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Syssitia Nikostratos
Viziam Amarr Empire
9
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Posted - 2014.10.23 20:42:04 -
[1] - Quote
So I've got some isk to spare and I want to buy some implants to boost my skill building. I'm not sure what I need for that. I already have +4 implants in the 1-5 slots, but I know there are 5 other slots to fill. What can I put there? I'm mostly looking to increase my skilling speed, not so much improve any particular skill. Is there such a thing? If price is not a factor, which implants are the best for making skilling faster?
"I thought I had a great idea today, but it never really took off. In fact, it didn't even get on the runway. I guess you could say it exploded in the hangar."
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Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
4080
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Posted - 2014.10.23 20:44:52 -
[2] - Quote
Slots 6 to 10 are for hardwirings, which are for boosts of specific effects.
They can't touch the speed you gain skills at.
Woo! CSM 9!
Fuzzwork Enterprises
Twitter: @fuzzysteve on Twitter
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Syssitia Nikostratos
Viziam Amarr Empire
9
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Posted - 2014.10.23 20:47:47 -
[3] - Quote
Steve Ronuken wrote:Slots 6 to 10 are for hardwirings, which are for boosts of specific effects.
They can't touch the speed you gain skills at.
Hmm, ok. So the implants I have already are the ones that boost skilling?
In that case, does anyone have any recommendations for good overall helpful implants for the 6-10 slots? I heard there are ones that make your signature smaller so you're harder to target and kill, would those be a good general implant to get - i.e. useful in multiple situations as opposed to a specific skill boost like scanning or something?
"I thought I had a great idea today, but it never really took off. In fact, it didn't even get on the runway. I guess you could say it exploded in the hangar."
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ShahFluffers
Ice Fire Warriors Late Night Alliance
6377
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Posted - 2014.10.23 21:07:25 -
[4] - Quote
For implant slots 1-5 you have a choice between 2 different types;
- "Skill Implants" = these are pretty simple and straightforward. They only affect your attributes, which affects skill training times. Depending on the grade you get, they can add 1 to 5 points of a certain attribute.
- "Pirate Implant Sets" = these perform the same function as above... but to a lesser degree. In exchange, you gain cumulative bonuses that can increase the stats of any ship you fly. These implants can only reach max potential if you plug in the same type PLUS the slot 6 "Omega" hardwiring of the same type. (Slave, Snake, Nomad, Talisman, etc) These types of implant sets are VERY expensive but can add a definite edge if you know what you are doing.
Then you have hardwirings (slots 6 -10) which can affect a variety of different stats. These type of implants are generally specific to certain things like turret tracking, missiles speed, ship speed, etc and pretty much behave the same way regular skills work (in that they are effectively adding an extra half to full level worth of bonus)... except you lose them when podded.
That said... I generally discourage newbies using implants of any kind until they get better at combat PvP situations... specifically getting their pod out when their ship is destroyed. And I also VERY MUCH discourage the use of implants in null-sec as the AoE warp disruption bubbles dramatically that can be used in that area of space dramatically increase (if not almost guarantee) pod death.
Change isn't bad, but it isn't always good. Sometimes, the oldest and most simple of things can be the most elegant and effective.
"How did you veterans start?"
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Heather Austrene
Sebiestor Tribe Minmatar Republic
0
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Posted - 2014.10.23 21:10:38 -
[5] - Quote
I have found the following implants useful. They increase the speed and agility of any ship you fly. And I do notice the difference when I am in a clone without them.
Eifyr and Co. 'Rogue' Navigation NN-603 Eifyr and Co. 'Rogue' Evasive Maneuvering EM-703
Not sure what implant effects sig radius that you are talking about, too many to remember from when I researched them, but if it is in a different slot than these two, they would go together very well. |
Mr Epeen
It's All About Me
6539
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Posted - 2014.10.23 21:12:24 -
[6] - Quote
Steve Ronuken wrote:Slots 6 to 10 are for hardwirings, which are for boosts of specific effects.
They can't touch the speed you gain skills at.
What they can do is give you the equivalent to an instant skill boost over a very narrow focus.
Mr Epeen
There are 86,400 seconds in a day. You just saved one of them by typing 'u' instead of 'you'.-á Congratulations, dumbass!
