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A Salvage Guide

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Author: doubleored
Time: January 25, 2007, 04:03:26 am
Rating: Up: 15, Down: 0
    I put this together after a fair bit of research - I hope it helps! Please provide constructive criticism on how I can improve it. Thanks. Updated to Revelations 1.4

A guide to Salvage

Part 1: Salvage
1.1: Salvage basics
1.2: Equipment
1.3: What is salvageable?
1.4: Salvage by race
1.5: Rigs by race
1.6: Resources
1.7: FAQ
1.8: Credits & Version


This is my first guide for Eve, and really for any game, though I have a few that I haven’t published yet for other games. The point of this is please bare with me as I work to improve this guide via additional information and helpful suggestions from others.
This guide is intended to help those who want to get into Salvaging as both a way of income, and as a means to produce rigs. It’s written for those who are new to the game, but not too new that they don’t have any idea what they’re doing. This guide assumes you are familiar with the basics on playing the game, and you know what the Overview is, how to target etc. If you need to know more information on those topics, then I suggest you look for some of the very excellent guides out there on those subjects. You can see more resources in my Other Resources section.
   This guide is based on the Revelations (Kali I) release of Eve.

1.1 Salvage Basics

   It’s not hard for a character to get into salvage as a career, or as something different to do. There can be decent money in it, and once the prices on the market settle down, there will be solid money in both the salvage materials and the rigs. Many players choose to do it as a side profession, as the skills required aren’t hard to acquire. Salvage doesn’t take a great deal of specialization and time to train like a career in mining would require, thus it is often referred to as a mini-profession.
   To start, you’ll need to get the Salvage skill which has two requirements; Mechanic and Survey. Both are rank 1 skills. Mechanic is a basic core skill so it should be obtained by every character at some point in their life. Survey is generally more useful to those wishing to pursue scanning and exploring. In any case both skills need to be at level 3 in order to learn the Salvage skill.
   The Salvage skill itself is a rank 3 skill, and it gives you a 5% chance to obtain salvage per cycle. The second thing you need to start salvaging is a Salvage Tackle I module. It’s fitted in a high slot.
   Once you know the skill and have a ship equipped with a Salvage Tackle I module, you are ready to go.
In order to salvage you need a wreck to salvage from. Wrecks are nothing more than the remains of a ship that has been destroyed – either an NPC or player ship. When the ship is destroyed, it leaves behind one of two things – either a loot can (which is not salvageable) or a wreck.
There are two important rules to salvage which can’t be ignored;
1: You must have the wreck targeted.
2: You must be within 5,000 meters in order to activate your Salvage Tackle on the targeted wreck.
Once you find a suitable wreck to salvage, you’ve locked it and you’re within range – toggle your Salvage Tackle on to start the salvage process. Do not worry if you’re skill is low and it takes awhile, because the module will continue to work until it is successful. Therefore, the higher your skill, the faster salvaging will become. There are three possible messages that will display while salvaging – two success messages, and one failure message.
The two success messages are:
“Your Salvage attempt was successful.”  You got something, check you’re cargo hold!
“Your salvage attempt was successful; unfortunately there was nothing to salvage.”  You didn’t get anything. (note: This message is possibly obsolete because as of the Revelations 1.4 patch, a wreck will only spawn if there is salvage to be had, otherwise a standard loot can will appear.)
In either case, your module will shut off and the wreck will disappear from the overview and the field.
If you get the message “Your salvage attempt is unsuccessful.” Then you’re module failed to find anything during its cycle, however the module stays active and tries again. There is no need for you to re-activate it. You’ll notice that the wreck is also still viewable. If you no longer wish to salvage from the wreck at this point you can either shut of your module manually, un-target the wreck, or move out of range of the Salvage Tackle.
Something that might not be obvious to some is that you don’t have to be the one to create the wreck (by destroying the ship/object) in order to salvage from it. In other words, if someone else killed an NPC pirate then you can salvage from that wreck. As of Revelations 1.4, you no longer have to take the loot from a wreck first before salvaging. Salvaging a wreck flagged to another player is not considered stealing, so therefore you will not suffer any negative consequences from doing so.
Salvaging a wreck that contains loot will not destroy the loot. Instead, a can will appear in the wrecks' place with the loot inside, which means you don't have to loot first and get salvage later.
You can tell if a wreck is empty by it’s symbol both in the overview and the field. All wrecks have a symbol that looks like an upside-down triangle with a line running along the top of it. Think this |> but pointing down and more uniform. Wrecks that contain loot have a solid or ‘filled’ triangle, while wrecks that are empty have just an outline. Also, unless you’ve changed your overview settings, wrecks you have not ‘opened’ (meaning you have hit the open button to see what’s inside the wreck) will also appear as a white icon, while wrecks you have ‘opened’ will be grayed out. Objects only grey out once you de-select them (not the same as un-targeting them). In either case, they will still appear either full or empty depending on if they have loot or not. Thus, if you open a wreck within range but don’t take the loot it will then appear as a grayed out full triangle in your overview and field once you de-select it.
   So where to find wrecks to salvage? The answers are many and varied.
1. Ratting – You can simply go ratting then loot the wrecks afterwards. It should be noted that this can be dangerous in a low sec system, because salvaging takes time – time that a potential player pirate can use to scan you down and find which asteroid field you’re in. People often times leave their wrecks behind, so you could also go from field to field looking for wrecks. This is an even better option now that you no longer have to loot wrecks first. You can just hop from belt to belt salvaging wrecks that ratters leave behind. It still might be good to be polite though, as some ratters may want to come back and salvage later. Another option is to trail behind a buddy and salvage the wrecks he leaves for you.
2. Missions – Combat missions can be a great source of salvage, especially if you are facing off against any of the NPC Pirate factions such as Sansha, Serpentis etc. Probably the easiest way is to join up with a friend or Corp. mate and salvage all the wrecks he leaves behind while ratting or mission running. Your friend can bookmark a wreck, complete the mission and then pass the bookmark to you. Then you can fly to the bookmarked location and salvage everything there. You can do the same after you’ve completed a mission, though I highly suggest having a dedicated salvage ship available for you to switch into once your mission is complete. Also, you’ll want to make sure and bookmark the wreck before completing the mission. Once you turn the mission in, the mission bookmark will disappear and you’ll only have your manually created bookmark to go on. Level 3 missions and above are where salvage really starts to pay off. If you have a good loot/salvage ship, you can clear a large level 3 mission of all it’s wrecks in just a few minutes. Some missions have so many ship wrecks afterwards though that it might take you a long time – this is why you really want a ship dedicated to looting and salvaging these missions.
If you are good at using scan probes to locate safe spots etc, then you could use them to locate the wrecks that mission runners leave behind. In any given system you are very likely to find wrecks that many mission runners simply don’t bother to loot when they are done with their missions. In the system I run around in, a simple glance at the scanner often reveals hundreds of wrecks left unclaimed – prime salvaging potential, and a good reason to learn how to scan these locations down.
   3. Complexes – Not much to say here, but if you have access or can get access to a complex, then these would also be a salvager’s wet dream. There are a few nuances to complexes that are beyond the scope of this guide, but the biggest one is that you will probably want to be with a group that is doing all the combat, while you stay far behind and salvage, and try not to agro anything.
   4. Exploring – I don’t have much info here yet, but there are ‘profession’ sites that can only be found by exploring. Some of these are salvage oriented, and essentially offer no-risk salvage opportunities provide you can find them. I will update once I get more information on what they contain.

