Difference between revisions of "User:Erwin Madelung/Sandbox2"

From EVE University Wiki
Jump to: navigation, search
Line 1: Line 1:
 +
{{Exploration links}}
 +
The level of the exploration skills a capsuleer have, can have a large effect on the succes of exploration expeditions.   
  
There are a number of good security mission corps in Solitude, including Federation Customs, Federal Intelligence Office, Federation Navy, and Poteque Pharmaceuticals.
+
These skills can be found under '''[[Skills:Scanning|Scanning]]''' on the skill-tab on the character sheet.
While there also are a number of other stations, agents, and offices (as found at [http://util.eveuniversity.org/Missions/AgentRangefinder/ Agent Range Finder]); listed below are the corporations with level 4 security agents which are the easiest to grind up while in Solitude. From time to time, E-Uni members may even organize [[Mission_Fleets#Spider_Fleet|Spider]] and/or [[Mission_Fleets#Locust_Fleet|Locust]] fleets throughout Solitude to further help grind up standings for those that are new to the area. Other than the few level 4 agents notated**, only the high security space agents are listed.
 
  
=Agents=
 
== [http://www.ellatha.com/eve/lp/Federation-Customs Federation Customs] ==
 
*L1-0.7- Octanneve V - Moon 1 - Federation Customs Assembly Plant  == 2 Security Agents
 
*L2-0.7- Octanneve III - Federation Customs Assembly Plant == 1 Security Agent '''''(4 jump missions into lowsec have been seen)'''''
 
*L3-0.7- Octanneve IV - Federation Customs Assembly Plant == 2 Security Agents '''''(Manufacturing/Refining Facility)'''''
 
*L4-0.7- Octanneve III - Moon 1 - Federation Customs Logistic Support ==1 Security Agent
 
  
== [http://www.ellatha.com/eve/lp/Federal-Intelligence-Office Federal Intelligence Office] ==
+
== Important exploration skills ==
*L1-0.8 Yvaeroure X - Moon 14 - Federal Intelligence Office Assembly Plant (1 jump from Octanneve) == 1 Security, 1 Distribution Agent
+
These are the skills needed for exploration sorted by complexity. Each skill has a short description of its benefits.
*L1-0.8 Vecodie II - Federal Intelligence Office Testing Facilities (2 jumps from Octanneve) ==1 Security Agent (No Level 2 Agents nearby)
+
*Basic exploration skills:
*L3-0.8- Arasare V - Moon 7 - Federal Intelligence Office Assembly Plant (3 jumps from Octanneve) == 2 Security agents
+
**<Racial> Frigate:    +7.5% bonus to Core and Combat Scanner Probe strength per level (applies when using racial exploration hulls such as {{sh|Imicus}}; {{sh|Probe}}; {{sh|Magnate}}; {{sh|Heron}};)
*L3-0.8 Vecodie II - Federal Intelligence Office Testing Facilities (2 jumps from Octanneve) == 1 Security Agent
+
**[[Astrometrics]]:    +5% scan strength, -5% max scan deviation and -5% scan probe scan time per level
*L4-0.5 Boystin V - Moon 6 - Federal Intelligence Office Assembly Plant (3 jumps from Octanneve) == 1 Security Agent '''''(Regional Trade Hub)'''''
+
**[[Archaeology]]:    +10 virus coherence per level for relic sites
*L4-'''''[[0.4]]''''' Pertnineere VI - Federal Intelligence Office Logistic Support '''(Low Security!)''' (4 jumps from Octanneve) == 1 Security Agent
+
**[[Hacking]]:    +10 virus coherence per level for data sites
 +
*Intermediate exploration skills:
 +
**[[Astrometric Rangefinding]] +5% probe scan strength per level
 +
**[[Astrometric Pinpointing]] -5% maximum scan deviation per level
 +
**[[Astrometric Acquisition]] -5% scan time per level
 +
Level 2 of these skills allows use scanning upgrades (Scan Pinpointing Array I, Scan Rangefinding Array I, Scan Acquisition Array I), which gives advantages equal one level of appropriate skill name.
 +
*Advanced exploration skills:
 +
**[[Skills:Spaceship_Command#Covert_Ops|Covert Ops]]:    10% bonus to Core and Combat Scanner Probe strength, 20% reduction in Cloaking Devices CPU requirement, 10% reduction in Survey Probe flight time per skil level (also bonuse applies when using suitable hulls, these are {{sh|Helios}}; {{sh|Cheetah}}; {{sh|Anathema}}; {{sh|Buzzard}};)
 +
** [[Skills:Electronic_Systems#Cloaking|Cloaking]]: Skill at using Cloaking devices (allows the use of cloaking devices). 10% reduction in targeting delay after uncloaking per skill level.
  
== [http://www.ellatha.com/eve/lp/Federation-Navy Federation Navy] ==
+
== Skill plans description ==
*L1-0.6 - Niballe V - Moon 1 - Federation Navy Testing Facilities == 1 Security Agents
 
*L2-0.7 - Gererique VI - Moon 3 - Federation Navy Testing Facilities == 2 Security Agents
 
*L2-'''''[[0.3]]''''' - Aeter VI - Moon 23 - Federation Navy Testing Facilities == 1 Security Agent
 
*L3-0.7 - Gererique VI - Moon 3 - Federation Navy Testing Facilities == 1 Security Agent
 
*L4-'''''[[0.4]]''''' - Sarline VIII - Moon 7 - Federation Navy Assembly Plant == 1 Security Agent
 
  
== [http://www.ellatha.com/eve/lp/Material-Acquisition Material Acquisition] ==
+
<b>''The folowing skill plans focus only on the data and relic sites found in exploration (except sleeper sites). Ore sites, gas sites and combat sites will not be discussed.''</b>
*L1-0.8- Yvaeroure XII - Moon 11 - Material Acquisition Refinery == 1 Security Agent
 
*L2-0.7- Stoure VI - Moon 4 - Material Acquisition Mining Outpost == 1 Security Agent
 
*L3-0.8- Yvaeroure XII - Moon 9 - Material Acquisition Refinery == 1 Security Agent
 
*L3-0.8- Yvaeroure XII - Moon 11 - Material Acquisition Refinery == 1 Security Agent
 
*L4-'''''[[0.2]]''''' - Babirmoult VI - Moon 15 - Material Acquisition Mineral Reserve (10 jumps from Octanneve in deep Low sec) == 2 Security Agents
 
