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 Soloing Level 4 Missions Guide by - May 6, 2008

What you can expect to find in this guide:

 

1) Intro – The best character for the job?

2) Recommended skills for anyone thinking of soloing level 4 missions.

3) One of the most useful tips you will ever find.

4) Break down of load outs and skill recommendations.

5) Amarr Battleship - Abaddon

6) Amarr Battlecruiser – Harbinger

7) Caldari Battleship – Raven

8) Caldari Battlecruiser – Drake

9) Gallente Battleship – Megathron

10) Gallente Battlecruiser – Myrmidon

11) Minmatar Battleship – Maelstrom

12) Minmatar Battlecruiser – Hurricane

13) Conclusion

 

 

1) Intro – The best character for the job?

 

There is often much debate on what race is best for certain situations and which is best over all. The general consensus is that the Caldari Achura is the most powerful race for starting most any character you will want. In reality it is more of a case for what you want your character to be able to do. If you want a character that can get in a Hulk and be able to go into low security space and mine all of the Arkonor you can find you would be better suited to start off as a Caldari Achura. The thing is, you are only going to train the necessary skills to use the ship maybe a day faster than a Minmatar Sebiestor. While if you are trying to get in lets say, a Wyvern, a Caldari Carrier, you might be surprised to find out that a Minmatar Brutor will get the basic skills needed to fly the ship trained roughly eight days faster than a Caldari Achura would. So in the end it comes down to three basic choices, do I want my character to get into a certain type of ship and equipment the fastest, do I want a character that I can do more than one specific thing with and most importantly, what race do I actually like to play. Never start playing a Caldari Achura just because they can do certain things faster than other races, this is true for any race for any specific situation. If you are looking for a good role playing experience then find the race that you would enjoy playing the most and which character you think looks most like something you would like to look at every day.

 

 

2) Recommended skills for anyone thinking of soloing level 4 missions.

 

Here are the basic recommended skills that all characters should have for soloing level 4 missions. Certain ships will require more skills in some areas so those will be left out of this section, primarily skills having to do with weaponry and tanking. This isn’t to say that you are going to have to get all of these skills to the recommended level. You may find that you could do the missions without some of these skills at all, but this list is designed to make completing missions faster and easier.

 

Drones:

 

- Drone Durability – Level 4

- Drone Interfacing – Level 5

- Drones – Level 5

- Scout Drone Operation – Level 5

- Racial Drone Specialization – Level 4 (Note, this is for choosing tech 2 drones and what damage type you want them to do. Amarr – EM damage, Caldari – Kinetic damage, Gallente – Thermal damage, Minmitar – Explosive damage)

 

Electronics:

 

- Electronics – Level 5

- Electronic Upgrades – Level 4

- Long Range Targeting – Level 4

- Signature Analysis – Level 4

- Targeting – Level 5

 

Engineering:

 

- Energy Grid Upgrades – Level 4

- Energy Management – Level 4

- Energy Systems Operation – Level 5

- Engineering – Level 4

 

Gunnery:

 

- Gunnery – Level 2

- Weapon Upgrades – Level 4

 

Learning:

 

These aren’t particular to soling level 4 missions; it is my opinion that these are the first skill that anyone should learn regardless of what they do. Learn all rank 1 skills and train them to 4, and the learning skill to level 3. The rank 3 learning skills should be learned depending on what race you chose to minimize learning time for other skills. In this case I would recommend Empathy simply for faster learning of skills that will get you better mission rewards from your current agent.

 

Mechanic:

 

- Hull Upgrades – Level 4

- Mechanic – Level 1

 

Navigation:

 

- Afterburner – Level 4

- Evasive Maneuvering – Level 4

- Fuel Conservation – Level 3

- Navigation – Level 4

- Warp Drive Operation – Level 4

 

Most wouldn’t say that these skills are required for soloing level 4 missions, which is true of the afterburner skill. These are all great skills to have at your disposal, especially if you find yourself in a mission that you have to get out of quick because your tank isn’t good enough at the moment.