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Syssitia Nikostratos
Viziam Amarr Empire
10
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Posted - 2014.10.23 21:17:04 -
[7] - Quote
Heather Austrene wrote:I have found the following implants useful. They increase the speed and agility of any ship you fly. And I do notice the difference when I am in a clone without them.
Eifyr and Co. 'Rogue' Navigation NN-603 Eifyr and Co. 'Rogue' Evasive Maneuvering EM-703
Not sure what implant effects sig radius that you are talking about, too many to remember from when I researched them, but if it is in a different slot than these two, they would go together very well.
Thank you, I will look into those! The sig reducing implants I mentioned I believe are Halo implants? They appear to be 1-5 slot implants, though, with a +3 attribute modifier and a secondary effect of lowering sig radius. So I'd need to ditch my current +4's for those, it seems.
"I thought I had a great idea today, but it never really took off. In fact, it didn't even get on the runway. I guess you could say it exploded in the hangar."
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Syssitia Nikostratos
Viziam Amarr Empire
10
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Posted - 2014.10.23 21:20:05 -
[8] - Quote
ShahFluffers wrote:For implant slots 1-5 you have a choice between 2 different types;
- "Skill Implants" = these are pretty simple and straightforward. They only affect your attributes, which affects skill training times. Depending on the grade you get, they can add 1 to 5 points of a certain attribute.
- "Pirate Implant Sets" = these perform the same function as above... but to a lesser degree. In exchange, you gain cumulative bonuses that can increase the stats of any ship you fly. These implants can only reach max potential if you plug in the same type PLUS the slot 6 "Omega" hardwiring of the same type. (Slave, Snake, Nomad, Talisman, etc) These types of implant sets are VERY expensive but can add a definite edge if you know what you are doing.
Then you have hardwirings (slots 6 -10) which can affect a variety of different stats. These type of implants are generally specific to certain things like turret tracking, missiles speed, ship speed, etc and pretty much behave the same way regular skills work (in that they are effectively adding an extra half to full level worth of bonus)... except you lose them when podded.
That said... I generally discourage newbies using implants of any kind until they get better at combat PvP situations... specifically getting their pod out when their ship is destroyed. And I also VERY MUCH discourage the use of implants in null-sec as the AoE warp disruption bubbles dramatically that can be used in that area of space dramatically increase (if not almost guarantee) pod death.
Super helpful, thanks so much! :)
"I thought I had a great idea today, but it never really took off. In fact, it didn't even get on the runway. I guess you could say it exploded in the hangar."
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J'Poll
CDG Playgrounds
4731
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Posted - 2014.10.23 21:24:44 -
[9] - Quote
Syssitia Nikostratos wrote:Heather Austrene wrote:I have found the following implants useful. They increase the speed and agility of any ship you fly. And I do notice the difference when I am in a clone without them.
Eifyr and Co. 'Rogue' Navigation NN-603 Eifyr and Co. 'Rogue' Evasive Maneuvering EM-703
Not sure what implant effects sig radius that you are talking about, too many to remember from when I researched them, but if it is in a different slot than these two, they would go together very well. Thank you, I will look into those! The sig reducing implants I mentioned I believe are Halo implants? They appear to be 1-5 slot implants, though, with a +3 attribute modifier and a secondary effect of lowering sig radius. So I'd need to ditch my current +4's for those, it seems.
Indeed.
Though keep in mind that a full set of Halo's are quite expensive.
Personal channel: Crazy Dutch Guy
Help channel: Help chat - Reloaded
Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar
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Syssitia Nikostratos
Viziam Amarr Empire
10
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Posted - 2014.10.23 22:35:41 -
[10] - Quote
J'Poll wrote:Syssitia Nikostratos wrote:Heather Austrene wrote:I have found the following implants useful. They increase the speed and agility of any ship you fly. And I do notice the difference when I am in a clone without them.
Eifyr and Co. 'Rogue' Navigation NN-603 Eifyr and Co. 'Rogue' Evasive Maneuvering EM-703
Not sure what implant effects sig radius that you are talking about, too many to remember from when I researched them, but if it is in a different slot than these two, they would go together very well. Thank you, I will look into those! The sig reducing implants I mentioned I believe are Halo implants? They appear to be 1-5 slot implants, though, with a +3 attribute modifier and a secondary effect of lowering sig radius. So I'd need to ditch my current +4's for those, it seems. Indeed. Though keep in mind that a full set of Halo's are quite expensive.