  
== [http://www.ellatha.com/eve/lp/Ducia-Foundry Ducia Foundry] (Amarr) ==
+
This page contains 3 different skill plans, each focusing on how much you want to dedicate yourself to exploration. With some skills you can find an additional note that indicates why this skill is useful. If no notes are present, the skills give a an increase in modifiers mentioned above. All the training times stated in these skill plans are '''''without the use of implants or attribute remaps'''''. Additionally these skill plans are based off a completely new character, so it might be possible that you already trained some of the required skills.
*L4-0.6- Larryn V - Moon 1 - Ducia Foundry Mineral Reserve == 1 Security Agent
+
*The ''starter exploration'' plan (2 days):
 +
Anyone who has no experience in exploration but would like to know more is advised to train this skill plan. It has a relatively short training time and contains all the crucial skills to get started. It will allow you to fit the required equipement needed and to scan down and loot most High-Security sites effecively and to get some exploration experience.
 +
*The ''intermediate exploration'' plan (14 days):  
 +
People who have a good understanding of exploration, and would like to dedicate a decent percentage of their time to it are advised to train this skill plan. The intermediate exploration plan requires that the starter exploration plan is already trained. Training this plan will allow you to scan down and loot most of the 'Known-space' sites and if you know what you are doing even some faction sites in 'Wormhole space'. Note that these skill plans exclude sleepers sites, because they are focused on the racial ''tech I'' and ''covert ops'' frigate
 +
*The ''master exploration'' plan (91 days):
 +
People who consider exploration as one of their main career paths are advised to train the most these skills. Note that this plan focuses on training into the ''covert ops'' frigate, which makes your exploration much faster and easier. When you have trained this plan, you will be able to scan and loot '''ALL''' exploration sites in known- and wormhole space effectively (with the exclusion of sleeper sites).
 +
= Skill plans =
 +
== Starter exploration (2 days)==
 +
<!-- #remove ------------------------------------------------------------------------ -->
 +
The starter exploration plan is a plan for people who do not know much about exploration, but are intrigued by the concept and want to start a basic career in exploration to see if they enjoy it. The skill plan is a very short train (2 days) but the skills learned are adequate to perform and learn the basic exploration mechanics. For the starter exploration plan all skills are mandatory if you want optimal results, but if you want to change the training order, feel free to do so.
  
== [http://www.ellatha.com/eve/lp/Poteque-Pharmaceuticals Poteque Pharmaceuticals] ==
+
<!-- start table -->
*L4-0.7- Stoure IX - Moon 1 - Poteque Pharmaceuticals Biotech Research Center == 1 Security Agent
+
{| style="text-align:left; width:650px;"
 +
|+ '''Starter exploration training plan'''
 +
|-
 +
!'''Skill'''
 +
!'''Notes'''
 +
!'''Training time'''
 +
|-
 +
|1. Racial Frigate III       
 +
|
 +
|7 hours, 19 minutes, 2 seconds
 +
|-
 +
|2. Astrometrics I
 +
|requirement for 'core probe launcher I'
 +
|25 minutes
 +
|-
 +
|3. Astrometrics II
 +
|
 +
|1 hour, 56 minutes, 26 second
 +
|-
 +
|4. Survey I
 +
|
 +
|8 minutes, 20 seconds
 +
|-
 +
|5. Survey II
 +
|
 +
|38 minutes, 50 seconds
 +
|-
 +
|6. Survey III
 +
|requirement for Archaeology
 +
|3 hours, 39 minutes, 30 seconds
 +
|-
 +
|7. Archaeology I
 +
|requirement for 'Relic Analyzer I'
 +
|25 minutes
 +
|-
 +
|8. Archaeology II
 +
|
 +
|1 hour, 56 minutes, 26 seconds
 +
|-
 +
|9. Electronics Upgrades I
 +
|
 +
|16 minutes, 40 seconds
 +
|-
 +
|10. Electronics Upgrades II
 +
|
 +
|1 hour, 17 minutes, 38 seconds
 +
|-
 +
|11. Electronics Upgrades III
 +
|requirement for Hacking
 +
|7 hours, 19 minutes, 2 seconds
 +
|-
 +
|12. Hacking I
 +
|requirement for 'Data Analyzer I'
 +
|25 minutes
 +
|-
 +
|13. Hacking II
 +
|
 +
|1 hour, 56 minutes, 26 seconds
 +
|-
 +
|14. Archaeology III
 +
|
 +
|10 hours, 58 minutes, 34 seconds
 +
|-
 +
|15. Hacking III
 +
|
 +
|10 hours, 58 minutes, 34 seconds
 +
|-
 +
|
 +
|
 +
|________________________________
 +
|-
 +
|Total training time
 +
|
 +
|2 days, 1 hour, 40 minutes, 28 seconds
 +
|}
 +
<!-- end table -->
  
== [http://www.ellatha.com/eve/lp/Impetus Impetus]==
 
*L2-0.7- Maire V - Moon 2 - Impetus Development Studio == 1 Security Agent
 
Obviously this isn't a level 4 agent. But a good possibility to gain standings for the [[Syndication|Gallente epic arc]].
 
  
=Mission fleet fits=
+
== Intermediate exploration (14 days) ==
 +
<!-- #remove ------------------------------------------------------------------------ -->
 +
This plan is meant for players who, after learning starter exploration plan, decided to continue with exploration as a possible career path. This skill plan takes quite a bit longer then the starter plan and should be considered if you plan to spend a decent amount in exploration. After this skill plan you should be able to explore almost all high and low security and the easiest null security sites. This plan focuses on training more specific exploration skills and work best with your racial exploration ship. Hacking IV and Archeology IV are not explicitly required but can make your life hacking cans a bit easier. If you plan to dedicate a part of your EVE career to exploration i suggest training these skills before you start the master exploration skill plan.
  
