IGNI Newblood Program

The Newblood Program is a newbie training program exclusively articulated towards Amarr faction warfare that was developed by the player of Ravana 729, with the assistance and advice of Gian Bal and Tristan daCuhna for use within the alliance Igneus Vindicta [IGNI]. It is presented here for public use of any faction warfare alliance for their own newbie programs. This program is heavily reliant on our particular overview. If you would like to use this program, please contact the current [IGNI] diplomat in game so we can provide your corporation with the correct overview.

(This article is currently being **heavily edited**, and is a COMPLETE MESS, since I am using it to compose on the fly. Changes will be ongoing throughout the second and third quarters of 2018)

## Instructor's Introduction

First, while the program is designed for day old newbies, the newbie should have finished the tutorial missions and run a few missions for Amarr faction agents, such as Viziam, Carthum Conglomerate, Ministry of War, and so on, before doing anything else.

This Newblood (Newbie) program is heavily reliant on our particular overview. If you would like to use this program, please contact the current IGNI diplomat in game so we can provide your corporation with the correct overview.

**Time**

The program is designed to run once a week. It can be easily fit into the schedule of most FC’s or CEO’s. Emphasis was placed on fitting it into a tight schedule, while optimizing the training for faction warfare only.

Time is of the essence in this program. Each program should not exceed more than <X> hours, per week. When you start, tell everyone to keep questions until the end of the class. If time is a critical issue to you, assign an assistant to take over the class after you, and field questions  so that you can leave immediately, on schedule.

**Prep**

Decide when you will run the class, it should be at the same time and place every week (Kamela or Saikamon are both good options, due to their close proximity to highsec, where newbies can rat during off days.) If your corporation is large enough, you can run multiple staggered classes. The classes can be modified to whatever schedule you feel comfortable with, but it was originally designed to be run once a week, for <X> amount of weeks.

Advertise it everywhere you can. Giving people plenty of time to know about it means they can arrange for babysitting and so on.

If you can provide newbies with ships that’s great, but they can learn just as well in corvettes. If you’ll be training alphas keep in mind the racial limitations.

Show up. Do not cancel the fleet, and be prepared, if an emergency happens, have a replacement lined up who can handle the material for you.

If someone skips a class, and wants to retake it, direct them to our IGNI training videos which mirror the classes. (Coming soon.)

## Week 1

### **Objectives**

1.1 **Will learn how to set up a safe spot (and tacticals for future use)**

Safespots are crucial to life in lowsec. There are three types of safespots: Perches/Tacticals, Hiding Spots and Deep Safes. The following instructions, the ones that are taught in the first week of IGNI Newblood training, pertain to the Hiding Spot type of safespot.

* Open People & Places window (ALT+E)
* Click on the Places tab. Note the location of the “Add Location” button.
* Click on the Warp Out tab on your overview. Sort by Distance.
* Warp to one of the most distant celestials. Set a bookmark in space while in warp, by clicking “Add Location,” and entering the LABEL you desire. Notes and Folder are rarely necessary, but you can use them if you like. This can be pre-filled. The exact location you are flying through as you hit “Submit” is the location that gets saved!
* All safespots show up in space upon right-clicking, under “Personal Locations.” If  one uses a different folder other than the “Personal Locations” default, the safe will be buried one folder down in the hierarchy, making it a little inconvenient.
* Now, warp back to the Safe Spot you just made.
* Once you land, DELETE the Safe Spot. (This is so we avoid using it later)
* Warp to one of the most distant celestials. Set a bookmark in space while in warp, by clicking “Add Location,” and entering the LABEL you desire.

1.2 **Will learn how to use DSCAN for defense**

* Focus on simple angle/range functions, with an emphasis on use from within a plex
* Explain filters.
* Point out important features: “Align with Camera” button, its synergy with the Probe Scanner window, and shortcuts “V (scan) and V+Click (scan towards IMPORTANT: Angle MUST be set)”
* Warping to the center of the system at 100 for a better scan.