Ha yeah just checked prices and I'm gonna need to save a bit more before i can handle losing those.
"I thought I had a great idea today, but it never really took off. In fact, it didn't even get on the runway. I guess you could say it exploded in the hangar."
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Trey Kutoi
Nyarlthotep Holdings Ltd.
5
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Posted - 2014.10.23 22:42:26 -
[11] - Quote
Syssitia Nikostratos wrote:[
Thank you, I will look into those! The sig reducing implants I mentioned I believe are Halo implants? They appear to be 1-5 slot implants, though, with a +3 attribute modifier and a secondary effect of lowering sig radius. So I'd need to ditch my current +4's for those, it seems. If you don't want to throw away ~20mil/implant, then consider getting a jumpclone. That way you can jump to your shiny clone when you want to shoot stuff, then go back to your +4 clone the next day and train some more skills |
Gully Alex Foyle
Black Fox Marauders Spaceship Bebop
1978
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Posted - 2014.10.24 11:14:30 -
[12] - Quote
IMHO, skill hardwiring implants make a significant difference only when they're +5% (and above), but that means they'll be quite expensive (50Mil + each).
Zor's navigation Hyperlink is nice (+5% afterburner and microwarpdrive speed boost).
The only cheap but useful one I can think of is the Eifyr & Co. Warp Speed, the WS608 gives a nice +8% bonus to warp speed and is dirt cheap for some reason (like <10Mil iirc). Useful for travelling quickly or chasing people.
Make space glamorous!
Is EVE dying or not? Ask the EVE-O Death-o-meter!
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Nerath Naaris
Pink Winged Unicorns for Peace Love and Anarchy
896
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Posted - 2014.10.24 11:45:26 -
[13] - Quote
For completeness sake, Boosters should be mentioned here. You actually have 3 extra "slots" for various... well, boosts, which range from tiny but drawbackless, cheap and legal (the synth variant) to massive but expensive and possible crippling and illegal (standard and higher variant). All of them only last only for a limited time, though (up to 1 hour.
More information here:
https://wiki.eveonline.com/en/wiki/Combat_Boosters
Forum-unbanned since 2011.10.20.
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Syssitia Nikostratos
Viziam Amarr Empire
12
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Posted - 2014.10.24 11:58:31 -
[14] - Quote
Thanks so much everybody for your help and suggestions!
Trey Kutoi wrote:Syssitia Nikostratos wrote:[
Thank you, I will look into those! The sig reducing implants I mentioned I believe are Halo implants? They appear to be 1-5 slot implants, though, with a +3 attribute modifier and a secondary effect of lowering sig radius. So I'd need to ditch my current +4's for those, it seems. If you don't want to throw away ~20mil/implant, then consider getting a jumpclone. That way you can jump to your shiny clone when you want to shoot stuff, then go back to your +4 clone the next day and train some more skills
Oh yes, definitely plan to get a few jumpclones. Unfortunately I don't have the standing for those yet and haven't found a corp yet. If I haven't found a corp by the time I finish skilling lvl 4 of the jumpclone skill, I'll use that one temporary corp that lets you join for a day and use their standings to place clones. :)
"I thought I had a great idea today, but it never really took off. In fact, it didn't even get on the runway. I guess you could say it exploded in the hangar."
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Mr Epeen
It's All About Me
6552
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Posted - 2014.10.24 13:06:56 -
[15] - Quote
One thing I will mention.
In general using the hardwire that you need trumps getting podded with an expensive set that you might have needed sometime in the future.
Take a mission ship for example. You have the skills to almost fit it, but you are short by two PG. You can train a week to get the appropriate skill to five or just inject a PG hardwire and go at it. But if you had previously injected an expensive set of implants because you though going fast sounded cool at the time, you'd be out of a lot of isk when you had to dump one.
Or you were in a fight and lost by a smidgin because you couldn't quite rep fast enough. You know that with the right implant you could have held tank long enough to win that battle but you have 20M worth of 'wishful thinking' hardwires injected.
