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Skill Discussions

 
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Chimera Skills

Author
Hedor
Aquitaine Holdings
#1 - 2013-05-30 02:51:33 UTC
Had some questions regarding skills for flying a chimera......

I'm not 100% maxed sub cap for caldari but I am getting pretty darn close, so I'm looking at moving into a chimera and I can fly one within 42 days, however I know that changes are coming in oddyssey which will make it take longer.

Can anyone give a hand with what I need to not just sit in a chimera, but fly it well(not perfect)? I've got a skill plan I went through and think I've got everything, but I've never even looked at carriers before, some input would be welcome and helpful.
Angelique Duchemin
Team Evil
#2 - 2013-05-30 04:27:42 UTC
There's 20 million SP worth of drone skills which all has a use (except maybe the mining drones if you're not into that)

The very sun of heaven seemed distorted when viewed through the polarising miasma welling out from this sea-soaked perversion, and twisted menace and suspense lurked leeringly in those crazily elusive angles of carven rock where a second glance shewed concavity after the first shewed convexity.

RavenPaine
RaVeN Alliance
#3 - 2013-05-30 05:14:51 UTC  |  Edited by: RavenPaine
In My Opinion:

A Carriers main role is logistics, so the remote rep skills to IV is a minimum.

Secondary, but very important use for a carrier is, transporting ships and supplies.
I really like Jump Cal V for the extra jump range.

Yes Fighters. Ecm drones, Rep drones and Sentries make for a well rounded drone bay.

Your own cyno alt, or at the least, a TRUSTED cyno buddy.

These skills would apply to any carrier tbh.
To add: I'm glad you mentioned that you don't want to just sit in the ship. A Carrier may be your most expensive asset, and it deserves proper skilling to back it.
I sneak in a cap skill here and there. Been picking away for years, and I still don't have a 'perfect' carrier. But I will at some point Cool
Grandma Squirel
#4 - 2013-05-30 20:38:47 UTC  |  Edited by: Grandma Squirel
For its role as a giant suitcase, Jump Cal 4 is enough, and clearly worth the train, unless your corp/alliance expects JC5. Its worth the train anyway, but not a priority.

Beyond that, it depends on what your going to do with said carrier. There are 3-4 major roles of a carrier:
Suitcase - No skills beyond jump cal required, remote reps etc a good idea, train cyno alts on your other accounts.
Shield Triage - Chimera is a good choice, cap shield booster, cap shield transfer 4, then work towards T2 Triage.
Fleet Carrier - Most cap fleets run armor, chimera is going to be a poor choice, but you can sort of armor tank it.
Ratting/Plexing - Drone skills, Drone skills, Drone Skills. Ratting in a carrier is generally frowned upon due to the ease of catching a carrier, that people care more about a carrier loss mail then a similarly priced T3/Faction BS, and that said T3 or Faction BS will perform nearly as well.
Angelique Duchemin
Team Evil
#5 - 2013-05-31 03:43:33 UTC
RavenPaine wrote:
I really like Jump Cal V for the extra jump range.


That and jump fuel conservation 5 are really two skills that only come in handy if you run your own freighter business.


No fleet is going to plan their jumps and cyno placements around the pilots having those skills at 5.

On top of that a capital fleets active range is based on the jump fuel conservation skill of the lowest pilot in the fleet so the people who have it at 5 will just end up with extra fuel after every trip because there's always going to be someone with 4 or less.

The very sun of heaven seemed distorted when viewed through the polarising miasma welling out from this sea-soaked perversion, and twisted menace and suspense lurked leeringly in those crazily elusive angles of carven rock where a second glance shewed concavity after the first shewed convexity.

Mia Restolo
Royal Amarr Institute
Amarr Empire
#6 - 2013-05-31 15:36:33 UTC
I think Jump Cal V is a great time investment. Travel will most likely be based around IV when traveling in a fleet, but doing personal moving or single cap ship stuff it saves jumps and time running cyno alts around as well as opening up extra route options.