Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Qen Tye
Ministry of War Amarr Empire
45
|
Posted - 2014.04.10 11:48:00 -
[1] - Quote
[Disclaimer] This post is based on my own experience and what I wish I had known, when rolling this character.
I am not aware if there already is a such post. If there is I do apologize for double posting.
Being a n00b myself, there is most likely something I have forgotten.
I have defined Basic skills being skills that makes it possible to fly and fit ships and get around in EVE. All these skills is rated as being imperative to train to max level in order to get the most out of your ships and fittings.
What I have not taken into consideration: - Race chosen - Career chosen (miner, manufacturing etc.) - Operating in null, low or hisec
For obvious reasons I have not covered everything as it heavily depends on career choice. If you want to be a miner, well then Mining and all sub skills becomes imperative.
Please should you have any inputs of any kind, let me know. [/Dislcaimer]
Armor skills Mechanics Without this skill trained, you will not be able to use any items listed under Hull and Armor such as: - Cargo expanders - Reinforced bulkheads
Hull upgrades Without this skill, you will not be able to use any items listed under Hull and Armor such as: - Armor repairs - Plating (various types) - Damage controls
Drones Drones Without this skill, you will not be able to make use of drones. 1 drone pr. skill level
Electronics Cloaking This skill is needed in order to move around unseen in space
Engineering Power grid Management This improves the power grid in all ships and therefore imperative to get to max level
CPU Management This improves the CPU output in all ships and therefore imperative to get to max level
Capacity management This improves the Capacitor output in all ships and therefore imperative to get to max level
Energy grid upgrades Without this skill, you will not be able to make use of any items listed under Engineering Equipment such as: - Capacitor batteries/rechargers - Power diagnostic systems
Electronics upgrades Without this skill, you will not be able to make use of any items listed under Electronics and Sensor upgrades such as: - CPU upgrades
Gunnery Gunnery Without this skill, you will not be able to fit any turrets nor shoot any guns. However, again depends on ship types, your career and play style.
There are tons of other skills under Gunnery, which I have not included here, because it entirely depends on ship types, career and play style.
Missiles Missile launcher operation Without this skill, you will not be to able fit missile launchers nor launch missiles.
There are tons of other skills under Missiles, which I have not included here, because it entirely depends on ship types, career and play style.
Navigation Navigation Without this skill, you will have hard time to move around in space. Prerequisite for other skills as well such as: - Afterburner - Warp Drive operation - Propulsion systems (used in T3 ships)
Neural Enhancement Cybernetics This is perhaps one of the most important skills as the implants adds to your attributes and affecting the speed you train all skills with.
Without this skill, you will not be able to use implants at all.
This is perhaps one of the most important skills as the implants adds to your attributes and affecting the speed you train all skills with.
Skill level 1 allows you to use implants that gives +1 to any of your attributes: Slot 1: Perception Slot 2: Memory Slot 3: Willpower Slot 4: Intelligence Slot 5: Charisma
There are five more slots, also known as skill slots, which are equally dependent on the skill level.
Rigging Jury Rigging Without this skill, you will not be able to add any rigs in any rig slots at all in any ships.
All sub skills then depends on ship types, career and play style.
Science Science Prerequisite for many other skills. On its own adds 5% to blueprint speed level
There is many sub skills in Science, but in order to function in EVE, Science is the one to get and go train others, before digging deeper in to any of those.
Shields Shield operation Without this skill, you will not be able to fit any shield equipment to any ship.
Shield upgrades Without this skill, you will not be able to fit any shield rechargers or shield resistance amplifiers.
Shields Social Increases standing gain with NPC agents and factions. Prerequisite for other skills as well such as: - Contracting - Fast talk
Spaceship command Spaceship command Without this skill, you will not be able to buy, assemble and fly any spaceships in EVE at all. This is imperative to train to max level fast.