Any player is encouraged to create events. To make it easier for new players to start mission fleets some mission fleet concepts.
+
<!-- start table -->
 +
{| style="text-align:left; width:750px;"
 +
|+ '''Intermediate exploration training plan'''
 +
|-
 +
|1. Racial Frigate IV
 +
|
 +
|1 day, 17 hours, 23 minutes, 40 seconds
 +
|-
 +
|2. Astrometric Rangefinding I
 +
|
 +
|1 hour, 6 minutes, 40 seconds
 +
|-
 +
|3. Astrometric Rangefinding II
 +
|
 +
|5 hours, 10 minutes, 28 seconds
 +
|-
 +
|4. Astrometrics III
 +
|requirement for the 'astrometric acquisition' skill
 +
|10 hours, 58 minutes, 34 seconds
 +
|-
 +
|5. Astrometric Acquisition I
 +
|
 +
|41 minutes, 40 seconds
 +
|-
 +
|6. Astrometric Acquisition II
 +
|
 +
|3 hours, 14 minutes, 4 seconds
 +
|-
 +
|7. Astrometrics IV
 +
|requirement for the 'astrometric pinpointing' skill
 +
|2 days, 14 hours, 5 minutes, 30 seconds
 +
|-
 +
|8. Astrometric Pinpointing I
 +
|
 +
|41 minutes, 40 seconds
 +
|-
 +
|9. Astrometric Pinpointing II
 +
|
 +
|3 hours, 14 minutes, 4 seconds
 +
|-
 +
|10. Astrometric Pinpointing III
 +
|
 +
|18 hours, 17 minutes, 36 seconds
 +
|-
 +
|11. Astrometric Acquisition III
 +
|
 +
|18 hours, 17 minutes, 36 seconds
 +
|-
 +
|12. Astrometric Rangefinding III
 +
|
 +
|1 day, 5 hours, 16 minutes, 12 seconds
 +
|-
 +
|13. CPU Management IV
 +
|requirement for the 'cloaking' skill
 +
|20 hours, 41 minutes, 50 seconds
 +
|-
 +
|14. Cloaking I
 +
|requirement for 'prototype cloaking device I'
 +
|50 minutes
 +
|-
 +
|15. Archaeology IV
 +
|
 +
|2 days, 14 hours, 5 minutes, 30 seconds
 +
|-
 +
|16. Hacking IV
 +
|
 +
|2 days, 14 hours, 5 minutes, 30 seconds
 +
|-
 +
|
 +
|
 +
|___________________________________
 +
|-
 +
|Total training time
 +
|
 +
|14 days, 4 hour, 10 minutes, 34 seconds
 +
|}
 +
<!-- end table -->
  
==Low SP Vexor fleet==
+
== Master exploration (91 days)==
The following low SP fits are created in a way that player who just completed the [[Basic Learning for Aspiring Pilots|BLAP skillplan]] can fly them. Vexors are chosen because of the high sustained DPS with selectable damage type. You need two logi for the fleet and as much DPS as possible - additional logi should never be needed.<br>
+
<!-- #remove ------------------------------------------------------------------------ -->
If you have more than ten pilots, it's recommended that you split the fleet because mission payout sharing is limited to 10 pilots. Further, there is a saturation effect to mission running time.
 
  
===DPS===
+
The master exploration plan is mainly focused on training into your racial covert ops frigate. Since this program is quite lengthy the skills are organised ranging from very important to less important, allowing players to shorten the specified skill plan according to their needs. I suggest training at '''least to number 11''', as 'cloaking IV' is required for the 'covert ops cloaking device' which will boost your survivability by a lot. Do not underestimate the importance of 'Hacking V' and 'Archaeology V' as they allow you to use the tech II analyzers, which give you +5 virus strength compared to the tech I variant. There is a lot of controversy about training Astrometrics to level V, but keep in mind that the 'core probe launcher II' is a lot cheaper as the sisters core probe launcher (around 5-10% of the price). Another reason for Astrometrics V is that it requires around 1 day less training as training the 3 support skills (Astrometric -pinpointing, -acquisition, -rangefinding) to level IV which give the same benefits. I do not recommend using a covert ops frigate without a 'covert ops cloaking device II' (which requires cloaking IV) but if you want to use them as fast as possible you could do so effectively the moment you have trained covert ops to level III.
The idea is to have fits that you can fly with only BLAP trained. The fits have two drone damage amplifiers fitted which gives them significantly more DPS than the PvP BLAP Vexor, this is possible due to the fit having two hardeners. These hardeners should be adjusted to the incoming damage and the drones to the best damage to deal. For those check the [[Mission reports|mission descriptions]] or [[NPC damage types]]. The fits below contain all needed drone loads, but you will have to add the other hardener to the cargo by hand to the cargo (the fitting template doesn't support them). The same applies to MTUs - you should bring MTUs along to both collect the loot and to have the wrecks close together to make [[salvaging]] easier.
 
  
{{ShipFitting
 
| ship=Vexor
 
| shipTypeID=626
 
| fitName=Vexor Mission Fleet (low skill)
 
| fitID=Vexor-Mission-Fleet-(low-skill)
 
