choice section above), here are some frequently used variants.

Calibration

Due to calibration point limits there are several combinations, but here are three common ones that capitalize on either offence, defence or warp speed.

Slots Offensive Defensive Warp speed
Icon mid slot.png Large EM Shield Reinforcer I EM Shield Reinforcer I
Large Hybrid Burst Aerator II Large Hybrid Burst Aerator II [1]
Large Thermal Shield Reinforcer I Thermal Shield Reinforcer II
Icon mid slot.png Spare rig slot
Icon mid slot.png Spare rig slot
Large EM Shield Reinforcer II EM Shield Reinforcer II
Large Hyperspatial Velocity Optimizer II Large Hyperspatial Velocity Optimizer II
Icon mid slot.png Spare rig slot
SUM 350/350 (0 points left) 75/350 (275 points left) 150/350 (200 points left)
  1. ^ This should of course be a Energy Burst Aerator II for laser weapons and a Projectile Burst Aerator II for projectile weapons.

Filling up the spare rig slots is a matter of figuring out what rig benefits you the most, based on the type of fleet compositions you run, what kind of ship you fly and if a rig can in some way help you free up a low- or midslot. If you need more range use a Locus Coordinator II rig (150 points), if you need more shield hit points use a Core Defense Field Extender II rig (75 points) and if you need more cap use either a Capacitor Control Circuit II rig (150 points) or a Discharge Elutriation II rig (150 points).

Just remember that any offensive rig you fit on your ship needs to be tech two, otherwise it'll end up at the end of stacking penalties and that will render it completely useless.

Thermal rig

The thermal rig setup is primarily a more defensive setup, used for even resists with the ability to really push the resists up. The downside of this setup is that you're forced to use two midslots and cannot drop down to one midslot for vanguards without taking some serious hits to your overall resists, even if you add a Damage Control II instead. Depending on what other rigs you use, you'll have enough calibration points to upgrade to a tech two anti-thermal rig further increasing your tank. The nerfs from the Surgical Strike update have limited the flexibility of this setup, precluding hardener-free fits and from using a Tech 2 Aerator in Headquarters fleets.

This assumes our minimum skills so the Icon resist em.pngEM resist can be up to 2% higher with Icon skillbook2.png EM Shield Compensation V instead of III.

Slots Vanguard Headquarter [1]
Icon mid slot.png Icon mid slot.png Freed up mid slot
Pithum C-Type Multispectrum Shield Hardener Pithum C-Type Multispectrum ...
Pithum C-Type EM Shield Amplifier Pithum C-Type EM Shield Amplifier
Icon mid slot.png Freed up mid slot
Pithum A-Type Multispectrum Shield Hardener Pithum A-Type Multispectrum ... [2]
Pithum C-Type EM Shield Amplifier Pithum A-Type EM Shield Amplifier [2]
Icon low slot.png Module icon damage control tech2.png Damage Control II Module icon damage control faction.png Syndicate Damage Control [2]
Icon rigs.png Large Thermal Shield Reinforcer I Thermal Shield Reinforcer I Large Thermal Shield Reinforcer II Thermal Shield Reinforcer II[2]
Large EM Shield Reinforcer I EM Shield Reinforcer I
Normal resist profile. Electromagnetic resistance60,5%Thermal resistance65,1%Kinetic resistance64,6%Explosive resistance70,5% Electromagnetic resistance71,3%Thermal resistance69,6%Kinetic resistance71,2%Explosive resistance72,7%
Resist profile with shield command bursts active. Electromagnetic resistance65,6%Thermal resistance69,6%Kinetic resistance71,5%Explosive resistance76,2% Electromagnetic resistance73,1%Thermal resistance73,3%Kinetic resistance73,3%Explosive resistance77,8%
Resist profile when you're overheating your defensive modules. Electromagnetic resistance68,5%Thermal resistance72,5%Kinetic resistance74,2%Explosive resistance78,5% Electromagnetic resistance76,0%Thermal resistance76,5%Kinetic resistance76,5%Explosive resistance80,4%
  1. ^ With just one multispectrum hardener it is more susceptible to neuts in headquarters prevalent in headquarters sites. Further, the use of two resist mods precludes the use of a Tech 2 Aerator.
  2. ^ a b c d This is a necessary upgrade in order to get enough resists with just one multispectrum hardener for headquarter sites.

Electromagnetic rig

The EM rig setup is primarily used to free up as many slots are possible, but requires you to spend considerably more ISK on deadspace hardeners and will still have slightly lower EM and thermal resists for vanguard fits compared to the others, but that is offset by the larger buffer, smaller signature of the pirate faction battleships this setup should be fitted to and the fact it takes less damage from missiles due to comparably higher kinetic and explosive resists.