Advanced spaceship command This skill is used in order to operate more specialized ships such as - Jump freighters - Capital ships (dreadnaughts and Titans for example) - Race based freighters Two possibilities exists: Either we are alone in the universe-áor we are not. Both are equally terrifying.
- Arthur C. Clarke |
Qen Tye
Ministry of War Amarr Empire
45
|
Posted - 2014.04.10 11:48:00 -
[2] - Quote
Subsystems These are skills in order to assemble and fit a T3 Strategic Cruiser such as the Ammarr Legion or Caldari Tengu.
Depending on the type of T3 race ship you want, the skills reflecting that race is the ones you need to train to at least level 1 in order to get one.
So in simpler form, if you want a Tengu, you will need to train the following skills to level 1: - Caldari Defensive systems - Caldari Electronic systems - Caldari Engineering systems - Caldari Offensive systems - Caldari Propulsion systems
Then you need to purchase one of each of these before you can assemble the Tengu. GÇâ Targeting Target Management This skill will add +1 pr skill level that you as a person can target. This is restricted by the ships maximum targets though.
So if you have trained this to level 5 but flying a ship which can handle 3 targets only, then you can only target 3 at the same time.
Advanced Target management Same as Target management. Increases the targets by one pr. Level.
Trade Trade Increases buy and sell orders you can handle at the same time by 4 pr. level. This comes handy as you start to blow stuff up and get stuff to sell. Two possibilities exists: Either we are alone in the universe-áor we are not. Both are equally terrifying.
- Arthur C. Clarke |
Wulfgar WarHammer
Imperium Research Inc
57
|
Posted - 2014.04.10 12:11:00 -
[3] - Quote
Adding to this, basing on experience...
When choosing attributes via either new character creation, remaps or what implants to buy, focus on -
1. Perception 2. Intelligence 3. Willpower 4. Memory 5 Charisma
In that order, assuming you want to be a combat pilot. Perception being the primary attribute for the majority of relevant skills, and int/will being primary for most others. Memory is fairly important as well but not as much as others, and Charisma isn't really important, unless you are training Connections type skills.
|
Nolen Cadmar
Nexus Ore Technologies and Excavations Surely You're Joking
145
|
Posted - 2014.04.10 13:00:00 -
[4] - Quote
I built a list of good skills a while back. Not sure how much of it overlaps with the OP's list, but here it is:
Skill List Nolen's Spreadsheet Guru Services: Need a spreadsheet created, maintained, updated or repaired? Learn more about my services at:-á https://forums.eveonline.com/default.aspx?g=posts&m=3865379 |
Jonah Gravenstein
Machiavellian Space Bastards
17725
|
Posted - 2014.04.10 13:54:00 -
[5] - Quote
There's also Louis's epic skill guide and Tippia's newbie skill plan v2.1
|
Ethikos
SniggWaffe WAFFLES.
3
|
Posted - 2014.04.10 15:13:00 -
[6] - Quote
One thing to remember when training up your support skills, the training time is exponentially increases for each level you add but the benefit remains the same. So in other words by training to level 4 you receive roughly 80% of the bonus for 20% of the training time. Just to be clear, a lot of those skills you will eventually want to get to level 5 but when your just starting out 4 is often more than enough. Get all the support to 4 quickly and then train specific ones you need to fit T2 modules / weapons / etc to 5. You can then come back and train up the rest to 5. https://forums.eveonline.com/default.aspx?g=posts&t=266074 - Sniggwaffe (Waffles)
|
Nerath Naaris
Pink Winged Unicorns for Peace Love and Anarchy
841
|
Posted - 2014.04.10 16:04:00 -
[7] - Quote
Nice list but I don-¦t think Subsystems belong here; flying a T3 simply is not something you should do within your first three or so months Forum-unbanned since 2011.10.20.
