Difference between revisions of "Skills:Mechanic"

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#REDIRECT [[Skills:Armor#Mechanics]]
[[Category:Skills]]
 
 
 
The Mechanic category contains most of the key skills for [[Armor_tanking|armor tanking]], all of the rigging skills and a number of construction skills.
 
 
 
Most combat pilots will want to train some at least of the armor tanking skills.
 
 
 
While you ''can'' use rigs without training the relevant skills for them if you get someone else to fit the rigs for you, the rigging skills do reduce rigs' associated drawbacks and make logistics much easier (since you don't need to have someone around to fit rigs for you all the time). The weapon rigging skills function almost like fitting skills, since weapon rigs increase your weapons' fitting requirements and the associated rigging skills then reduce that drawback.
 
 
 
{{Skill
 
|skill=Armor Rigging
 
|desc=Advanced understanding of armor subsystems. Allows makeshift modifications to armor subsystems through the use of rigs.
 
 
 
10% reduction in Armor Rig drawbacks per level.
 
|1=Intelligence
 
|2=Memory
 
|mult=3x
 
|pre=Jury Rigging III
 
|price=90,000
 
|notes=Armor rigs' drawback is a speed penalty.<br>
 
}}
 
 
 
{{Skill
 
|skill=Astronautics Rigging
 
|desc=Advanced understanding of a ships navigational subsystems. Allows makeshift modifications to warp drive, sub warp drive and other navigational subsystems through the use of rigs.
 
 
 
10% reduction in Astronautics Rig drawbacks per level.
 
|1=Intelligence
 
|2=Memory
 
|mult=3x
 
|pre=Jury Rigging III
 
|price=18,000
 
|notes=Astronautics rigs' drawback is a reduction in armor hitpoints.<br>
 
}}
 
 
 
{{Skill
 
|skill=Battleship Construction
 
|desc=Skill at the construction of advanced battleships. Required for advanced battleship BP manufacturing
 
|1=Intelligence
 
|2=Memory
 
|mult=8x
 
|pre=Cruiser Construction IV, Frigate Construction IV
 
|price=22,500,000
 
|notes=<br>
 
}}
 
 
 
{{Skill
 
|skill=Capital Remote Armor Repair Systems
 
|desc=Operation of capital sized remote armor repair systems. 5% reduced capacitor need for capital remote armor repair system modules per skill level.
 
|1=Intelligence
 
|2=Memory
 
|mult=?10x
 
|pre=Remote Armor Repair Systems V
 
|price=9,000,000
 
|notes=<br>
 
}}
 
 
 
{{Skill
 
|skill=Capital Remote Hull Repair Systems
 
|desc=Operation of remote capital class remote hull repair systems. 5% reduced capacitor need for capital class remote hull repair system modules per skill level.
 
|1=Intelligence
 
|2=Memory
 
|mult=10x
 
|pre=Remote Hull Repair Systems V
 
|price=9,000,000
 
|notes=<br>
 
}}
 
 
 
{{Skill
 
|skill=Capital Repair Systems
 
|desc=Operation of capital armor/hull repair modules. 5% reduction in capital repair systems duration per skill level.
 
|1=Intelligence
 
|2=Memory
 
|mult=8x
 
|pre=Mechanic V, Hull Upgrades V, Repair Systems V
 
|price=15,750,000
 
|notes=<br>
 
}}
 
 
 
{{Skill
 
|skill=Capital Ship Construction
 
|desc=Skill at the construction of capital ships.
 
|1=Intelligence
 
|2=Memory
 
|mult=14x
 
|pre=Mechanic V, Industry V, Production Efficiency V
 
|price=67,500,000
 
|notes=<br>
 
}}
 
 
 
{{Skill
 
|skill=Cruiser Construction
 
|desc=Skill at the construction of advanced cruisers. Required for advanced cruiser BP manufacturing
 
|1=Intelligence
 
|2=Memory
 
|mult=5x
 
|pre=Frigate Construction IV, Mechanic III
 
|price=900,000
 
|notes=<br>
 
}}
 
 
 
{{Skill
 
|skill=Drones Rigging
 
|desc=Advanced understanding of a ships drone control subsystems. Allows makeshift modifications to drone subsystems through the use of rigs.
 
