Difference between revisions of "Skills for flying a Skirmish Fleet Interceptor"
ToranBrades (Talk | contribs) (Base article) |
(No difference)
|
Revision as of 16:36, 24 March 2013
Contents
Introduction
The article briefly goes through skills that will affect your abilitiy to fly a fleet interceptor and mention how it affects them. It is not intended to be a list of "You need all of those at 5 to fly", but serves as an overview.
Skills affecting capacitor life
Energy Management - 4 recommended, 5 great (will result in better cap life) Energy Systems Operation - 4 recommended, 5 great (will result in better cap life) High Speed Maneuvering - 4 recommended, 5 great (will result in better cap life. Strong impact) Propulsion Jamming - 4 recommended, 5 great (will result in better cap life. Minor impact)
Warp Drive Operation - 4 recommended, 5 great (affects how long your warps carry you/how much cap is used there. Minor impact)
Skills affecting survivability
Interceptors - 4 recommended, 5 great (gives a nice bonus to point range and makes you harder to hit. Long train, but noticable)
Navigation - 5 recommended (gives more speed) Acceleration control - 4 recommended, 5 great (gives more speed) Spaceship Command - 4 recommended, 5 great (adds another bit of agility, always handy)
Skills making your job easier ("utility")
Long Range Targeting - 4 recommended, 5 great (you can never have too much targeting range) Signature Analysis - 4 recommended, 5 great (inties already lock fast, but it never hurts to get another bit of bonus)
Racial Sensor Compensation - 3 recommended, 4-5 great (every little bit helps against EC-300s - pick the skill for the inty you fly)
Thermodynamics - 3 recommended, 4-5 great (heat is your friend - more range on points, more speed from the MWD - and now less damage from this skill) Biology - 3 recommended (extends the duration of useful drugs like Quafe Zero or X-Instinct) Nanite Control/Neurotoxin Recovery - 3 recommended (if you pop a X-Instinct, it helps a bit with the side effects)