| low1name=Shadow Serpentis Armor Thermal Hardener
 
| low1typeID=14065
 
| low2name=AE-K Compact Drone Damage Amplifier
 
| low2typeID=41034
 
| low3name=800mm Rolled Tungsten Compact Plates
 
| low3typeID=11317
 
| low4name=AE-K Compact Drone Damage Amplifier
 
| low4typeID=41034
 
| low5name=Shadow Serpentis Armor Kinetic Hardener
 
| low5typeID=14063
 
| mid1name=10MN Monopropellant Enduring Afterburner
 
| mid1typeID=6005
 
| mid2name=Denny Enduring Omnidirectional Tracking Link, Tracking Speed Script
 
| mid2typeID=41032
 
| charge1name=Tracking Speed Script x1
 
| charge1typeID=29001
 
| mid3name=X5 Enduring Stasis Webifier
 
| mid3typeID=4025
 
| mid4name=Drone Navigation Computer I
 
| mid4typeID=24395
 
| high1name=Dual 150mm Prototype Gauss Gun, Antimatter Charge M
 
| high1typeID=7327
 
| charge2name=Antimatter Charge M x5001
 
| charge2typeID=230
 
| high2name=Dual 150mm Prototype Gauss Gun, Antimatter Charge M
 
| high2typeID=7327
 
| high3name=Dual 150mm Prototype Gauss Gun, Antimatter Charge M
 
| high3typeID=7327
 
| high4name=Dual 150mm Prototype Gauss Gun, Antimatter Charge M
 
| high4typeID=7327
 
| rig1name=Medium Trimark Armor Pump I
 
| rig1typeID=31055
 
| rig2name=Medium Trimark Armor Pump I
 
| rig2typeID=31055
 
| rig3name=Medium Trimark Armor Pump I
 
| rig3typeID=31055
 
| drone1name=Caldari Navy Hornet x6
 
| drone1typeID=31872
 
| drone2name=Caldari Navy Vespa x2
 
| drone2typeID=31874
 
| drone3name=Caldari Navy Wasp x2
 
| drone3typeID=31876
 
| drone4name=Imperial Navy Acolyte x6
 
| drone4typeID=31864
 
| drone5name=Imperial Navy Infiltrator x2
 
| drone5typeID=31866
 
| drone6name=Imperial Navy Praetor x2
 
| drone6typeID=31870
 
| drone7name=Republic Fleet Warrior x6
 
| drone7typeID=31888
 
| drone8name=Republic Fleet Valkyrie x2
 
| drone8typeID=31890
 
| drone9name=Republic Fleet Berserker x2
 
| drone9typeID=31892
 
| charge3name=open
 
| charge4name=open
 
| charge5name=open
 
| skills=BLAP skillplan for Vexors
 
| showSKILLS=N
 
| notes=Do not fly without logi!</li><li>Refit for incoming rat damage, change the drones to best damage to deal. Bring Shadow Serpentis Armor EM Hardener and Shadow Serpentis Armor Explosive Hardener too!</li><li>Bring Parallel Enduring Target Painter too. Spread the target painter and the webs accross fleet. They are supposed to be used on frigates to increase application.</li><li>Leave modules and drones which you don't need in station.</li><li>You have two drone loadouts: one set of smalls and one mixed set (2 heavies, 2 mediums, 1 light). Default is the mixed set for maximum DPS. The webs and paints should help to apply damage to frigates, too. If you have application trouble or targets are far away switch to the lights.</li><li>DPS with BLAP just finished is 261. With all skills at lvl 5 this goes up to 512!
 
| showNOTES=N
 
| difficulty=0
 
| warsop=A
 
| warsopReason=
 
| version=LATEST
 
| showTOC=Y
 
| shipDNA=626:14065;1:41034;2:11317;1:14063;1:6005;1:41032;1:29001;1:4025;1:24395;1:7327;4:230;5001:31055;3:31872;6:31874;2:31876;2:31864;6:31866;2:31870;2:31888;6:31890;2:31892;2::
 
| fleetup=
 
| alphacanuse=N
 
}}{{ShipFitting
 
| ship=Vexor
 
| shipTypeID=626
 
| fitName=Vexor Mission Fleet (optimal)
 
| fitID=Vexor-Mission-Fleet-(optimal)
 
| low1name=Armor Thermal Hardener II
 
| low1typeID=11648
 
| low2name=Drone Damage Amplifier II
 
| low2typeID=4405
 
| low3name=800mm Steel Plates II
 
| low3typeID=20351
 
| low4name=Drone Damage Amplifier II
 
| low4typeID=4405
 
| low5name=Armor Kinetic Hardener II
 
| low5typeID=11644
 
| mid1name=10MN Y-S8 Compact Afterburner
 
| mid1typeID=35656
 
| mid2name=Omnidirectional Tracking Link II, Tracking Speed Script
 
| mid2typeID=24438
 
| charge1name=Tracking Speed Script x1
 
| charge1typeID=29001
 
| mid3name=Fleeting Compact Stasis Webifier
 
| mid3typeID=4027
 
| mid4name=Drone Navigation Computer II
 
| mid4typeID=24417
 
| high1name=Dual 150mm Railgun II, Antimatter Charge M
 
| high1typeID=3106
 
| charge2name=Antimatter Charge M x5001
 
| charge2typeID=230
 
| high2name=Dual 150mm Railgun II, Antimatter Charge M
 
| high2typeID=3106
 
| high3name=Dual 150mm Railgun II, Antimatter Charge M
 
| high3typeID=3106
 
| high4name=Dual 150mm Railgun II, Antimatter Charge M
 
| high4typeID=3106
 
| rig1name=Medium Trimark Armor Pump I
 
| rig1typeID=31055
 
| rig2name=Medium Trimark Armor Pump I
 
| rig2typeID=31055
 
| rig3name=Medium Trimark Armor Pump I
 
| rig3typeID=31055
 
| drone1name=Wasp II x2
 
| drone1typeID=2436
 
| drone2name=Vespa II x2
 
| drone2typeID=21638
 
| drone3name=Hornet II x6
 
| drone3typeID=2466
 
| drone4name=Infiltrator II x2
 
| drone4typeID=2175
 
| drone5name=Praetor II x2
 
| drone5typeID=2195
 
| drone6name=Acolyte II x6
 
| drone6typeID=2205
 
| drone7name=Berserker II x2
 
| drone7typeID=2478
 
| drone8name=Warrior II x6
 
| drone8typeID=2488
 
| drone9name=Valkyrie II x2
 
| drone9typeID=21640
 
| charge3name=open
 
| charge4name=open
 
| charge5name=open
 
| skills=BLAP skillplan for Vexors</li><li>Train into T2 tank, drones (!) and medium hybrids</li><li>general fitting skills (you might meta things if you don't have enough fitting space though)
 
| showSKILLS=N
 
| notes=Do not fly without logi!</li><li>Refit for incoming rat damage, change the drones to best damage to deal. Bring Shadow Serpentis Armor EM Hardener and Shadow Serpentis Armor Explosive Hardener too!</li><li>Bring Parallel Enduring Target Painter too. Spread the target painter and the webs across the fleet - they are supposed to be used on frigates to increase application.</li><li>Leave modules and drones which you don't need in station.</li><li>You have two drone loadouts: one set of smalls and one mixed set (2 heavies, 2 mediums, 1 light). Default is the mixed set for maximum DPS. The webs and paints should help to apply damage to frigates too. If you have application trouble or targets are far away switch to the lights.</li><li>DPS with BLAP just finished is 270. With all skills at lvl 5 this goes up to 586!
 
| showNOTES=N
 
| difficulty=2
 
| warsop=A
 
| warsopReason=
 
| version=LATEST
 
| showTOC=Y
 
| shipDNA=626:11648;1:4405;2:20351;1:11644;1:35656;1:24438;1:29001;1:4027;1:24417;1:3106;4:230;5001:31055;3:2436;2:21638;2:2466;6:2175;2:2195;2:2205;6:2478;2:2488;6:21640;2::
 
| fleetup=
 
| alphacanuse=N
 
}}
 
Some might ask why faction drones and hardeners where chosen. The faction drones have significantly better stats (more DPS, more speed, more tank, better tracking) than T1 drones and in PvE this is worth the extra investment (even if you can use T2 drones faction drones are generally an alternative to consider in PvE). Though if you can't afford them, you might stick to T1 drones. The faction hardeners have the same resists as the T2 hardeners but require much lower skills to use and need less fitting space. If you can use T2 hardener use those as they are cheaper - do not change to lower meta. If you can't fit T2 hardeners, your skills are too low, which means you have already lower buffer. A player with all skills trained to 5 and experienced in PvE shouldn't need the extra buffer, but for newer player it's necessary to ensure that they don't die in high alpha missions.
 