 

Science:

 

- Science – Level 1

 

You will get implants occasionally from random mission loot from some named enemies in the missions, also from rewards for most story line missions. If you want to equip these then you will need to get your Science skill to level 3 as well as your Cybernetics skill high enough to equip them.

 

Social:

 

- Connections – Level 3

- Negotiation – Level 3

- Social – Level 4

 

Spaceship Command:

 

This is of course all relative to the race that you are playing. Most people prefer to use either Battleships or Battlecruisers to solo level 4 missions. Ultimately Battlecruisers are considered much more difficult to use to solo due to having low CPU and Power Grid capacities compared to Battleships and thus have to use medium or light weapons instead of heavy versions. So here is a break down of what skills would be most efficient for the time to train for the bonus you receive.

 

- Battleships:

 

   - Racial Battleship – Level 4

   - Racial Cruiser – Level 4

   - Racial Frigate – Level 4

   - Spaceship Command – Level 4

 

- Battlecruisers:

 

   - Battlecruisers – Level 4

   - Racial Cruiser – Level 3

   - Racial Frigate – Level 4

   - Spaceship Command – Level 4

 

Here I will break down the time required to get all of the aforementioned skills to the appropriate level as well as for Battleships and Battlecruisers. The entries will be shown in an order of fastest to slowest for each of the races. I will give the top entry for each bloodline as that is where the main deciding factor lies aside from your allocation of the 5 attribute points you get. As a general rule these times will be shown as if you put 1 attribute point in each of the 5 to choose from. This will give a fair average so that you can see how much difference the bloodline will make instead.

 

These numbers will be rough estimates based on having the rank 3 learning skills needed to shorten the times drastically; these would be different for each race as to what would be most efficient. If you use any implants at all it will change these numbers significantly. These however do not include the skills or the time it would take to learn the necessary skills for weaponry or tanking ability. All skills mentioned above are strictly support skills that any character could make use of regardless of using an Amarr Battleship using pulse lasers and armor tanking or a Caldari Battleship firing missiles while shield tanking.

 

The first number of days given is how long it will take that character to learn all aforementioned skills along with their own race’s Battleship skill. The second number will represent the same skills except for every other race’s Battleship skill instead of their own.

 

Battleships:

 

- Amarr:

 

1. Amarr – Amarr – Wealthy Commoners – Military – Special Forces: 131 Days, 135 Days

2. Amarr – Ni-Kunni – Border Runners – Military – Special Forces: 132 Days, 136 Days

3. Amarr – Khanid – Zealots – Military – Special Forces: 137 Days, 140 Days

 

- Caldari:

 

1. Caldari – Achura – Stargazers – Military – Soldier: 131 Days, 132 Days

2. Caldari – Deteis – Merchandisers – Military – Soldier: 133 Days, 135 Days

3. Caldari – Civire – Entrepreneurs – Military – Soldier: 134 Days, 139 Days

 

- Gallente:

 

1. Gallente – Intaki – Reborn – Military – Special Forces: 129 Days, 132 Days

2. Gallente – Gallente – Miners – Military – Special Forces: 132 Days, 134 Days

3. Gallente – Jin-Mei – Saan Go Caste – Military – Special Forces: 136 Days, 139 Days

 

- Minmatar:

 

1. Minmatar – Vherokior – Drifters – Military – Special Forces: 133 Days, 138 Days

2. Minmatar – Brutor – Workers – Military – Special Forces: 137 Days, 140 Days

3. Minmatar – Sebiestor – Rebels – Military – Special Forces: 140 Days, 144 Days

 

Battlecruisers:

 

- Amarr:

 

1. Amarr – Amarr – Wealthy Commoners – Military – Special Forces: 123 Days, 125 Days

2. Amarr – Ni-Kunni – Border Runners – Military – Special Forces: 125 Days, 127 Days

3. Amarr – Khanid – Zealots – Military – Special Forces: 130 Days, 132 Days

 

- Caldari:

 

