Difference between revisions of "User:Cassiel Seraphim/Sandbox5"

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= Recommended skills =
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== Pirate faction table ==
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. It's worth noting that the skills we recommend are basic skills, useful for pretty much all combat ships in EVE.
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{| class="wikitable sortable" style="text-align:center; color:white;"
 
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|-
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.
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! style="background-color:#222222;" | Pirate faction
 
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! style="width:5em; background-color:#222222;" | Amarr
== Damage dealers ==
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! style="width:5em; background-color:#222222;" | Caldari
Getting the recommended skills for a damage dealer requires less than 59 days of training, if you train into a turret-based battleship on a brand new character.
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! style="width:5em; background-color:#222222;" | Gallente
 
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! style="width:5em; background-color:#222222;" | Minmatar
Considering that is far more likely that you come looking for incursions after you have played the game for at least a couple of weeks, having trained some of the support skills already (the tutorial mentions many of them), you can often get ready much faster. Add to that the potential of neural remapping and what might seem like a daunting train can be covered in no-time.
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|-
 
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| style="text-align:left;" | [[image:isis_angel.png|32px]] [[Angel Cartel]]
These recommended skills will allow you to fly any of the '''recommended battleships''' for [[Vanguard Incursion fits#Battleships|vanguards]] and [[Assault Incursion fits#Battleships|assaults]].
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| data-sort-value="2" |
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
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| data-sort-value="2" |
! [[file:icon_cogs.png|32px|link=]] Support skills
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| data-sort-value="1" | [[image:isis_gallente.png|32px]]  
! [[file:icon_turret.png|32px|link=]] Gunnery skills
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| data-sort-value="1" | [[image:isis_minmatar.png|32px]]
! [[file:icon_ship.png|32px|link=]] Ship skills
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|-
! [[File:Icon drone bandwith.png|32px|link=]] Drone skills
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| style="text-align:left;" | [[image:isis_blood_raiders.png|32px]] [[Blood Raiders]]
|- valign="top" style="background:#222222;"  
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| data-sort-value="1" | [[image:isis_amarr.png|32px]]
| ~ 18 days and 18 hours
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| data-sort-value="2" |
| ~ 22 days and 2 hours
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| data-sort-value="2" |
| ~ 4 days and 15 hours
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| data-sort-value="1" | [[image:isis_minmatar.png|32px]]
| ~ 13 days and 2 hours
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|-
|- valign="top" nowrap
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| style="text-align:left;" | [[image:isis_guristas.png|32px]] [[Guristas]]
| style="padding:8px;" |
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| data-sort-value="2" |
Cybernetics I<br>
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| data-sort-value="1" | [[image:isis_caldari.png|32px]]
Electronics IV<br>
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| data-sort-value="1" | [[image:isis_gallente.png|32px]]
Engineering IV<br>
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| data-sort-value="2" |
Mechanics IV<br>
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|-
Weapon Upgrades IV<br>
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| style="text-align:left;" | [[image:isis_mordus.png|32px]] [[Mordu's Legion]]
Energy Management IV<br>
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| data-sort-value="2" |
Energy Systems Operation IV<br>
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| data-sort-value="1" | [[image:isis_caldari.png|32px]]
Shield Upgrades IV<br>
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| data-sort-value="1" | [[image:isis_gallente.png|32px]]
Tactical Shield Manipulation IV<br>
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| data-sort-value="2" |
Signature Analysis IV<br>
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|-
Targeting IV<br>
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| style="text-align:left; padding-right:1em;" | [[image:isis_sansha.png|32px]] [[Sansha's Nation]]
Long Range Targeting IV<br>
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| data-sort-value="1" | [[image:isis_amarr.png|32px]]
Propulsion Jamming III<br>
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| data-sort-value="1" | [[image:isis_caldari.png|32px]]
Target Painting III<small>&nbsp;<ref>'''Target Painting III''' is only needed if you'll use a Target Painter module.</ref></small><br>
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| data-sort-value="2" |
Jury Rigging III<br>
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| data-sort-value="2" |
Shield Rigging III
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|-
| style="padding:8px;" |
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| style="text-align:left;" | [[image:isis_serpentis.png|32px]] [[Serpentis]]
Gunnery V<br>
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| data-sort-value="2" |
Motion Prediction IV<br>
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| data-sort-value="2" |
Rapid Firing IV<br>
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| data-sort-value="1" | [[image:isis_gallente.png|32px]]
Sharpshooter IV<br>
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| data-sort-value="1" | [[image:isis_minmatar.png|32px]]
Surgical Strike IV<br>
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|-
Trajectory Analysis IV<br>
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| style="text-align:left;" | [[image:isis_soe.png|32px]] [[Sisters of EVE]]
Controlled Bursts IV<small>&nbsp;<ref>'''Controlled Bursts''' is useful for all hybrids and lasers, but useless for projectiles and missiles as they do not utilize cap.</ref></small><br>
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| data-sort-value="1" | [[image:isis_amarr.png|32px]]
Small <racial> Turret III<br>
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| data-sort-value="2" |
Medium <racial> Turret IV<br>
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| data-sort-value="1" | [[image:isis_gallente.png|32px]]
Large <racial> Turret III
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| data-sort-value="2" |
| style="padding:8px;" |
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|-
<racial> Frigate III<br>
 
