User:Cassiel Seraphim/Sandbox8

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Damage dealers

Icon cogs.png Core skills Icon cog.png Utility skills Icon gunnery turret.png Gunnery skills Icon ship.png Ship skills Icon drones.png Drone skills
~ 13 days and 1 hour ~ 8 days and 18 hours ~ 22 days and 9 hours ~ 5 days and 8 hours ~ 13 days

Cybernetics I
CPU Management IV
Power Grid Management IV
Mechanics IV
Weapon Upgrades IV
Capacitor Management IV
Capacitor Systems Operation IV
Shield Upgrades IV [1]
Shield Operation IV [2]
Shield Management III
Hull Upgrades IV [3]

Signature Analysis IV
Long Range Targeting IV
Target Management IV
Propulsion Jamming III [4]
Target Painting III [5]
Jury Rigging III [6]
Shield Rigging III
Tactical Shield Manipulation IV
EM Shield Compensation III

Gunnery V
Motion Prediction IV
Rapid Firing IV
Sharpshooter IV
Surgical Strike IV
Trajectory Analysis IV
Controlled Bursts IV [7]
Small <racial> Turret III [8]
Medium <racial> Turret III
Large <racial> Turret III

<racial> Frigate III [9]
<racial> Destroyer III
<racial> Cruiser III
<racial> Battlecruiser III
Spaceship Command IV
<racial> Battleship III
Warp Drive Operation III
Evasive Maneuvering III
Afterburner III [10]
High Speed Maneuvering II [11]

Drones V
Light Drone Operation V
Amarr Drone Specialization III [12]
Drone Interfacing III
Drone Navigation III
Drone Sharpshooting III
Drone Avionics III
Drone Durability I [13]
Repair Drone Operation II [14]
Shield Emission Systems III [15]

~ 62 days, 12 hours and 5 minutes worth of training in total
  1. ^ Shield Operation IV is required for the EM Shield Compensation skill.
  2. ^ Shield Operation IV is required for the EM Shield Compensation skill.
  3. ^ Hull Upgrades IV is required to fit the Damage Control II module.
  4. ^ Propulsion Jamming is a needed to use a stasis webifier.
  5. ^ Target Painting III is only needed if you'll use a Target Painter module.
  6. ^ Jury Rigging III is a required for the Shield Rigging skill.
  7. ^ Controlled Bursts is useful for all hybrids and energy turrets, but useless for projectiles as they do not use cap to fire.
  8. ^ Small <racial> Turret III is a starter skill, but this is included in case you have to crosstrain into another races weapon system.
  9. ^ <racial> Frigate III is a starter skill, but this is included in case you have to crosstrain out of your initial race.
  10. ^ Afterburner III is required for High Speed Maneuvering.
  11. ^ High Speed Maneuvering is required to fit the Prototype 100MN Microwarpdrive I module for headquarter sites.
  12. ^ Drones V, Light Drone Operation V and Amarr Drone Specialization I is required to use Acolyte II. Consider training Medium Drone Operation V to be able to use Infiltrator II drones as well.
  13. ^ Drone Durability I is required to use shield maintenance drones.
  14. ^ Repair Drone Operation II is required to use light and medium shield maintenance drones. If you have room for heavies they require Repair Drone Operation III.
  15. ^ Shield Emission System III is required to use shield maintenance drones.

Logistics

Icon cogs.png Core skills Icon cog.png Utility skills Icon shield transporter i.png Logistics skills Icon ship.png Ship skills Icon drones.png Drone skills
~ 10 days and 9 hours ~ 25 days and 22 hours ~ 6 days and 11 hours ~ 32 days and 23 hours ~ 5 days and 16 hours

Cybernetics I
CPU Management IV
Power Grid Management IV
Mechanics IV
Capacitor Management IV
Capacitor Systems Operation IV
Energy Grid Upgrades II [1]
Shield Upgrades IV [2]
Shield Management III
Hull Upgrades IV [3]

Signature Analysis V [4]
Long Range Targeting V [4]
Target Management V [5]
Advanced Target Management III
Jury Rigging III [6]
Shield Rigging III [7]
Tactical Shield Manipulation IV

Shield Emission Systems IV
Capacitor Emission Systems IV [8]
Sensor Linking IV [9]

<racial> Frigate III [10]
<racial> Destroyer III
<racial> Cruiser V
Logistics IV
Evasive Maneuvering III
Warp Drive Operation III
Afterburner III

Drones V
Drone Durability I [11]
Repair Drone Operation II [12]
Drone Navigation III
Drone Avionics III
Shield Emission Systems III [13]

~ 81 days, 9 hours and 44 minutes worth of training in total
  1. ^ Energy Grid Upgrades II is required for the reactor controls and power diagnostic modules.
  2. ^ Shield Upgrades IV is a requirement for the Large Shield Extender II modules. Only Basilisk pilots need this, scimitar pilots will not need it.
  3. ^ Hull Upgrades IV is required to fit the Damage Control II module. Scimitar pilots could initially skip this.
  4. ^ a b Signature Analysis V and Long Range Targeting V is a requirement for the Logistics skill.
  5. ^ Target Management V is a requirement for Advanced Target Management.
  6. ^ Jury Rigging III is a required for the Shield Rigging skill.
  7. ^ Shield Rigging is only needed if you use shield rigs, so scimitar pilots can skip this.
  8. ^ Capacitor Emission Systems IV is only required if you fly a Basilisk with remote capacitor transfer modules, the Scimitar does not need this skill.
  9. ^ Sensor Linking is only required if you can fit and reduce the cap usage for the Remote Tracking Computer II module.
  10. ^ <racial> Frigate III is a starter skill, but this is included in case you have to crosstrain out of your initial race.
  11. ^ Drone Durability I is required to use shield maintenance drones.
  12. ^ Repair Drone Operation II is required to use light and medium shield maintenance drones.
  13. ^ Shield Emission Systems III is enough for maintenance drones, but Shield Emission Systems IV is already required Remote Shield Booster II modules.