1.3 **Will learn how to make ISK in Lowsec**

* Belt ratting in Myyhera or Tuomuta, solo or in gangs.
* Plexing for LP, and conversion education.
* Ammo Runs from Jita, on an alt.
* Salvaging Wrecks
* Scanning down drones. (Drones last up to a week! Once learned, est. 40M per hour)

Relevant fits to module 1.3: Scanning down drones.

[Magnate, NEO Wreck/Drone Hunter]

IFFA Compact Damage Control

Photonic Upgraded Co-Processor

Photonic Upgraded Co-Processor

Photonic Upgraded Co-Processor

5MN Y-T8 Compact Microwarpdrive

Scan Rangefinding Array I

Scan Rangefinding Array I

Salvager I

Prototype Cloaking Device I

Expanded Probe Launcher I

Small Gravity Capacitor Upgrade I

Small Cargohold Optimization I

Small Low Friction Nozzle Joints I

Sisters Combat Scanner Probe x8

Miscellaneous points to mention towards the end, after the belt ratting demo:

Lingo can be confusing for new pilots, so give them a run down of the ones commonly used in FW

http://amarr.wikia.com/wiki/Brevity\_Codes

Other important points:

Always warp to sites (plex) at 10km. Warping to 0 will often cause pilots to get stuck on the gate, and get caught by enemies.

Pilots may not dock at stations in systems controlled by the enemy - Galmil and Minmil.

Stations and Stargates will shoot you if you are near them when you begin engagement with a neutral pilot. Stargate/Station guns are extremely powerful.

Concord will not come to rescue anyone in a lowsec system, however, your security status will be lowered if you engage neutral pilots. If you drop below 2.0 police will begin attacking you if you enter 1.0 space, and it gets worse from there the lower the sec status of your pilot, the lower the system you are restricted to freely travel in. Well trained pilots often travel through highsec where police can shoot at them, but they know how to travel quickly and avoid being captured. One may still dock at stations with any sec status.

Make sure the newbloods understand highsec/lowsec/nullsec/kspace

## Week 2

Preliminaries: Previously pilots learned the basics of survival, including earning a living and avoiding enemy pilots. Your newbloods, unless already experienced, should have been busy ratting in their spare time, exploring their own interests in the game, or they might be simply waiting for the next tutorial if they are a casual player. Now we will be demonstrating a real plexing fleet. While the goal is not to find gudfites, be prepared to be hot dropped and prepare your newbloods for this possibility. Point out that the basics mechanics used to fight a rat are also used in combat. If they understand that fighting a capsuleer is no different than a very smart rat, they will be more confident if something does occur. Point out on the overview where hostiles will show up. Most of all, assure them that’s okay to lose ships, so that they have very clear expectations from the beginning.

Make sure everyone is in a frigate, punishers are a great choice. (Recommended fit below) Take your newbloods out into fairly safe system and have them fly THEMSELVES to 10km to a novice PLEX, and run the timer down. Point out the Probe Window at this time and explain where to find unopened sites. While you are in the PLEX, cover some of the intricacies of FW - it’s best to field questions at this point from the newbloods themselves.

Link them to fuzzworks, and explain how to use it: https://www.fuzzwork.co.uk/lpstore/

(Newblood) [Punisher, \*t1 alpha beam 16] by Gian Bal

400mm Rolled Tungsten Compact Plates

IFFA Compact Damage Control

'Refuge' Adaptive Nano Plating I

Extruded Compact Heat Sink

Micro Auxiliary Power Core I

1MN Monopropellant Enduring Afterburner

Faint Epsilon Scoped Warp Scrambler

Small Focused Modulated Energy Beam I

Small Focused Modulated Energy Beam I

Small Focused Modulated Energy Beam I

Small Focused Modulated Energy Beam I

Small Anti-Explosive Pump I

Small Anti-Kinetic Pump I

Small Trimark Armor Pump I

Imperial Navy Multifrequency S x4

Imperial Navy Xray S x4

Imperial Navy Standard S x4

Imperial Navy Radio S x4

## Week 3

Preliminaries: This will be your newblood's final week before they have to begin their road towards successfully completing their final exam.