1.2 Equipment

   The most important piece of equipment you’ll need is a Salvage Tackle I module. Without it, you can’t salvage anything at all. It fits in a high slot and must be activated on a wreck in order to start the salvage process.

   Ships

   If you are going to be a dedicated Salvager, then you’ll probably want to get a ship that is dedicated for that purpose. You can use any ship to salvage in, but to do it quickly and efficiently you’ll want to have one that has a large number of high slots available to fit, a reasonable amount of low slots, and is fairly fast and agile. On that note, I make special mention of Destroyers because they are becoming very popular for use as salvage ships because of their 8 high slots, mobility and decent cargo holds. Destroyers are very cheep so it doesn’t take much money at all to get one plus they are fast. Because of their popularity, I think it won’t be long before CCP makes a t2 version that has extra bonuses for salvaging (That is just my opinion and not reflective of any hard evidence) – but until then T1 Destroyers are extremely efficient at mass salvaging and looting.
To fly Destroyers, you only have to know the Destroyer skill. There is not a race specific skill for each races destroyer like there is for Frigates, Cruisers, and Battleships.
Other good ships are Battlecruisers and Battleships because of their numerous high-slots – but these ships are much slower. Destroyers are you’re best option money wise.
   The following stats are the base stats for each ship.

   Caldari Destroyer
      Name: Cormorant
      Fitting: 8 highs, 4 mids, 1 low, 3 rig slots
      Calibration: 400
      Cargo: 450
      Speed: 210
      Cpu: 215
      Powergrid: 55

   Gallente Destroyer
      Catalyst
      Fitting: 8 highs, 2 mids, 3 lows, 3 rig slots
      Calibration: 400
      Cargo: 400 m3’s
      Speed: 225 m/s
      Cpu: 170
      Powergrid: 60

   Minmitar Destroyer
      Name: Thrasher
      Fitting: 8 highs, 3 mids, 2 lows, 3 rig slots
      Calibration: 400
      Cargo: 400 m3
      Speed: 240 m/s
      Cpu: 170
      Powergrid: 70

   Amarr Destroyer
      Name: Coercer
      Fitting: 8 highs, 1 mid, 4 lows, 3 rig slots
      Calibration: 400
      Cargo: 300 m3
      Speed: 220 m/s
      Cpu: 160
      Powergrid: 75

   Analysis: Looking at it from the viewpoint that you want low slots to fit cargo expanders, and at least 1 mid slot to fit a cap re-charger, the Gallente destroyer Catalyst is the ship of choice for looting/salvaging. The Amarr destroyer has more low slots, but only 1 mid – so you’re stuck deciding if you want extra speed by fitting either a mwd or ab for a speed boost, or a cap re-charger. Also, it has the lowest cargo hold of all the destroyers at 300. Cargo expanders work on a percentage, so the more initial cargo you have, the bigger boost you’ll get from an expander – thus the Catalyst wins with 2 mids and 3 lows.
   The Thrasher comes in second place due to its decent mids, but it only has 2 lows. I’d avoid the Caldari destroyer for use as a looter/salvager – but it does have the largest cargo hold of all the destroyers, a point made rather moot because of its 1 low slot. Another advantage it has is 4 mids, so you can easily fit an AB or MWD and still have room for cap re-chargers.
   All the destroyers have a high number of calibration points, and the standard 3 slots – so you should be able to fit just about any rig you want on there. Again, the Catalyst destroyer wins here because you can fill your rig slots with salvager rig rather than cargo or capacitor rigs.

   Other Equipment

   Another piece of equipment that is valuable for salvaging is the Tractor Beam. These modules aren’t too expensive, but they might be for new players as they run over 1 million isk per module. They also take a fair bit of training to use (Science 4), but they are completely worth the time it takes to use them. With it, you can lock on to a wreck and pull it towards your salvage ship at 500 m/s as long as the wreck is within 20 km’s from your current location. They are especially useful if you prefer using slow battlecruiser and battleships to salvage in. Even if the wreck doesn’t contain loot, you’ll still want it within range of your Salvage Tackle. Tractor Beams really go hand in hand with Salvaging, and you shouldn’t leave home without one.
   Another piece of equipment that bares mentioning is a Capacitor re-charger. With Tractors and Salvage Tackle’s running constantly, the cap on a Destroyer is going to drain fairly quickly – so boosting the ships natural recharge rate will keep you moving.
   Once you’re able to either make one or buy one, a Salvage rig will improve you’re chances of gaining salvage during a cycle of the Tackle by 10% – so it’s worth investing in these for you’re dedicated Salvage ship. With a maxed out Salvage skill and three Salvage rigs, you’ll have a 55% chance of getting salvage per cycle. That will substantially speed things up for you.
   Cargo Expanders: When looting large missions, your cargo hold is likely to fill up fast, especially if you are also getting a lot of salvage. Like most modules, these come in various kinds (Cargo Expander I, Cargo Expander II etc.) and which ones you want to get are up to you.

1.3 What is Salvageable?

If a ship is salvageable, it leaves behind a wreck. Otherwise, it leaves behind a jettisoned container that contains loot if it dropped any (or nothing at all if it didn’t drop any loot and doesn’t contain salvage).
You can also use your scanner to see if there are any wrecks that others left behind. Set the distance so that it covers a large area and then look at what the scanner picked up. It will show something like “Sansha Medium Wreck” or “Serpentis small wreck” etc.
For convenience sake though, I’m listing the various npc pirate factions you can salvage from and what race they are usually associated with, so you know where to hunt to get specific salvage gear to make rigs. More on this below in the ‘salvage materials by race’ section. One interesting thing is that Amarr have two pirate factions; Sansha and Blood Raiders. You may wonder why, and this is most likely due to the reason that Amarr is separated into ruling provinces (Emperor family, Tash-Murkon, etc). So even though the two pirate factions use the same weapons, they both follow a different ideology and favor one technology over the other. That is a little more speculation that is usually found in guides, but it’s just my opinion. All that really matters to you is that you can find them both in Amarr space.

Blood Raiders – Amarr
Sansha – Amarr
Serpentis – Gallente
Gurista/Gisti - Caldari
Angel Cartel – Minmitar
Rogue Drones – not associated with a race.

All PC ships! (Yes, you can salvage a PC wreck! Standard rules apply though.)

