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public:dojo:wiki:dojo-skillplans [2016/01/18 17:11]
joan_andedare condor
public:dojo:wiki:dojo-skillplans [2023/05/14 14:56] (current)
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 +<alert>
 +**<fs large>This page needs some love. Please adopt it and fix things like content, formatting, tags,...</fs>**
 +
 +<fs small>This page hasn't been updated in over a year. Both formatting and content could use some updating. </fs> 
 +</alert>
  
 ======Dojo Skillplans and Recommended Skills====== ======Dojo Skillplans and Recommended Skills======
-This page contains (or will contain) skillplans or minimum requirements to sit in a ship and fly it effectively.\\ + 
 +This page contains skillplans or minimum requirements to sit in a ship and fly it effectively.
  
 {{INLINETOC:width18 2-2}} {{INLINETOC:width18 2-2}}
  
-=====Dojo Condor===== +=====Alpha Clone Skillplans===== 
-This is a **very** basic Condor fit. It is cheap, will be handed out by the Dojo and can be trained for within ~14h.\\  +<label type="success">ALPHA</label> The skillplans in this section are recommended for Alpha Clones.
-If you get better skills and have more money, upgrading the modules will improve it and even with the basic fit it is a versatile tackle frigate that can teach you a lot about piloting ships.\\  +
-The first plan enables you to fly the fit, it can be trained very fast and unlocks some new modules, like light missile launchers, weapon disruptors and some rigs.\\  +
-The second plan starts with some quality of life improvements, especially Warp Drive Operations is something that will reduce frustration a lot.\\  +
-__Please note that the second plan isn't required to fly the ship,__ so if you don't want to train into it too much, leave out the missile skills (everything after Propulsion Jamming III).\\  +
-The rest isn't required but will be useful for many ships and fits so consider training those.+
  
-^Skills needed to use the fit\\ (absolute minimum)^ +The [[:public:dojo:wiki:alpha-clone-skillplans|30-day and longer skill plans for Alpha Clones]] will help Alpha clones get into ships and contribute to fleets quickly.
-|<code> +
-Caldari Frigate I (16 minutes, 40 seconds) +
-Missile Launcher Operation II (38 minutes, 50 seconds) +
-Light Missiles I (16 minutes, 40 seconds) +
-Weapon Disruption I (25 minutes) +
-Mechanics III (3 hours, 39 minutes, 30 seconds) +
-Jury Rigging I (16 minutes, 40 seconds) +
-Jury Rigging II (1 hour, 17 minutes, 38 seconds) +
-Jury Rigging III (7 hours, 19 minutes, 2 seconds) +
-Astronautics Rigging I (25 minutes)+
  
 +=====Alliance Doctrine Skillplans=====
  
-Total time: 14 hours35 minutes +For further information on skillplans for Brave Doctrinesincluding the **Doctrine Condor** and **2-Week Doctrine Starter Plan**, please see our **[[:public:alliance:military:skillplans:start|Alliance Doctrine Skillplans]]**.
-</code>|+
  
-^Additional Skills\\ (improves quality of life and ship performance)^ +=====Skillplans for Dojo Ships===== 
-|<code> +====Newbro Condor==== 
-Caldari Frigate II (1 hour17 minutes, 38 seconds) +For the Newbro Condor skillplanplease visit the **[[:public:dojo:pvp_handouts|Dojo PVP Handouts]]** page.
-Warp Drive Operation II (38 minutes, 50 seconds) +
-Warp Drive Operation III (3 hours, 39 minutes, 30 seconds) +
-High Speed Maneuvering II (3 hours, 14 minutes, 4 seconds) +
-Long Range Targeting II (1 hour, 17 minutes, 38 seconds) +
-Signature Analysis II (38 minutes, 50 seconds) +
-Caldari Frigate III (7 hours, 19 minutes, 2 seconds) +
-Target Navigation Prediction I (16 minutes, 40 seconds) +
-Signature Analysis III (3 hours, 39 minutes, 30 seconds) +
-Target Management III (3 hours, 39 minutes, 30 seconds) +
-Weapon Disruption II (1 hour, 56 minutes, 26 seconds) +
-High Speed Maneuvering III (18 hours, 17 minutes, 35 seconds) +
-Long Range Targeting III (7 hours, 19 minutes, 2 seconds) +
-Propulsion Jamming II (1 hour, 56 minutes, 26 seconds) +
-Propulsion Jamming III (10 hours, 58 minutes, 34 seconds) +
-Rapid Launch I (16 minutes, 40 seconds) +
-Missile Bombardment I (16 minutes, 40 seconds) +
-Missile Bombardment II (1 hour, 17 minutes, 38 seconds) +
-Light Missiles II (1 hour, 17 minutes, 38 seconds) +
-Light Missiles III (7 hours, 19 minutes, 2 seconds) +
-Missile Launcher Operation III (3 hours, 39 minutes, 30 seconds) +
-Missile Projection I (33 minutes, 20 seconds) +
-Missile Launcher Operation IV (20 hours, 41 minutes, 49 seconds) +
-Warhead Upgrades I (41 minutes, 40 seconds) +
-Missile Projection II (2 hours, 35 minutes, 14 seconds) +
-Rapid Launch II (1 hour, 17 minutes, 38 seconds) +
-Target Navigation Prediction II (1 hour, 17 minutes, 38 seconds) +
-Warhead Upgrades II (3 hours, 14 minutes, 4 seconds)+
  
 +====Dojo Ratalyst====
 +For the Dojo Ratalyst skillplan, please visit the **[[:public:dojo:ratalyst|Dojo Ratalyst]]** page.
  
-Total time: 4 days, 14 hours, 37 minutes, 47 seconds +====Vexor Newbro Edition==== 
-</code>+For the Vexor Newbro Edition skillplan, please visit the **[[:public:dojo:vexor-newbro-edition|Vexor Newbro Edition]]** page. 
-=====Interceptor=====+ 
 +====Dojo Taxi Interceptors====
 For a basic travel Interceptor you only need four specific skills: For a basic travel Interceptor you only need four specific skills:
 ^Skill^Minimum Level^ ^Skill^Minimum Level^
 |Any Racial Frigate Skill|5| |Any Racial Frigate Skill|5|
-|Evasive Manouvering|5|+|Evasive Maneuvering|5|
 |Interceptor|1| |Interceptor|1|
 |Hull Upgrades|2| |Hull Upgrades|2|
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 The first thee skills are needed to sit in the Interceptor, Hull Upgrades II is needed for the modules you need to reduce your align time (but all pilots should have that already, since it is a starter skill). The first thee skills are needed to sit in the Interceptor, Hull Upgrades II is needed for the modules you need to reduce your align time (but all pilots should have that already, since it is a starter skill).
  
