Difference between revisions of "Skills for flying a Skirmish Fleet Interceptor"
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==Introduction== | ==Introduction== | ||
The article briefly goes through skills that will affect your abilitiy to fly a fleet interceptor and mention how it affects them. | The article briefly goes through skills that will affect your abilitiy to fly a fleet interceptor and mention how it affects them. | ||
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It is not intended to be a list of "You need all of those at 5 to fly", but serves as an overview. | It is not intended to be a list of "You need all of those at 5 to fly", but serves as an overview. | ||
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+ | Obviously, most of those skills will be helpful for PVP in general. | ||
==Skills affecting capacitor life== | ==Skills affecting capacitor life== |
Revision as of 16:43, 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.
Obviously, most of those skills will be helpful for PVP in general.
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 enough/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 those pesky 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