What I'm saying is to consider them for things you actually need as opposed to things you think you might need. No need to fill 6 - 10 just because they're empty. Fill them because you need that last little bit of performance for what you are doing right now. Not because you might need a boost later on.
Mr Epeen
There are 86,400 seconds in a day. You just saved one of them by typing 'u' instead of 'you'.-á Congratulations, dumbass!
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Syssitia Nikostratos
Viziam Amarr Empire
12
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Posted - 2014.10.24 13:12:25 -
[16] - Quote
Mr Epeen wrote:One thing I will mention. In general using the hardwire that you need trumps getting podded with an expensive set that you might have needed sometime in the future. Take a mission ship for example. You have the skills to almost fit it, but you are short by two PG. You can train a week to get the appropriate skill to five or just inject a PG hardwire and go at it. But if you had previously injected an expensive set of implants because you though going fast sounded cool at the time, you'd be out of a lot of isk when you had to dump one. Or you were in a fight and lost by a smidgin because you couldn't quite rep fast enough. You know that with the right implant you could have held tank long enough to win that battle but you have 20M worth of 'wishful thinking' hardwires injected. What I'm saying is to consider them for things you actually need as opposed to things you think you might need. No need to fill 6 - 10 just because they're empty. Fill them because you need that last little bit of performance for what you are doing right now. Not because you might need a boost later on. Mr Epeen
Excellent advice, and pretty much what I'd decided after reading everyone's replies. I might switch out my +4's for the Halo set at some point when I can afford it, but for now I think I'll stick with what I have until I have a specific need/reason to add/change anything. :)
"I thought I had a great idea today, but it never really took off. In fact, it didn't even get on the runway. I guess you could say it exploded in the hangar."
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Vol Arm'OOO
Imperial Academy Amarr Empire
306
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Posted - 2014.10.24 14:26:27 -
[17] - Quote
IMO implants are really a tool for vets who are into "min/maxing" their toons. Vets frequently have different clones with different implant sets designed for different situations to give those vets a slight edge. However, the implants come with a cost and i dont mean isk. I frequently here the refrain that I cant go into that wh or blops in null because i cant risk my implants, etc... Thus, even for vets, having implants changes the risk v. reward calculation and restricts player behavior. Now for newbees the situation is much worse. A newbee doesnt even know what he doesnt know. Even in empire your implants are at risk because of ganking or "le's." In general, a newbee with expensive implants is just an expensive loss mail waiting to happen. My recommendation for new players is that they spend the isk on ships and other fun toys learning how to play the game and leave off the vet "min-max" gimmicks until they too can claim to be "bitter."
I don't play, I just fourm warrior.
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Oraac Ensor
573
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Posted - 2014.10.25 03:10:53 -
[18] - Quote
Syssitia Nikostratos wrote:Oh yes, definitely plan to get a few jumpclones. Unfortunately I don't have the standing for those yet... Have a look here: EACS.
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Prospero Faux
Es and Whizz Hedonistic Imperative
0
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Posted - 2014.10.27 00:56:08 -
[19] - Quote
http://wiki.eveuniversity.org/List_of_Skill_Hardwiring_Implants
a list of all the 6-10 slot implants and what variations they come in. Then there are combat boosters, which i happen to be in the business of selling if you should require some, they come in both legal and illegal variaties for a host of out of pod effects |
Cara Forelli
Green Skull LLC
671
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Posted - 2014.10.27 04:57:45 -
[20] - Quote
Mid-Grade Halos are actually pretty cheap, comparatively. Still expensive for a new player though.
Don't buy any implants without having a reason. You'll know you are ready to buy some expensive implants when you get the urge to own a specific set. Something like "I'm already sig tanking quite well in this fit...how can I make it even better? Halos!" or "This kiting cruiser is going faster than most other cruisers...but how can I make it even faster? Snakes!"
If you don't know what you need yet, there's a good chance you'll just spend money on a set that is "wasted" when you change your playstyle (ie crystals (shield boosting) on an armor ship). Of course you can always make a new jump clone and let your crystals hang out until you train for a cyclone. But it's better for your immediate gameplay if you buy implants which have a large impact on the fits you are currently flying.
www.ensignyooch.wordpress.com
New player with questions? Just want to chat? Join my public channel in game: House Forelli
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