Difference between revisions of "Skills:Engineering"

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{{Skills Links}}
 
{{Skills Links}}
==Overview==
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=Overview=
 
The Engineering category contains capacitor support skills, [[Capacitor_Warfare_Guide|capacitor warfare]] skills.
 
The Engineering category contains capacitor support skills, [[Capacitor_Warfare_Guide|capacitor warfare]] skills.
  
 
The following are the skills in the Engineering section (in alphabetical order):
 
The following are the skills in the Engineering section (in alphabetical order):
*[[Skills:Engineering#Advanced_Weapon_Upgrades|Advanced Weapon Upgrades]] - Reduced Powergrid use of turrets and launchers.  
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*[[Skills:Engineering#Capacitor_Emission_Systems|Capacitor Emission Systems]] - Allows use of energy vampires, energy neutralizers, and energy transfer arrays. Bonus to cap use of these modules. ''Formerly known as Energy Emission Systems pre-Odyssey 1.1.''
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{| class="wikitable"
*[[Skills:Engineering#Capacitor_Management|Capacitor Management]] - Bonus to Capacitor Capacity. ''Formerly known as Energy Management pre-Odyssey 1.1.''
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!Skill
*[[Skills:Engineering#Capacitor_Systems_Operation|Capacitor Systems Operation]] - Allows use of cap boosters, Energy System Operations modules. Bonus to capacitor recharge time. ''Formerly known as Energy Systems Operation pre-Odyssey 1.1.''
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!Purpose
*[[Skills:Engineering#Capital_Energy_Emission_Systems|Capital Energy Emission Systems]] - Allows use of Capital Energy Transfer Arrays. Bonus to Capital Energy Emissions System modules cap use.   
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*[[Skills:Engineering#CPU_Management|CPU Management]] - Bonus to ship CPU.  
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|{{sk|Advanced Weapon Upgrades}}
*[[Skills:Engineering#Electronics_Upgrades|Electronics Upgrades]] - Allows fitting of electronics upgrades modules. Reduced Electronic Upgrade Module CPU use.
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|Reduced Powergrid use of turrets and launchers.  
*[[Skills:Engineering#Energy_Grid_Upgrades|Energy Grid Upgrades]] - Allows use of Energy Grid Upgrade modules. Reduces CPU cost of these modules.
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*[[Skills:Engineering#Energy_Pulse_Weapons|Energy Pulse Weapons]] - Allows use of Smartbombs. Bonus to smartbomb activation time.
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|{{sk|Capacitor Emission Systems}}
*[[Skills:Engineering#Nanite_Interfacing|Nanite Interfacing]]
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|Allows use of energy vampires, energy neutralizers, and energy transfer arrays. Bonus to cap use of these modules. ''Formerly known as Energy Emission Systems pre-Odyssey 1.1.''
*[[Skills:Engineering#Nanite_Operation|Nanite Operation]]
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|-
*[[Skills:Engineering#Power_Grid_Management|Power Grid Management]] - Bonus to ship Powergrid.
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|{{sk|Capacitor Management}}
*[[Skills:Engineering#Thermodynamics|Thermodynamics]]  
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|Bonus to Capacitor Capacity. ''Formerly known as Energy Management pre-Odyssey 1.1.''
*[[Skills:Engineering#Weapon_Upgrades|Weapon Upgrades]] - Reduces CPU use of turrets and launchers.
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|-
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|{{sk|Capacitor Systems Operation}}
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|Allows use of cap boosters, Energy System Operations modules. Bonus to capacitor recharge time. ''Formerly known as Energy Systems Operation pre-Odyssey 1.1.''
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|{{sk|Capital Capacitor Emission Systems}}
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|Allows use of Capital Energy Transfer Arrays. Bonus to Capital Energy Emissions System modules cap use.   
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|-
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|{{sk|CPU Management}}
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|Bonus to ship CPU.  
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|{{sk|Electronics Upgrades}}
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|Allows fitting of electronics upgrades modules. Reduced Electronic Upgrade Module CPU use.
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|-
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|{{sk|Energy Grid Upgrades}}
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|Allows use of Energy Grid Upgrade modules. Reduces CPU cost of these modules.
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|-
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|{{sk|Energy Pulse Weapons}}
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|Allows use of Smartbombs. Bonus to smartbomb activation time.
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|-
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|{{sk|Nanite Interfacing}}
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|Increases damaged module repair amount.
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|{{sk|Nanite Operation}}
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|Decreases nanite consumption.
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|{{sk|Power Grid Management}}
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|Bonus to ship Powergrid.
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|-
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|{{sk|Thermodynamics}}
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|Enables [[Overheating|overheating]]. Reduces damage from overheating.
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|-
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|{{sk|Weapon Upgrades}}
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|Reduces CPU use of turrets and launchers.
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|}
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=Skill Details=
  
 
{{Skill
 
{{Skill

Revision as of 04:31, 15 December 2016

Overview

The Engineering category contains capacitor support skills, capacitor warfare skills.

