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.
 
Obviously, most of those skills will be helpful for PVP in general.
  

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