Most other ships might be salvageable, but the salvage is minimum at best. The above are by far the best sources of salvage.
Whether a salvageable ship is going to actually drop salvage appears to be fairly random, however you can correctly assume that the bigger the wreck, the more salvage you’re going to get from it when it does drop it. I don’t have hard numbers on these, this is just based on observations and talking with various players.

Frigates/Destroyers –1-4 parts
Cruisers – 2-8 parts
Battleship – 3-16 parts.
Capital Ships – no idea. However, since the majority of these ships are operated by PC’s, you should be able to obtain salvage from them. If you have salvaged a Dreadnought or capital ship, please eve-mail me and let me know what you got from it.
(note: Future patches are going to have missions pitting players against npc carriers, dreadnaughts etc, so those ships will of course most likely drop salvage.)

1.4 Salvage Materials by Race

   If you’re hunting for a specific piece of salvage, there are ships that have a much greater chance to drop a particular item over others. As you’re going to see, the salvage used in rigs co-insides with the specialty for that race – thus Caldari are shield and missile specialists, so it follows that you’ll have better luck finding salvage for shield and missile rigs from the pirate faction that prowls in Caldari space – The Gurista. This will also have an effect on the market as well, as these components are more likely to be cheaper where they are more plentiful. From a trading aspect, one could probably make a decent amount of money buying shield components and selling them where they are less common, however that is pure speculation on my part.
   That being said, it is important to note that ALL BASIC (I.E. Broken components) salvage materials can drop from anything regardless of race. If you’re looking for something specific, then it’s still best to hunt the right npc’s though.
Most salvage items have a ‘broken’ component and a ‘whole’ component. You can tell a difference between the two not only by their name (Charred Micro Circuit as apposed to Micro Circuit), but also because the broken ones have an orangish explosion background in their graphic icon, while the whole ones have a bluish background. The broken components are primarily used in T1 rigs, while the perfect ones are used in T2 rig manufacturing. I have no hard data on where to consistently get the tech 2 rig components, as salvage is still fairly new, but there are some sources. Tech 2 components are more likely to be found by salvaging from tech 2 ships. They are also found from special faction rats that show up every now and then in belts and sometimes in missions. You’ll know them when you see them because instead of a Sansha overlord, they will be titled True Sansha Overlord or something like that.
I’ve made notes on certain categories if they were needed. Also, in parenthesis I’ve listed the most common source of the rig component. This doesn’t mean that component is exclusive to that npc, just that you’re more likely to find it from them.

Amarr Salvage Materials
Broken
   Contaminated Nanite Compound (Sansha)
   Defective Current Pump (Sansha 1st, Blood Raider 2nd)
   Melted Capacitor Console – (Blood Raider)
Whole
   Nanite Compound
   Current Pump
   Capacitor Console
   
Caldari Salvage Materials
Broken
   Malfunctioning Shield Emitter (Gurista)
   Scorched Telemetry Processor (Gurista)
   Ward Console (Gurista)
      Whole
   Intact Shield Emitter
   Telemetry Processor
   Enhanced War Console

Gallente Salvage Materials
      Broken
   Damaged Artificial Neural Network (Serpentis 1st, Gurista’s 2nd)
   Broken Drone Transceiver (Rogue Drones 1st, Serpentis 2nd)
   Conductive Polymer (Serpentis)
   Contaminated Lorentz Fluid (Serpentis)
Whole
   Artificial Neural Network
Drone Transeiver
   Lorentz Fluid

Minmitar Salvage Materials
      Broken
   Alloyed Tritanium Bar (Angel Cartel)
   Smashed Trigger Unit (Angel Cartel)
   Thruster Console (Angel Cartel)
Whole
   Trigger Unit
   

Universal Salvage Materials
   All circuits can be dropped by any wreck and in decent quantities.
Rogue Drones drop a lot of circuits for all races, as well as lots of Broken Drone Transceivers.
Broken
   Burned Logic Circuit
   Charred Micro Circuit
   Fried Interface Circuit
   Tangled Power Circuit
   Tripped Power Circuit

      Whole
   Logic Circuit
   Micro Circuit
   Interface Circuit
   Power Circuit
   
Unused Salvage Materials
   As far as the data goes, the following salvage materials are currently unused by any of the rigs during manufacturing. Some of these parts might be used in T2 rig manufacturing, however I have no hard data on this at the moment since there are very few t2 rigs out there. Some of them aren’t even dropped by NPC faction wrecks, so if there is nothing behind it in parenthesis, I have no data on how to get them as of yet.
   Metal Scraps (Guristas)
   Armor Plates (Sansha)
   Intact Armor Plates
   Conductive Thermoplastic
   Impetus Console
   Power Conduit
   Single-Crystal Super alloy I-Beam
   
   

1.5 Rigs by Race
   As you may or may not know, each race has a specific specialty they are particularly good at. Gallente specialize in drones and hybrid weapons, Amarr in armor and energy weapons, Caldari at shield and missiles, and the Minmitar are good at Astronautic technology (modules dealing with cargo and speed boosting) and Projectile weaponry. Thus, it follows that rigs that fall under these specialties should fall under that race. If you don’t believe me, when you go to buy the blue prints for the rigs, you’ll notice that Drone and Hybrid are sold by CreoDrone – which is a Gallente research corporation. Astronautic and Projectile rig blueprints? Sold by Core Complexion which is a Minmitar research corporation.
Each rig category has three pieces of information. The first is parts needed. All rigs use three components to make the rig. Rather than list each specific rig and their requirements to build (which can change depending on your manufacturing skills and the amount of research done on the rigs), I’ve instead listed the components used in that category. Even though there may be 4 components listed, each rig will only ever need 3 of those components. Secondly, there is the Role the rig plays in improving your ship, and finally the drawback for using the rig, such as reduced speed.
Electronic and Electronic Superiority rigs are in a special section of their own because they are not attributed to any race. They need a lot of circuits, so you’d want to hunt Angel Cartel pirates, but you also need to find Minmitar Navy and Gallente wrecks to get the Damaged Artificial Neural Network parts.