 
 
10% reduction in Drone Rig drawbacks per level.
 
|1=Intelligence
 
|2=Memory
 
|mult=3x
 
|pre=Jury Rigging III
 
|price=90,000
 
|notes=Drone rigs' drawback is a CPU penalty.<br>
 
}}
 
 
 
{{Skill
 
|skill=Electronic Superiority Rigging
 
|desc=Advanced understanding of electronics subsystems. Allows makeshift modifications to targeting, scanning and ECM systems through the use of rigs.
 
 
 
10% reduction in Electronic Superiority Rig drawbacks per level.
 
|1=Intelligence
 
|2=Memory
 
|mult=3x
 
|pre=Jury Rigging III
 
|price=90,000
 
|notes=Electronics superiority rigs' drawback is a shield hitpoint reduction.<br>
 
}}
 
 
 
{{Skill
 
|skill=EM Armor Compensation
 
|desc=To active armor hardeners: 3% bonus per skill level to Armor EM resistance when the modules are not active
 
To passive armor hardeners: 5% bonus per skill level to Armor EM resistance
 
|1=Intelligence
 
|2=Memory
 
|mult=2x
 
|pre=Hull Upgrades IV
 
|price=108,000
 
|notes=This doesn't help active hardeners much (since it only works when they're turned off!) but can really help passive hardeners, which see some use in PvP fits. A PvP-focused armor-tanking pilot should train this skill and the three other 'X Armor Compensation' skills to III or IV in the medium-long term.<br>
 
}}
 
 
 
{{Skill
 
|skill=Energy Weapon Rigging
 
|desc=Advanced understanding of the interface between energy weapons and the numerous ship systems. Allows makeshift modifications to ship system architecture through the use of rigs.
 
 
 
10% reduction in Energy Weapon Rig drawbacks per level.
 
|1=Intelligence
 
|2=Memory
 
|mult=3x
 
|pre=Jury Rigging
 
|price=90,000
 
|notes=Energy weapon rigs' drawback is an increased powergrid demand from your lasers.<br>
 
}}
 
 
 
{{Skill
 
|skill=Explosive Armor Compensation
 
|desc=To active armor hardeners: 3% bonus per skill level to Armor Explosive resistance when the modules are not active
 
To passive armor hardeners: 5% bonus per skill level to Armor Explosive resistance
 
|1=Intelligence
 
|2=Memory
 
|mult=2x
 
|pre=Hull Upgrades IV
 
|price=108,000
 
|notes=This doesn't help active hardeners much (since it only works when they're turned off!) but can really help passive hardeners, which see some use in PvP fits. A PvP-focused armor-tanking pilot should train this skill and the three other 'X Armor Compensation' skills to III or IV in the medium-long term.<br>
 
}}
 
 
 
{{Skill
 
|skill=Frigate Construction
 
|desc=Skill at the construction of advanced frigates. Required for advanced frigate BP manufacturing
 
|1=Intelligence
 
|2=Memory
 
|mult=2x
 
|pre=Mechanic I
 
|price=72,000
 
|notes=<br>
 
}}
 
 
 
{{Skill
 
|skill=Hull Upgrades
 
|desc=Skill at maintaining your ship's armor and installing hull upgrades like expanded cargoholds and inertial stabilizers. Grants a 5% bonus to armor hit points per skill level.
 
|1=Intelligence
 
|2=Memory
 
|mult=2x
 
|pre=Mechanic I
 
|price=54,000
 
|notes=The raw armor hitpoints bonus from this skill is very useful. Level IV lets you use T2 Damage Controls (making this an essential train for any PvP fitting); level V lets you use T2 Energized Adaptive Nano Membranes, so to fit a full T2 armor tank you will probably need to train this to V. Which you should probably do anyway for the hitpoints bonus.<br>
 
}}
 
 
 
{{Skill
 
|skill=Hybrid Weapon Rigging
 
|desc=Advanced understanding of the interface between hybrid weapons and the numerous ship systems. Allows makeshift modifications to ship system architecture through the use of rigs.
 
