Core Skills Engineering V - Needed for fitting a T2 fit ship. Electronics V - Needed for fitting a T2 fit ship. Energy Management IV - Sleepers now will NOS. We need you to have cap so that you can run a tank. Energy Operation IV - Sleepers now will NOS. We need you to have cap so that you can run a tank. Energy Grid Upgrades IV - Cap Recharger IIs, Cap Power Relays Weapon Upgrades IV (Check that you can actually run our fits in EFT without WU V, AWU III) Jury Rigging I - Needed for Energy Grid Rigs Long Range Targeting IV - Sleepers spawn very far away. The farther away you can target them, the quicker you can kill them Targeting III Hull Upgrades IV - Damage Control II Signature Analysis III - Needed for faster targeting of Sleepers. High Speed Maneuvering III - 100MN MicroWarpDrive: MicroWarpDrives are often used in closing wormholes (something that is frequently done). Energy Emission Systems IV (For when we need capacitor transfers to logistics) We need to be confident that every member in the fleet can fit the necessary tank to the task. The above core skills will get you most of the way there. They will not be enough to cover some of the fits we run. Be sure to check on your character that you can actually fit our listed loadouts. [edit]Useful Support Skills Advanced Weapon Upgrades IV (Requires Weapon Upgrades V) Target Painting III Drones V Combat Drone Operation III Drone Interfacing III Scout Drone Operation V - T2 Drones & More Drone Range: T2 Hammerheads make Cruiser killing much faster. Gallente Drone Specialization II Cloaking I - Stealth Ability: Salvagers, especially, will want to remain as safe as possible. Electronics V - Better Ship Fitting Ability: Better fits = More DPS and Tank capability. Cybernetics I - Implants: You'll be in the wormhole for a while and probably won't die often, really consider some +3's for better SP generation. Thermodynamics - Overheating Enabled: Overheating makes the difference in those "Oh fuck, Cheeze is scram'd, tanking 3 battleships and is almost out of shields... KILL THOSE FRIGATES NOW" situations. ORE Industrial III/IV Salvaging IV Gas Cloud Harvesting V Racial Battlecruiser III Mining Barge IV Evasive Maneuvering IV (More agility means a faster align in GTFO situations) This list is to denote the appropriate support skills to help you do your job better in the wormhole. They are not required, per se, but they are a damn good idea. Most skills go up to III because learning any skill to III takes virtually no time at all, meaning you get a lot of benefit for little time spent training. [edit]Shield Fleet Skills Shield Fleet is all about Tengus, Logistics, and Shield Battleships. The age of the Drake in the B0rthole is done. So is the age of the Armor Raven. Shield Operation IV (V required for the Tengu Defensive subsystem) Shield Management IV Shield Emission Systems IV (V is good for Logistics) Tactical Shield Manipulation IV Shield Upgrades IV Missile Support Skills to 5/4 for Missile Ships (Ravens are fine with T1 Cruises, Tengus had BETTER have T2 Heavy Launchers) Gunnery Support Skills to 5/4 for Projectile Ships Logistics IV (Minimum for flying Logistics) Tengu Subsystems (IV is the minimum. Important ones, such as Offensive/Defensive/Engineering, should be at V ASAP)