1. Caldari – Achura – Stargazers – Military – Soldier: 123 Days, 124 Days

2. Caldari – Deteis – Merchandisers – Military – Soldier: 124 Days, 125 Days

3. Caldari – Civire – Entrepreneurs – Military – Soldier: 131 Days, 132 Days

 

- Gallente:

 

1. Gallente – Intaki – Reborn – Military – Special Forces: 118 Days, 122 Days

2. Gallente – Gallente – Miners – Military – Special Forces: 123 Days, 126 Days

3. Gallente – Jin-Mei – Saan Go Caste – Military – Special Forces: 128 Days, 130 Days

 

- Minmatar:

 

1. Minmatar – Vherokior – Retailers – Military – Special Forces: 123 Days, 126 Days

2. Minmatar – Brutor – Workers – Military – Special Forces: 130 Days, 132 Days

3. Minmatar – Sebiestor – Tinkerers – Military – Special Forces: 131 Days, 134 Days

 

 

These are really here for reference more than anything. With these skills uploaded you will only have what ever primary combat and defense skills you started you character with. These are here to see the difference that the primary combat and defense skills can make on your character choice. Just because they can train into the ship and the recommended secondary skills quick doesn’t necessarily mean they will be the best for the job once you take weaponry and tanking skills into consideration.

 

3) One of the most useful tips you will ever find.

 

The best thing I can recommend to you is probably one of the most useful pieces of information in this guide if you don’t already know about it. The fastest way to get the proper load out for your ship for each mission is to use this web site, which will work in the Eve browser in game: http://eve-survival.org/missions/. This site isn’t 100% accurate any more but I would say that it is still 95% in most cases. This site lists missions’ specification, detailing what damage you should set your tank up for and what damage you should try to use. It also will list what enemies will spawn in each section of the mission, what may trigger more to spawn and any tactical advice you should be aware of.

 

4) Break down of load outs and skill recommendations.

 

For these load outs I will list the skills that haven’t already been mentioned. This loosely translates into breaking down your offensive and defensive skill you are going to need to survive. I will list the load out first then the skills you are going to need for soloing. For ships that will be armor tanking the Armor Hardeners in the low slots are always subject to change for each mission. The same can be said for Shield Hardeners and Resistance Amplifiers in medium slots for shield tanking. If the load out suggests using Thermal damage hardeners but the enemies in the mission are doing EM and Explosive damage then you should obviously use those types of hardeners instead. Drones and ammo can be considered one and the same by that standard as well. Select the type for each that is going to be most effective for the mission.

 

 

5) Amarr Battleship:

 

- Abaddon:

 

   - High Slots: Mega Pulse Laser II x 8

   - Medium Slots: Cap Recharger II x 4

   - Low Slots: Capacitor Power Relay II

                        Damage Control II

                        Large Armor Repairer II x 2

                        Energized Adaptive Nano Membrane II

                        Armor EM Hardener II

                        Armor Thermic Hardener II

   - Riggings: Capacitor Control Circuit I x 3

  

Skills that should be trained to effectively solo level 4 missions in this ship:

 

- Gunnery:

 

   - Controlled Bursts – Level 4

   - Gunnery – Level 5

   - Large Energy Turret – Level 5

   - Large Pulse Laser Specialization – Level 3

   - Medium Energy Turret – Level 5

   - Medium Pulse Laser Specialization – Level 4

   - Motion Prediction – Level 5

   - Rapid Firing – Level 4

   - Sharpshooter – Level 4

   - Small Energy Turret – Level 5

   - Small Pulse Laser Specialization – Level 4

   - Surgical Strike – Level 4

   - Trajectory Analysis – Level 4

 

- Mechanic

 

   - EM Armor Compensation – Level 4

   - Explosive Armor Compensation – Level 4

   - Hull Upgrades – Level 5

   - Jury Rigging – Level 1

   - Kinetic Armor Compensation – Level 4

   - Mechanic – Level 5

   - Repair Systems – Level 4

   - Thermic Armor Compensation – Level 4

 

The times below represent how long it would take each race to learn the Gunnery and Mechanic skills listed above as well as the recommended skills from earlier in the guide.