  
While you already have respectable 270 DPS with only the basic BLAP skills you can quickly increase those to 343 DPS if you train drone interfacing and light, medium heavy drones to 3. If you further train those skills and Gallente crusier to 4, you'll have 399 DPS. A small fleet of 5-6 pilots thus has between 800 and 1600 DPS with very good application.
+
<!-- start table -->
 +
{| style="text-align:left; width:750px;"
 +
|+ '''Master exploration training plan'''
 +
|-
 +
|1. Astrometrics V
 +
|requirement for 'core probe launcher II'
 +
|14 days, 15 hours, 14 minutes, 30 seconds
 +
|-
 +
|2. Racial Frigate V
 +
|requirement for 'covert ops' skill
 +
|9 days, 18 hours, 9 minutes, 40 seconds
 +
|-
 +
|3. Electronics Upgrades IV
 +
|
 +
|1 day, 17 hours, 23 minutes, 40 seconds
 +
|-
 +
|4. Electronics Upgrades V
 +
|requirement  for 'covert ops' skill
 +
|9 days, 18 hours, 9 minutes, 40 seconds
 +
|-
 +
|5. Covert Ops I
 +
|
 +
|33 minutes, 20 seconds
 +
|-
 +
|6. Covert Ops II
 +
|
 +
|2 hours, 35 minutes, 14 seconds
 +
|-
 +
|7. Covert Ops III
 +
|
 +
|14 hours, 38 minutes, 6 seconds
 +
|-
 +
|8. Covert Ops IV
 +
|bonuses should now exceed your racial frigate
 +
|3 days, 10 hours, 47 minutes, 20 seconds
 +
|-
 +
|9. Cloaking II
 +
|
 +
|3 hours, 52 minutes, 52 seconds
 +
|-
 +
|10. Cloaking III
 +
|
 +
|21 hours, 57 minutes, 8 seconds
 +
|-
 +
|11. Cloaking IV
 +
|requirement for 'covert ops cloaking device II'
 +
|5 days, 4 hours, 11 minutes
 +
|-
 +
|12. Archaeology V
 +
|requirement for 'relic analyzer II'
 +
|14 days, 15 hours, 14 minutes, 30 seconds
 +
|-
 +
|13. Hacking V
 +
|requirement for 'data analyzer II'
 +
|14 days, 15 hours, 14 minutes, 30 seconds
 +
|-
 +
|14. Astrometric Pinpointing IV
 +
|optional
 +
|4 days, 7 hours, 29 minutes, 10 seconds
 +
|-
 +
|15. Astrometric Acquisition IV
 +
|optional
 +
|4 days, 7 hours, 29 minutes, 10 seconds
 +
|-
 +
|16. Astrometric Rangefinding IV
 +
|optional
 +
|6 days, 21 hours, 34 minutes, 38 seconds
 +
|-
 +
|
 +
|
 +
|___________________________________
 +
|-
 +
|Total training time
 +
|
 +
|91 days, 2 hours, 34 minutes, 28 seconds
 +
|}
 +
<!-- end table -->
  
===Logi===
+
= Links to EVEMon skill plans =
For logi, the standard BLAP Augoror fits are recommended. Unlike with the Vexor, there aren't any useful alternative lowslot modules for the logi, so there's no need for a change there. Augorors should easily hold even in harder missions, so you might bring DPS drones instead of repair bots. Again adjust the drones to the NPCs and simply let them support one of the DPS ships.
+
Following links contain the skill plans for the different stages of exploration skills. The skill plans can easily be imported into EVEMon. If you want to train the intermediate or master skill plan, you will see that the previous skill plans will also be included to make up for any required skills. These skill plans are made for Minmatar characters but can easily converted to other races by swapping out the ''Minmatar Frigate skill'' for your respective ''Racial Frigate skill''.
<wikifit fittingid="128704" /> <wikifit fittingid="138955" />
 
  
 +
<b>''Right click the folowing links, and click save as. Make sure to save the file as an '.xml' format''</b>
  
==Burner missions for frigates==
+
*[[File:Starter_exploration.xml]]
"Burner mission" is the slang expression for [[Anomic missions]], so called because you can decline them without any penalty. If you want to run them solo you generally have to use pirate faction frigates with very shiny fits and need near-perfect skills.
+
*[[File:Intermediate exploration.xml]]
On the other hand, if you have already a small fleet formed, even low SP players can run them in T1 frigates with cheap fits.  
+
*[[File:Master_exploration.xml]]
  
'''Warning not yet tested in this exact setup!'''
+
[[Category:Skills]]
A setup of three frigate logi and three DPS frigates should work even for low SP players. It shouldn't even be necessary to adapt fits for PvE. so you can simply use one of the shield tanked frigate doctrines: [[Magic Merlins]], [[Hyperkittens]], [[Alpha Birds]], or [[Derpatrons#Derpatron_-_Shield|shield tanked Derpatrons]]. Instead of warp disruptors you should fit webs or scrams (or both) to slow the targets down (afaik scram works on the rats in those missions; but need confirmation). As logi frigates, you can use the normal PvP fits for shield logi frigates. See [[Bantam#Fitting|Bantam]] or [[Burst#Fittings|Burst]].
+
[[Category:Exploration]]
 
 
If several people can pull missions, it's advised to wait until several have a burner mission and then reship into frigates to run those.
 
 
 
==High SP & low SP team up==
 
'''Warning! This concept hasn't been tested yet!'''
 
 
 
The setup above already works for people who have just finished the BLAP plan, but often often a group doesn't consist of 5 people who have just finished BLAP but of 2-3 people who already play for a considerable time and 2-3 who are new. The experienced players will usually have some shinier, bigger ship around that deals considerably more DPS. Depending on how the ship is fitted, this may be between 700 and 1000 DPS. This means two of those already deal as much damage as 3 of the above Vexors with very good skills and there you need logi too. This means that in above scenario it would be better if only the experienced pilots ran the missions and the new players simply stayed docked (except for burner missions). This is of course very disappointing! The lower SP pilots could always salvage, but more than one salvager isn't really needed.
 
