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Incursion Skills Requirement

Author
Polo Kelmalu
Imperial Academy
Amarr Empire
#1 - 2013-01-25 11:02:10 UTC
Morning folks o7

I have a combat alt newly started sitting at about 300k SP. Just curious as to the essential skills needed to successfully join the corp on Incursions.

He is Amarr.

Cheers,

Polo
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#2 - 2013-01-26 00:07:56 UTC
Polo Kelmalu wrote:
Morning folks o7

I have a combat alt newly started sitting at about 300k SP. Just curious as to the essential skills needed to successfully join the corp on Incursions.

He is Amarr.

Cheers,

Polo



you want to be able to run a BS/tech3/whatever with about 90-95% efficiency


So a lot of time?

BYDI recruitment closed-ish

kraiklyn Asatru
Sebiestor Tribe
Minmatar Republic
#3 - 2013-01-26 00:10:35 UTC
Garviel Tarrant wrote:
Polo Kelmalu wrote:
Morning folks o7

I have a combat alt newly started sitting at about 300k SP. Just curious as to the essential skills needed to successfully join the corp on Incursions.

He is Amarr.

Cheers,

Polo



you want to be able to run a BS/tech3/whatever with about 90-95% efficiency


So a lot of time?


Meh I did incursions with about 4,5m SP. Just don't tell em that the faction fitted mach does crappy DPS due to your ****** skills :')
Morgan Torry
Arma Purgatorium
#4 - 2013-01-26 01:49:27 UTC
Pretty much get to the T1 large guns of your racial preference...since you said Amarr that'd be the Apoc to start more than likely. Obviously depending on the type of Incursions you're doing you can join other groups such as TVP. Be able to fit the T2 variants of the defensive mods your fleets run (be them armor or shield) since you can't fake that when they see you getting aggro...plus you want to keep your ship alive anyways. Once you get the T2 defensive mods, tracking computers, sensor boosters, and any other skills your community requires, you should be set to start.

Arma Purgatorium - What is Podded May Never Die

Vera Algaert
Republic University
Minmatar Republic
#5 - 2013-01-26 11:30:06 UTC  |  Edited by: Vera Algaert
Morgan Torry wrote:
Pretty much get to the T1 large guns of your racial preference...since you said Amarr that'd be the Apoc to start more than likely. Obviously depending on the type of Incursions you're doing you can join other groups such as TVP. Be able to fit the T2 variants of the defensive mods your fleets run (be them armor or shield) since you can't fake that when they see you getting aggro...plus you want to keep your ship alive anyways. Once you get the T2 defensive mods, tracking computers, sensor boosters, and any other skills your community requires, you should be set to start.

that seems backwards to me - you can always replace tank modules/sensor boosters/... through faction/deadspace variants and nobody will know how little SP you really have by looking at your fitting.

but t1/faction guns will usually stand out like a sore thumb (tachyons might be an exception as t2 are hard to fit on many setups).

so I'd say that getting t2 guns should be the highest priority if his goal is to get into fleets.

.

Ginger Barbarella
#6 - 2013-01-29 17:07:36 UTC
Polo Kelmalu wrote:
Morning folks o7

I have a combat alt newly started sitting at about 300k SP. Just curious as to the essential skills needed to successfully join the corp on Incursions.


300k?? Yeah, go back to L2 missioning. Cool

"Blow it all on Quafe and strippers." --- Sorlac