Mangala Solaris for CSM 9
|
Qen Tye
Ministry of War Amarr Empire
46
|
Posted - 2014.04.10 17:04:00 -
[8] - Quote
Nerath Naaris wrote:Nice list but I don-¦t think Subsystems belong here; flying a T3 simply is not something you should do within your first three or so months I was wondring if I should have left it out, but thought it might be an idea to put on the list, as it is a nice ship, though quite expensive. Two possibilities exists: Either we are alone in the universe-áor we are not. Both are equally terrifying.
- Arthur C. Clarke |
Balshem Rozenzweig
Akademia Milicyjna The North is Coming
44
|
Posted - 2014.04.10 18:36:00 -
[9] - Quote
I'm a newbie myself, and sorry but your list looks bad. I'm 6 months old and only just started skilling for cruisers on my main (he is a pvp char). I'm not even dreaming about t3.
I did however invest heavily into support skills, engineering skills and navigation. I would be under impression they are not so important after reading your post.
Many caldari ships when kiting use their med slots as utility slots since the tank just won't fit. So people who want to pvp (at least when caldari) might want to invest into damps/weapon disruption.
If you want to do something well you need to specialize. I would put emphasis on that. As it comes to pve I'm doing ok when I go drones + missiles. Laseorz got my time wasted on mobs that could TD me, so Balshem had to skill missiles and drones (that all happened in amarr space, where lasorz were supposed to be nice).
So... I would think about my target (pve/pvp/others newbie) and write the guide accordingly. As it is now the list could be a bit misinformative and actually harm someone's experience just a little tiny bit.
Not saying I don't appraciate your work, but you've got a bit over your head imho. Singature Radius 48 m |
J'Poll
CDG Playgrounds Affirmative.
3987
|
Posted - 2014.04.10 22:14:00 -
[10] - Quote
Nerath Naaris wrote:Nice list but I don-¦t think Subsystems belong here; flying a T3 simply is not something you should do within your first three or so months
There are a couple of more skills I would deem Non Essential.
For a player that does PvP, social skills are useless. Sake for almost all science skill.
Yet, its missing things like cap and shield recharge skill (not in game atm so sorry for the vague naming).
Uhm. Thermodynamics.... No matter what you do, the ability to overheat is always good, be it your tank or your gank. Personal channel: Crazy Dutch Guy
Ever wanted to PvP but can't find people to fly with. Look no further and this chat: Redemption Road |
|
Sabriz Adoudel
Mission BLITZ
2528
|
Posted - 2014.04.11 03:00:00 -
[11] - Quote
Yeah Thermodynamics is one of the single most important skills in the game.
It decides fights in PVP, and even in PVE it is an absolute lifesaver. Derp and shoot the wrong trigger? Never mind, overheat the tank until you stabilize. Flying a glass cannon and something dangerous is in your face? Never mind, overheat the MWD (for two cycles max due to MWD heat mechanics) and GTFO to a longer distance. Something orbiting at just the wrong distance for your sentry drones? Overheat your Omnidirectionals.
Obviously in PVP it is significantly more important again. https://forums.eveonline.com/default.aspx?g=posts&t=326497 --áPsychotic Monk for CSM! https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. If you want to mine in highsec, read www.minerbumping.com. |
Thomas Builder
Center for Advanced Studies Gallente Federation
466
|
Posted - 2014.04.11 04:51:00 -
[12] - Quote
What would make this list better is to give it a clear purpose.
Right now, it doesn't know whether it wants to be: - a list of basic skills that newbies should learn early on - a guide as to what skills are needed for what ships - a general overview as for which skill exists in the game
The current list does a little bit of each, but is far from complete and the lack of purpose makes it confusing. E.g. someone could get the idea that he needs to train Advanced Spaceship Command to 5, although that's a skill that's only useful for a minority of players. |
Lost Greybeard
Drunken Yordles
509
|
Posted - 2014.04.11 07:43:00 -
[13] - Quote
For a new player I would actually recommend remapping to an even split between Perception and Intelligence (combat pilot) or Intelligence and Memory with a few points diverted to Perception (industry pilot).
