A sub-reddit devoted to the MMORPG EVE Online I believe giving dreads one utility high slot would go a long way in making them viable. May 5, Only problem is I have no idea what to put in the extra high slot. Newbie ship fitting problem. eve online high slot utility These modules. Sep 16, – Jester's ramblings about EVE Online, MMOs, gaming, geek philosophy, and. A " utility high" is defined as a high slot on an EVE.
However, launcher hardpoints are uncommon except on dedicated missile ships certain Minmatar, Caldari, and a few T2 Amarr.
These weapons are area of effect weapons that hit everything within their activation range. They are particularly effective against drones and poorly equipped frigates.
Smartbombs are available in sizes appropriate for frigates through battleships, but are seldom used on anything smaller than a battleship. Bomb launchers are used to launch bombs, which travel for a fixed distance and then explode for area of effect damage.
They can only be fitted to Stealth Bombers. These modules extend your drone control range. Drone Link Augmentors can be useful for drone ships and ships with nothing else to fit in their spare highslots.
These modules will alter enemy ship capacitor. Energy destabilizers are great tools for removing an enemy ship's ability to repair itself, while energy vampires are useful for energy hungry ships and as a defense against hostile energy destabilization.
These modules will transfer energy from the enemy ship to your capacitor, if your target's capacitor percentage level is higher than your own.
These 4 module classes form the backbone of remote repair RR and are invaluable in PvP fleet battles, level 5 missions, incursions, and wormhole operations as single ships cannot be expected to withstand the assault of an enemy fleet.
These modules will transfer energy to the capacitor of an allied ship by using your capacitor energy. These modules fire interdiction spheres which prevent warping and cannot be countered by warp core stabilizers.
These modules are for interdictors. These modules create a field around a heavy interdictor which prevent warping within a radius, but also slows the heavy interdictor and makes them incur more damage via an increased signature radius.
Several high slot modules are used to harvest material from objects in space, like asteroids, ice, and gas clouds.
Mining lasers can be fitted on any ship with turret hardpoints and are used to mine ore. The regular mining lasers are capable of mining any type of ore except for Mercoxit which requires a deep core miner.
Strip miners are bulk ore extractors that can only be fitted on mining barges and exhumers. They feature significantly longer cycle times but much more impressive extraction amounts, resulting in an improved yield over mining lasers in the majority of cases.
The regular strip miners can mine any ore except for Mercoxit, while the deep core miner can mine all types of ore. Gas cloud harvesters harvest gas from gas clouds.
They can be fitted on any ship with turret hardpoints. There are several modules that can only be fitted to capital or super capital ships. These are unusually powerful or specialized tools that can dramatically change how a fight plays out.
Siege and triage modules are specialized modules mounted to certain capital ships that give them unique, very powerful properties, but at the cost of several drawbacks, the most important of which is that the capital ship is immobile for the duration of the siege module's cycle.
These are used by dreadnoughts to enter siege mode which massively increases their DPS, but makes them immobile, among other factors.
The triage module greatly increases a carrier's ability to provide assistance to a fleet while making it immobile, among other factors.
These modules allow the ship to control one extra drone each. Can only be fitted by carriers and supercarriers. These modules will emit an area of effect ECM burst, centered on a target which has a chance to break the lock of all ships within its range.
These can only be fitted onto supercarriers. Clone Vat Bay can only be fitted on titans and the Rorqual. It allows for the installation of jump clones, enabling clone-jumping to the ship with the bay.
Compare to missile and turret rigs and low slot damage application modules. These modules can mess with enemy ships ability to damage you, or increase the ability of your own ships to damage them.
These modules are the primary ways to increase a ship's velocity. For more information see Propulsion equipment.
These modules provide information about things around you, or allow you to hack. These modules improve the ability to use scanning probes.
These modules will restore, extend, or increase the resistance of your shields. Finding a proper balance between shield extenders, shield hardeners, and shield rechargers is essential for a passive shield tank.
Obviously, if you intend to fit a cyno generator, make sure you have both fuel and you keep track of the jump range of the ships that will be coming in PvE Utility highs are quite useful in PvE scenarios as well.
The DLA is hugely CPU-intensive, but the extra 20 kilometers of drone control range it supplies are a boon to slow-moving battleships, particularly facing longer range frigates that can appear in L4 missions and wormholes.