Assemble a good fleet, either using the Neo.Frigs doctrine by Varrinox, which is accessible by opening the Neo.Frigs channel in game, or utilizing your own doctrine. Fits should already be present in the staging station. Newbloods should be required to purchase them on their own dime, since they should have been ratting and PLEXing by now, and they should get used to funding their own pew pew time, but each FC/Instructor can make that call according to their own needs. Introduce the newbloods to the Neo.Frigs channel (or one similar) so they can always run fleets themselves, easily. Make sure they realize these fits are not useful for solo PvP or micro gang, as the composition is reliant on at least 15 pilots filling the necessary roles.

Refer them to the Versus Chart, <here>, and tell them to bookmark it. Take them out into the warzone and watch them, carefully, adding pointers where necessary. This step can be repeated each week.

Begin talking with them about career paths, discussed below.

## Week 4

This week, announce to the fleet that their training has been completed, and they may now begin on their final exam. Explain the details. You may use the copy below, if you like, or explain it like a boring non-roleplayer

This test, instituted by Varrinox, entails slaying a pilot active in the warzone, on the Minmatar side. Each alliance will have their own preferences on how to conduct this test. Some may choose to pick a different pilot for each newblood, while others will just point out a list of 1-10 different pilots one may kill.

Some corps will want to require a solo kill, others will allow small gang, graduating all pilots on the killmail, so long as no veterans or outside parties are involved. These peculiarities are not as important so much as preparing your newbloods for achieving the test as a successful 1v1 pilot, since this is really the standard of excellence in Eve where the royal art of PvP is a consideration.

(Nerd Factor 100%) COPY

Ave to the faithful, and salve to our friends. Congratulations on completing your final week of training. Now, you may begin the trial of blood and fire, in order to prove your courage and honor to the Empire and your faith to the Lord your God. If you are successful, you will have proven that you are indeed chosen by the lord of Amarr himself to become templars in his holy reclamation. There is no greater calling, in this universe, or any other.Let the tribals be torn by your sword and your lasers: for the sake of Amarr let all infidels be utterly despised among you!

## Career Paths & Training

For combat, Alpha and Omega pilots have, generally, the same priorities; it’s just that Alpha stops you mid-way through the process (skill levels 3-4), whereas Omega can continue into specialized training that may require maxed-out (skill level 5) prerequisites.

Skills in EVE can be put into these broad categories:

1. Ship skills - Spaceship Command group - these skills unlock new ships
2. Weapon skills - Gunnery, Missiles, Drones - train the weapons that YOUR ships use
3. Support skills - Armor, Shields, Rigs, Engineering, Navigation, Electronics, Targeting - the bigger or more advanced your ships are, the more you’re expected to train your support skills, so that your ship can perform adequately in combat.
4. Misc. or non-combat - Cybernetics, Trading, Social, Industry, Materials Processing, Planetary Industry, etc. Generally a PvP pilot will want to invest in Cybernetics and occasionally Biology for boosters.

So, you’re looking at picking some ships (frigates, destroyers, cruisers) from 1 or 2 races and training those and their weapon systems, and then also training the support skills to at least 3 squares so you can put some shields and armor on your ships. Newbloods can use the in-game Ships Chart to look at the ships and figure out what you want, or they can pick up a training regimen from one of the following career paths. We named them after Fantasy RPG Classes for fun and to trigger Eve players.

Keep in mind that Eve is a true sandbox, and one character can train into as many of these classes as they please. There is no limit except for the training queue time and how much you wish to invest in cybernetic implants, skill injectors, Omega time, and so on.

**Basics**

All classes, with the exception of pure Logi, need these skills, so begin here. Logistics pilots who feel passionate enough about it may put off gunnery and missile skills until later, however, it is recommended that they should be able to fly at least one dps frigate, destroyer and cruiser of their choice eventually in case the fleet does not need a logi pilot. Alphas can train all of these skills. They are listed in order as shown in the Skills window. Skills marked with \*\* are high priority and should be trained to V as Omega clone. Skills marked with + do not need to be purchased, as they are already injected at the time of entering the game for the first time.