 

- Amarr:

 

1. Amarr – Khanid – Cyber Knights – Military – Soldier: 199 Days

2. Amarr – Ni-Kunni – Border Runners – Military – Soldier: 206 Days

3. Amarr – Amarr – Religious Reclaimers – Military – Soldier: 209 Days

 

- Caldari:

 

1. Caldari – Achura – Monks – Military – Soldier: 206 Days

2. Caldari – Civire – Entrepreneurs – Military – Soldier: 217 Days

3. Caldari – Deteis – Scientists – Military – Soldier: 221 Days

 

- Gallente:

 

1. Gallente – Jin-Mei – Jing Ko Caste – Industry – Engineer: 214 Days

2. Gallente – Gallente – Immigrants – Industry – Engineer: 214 Days

3. Gallente – Intaki – Artists – Military – Soldier: 229 Days

 

- Minmatar:

 

1. Minmatar – Sebiestor – Rebels – Military – Soldier: 214 Days

2. Minmatar – Brutor – Slave Child – Military – Soldier: 214 Days

3. Minmatar – Vherokior – Drifters – Military – Soldier: 226 Days

 

 

6) Amarr Battlecruiser:

 

- Harbinger:

 

   - High Slots: Heavy Pulse Laser II x 7

                         E50 Prototype Energy Vampire

   - Medium Slots: Cap Recharger II x 2

                              Fleeting Propulsion Inhibitor I

                              10MN Afterburner II

  - Low Slots: Adaptive Nano Plating II

                       Heat Sink II x 2

                       Medium Armor Repairer II

                       Armor Kinetic Hardener II

                       Armor Thermic Hardener II

   - Riggings: Auxiliary Nano Pump I

                      Capacitor Control Circuit I x 2

 

Skills that should be trained to effectively solo level 4 missions in this ship:

 

- Engineering:

 

   - Energy Emission Systems – Level 4

 

- Gunnery:

 

   - Controlled Bursts – Level 4

   - Gunnery – Level 5

   - Medium Energy Turret – Level 5

   - Medium Pulse Laser Specialization – Level 4

   - Motion Prediction – Level 5

   - Rapid Firing – Level 4

   - Sharpshooter – Level 4

   - Small Energy Turret – Level 5

   - Small Pulse Laser Specialization – Level 4

   - Surgical Strike – Level 4

   - Trajectory Analysis – Level 4

 

- Mechanic

 

   - Armor Rigging – Level 4

   - EM Armor Compensation – Level 4

   - Explosive Armor Compensation – Level 4

   - Hull Upgrades – Level 5

   - Jury Rigging – Level 3

   - Kinetic Armor Compensation – Level 4

   - Mechanic – Level 5

   - Repair Systems – Level 4

   - Thermic Armor Compensation – Level 4

 

- Science:

 

   - Science – Level 2

 

The times below represent how long it would take each race to learn the Engineering, Gunnery, Mechanic and Science skills listed above as well as the recommended skills from earlier in the guide.

 

- Amarr:

 

1. Amarr – Khanid – Cyber Knights – Military – Soldier: 173 Days

2. Amarr – Ni-Kunni – Border Runners – Military – Soldier: 176 Days

3. Amarr – Amarr – Religious Reclaimers – Military – Soldier: 176 Days

 

- Caldari:

 

1. Caldari – Achura – Inventors – Military – Soldier: 173 Days

2. Caldari – Deteis – Scientists – Military – Soldier: 183 Days

3. Caldari – Civire – Entrepreneurs – Military – Soldier: 186 Days

 

- Gallente:

 

1. Gallente – Gallente – Immigrants – Industry – Engineer: 183 Days

2. Gallente – Jin-Mei – Jing Ko Caste – Industry – Engineer: 184 Days

3. Gallente – Intaki – Artists – Military – Soldier: 191 Days

 

- Minmatar:

 

1. Minmatar – Sebiestor – Tinkerers – Military – Soldier – 182 Days

2. Minmatar – Brutor – Workers – Military – Soldier: 187 Days

3. Minmatar – Vherokior – Drifters – Military – Soldier: 187 Days

 

