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Goa Vibe
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Posted - 2010.04.14 01:59:00 -
[1]
I searched, could not find any suggestion at making a cyno alt that wouldn't have to worry about upgrading clones. I have an Amarr/Amarr just started cyno theory and will fly a magnate. Plan on getting cyno to 4, because 5 will surpass the 900k barrier.
Has anyone made a skill plan for the armor/structure boost in hull upgrades/mechanic, support skills for fit, cyno, etc. Without exceeding the 900k SP limit? Do not really see exceeding lvl 3 except electronics/cyno.
You could squeeze in more usable skills by not training learning, but i only have 24k in learning (mem/int), and cybernetics 1 for mem/int +2.
And along with that, the ideal ship that will take your fit. assuming you had a choice of spare parts to put on it.
On cyno 2 now. gonna halt on cyno 4 with 580k SP, leaving 320k SP to use. Suggestions?
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Yakumo Smith
Gallente No End To Infinity Fleetingly Finite
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Posted - 2010.04.14 05:31:00 -
[2]
Maybe not what your after, but i'd train Cloaking III somewhere in your plans. Boosts the usefulness of your alt when not being used as a cyno.
I suppose this must be my sig. I'll do something cool with it eventually. |
Mona X
Caldari C0VEN
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Posted - 2010.04.14 07:46:00 -
[3]
Cyno 4, all frigates to 3, afternurner.
From there you could go for industrials or cruisers.
Industrials can hold more ozone or could perform so simble tasks at POS's. Cruiser are more durable (won't die from one bomb).
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Goa Vibe
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Posted - 2010.04.14 11:42:00 -
[4]
good suggestions so far. I did pick up cloaking :) list so far.
Electronics Cloaking Cynosural Field Theory Electronics Total Skillpoints in Group: 284,531
Engineering Engineering Shield Operation Total Skillpoints in Group: 9,415
Gunnery Gunnery Small Energy Turret Total Skillpoints in Group: 9,415
Industry Mining Total Skillpoints in Group: 1,415
Learning Analytical Mind Instant Recall Learning Total Skillpoints in Group: 24,000
Mechanic Hull Upgrades Mechanic Total Skillpoints in Group: 24,000
Navigation Navigation Total Skillpoints in Group: 8,000
Science Cybernetics Infomorph Psychology Science Total Skillpoints in Group: 9,000
Spaceship Command Amarr Frigate Spaceship Command Total Skillpoints in Group: 10,829
Total Skillpoints: 380,605 Total Number of Skills: 19
Cyno 4 will leave me at 586,835sp. I am going to look at going all race frig, or possibly cruiser or ind, rationing the remaining SPs... ty guys
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Emma Royd
Caldari Maddled Gommerils
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Posted - 2010.04.17 10:01:00 -
[5]
As Mona says, Afterburner is useful to 'drift' inside a pos shield (if it still works), head full speed towards the tower, and just before you get to the shield drop the cyno and your momentum *should* carry you into the shield to safety, takes a bit of practice and knowing what size shield the tower is but definitely useful.
+_+
Artificial Intelligence is no match for Natural Stupidity |
superteds
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Posted - 2010.04.17 19:08:00 -
[6]
Might be useful putting some SP into industrials.
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Jarden
Gallente The Executives
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Posted - 2010.04.17 19:13:00 -
[7]
You could add anchoring lvl3
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Strogen Mkok
University of Caille
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Posted - 2010.04.18 07:56:00 -
[8]
Here's what I came up with using a brand-new Gallente (Gallente frig II is all you need to drive the Gallente cyno frigs) character.
***Remapping (active) : i15 p5 c5 w5 m9*** Cybernetics I Electronics IV Electronics V Cynosural Field Theory I Cynosural Field Theory II Cynosural Field Theory III Cynosural Field Theory IV Afterburner I Cloaking I Cloaking II Cloaking III Hull Upgrades I Hull Upgrades II Mechanic III Jury Rigging I Jury Rigging II Jury Rigging III Astronautics Rigging I Anchoring I Anchoring II Anchoring III ***Remapping (active) : i5 p15 c5 w9 m5*** Amarr Frigate I Amarr Frigate II Amarr Frigate III Caldari Frigate I Caldari Frigate II Caldari Frigate III Minmatar Frigate I Minmatar Frigate II Minmatar Frigate III Amarr Industrial I Caldari Industrial I Caldari Industrial II Caldari Industrial III Minmatar Industrial I Minmatar Industrial II Minmatar Industrial III Minmatar Industrial IV Infomorph Psychology I Infomorph Psychology II Infomorph Psychology III
This comes in at 899,948 SP if my calculations are correct.
The great thing about this plan is that you get a cyno alt, hauler alt, cloaky scout alt, POS anchorer (or unanchorer, for those of you that like to tear down enemy POSes ), and 3 jump clones. I can't think of much more I'd want from a <900k SP char.
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Dodgy Past
Amarr Debitum Naturae BricK sQuAD.
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Posted - 2010.04.20 06:40:00 -
[9]
I'd also want to stick some web skills on there as well for when you want to web an incoming ship to help it align and gtfo asap. ---------------------------------------------------------------------------- you seem determined to turn it into ******* Hollyoaks for neckbeards. |
Strogen Mkok
University of Caille
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Posted - 2010.04.20 17:36:00 -
[10]
Originally by: Dodgy Past I'd also want to stick some web skills on there as well for when you want to web an incoming ship to help it align and gtfo asap.
Good idea. However, adding prop jamming into the above skillplan put it over the 900k limit. Here's what I came up with:
***Remapping (active) : i15 p5 c5 w5 m9*** Cybernetics I Electronics IV Electronics V Hull Upgrades I Hull Upgrades II Afterburner I Mechanic III Jury Rigging I Jury Rigging II Jury Rigging III Anchoring I Anchoring II Anchoring III Astrometrics I Astrometrics II Sensor Linking I Electronics Upgrades I Targeting I Propulsion Jamming I Cynosural Field Theory I Cynosural Field Theory II Cynosural Field Theory III Cynosural Field Theory IV Cloaking I Cloaking II Cloaking III Astronautics Rigging I ***Remapping (active) : i5 p15 c5 w9 m5*** Amarr Frigate I Amarr Frigate II Amarr Frigate III Caldari Frigate I Caldari Frigate II Caldari Frigate III Minmatar Frigate I Minmatar Frigate II Minmatar Frigate III Amarr Industrial I Caldari Industrial I Caldari Industrial II Caldari Industrial III Minmatar Industrial I Minmatar Industrial II Minmatar Industrial III Minmatar Industrial IV Infomorph Psychology I Infomorph Psychology II
You get only 2 jump clones, but you gain web ability, remote sensor boosting, +1 target, Co-Processors, and probing ability. Any more suggestions?
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Lance Fighter
Amarr
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Posted - 2010.04.22 10:28:00 -
[11]
only thing i could think of you possibly needing is a micro aux power core, but those skill reqs are fairly low..
Originally by: CCP Shadow Have you ever wished you could have prevented a train wreck before it actually happened? I need to stop this one before the craziness begins.
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