BlackmondayEve

Jump Clones (Or Intergalactic Body Leaps)

So how do I use Jump Clones….well first off you need a certain skill (yup, another one) called Infomorph Psychology. Each level will allow you to have an additional Jump Clone (so 1 at level 1, 2 at level 2). The next thing you need is a good standing with the owners of the station you wish to have the Jump Clone installed at (in the case of th core systems you will need a standing (without bonuses from Social skills) of at least 6.0) which means you will need to run a hell of a lot of missions, but there is a way around that which I will discuss below. Note that if you are in a corp or alliance that owns a station then you are automatically considered to have a high rating (10.0) at all of the stations that the alliance/corp owns.

SO how do I get a jump clone in a core system without a rating of 6.0 in my standings? Well to put it simply, you will need to be part of a corp or alliance that owns a station with a cloning facility. At that facility you must install a Jump Clone (second tab of the cloning facility), this will cost 100,000isk. You must then fly to the core system that you wish to have the jump clone in. When you arrive, go into your character panel and under the ‘Jump Clones’ tab select the clone you wish to jump to, right click it and select ‘activate clone’. You will then (if you have no skill training) jump to that Clone. You will awaken in that station and you can resume training. You will note that in your jump clone tab you now have the core system noted as the location that your jump clone is installed at. (I have a rating of 5.0 with the Amarr Fleet Logistics and have a Jump Clone installed at one of their stations using this method.)

So why would I want to go to all this trouble? Well firstly its a way of keeping expensive cybernetic implants intact. If you use a jump clone to go between a training clone and a mission active one you can generally guarrantee that if you won’t lose all that investment if you get podded. The other good reason for using jump clones is that through jump cloning you can bypass dangerous areas of space (where your corp/alliance may cause you trouble). If you weigh up the cost for a clone that can store 3+ million skill points against a jump clone then you will see the financial benefits involved.

So what are the drawbacks of Jump Clones? Well firstly its 100,000isk a clone, the skill costs an initial 900,000isk to buy so thats 1 million isk gone straight away. The next issue is that you can’t have a skill training if you want to activate a jump clone, you will have to abort the training, activate the clone then resume the training. (Ok you won’t lose any skill points doing this but it can be irritating). The final drawback is that you can only activate one jump clone per 24 hours. Meaning you can’t just leap around to check out prices in different regions (I wish). Whilst each of these issues is a minor one, they should not be overlooked.

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2 Responses to “Jump Clones (Or Intergalactic Body Leaps)”

  1. Valen L'eganas Says:

    And, not to forget. When your a dedicated PvP’er (like myself) and you get podded and wake up in a clone facility 20 jumps from where the action is, a clonejump can come quite handy.

    You can enter the battlefield in less then a few minutes. NEVER forget to update your clone after getting killed! ;-)

  2. Yakov Krasnov Says:

    Actually, I think the standing requirements for a jump clone are 8.0 not 6.0, though I could be wrong about that.

    Also, if you are keeping a jump clone out in 0.0 or wherever the action is for PvP or somesuch, you will want your active clone and a jump clone out in the danger zone. That way when the active clone dies, you awake in the medical facility where you keep your backup clone, buy a new backup, then clone jump to the danger zone, buy a new jump clone, get in your ship and go get some payback. Skipping a step could make that next podding slow you down quite a bit.

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