 

7) Caldari Battleship:

 

- Raven:

 

   - High Slots: ‘Arbalest’ Cruise Launcher I x 6

                         Drone Link Augmentor I x 2

   - Medium Slots: Cap Recharger II

                              Invulnerability Field II x 2

                              X-Large Shield Booster II

                              Shield Boost Amplifier II x 2

   - Low Slots: Capacitor Flux Coil II x 4

                        Ballistic Control System II

   - Riggings: Capacitor Control Circuit I x 3

 

Skills that should be trained to effectively solo level 4 missions in this ship:

 

- Engineering:

 

   - EM Shield Compensation – Level 4

   - Explosive Shield Compensation – Level 4

   - Kinetic Shield Compensation – Level 4

   - Shield Compensation – Level 4

   - Shield Emission Systems – Level 4

   - Shield Management – Level 5

   - Shield Operation – Level 5

   - Tactical Shield Manipulation – Level 4

   - Thermic Shield Compensation – Level 4

 

- Mechanic:

 

   - Jury Rigging – Level 1

   - Mechanic – Level 3

 

- Missile Launcher Operation

 

   - Cruise Missiles – Level 4

   - Guided Missile Precision – Level 3

   - Heavy Missiles – Level 3

   - Missile Bombardment – Level 4

   - Missile Launcher Operation – Level 5

   - Missile Projection – Level 3

   - Rapid Launch – Level 4

   - Standard Missiles – Level 3

   - Target Navigation Prediction – Level 4

   - Warhead Upgrades – Level 3

 

The times below represent how long it would take each race to learn the Engineering, Mechanic and Missile Launcher Operation skills listed above as well as the recommended skills from earlier in the guide.

 

- Amarr:

 

1. Amarr – Amarr – Wealthy Commoners – Military – Special Forces: 218 Days

2. Amarr – Ni-Kunni – Border Runners – Military – Special Forces: 218 Days

3. Amarr – Khanid – Cyber Knights – Military – Special Forces: 221 Days

 

- Caldari:

 

1. Caldari – Achura – Stargazers – Military – Special Forces: 204 Days

2. Caldari – Deteis – Merchandisers – Industry – Engineer: 214 Days

3. Caldari – Civire – Entrepreneurs – Military – Special Forces: 216 Days

 

- Gallente:

 

1. Gallente – Gallente – Miners – Military – Special Forces: 219 Days

2. Gallente – Jin-Mei – Saan Go Caste – Military – Special Forces: 223 Days

3. Gallente – Intaki – Reborn – Industry – Engineer: 225 Days

 

- Minmatar:

 

1. Minmatar – Vherokior – Drifters – Military – Special Forces: 221 Days

2. Minmatar – Brutor – Workers – Military – Special Forces: 223 Days

3. Minmatar – Sebiestor – Rebels – Military – Special Forces – 223 Days

 

 

8) Caldari Battlecruiser:

 

- Drake:

 

   - High Slots: Heavy Missile Launcher II x 7

                        Some people put Salvager I in this slot, but really it is just a free slot.

   - Medium Slots: Heat Dissipation Amplifier II

                              Kinetic Deflection Amplifier II

                              Magnetic Scattering Amplifier II x 2

                              Large Shield Extender II x 2

   - Low Slots: Shield Power Relay II x 3

                     Ballistic Control System II

   - Riggings: Bay Loading Accelerator I

                      Core Defence Field Purger I x 2

 

Skills that should be trained to effectively solo level 4 missions in this ship:

 

- Engineering:

 

   - EM Shield Compensation – Level 4

   - Explosive Shield Compensation – Level 4

   - Kinetic Shield Compensation – Level 4

   - Shield Compensation – Level 4

   - Shield Emission Systems – Level 4

   - Shield Management – Level 5

   - Shield Operation – Level 5

   - Shield Upgrades – Level 4

   - Tactical Shield Manipulation – Level 4

   - Thermic Shield Compensation – Level 4

 

- Mechanic:

 

