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FlightLeader
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Posted - 2007.09.01 15:13:00 -
[1]
I have been having issues with keeping my cap running and have read of people permarunning several modules at once and im just wondering what skills would be necessary to decrease cap usage? As of right now i doubt i can even run a single repper indefinately, so im looking for what skills i need in order to decrease cap usage and increase cap recharge/amount.
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Brodde Dim
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Posted - 2007.09.01 16:04:00 -
[2]
Engineering Energy Management Energy Systems Operation Repair Systems
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Ciphero
The Wild Hunt FATAL Alliance
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Posted - 2007.09.01 17:28:00 -
[3]
Edited by: Ciphero on 01/09/2007 17:27:54
Originally by: Brodde Dim Engineering No - increases powergrid. Energy Management Yep, increases cap amount. Energy Systems Operation Yep, increases cap recharge rate. Repair Systems No - increases armor rep speed.
In addition to the two valid suggestions above, Controlled Bursts decreases turret cap usage, Shield Compensation decreases shield booster cap usage (er, I think), Warp Drive Operation decreases warp cap usage.
There are a few others that reduce the cap usage of various modules (especially Amarr ships and their lasers), but the Energy Sys Ops/Energy Management skills are the main ones you need.
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Testosterone Bomb
Red Ballz
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Posted - 2007.09.02 06:06:00 -
[4]
Edited by: Testosterone Bomb on 02/09/2007 06:08:52 In addition to the above
If you run an AB consider Fuel Conservation and Afterburner. Also get a Faction AB these use a great deal less cap (see the Min LP Stores)
If you use a Sensor Booster consider Long Range Targeting 4 so you can you a Sensor Booster Tech 2 that uses 1/2 the cap of a Tech 1.
If using some of the Engineering modules to help with cap see if the Tech 2 variations might give you more Cap then the Tech 1 varations (Engineering Upgrades 4).
As for the Armor Rep , Tech 2 and Faction Armor Reps give more bang for the buck for the same amount of Cap, if looking for faction see the Amarr LP store for one choice.
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