Sunday, July 31, 2016

Upgrade your clone

Hello everyone, Tauza here with another important and extremely helpful tip for today.

Upgrade and update your clones!



I posted in a previous post Astrahus Citadel - Did you know... I covered how you can instantly switch between 2 clones in a Citadel. If you have not read it go do it now. I can wait.

Now that you have read that post lets get into what motivated me to write today's post.

I was talking with some of my corporation members on Teamspeak today and we got into the discussion of why you should have multiple clones. That discussion let into why have clones at all. Which led to me telling them not only why they should have clones but that they should have that category of Eve Skill plans completely filled out. Yes, I have every clone I can have in Eve.

First, you need the skills trained and here they are:

There is a great article over here that you should read. http://wiki.eveuniversity.org/Jump_Clones

Train the skills up at least to level 4, all of them!

Second, you should have multiple clones for the things that you want to do.

Here is the example of why you could have 2 clones for one Citadel.

  • The Killer Cockatoos have a Citadel in Yona
  • We have that there for our NewBro's that mine in Yona, so you would have a clone that is setup for mining. There are many different Hardwire Implants that you can have to help you mine.
  • We PvP in Seyllin, which is 2 jumps away. So you could have a completely seperate clone for doing that. Here are examples
Personally I can't bear to be without my +5 attribute implants as I will be in High Security space.

When mining the Harvest set only gives +2, it is also insanely expensive as it is only available from ORE mission runners or off the Markets like Jita:

Slot 1: Low-grade Harvest Alpha
Slot 2: Low-grade Harvest Beta
Slot 3: Low-grade Harvest Gama
Slot 4: Low-grade Harvest Delta
Slot 5: Low-grade Harvest Epsilon
Slot 6: Low-grade Harvest Omega

Michi and Yeti are good if you want one set to cover both ice and ore, though having an ice clone and an ore clone is better. Michi is a luxury item in my opinion. I wrote another post about the Michi in COSMOS MISSIONS 101

Slot 6: Inherent Implants 'Squire' Engineering (required for some fits)
Slot 7: Zainou 'Gnome' Shield Managment or Michi's Excavation Augmentor
Slot 8: Inherent Implants 'Noble' Mechanic
Slot 9: Inherent Implants 'Noble' Hull Upgrades
Slot 10: Inherent Implants 'Highwall' Mining or Inherent Implants 'Yeti' Ice Harvesting

The fleet booster Orca will have:

Slot 7: Zainou 'Gnome' Shield Managment
Slot 8: Inherent Implants 'Noble' Mechanic
Slot 9: Inherent Implants 'Noble' Hull Upgrades
Slot 10: Mining Foreman Mindlink

Jump Clone: Ore

Slot 6: Inherent Implants 'Squire' Engineering (required for some fits) or EE-60x for CPU sometimes needed.
Slot 7: Zainou 'Gnome' Shield Managment or Michi's Excavation Augmentor
Slot 8: Inherent Implants 'Noble' Mechanic
Slot 9: Inherent Implants 'Noble' Hull Upgrades
Slot 10: Inherent Implants 'Highwall' Mining

Jump Clone: Ice

Slot 6: Inherent Implants 'Squire' Engineering (required for some fits) or EE-60x for CPU sometimes needed.
Slot 7: Zainou 'Gnome' Shield Managment or Michi's Excavation Augmentor
Slot 8: Inherent Implants 'Noble' Mechanic
Slot 9: Inherent Implants 'Noble' Hull Upgrades
Slot 10: Inherent Implants 'Yeti' Ice Harvesting

Jump Clone: Gas - with the gas harvester in slot 10



When PvP'ing with the fleet I go to the Citadel and switch out to my PVP clone. This is going to be a huge list. Pick and choose as you like.

Slot 6

Hardwiring - Inherent Implants 'Squire' PG4

+3% Power grid. While 3% might not seem like much, it can make all the difference in the world with battleship fittings. Particularly handy if skills relating to fitting could use some work. (PG2 1%, PG8 5%)

Hardwiring - Zainou 'Gypsy' KMB-50

+3% CPU. For a lot of battleship or cruiser setups, 3% CPU can make or break a particular fitting. Particularly handy if you use missile-related rigs, because the CPU penalty caused by that kind of rig. (KMB-25 1%, KMB-755%)

Hardwiring - Zainou 'Gnome' KTA100

-3% Missile launcher CPU requirements. Cheaper than the KMB series, but often able to fulfill the same role when you're shy on CPU in a ship that uses missile launchers. (KTA10 1%, KTA1000 5%)

Hardwiring - Zainou 'Snapshot' ZMU1000

+3% Cruise missile damage. Pro for mission running, and if you fly a Scorpion (the Blackbird's battleship-sized big brother) or a Raven in PVP it could conceivably be useful. Most players prefer not to use battleship-sized missiles in PVP, though. (ZMU500 1%, ZMU2000 5%)

Hardwiring - Eifyr and co. 'Rogue' MY-1

+3% bonus to afterburner and microwarpdrive speed boost. An incredibly versatile implant that will help with nearly every ship, but especially ships that rely on their speed in order to survive. Because nearly every PVP ship uses a propulsion module, you can know that your ISK is being well spent when you plug this in. (MY-0 1%, MY-2 5%)

Slot 7

Hardwiring - Zainou 'Deadeye' ZGC100

+3% Turret falloff. Nice for Minmatar battleships, whose projectile weapons tend have significant falloff, and very cheap because turret falloff takes a back seat to turret optimal range in the minds of most players. While correct, if you are firing in your falloff rather than in your optimal, it is exceptional and well worth the cost. (ZGC10 1%, ZGC1000 5%)