*Amarr Rigs*
Armor
Parts Needed:
Charred Micro Circuit
Contaminated Nanite Compound
Fried Interface Circuit
Role: Armor Improvements, Salvaging improvements
Drawback: Reduced Speed   
         
Energy Weapon
   Parts Needed:
   Charred Micro Circuit
   Defective Current Pump
   Fried Interface Circuit
   Role: Improvements to Energy Weapons
   Drawback: Energy Weapons need more powergrid to fit

Energy Grid
Parts Needed:
   Burned Logic Circuit
   Tangled Power Conduit
   Tripped Power Circuit
   Melted Capacitor Console
   Fried Interface Circuit
   Role: Improvements to Capacitor, Powergrid
   Drawback: None

*Caldari Rigs*
Missile Launcher
Parts Needed:
Burned Logic Circuit
Tripped Power Circuit
Scorched Telemetry Processor
Role: Improvements to missiles and launchers
Drawback: Launchers need more CPU to fit
Shield
Parts Needed:
Charred Micro Circuit
Fried Interface Circuit
Burned Logic Circuit
Tripped Power Circuit
Ward Console
Malfunctioning Shield Emitter
Role: Improvements to Shields
Drawback: Increased Signature Radius

*Gallente Rigs*
Drone
Parts Needed:
Burned Logic Circuit
Charred Micro Circuit
Tripped Power Circuit
Broken Drone Transceiver
Role: Upgrades for all Drones
Drawback: Reduces ships available CPU

Hybrid Weapon
Parts Needed:
Charred Micro Circuit
Fried Interface Circuit
Contaminated Lorentz Fluid
Role: Improvements to Hybrid Weapons
Drawback: Hyrbid Weapons need more Powergrid to fit

*Minmitar Rigs*
Astronautic
Parts Needed:
Burned Logic Circuit
Charred Micro Circuit
Fried Interface Circuit
Tripped Power Circuit
Thruster Console
Alloyed Tritanium Bar
Role: Improved speed and agility, improvements to AB and MWD use, Cargo  capacity increase
Drawback: Lowers Armor Hit Points

Projectile Weapon
Parts Needed:
Charred Micro Circuit
Fried Interface Circuit
Smashed Trigger Unit
Role: Improvements to Projectile Weapons
Drawback: Projectile Weapons need more Powergrid to fit

*Electronic Rigs*
   Notes: The parts needed can be mostly found with Serpentis and Gurista (Gallenti and Caldari race respectively) rats.
Parts Needed:
Tripped Power Circuit
Fried Interface Circuit
Charred Micro Circuit
Conductive polymer
Damaged Artificial Neural Network
Role: Improvements to hacking, archaeology, & scanning. Reduction of CPU and Capacitor requirements for Electronic Modules and ECM
Drawback: None

*Electronic Superiority Rigs*
Notes: The parts needed can be mostly found with Serpentis and Gurista (Gallenti and Caldari race respectively) rats.   
Parts Needed:
Fried Interface Circuit
Tripped Power Circuit
Charred Micro Circuit
Burned Logic Circuit
Damaged Artificial Neural Network
Role: Improvements to ECM Modules. Improvements to ships sensors, targeting, & tracking
Drawback: Lowers Shield Hit Points

1.6 Resources

I used three resources when dotting my i’s and crossing my t’s. The first is the forum guide on Eve-Online written by Radix Salvilines who was very helpful in organizing my guide.
The second was http://eve.podzone.net/wsdb/ which maintains an excellent database on salvage via reports sent by players. The various tables have excellent data. If you connect to the site via the IGB, you can register and get into various discussions with other players about salvage, rigs and related subjects.
The third is the players themselves, people both known and unknown to me, who were kind enough to answer my questions about their experiences. Especially the group at http://community.livejournal.com/eve_online/ who gave me several new idea’s. Hopefully, my fellow players will help me to improve this guide.
www.battleclinic.com An awesome forum, some great all around people, and a good source of information related to eve, as well as a very helpful new player guide.

1.7: FAQ

This section will expand as I get more questions. If they become significant enough, they will be included in the main area of the guide.

1.   Q: Does research on a rig reduce the component requirements?
A: Yes. Rig BPO’s are like any other BPO in so far as the materials used in their construction is based on your production efficiency skill, and the ME level of the BPO. Most of the rig BPO’s shouldn’t need to be researched more than ME. 30, though each one is different obviously.

2.   Q: So salvaging a wreck that belongs to another player isn’t considered stealing?
A: Nope. This is especially nice since you no longer have to loot wrecks before salvaging (Like you used to have to).

3.   Q: Do the drones in the new regions drop salvage?
A: Yes, they drop lots of circuits and broken drone transceivers mostly, but like anything they can drop other salvage as well. This goes for all Rogue drones that I am aware of, not just the ones found in the new regions.

4.    Q: So what Race do Electronic and Electronic Superiority Rigs belong too?
A: In my opinion, they are shared somewhat equally by both the Gallanti and Caldari race since the needed parts drop the most from Serpentis and Gurista rats.

1.8: Credits and Version

Special thanks go to: Radix Salvilines for partial use of his forum guide, and the information contained there in.
   

http://eve.podzone.net/wsdb/ for it’s data
http://community.livejournal.com/eve_online/ for there help.
Anybody else, if I didn’t mention you sorry.

Version History
Version 1.0 : The initial version
Version 1.1 : Updated to go inline with the “need for speed” initiative patch (Revelations 1.4) which streamlined salvaging a bit. Also added a bit more information on rogue drones in the new (Via Revelations patch) parts of the galaxy.
Version 1.1.1: Made a minor correction based on feedback about loot and salvage.
Evemail me at Monica Bloodblade in game with comments, constructive criticism, suggestions, questions, and additional info I might have missed.

Comments

  • January 25, 2007, 05:38:57 am

    Well done...I thought I knew alot about salvaging (started the day it was introduced) but realize now that I did not know enough.   :thumbsup:
    I tried not to take the comments against the Caldari Cormorant personally (my poor little Salvo) but will rethink my choice.
  • January 25, 2007, 05:57:52 am

         Well, I hope my points were valid on why the gallente one is generally better...but that is just my opinion and you are free to do what you will with it. :)
         Thanks for the feedback though! I'm glad you found it usefull!


  • January 25, 2007, 06:54:54 am

    nice info, stuck the url into corp mail for others to see, just one thing i can queary you mention ccp making a t2 destroyer, they are called interdictors :P all round t1 and t2 have there + points the eris is the best dictor by far (even though im a flycatcher pilot) combat wise i hate the comrants guns not launchers :( but in its defence im guessing your a gellente pilot?  because thinking about it BMing the wrech locations finishing the mission then going out you can stick a mwd on your ship  a small cap battery and 2 rechargers and either a nano or a cargo exspander in low. but to be perfectly honest they all are equaly good in this role cos regardls or meds and lows they all have 8 high at the end of the day.
    but yeah, good post mate :)
  • January 25, 2007, 07:15:20 am

    This guide is wonderful.

    There is one aspect I do not believe was mentioned however, and that is the aspect of Faction Spawns such as True Sansha...  For some reason, these ships seem to take an extra effort to loot.