 
 
The idea is to put the low SP pilots in destroyers which can speed tank the mission. Their job is it to kill the frigates and destroyers. Above it was mentioned that a mission battleship deals 700 to 1000 DPS. This mostly depends on its fittings. Let's look for example at the [[Dominix/Fittings|Dominix: PVE Non-sniper Active Shield]] fitting here on the wiki. With Wasp II drones and perfect skills, this fit deals over 1000 DPS, but it will have a lot of trouble applying this DPS to anything smaller than cruisers. If the dominix changes to Hornets or Vespas, it can apply to smaller rats but the DPS goes down to 539 or 679 DPS respectively. The Dominix is an extreme example, but the tradeoff between DPS and application exists for basically all hulls.<ref>You would not actually use that Dominix fit as it is because its application is just too bad. Other hulls such as the Vargur deal a lot of damage with very good application, but those are much more skill and isk expensive. You can also create Dominix fits with 1500 DPS if you use blasters, but with those fits you won't hit anything.</ref>
 
 
 
The DPS on the fits below might not seem a lot, but if you consider that it applies very, very well and that the battleship now only has to fit to apply to cruisers and above, the combined DPS increase is immense. Consider again the Dominix fit above. Now the Dominix doesn't have to use the light or medium drones and the overall DPS goes from 539/679 up to around 1100 DPS. This means the DPS is nearly doubled.<ref>If you'd had several battleships you would actually approach this in a different way. The low SP pilot would fly a target painter or webber - this is multiplier because it leads to better application of the big ships. As I assume only one big ship here, it is better to add well applied damage instead of multiplying.</ref>
 
 
 
 
 
{{ShipFitting
 
| ship=Algos
 
| shipTypeID=32872
 
| fitName=Mission anti frig support
 
| fitID=Mission-anti-frig-support
 
| low1name=IFFA Compact Damage Control
 
| low1typeID=5839
 
| low2name=AE-K Compact Drone Damage Amplifier
 
| low2typeID=41034
 
| low3name=AE-K Compact Drone Damage Amplifier
 
| low3typeID=41034
 
| mid1name=1MN Y-S8 Compact Afterburner
 
| mid1typeID=6001
 
| mid2name=Medium Azeotropic Restrained Shield Extender
 
| mid2typeID=8433
 
| mid3name=Limited Thermal Dissipation Field I
 
| mid3typeID=9660
 
| high1name=75mm Prototype Gauss Gun, Iron Charge S
 
| high1typeID=7247
 
| charge1name=Iron Charge S x1
 
| charge1typeID=215
 
| high2name=75mm Prototype Gauss Gun, Iron Charge S
 
| high2typeID=7247
 
| high3name=75mm Prototype Gauss Gun, Iron Charge S
 
| high3typeID=7247
 
| high4name=Drone Link Augmentor I
 
| high4typeID=23527
 
| high5name=75mm Prototype Gauss Gun, Iron Charge S
 
| high5typeID=7247
 
| high6name=75mm Prototype Gauss Gun, Iron Charge S
 
| high6typeID=7247
 
| rig1name=Small Processor Overclocking Unit I
 
| rig1typeID=26929
 
| rig2name=Small Processor Overclocking Unit I
 
| rig2typeID=26929
 
| rig3name=Small Core Defense Field Purger I
 
| rig3typeID=31800
 
| drone1name=Caldari Navy Hornet x8
 
| drone1typeID=31872
 
| drone2name=Caldari Navy Vespa x2
 
| drone2typeID=31874
 
| charge2name=open
 
| charge3name=open
 
| charge4name=open
 
| charge5name=open
 
| drone3name=open
 
| drone4name=open
 
| drone5name=open
 
| skills=BLAP skillplan
 
| showSKILLS=N
 
| notes=Kite (=stay away from) the frigates and destroyer. Speed tank (=keep transversal up) towards the bigger ships.</li><li>Bring all kinds of hardeners and change the hardener to gain the biggest shield buffer/regen against the NPC type.</li><li>Bring Minmatar and Ammar drones, too, and change them to hit the weakest NPC resist.</li><li>With only BLAP finished, iron charges and hornets let you deal 109 DPS. With perfect skills 208.</li><li>With antimatter and mixed drone loadout, it goes up to 164 and 302 DPS respectively.<li>If you have the fitting space, change the compact modules to another variant and change the fitting rigs to more tank.</li><li>You should also upgrade to T2 drones if possible.</li>
 
| showNOTES=N
 
| difficulty=0
 
| warsop=A
 
| warsopReason=
 
| version=LATEST
 
| showTOC=Y
 
| shipDNA=32872:5839;1:41034;2:6001;1:8433;1:9660;1:7247;5:215;1:23527;1:26929;2:31800;1:31872;8:31874;2::
 
| fleetup=
 
| alphacanuse=N
 
}}{{ShipFitting
 
| ship=Corax
 
| shipTypeID=32876
 
| fitName=Mission anti frig support? (blap min skills)
 
| fitID=Mission-anti-frig-support?-(blap-min-skills)
 