<racial> Destroyer III<br>
 
<racial> Cruiser III<br>
 
<racial> Battlecruiser III<br>
 
Spaceship Command IV<br>
 
<racial> Battleship III<br>
 
Warp Drive Operation III
 
| style="padding:8px;" |
 
Drones V<br>
 
Drone Interfacing III<br>
 
Scout Drone Operation V<small>&nbsp;<ref name="warriors">'''Drones V''', '''Scout Drone Operation V''' and '''Minmatar Drone Specialization I''' is required to use Warrior II and Valkyrie II drones.</ref></small><br>
 
Combat Drone Operation III<br>
 
Minmatar Drone Specialization III<small>&nbsp;<ref name="warriors"></ref></small><br>
 
Drone Durability I<small>&nbsp;<ref name="maintenance">'''Drone Durability I''', '''Repair Drone Operation II''' and '''Shield Emission System III''' is required to use Shield Maintenance drones, which can be trained in mere hours if you can already use tech two scout drones.</ref></small><br>
 
Repair Drone Operation II<small>&nbsp;<ref name="maintenance"></ref></small><br>
 
Shield Emission Systems III<small>&nbsp;<ref name="maintenance"></ref></small>
 
|- valign="top" style="background:#222222;"
 
| colspan=4 | ~ 58 days and 12 hours worth of training in total
 
 
|}
 
|}
<small><references/></small>
 
 
== Logistics ==
 
Training for logistics is considerably more time-consuming than that of a regular damage dealer. Please remember that when you think the above mentioned skills for a damage dealer is a long train.
 
 
It takes up to 75 days to get good enough skills to fly a [[Vanguard Incursion fits#Logistics|logistics starter fit]].
 
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
 
! [[file:icon_cogs.png|32px|link=]] Support skills
 
! [[file:icon_shield_transporter_i.png|32px|link=]] Repair skills
 
! [[file:icon_ship.png|32px|link=]] Ship skills
 
! [[File:Icon drone bandwith.png|32px|link=]] Drone skills
 
|- valign="top" style="background:#222222;"
 
| ~ 17 days and 23 hours
 
| ~ 4 days and 3 hours
 
| ~ 47 days and 16 hours
 
| ~ 5 days and 6 hours
 
|- valign="top" nowrap
 
| style="padding:8px;" |
 
Cybernetics I<br>
 
Electronics IV<br>
 
Engineering IV<br>
 
Mechanics IV<br>
 
Energy Management IV<br>
 
Energy Systems Operation IV<br>
 
Shield Upgrades IV<br>
 
Tactical Shield Manipulation IV<br>
 
Targeting V<small>&nbsp;<ref>'''Targeting V''' is a requirement for '''Multitasking'''.</ref></small><br>
 
Multitasking III<small>&nbsp;<ref>'''Multitasking III''' is required to lock up 10 fleet members.</ref></small><br>
 
