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Sevil Enak
Amarr Eve University Ivy League
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Posted - 2007.12.11 14:47:00 -
[1]
I'm trying to run L4 missions, but as a fairly new player, I'm looking for some advice on which skills I should be aiming for if I am to do L4 missions solo (I can fly all Amarr battleships). Any suggestions are appreciated. I absolute love sarcasm. |
Phrylock
Amarr Drizzle Enterprises
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Posted - 2007.12.11 15:05:00 -
[2]
Edited by: Phrylock on 11/12/2007 15:05:25 I have battleship 5 but not neseccary.
Also its good to have Mechanics 5 and Hull upgrade 5 for maximum armor. The Armor compensation skills are pretty good, I need to train mine up to level 4 still.
Then you need electronics V and Engineering V for maximum cap and cap recharging. The secondary skills, Electronics upgrade and such are also good to have at 4. The capacitor is the most importan thing you have. If you can run large armor repairer and shoot your guns indefinitly then you are set. I have 2 two repairers on my mission ship and can run those and shoot with out stopping.
Also use mission specific Armor Hardners, I suggest 2 of each.
Hope this helps. ----
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Velanth
Perkone
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Posted - 2007.12.11 15:37:00 -
[3]
Engineering: energy management, energy systems operation Gunnery: controlled bursts, weapon upgrades Mechanic: hull upgrades, repair systems
Just the basics to level 4 and build up from there.
Originally by: Arenis Xemdal Argh, my brain. Buying keyboards should be like buying cigarettes, over 18 with photo ID.
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Sevil Enak
Amarr Eve University Ivy League
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Posted - 2007.12.12 18:03:00 -
[4]
Thank you for your feedback, I have a question though; If you are using hardeners (and not the passive membranes) what use does the armor comp. skills then have?
___________________ I absolutely love sarcasm. |
Rialtor
Amarr Yarrrateers
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Posted - 2007.12.12 19:03:00 -
[5]
Edited by: Rialtor on 12/12/2007 19:04:21
Originally by: Sevil Enak Thank you for your feedback, I have a question though; If you are using hardeners (and not the passive membranes) what use does the armor comp. skills then have?
For Omnitanking with EANMs...but if you're running missions hardeners are the way to go.
As far as skills needed, I'm going to post what I feel is minimum
Fitting Skills Electronics V Engineering V
Cap skills Energy System Ops V Energy Management IV Energy Grid Upgrades IV
Drones Drones V Drone Interfacing III
Tank Hull Upgrades IV Mechanic V Repair Systems IV
Gunnery Controlled Burst IV Most Relevant Laser skills to III at least Weapons Upgrade IV
Rigs Jury Rigging I
Shapeship Command Battleship III
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Never doubt that a small group of thoughtful, committed citizens can change the world... Indeed, it's the only thing that ever has. |
Enve'la
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Posted - 2007.12.13 16:57:00 -
[6]
Originally by: Rialtor Edited by: Rialtor on 12/12/2007 19:04:21 For Omnitanking with EANMs...but if you're running missions hardeners are the way to go.
As far as skills needed, I'm going to post what I feel is minimum
Fitting Skills Electronics V Engineering V
Cap skills Energy System Ops V Energy Management IV Energy Grid Upgrades IV
Drones Drones V Drone Interfacing III
Tank Hull Upgrades IV Mechanic V Repair Systems IV
Gunnery Controlled Burst IV Most Relevant Laser skills to III at least Weapons Upgrade IV
Rigs Jury Rigging I
Shapeship Command Battleship III
Should also add Scout Drone Operation V to this list. It increases base drone control range to 45000 and allows tech 2 lights and mediums. It's useful even if you plan to use heavy drones, and at rank 1 it will take less than a week to max.
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Reiisha
Splint Eye Probabilities Inc.
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Posted - 2007.12.13 17:02:00 -
[7]
Basically, everything that relates to armor tanking, capacitor management or lasers should be on at least 4. You will get huge benefits if you especially have the cap skills to 5 when using Amarr (Abaddon especially).
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Rialtor
Amarr Yarrrateers
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Posted - 2007.12.13 17:36:00 -
[8]
Originally by: Enve'la
Originally by: Rialtor Edited by: Rialtor on 12/12/2007 19:04:21 For Omnitanking with EANMs...but if you're running missions hardeners are the way to go.
As far as skills needed, I'm going to post what I feel is minimum
Fitting Skills Electronics V Engineering V
Cap skills Energy System Ops V Energy Management IV Energy Grid Upgrades IV
Drones Drones V Drone Interfacing III
Tank Hull Upgrades IV Mechanic V Repair Systems IV
Gunnery Controlled Burst IV Most Relevant Laser skills to III at least Weapons Upgrade IV
Rigs Jury Rigging I
Shapeship Command Battleship III
Should also add Scout Drone Operation V to this list. It increases base drone control range to 45000 and allows tech 2 lights and mediums. It's useful even if you plan to use heavy drones, and at rank 1 it will take less than a week to max.
I think he can get away with III or IV. V usually takes a while, after V he'll pretty much have t2 drones, and I didn't get those till recently anyway. A drone range of about 35-40k is good, I just use it for ships that get in close like frigs anyway.
---- sig ----
Never doubt that a small group of thoughtful, committed citizens can change the world... Indeed, it's the only thing that ever has. |
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