| low1name=Ballistic Control System II
 
| low1typeID=22291
 
| low2name=IFFA Compact Damage Control
 
| low2typeID=5839
 
| mid1name=1MN Y-S8 Compact Afterburner
 
| mid1typeID=6001
 
| mid2name=Limited Kinetic Deflection Field I
 
| mid2typeID=9608
 
| mid3name=Limited Thermal Dissipation Field I
 
| mid3typeID=9660
 
| mid4name=Small F-S9 Regolith Compact Shield Extender
 
| mid4typeID=8521
 
| high1name=Arbalest Compact Light Missile Launcher, Scourge Light Missile
 
| high1typeID=8089
 
| charge1name=Scourge Light Missile x1001
 
| charge1typeID=210
 
| high2name=Arbalest Compact Light Missile Launcher, Scourge Light Missile
 
| high2typeID=8089
 
| high3name=Arbalest Compact Light Missile Launcher, Scourge Light Missile
 
| high3typeID=8089
 
| high4name=Arbalest Compact Light Missile Launcher, Scourge Light Missile
 
| high4typeID=8089
 
| high5name=Arbalest Compact Light Missile Launcher, Scourge Light Missile
 
| high5typeID=8089
 
| high6name=Arbalest Compact Light Missile Launcher, Scourge Light Missile
 
| high6typeID=8089
 
| high7name=Arbalest Compact Light Missile Launcher, Scourge Light Missile
 
| high7typeID=8089
 
| rig1name=Small Processor Overclocking Unit I
 
| rig1typeID=26929
 
| rig2name=Small Warhead Calefaction Catalyst I
 
| rig2typeID=31620
 
| rig3name=Small Low Friction Nozzle Joints I
 
| rig3typeID=31153
 
| charge2name=Inferno Light Missile x1000
 
| charge2typeID=211
 
| charge3name=Mjolnir Light Missile x1000
 
| charge3typeID=212
 
| charge4name=Nova Light Missile x1000
 
| charge4typeID=213
 
| charge5name=open
 
| skills=BLAP skillplan
 
| showSKILLS=N
 
| notes=Kite (=stay away from) the frigates and destroyer. Speed tank (=keep transversal up) towards the bigger ships.</li><li>Bring all kinds of hardeners and change them according to NPC type.</li><li>Change missile type to deal the most effective damage. Be aware that the Corax has a hull bonus to kinetic and that this might not be the same as weakest rat resist.</li><li>With only BLAP finished you deal 84.4 DPS; with perfect skills 128.</li><li>If your fitting skills allow it, change the Overclocking rig to Auxilliary Thrusters and change the Low Friction Nozzle Joints to a Polycarbon Engine Housing. This gives you more speed which means you avoid more of the incoming damage.
 
| showNOTES=N
 
| difficulty=0
 
| warsop=A
 
| warsopReason=
 
| version=LATEST
 
| showTOC=Y
 
| shipDNA=32876:22291;1:5839;1:6001;1:9608;1:9660;1:8521;1:8089;7:210;1001:26929;1:31620;1:31153;1:211;1000:212;1000:213;1000::
 
| fleetup=
 
| alphacanuse=N
 
}}
 
If you want to skill for the above fits, improve your fitting skills, and train T2 tank and weapon skills. Change any module to T2 as soon as your fitting space and skills allow it. For the Corax fit, change the Overclocking rig to Auxilliary Thrusters and change the Low Friction Nozzle Joints to Polycarbon Engine Housing as soon as your fitting skills allow that. For the Algos, drone skills and T2 light drones are the biggest improvements you can make. (This algos doesn't really care about the railgun (skills).)
 
 
 
==If you want to go solo==
 
For missions, battleships (often pirate or even T2 with shiny fits) are the way to go in the long run.
 
It doesn't take long to skill into a Raven, Typhoon, Maelstrom or other mission battleships, but the other uses for those ships and the necessary ingame skills are few in the uni.
 
The alternative is to use an Gila. The skills are the same as for both the Caracal and Vexor combined as it is based on missiles and drones. Thus you increase your skills for the BLAP Vexor and Carcal at the same time. Furthermore, it can enter HighSec [[Combat_sites#Cosmic_signatures|combat signatures]] which gives it additional PvE uses. But keep in mind that it is not as good as a battleship for missioning. Good crossover uses for missioning chars are [[Incursion|Incursions]]. Thus is doesn't surprise that incursion runners are often missioning if they aren't doing incursions.
 
 
 
=Footnotes=
 
<references/>
 
 
 
 
 
{{Solitude Links}}
 

Revision as of 17:02, 11 February 2019

The level of the exploration skills a capsuleer have, can have a large effect on the succes of exploration expeditions.

These skills can be found under Scanning on the skill-tab on the character sheet.


Important exploration skills

These are the skills needed for exploration sorted by complexity. Each skill has a short description of its benefits.

Level 2 of these skills allows use scanning upgrades (Scan Pinpointing Array I, Scan Rangefinding Array I, Scan Acquisition Array I), which gives advantages equal one level of appropriate skill name.

  • Advanced exploration skills:
    • Covert Ops: 10% bonus to Core and Combat Scanner Probe strength, 20% reduction in Cloaking Devices CPU requirement, 10% reduction in Survey Probe flight time per skil level (also bonuse applies when using suitable hulls, these are GallenteHelios; MinmatarCheetah; AmarrAnathema; CaldariBuzzard;)
    • Cloaking: Skill at using Cloaking devices (allows the use of cloaking devices). 10% reduction in targeting delay after uncloaking per skill level.

Skill plans description

The folowing skill plans focus only on the data and relic sites found in exploration (except sleeper sites). Ore sites, gas sites and combat sites will not be discussed.

This page contains 3 different skill plans, each focusing on how much you want to dedicate yourself to exploration. With some skills you can find an additional note that indicates why this skill is useful. If no notes are present, the skills give a an increase in modifiers mentioned above. All the training times stated in these skill plans are without the use of implants or attribute remaps. Additionally these skill plans are based off a completely new character, so it might be possible that you already trained some of the required skills.

  • The starter exploration plan (2 days):

Anyone who has no experience in exploration but would like to know more is advised to train this skill plan. It has a relatively short training time and contains all the crucial skills to get started. It will allow you to fit the required equipement needed and to scan down and loot most High-Security sites effecively and to get some exploration experience.

  • The intermediate exploration plan (14 days):

People who have a good understanding of exploration, and would like to dedicate a decent percentage of their time to it are advised to train this skill plan. The intermediate exploration plan requires that the starter exploration plan is already trained. Training this plan will allow you to scan down and loot most of the 'Known-space' sites and if you know what you are doing even some faction sites in 'Wormhole space'. Note that these skill plans exclude sleepers sites, because they are focused on the racial tech I and covert ops frigate

  • The master exploration plan (91 days):

People who consider exploration as one of their main career paths are advised to train the most these skills. Note that this plan focuses on training into the covert ops frigate, which makes your exploration much faster and easier. When you have trained this plan, you will be able to scan and loot ALL exploration sites in known- and wormhole space effectively (with the exclusion of sleeper sites).

Skill plans

Starter exploration (2 days)

The starter exploration plan is a plan for people who do not know much about exploration, but are intrigued by the concept and want to start a basic career in exploration to see if they enjoy it. The skill plan is a very short train (2 days) but the skills learned are adequate to perform and learn the basic exploration mechanics. For the starter exploration plan all skills are mandatory if you want optimal results, but if you want to change the training order, feel free to do so.