    I would love to see some numbers as to just how much more difficult these ships really are to salvage.
  • January 25, 2007, 07:19:13 am

         Well, I hope my points were valid on why the gallente one is generally better...but that is just my opinion and you are free to do what you will with it. :)

    They were...just need to think before I decide to install any rigs on my salvager in case I switch to Gallente.
  • January 28, 2007, 07:13:48 am

    Hey I might be wrong on this but are you confusing a Salvage Module 1 (high slot module which actually salvages stuff) with Salvage Tackle (low slot module which boosts salvaging like a BCU)?
  • January 28, 2007, 11:47:45 am

    Nope, I am referring to Salvage Tackle Rig...not a low slot...
  • January 28, 2007, 02:44:52 pm

    I have a dedicated Hurricane that I use for salvage, the larger cap and more cargo space makes it great to clean up lvl IV missions loot and salvage. What I am curious about is if there is any type of stacking penality for using 3 salvaging riges at the same time.
  • January 28, 2007, 02:54:07 pm

    So far there does not seem to be any stacking penalty on salvage %, nor on cargo expansion %. :D
  • January 31, 2007, 06:22:24 am


    Well done!
  • February 07, 2007, 09:10:46 am

    Great guide - but the breakdown on what drops what salvage needs redoing since the last mini-patch.

    Everything drops salvage now - even rogue drones! and I'm getting different types of salvage (e.g. alloyed trit bars from sansha as well as angels)
  • February 07, 2007, 11:41:06 pm

         I did state in the guide that you have a chance to get anything from a rat, but that if you were hunting for specific materials (like stuff for shield rigs) then you are better off hunting Caldari rats. I do not believe that has changed, and as a matter of fact there was a dev blog that confirmed that drops where racially based.

  • February 08, 2007, 03:37:36 am

    Shame I can't salvage my own Velators for Gallente parts.  I did strongly consider that as the ships are free, but it doesn't work.
  • February 09, 2007, 12:54:13 am

    Q3 in the FAQ does need updated though....

    "These drones are different than the rogue drones found in missions, which to my knowledge are not salvageable. "

    They are salvagable now, and actually drop decent amounts :)
  • February 10, 2007, 03:47:06 pm

    This thread is now stickied.  :)
  • February 11, 2007, 01:55:28 am

    Hurrah! It's way better than the one on EVE-O :)
  • February 11, 2007, 02:53:58 am

    It most certainly is!  :D  We win!
  • March 14, 2007, 09:36:22 am

    good post the EVE-O does suck though
  • March 28, 2007, 05:45:19 am

    An extra bit of info for next update is that minmatar COSMOS spawns in COSMOS complexes only drop circuit components.  I can only confirm this for the Minmatar COSMOS in the Ani constellation but this could be true for all COSMOS.

    The frigates never drop components (and now dont have wrecks) but cruisers and bigger do drop.

    COSMOS missions deadspaces, including the hidden static Amarr/Matar complexes in Ani, drop standard component mixes.
  • March 28, 2007, 05:58:52 am

    Great guide, I would recommend it to any new player looking to play and make money without doing mindless mining while trying to up skills for combat. You can make more from salvaging a DED complex in the components than the bounties and that means that kill missions now can offer more big bucks even from low level agents. 10 salvaged wreaks ≈ 750k isk (depending on components +or - 250K, prices of components are based upon current demands and may change in the future as more pilots begin to salvage.) So a good mission giving 40+ wreak can really help a noob, (note not every wreak gives components when salvaged.)

    But anyway that is my .02 isk on the subject.

  • March 30, 2007, 08:20:29 pm

    An extra bit of info for next update is that minmatar COSMOS spawns in COSMOS complexes only drop circuit components.  I can only confirm this for the Minmatar COSMOS in the Ani constellation but this could be true for all COSMOS.
         Rommy, What is the faction name of these spawns? I will look up info on these and update the guide.

  • March 30, 2007, 09:40:13 pm

    One thing to note, you make the statement that salvaging a wreck which contain's loot will destroy the loot. This is not the case since 1.4 update. The loot will appear in a can flagged exactly the same as the wreck was flagged for ownership.
    Other than that, Excellent guide. I have enjoyed salvaging since it was brought into the game and see it as a nice side income.
    RK
  • April 03, 2007, 08:41:21 am

    Nice guide dude. I'm dissappointed that the salvage rigs and skill just speed things up instead of giving you a better chance to actually get salv though. Personally I'd have just trained my skill to 4 and not bothered with rigs, it really doesn't speed things up much and I'm in no hurry tbh.  :-\\

    Absolutely spot on with regards to destroyers as salvagers.....excellent ships. I moved on from them though to using a Ruppy with salvager and tractor beam and can still do most lv 3's solo. From there I progressed to Hurricane with salv, traccy and 3 salv rigs.......awesome ship.
  • April 03, 2007, 08:50:09 am

    I too was disappointed with the salvage skill/rigs.
    I was hoping it would increase the amount of parts salvaged.
  • April 03, 2007, 09:07:02 am

    I too was disappointed with the salvage skill/rigs.
    I was hoping it would increase the amount of parts salvaged.

    i think its more of a every one has the same amount of chanse are far as amoubnts, but its a matter of speeding up so you can run more missions quicker ect. i like the system tbh
  • April 23, 2007, 06:10:51 am

    One thing to note, you make the statement that salvaging a wreck which contain's loot will destroy the loot. This is not the case since 1.4 update. The loot will appear in a can flagged exactly the same as the wreck was flagged for ownership.
    Other than that, Excellent guide. I have enjoyed salvaging since it was brought into the game and see it as a nice side income.
    RK
    Fixed. Thanks and thanks. :)
  • May 01, 2007, 07:04:52 am

    Probably changed since it was written, but you do not need a rig to salvage.

    All I equip is my Salvager 1 and off I go, I don't fit any rigs as of yet. 

    Nice to have is a tractor beam also as mentioned  ;)

    ~Zz
  • May 01, 2007, 07:21:06 am

    you don't technically need the rigs, no. BUT they do increase your chance of salvaging the wreak making things go much quicker. 1 cycle saved is 1 cycle spent on another wreak. With only a 5 - 25% chance per cycle the rigs really increase your speed in salvaging (bumping your chances to over 50% with two rigs and maxed skill) that means you are more likely to salvage every cycle, making your overall salvaging time less.
  • May 01, 2007, 07:50:40 am

    Oh, I agree 100%, I was just specifically referring to "The most important piece of equipment you
  • May 14, 2007, 11:16:12 am

    :)

    Well if it wouldnt be RL my guide would probably look in the end somehow that way :D Great job mate, good that someone continued the work while i could not keep up upgrading my humble work :)

    I was recently thinking about reactivating my guide but now i see its not needed anymore hehe. Again good job :)


    And a small addition. Well its not quite about salvaging really just a suggestion - say alternative for those that dont want to switch ships on missions just to grab the loot/salvage wrecks.
    What I am writing about is so called (hated by many/loved by many) Uber Domi of Doom and Boredom  8)

    While doing missions everyone wants to have: good tank and good dps. Tank goes to low slots or med slots so thats not importans at this point. Tractors and salvagers needs high slots. There - its no use to sacrifice dps by removing launchers or guns to mount tractor/salvager in there. Here comes Dominix (or Myrmidon if u rely on speed not on tank and if u got problems with capacitor).