This mod is not a good fit for incursion-running. A long-range drone in an incursion site is a dead drone. In these sites, keep your drones close.
In incursion and wormhole PvE, laser battleships such as the Imperial Navy Armageddon, for instance sometimes need just a little bit of extra cap.
A single large NOS can provide this by using it on close-range battleship rats that the player isn't targeting at that particular moment.
I once went through almost an entire Incursion mom site with a large NOS attached to the mom providing me with the power my GNI needed to help destroy her.
The ability to target two or three additional rats is quite handy! Finally, ships that intend to both destroy the rats and salvage the wrecks can benefit from a few more locked targets to make this easier.
As noted above, in a fleet with Logistics support, having a few battleships in the fleet mount Large Energy Transfers is vital to the overall health and safety of the fleet.
In addition, again as noted above, many PvE battleships can benefit from trading cap with a similar buddy. Incursion fleet Nightmares, in particular, will benefit from this tactic.
PvE is usually all about killing rats, then looting and salvaging them. Low-effort PvE Marauders such as the Golem will nearly always have one tractor beam fit to pull in wrecks for this important part of the process.
In a similar vein, the very same Marauders will also have a Salvager or two to salvage the wrecks the tractor beams pull in.
But even on a non-bonused ship like a Raven, a Salvager can make L4 missioning a little less dull. If nothing else, pull in and salvage the more valuable battleship wrecks and leave the rest behind.
A typical L3 mission Drake will have a single small armor repper fitted that the pilot can use to keep his drones repaired during missions or once the mission is over.
PvE ships that wish to snoop around null-sec or wormholes looking for sites to run can greatly benefit from carrying their own Core Probe Launcher instead of relying on a second ship to do this scanning.
Though the probes will be unbonused, usually PvE scanning is not particularly time-critical, so it doesn't much matter if it takes you a couple of extra minutes to find the sites.
Still, many wormhole corps for instance will use dedicated scanners for this job, so this is a much less vital choice in those scenarios. Defensive Finally, some utility high slots are purely defensive and can be used in a variety of scenarios.
Recons, CovOps, various hunter-killers. Fitting a cloaking device on a ship is a decision that should be made with a lot of forethought beforehand.
Even off-lined, the cloak will greatly reduce the ship's Scan Resolution, and there is a substantial targeting delay that has to be waited out for most ships after the cloak is turned off.
However, used in the right situations, a cloak can confer tremendous advantage. Recons, Stealth Bombers, and Black Ops rely on their cloaks, of course, for surprise attacks.
But even low-sec and null-sec hunter-killers, such as Vagabonds, can benefit from a cloak to mask their presence before striking.
Defensively, smart bombs are used for drone clearing efforts, particularly damage or ECM drones surrounding friendly support ships such as logistics or Bhaalgorns.
Recons sometimes use them to clear ECM drones off their own hulls as they ply their trade. The auto-targeting system can also be used defensively.
Since it will automatically target those that take hostile action against you, the chirp-chirp-chirp as it starts locking someone can be a valuable audible clue that a high-sec hauler should start taking defensive action Neuts are usually offensive modules, but don't neglect their defensive uses!
Large ships are often at threat from smaller tacklers, which -- while tiny and hard to hit -- are often quite cap-constrained.
A single medium neut on a Vagabond, or even a small Tech2 neut on a Drake, can go a long way toward reducing the threat of these small targets.
You don't even have to try to get into neut range yourself to use them. These tacklers will often get right up next to you, putting them well within a defensive neut's range.
A point defense weapon. Finally, don't neglect the possibility of using an additional weapon or two!
Though a lot of players don't think of it, virtually every ship with a utility high slot will allow the use of one or two "off-bonus" weapons in those slots.
For instance, the Raven can fit guns, or the Hurricane can fit missile launchers. Often, you won't have the power to fit a particularly powerful weapon in these slots, but even a small Standard Missile Launcher, Rocket Launcher, or small turret can be used as a point-defense weapon against frigates and drones This concludes my guide on utility high slots.
I hope it's been useful! The original guide, as published, omitted smart bombs. They have been added, both for their offensive and defensive uses.
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