Starter exploration training plan
Skill Notes Training time
1. Racial Frigate III 7 hours, 19 minutes, 2 seconds
2. Astrometrics I requirement for 'core probe launcher I' 25 minutes
3. Astrometrics II 1 hour, 56 minutes, 26 second
4. Survey I 8 minutes, 20 seconds
5. Survey II 38 minutes, 50 seconds
6. Survey III requirement for Archaeology 3 hours, 39 minutes, 30 seconds
7. Archaeology I requirement for 'Relic Analyzer I' 25 minutes
8. Archaeology II 1 hour, 56 minutes, 26 seconds
9. Electronics Upgrades I 16 minutes, 40 seconds
10. Electronics Upgrades II 1 hour, 17 minutes, 38 seconds
11. Electronics Upgrades III requirement for Hacking 7 hours, 19 minutes, 2 seconds
12. Hacking I requirement for 'Data Analyzer I' 25 minutes
13. Hacking II 1 hour, 56 minutes, 26 seconds
14. Archaeology III 10 hours, 58 minutes, 34 seconds
15. Hacking III 10 hours, 58 minutes, 34 seconds
________________________________
Total training time 2 days, 1 hour, 40 minutes, 28 seconds


Intermediate exploration (14 days)

This plan is meant for players who, after learning starter exploration plan, decided to continue with exploration as a possible career path. This skill plan takes quite a bit longer then the starter plan and should be considered if you plan to spend a decent amount in exploration. After this skill plan you should be able to explore almost all high and low security and the easiest null security sites. This plan focuses on training more specific exploration skills and work best with your racial exploration ship. Hacking IV and Archeology IV are not explicitly required but can make your life hacking cans a bit easier. If you plan to dedicate a part of your EVE career to exploration i suggest training these skills before you start the master exploration skill plan.

Intermediate exploration training plan
1. Racial Frigate IV 1 day, 17 hours, 23 minutes, 40 seconds
2. Astrometric Rangefinding I 1 hour, 6 minutes, 40 seconds
3. Astrometric Rangefinding II 5 hours, 10 minutes, 28 seconds
4. Astrometrics III requirement for the 'astrometric acquisition' skill 10 hours, 58 minutes, 34 seconds
5. Astrometric Acquisition I 41 minutes, 40 seconds
6. Astrometric Acquisition II 3 hours, 14 minutes, 4 seconds
7. Astrometrics IV requirement for the 'astrometric pinpointing' skill 2 days, 14 hours, 5 minutes, 30 seconds
8. Astrometric Pinpointing I 41 minutes, 40 seconds
9. Astrometric Pinpointing II 3 hours, 14 minutes, 4 seconds
10. Astrometric Pinpointing III 18 hours, 17 minutes, 36 seconds
11. Astrometric Acquisition III 18 hours, 17 minutes, 36 seconds
12. Astrometric Rangefinding III 1 day, 5 hours, 16 minutes, 12 seconds
13. CPU Management IV requirement for the 'cloaking' skill 20 hours, 41 minutes, 50 seconds
14. Cloaking I requirement for 'prototype cloaking device I' 50 minutes
15. Archaeology IV 2 days, 14 hours, 5 minutes, 30 seconds
16. Hacking IV 2 days, 14 hours, 5 minutes, 30 seconds
___________________________________
Total training time 14 days, 4 hour, 10 minutes, 34 seconds

Master exploration (91 days)

The master exploration plan is mainly focused on training into your racial covert ops frigate. Since this program is quite lengthy the skills are organised ranging from very important to less important, allowing players to shorten the specified skill plan according to their needs. I suggest training at least to number 11, as 'cloaking IV' is required for the 'covert ops cloaking device' which will boost your survivability by a lot. Do not underestimate the importance of 'Hacking V' and 'Archaeology V' as they allow you to use the tech II analyzers, which give you +5 virus strength compared to the tech I variant. There is a lot of controversy about training Astrometrics to level V, but keep in mind that the 'core probe launcher II' is a lot cheaper as the sisters core probe launcher (around 5-10% of the price). Another reason for Astrometrics V is that it requires around 1 day less training as training the 3 support skills (Astrometric -pinpointing, -acquisition, -rangefinding) to level IV which give the same benefits. I do not recommend using a covert ops frigate without a 'covert ops cloaking device II' (which requires cloaking IV) but if you want to use them as fast as possible you could do so effectively the moment you have trained covert ops to level III.


Master exploration training plan
1. Astrometrics V requirement for 'core probe launcher II' 14 days, 15 hours, 14 minutes, 30 seconds
2. Racial Frigate V requirement for 'covert ops' skill 9 days, 18 hours, 9 minutes, 40 seconds
3. Electronics Upgrades IV 1 day, 17 hours, 23 minutes, 40 seconds
4. Electronics Upgrades V requirement for 'covert ops' skill 9 days, 18 hours, 9 minutes, 40 seconds
5. Covert Ops I 33 minutes, 20 seconds
6. Covert Ops II 2 hours, 35 minutes, 14 seconds
7. Covert Ops III 14 hours, 38 minutes, 6 seconds
8. Covert Ops IV bonuses should now exceed your racial frigate 3 days, 10 hours, 47 minutes, 20 seconds
9. Cloaking II 3 hours, 52 minutes, 52 seconds
10. Cloaking III 21 hours, 57 minutes, 8 seconds
11. Cloaking IV requirement for 'covert ops cloaking device II' 5 days, 4 hours, 11 minutes
12. Archaeology V requirement for 'relic analyzer II' 14 days, 15 hours, 14 minutes, 30 seconds
13. Hacking V requirement for 'data analyzer II' 14 days, 15 hours, 14 minutes, 30 seconds
14. Astrometric Pinpointing IV optional 4 days, 7 hours, 29 minutes, 10 seconds
15. Astrometric Acquisition IV optional 4 days, 7 hours, 29 minutes, 10 seconds
16. Astrometric Rangefinding IV optional 6 days, 21 hours, 34 minutes, 38 seconds
___________________________________
Total training time 91 days, 2 hours, 34 minutes, 28 seconds

Links to EVEMon skill plans

Following links contain the skill plans for the different stages of exploration skills. The skill plans can easily be imported into EVEMon. If you want to train the intermediate or master skill plan, you will see that the previous skill plans will also be included to make up for any required skills. These skill plans are made for Minmatar characters but can easily converted to other races by swapping out the Minmatar Frigate skill for your respective Racial Frigate skill.

Right click the folowing links, and click save as. Make sure to save the file as an '.xml' format