    First the fitting:
    high: 1x Drone link augmentor, 1x civilian gun, 2x tractor beam, 2x salvager
    medium: 5x cap recharger II
    low: 1x Large armor repper II, 6x specific hardener II
    rig: 2x auxilary nano pump, 1x nanobot accelerator
    drone bay: 5x hobgoblin II, 5x wasp II, the rest space filled with ogres II

    using this fitting - believe me or not - i did all (pre-rev 1.4 that is - still getting a feeling with the new ones) 4lvl missions (even worlds collide :D). The only disadvantage is that your dps is a bit slower if u dont have good drone skills/ship skills and if u dont have the experience in commanding drones :).

    Why Domi of doom?
    Because with t2 heavies, drone interfacing5, battleship lvl5, heavy drones lvl5, racial drone lvl4 u get enough damage from a single drone that it is able to solokill almost every npc battleship (will take some time to brak tank but itll work :)). If u dont yet understand what im talking about... well here comes Domi of Boredom. U make some distance from rats (sometimes being shot at by initial aggroed group) - 70 - 80km is usually safe enough. Okay u got there. Now stop the engine, make sure tank holds... release your minions... go make yourself a tea, surf over the net, go to the toilet whatever. Return after a while to your cpu and look at the screens - youll see your happy cute dronies orbiting u as long as numerous npc wrecks :D This is the thing - u dont have to actually lock on every rat and focus your guns on them - if your drones are good enough theyll deal with the enemies on their own. But thats only if u have some skills. If not then u will have to manually lock on every rat and guide your drones to kill them.

    But wtf? What is so special in it?
    Well yeah drones are slow and eventually they got beaten up by gun-bs or missile-bs in dps. But here it comes - look at high slots :D No guns (except one civilian - this one is only for aggroing other rats - no ammo no cap usage, funny fitting requirements, perfect :D). No guns means a room for salvagers and tractors! There we go.
    Even if u wont be able to kill rats so quickly compared to other weapons Dominix in the end wins because it can loot and salvage wrecks on the run :D One rat dead - tractor on it and lets rox - u dont even have to focus on your drones with decent drone skills - wrecks are just showing up and ure immediately salvaging them.
    If a mission is in the same system that the agent that had given it to you then perhaps the outcome in time consumption is very little (normal bses kill rats faster but have to switch ships/refit), but when a mission is 1, 2 systems away domi is the winner :) U have a nice cargo hold (600m3) and u dont have to get to base for a ship change/refit.

    Well I do missions this way - for me works awesome, try if u like. Only thing u have to remember is that drones are no more cannon-fodder but your primary weapon so take care of them and dont let them die :) Ogre II costs 900k :)


    Last thing - a warning: Don't do "Worlds Collide" mission. Its the only mission - quite easy for gun/missile users but damm hard for drone commanders. Rats on this mission tend to have some serious affection to drones and once u release them, even being 80km from other groups - they will most likely losk on your drones - dont know if this is a bug but thats how it is :(
    U can do all the rest lvl4 missions in a Domi - already extensively tested (i did not had the pleasure to do all the new missions but from what i have seen so far they are doable :)). T2 stuff hardly recommended :)







  • May 23, 2007, 09:21:20 am

    Nice guide ya got going.  Salvage is my main source of income on my  Gallente noob.  I have a pretty extnesive listing of components in his bio but I might use yer racial breakdown as a reference to truncate it down some as it takes up a load of spacein its current form.  If I do I will of course credit you with being the source of the info (I'm not an info poacher after all).
  • May 24, 2007, 06:17:02 am

    RIG BP list info may be of help here - I invented the cargoHold Optimization 2 bpc to see what I'll need for them ... and it needs those Single Crystal Super Alloy Ibeams.. :)

  • June 18, 2007, 08:04:23 pm

    just a suggestion but I would recommend running with at least one high slot dedicated to salvageing... salvage while fighting and if you run out of room in your hold, drop it in a can and bookmark the location.  also I found that if you end the mish with the agent, the wrecks don't stay around forever.  I had a bunch disapeer as I was salvaging.  so remember to salvage before talking to the agent and saying your done.  typed this one handed so excuse any mistakes please.

    Edit:  man I was young here in this post... Ignore it... I've learned better since :D
  • June 19, 2007, 11:04:09 am

    just a suggestion but I would recommend running with at least one high slot dedicated to salvageing... salvage while fighting and if you run out of room in your hold, drop it in a can and bookmark the location.  also I found that if you end the mish with the agent, the wrecks don't stay around forever.  I had a bunch disapeer as I was salvaging.  so remember to salvage before talking to the agent and saying your done.  typed this one handed so excuse any mistakes please.

    slight wrrors in what your saying, the wrecks will stay there for a little over a hour weather you turn the mission in or not , if you dont get to them after just over a hour they go.
    salvage sepratly and you should not have a high slot free your setups should be optimal to killing as quick as possible while surviveing, then come back as it is much quicker to used specialised ships.

    oh and the BM can will last as long as a wreck would aswell
  • July 09, 2007, 08:30:58 am

    I'm not sure when this changed, but as of now salvage is 0.01 m3 each, with the exception of Metal Scraps. Since Scraps are worthless and should be trashed as soon as you get them, cargo space is really not an issue in choosing your salvager- a mere 100 m3 will hold 10,000 pieces of salvage!
  • October 19, 2007, 09:58:42 am

    Why can't I see the guide? There is no link to anything either. This is all I see.

    "I put this together after a fair bit of research - I hope it helps! Please provide constructive criticism on how I can improve it. Thanks. Updated to Revelations 1.4

    A guide to Salvage

    Part 1: Salvage
    1.1: Salvage basics
    1.2: Equipment
    1.3: What is salvageable?
    1.4: Salvage by race
    1.5: Rigs by race
    1.6: Resources
    1.7: FAQ
    1.8: Credits & Version


    This is my first guide for Eve, and really for any game, though I have a few that I haven"
  • February 15, 2008, 11:31:42 am

    I recently started playing Eve and started on a career in salvage and Rigs. I noticed a mistake with this and every guide and tracking tool for Salvage out there.

    Armor Plates are used for Armor Riggings, IE Salvage Tackle.

    This must have changed at some point, just thought I would point it out. It is correct in most Item databases, just not the numerous guides floating around the Universe.
  • February 15, 2008, 09:26:59 pm

     :notworthy:
  • February 28, 2008, 06:05:41 am

    On the subject of a salvage ship...

    One ship to look at is the Hurricane.  It might be a Battlecruiser but you can set it up to get 1250 m3 of cargo space (without rigs) with 4 tractor beams and 4 salvager's.  The rest of your slots should go for cap recharge to allow continuous tractor salvager operation.  One slot on mine is a T2 10MN AB to allow for faster travel between wrecks.  Don't remember what my speed is for the Hurricane but it is quick.  Throw 5 Hammerhead II's into the drone bay and you can even help out in some of the mission areas, or use repair/logistics drones to assist the player that is tanking.