**Spaceship Command**

Spaceship Command IV +

**Navigation**

Evasive Maneuvering III +

High Speed Maneuvering III +

Navigation IV +

Afterburner III +

Warp Drive Operation III +

**Engineering**

CPU Management V +

Capacitor Systems Operation III +

Capacitor Management IV +

Thermodynamics IV \*\* +

Weapon Upgrades V +

**Armor**

Hull Upgrades V \*\* +

Mechanics V \*\* +

**Shields**

Shield Management IV +

Tactical Shield Manipulation IV +

**Targeting**

Target Management II +

Signature Analysis III +

Long Range Targeting III +

**Gunnery**

Gunnery V \*\* +

Controlled Bursts IV +

Motion Prediction IV +

Sharpshooter IV +

Rapid Firing IV\*\* +

Small Projectile Turret

Small Hybrid Turret

Small Energy Turret

Surgical Strike \*\* +

Trajectory Analysis \*\* +

**Missiles**

Missile Launcher Operation V \*\* +

Light Missiles V \*\*

Heavy Missiles V

**Drones**

Drones V\*\*+

Light Drone Operation V\*\*

**Electronics Systems**

Propulsion Jamming IV +

## Cleric

The Cleric path specializes in mastering small, fragile T2 logistics, for use in small, fast warper gangs, especially punisher fleets. The Cleric will always want to be paired up with other fleet members. Logistics are "healers" they repair the shield, armor or hull of another fleet member, focusing closely on their watchlist with the FC's, Logi and high value targets being given special attention.

All Logi have offensive capability, but Amarr logi are limited to one drone, sometimes called a "whore drone" which can be used to get on killmails, however, few FC's are mindful of logistics pilots losing their drones, especially if the fleet is mostly comprised of droneless DPS.

If this path interests you, you may want to take it further and invest in the Paladin career path, which gets into Cruiser, Marauder and Carrier logistics (logi.)

If you enjoy gang warfare and always want a place in the fleet, small T2 logi is always welcome and this is a great career path for being able to socialize with the whole warzone as Logi is in demand everywhere.

You will master the inquisitor first and once you are more experienced, you will move into the T2 logi, the Deacon. The ship is a very attractive model and while it has a sleek elegance, from behind it resembled a banana, hence the nickname "banana boat."

After mastering armor logi you can begin branching out into other forms of support. Armor is MOST important in the Amarr warzone due to the heavy use of armor in Amarr fleets.

You can start this path by training into the following ship (hint, you can copy and past this into the game fitting service!)

[Alpha Inquisitor by Varrinox]

Prototype Energized Adaptive Nano Membrane I

Prototype Energized Adaptive Nano Membrane I

400mm Rolled Tungsten Compact Plates

IFFA Compact Damage Control

1MN Y-S8 Compact Afterburner

Small Electrochemical Capacitor Booster I

Small Solace Scoped Remote Armor Repairer

Small Solace Scoped Remote Armor Repairer

Small Solace Scoped Remote Armor Repairer

Small Trimark Armor Pump I

Small Trimark Armor Pump I

Small Trimark Armor Pump I

Once you have moved into this banana, you'll begin training the skills required for the following final fit.

[IGNI Deacon by Elendar]

Damage Control II

Energized Adaptive Nano Membrane II

Capacitor Power Relay II

Capacitor Power Relay II

400mm Rolled Tungsten Compact Plates

Cap Recharger II

1MN Afterburner II

Small Remote Armor Repairer II

Small Remote Armor Repairer II

Small Remote Armor Repairer II

Small Anti-Thermal Pump II

Small Trimark Armor Pump II

Acolyte II

**Skill(book)s required**, in order of priority; acquire all of these and train the bare minimum to get into the alpha ship above; then, focus on working your way into the Deacon. Skills that will get you into the Deacon will also support your efficacy with the Inquisitor. Focus on training the quick skill levels first, to get them out of the way and boost your effectiveness quickly - some skills are extremely cheap and fast to train and do a lot for you right away:

Spaceship Command, Amarr Frigate, CPU management, Mechanics, Hull Upgrades, Repair Systems, Remote Armor Repair Systems, Signature Analysis, Long Range Targeting, Logistics Frigates, Science, Power Grid Management, Energy Grid Upgrades, High Speed Maneuvering, Navigation, Afterburner, Armor Rigging

## **Paladin**

Like the Cleric path, the Paladin class specializes in ships that can repair armor, but also utilizes capacitor transfer modules. Their ships do a lot more DPS in general, as their ships can accommodate more drones or equip siege modules. The Paladin class is very skill intensive, and should be considered a long term advanced Eve career that will eat up a lot of skill queue time. Once completed however, you will be an indispensable part of almost any operation.

You'll begin with the Augoror and mastering its use, as it is one of the most highly prized workhorses within the warzone's armor fleets. Later, you'll want to move into Lachesis, Huginn and Scimitar for diversification, providing shield reps. We won't list those fits here as most corps will have their own preferences.

[IGNI Pally, Augoror]

Capacitor Power Relay II

Capacitor Power Relay II

Capacitor Power Relay II

Capacitor Power Relay II

Reactor Control Unit I

Medium Cap Battery II

50MN Y-T8 Compact Microwarpdrive

Cap Recharger II

Medium Remote Capacitor Transmitter II

Medium Remote Armor Repairer II

Medium Remote Armor Repairer II

Medium Remote Armor Repairer II

Medium Remote Armor Repairer II

Medium Remote Repair Augmentor I

Medium Remote Repair Augmentor I

Medium Remote Repair Augmentor II

Hornet EC-300 x4

**Skills Required**

Spaceship Command, Amarr Frigate, Amarr Destroyer, Amarr Cruiser, Mechanics, Repair Systems, Remote Armor Repair Systems, Long Range Targeting, CPU Management, Power Grid Management, Afterburner, Hull Upgrades.

## Rogue

Tackle/Brawlers/ECM: Crucifier, Slicer, Daredevil

Similar in nature to the rogue class in fantasy roleplaying games, the Eve rogue class is designed for in-your-face brawling that punches out a ton of specialized DPS on unsuspecting targets, pins down the enemy, insta-locks for the fleet or utilizes dirty tactics (ECM). The top priority of the Rogue class is to pin down targets, disarm them and/or pummel them with damage, keeping them from escaping. This is one of the cheapest career paths to get into, and a cheap tackle fit can be used by newbies from day one, within a few hours of training. Highly specialized Rogues will want to get into a Daredevil or Vindicator, and/or various pure or hybrid style ECM boats of any size. There's a very broad range of ships and fits that work with this style.

## Warlock

Neuting Dragoon/Recon:Curse/Pilgrim ECM bullshit

## Extras: Veterans Spitting Words of Wisdom

> Discussion between Amarr Royalty Naxirian and a tiny little newblood
>
>

## **Shinar**-Today at 3:06 AM

hello velociraptor 729, what would i do here without you? think that one day i will have to save your ash for all the help you give me . my tactics of seaking a fight  normally is in a plex where i try to create a controlled situation for pvp (distance of beginning, type of ship that can enter), once i made a test flight to minmatar high sec to see how reacts their navy or concord but only saw neutrals no militias. when i come at night, never before 20:00 eve time as i just come from work and want to eat something. and i think losing a ship is easier for someone who knows that he is good, for a newbie who always loses its much harder. a propos, with your tip of the remaping and the implants skills run a bit faster, almost have 11 millions now .