   - Jury Rigging – Level 3

   - Launcher Rigging – Level 4

   - Mechanic – Level 3

   - Shield Rigging – Level 4

 

- Missile Launcher Operation:

 

   - Guided Missile Precision – Level 3

   - Heavy Missile Specialization – Level 4

   - Heavy Missiles – Level 5

   - Missile Bombardment – Level 4

   - Missile Launcher Operation – Level 5

   - Missile Projection – Level 3

   - Rapid Launch – Level 4

   - Standard Missiles – Level 3

   - Target Navigation Prediction – Level 4

   - Warhead Upgrades – Level 3

 

The times below represent how long it would take each race to learn the Engineering, Mechanic and Missile Launcher Operation skills listed above as well as the recommended skills from earlier in the guide.

 

- Amarr:

 

1. Amarr – Ni-Kunni – Border Runners – Military – Special Forces: 240 Days

2. Amarr – Amarr – Wealthy Commoners – Military – Special Forces: 240 Days

3. Amarr – Khanid – Cyber Knights – Military – Special Forces: 242 Days

 

- Caldari:

 

1. Caldari – Achura – Stargazers – Industry – Engineer: 224 Days

2. Caldari – Deteis – Merchandisers – Military – Special Forces: 236 Days

3. Caldari – Civire – Entrepreneurs – Industry – Engineer: 237 Days

 

- Gallente:

 

1. Gallente – Intaki – Reborn – Military – Special Forces: 243 Days

2. Gallente – Gallente – Miners – Military – Special Forces: 244 Days

3. Gallente – Jin-Mei – Saan Go Caste – Military – Special Forces: 247 Days

 

- Minmatar:

 

1. Minmatar – Vherokior – Drifters – Military – Special Forces: 244 Days

2. Minmatar – Sebiestor – Rebels – Military – Special Forces – 245 Days

3. Minmatar – Brutor – Workers – Military – Special Forces: 246 Days

 

9) Gallente Battleship:

 

- Megathron:

 

   - High Slots: 425mm Prototype I Gauss Gun x 7

                        ‘Arbalest’ Heavy Missile Launcher

   - Medium Slots: Domination 100MN Afterburner

                              True Sansha Cap Recharger x2

                              Dark Blood Cap Recharger

   - Low Slots: Damage Control II

                        Shadow Serpentis Magnetic Field Stabilizer

                        Shadow Serpentis Armor Kinetic Hardener

                        Shadow Serpentis Armor Kinetic Hardener

                        Shadow Serpentis Armor Thermic Hardener

                        Shadow Serpentis Armor Thermic Hardener

                        Shadow Serpentis Large Armor Repairer

   - Riggings: Capacitor Control Circuit I x 3

 

* Note: This setup deals with a lot of faction loot items which are extremely difficult to get a hold of. You may want to consider using a few Tech II items and some named Tech I items instead.

 

Skills that should be trained to effectively solo level 4 missions in this ship:

 

- Gunnery:

 

   - Controlled Bursts – Level 4

   - Gunnery – Level 5

   - Large Hybrid Turret – Level 4

   - Medium Hybrid Turret – Level 3

   - Motion Prediction – Level 5

   - Rapid Firing – Level 4

   - Sharpshooter – Level 4

   - Small Hybrid Turret – Level 3

   - Surgical Strike – Level 4

   - Trajectory Analysis – Level 4

 

- Mechanic:

 

   - EM Armor Compensation – Level 4

   - Explosive Armor Compensation – Level 4

   - Hull Upgrades – Level 5

   - Jury Rigging – Level 1

   - Kinetic Armor Compensation – Level 4

   - Mechanic – Level 5

   - Repair Systems – Level 4

   - Thermic Armor Compensation – Level 4

 

- Missile Launcher Operation:

 

   - Guided Missile Precision – Level 3

   - Heavy Missiles – Level 4

   - Missile Bombardment – Level 4

   - Missile Launcher Operation – Level 4

   - Missile Projection – Level 3

   - Rapid Launch – Level 4

   - Standard Missiles – Level 3

   - Target Navigation Prediction – Level 4

   - Warhead Upgrades – Level 3

 

The times below represent how long it would take each race to learn the Gunnery, Mechanic and Missile Launcher Operation skills listed above as well as the recommended skills from earlier in the guide.