    Using the Hurricane also allows for an earlier entrance to a mission areas to start salvaging prior to the destruction of all the NPC's since it can take a few more hits then a destroyer can.  And on those missions that are multi-spawn, where you have to wait for the spawn, it allows you to get in salvage and leave between spawns.
  • February 28, 2008, 07:02:02 am

    not to be petty but a hurricane is a battle cruiser but yeah ive seen a few ppl salvage in these, i think the main issue vs a destroyer is cost.
  • April 26, 2008, 07:19:44 pm

     Is there anything more rescent than this anywhere? I'm ratting in Ammar regions for armor plates to make something and this is seriously taking 4ever. :tard:
  • May 14, 2008, 12:48:22 pm

    what level does your salvage skill have to be at to salvage tech 2 or faction wrecks??????
  • May 14, 2008, 01:03:01 pm

    lvl 1.  it just takes god awful long to do it.  throw multiple salvagers on those wrecks to increase the likely hood that you will salvage it quickly.
  • May 14, 2008, 01:09:54 pm

    o...cause i got a dread BS spawn the other day and it said soem crap like...you cant salvage this because it is to advanced or something like that...and i have salvage lev. 2...wasnt a big deal i got one of my corp mates to do it who has salvage lev. 5 and it work for him...IDK...its not like you run into those everyday....
  • May 14, 2008, 01:56:19 pm

    have to have it to 3 to salvage advanced wrecks.
  • May 14, 2008, 02:04:24 pm

     :thumbsup: :lol:...nice....cause lev 5 was out of the question....but i think i can handle 3.....BS lev 5 is a little more important to me :crazy2:
  • May 14, 2008, 03:38:06 pm

    if there is some requirements for level of salvage, I don't know it.  I have salvage 3 or 4 and to date haven't come across anything I couldn't salvage.

    Then again, I've never attempted to salvage a dread BS spawn.

    was the message more like "you can't salvage this because there is no more room in your cargo hold" kind of message?

    If thats the case then empty your cargo hold.
  • May 14, 2008, 05:39:56 pm

    Quote
    have to have it to 3 to salvage advanced wrecks

    Your correct, you will get a message to the effect "You do not have the technical understanding to be capable of salvaging this wreck." But, it's been sooooo long since I've had Salvaging less than LvL 3 so I cannot remember the exact phrase. And I will say unless you have a dedicated salvage ship (with Salvage Tackle Rigs), several Salvagers,  and LvL 4+ you will find it takes a long time to Salvage T2 ships.
  • May 14, 2008, 06:43:28 pm

     Anything since Trinity? Or do different Ammar bad guys have a higher droprate for armor plates?
  • May 14, 2008, 07:49:59 pm

    Quote
    have to have it to 3 to salvage advanced wrecks

    Your correct, you will get a message to the effect "You do not have the technical understanding to be capable of salvaging this wreck." But, it's been sooooo long since I've had Salvaging less than LvL 3 so I cannot remember the exact phrase. And I will say unless you have a dedicated salvage ship (with Salvage Tackle Rigs), several Salvagers,  and LvL 4+ you will find it takes a long time to Salvage T2 ships.

    throw multiple salvagers on it even without the tackle and it can get salvaged relatively quickly.  its chance based so the more salvagers you throw at it the greater likely hood it will go faster.

    I don't know the mathmatics about it but it does work out over the long run.
  • May 14, 2008, 08:24:21 pm

    *1.* Salvager DON`T need carry all loot inside cargohold. Salvager always can use jettison container (towed by one of tractors) - anyway, many lvl 4 has more than 1.5-2k m3 loot - thus, after 1`st return - with salvager - 2`nd return - witn industrial ship - almost required.

    *2.* I have STRONG feeling that`s more attempts made by salvager modules - worse result will be received. Thus, I don`t like to engage multiple salvagers or allow too much cicles at single wreck.

    So,
    I perfer thrasher as salvaging vehicle (cause it can be fitted with AB and MWD at same time allowing fast work at normal space as well as at mission/complex deadspace pocket(s))

    Modules:
    4 x Salvager I - more wrecks at once, or faster processing of single wreck.
    4 x Tractor Beam - don`t want to fly to every wreck...
    3 x Salvager Tackle I - more chances to success (but very costly and forbiding salvager vehicle relocation inside industrial ship`s cargohold...)

    Implants: PPY + PPZ (extra 5% to chance and -5% to cicle time)
  • May 14, 2008, 08:49:08 pm


    *2.* I have STRONG feeling that`s more attempts made by salvager modules - worse result will be received. Thus, I don`t like to engage multiple salvagers or allow too much cicles at single wreck.


    this has been confirmed by ccp as not being the case.  the salvage on a ship doesn't change depending upon how many tries/cycles/salvagers you throw at it. salvage is determined at time of ship death.

    by throwing more salvagers on wrecks as appropriate you speed up how long it takes to get a successful salvage attempt.  its probability based.  each salvager has a skill/fitting dependent chance of successfully salvaging the targeted wreck every cycle.

    By throwing more salvagers on the wreck you increase you probability of success.  Its not a direct multiplier because of the nature of probability mechanics but it is a greater increase overall in the chance that you will salvage the ship faster.

    In practice throw a single salvager at t1 frigates, destroyers and cruisers is fast enough, but get into bc, battleships and any t2 ship and I would throw a minimum of 2 salvagers on it.  battleships and t2 ships I always throw 3 at.
  • May 14, 2008, 08:49:16 pm

    You need salvage level 3 to salvage most everything in game.  I haven't seen anything that required level 4 to salvage.  That message annoyed the hell out of me the first few times it happened to me.
  • May 15, 2008, 08:58:59 am

    yea same here...that was the first dread spawn that i actuality tried to salvage because i wanted to see what they had.....and then i was told that i was to stupid to salvage the wreck....come on last time i check a middle school drop out could tare something apart...its putting it back together that takes skill..... :lol:   (and the salvage was tech 2 salvage, so it is totally worth the wait to get it)
  • May 24, 2008, 12:30:28 am

    If I used two salvagers  on one wreck, does this reduce the chance of finding materials?
  • May 24, 2008, 12:32:10 am

    There is nothing you can or cannot do to effect the outcome of the Salvage, just the speed in which it is salvaged.
  • May 24, 2008, 07:00:19 am

    Purely qulaitative, but after about 42m salvage attempts. I get a LOT better success rate with Salvage 3, 4 Salvagers and 3 rigs than I did with 1 Salvager and Salvage II.  And I get a LOT more stuff.
  • June 21, 2008, 07:46:46 am

    If you are good at using scan probes to locate safe spots etc, then you could use them to locate the wrecks that mission runners leave behind. In any given system you are very likely to find wrecks that many mission runners simply don’t bother to loot when they are done with their missions. In the system I run around in, a simple glance at the scanner often reveals hundreds of wrecks left unclaimed – prime salvaging potential, and a good reason to learn how to scan these locations down.