 
 
10% reduction in Hybrid Weapon Rig drawbacks per level.
 
|1=Intelligence
 
|2=Memory
 
|mult=3x
 
|pre=Jury Rigging III
 
|price=90,000
 
|notes=Hybrid rigs' drawback is an increased demand for powergrid from your hybrid turrets.<br>
 
}}
 
 
 
{{Skill
 
|skill=Industrial Construction
 
|desc=Skill at the construction of advanced industrials.
 
|1=Intelligence
 
|2=Memory
 
|mult=3x
 
|pre=Mechanic II, Industry III
 
|price=1,180,000
 
|notes=<br>
 
}}
 
 
 
{{Skill
 
|skill=Jury Rigging
 
|desc=General understanding of the inner workings of starship components. Allows makeshift modifications to ship subsystems through the use of rigs. Required learning for further study in the field of rigging.
 
|1=Intelligence
 
|2=Memory
 
|mult=2x
 
|pre=Mechanic III
 
|price=54,000
 
|notes=The prerequisite skill for all the other kinds of rigging skill. Also lets you use some rigs, like the [http://wiki.eveonline.com/en/wiki/Medium_Capacitor_Control_Circuit_I Capacitor Control Circuit], in its own right. Level V of this skill is required for T3 subsystem manufacturing.<br>
 
}}
 
 
 
{{Skill
 
|skill=Kinetic Armor Compensation
 
|desc=To active armor hardeners: 3% bonus per skill level to Armor Kinetic resistance when the modules are not active
 
To passive armor hardeners: 5% bonus per skill level to Armor Kinetic resistance
 
|1=Intelligence
 
|2=Memory
 
|mult=2x
 
|pre=Hull Upgrades IV
 
|price=108,000
 
|notes=This doesn't help active hardeners much (since it only works when they're turned off!) but can really help passive hardeners, which see some use in PvP fits. A PvP-focused armor-tanking pilot should train this skill and the three other 'X Armor Compensation' skills to III or IV in the medium-long term.<br>
 
}}
 
 
 
{{Skill
 
|skill=Launcher Rigging
 
|desc=Advanced understanding of the interface between Missile Launchers and the numerous ship systems. Allows makeshift modifications to ship system architecture through the use of rigs.
 
 
 
10% reduction in Launcher Rig drawbacks per level.
 
|1=Intelligence
 
|2=Memory
 
|mult=3x
 
|pre=Jury Rigging III
 
|price=90,000
 
|notes=Missile launcher rigs' drawback is an increased demand for CPU from your missile launchers.<br>
 
}}
 
 
 
{{Skill
 
|skill=Mechanic
 
|desc=Skill at maintaining the mechanical components and structural integrity of a spaceship. 5% bonus to structure hit points per skill level.
 
|1=Intelligence
 
|2=Memory
 
|mult=1x
 
|pre=None
 
|price=18,000
 
|notes=The basic skill for this whole category. Mechanic is a quick train and comes with a nice bonus -- although hull tanking of any kind is unwise, most of the time, extra structure is more overall EHP and may make the difference in a close fight. You need level IV to use T2 medium armor repairers, and level V to use T2 large ones.<br>
 
}}
 
 
 
{{Skill
 
|skill=Nanite Interfacing
 
|desc=Improved control of general-purpose repair nanites, usually deployed in a paste form. 20% increase in damaged module repair amount per second.
 
|1=Intelligence
 
|2=Memory
 
|mult=3x
 
|pre=Mechanic V, Nanite Operation III
 
|price=4,500,000
 
|notes=Nanite paste can be used to repair module damage from [[Overloading|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.<br>
 
}}
 
 
 
{{Skill
 
|skill=Nanite Operation
 
|desc=Skill at operating nanites. 5% reduction in nanite consumption per level.
 
|1=Intelligence
 
|2=Memory
 
|mult=2x
 
|pre=Mechanic V
 
|price=900,000
 
|notes=The skill required to use nanite paste to repair module damage from [[Overloading|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.<br>
 
}}
 
 
 
{{Skill
 
|skill=Outpost Construction
 
|desc=Skill at constructing outposts.
 
|1=Intelligence
 
|2=Memory
 
|mult=16x
 
|pre=Mechanic V, Industry V, Anchoring V
 
|price=900,000
 
|notes=<br>
 
}}
 
 
 
{{Skill
 
|skill=Projectile Weapon Rigging
 
|desc=Advanced understanding of the interface between projectile weapons and the numerous ship systems. Allows makeshift modifications to ship system architecture through the use of rigs.
 