Hardwiring - Eifyr and Co. 'Gunslinger' AX-1

+3% Turret tracking speed. Tracking is often underestimated because it is hard to predict the exact effect it will have on damage output. Nonetheless, tracking is often superior to damage bonuses, especially against targets that are small and fast. This is an especially good implant for battleship pilots. (AX-0 1%, AX-2 5%)

Hardwiring - Zainou 'Snapshot' ZME1000

+3% Heavy assault missile damage. If you're all about using close-range Drakes (or Cerberuses, for that matter), this is the implant for you. (ZME 500 1%, ZME 2000 5%)

Hardwiring - Zainou 'Snapshot' ZMH1000

+3% Heavy missile damage. For longer range Drakes or what have you, these are exceptional. (ZMH500 1%, ZMH2000 5%)

Hardwiring - Eifyr and co. 'Rogue' AY-1

+3% Agility bonus. For the past few patches, ever since CCP's "Need For Speed" push, agility has been almost as important as raw speed. Any speed-based ship will want one of these (AY-0 1%, AY-2 5%)

Slot 8

Hardwiring - Inherent Implants 'Squire' CC4

+3% Maximum capacitor. Any time a ship receives a bonus to maximum capacitor, it increases that ship's capacitor recharge as a side effect. Because capacitor is useful in nearly every ship and setup, this implant ranks high on my list. This is particularly handy for laser or hybrid turret users, or any ship with an active tank.

Hardwiring - Inherent Implants 'Lancer' G1-Gamma

+3% Medium laser turret damage. Practically made for the Zealot, which already pours out a ton of damage. (G0-Gamma 1%, G2-Gamma)

Hardwiring - Zainou 'Deadeye' ZMA100

+3% to missile signature radius bonus with light, heavy, and cruise missiles. This is especially great for shooting smaller targets. If you're in a ship like a Drake or Cerberus, I highly recommend this. (ZMA10 1%, ZMA1000 5%)

Hardwiring - Zainou 'Deadeye' ZGM100

+3% Medium hybrid damage. For you Eagle and Moa pilots out there, this adds a little kick. (ZGM10 1%, ZGM1000 5%)

Hardwiring - Eifyr and co 'Gunslinger' MX-1
+3% Medium projectile damage. Recommended for Vagabond pilots or any Minmatar cruiser looking to get a little more mileage out of his guns. Especially nice with the recent changes to projectile ammo. (MX-0 1%, MX-2 5%)

Zor's Custom Navigation Hyper-Link

+5% Afterburner and microwarpdrive speed boost. This is a faction implant, meaning that it can only be found via contracts, and not on the market. It is exceptional because not only is it fairly cheap, but also because it may be used at the same time as the MY-1 implant, mentioned above under slot 6. (There is only one other version of this implant, called Zor's Custom Navigation Link. It requires Cybernetics V to be trained, and only affects Afterburner speed boost. On the other hand, it sells for next to nothing.)

Slot 9

Hardwiring - Inherent Implants 'Lancer' G1-Delta

+3% Turret rate of fire. Rate of fire bonuses are better than damage bonuses, as long as your turret-related skills are at IV or V. They may make laser or hybrid ships less cap stable, though. (G0-Delta 1, G0-Delta 5%)

Hardwiring - Eifyr and Co. 'Gunslinger' CX-1

+3% Turret damage. This includes lasers, hybrids, and projectiles. Though flexible, it is better to use the G01-Delta, above, unless the character has poor gunnery skills. (CX-0 1%, CX-2 5%)

Hardwiring - Zainou 'Deadeye' ZGA100

+3% Turret optimal range. Wonderful for any turret user, especially for ships that rely on being able to shoot from afar, including Rokhs, Apocalypses, Megathrons, Zealots, Eagles, and many more. If you need range, this is the implant for you. Often sells for less than a million ISK, too. (ZGA10 1%, ZGA1000 5%)

Hardwiring - Zainou 'Deadeye' ZMS100

+3% bonus to explosion velocity of missiles. This means that when one of your missiles strikes a target, that target is considered to be going 3% slower. Because fast-moving targets take less damage from missiles, this is an excellent choice for missile users, especially if you expect to be fighting fast-moving targets. (ZMS10 1%, ZMS1000 5%)

Slot 10

Hardwiring - Zainou 'Deadeye' ZGL100

+3% Large hybrid turret damage. An excellent option for Rokh or Megathron pilots.

Hardwiring - Inherent Implants 'Lancer' G1-Epsilon

+3% Large laser turret damage. If you fly Amarr battleships, this is the implant for you.

Hardwiring - Eifyr and co 'Gunslinger' LX-1

+3% Large projectile turret damage. A guilt-free indulgence for any Minmatar battleship pilot. (LX-0 1%, LX-2 5%)

Hardwiring - Zainou 'Deadeye' ZMM100

+3% Missile rate of fire. Wonderful for any missile pilots. These used to be incredibly expensive because of level four mission-runners, but thanks to the loyalty store are now very reasonable. Note that this hardwire gives a bonus to missile launchers of all sizes. (ZMM10 1%, ZMM1000 5%)

Hardwiring - Zainou 'Gnome' KZA1000

-3% Turret CPU requirements. Sometimes just as good as a more general CPU bonus implant, such as the KMB-50, above, but it only costs a song to buy.

...and if you are still reading this here are 2 more websites for you to look at...



http://wiki.eveuniversity.org/List_of_Skill_Hardwiring_Implants

https://skyride.org/quickmath/implants

Any questions I missed go ahead and comment below, everyone will benefit.

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