Jury Rigging III<br>
 
Shield Rigging III
 
| style="padding:8px;" |
 
Shield Emission Systems IV<br>
 
Energy Emission Systems IV<br>
 
Sensor Linking III
 
| style="padding:8px;" |
 
<racial> Frigate III<br>
 
<racial> Destroyer III<br>
 
<racial> Cruiser III<br>
 
Signature Analysis V<small>&nbsp;<ref name="logistics">'''Signature Analysis V''' and '''Long Range Targeting V''' is a requirement for the '''Logistics''' skill.</ref></small><br>
 
Long Range Targeting V<small>&nbsp;<ref name="logistics"></ref></small><br>
 
Logistics IV<br>
 
Afterburner III<br>
 
Warp Drive Operation III
 
| style="padding:8px;" |
 
Drones V<br>
 
Drone Durability I<small>&nbsp;<ref name="maintenance">'''Drone Durability I''', '''Repair Drone Operation II''' and '''Shield Emission System III''' is required to use Shield Maintenance drones, which can be trained in mere hours if you can already use tech two scout drones.</ref></small><br>
 
Repair Drone Operation II<small>&nbsp;<ref name="maintenance"></ref></small><br>
 
{{co|grey|''Shield Emission Systems III''<small>&nbsp;<ref>This skill is a requirement for '''Shield Transporters''' and '''Shield Maintenance Bots''' and is covered in the '''Repair skills''' section.</ref></small>}}
 
|- valign="top" style="background:#222222;"
 
| colspan=4 | ~ 75 days worth of training in total
 
|}
 
<small><references/></small>
 
 
== Honing your skills ==
 
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.
 
 
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.
 
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
 
! Fitting skills
 
! Support skills
 
! Gunnery skills
 
! Logistics skills
 
|- valign="top" style="background:#222222;"
 
| 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><br>
 
Electronics V<br>
 
Engineering V<br>
 
Mechanics V
 
|
 
Jury Rigging IV<small> <ref>'''Jury Rigging''' IV is only needed if it is a requirement for your more generic rigs, like energy grid rigs.</ref></small><br>
 
Energy Management V<br>
 
Energy Systems Operation V<br>
 
Shield Upgrades V<br>
 
Tactical Shield Manipulation V<br>
 
Shield Rigging IV<br>
 
Targeting V<br>
 
Multitasking III<br>
 
Long Range Targeting V
 
 
 
Electronic Warfare IV<small> <ref>'''Electronic Warfare''' is required for '''Electronic Warfare Drone Interfacing'''.</ref></small><br>
 
Electronic Warfare Drone Interfacing IV<small><ref>'''Electronic Warfare Drone Interfacing''' increases your drone control range by an additional 3 km / skillevel.</ref></small><br>
 
Drone Interfacing V
 
|
 
Weapon Upgrades V<br>
 
Advanced Weapon Upgrades V<br>
 
Gunnery V<br>
 
Motion Prediction V<br>
 
Rapid Firing V<br>
 
Sharpshooter V<br>
 
Surgical Strike V<br>
 
Trajectory Analysis V<br>
 
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><br>
 
<weapon> Rigging IV<br>
 
Small <racial> Turret V<br>
 
Medium <racial> Turret V<br>
 
Large <racial> Turret V<br>
 
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><br>
 
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><br>
 
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><br>
 
<racial> Battleship V
 
|
 
Shield Emission Systems V<br>
 
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><br>
 
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><br>
 
Repair Drone operation V<small> <ref>'''Repair Drone Operation V''' is needed for tech two shield maintenance bots.</ref></small>
 
|}
 
<small><references/></small>
 
 
= Secondary skills =
 
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. Basic navigation skills are good too, especially a decent level in warp drive skills so you don't cap out in long warps. Having the skills to use the microwarpdrive and cloak trick for safer travel is also handy.
 
