Difference between revisions of "User:Gant Stryker"
Arx Vethik (Talk | contribs) (Cyno Alt Build) |
Arx Vethik (Talk | contribs) |
||
Line 7: | Line 7: | ||
I start out with the following: | I start out with the following: | ||
− | Minmatar | + | Minmatar |
+ | |||
Sebastior | Sebastior | ||
+ | |||
Tinkers (for the +4 int) | Tinkers (for the +4 int) | ||
+ | |||
+3 int +2 mem | +3 int +2 mem | ||
+ | |||
Miltary | Miltary | ||
+ | |||
Special Forces | Special Forces | ||
+ | |||
Then I train the following: | Then I train the following: | ||
Instant Recall I | Instant Recall I | ||
+ | |||
Analytical Mind I | Analytical Mind I | ||
+ | |||
Instant Recall II | Instant Recall II | ||
+ | |||
Analytical Mind II | Analytical Mind II | ||
+ | |||
Science II | Science II | ||
+ | |||
Science III | Science III | ||
+ | |||
Cybernetics I | Cybernetics I | ||
+ | |||
Then plug in +2 implants for int and mem only. Can go with +3 if you want to save half a day more, or skip the implants entirely and spend more time. | Then plug in +2 implants for int and mem only. Can go with +3 if you want to save half a day more, or skip the implants entirely and spend more time. | ||
Line 29: | Line 42: | ||
Learning II | Learning II | ||
+ | |||
Instant Recall III | Instant Recall III | ||
+ | |||
Analytical Mind III | Analytical Mind III | ||
+ | |||
After that the order is unimportant: | After that the order is unimportant: | ||
Shield upgrades I (optional) | Shield upgrades I (optional) | ||
+ | |||
Propulsion Jamming I (optional but may let you hold a target long enough for the carrier to cyno in, lock and kill) | Propulsion Jamming I (optional but may let you hold a target long enough for the carrier to cyno in, lock and kill) | ||
+ | |||
Infomorph Psychology II (optional but 2 JC's is handy) | Infomorph Psychology II (optional but 2 JC's is handy) | ||
Energy grid upgrades II (cap rechargers, PDU's) | Energy grid upgrades II (cap rechargers, PDU's) | ||
+ | |||
Mechanic I | Mechanic I | ||
+ | |||
Hull Upgrades I (cargo expander, speed mods) | Hull Upgrades I (cargo expander, speed mods) | ||
+ | |||
High speed Maneuvering I (MWD's for mobility) | High speed Maneuvering I (MWD's for mobility) | ||
+ | |||
Destroyers I (Thrasher is a great cyno ship) | Destroyers I (Thrasher is a great cyno ship) | ||
+ | |||
Electronics V | Electronics V | ||
+ | |||
Cloaking I | Cloaking I | ||
+ | |||
Cynosure Field Theory III (lets you get 3 cynos worth of fuel in a Thrasher or Probe and reduces fuel to 350 per cyno) | Cynosure Field Theory III (lets you get 3 cynos worth of fuel in a Thrasher or Probe and reduces fuel to 350 per cyno) | ||
+ | |||
Total training time is 8-9 days. So its a bit longer than the Achura build but gives a character that can move around better, cloak when afk, or scouting gates and even run 2 fighters if you want . | Total training time is 8-9 days. So its a bit longer than the Achura build but gives a character that can move around better, cloak when afk, or scouting gates and even run 2 fighters if you want . | ||
Line 54: | Line 80: | ||
High: Proto Cloak, Cyno Field Generator (have to disable MWD to enable this) | High: Proto Cloak, Cyno Field Generator (have to disable MWD to enable this) | ||
+ | |||
Med: 1mn MWD I, Cap recharger I | Med: 1mn MWD I, Cap recharger I | ||
+ | |||
Low: Expanded Cargo I, Nanofiber I | Low: Expanded Cargo I, Nanofiber I | ||
+ | |||
2 light drones | 2 light drones | ||
Line 61: | Line 90: | ||
High: Proto Cloak I, Cyno Generator, 6 200mm Auto Cannon I (might be able to kill a tackler frig) | High: Proto Cloak I, Cyno Generator, 6 200mm Auto Cannon I (might be able to kill a tackler frig) | ||
+ | |||
Med: 1mn MWD I, 1 cap recharger and a 20k scram | Med: 1mn MWD I, 1 cap recharger and a 20k scram | ||
+ | |||
Low: Nanofiber I, Expanded Cargo I | Low: Nanofiber I, Expanded Cargo I | ||
Revision as of 23:36, 13 February 2009
A carrier pilots best friend is the cyno pilot. If you have a carrier and two accounts it might be a good idea to build a few alts up in the extra slots on the non capital acccount so that you can move independantly if needed. So, what does a cyno alt need? At minimum it needs cyno theory I which requires electronics V. No current character template comes out of the box able to train cyno theory right away.
If you search the EVE-O forums you can find a fast cyno alt build using Caldari Achura prospectors. Its about 7 days but the character that results flys cludgy slow ships and can do nothing besides cynos. I prefer a build that yields a more mobile and stealthy character on the presumption that you may want to sneak it around a bit and be able to move rapidly when needed. The addition of a protocloak makes your cyno alt into a scout as well, particularly useful if in the probe setup given later in this post.
I prefer Minmatar since you can get a build with high navigation skills out of the box and get high enough int/mem that the skills train fast. The build costs about 20mil isk between skills, implants and fitting the first cyno ship.
I start out with the following:
Minmatar
Sebastior
Tinkers (for the +4 int)
+3 int +2 mem
Miltary
Special Forces
Then I train the following:
Instant Recall I
Analytical Mind I
Instant Recall II
Analytical Mind II
Science II
Science III
Cybernetics I
Then plug in +2 implants for int and mem only. Can go with +3 if you want to save half a day more, or skip the implants entirely and spend more time.
Then I train:
Learning II
Instant Recall III
Analytical Mind III
After that the order is unimportant:
Shield upgrades I (optional)
Propulsion Jamming I (optional but may let you hold a target long enough for the carrier to cyno in, lock and kill)
Infomorph Psychology II (optional but 2 JC's is handy)
Energy grid upgrades II (cap rechargers, PDU's)
Mechanic I
Hull Upgrades I (cargo expander, speed mods)
High speed Maneuvering I (MWD's for mobility)
Destroyers I (Thrasher is a great cyno ship)
Electronics V
Cloaking I
Cynosure Field Theory III (lets you get 3 cynos worth of fuel in a Thrasher or Probe and reduces fuel to 350 per cyno)
Total training time is 8-9 days. So its a bit longer than the Achura build but gives a character that can move around better, cloak when afk, or scouting gates and even run 2 fighters if you want .
Ships:
Probe: (holds 1050 liquid ozone, enough for three cynos)
High: Proto Cloak, Cyno Field Generator (have to disable MWD to enable this)
Med: 1mn MWD I, Cap recharger I
Low: Expanded Cargo I, Nanofiber I
2 light drones
Thrasher: (holds 1050 ozone, enough for 3 cynos)
High: Proto Cloak I, Cyno Generator, 6 200mm Auto Cannon I (might be able to kill a tackler frig)
Med: 1mn MWD I, 1 cap recharger and a 20k scram
Low: Nanofiber I, Expanded Cargo I
As an aside, the character has all the pre-reqs for industrials and can be in the wreathe or Hoarder (low end minatar haulers) in a very short time, but is not optimized for a fast trip to industrial 4 for the Mammoth. Still even a Wreathe makes a handy multi-purpose cyno alt/Alloy hauler and give you a third good cyno ship.
Another good add-on is salvager, since it can be used to tell the distance from structures.