 
 
10% reduction in Projectile Weapon Rig drawbacks per level.
 
|1=Intelligence
 
|2=Memory
 
|mult=3x
 
|pre=Jury Rigging III
 
|price=90,000
 
|notes=Projectile weapon rigs' drawback is an increased demand for powergrid from your projectile guns.<br>
 
}}
 
 
 
{{Skill
 
|skill=Remote Armor Repair Systems
 
|desc=Operation of remote armor repair systems. 5% reduced capacitor need for remote armor repair system modules per skill level.
 
|1=Intelligence
 
|2=Memory
 
|mult=2x
 
|pre=Mechanic III, Repair Systems II
 
|price=76,500
 
|notes=Level IV is required to use T2 large remote armor reppers. Although people often prefer the meta 4 'Solace' repper, the skill is still useful for reducing reppers' cap requirements. Key for anyone who flies in [[Spider Tanking|RR battleship gangs]] or flies an armor [[Cruiser#Logistics|logistics ship]].<br>
 
}}
 
 
 
{{Skill
 
|skill=Remote Hull Repair Systems
 
|desc=Operation of remote hull repair systems. 5% reduced capacitor need for remote hull repair system modules per skill level.
 
|1=Intelligence
 
|2=Memory
 
|mult=2x
 
|pre=Mechanic III
 
|price=90,000
 
|notes=<br>
 
}}
 
 
 
{{Skill
 
|skill=Repair Systems
 
|desc=Operation of armor/hull repair modules. 5% reduction in repair systems duration per skill level.
 
|1=Intelligence
 
|2=Memory
 
|mult=1x
 
|pre=Mechanic I
 
|price=27,000
 
|notes=The required skill for local armor repairers. You need level IV to use T2 large armor repairers. This is an important skill for anyone who uses active armor tanking, and since it's a short train you may as well take it to V.<br>
 
}}
 
 
 
{{Skill
 
|skill=Salvaging
 
|desc=Proficiency at salvaging ship wrecks. Required skill for the use of salvager modules. 5% increase in chance of salvage retrieval per level.
 
|1=Intelligence
 
|2=Memory
 
|mult=3x
 
|pre=Mechanic III, Survey III
 
|price=900,000
 
|notes=Salvaging increases the chance that you'll successfully ''access'' a wreck you're salvaging on any given cycle. It does ''not'' increase your chance of getting the more valuable salvage from the wreck and it does ''not'' decrease the chance that you'll find that there was nothing to be salvaged after successfully accessing the wreck. You need Salvaging I to use salvagers at all; you need Salvaging V to use T2 salvagers.<br>
 
}}
 
 
 
{{Skill
 
|skill=Shield Rigging
 
|desc=Advanced understanding of shield subsystems. Allows makeshift modifications to shield subsystems through the use of rigs.
 
 
 
10% reduction in Shield Rig drawbacks per level.
 
|1=Intelligence
 
|2=Memory
 
|mult=3x
 
|pre=Jury Rigging III
 
|price=90,000
 
|notes=Shield rigs' drawback is an increased signature radius.<br>
 
}}
 
 
 
{{Skill
 
|skill=Tactical Logistics Reconfiguration
 
|desc=Skill at the operation of triage modules. 50-unit reduction in strontium clathrate consumption amount for module activation per skill level.
 
|1=Intelligence
 
|2=Memory
 
|mult=8x
 
|pre=Logistics V
 
|price=22,500,000
 
|notes=Only relevant for carrier pilots.<br>
 
}}
 
 
 
{{Skill
 
|skill=Thermic Armor Compensation
 
|desc=To active armor hardeners: 3% bonus per skill level to Armor Thermal resistance when the modules are not active
 
To passive armor hardeners: 5% bonus per skill level to Armor Thermal resistance
 
|1=Intelligence
 
|2=Memory
 
|mult=2x
 
|pre=Hull Upgrades IV
 
|price=108,000
 
|notes=This doesn't help active hardeners much (since it only works when they're turned off!) but can really help passive hardeners, which see some use in PvP fits. A PvP-focused armor-tanking pilot should train this skill and the three other 'X Armor Compensation' skills to III or IV in the medium-long term.<br>
 
}}
 

Latest revision as of 20:33, 10 May 2017