 
As such, it's also recommended that people train the following skills:
 
{| class="wikitable" style="font-size:90%; text-align:center; padding:8px;"
 
! [[file:icon_damage_therm.png|32px|link=]] Thermodynamics
 
! [[file:Module icon microwarpdrive tech1.png|32px|link=]] Navigation
 
! [[file:icon_cloak.png|32px|link=]] MWD + Cloak trick
 
|- style="background:#222222;"
 
| ~ 5 days and 12 hours
 
| ~ 9 days and 17 hours
 
| ~ 1 day and 19 hours
 
|- valign="top"
 
| style="padding:8px;" |
 
Engineering V<small>&nbsp;<ref name="thermo">'''Engineering V''' and '''Science IV''' are required to train '''Thermodynamics (training time assuming you have '''Engineering IV''' already, as per the recommendations).</ref></small><br>
 
Science IV<small>&nbsp;<ref name="thermo">.</ref></small><br>
 
Thermodynamics III
 
| style="padding:8px;" |
 
Acceleration Control IV<small>&nbsp;<ref name="ab">Mostly for '''logistics'''-pilots, but generally applies to anyone who uses an '''afterburner'''.</ref></small><br>
 
Afterburner IV<small>&nbsp;<ref name="ab"></ref></small><br>
 
Evasive Maneuvering IV<br>
 
Fuel Conservation IV<small>&nbsp;<ref name="ab"></ref></small><br>
 
Navigation IV<br>
 
Warp Drive Operation IV
 
| style="padding:8px;" |
 
High Speed Maneuvering III<br>
 
Cloaking III
 
|}
 
<small><references/></small>
 
 
== Crosstraining into armour ==
 
While we primarily run shield fleets, most of the skills you use will be reusable for armour fleets as well. The skills required to fit a solid armour tank is listed in the right-most column even though they are not necessary to train right away.
 
{| class="wikitable" style="font-size:90%; text-align:center; padding:8px;"
 
! [[file:icon_turret.png|32px|link=]] Damage dealers
 
! [[file:icon_remote_armor_repair_i.png|32px|link=]] Logistics
 
|- style="background:#222222;"
 
| ~ 12 days and 18 hours
 
| ~ some days
 
|- valign="top"
 
| style="padding:8px;" |
 
Hull Upgrades V<br>
 
Armor Rigging III<br>
 
EM Armor Compensation III<br>
 
Explosive Armor Compensation III<br>
 
Kinetic Armor Compensation III<br>
 
Thermic Armor Compensation III<br>
 
Repair Systems II<small>&nbsp;<ref name="remote">'''Mechanics III''' and '''Repair Systems II''' are required to train '''Remote Armor Repair Systems'''.</ref></small><br>
 
Remote Armor Repair Systems III<small>&nbsp;<ref name="armour bots">'''Remote Armor Repair Systems III''' is required to use Armor Maintenance drones.</ref></small>
 
| style="padding:8px;" |
 
Hull Upgrades V<br>
 
Armor Rigging III<br>
 
EM Armor Compensation III<br>
 
Explosive Armor Compensation III<br>
 
Kinetic Armor Compensation III<br>
 
Thermic Armor Compensation III<br>
 
Repair Systems II<small>&nbsp;<ref name="remote"></ref></small><br>
 
Remote Repair Systems IV<small>&nbsp;<ref name="armour bots"></ref></small><br>
 
<racial> Frigate III<br>
 
<racial> Destroyer III<br>
 
<racial Cruiser V<br>
 
|}
 
<small><references/></small>
 

Latest revision as of 12:12, 26 December 2019

Pirate faction table

Pirate faction Amarr Caldari Gallente Minmatar
Isis angel.png Angel Cartel Isis gallente.png Isis minmatar.png
Isis blood raiders.png Blood Raiders Isis amarr.png Isis minmatar.png
Isis guristas.png Guristas Isis caldari.png Isis gallente.png
Isis mordus.png Mordu's Legion Isis caldari.png Isis gallente.png
Isis sansha.png Sansha's Nation Isis amarr.png Isis caldari.png
Isis serpentis.png Serpentis Isis gallente.png Isis minmatar.png
Isis soe.png Sisters of EVE Isis amarr.png Isis gallente.png