Slots Vanguard (less tank) [1] Vanguard Assault Headquarter
Icon mid slot.png Icon mid slot.png Freed up mid slot
Icon mid slot.png Freed up mid slot
Pithum B-Type Multispectrum Shield Hardener Pithum B-Type Multispectrum ...
Icon mid slot.png Freed up mid slot
Icon mid slot.png Freed up mid slot
Pithum B-Type Multispectrum Shield Hardener Pithum B-Type Multispectrum ...
Icon mid slot.png Freed up mid slot
Pithum C-Type Multispectrum Shield Hardener Pithum C-Type Multispectrum ...
Pithum B-Type Multispectrum Shield Hardener Pithum B-Type Multispectrum ...
Icon mid slot.png Freed up mid slot
Pithum A-Type Multispectrum Shield Hardener Pithum A-Type Multispectrum ... [2]
Pithum A-Type Multispectrum Shield Hardener Pithum A-Type Multispectrum ...
Icon low slot.png Icon low slot.png Freed up low slot Module icon damage control tech2.png Damage Control II Module icon damage control tech2.png Damage Control II Module icon damage control faction.png Syndicate Damage Control
Icon rigs.png Large EM Shield Reinforcer I EM Shield Reinforcer I Large EM Shield Reinforcer I EM Shield Reinforcer I Large EM Shield Reinforcer I EM Shield Reinforcer I Large EM Shield Reinforcer I EM Shield Reinforcer I
Normal resist profile. Electromagnetic resistance51,9%Thermal resistance48,0%Kinetic resistance61,0%Explosive resistance67,5% Electromagnetic resistance58,0%Thermal resistance54,5%Kinetic resistance65,9%Explosive resistance71,6% Electromagnetic resistance66,2%Thermal resistance67,4%Kinetic resistance75,5%Explosive resistance79,6% Electromagnetic resistance70,0%Thermal resistance71,0%Kinetic resistance78,3%Explosive resistance81,9%
Resist profile with shield command bursts active. Electromagnetic resistance58,1%Thermal resistance58,2%Kinetic resistance68,6%Explosive resistance73,9% Electromagnetic resistance63,4%Thermal resistance63,4%Kinetic resistance72,5%Explosive resistance77,1% Electromagnetic resistance68,2%Thermal resistance71,4%Kinetic resistance78,5%Explosive resistance82,1% Electromagnetic resistance71,8%Thermal resistance74,6%Kinetic resistance80,9%Explosive resistance84,1%
Resist profile when you're overheating your defensive modules. Electromagnetic resistance62,6%Thermal resistance62,7%Kinetic resistance72,0%Explosive resistance76,7% Electromagnetic resistance67,3%Thermal resistance67,3%Kinetic resistance75,5%Explosive resistance79,6% Electromagnetic resistance73,9%Thermal resistance76,5%Kinetic resistance82,3%Explosive resistance85,3% Electromagnetic resistance77,6%Thermal resistance79,8%Kinetic resistance84,8%Explosive resistance87,4%
  1. ^ While your combined EM and thermal resists are a bit low, your kinetic and explosive resists remain high, so in a really good fleet with excellent damage projection, with an experienced fleet commander and seasoned logistics, you can usually remove the damage control in favour of more damage mods.
  2. ^ This is a necessary upgrade in order to get your EM and thermal resists up to an acceptable level for headquarter sites, especially if you run with less than recommended shield hit points.

Strategic cruisers and command ships

While a lot of communities avoid strategic cruisers and command ships due to the fact that their damage output cannot match that of pirate faction battleships, we still allow them as they can easily match the efficiency of tech one battleships. As such, we welcome properly fit strategic cruisers and command ships in our community, as they are good enough for our purposes and we don't benefit from alienating people who prefer to fly smaller ships.

Just be sure to inform people that if they have plans to fly with public communities, they will most likely need to train into a proper battleship.

Different resist profiles

One of the biggest differences fitting strategic cruisers and command ships compared to battleships is that they have a different resist profile. They are also much smaller in signature, especially the strategic cruisers, so won't need the same raw buffer of shield hit points either. As such, the solution could range from anything between a thermal and EM hardener for the Legion to a mere anti-EM rig on the Tengu or a multispectrum hardener for the Sleipnir.

Ship Base resist profile Comments
Astarte Electromagnetic resistance  0%Thermal resistance60%Kinetic resistance85%Explosive resistance50% An EM hole.
Loki Electromagnetic resistance50%Thermal resistance40%Kinetic resistance40%Explosive resistance50% No resist holes.
Sleipnir Electromagnetic resistance75%Thermal resistance60%Kinetic resistance40%Explosive resistance50% No resist holes.
Tengu Electromagnetic resistance  0%Thermal resistance60%Kinetic resistance55%Explosive resistance50% An EM hole.
Vulture [1] Electromagnetic resistance20%Thermal resistance84%Kinetic resistance76%Explosive resistance60% Weak EM resists.
  1. ^ This takes into account the Vulture's innate 20% resist bonus (as the ship requires Caldari Battlecruiser V to sit inside)