 

- Amarr:

 

1. Amarr – Khanid – Cyber Knights – Industry – Engineer: 163 Days

2. Amarr – Ni-Kunni – Border Runners – Military – Soldier: 170 Days

3. Amarr – Amarr – Religious Reclaimers – Military – Soldier: 171 Days

 

- Caldari:

 

1. Caldari – Achura – Inventors – Military – Soldier: 160 Days

2. Caldari – Deteis – Scientists – Military – Soldier: 169 Days

3. Caldari – Civire – Entrepreneurs – Military – Soldier: 172Days

 

- Gallente:

 

1. Gallente – Gallente – Immigrants – Industry – Engineer: 170 Days

2. Gallente – Jin-Mei – Jing Ko Caste – Military – Soldier: 174 Days

3. Gallente – Intaki – Artists – Military – Soldier: 178 Days

 

- Minmatar:

 

1. Minmatar – Sebiestor – Rebels – Military – Soldier – 169 Days

2. Minmatar – Brutor – Workers – Military – Soldier: 174 Days

3. Minmatar – Vherokior – Drifters – Military – Soldier: 175 Days

 

 

10) Gallente Battlecruiser:

 

- Myrmidon

 

   - High Slots: Heavy Neutron Blaster II x 5

                        Drone Link Augmentor I

   - Medium Slots: Cap Recharger II x 4

                              10MN Afterburner II

   - Low Slots: Medium Armor Repairer II x 2

                        Armor Kinetic Hardener II x 2

                        Armor Thermic Hardener II x 2

   - Riggings: Auxiliary Nano Pump I

                      Capacitor Control Circuit I x 2

 

 

Skills that should be trained to effectively solo level 4 missions in this ship:

 

- Gunnery:

 

   - Controlled Bursts – Level 4

   - Gunnery – Level 5

   - Medium Blaster Specialization – Level 4

   - Medium Hybrid Turret – Level 5

   - Motion Prediction – Level 5

   - Rapid Firing – Level 4

   - Sharpshooter – Level 4

   - Small Blaster Specialization – Level 4

   - Small Hybrid Turret – Level 5

   - Surgical Strike – Level 4

   - Trajectory Analysis – Level 4

 

- Mechanic:

 

   - Armor Rigging – Level 4

   - EM Armor Compensation – Level 4

   - Explosive Armor Compensation – Level 4

   - Hull Upgrades – Level 5

   - Jury Rigging – Level 3

   - Kinetic Armor Compensation – Level 4

   - Mechanic – Level 5

   - Repair Systems – Level 4

   - Thermic Armor Compensation – Level 4

 

The times below represent how long it would take each race to learn the Gunnery and Mechanic skills listed above as well as the recommended skills from earlier in the guide.

 

- Amarr:

 

1. Amarr – Khanid – Cyber Knights – Industry – Engineer: 169 Days

2. Amarr – Ni-Kunni – Border Runners – Military – Soldier: 176 Days

3. Amarr – Amarr – Religious Reclaimers – Military – Soldier: 177 Days

 

- Caldari:

 

1. Caldari – Achura – Inventors – Military – Soldier: 161 Days

2. Caldari – Deteis – Scientists – Military – Soldier: 170 Days

3. Caldari – Civire – Entrepreneurs – Military – Soldier: 173Days

 

- Gallente:

 

1. Gallente – Gallente – Miners – Military – Soldier: 173 Days

2. Gallente – Jin-Mei – Saan Go Caste – Military – Soldier: 174 Days

3. Gallente – Intaki – Artists – Military – Soldier: 176 Days

 

- Minmatar:

 

1. Minmatar – Sebiestor – Rebels – Military – Soldier – 176 Days

2. Minmatar – Brutor – Workers – Military – Soldier: 180 Days

3. Minmatar – Vherokior – Drifters – Military – Soldier: 182 Days

 