The following are the skills in the Engineering section (in alphabetical order):

Skill Purpose
Advanced Weapon Upgrades Reduced Powergrid use of turrets and launchers.
Capacitor Emission Systems Allows use of energy vampires, energy neutralizers, and energy transfer arrays. Bonus to cap use of these modules. Formerly known as Energy Emission Systems pre-Odyssey 1.1.
Capacitor Management Bonus to Capacitor Capacity. Formerly known as Energy Management pre-Odyssey 1.1.
Capacitor Systems Operation Allows use of cap boosters, Energy System Operations modules. Bonus to capacitor recharge time. Formerly known as Energy Systems Operation pre-Odyssey 1.1.
Capital Capacitor Emission Systems Allows use of Capital Energy Transfer Arrays. Bonus to Capital Energy Emissions System modules cap use.
CPU Management Bonus to ship CPU.
Electronics Upgrades Allows fitting of electronics upgrades modules. Reduced Electronic Upgrade Module CPU use.
Energy Grid Upgrades Allows use of Energy Grid Upgrade modules. Reduces CPU cost of these modules.
Energy Pulse Weapons Allows use of Smartbombs. Bonus to smartbomb activation time.
Nanite Interfacing Increases damaged module repair amount.
Nanite Operation Decreases nanite consumption.
Power Grid Management Bonus to ship Powergrid.
Thermodynamics Enables overheating. Reduces damage from overheating.
Weapon Upgrades Reduces CPU use of turrets and launchers.

Skill Details

Icon skillbook2.png Advanced Weapon Upgrades

Reduces the powergrid needs of weapon turrets and launchers by 2% per skill level.
Implants.png Attributes: Perception.pngWillpower.png
Multiplier.png Multiplier: 6x
Isk.png Price: 1M ISK
Alpha.png Alpha max level: III
Icon skillbook2.png Prerequisites: Weapon Upgrades IV; Gunnery II
Icon skillbook2.png V required for: Doomsday Operation; Marauders; Tactical Weapon Reconfiguration
Notes.png Notes: Note that this skill also applies to missile launchers (rockets / missiles / cruise missiles / torpedoes) and not just guns.The cumulative effect of WU V and AWU to IV really makes a difference to fitting, especially when you start encountering the greater fitting demands of T2 equipment.



Icon skillbook2.png Capacitor Emission Systems

Operation of energy transfer array and other capacitor emission systems. 5% reduced capacitor need of energy emission weapons per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 2x
Isk.png Price: 75k ISK
Alpha.png Alpha max level: IV
Icon skillbook2.png Prerequisites: Power Grid Management III
Icon skillbook2.png I required for: T1 and Faction small energy transfer arrays and other capacitor emission systems
Icon skillbook2.png II required for: T1 and Faction medium energy transfer arrays and other capacitor emission systems
Icon skillbook2.png III required for: T1 and Faction heavy and T2 small energy transfer arrays and other capacitor emission systems; energy neutralizer drones
Icon skillbook2.png IV required for: T2 medium energy transfer arrays and other capacitor emission systems
Icon skillbook2.png V required for: T2 heavy energy transfer arrays and other capacitor emission systems; Capital Energy Emission Systems IV
Notes.png Notes: The governing skill for energy neutralizers, energy vampires and energy transfer arrays. Neutralizers and vampires are useful utility modules in PvP, particularly small gang or solo PvP, so PvP pilots will find this skill helpful. Energy transfer can be key to certain kinds of logistics ship fits.



Icon skillbook2.png Capacitor Management

Skill at regulating your ship's overall energy capacity. 5% bonus to capacitor capacity per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 3x
Isk.png Price: 200k ISK
Alpha.png Alpha max level: IV
Icon skillbook2.png Prerequisites: Power Grid Management III
Icon skillbook2.png I required for: T1 and Faction micro power grid modules
Icon skillbook2.png III required for: Thermodynamics
Icon skillbook2.png V required for: T2 micro power grid modules
Notes.png Notes: Key capacitor support skill, useful for everyone. Getting it to V takes a little while because of the x3 multiplier, but is worth it in the long run.



