PVP-WOLFPACKS Preparation Checklist

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1) Make sure that you have been enrolled in the class.

2) Start going over the reading material for PVP-Wolfpacks. You can find related articles by clicking here: Category:PVP University/WOLFPACKS.

3) Connect to the "AU_PVP_UNIVERSITY" channel in game by going to 'Channels and Mailing Lists' button, clicking on "Join", and typing in "AU_PVP_UNIVERSITY". You will need to be in this channel to see the fleet invitation for the class. It can also be very helpful for asking questions or making arrangements.

4) Connect to Agony's Ventrilo server. Read the Setting Up Ventrilo article and follow the instructions there. NOTE: If you don't have a microphone, you still need to connect to Ventrilo so you can listen to the class. There is no point in attending if you cannot hear the instructor!

5) Check your skills. The skills you need to have before the class starts are listed in the enrolment thread for that class. At the time of this document they are:

Caldari, Gallente or Minmatar Frigate 3+ (Amarr is possible, but not recommended)
Destroyers 1+
Afterburner 3+
Propulsion Jamming 3+
Sensor Linking 3+
Weapon Disruption 3+
Electronic Warfare 3+
Small Hybrid Turret or Small Projectile Turret 3+ 
Weapon Upgrades 3+
Long Range Targeting 3+
Navigation 3+
Warp Drive Operation 3+
Engineering 4+
Electronics 4+
Remote Armor Repair Systems 1+ (recommended)


6) Optional: Install jump clones before the class. To do this, you will need to plug in and train Infomorph Psychology skill and find a corporation or capital ship pilot offering jump clone creation services. Once your jump clone is installed you can jump into it and bring it to class rally point. Your implants will be left with your old clone and preserved this way during your excursion into 0.0 space. Once your 24 jump clone timer is up you will be able to jump back into your clone with implants.

For more information on jump clones and related services refer to the following article: Jump Clones

7) Be sure to arrive at the class rally point well in advance of the start time. Best way to do this is to autopilot to the location the night prior to the date of the class. Check the class enrollment thread to see where the meet-up point is. For most classes this is Nonni solar system in Lonetrek region but sometimes the rally point is different. It is best to arrive an hour before the start, so that if you find that you forgot to do something, such as jump into your jump clone or buy certain modules, you will still have plenty of time to do it before the class starts.

8) Buy ships and fittings. You will need to purchase ships and fittings and bring them to the class start location. While you can sometimes pick up the things you need at or near the system itself, you may find it easier to use a nearby trade hub - just buy a hauler, fill it up at the trade hub and you should be able to transport everything you need in 1 or 2 trips. If you are unfamiliar with the area and want to know a good place to pick things up, simply ask in our public channel!

Ships: Purchase 3 or more destroyers of your choice.

Modules: Before the practical you may be asked to refit your ship according to Hydra principle. Make sure to bring with you different kinds of electronic warfare modules. Having the following in stock is recommended (you are welcome to use t1, named or t2 variants, however the named variants listed below tend to be very cheap and thus are a good balance):

3x J5 Prototype Warp Disruptor and J5B Warp Scrambler (meta 3 warp disruptor and scrambler)
3x Patterned Stasis Web (meta 2 stasis web)
6x F-392 Baker Nunn Targeting Scrambler (meta 2 tracking disruptor)
6x Induced Multispectral ECM (meta 2 multispec ECM) - Not usually fitted unless we're lacking ECM support.
6x Indirect Scanning Dampening Unit (meta 2 remote sensor dampener)
6x of each kind of script:
- tracking speed disruption script
- optimal range disruption script
- targeting range dampening script
- scan resolution dampening script
6000 rounds of short range high damage ammunition
6000 rounds of long range ammunition
Load 2000 units per destroyer

Obviously guns, afterburners etc go without saying!