Ripard is now more or less nerf-proof.
He now has:
- Level 5 training on every T1 sub-cap hull class for all four races: frigates, destroyers, cruisers, battle cruisers, and battleships.
- Level 5 training on every primary combat T2 sub-cap hull class: assault frigates, command ships, covert ops, EAFs, HACs, interceptors, marauders, and recons.
- Level 5 training on every primary T1 sub-cap weapon system in the game: all sizes and types of gunnery, missiles (except for auto-targeting), and drones.
- Level 4 specialization training on every T2 sub-cap weapon system in the game in all sizes of guns and missiles.
- Level 5 training in every significant support skill, including all 20 subsystem skills, except for rigging where he has Level 4 in every rigging skill.
- Level 5 training in virtually every leadership skill.
- Level 5 skill in interdictors, heavy interdictors, logistics, and black ops; and,
- he's only got Level 4 in a couple of missile support skills and one gunnery support skill.
Point of interest a few of you might find amusing: Ripard has 26k SP in resource processing (24k of them in Salvaging), 250 SP in production (not 250k, 250), and two skills trained in Science (the namesake skill and Graviton Physics). Ripard isn't exactly an industrial character...
By early summer, I'll have closed the gaps in the few support skills and support ships he's missing at which point I'll have a pretty significant choice to make: branch him into capital ships (I already have three heavy-skilled capital pilot alts at this point), expand his support skills to include things like blockade runners (ditto), or start selectively training some really specialized stuff to level 5 (such as Medium Railgun Specialization and Heavy Assault Missile Specialization, for instance). So far, I'm leaning toward that third option but I have until June or so to decide.
Anyway, just a one-off that I thought I'd share. Bring on the next Alliance Tournament; Ripard can fly anything! ;-)