There is really no situation in which a new player should be mapping any points into Charisma or Willpower, the skills that use those as primaries are not things any non-alt needs to level 5 in the first few months, and your skill list should be broad enough that you essentially shouldn't waste any points on secondary stats if you can help it, the overall returns are too bad.
(I really love that since the nuking of the Learning skills these "what to do with your stats" posts are two sentences long instead of a series of bloody novellas.) |
Qen Tye
Ministry of War Amarr Empire
49
|
Posted - 2014.04.11 08:22:00 -
[14] - Quote
Thomas Builder wrote:What would make this list better is to give it a clear purpose.
Right now, it doesn't know whether it wants to be: - a list of basic skills that newbies should learn early on - a guide as to what skills are needed for what ships - a general overview as for which skill exists in the game
The current list does a little bit of each, but is far from complete and the lack of purpose makes it confusing. E.g. someone could get the idea that he needs to train Advanced Spaceship Command to 5, although that's a skill that's only useful for a minority of players. Allow me to repeat some of the disclaimer: [Repeat] This post is based on my own experience and what I wish I had known, when rolling this character.
I have defined Basic skills being skills that makes it possible to fly and fit ships and get around in EVE. All these skills is rated as being imperative to train to max level in order to get the most out of your ships and fittings. [/Repeat]
So its intended as the first point on your list.
Gnanted - that Advanced Spaceship command perhaps is not that important, but it is needed for more advanced war ships, which is why I added it to the list. Two possibilities exists: Either we are alone in the universe-áor we are not. Both are equally terrifying.
- Arthur C. Clarke |
Lost Greybeard
Drunken Yordles
509
|
Posted - 2014.04.11 09:35:00 -
[15] - Quote
Here's a bit more help for you, adding some levels to your skill list:
Armor skills Mechanics - IV (medium ships) or V (large ships Hull upgrades - V (for T2 hardeners/membranes)
Drones Drones - V (no matter what you're flying you need to be able to run 5 drones at once)
Electronics Cloaking - I (everything that's not covops) or IV (covops) or V (force recon boats)
Engineering Power grid Management - V (basic fitting) CPU Management - V (basic fitting) Capacity management - V (basic fitting) Capacitor Systems Operation - V (basic fitting) Energy grid upgrades - IV (for T2 cap management modules) Electronics upgrades - III (for hacking) or V (for covops/EAFs)
Gunnery Gunnery - 0 (if you're using missiles instead) or V (if using turrets or drones w/turret backup) train gun skill for gun you're actually using to V, train all non-gun-specific skills until you've unlocked them all at minimum
Missiles Missile launcher operation - 0 (if not using missiles) or V (if using missiles) same deal as with gunnery above
Navigation Navigation - V (best skill in the entire game) Every skill in navigation except jump drive operation - IV (all good for every ship) or V (when you have time)
Neural Enhancement Cybernetics - III (for +3 implants, best return for the money early game) or V (for high-end combat implants when you have all the moneys)
Rigging Jury Rigging - IV (prereq for some T2 rigs) Skill for any rig you're actually equipping - IV
Science Science - III (prereq for everything) Astrometrics - IV (probing) any other skill with "astrometric" in the name - III minimum Survey - III, Salvaging - III (to salvage wrecks) Archaeology - III, Hacking - III (basic competence for exploration)
Shields Shield operation - IV (for compensation skills) Shield upgrades - V (for T2 resist modules)
Social Social - III (for connections) Connections - IV Diplomacy - IV (make accessing higher-level agents much less of a pain, L2 agents almost automatic)
Spaceship command Spaceship command - V (prereq for EVERYTHING) Advanced spaceship command - 0. Seriously. Don't take this until you know exactly why you want it. It's completely useless until level V and everything level V gives you takes YEARS to train into.
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |