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Qui Shon
Posted - 2011.03.21 15:56:00 - [1]
 

Edited by: Qui Shon on 24/03/2011 07:23:11
Edited by: Qui Shon on 21/03/2011 16:00:04

Hey,

So I'm wondering if I'm forgetting anything from the finished or near-"perfect" capital pilot. Let me list what I think is necessary, and please tell me if I'm missing something. All skills to 5 unless specified otherwise, and I try not to list pre-requisites separately, such as Energy Emissions is a pre-req for Capital EE, and Drone Interfacing is a Pre-req for Fighter and Advanced DI.


Carrier

Advanced Drone Interfacing 3
Caldari/Gallente/Minmatar Drone Specialization 4
Combat Drone Operation
Drone Durability
Drone Navigation
Drone Sharpshooting
Electronic Warfare Drone Interfacing
Fighters
Heavy Drone Operation
Repair Drone Operation
Scout Drone Operation
Sentry Drone Interfacing

Cloaking 4
Long Range Targeting
Multitasking 3
Signature Analysis


Capital Energy/Shield Emissions
Capital Shield Operation
EM/Ex/Ki/Th Shield Compensation 4
Energy Management
Energy Operation
Energy Pulse Weapons
Shield Compensation
Tactical Shield Manipulation 4

Armor Rigging 4
Capital Remote Armor Repair Systems
Capital Repair Systems
Em/Ex/Ki/Th Armor Compensation
Jury Rigging 4
Nanite Interfacing
Nanite Operation
Tactical Logistics Reconfiguration


Evasive Maneuvering
Jump Drive Calibration
Jumpd Fuel Conservation


Biology
Cybenetics
Nanite Control
Neurotoxin Recovery
Thermodynamics


Racial Carrier
Capital Ships



There, that's the carrier. 166d left Smile. Yes I could do Racial Drone specs to 5, but, come on, another 2% to regular drones from a Carrier, is never going to matter. Or do you disagree?

ADI to more then three? I can't imagine a situation where I'd want to use more then three DCU's?

Shield comps to 4 only, because if you run out of cap to the point where your mods turn off, well, you going down and another 3% bonus to your turned off hardener isn't going to save you. Or does anyone ever fit passive shield resist mods to a Carrier or Dread? Why?




Dreadnought


Caldari/Gallente/Minmatar Drone Specialization 4
Combat Drone Operation
Drone Durability
Drone Navigation
Drone Sharpshooting
Electronic Warfare Drone Interfacing 4
Heavy Drone Operation
Scout Drone Operation
Sentry Drone Interfacing


Cloaking 4
Long Range Targeting
Signature Analysis
Targeting 2


Capital Shield Operation
EM/Ex/Ki/Th Shield Compensation 4
Energy Management
Energy Operation
Shield Compensation
Tactical Shield Manipulation 4


Capital Weapon system(s)
Controlled Bursts
Motion Prediction
Rapid Firing
Sharpshooter
Surgical Strike
Tactical Weapon Reconfiguration
Trajectory Analysis


Armor Rigging 1
Racial Weapon Rigging 4
Capital Repair Systems
Em/Ex/Ki/Th Armor Compensation
Jury Rigging 4
Nanite Interfacing
Nanite Operation


Evasive Maneuvering
Jump Drive Calibration
Jump Fuel Conservation


Biology
Cybenetics
Nanite Control
Neurotoxin Recovery
Thermodynamics


Racial Dreadnought
Capital Ships


Same as Carrier really, -RR +Guns

Mona X
Caldari
Missions Mining and Mayhem
Northern Coalition.
Posted - 2011.03.21 17:52:00 - [2]
 

Originally by: Qui Shon

Carrier
Capital Remote Armor Repair Systems
Capital Repair Systems
Em/Ex/Ki/Th Armor Compensation
Jury Rigging 4
Nanite Interfacing
Nanite Operation
Tactical Logistics Reconfiguration



Armor rigging

Originally by: Qui Shon

ADI to more then three? I can't imagine a situation where I'd want to use more then three DCU's?


Ratting thanatos can fit 5. :P

Originally by: Qui Shon

Dreadnought
Drone Navigation 4


5

Originally by: Qui Shon

Cloaking 4


Dreads don't cloak.

Originally by: Qui Shon

Same as Carrier really, -RR +Guns


+ citadel missiles.

Baneken
Gallente
The New Knighthood
Apocalypse Now.
Posted - 2011.03.21 19:48:00 - [3]
 

+ capital remote hull repper, granted not exactly most useful of modules but it only takes a few days to train and it never hurts being able to repair a friendly hull without visiting a station (WH mostly, more then enough stations to dock in null/low).

Qui Shon
Posted - 2011.03.23 07:54:00 - [4]
 

Hmm, I was thinking a Dread might want to fit a cloak sometime if it has to sneak through hostile space. As in Jump in, warp to ss (admittedly it would get caught here if people reacted fast, but say there's only some ratters or indies in the sys and tacklers are nextdoor or something) and cloak up while building cap for next jump. Cloaking 1 would suffice for that of course.

I was thinking Drone Nav 4 would be enough for dreads, since it'll use sentries or heavies, or no drones at all most of the time anyway. But fair enough it's only Rank 1, so might as well.

Capital remote Hull reppers, hmm. Large remote hull reppers seem adequate for the most part, though granted I've never had to rep a capital from deep structure. One capital cap transfer lets you permarun two large hull reppers on a battleship even with ****ty skills, and as a bonus you don't need to refit your carrier. Granted two Large Hull RR rep only about 65hp/s, and one capital Hull RR reps some 150hp/s. Still, as you say it's not a long train, about a week to lvl 4, so may as well get that too.

And yeah, added armor rigging 1 to carrier.

Cheers for input.

Mona X
Caldari
Missions Mining and Mayhem
Northern Coalition.
Posted - 2011.03.23 13:37:00 - [5]
 

Originally by: Qui Shon
Hmm, I was thinking a Dread might want to fit a cloak sometime if it has to sneak through hostile space. As in Jump in, warp to ss (admittedly it would get caught here if people reacted fast, but say there's only some ratters or indies in the sys and tacklers are nextdoor or something) and cloak up while building cap for next jump. Cloaking 1 would suffice for that of course.


Jump in, dock, undock, jump out.

Originally by: Qui Shon

I was thinking Drone Nav 4 would be enough for dreads, since it'll use sentries or heavies, or no drones at all most of the time anyway. But fair enough it's only Rank 1, so might as well.


You'll need lvl 5 especially for heavies.

Originally by: Qui Shon

And yeah, added armor rigging 1 to carrier.



Add 4. Armor rigs will slow you down.

Riedle
Minmatar
Paradox Collective
Posted - 2011.03.23 13:39:00 - [6]
 

Advanced spaceship command to V

Mona X
Caldari
Missions Mining and Mayhem
Northern Coalition.
Posted - 2011.03.23 14:29:00 - [7]
 

That's prereq for siege.

Riedle
Minmatar
Paradox Collective
Posted - 2011.03.23 16:04:00 - [8]
 

Edited by: Riedle on 23/03/2011 16:05:08
Originally by: Mona X
That's prereq for siege.


Yep. He is making a training plan.
The one he has now he won't be able to fly either.

Also pretty sure he needs logi to 5 if he wants to triage.

Baneken
Gallente
The New Knighthood
Apocalypse Now.
Posted - 2011.03.23 18:31:00 - [9]
 

Edited by: Baneken on 23/03/2011 18:31:38
All capital sized modules except industrial reconfiguration module require a "parent skill" at V.

So for triage module logistics V and for siege module advanced weapon upgrades V, Large "racial turret" V for guns etc.

Mona X
Caldari
Missions Mining and Mayhem
Northern Coalition.
Posted - 2011.03.23 19:52:00 - [10]
 

Originally by: Riedle
Edited by: Riedle on 23/03/2011 16:05:08
Originally by: Mona X
That's prereq for siege.


Yep. He is making a training plan.
The one he has now he won't be able to fly either.

Also pretty sure he needs logi to 5 if he wants to triage.


Originally by: Read the OP
and I try not to list pre-requisites separately,

Riedle
Minmatar
Paradox Collective
Posted - 2011.03.23 22:39:00 - [11]
 

ahh. oops. missed that part. Embarassed

Qui Shon
Posted - 2011.03.24 07:22:00 - [12]
 

Originally by: Mona X
Originally by: Qui Shon
Hmm, I was thinking a Dread might want to fit a cloak sometime if it has to sneak through hostile space. As in Jump in, warp to ss (admittedly it would get caught here if people reacted fast, but say there's only some ratters or indies in the sys and tacklers are nextdoor or something) and cloak up while building cap for next jump. Cloaking 1 would suffice for that of course.


Jump in, dock, undock, jump out.



Yeah I mean when there aren't any stations about, like hostile nullsec.


 

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