| Pages: [1] :: one page |
|
|
| Author |
Topic |

Inquisitor Apoc
 |
Posted - 2008.09.03 18:52:00 -
[1]
Edited by: Inquisitor Apoc on 03/09/2008 18:52:46 So I downloaded the client last Friday and just subscribed today. Great game, exactly what I was looking for. I like that I spend alot more time having to read about the game than playing it, I personally like that kind of planning. But anyway I think I got off on the right foot and was hoping for some advice.
So first thing I do when I log in (After reading a massive amount of guides first) is create my Amarr char. Thankfully I used one of the cookie cutter builds I found on the internet and went Khanid cyber warrior soldier with focus on Per/Int. So all well and good. I do the tutorial, get some money and see an inquisitor frigate for only 100K so I go and buy it (Not knowing I get a free one later! Doh!)
I i'm pumped about my new Inquisitor but now I have to arm it, double doh as I don't have much money. So I strap a mining laser on and spend some time mining to get the modules. Then I realise I don't have the missile skills, triple doh! So back to more mining to get money for those. Finally I have enough money to make my inquisitor usefull and start doing missions. Had a blast can plow through any level 1 mission with ease. I must say missile ships are very rookie friendly, click on the thing I want to die then shoot a missile up it's bum, been having a blast doing that for a few days.
So now I'm wondering what to plan for. My inquisitor has 3 missile bays, a laser turret that constantly stays offline for power reasons. A Civilian shield boster and 3 50MM armor plates for the low slots. Is there another way I should be fitting my inquisitor? I just got my first million and am planning on upgrading to an Omen as soon as possible then the dream is to fly a harbinger for a long term goal. Basically this char will have a military career.
My current skills are:
Drones Rank 1
Electronics Rank 2
Energy Systems Operation Rank 2 Engineering Rank 3
Controlled Bursts Rank 3 Gunnery Rank 5 Rapid Firing Rank 3 Sharpshooter Rank 3 Small Energy Turret 5
Mining Rank 1
Analytical Mind Rank 1 Instant Recall Rank 2 Iron Will Rank 3 Learning Rank 3 Spatial Awareness Rank 4
Hull Upgrades Rank 4 Mechanic Rank 3 Repair Systems Rank 4
Missile Launcher Operation Rank 3 Standard Missiles Rank 1
Science Rank 1
Amarr Frigate Rank 3 Spaceship Command Rank 4
My abilities are Int 9/Per 19/Charisma 5/ Will 10/Memory 6
My plan was to get all my learning skills to 3/4. Get engineering skills that help my powergrid up because I never have enough power. Pick up the cruiser skill for 500K and then focus on more combat skills. Maybe get science up to 3 as well so I can use implants. I might create a second account and have a Gillente miner/merchant type of character, might be fun.
Am I missing anything? Any advice? Alot of those level 3 skills are half trained because I got out and work normal hours so I usually don't train level 1/2 skills up because they would finish long before I got home to switch them up and it seems like such a waste. I wish we could que up skills but whatever. Any imput is appreciated.
|

Matalino
Gallente Ki Tech Industries
 |
Posted - 2008.09.03 19:10:00 -
[2]
First note is that the Inquisitor is unusual for Amarr ships because of its use of missiles. If you want to stick with Amarr ships, I would suggest switching over to a Punisher before upgrading to anything larger so that you can better learn how to use turrets.
The Punisher can deal out alot of punishment and is an excellant frigate.
Next, don't rush into larger ships. Bigger does not always mean better and often a smaller ship is better than a larger one. An upgrade to a cruiser will mean that you have more to lose when you die (and you WILL die) and the larger guns also have vastly slower tracking so you will likely have a harder time killing stuff.
I would also suggest reading the tanking guide if you have not already done so. Get rid of that Civilian Shield booster, ASAP. Just about anything imaginable would be a better use of that slot. Don't worry too much about your shields. A Punisher gets a significant bonus to armour, so you should focus on armour tanking. Your shields only act as a superficial buffer before you actaully start to tank the damage with your armour.
For skill training, at the begining the challange is often getting a set of longish skills that you can train while sleeping/working/etc. Engineering and Electronics would be two useful skills to get to level 5 as they help with fitting stuff on your ship. Likewise Weapon Upgrades as it leads to Advanced Weapon Upgrades, both of which help alot with fitting. Training to level 5 normally takes days, so it is good for covering those times when you are away from the computer. When you are near your computer, set the medium length skills training so that you can keep a supply of longer skills ready. I would also suggest downloading EveMon to help orginize your skill training plan.
|

Licius Sulla
Amarr Templars of the Dolorous Blade
 |
Posted - 2008.09.03 19:38:00 -
[3]
No offense dude but with all that armor plating, doesnĘt that poor little frig wallow like a prize hog? Frigates depend on speed and maneuverability to survive and since the inquisitor isnĘt the fastest thing out there you are handicapping yourself. Put some resistance plating and maybe a damage control module in the low slots if the power grid will allow and drop the unnecessary weight.
|
|

