User:Gant Stryker

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Revision as of 23:34, 13 February 2009 by Arx Vethik (Talk | contribs) (Cyno Alt Build)

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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.