## **Ravana 729**-Today at 3:13 AM

Yeah that helps a lot

Also I'd consider getting into a nice Comet, or Thorax for pvp

there's a couple fits Varr gave me that work really well

I've been looking around but I can't find any German corps for you, but I would start there tbh

You do know there is a German Recruitment channel in game? Ask for Calmil or Galmil corps, not sure if there is a German Amarr corp but its worth it to ask(edited)

At 11 mill you'd probably qualify for most medium grade fw corps

@Shinar To answer your question (we dont discuss things in the pings channel because people leave notifications on for those channels)

It's just when you deplex a system that is owned by the enemy faction

you have to kill the rat so it takes some DPS

not as easy as Defensive Plexing

O-plex is short for Offensive Plexing

## **Shinar**-Today at 3:33 AM

ok. well i know the mechaniks of oplexing, i already made it, but not the fleet plexing mechancs

## **Naxirian**-Today at 3:34 AM

Fleet mechanics? LP from a plex run by a fleet is split equally between everyone in the plex

At the time it finishes

## **Shinar**-Today at 3:35 AM

thanks then making a plex together, i understand

## **Naxirian**-Today at 3:35 AM

You get less LP doing it with other people but it's safer

And less boring

## **Naxirian**-Today at 3:35 AM

I don't really plex for LP, plex LP income is virtually irrelevant. If I want LP I just do the missions, I plex for fights

## **Shinar**-Today at 3:36 AM

i think that wont be a great problem to find troube in kamela or lamaa at night, right?

## **Ravana 729**-Today at 3:37 AM

Yeah, most people plex for fights, but I plex for LP because I don't have 15 accounts like Nax

My main income is merchanting, im just good at it

## **Shinar**-Today at 3:39 AM

i also will need a new caracter, this one only sums up losses

## **Ravana 729**-Today at 3:39 AM

Check my original main's old killboard history, feel better

The golden serpent

## **Naxirian**-Today at 3:39 AM

It means once you do get good at it, people will assume you don't know anything and fight you

Then die horribly and drop shiny loot

## **Shinar**-Today at 3:40 AM

well no problem, a can make each killboard red

## **Naxirian**-Today at 3:41 AM

I killboard check most people before I fight them lol

To check how they will likely be fitted and whether they know what they're doing

ZKill recently added a "Recent" tab which is pretty useful. Some people died a lot in the past and then got better at PvP, so you can check how they've been doing recently vs their all time

## **Shinar**-Today at 3:42 AM

oh when i see someone enter my plex i normally dont have the time to check someones killboard. newbies can be quiete slow

## **Naxirian**-Today at 3:42 AM

I'm usually the one entering the plex. I don't tend to sit still that long

Gives people time to form counters

## **Ravana 729**-Today at 3:43 AM

Yeah gotta keep moving, dont worry about the timers if you're pvping Shinar

Unless you're in a fleet playing bait

## **Shinar**-Today at 3:43 AM

you need probe launcher for finding others in a solar system?

## **Naxirian**-Today at 3:43 AM

Nah d-scan is usually enough

You only need to use probes for finding people in safe spots or signatures

Once you're quick at d-scan you can pretty much check an entire system in <30 seconds

Quicker if everything is in range

## **Ravana 729**-Today at 3:44 AM

It's like playing tag and hide and seek, you just run around and use dscan

## **Shinar**-Today at 3:44 AM

and compare the distance with beacon distance?

## **Ravana 729**-Today at 3:44 AM

I never use probes but if you get good at combat probes youll always be a valuable asset in a fleet

## **Naxirian**-Today at 3:45 AM

So you set the camera to tracking

Set D-scan to 5 degrees and max range

## **Naxirian**-Today at 3:45 AM

Then you hold the D-scan hotkey and click on each plex within 14.3 AU

And it'll do a 5 degree scan

Shift + C but yeah

## **Shinar**-Today at 3:46 AM

ah i made a lot of plexes but never saw a hotkey, the next time ill search it

## **Naxirian**-Today at 3:46 AM

It's V by default I believe

Mine is different cos I'm a leftie

## **Ravana 729**-Today at 3:47 AM

to run Dscan

ITs the shortcut on the keyboard instead of pressing scan button

And it is the default

## **Naxirian**-Today at 3:48 AM

So go into a system, press Shift + C to engage tracking camera, then set d-scan to 5 degrees and max range, hold the V key and click on plexes within that range on your overview

And it'll spin the camera and do a pinpoint 5 degree d-scan on the plex

## **Ravana 729**-Today at 3:50 AM

my pleasure

need to copy this convo to the wiki brb