-=====Bomber=====+====="The Magic 14"===== 
 +The skill plan based on [[http://forum.eveuniversity.org/viewtopic.php?t=81073&p=706004|this post from EVE Uni]]. These are considered very versatile and core fitting skills and will improve the performance of nearly every ship. Several of these skills are required for tech II ships, such as Interceptors and Assault Frigates, so they will significantly contribute to your progress in the ship trees. You should aim for getting these skills to at least 4, and eventually to level 5. You can copy this plan and use the [[https://raw.githubusercontent.com/bravecollective/wiki-files/main/imgur/5gDSx74.png|"Add skills listed in clipboard to end of queue" button]] in your training queue. 
 + 
 +<accordion> 
 +<panel type="default" title="Copy-Pasteable Skillplan" subtitle="Click to Expand"> 
 +<code> 
 + 
 +CPU Management I 
 +CPU Management II 
 +CPU Management III 
 +CPU Management IV 
 +CPU Management V 
 +Power Grid Management I 
 +Power Grid Management II 
 +Power Grid Management III 
 +Power Grid Management IV 
 +Power Grid Management V 
 +Capacitor Management I 
 +Capacitor Management II 
 +Capacitor Management III 
 +Capacitor Management IV 
 +Capacitor Management V 
 +Capacitor Systems Operation I 
 +Capacitor Systems Operation II 
 +Capacitor Systems Operation III 
 +Capacitor Systems Operation IV 
 +Capacitor Systems Operation V 
 +Mechanics I 
 +Mechanics II 
 +Mechanics III 
 +Mechanics IV 
 +Mechanics V 
 +Hull Upgrades I 
 +Hull Upgrades II 
 +Hull Upgrades III 
 +Hull Upgrades IV 
 +Hull Upgrades V 
 +Shield Management I 
 +Shield Management II 
 +Shield Management III 
 +Shield Management IV 
 +Shield Management V 
 +Shield Operation I 
 +Shield Operation II 
 +Shield Operation III 
 +Shield Operation IV 
 +Shield Operation V 
 +Long Range Targeting I 
 +Long Range Targeting II 
 +Long Range Targeting III 
 +Long Range Targeting IV 
 +Long Range Targeting V 
 +Signature Analysis I 
 +Signature Analysis II 
 +Signature Analysis III 
 +Signature Analysis IV 
 +Signature Analysis V 
 +Navigation I 
 +Navigation II 
 +Navigation III 
 +Navigation IV 
 +Navigation V 
 +Evasive Maneuvering I 
 +Evasive Maneuvering II 
 +Evasive Maneuvering III 
 +Evasive Maneuvering IV 
 +Evasive Maneuvering V 
 +Warp Drive Operation I 
 +Warp Drive Operation II 
 +Warp Drive Operation III 
 +Warp Drive Operation IV 
 +Warp Drive Operation V 
 +Spaceship Command I 
 +Spaceship Command II 
 +Spaceship Command III 
 +Spaceship Command IV 
 +Spaceship Command V 
 + 
 +</code> 
 +</panel> 
 + 
 +</accordion> 
 + 
 +^Skill^Improvement^<label type="success">ALPHA</label> Max Level^ 
 +|CPU Management|5% Bonus to ship CPU output per skill level|5| 
 +|Power Grid Management|5% Bonus to ship's powergrid output per skill level|5| 
 +|Capacitor Management|5% bonus to capacitor capacity per skill level|4| 
 +|Capacitor Systems Operation|5% reduction in capacitor recharge time per skill level|3| 
 +|Mechanics|5% bonus to structure hit points per skill level|5| 
 +|Hull Upgrades|5% bonus to armor hit points per skill level|5| 
 +|Shield Management|5% bonus to shield capacity per skill level|4| 
 +|Shield Operation|5% reduction in shield recharge time per skill level|4| 
 +|Long Range Targeting|5% Bonus to targeting range per skill level|3| 
 +|Signature Analysis|5% improved targeting speed per skill level|3| 
 +|Navigation|5% bonus to sub-warp ship velocity per skill level|4| 
 +|Evasive Maneuvering|5% improved ship agility for all ships per skill level|3| 
 +|Warp Drive Operation|10% reduction in capacitor need of initiating warp per skill level|3| 
 +|Spaceship Command|2% improved ship agility for all ships per skill level|4| 
 + 
 +=====Skills for Fleet Roles===== 
 + 
 +====Logistics==== 
 +For a Logistics pilot, managing their capacitor and staying alive are the primary objectives. They need enough tank to stay on field as long as the FC needs while being fast enough to stay with the anchor/fleet. Most logistics fits also require excellent fitting skills to fly effectively. 
 + 
 +^Skill^Minimum Level^ 
 +^Core logistics skills^^ 
 +|Capacitor Management|4| 
 +|Capacitor Systems Operation|4| 
 +|CPU Management|5| 
 +|Evasive Maneuvering|4| 
 +|Long Range Targeting|4| 
 +|Mechanics|4| 
 +|Navigation|4| 
 +|Power Grid Management|5| 
 +|Signature Analysis|4| 
 +|Warp Drive Operation|4| 
 +|Energy Grid Upgrades|4| 
 +|Target Management|4| 
 +|Afterburner|4| 
 +|Fuel Conservation|4| 
 +^For shield logistics (ie. Scimitar, Basilisk, Osprey, Scythe)^^ 
 +|Shield Emission Systems|4| 
 +|Shield Management|4| 
 +|Shield Operation|4| 
 +|Shield Rigging|3| 
 +|Shield Upgrades|4| 
 +^For armor logistics (ie. Guardian, Oneiros, Exequror)^^ 
 +|Armor Rigging|3| 
 +|Remote Armor Repair Systems|4| 
 +^For cap-chain logistics (ie. Basilisk, Osprey, Guardian)^^ 
 +|Capacitor Emission Systems|4| 
 +^For repair drones^^ 
 +|Drones|5| 
 +|Repair Drone Operation|4| 
 + 
 + 
 +====Stealth Bomber====
 A Bomber relies on two important modules: its cloak and the bomb launcher. To fully use your bomber, being able to use torpedoes is also required. A Bomber relies on two important modules: its cloak and the bomb launcher. To fully use your bomber, being able to use torpedoes is also required.
  
