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.
 +
 
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.
 +
 +
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

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