Icon skillbook2.png Capacitor Systems Operation

Skill at operating your ship's capacitor, including the use of capacitor boosters and other basic energy modules. 5% reduction in capacitor recharge time per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 1x
Isk.png Price: 60k ISK
Alpha.png Alpha max level: III
Icon skillbook2.png Prerequisites: Power Grid Management I
Icon skillbook2.png I required for: T1 and Faction capacitor boosters
Icon skillbook2.png II required for: Micro capacitor booster II
Icon skillbook2.png III required for: Small capacitor booster II
Icon skillbook2.png IV required for: Medium and Heavy capacitor boosters II
Notes.png Notes: Another important capacitor support skill which makes your capacitor more resilient. A short train to level V.



Icon skillbook2.png Capital Energy Emission Systems

Operation of capital sized energy transfer array and other energy emission systems. 5% reduced capacitor need of capital energy emission systems per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: Capital Energy Emission Systems
Isk.png Price: <span style="cursor: help;" title="The skillbook for this skill costs Capital Energy Emission Systems ISK">Capital Energy Emission Systems ISK
Alpha.png Alpha max level: <span style="cursor: help;" title="Alpha pilot can train and use this skill to at most level Unknown">Unknown
Icon skillbook2.png Prerequisites: Power Grid Management V; Capacitor Emission Systems V
Icon skillbook2.png I required for: Capital Murky Energy Transmitter I; Capital Energy Transfer Array I



Icon skillbook2.png CPU Management

Basic understanding of spaceship sensory and computer systems. 5% Bonus to ship CPU output per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 1x
Isk.png Price: 30k ISK
Alpha.png Alpha max level: V
Icon skillbook2.png Prerequisites: none
Icon skillbook2.png I required for: T1 survey scanners and scanner backups; Electronic Warfare; Targe Management; Signature Analysis; Survey
Icon skillbook2.png II required for: CPU modules; T2 scanners; Long Range Targeting; Electronics Upgrades
Icon skillbook2.png III required for: Frequency Modulation; Target Painting; Sensor Link; Weapon Disruption; Propulsion Jamming
Icon skillbook2.png IV required for: Magnetometric Sensor Compensation; Gravimetric Sensor Compensation; Ladar Sensor Compensation; Radar Sensor Compensation; Target Breaker Amplification; Cloaking; Long Distance Jamming
Icon skillbook2.png V required for: Amarr Electronic Systems; Gallente Electronic Systems; Caldari Electronic Systems; Minmatar Electronic Systems; Nanite_Engineering; Electromagnetic Physics; Electronic Engineering; Signal Dispersion; Signal Suppression; Turrent Destabilization; Signature Focusing; Cynosural Field Theory
Notes.png Notes: A vital fitting skill which any combat pilot should train to V. Also the prerequisite for many of the other skills in this category.



Icon skillbook2.png Electronics Upgrades

Skill at installing Electronic upgrades, e.g. signal amplifier, Co-Processors and backup sensor array. 5% reduction of sensor upgrade CPU needs per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 2x
Isk.png Price: 100k ISK
Alpha.png Alpha max level: V
Icon skillbook2.png Prerequisites: CPU Management I; Power Grid Management II
Icon skillbook2.png I required for: T1 cpu upgrades and scanners
Icon skillbook2.png III required for: T2 scanner upgrades; Hacking
Icon skillbook2.png IV required for: Co-Processor II
Icon skillbook2.png V required for: Signal Amplifier II; Electronic Attack Ships; Covert Ops
Notes.png Notes: A useful skill which makes some modules easier to fit. Level IV is required for T2 co-processors, level V for T2 signal amplifiers.



Icon skillbook2.png Energy Grid Upgrades

Skill at installing power upgrades e.g. capacitor battery and power diagnostic units. 5% reduction in CPU needs of modules requiring Energy Grid Upgrades per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 2x
Isk.png Price: 79k ISK
Alpha.png Alpha max level: V
Icon skillbook2.png Prerequisites: Power Grid Management II
Icon skillbook2.png I required for: T1 capacitor upgrade modules
Icon skillbook2.png II required for: T1 capacitor upgrade modules
Icon skillbook2.png III required for: T1 and certain T2 capacitor upgrade modules
Icon skillbook2.png IV required for: T2 capacitor upgrade modules
Icon skillbook2.png V required for: Reactor Control Unit II; Marauders; Heavy Assault Cruisers
Notes.png Notes: Useful fitting requirement reduction for certain modules.



Icon skillbook2.png Energy Pulse Weapons

Skill at using smartbombs. 5% decrease in smartbomb duration per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 2x
Isk.png Price: 130k ISK
Alpha.png Alpha max level: II
Icon skillbook2.png Prerequisites: Power Grid Management II; Science II
Icon skillbook2.png I required for: T1 and Faction smartbombs
Icon skillbook2.png II required for: T2 micro smartbombs
Icon skillbook2.png III required for: T2 small smartbombs
Icon skillbook2.png IV required for: T2 medium smartbombs
Icon skillbook2.png V required for: T2 large smartbombs; Doomsday Operation
Notes.png Notes: Note that the increased cycle speed of smartbombs with this skill at high levels means more DPS, but also more cap use.