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-=====Basic Ratting Vexor===== 
-| <code> 
-[Vexor Newbro Edition - Skills] 
-1. Gallente Frigate I (16 minutes, 40 seconds) 
-2. Gallente Frigate II (1 hour, 17 minutes, 38 seconds) 
-3. Gallente Frigate III (7 hours, 19 minutes, 2 seconds) 
-4. Gallente Destroyer I (16 minutes, 40 seconds) 
-5. Gallente Destroyer II (1 hour, 17 minutes, 38 seconds) 
-6. Gallente Destroyer III (7 hours, 19 minutes, 2 seconds) 
-7. Gallente Cruiser I (41 minutes, 40 seconds) 
-8. Energy Grid Upgrades I (16 minutes, 40 seconds) 
-9. Energy Grid Upgrades II (1 hour, 17 minutes, 38 seconds) 
-10. Weapon Upgrades I (16 minutes, 40 seconds) 
-11. Drones I (8 minutes, 20 seconds) 
-12. Hull Upgrades I (16 minutes, 40 seconds) 
-13. Hull Upgrades II (1 hour, 17 minutes, 38 seconds) 
-14. Hull Upgrades III (7 hours, 19 minutes, 2 seconds) 
-15. Repair Systems I (8 minutes, 20 seconds) 
-16. Energy Grid Upgrades III (7 hours, 19 minutes, 2 seconds) 
-17. Afterburner I (8 minutes, 20 seconds) 
-18. Drone Avionics I (8 minutes, 20 seconds) 
-19. Drone Avionics II (38 minutes, 50 seconds) 
-20. Drone Avionics III (3 hours, 39 minutes, 30 seconds) 
-21. Mechanics III (3 hours, 39 minutes, 30 seconds) 
-22. Jury Rigging I (16 minutes, 40 seconds) 
-23. Drones II (38 minutes, 50 seconds) 
-24. Drones III (3 hours, 39 minutes, 30 seconds) 
-25. Light Drone Operation I (8 minutes, 20 seconds) 
-26. Drones IV (20 hours, 41 minutes, 50 seconds) 
-27. Drones V (4 days, 21 hours, 4 minutes, 50 seconds) 
-28. Heavy Drone Operation I (41 minutes, 40 seconds) 
-29. Medium Drone Operation I (16 minutes, 40 seconds) 
-30. Medium Drone Operation II (1 hour, 17 minutes, 38 seconds) 
-31. Medium Drone Operation III (7 hours, 19 minutes, 2 seconds) 
-32. Heavy Drone Operation II (3 hours, 14 minutes, 4 seconds) 
-33. Heavy Drone Operation III (18 hours, 17 minutes, 36 seconds) 
-34. Jury Rigging II (1 hour, 17 minutes, 38 seconds) 
-35. Gallente Cruiser II (3 hours, 14 minutes, 4 seconds) 
-36. Gallente Cruiser III (18 hours, 17 minutes, 36 seconds) 
-37. Afterburner II (38 minutes, 50 seconds) 
-38. Afterburner III (3 hours, 39 minutes, 30 seconds) 
-38. Fuel Conservation I (16 minutes, 40 seconds) 
-39. Fuel Conservation II (1 hour, 17 minutes, 38 seconds) 
-40. Fuel Conservation III (7 hours, 19 minutes, 2 seconds)  
-Total time: 10d 14h 40m 
-</code> | 
  
  
-To be continued... 
  
-{{tag>General Advanced English}}+ 
 + 
 +{{tag>general skillplan intro all english DojoFixMe}}
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  • Last modified: 2016/01/18 17:11
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