CCP Mitnal
C C P

 |
Posted - 2008.09.03 20:25:00 -
[4]
Hi and welcome to EVE!
Character wise it sounds like you're on the right track although you may want to ask for advice in our Skills forum.
Skills.
Ships wise I'd take some of the advise given here and if you're still having difficulties try the Ships & Modules forum. You can find the Ships and Modules forum at that link.
You might also want to take a look at a program called EFT which helps design ship load outs for you.
Mitnal Community Representative CCP Games, EVE Online Email / Netfang |
|

Joe Starbreaker
Starbreaker Frigateers
 |
Posted - 2008.09.03 20:28:00 -
[5]
I notice that you started with Small Energy Turret V. That means you can train T2 small lasers very easily (other people have to spend 5-7 days training that skill). Since you've got no real missile skills, I'd switch over to a laser-shooting frigate (Punisher is the obvious choice) and train up to use T2 pulse or beam lasers, which will significantly enhance your ability to plough through those L1 missions.
Hint: you can get the "specialization" skillbooks from any Amarr LP store if you run enough missions.
The Omen is a fine choice for a mission-running cruiser. Don't neglect training the drone skills, as it has a small drone bay. My favorite Amarr cruiser is the Arbitrator, but it requires a lot of drone skills, which Amarr characters don't start with.
 |

Johann Callasan
 |
Posted - 2008.09.04 00:49:00 -
[6]
Just some generic advice:
1) Remember, training learning skills affects how quickly you learn other skills - and that's it. NO OTHER BENEFIT. Giving them a high priority early on will gimp you for other things.
2) Reason your laser tuyrret is staying offline all the time is that your support skills are carp right now. In many ways, support skills are more important than weapon and ship skills - as there is a BIG difference between flying a ship, and being effective in it. Skills I'd recommend you get to IV/V right away:
Engineering. Electronics. Mechanic Hull Upgrades Shield Management Shield Operations. Energy Grid Operations.
What these will do is increase all aspects of ANY ship you fly, giving it more/better cap regen, more/better shield regen, more armor, and more hull hitpoints. These go far in making ANY ship more viable, whether PvP or PvE. They'll also allow you to online that turret of yours :)
OTHER USEFUL SKILLS get to III/IV quick, not as high priority as the earlier ones):
Navigation Evasive Maneuvering Warp Drive Operations
Ship[ will be speedier, maneuver better and go farther during warp - can offset the effect of plates a bit.
In terms of weapons - bear in mind Amarr are not generally missile users - so I'd train guns over missiles if I was you...
Weapon Upgrades Advanced Weapon Upgrades Sharpshooting Long Range Targeting Rapid Firing Surgical Strike Targeting ()allows you to lock more targets, up to the ship's maximum - becomes more important the bigger ships you fly)
From there, train skills as you need them. Remember that most skills to be effective need to be at Level III, and some higher than that (prerequisites for something else).
Because of the real-time training system, EvE is a game for the long view - programs like EvEMon and EFT can help you set those long-range goals, and develop plans for getting there int he shortest amount of time. Both are HEARTILY recommended. EvEMon is a skill planner, and focuses in skills. EFT is a tool to outfit ships and see how effective they *can* be, before you spend the iskies on them.
Remember though, the best tool of all is the one in your head, between your ears. Use it effectively, and you'll go very, very far in EvE.
|

Clinically
Gallente ANZAC ALLIANCE Southern Cross Alliance
 |
Posted - 2008.09.04 04:57:00 -
[7]
Aww they're so cute when they're little. Come here choocie choocie coo! 
What you need are two very informative threads:
* First up: the Guide to Flying XXX Ship * Secondly, for planning your skill training path: EvEMon
Good work on getting this far on your own research and using your noggin!  ________________ ANZAC Recruitment - NOW OPEN! Q. How do you clear a system of 400 Northern Monkeys? A. Remind them |

Lilkor
Lone Star Joint Venture Wildly Inappropriate.
 |
Posted - 2008.09.04 19:06:00 -
[8]
You are making a similar mistake I made early on.
If you are going to fly Amarr concentrate on lasers. Forget about missiles for now.
Get into a Punisher, equip three pulse lasers (multispectrals) and a Energy Vampire. Fit a Afterburner or MWD if you can fit it. Don't worry about armor plates, but fit rat specific hardeners or energized plating. If you can run it and fit, try also fitting a small armor repairer.
That is a great set up for a youngster flying Amarr. I fly roughly the same set up now when I get into a Punisher, albeit with tech II gear.
As mentioned by others start working on Engineering, Energy Management, and Energy Systems. When flying laser boats, you need all of the cap you can squeeze out. When you get the skills try to add a cap recharger on as well or a booster. You will need the cap.
|
|

CCP Mitnal
C C P

 |
Posted - 2008.09.04 22:10:00 -
[9]
Please note that rarely are skills "wasted" in EVE.
For instance I started as a Caldari and had lots of missile skills. If you fleet PvP you realise that this can have consequences like never hitting the primary target 
So I moved to railguns but my missiles still allow me to mission run well and fit a great variety of ships.
Mitnal Community Representative CCP Games, EVE Online Email / Netfang |
|
|
| Pages: [1] :: one page |
| First page | Previous page | Next page | Last page |