 

11) Minmatar Battleship:

 

- Maelstrom

 

   - High Slots: 1200mm Artillery Cannon II x 8

   - Medium Slots: Invulnerability Field II x 2

                              Explosion Dampening Field II

                              Photon Scattering Field II

                              X-Large Shield Booster II

                              ‘Copasetic’ I Particle Field Acceleration

   - Low Slots: Capacitor Flux Coil II x 5

   - Riggings: Capacitor Control Circuit I x 3

 

* Note: There are many conflicting ideas about all of the Minmatar Battleships and how well they can handle level 4 missions, solo or not. This may not be the absolute most effective load out, but if played correctly it will generally last through the mission pretty well solo.

 

Skills that should be trained to effectively solo level 4 missions in this ship:

 

- Engineering:

 

   - EM Shield Compensation – Level 4

   - Explosive Shield Compensation – Level 4

   - Kinetic Shield Compensation – Level 4

   - Shield Compensation – Level 4

   - Shield Emission Systems – Level 4

   - Shield Management – Level 4

   - Shield Operation – Level 5

   - Tactical Shield Manipulation – Level 4

   - Thermic Shield Compensation – Level 4

 

- Gunnery:

 

   - Gunnery – Level 5

   - Large Artillery Specialization – Level 4

   - Large Projectile Turret – Level 5

   - Medium Artillery Specialization – Level 4

   - Medium Projectile Turret – Level 5

   - Motion Prediction – Level 5

   - Rapid Firing – Level 4

   - Sharpshooter – Level 4

   - Small Artillery Specialization – Level 4

   - Small Projectile Turret – Level 5

   - Surgical Strike – Level 4

   - Trajectory Analysis – Level 4

 

- Mechanic:

 

   - Jury Rigging – Level 1

   - Mechanic – Level 3

 

The times below represent how long it would take each race to learn the Engineering, Gunnery and Mechanic skills listed above as well as the recommended skills from earlier in the guide. As you will note, out of all of the load outs provided this one takes far longer than the others to train the needed skills to properly use. Which is one of the reasons people tend to only use Minmatar ships for Pirate Activity instead of agent missions.

 

- Amarr:

 

1. Amarr – Khanid – Cyber Knights – Military – Special Forces: 221 Days

2. Amarr – Ni-Kunni – Border Runners – Industry – Engineer: 232 Days

3. Amarr – Amarr – Religious Reclaimers – Military – Soldier: 236 Days

 

- Caldari:

 

1. Caldari – Achura – Monks – Military – Soldier: 222 Days

2. Caldari – Civire – Mercs – Industry – Engineer: 233Days

3. Caldari – Deteis – Scientists – Military – Soldier: 240 Days

 

- Gallente:

 

1. Gallente – Jin-Mei – Jing Ko Caste – Military – Soldier: 234 Days

2. Gallente – Gallente – Immigrants – Military – Soldier: 234 Days

3. Gallente – Intaki – Artists – Military – Soldier: 250 Days

 

- Minmatar:

 

1. Minmatar – Sebiestor – Rebels – Military – Soldier – 224 Days

2. Minmatar – Brutor – Workers – Military – Soldier: 227 Days

3. Minmatar – Vherokior – Drifters – Military – Soldier: 238 Days

 

 

12) Minmatar Battlecruiser:

 

The only setup for Minmatar Battlecruisers would be for a passive tank setup for the Hurricane class Battlecruiser. It is a reasonably good setup but the problem with it is that to efficiently solo level 4 missions you would need to spend nearly an entire year to train all of the needed skills. Therefore I am not going to go into the details for that setup unless you are interested, in which case you can leave a comment on this page.

 

 

13) Conclusion:

 

If you spent the time reading this entire guide then you can get the general idea that any race can get into most Battleships and Battlecruisers in a reasonable time. But they are always going to be able to get into their own race’s ships most easily except for the case of the Caldari ships. The reason for this is that once you have all of the skills needed that Caldari missile ships are the most efficient for killing NPCs.




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