2013-06-17

Boosting primer, part II

How boosting actually works in fleets is something that confuses a lot of pilots. It might have to do with that it's really two, or even three, sets of skills. I decided to do my own write up on the topic, even if there's plenty of guides written on this already.

This is part 2 of a primer on boosting. First part can be found here.

Part I: Warfare- & Leadership-skills
Part II: Warfare specialization

So far, we have not talked about command ships, links running on those ships or implants that affects boosts. Everything said in part I is applicable even to the smallest fleet.

Warfare specialization

- skills that enable you to, on a battle cruiser or command ship, run warfare links.


The skills above are needed to run the different links that fits onto command ships. This ships give bonuses to the effect of the links, making a Damnation the choice for armor-boosting, a Vulture the best for shield (Siege) etc.. You can run other links, but you lose out on the command-ship bonus.

For reference, here are the T1 versions of the warefare-links
(area/race/command ship) we are talking about;

Armor/Amarr/Damnation


Siege/Caldari/Vulture


Skirmish/Minmatar/Claymore


Information/Gallente/Eos


I wont go details about each of the links, how they work and what they boost should be pretty clear if one reads the description on each.

If the pilot running the links have a mindlink implant you get a 50% increase of the effect the warefare links have. Well worth it!

So which skills affect the boosts you get out of the links?

Remember that you don't need a command ship to use the warefare links. Any battle cruiser can run one link.

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