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Ships & Modules

 
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Capital Ship Support Skills, what level

Author
Dinsdale Pirannha
Pirannha Corp
#1 - 2011-10-29 05:46:42 UTC
I have an alt dipping his toes in the carrier pool.
I am yet unsure which carrier I will focus on, so currently I am getting all the carrier support skills (internal/external armour/shield/hull, and energy). I think there are 6 in total.

The question is does anyone take them to level V?
Is the gain in cap stability worth the train time, or do most players decide the train time is not worth it.
I am definitely taking all to level IV, just not sure of the pain involved for level V.
Ravans
The Federal Ministry of Finance Nigeria
#2 - 2011-10-29 07:02:05 UTC
jump calibration 5 is a huge benefit.

would only bother doing resist skills to 5 if going for super caps, everything else, get to 5.
Aamrr
#3 - 2011-10-29 08:32:07 UTC
Jump drive calibration 5 is nice if and only if everyone in the group has it. Which will either mean your corporation will tell you you need it, or you'll only benefit when solo.

Pretty much everything else with the word "Capital" before it can be left at level 4...since training them to 5 is about on par with training Marauders to 5. Again, if you actually do need it to 5, your corporation or alliance will tell you.
Headerman
Native Freshfood
Minmatar Republic
#4 - 2011-10-29 08:44:10 UTC
Capital skills... think Cap skills, then think Capacitor skills, and all the mods that need them: capital RR, energy x-fer, CAR, CSB...

Best to get both your cap capacity and cap regen skills to 5 first, armour resists to 4, then work on your cap energy x-fer skill.
Jump Cal 5 is nice, but 4 is the minimum, and cap fleets use level 4's range to chart a course.

Work on your cap remtoe armour repping, forget shield repping until later

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Ravans
The Federal Ministry of Finance Nigeria
#5 - 2011-10-29 09:46:42 UTC
reason why i say JDC 5 is if you live out in the middle of nowhere (like nulli secunda) it means only 1 midpoint for a carrier run to lowsec rather than 2. just makes life a lot easier in that regard.

nothing to do with fleet ops.
Tanya Powers
Doomheim
#6 - 2011-10-29 12:37:46 UTC
Dinsdale Pirannha wrote:
I have an alt dipping his toes in the carrier pool.
I am yet unsure which carrier I will focus on, so currently I am getting all the carrier support skills (internal/external armour/shield/hull, and energy). I think there are 6 in total.

The question is does anyone take them to level V?
Is the gain in cap stability worth the train time, or do most players decide the train time is not worth it.
I am definitely taking all to level IV, just not sure of the pain involved for level V.


Pick any related certificate and bump it to Elite, that simple. Also, logistics 5 is not an option (soon)
Dinsdale Pirannha
Pirannha Corp
#7 - 2011-10-29 14:47:16 UTC
OK, thanks folks.

Guess I did not make myself clear.

Skills I am have at V:

Energy Mgmt
Energy Ops
and of course Hull Upgrades, Mech V, all the other basic ship support skills for all ships.

no self-respecting pilot does NOT have them at V.

Skills going to V:
Jump Drive Cali
Logi V (need it for Tactical Logi Recon)

Ones in question (minimum IV, but V?):
Cap Energy Emissions
Cap Remote Repair
Cap Shield Op
Cap Remote Hull Rep
Cap Repair
Cap Shield Emissions
Jump Fuel Cons
Tactical Logi Recon


Sounds like it is "whatever your corp/alliance tells you", but I am looking to make the char attractive to join an corp/alliance, so want to skill up first.
The char is months away from actually flying a carrier, since I am max/min'ing the skills and he is learning int/mem skills at maximum level currently.
Written Word
Brutor Tribe
Minmatar Republic
#8 - 2011-10-29 15:22:27 UTC
Put all of those to IV
Aamrr
#9 - 2011-10-29 16:38:43 UTC
All of those at 4, unless your carrier lacks a bonus to the range of the relevant module (Archons can skip capital shield emissions, Chimeras can ignore Capital Remote Armor repair). If your corporation needs it at 5 (such as for Pantheon operations), I'm sure they'll be quick to tell you otherwise.

You can probably skip capital hull repair, but your supercapital pilots won't like you for it. Likewise, you could probably leave Tactical Logi Recon at 3, but 4's a short train anyway, so why not.