    This is part of the OP and hasn't been refuted, so can someone tell me the scan group to use with my scan probes? (or any other tricks)

    I invested most of a day and about a million ISK trying to use a recon launcher to scan down the location of some wrecks I saw on the directional scanner.
  • August 08, 2008, 06:52:37 am

    I seen all around this destroyer mania for salvaging ship and many people will blindly repeat it like mantra that best salvager in game is destroyer. Well, it is not so simple. I live in Drones region and we rat there whole time and salvage wrecks non-stop. Battlecruisers beats destroyers in salvaging there. You get much more sturdy, you can clean belt in middle of respawns and you go salvage with main force cleaning complexes. As well your capacitor is more stable.

    Funnily enough salvagers we use have wield ECM jammers or hold ECM drones, to save your butt when you get scrambled in belts by drones or you were so slow to get caugth by reds. If you are in destroyer, you are dead meat. They as well tend to have installed in lows inertia stabilizers to warp out into safety quickly.
  • August 08, 2008, 08:14:35 am

    That may be true.  But in high sec, a destroyer would fit most players' needs.  Also, a BC takes more skill to fly and is 30 times more expensive than a destroyer (1 mil versus 25-32 mil).  Finally, a destroyer and its modules are easier to haul than a BC.

    With all that said, I use to salvage with a catalyst until 2 weeks ago when I switched to a salvacane.
  • August 08, 2008, 08:39:07 am

    If you are good at using scan probes to locate safe spots etc, then you could use them to locate the wrecks that mission runners leave behind. In any given system you are very likely to find wrecks that many mission runners simply don’t bother to loot when they are done with their missions. In the system I run around in, a simple glance at the scanner often reveals hundreds of wrecks left unclaimed – prime salvaging potential, and a good reason to learn how to scan these locations down.

    This is part of the OP and hasn't been refuted, so can someone tell me the scan group to use with my scan probes? (or any other tricks)

    I invested most of a day and about a million ISK trying to use a recon launcher to scan down the location of some wrecks I saw on the directional scanner.

    I don't think you can probe for wrecks (you may have been able to before the last probe changes).  Best bet is to locate the mission runners as they run their missions.
  • August 08, 2008, 08:39:49 pm

    Quote
    I use to salvage with a catalyst until 2 weeks ago when I switched to a salvacane.

    +1 fastcart cuz we're twins, lol. I also was exclusive to caty to salvage, THEN I found the love of the salvacane and it was byby to my fleet of caty's (they are now DED 2 runners).
  • August 08, 2008, 08:44:07 pm

    actually it is better to probe for drones, as they are a heap easier to find for some reason.
  • August 08, 2008, 11:56:11 pm

         Use your ship scanner to see what ship types are in system. If there are LvL 4 Agents in system and there are several Ravens for example then they MIGHT be running missions. Load up Gravimetric Probes and look for "Drone & Probe" as well as "Ship". This is the best way to find mish runners. Keep in mind if they're past an acceleration gate they will be very hard to find.

         Also, you will likely need SS's in various locations that the Agent "Might" send the missioner to (LvL 4's in small systems in various directions up to 17au from station).
  • August 10, 2008, 01:10:01 pm

    Concerning the profit of salvage;

    I have had my mission runner alt in highsec running angel missions for the minmitar for a very long time now.  I specifically chose this faction and location due to its large percentage of angel missions and therefore the coveted alloy trit bar salvage.  With the current speed changes however, I fear the market for alloyed tritanium bars is going to crater even more than it already has, and was wondering if everyone thought angel mission salvage is still the most valuable, or if a different faction's salvage is now better profit.

    This guy could easily rep up to a new lvl 4 agent in under a week, so I'm not overly concerned, just looking for ideas.
  • August 10, 2008, 01:13:55 pm

    Quote
    With the current speed changes however, I fear the market for alloyed tritanium bars is going to crater

    Sadly it already has.  :(
  • August 10, 2008, 01:27:02 pm

    I meant more than it already has =P
  • August 10, 2008, 01:38:34 pm

    In my region they have fallen from over $400K to a paldry $115K+/-.
  • December 02, 2008, 04:16:24 am

    Destroyers will do nicely for lvl 1, 2 and lvl 3 missions, but for lvl 4 missions i would recommend using a BC.
    It can handle alot more cargo and with modules you can make it practicaly as fast as a destroyer (by using AB and/or MWD).
    And most people will have a 'spare' BC anyway because they used those for lvl 3's.

    I'm currently using a Harbinger. its fitted with a Battleship AB, salvage rig + 2x cargo optimizer rigs. That way it can be fast enough and has a cargo of about 2k.
  • December 18, 2008, 02:55:30 pm

    i have 2 salvage ships. a catalist and now my ferox :P

    the ferox never runs out of cap nor space in the cargo and i have been doing lvl 3 missions and my corpmate is doing lvl 2 and i salvage both of our missions clean. the lvl 2 missions range in profit from 300 to 500K in isk and the lvl 3 missions are more like 750k+

    i know the market will force the prices down but there is a few times that i have bought everything of one type and jumped it 12 jumps and sold it for double. not that i am a trader of any merit but keep your eyes open for it.

    *note the ferox has 3 small tractors and the rest salvagers.

    great side money maker.
  • December 18, 2008, 05:22:24 pm

    A very informative guide. I used to use a Cormorant for a Salvage ship, but I will consider the Gallente ship now... Very interesting...

    --cyber.--
  • April 12, 2009, 06:52:48 pm

    I've recently been experimenting with this myself, and I can't believe the OP recommends the Catalyst.  It simply doesn't have the cap stability for the job.  Even with maxed cap skills, and a T2 cap battery, the best it can do without emptying the capacitor is 3 salvagers or tractors at a time.  When you're salvaging missions, where you might sit in the same place and drag 10-20 wrecks without stopping, having to take a break every few ships just doesn't work.

    The only Destroyer with enough mid slots to stay cap stable with all mods running, and equip a MWD is the Cormorant, and possibly the Trasher, since I haven't tried that one.

    As I've started running lvl 4 missions instead of ratting, I'm finding the cargo space on any destroyer to be inadequate.  By far the best salvage ship is the BC of your choice with 8 high slots.  They're still relatively cheap, get reasonably close to the speed of a Destroyer, and have no cap problems at all.  Get one with at least 4-5 low slots, and fill them with cargo expanders and you get a ship that goes about 700-800m/s, has close to 1k of cargo space.  You might be better off with the speed and agility of a Destroyer if you are in 0.0 salvaging small pockets of wrecks spread all over, but for massive speed salvaging, BC wins hands down.
  • April 13, 2009, 12:31:56 pm

    Okay, now that I am regularly running Lvl IV's again, my Cormie just won't do. I feel like I squirrel hiding nuts all over various systems everytime my cargo gets maxed. Thank you EveHQ to remind me of where everything went.
    So, need to build new salvaging rigs for my next salvager, a Ferox.

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