Icon skillbook2.png Nanite Interfacing

Improved control of general-purpose repair nanites, usually deployed in a paste form. 20% increase in damaged module repair amount per second.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 3x
Isk.png Price: 5M ISK
Alpha.png Alpha max level: Alpha pilot can not train this skill.
Icon skillbook2.png Prerequisites: Mechanics V, Nanite Operation III
Notes.png Notes: Nanite paste can be used to repair module damage from overheating on the fly, while in space. This skill speeds up those repairs. This is a nice skill to have if you're a PvP pilot, but it's not a high priority.



Icon skillbook2.png Nanite Operation

Skill at operating nanites. 5% reduction in nanite consumption per level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 2x
Isk.png Price: 1M ISK
Alpha.png Alpha max level: Alpha pilot can not train this skill.
Icon skillbook2.png Prerequisites: Mechanics V
Notes.png Notes: The skill required to use nanite paste to repair module damage from overheating on the fly. The reduction in nanite consumption will save you money in the long run. Good skill for PvP pilots, especially ones who go on longer roams and so rely on paste more.



Icon skillbook2.png Power Grid Management

Basic understanding of spaceship energy grid systems. 5% Bonus to ship's powergrid output per skill level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 1x
Isk.png Price: 30k ISK
Alpha.png Alpha max level: V
Icon skillbook2.png Prerequisites: None
Icon skillbook2.png I required for: Shield Operation; Capacitor Systems Operation
Icon skillbook2.png II required for: Energy Pulse Weapons; Energy Grid Upgrades; Shield Upgrades; Electronic Upgrades
Icon skillbook2.png III required for: Capacitor Management; Shield Management; Tactical Shield Manipulation; Shield Emission Systems; Capacitor Emission Systems
Icon skillbook2.png IV required for: Thermodynamics
Icon skillbook2.png V required for: Capital Shield Operation; Capital Shield Emission Systems; Capital Energy Emission Systems; Power Grid Management; High Energy Physics; Plasma Physics; Hydromagnetic Physics; Graviton Physics; Laser Physics; Nuclear Physics; Quantum Physics; Amarr Engineering Systems; Gallente Engineering Systems; Minmatar Engineering Systems; Caldari Engineering Systems; Assault Frigates
Notes.png Notes: The basic skill of this whole category, and a key fitting skill. Quickly trained. 25% more powergrid is a big boost to your ability to fit more, better equipment on your ship.



Icon skillbook2.png Thermodynamics

Advanced understanding of the laws of thermodynamics. Allows you to deliberately overheat a ship's modules in order to push them beyond their intended limit. Also gives you the ability to frown in annoyance whenever you hear someone mention a perpetual motion unit. Reduces heat damage by 5% per level.
Implants.png Attributes: Intelligence.pngMemory.png
Multiplier.png Multiplier: 3x
Isk.png Price: 4.5M ISK
Alpha.png Alpha max level: IV
Icon skillbook2.png Prerequisites: Power Grid Management IV, Capacitor Management III, Science IV
Notes.png Notes: The overheating of active modules can have a significant effect in combat situations, the effects of overheating modules range from an increase in the damage output of weapons, larger speed boosts from propulsion modifiers, an increase in the range of certain modules, better resists, an increased rate of repair and more. Higher thermodynamics skill allows you to overheat modules for longer before burning them out.



Icon skillbook2.png Weapon Upgrades

Knowledge of gunnery computer systems, including the use of weapon upgrade modules. 5% reduction per skill level in the CPU needs of weapon turrets, launchers and smartbombs.
Implants.png Attributes: Perception.pngMemory.png
Multiplier.png Multiplier: 2x
Isk.png Price: 80k ISK
Alpha.png Alpha max level: V
Icon skillbook2.png Prerequisites: Gunnery II
Icon skillbook2.png I required for: T1 and Faction damage multiplier modules
Icon skillbook2.png IV required for: Advanced Weapon Upgrades;T2 damage multiplier modules
Icon skillbook2.png V required for: Heavy Assault Ships; Heavy Interdictors
Notes.png Notes: Note that this skill also applies to missile launchers (rockets / missiles / cruise missiles / torpedoes) and smartbombs and not just guns. A very useful fitting skill which every combat pilot should train. Level V is no longer required for the Advanced Weapon Upgrades skill.


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