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Taisto Kalevi
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Posted - 2010.10.17 14:32:00 -
[1]
I've trained up just about everything to go solo-exploring in a Pilgrim. I used the EveMon plan from a particular buildout from BattleClinic as a guide. I'm wondering, though, if these are just the 'minimums' and maybe I should beef some of them up, or add more. Not even knowing what I really need to stay alive out there while I learn how to explore, I'm a bit leery of just undocking and going.
Anyone want to look at my skills and make suggestions? I'd greatly appreciate it. My skills are below, and yes, I realize I was bit schizophrenic in the early days of my account and a bunch probably don't apply to exploring:
Corporation Management Lvl 1 Drones Lvl 1 Gallente Drone Specialization Lvl 1 Scout Drone Operations Lvl 5 Cloaking Lvl 4 Electronics Lvl 5 Electronics Upgrades Lvl 5 Long Range Targeting Lvl 4 Multitasking Lvl 2 Signature Analysis Lvl 5 Survey Lvl 4 Targeting Lvl 5 Energy Grid Upgrades Lvl 4 Energy Management Lvl 4 Energy Systems Operations Lvl 5 Engineering Lvl 5 Shield Management Lvl 4 Gunnery Lvl 3 Medium Energy Turret Lvl 3 Motion Prediction Lvl 2 Sharpshooter Lvl 3 Small Energy Turret Lvl 3 Weapon Upgrades Lvl 4 Industry Lvl 3 Mass Production Lvl 0 (lol) Mining Lvl 1 Production Efficiency Lvl 0 Refining Lvl 3 Leadership Lvl 1 Analytical Mind Lvl 4 Clarity Lvl 3 Eidetic Memory Lvl 4 Empathy Lvl 4 Focus Lvl 3 Instant Recall Lvl 4 Iron Will Lvl 4 Learning Lvl 4 Logic Lvl 3 Presence Lvl 4 Spatial Awareness Lvl 4 Armor Rigging Lvl 3 Hull Upgrades Lvl 4 Jury Rigging Lvl 3 Mechanic Lvl 4 Repair Systems Lvl 4 Salvaging Lvl 2 Missile Launcher Operation Lvl 1 Afterburner Lvl 4 Evasive Maneuvering Lvl 3 High Speed Maneuvering Lvl 3 Navigation Lvl 4 Warp Drive Operation Lvl 4 Archaeology Lvl 1 Astrometrics Lvl 1 Cybernetics Lvl 1 Hacking Lvl 1 Infomorph Psychology Lvl 1 Science Lvl 3 Negotiation Lvl 3 Social Lvl 4 Amarr Cruiser Lvl 5 Amarr Frigate Lvl 4 Amarr Industrial Lvl 4 Battlecruisers Lvl 2 Covert Ops Lvl 4 Destroyers Lvl 1 Recon Ships Lvl 4 Spaceship Command Lvl 5 Accounting Lvl 4 Broker Relations Lvl 5 Contracting Lvl 4 Daytrading Lvl 5 Margin Trading Lvl 4 Marketing Lvl 5 Procurement Lvl 4 Retail Lvl 5 Trade Lvl 5 Visibility Lvl 4 Wholesale Lvl 4
I realize the Trade skills have little to do with exploration. I've included them in the interest of completeness.
When I look at the list of my skills, I'm thinking the Science skills (Archaeology and Hacking in particular) could probably be run up to Lvl 4. I'm leaning towards doing the "low combat" sites (radar and magnetometric, I believe). Also, at this point I have zero implants, so I'll have to figure out which ones are best for this role. Any other suggestions?
TIA!
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iRommel
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Posted - 2010.10.17 20:37:00 -
[2]
Edited by: iRommel on 17/10/2010 20:41:13 Edited by: iRommel on 17/10/2010 20:38:35 Exploring radar/magnometric sites in hisec you won't encounter anything but a few frigates at most, occasionally none at all. I run around in an arbitrator fit with a codebreaker, analyzer and salvager and just kill off the frigs I encounter with a few drones, T1 will do just fine. Lowsec you'll need to be using a covops cloak.
Basic skills needed:
Astrometrics 4 Astrometric Rangefinding 3 Astrometric Pinpointing 3 Astrometric Acquisition 3
Hacking 3/4 Archaeology 3/4 Salvaging 3/4
Drones 5 Drone Interfacing 3/4 Gallente Drone Specialization 2
That's the basic skill set, fit a core probe launcher and use core probes (sisters if u can afford them) and remember to fit two grav rigs to your pilgrim. With the drones skills I mentioned you'll be able to use Hobgoblin II's to chew threw any NPCs you might find in both site types in hi and low sec space.
PS. Join the "Exploration" channel in game, lots of helpful likeminded people and plenty of helpful links including a "what should I buy/train" for a pilgrim.
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DeMichael Crimson
Minmatar Republic University
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Posted - 2010.10.18 00:17:00 -
[3]
For Exploration, I'd suggest taking the skills posted above to level 4 and take Astrometric Rangefinding to lv 5 since it gives 10% probe scan strength per level.
I started making a list of Core skills needed for defense and easy ship fitting. There are probably other skills that could be added to this list.
Core skills:
Acceleration Control lv 5 - To maximize Afterburner/MicroWarpDrive speed. Advanced Weapon Upgrades lv 5 - To reduce turrets and launchers powergrid need. Electronics lv 5 - To maximize CPU. Electronics Upgrades lv 5 - To reduce sensors and co-processors CPU requirements. Engineering lv 5 - To maximize powergrid. Energy Grid Upgrades lv 5 - To reduce power modules CPU requirements. Energy Management lv 5 - To maximize capacitor. Energy Systems Operation lv 5 - To maximize capacitor recharge rate. Evasive Maneuvering lv 5 - To maximize ship agility. Fuel Conservation lv 5 - To reduce Afterburner capacitor need. High Speed Maneuvering lv 5 - To reduce MicroWarpDrive capacitor need. Hull Upgrades lv 5 - To maximize armor. Mechanic lv 5 - To maximize hull. Navigation lv 5 - To increase ship subwarp velocity. Repair Systems lv 5 - To maximize armor/hull repair modules. Shield Compensation lv 5 - To reduce Shield Booster capacitor need. Shield Management lv 5 - To maximize shield. Shield Operation lv 5 - To maximize shield recharge rate. Shield Upgrades lv 5 - To reduce shield upgrades powergrid need. Spaceship Command lv 5 - To increase ship agility. Weapon Upgrades lv 5 - To reduce turrets and launchers CPU need.
http://wiki.eveonline.com/en/wiki/Item_Database:Skills
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Taisto Kalevi
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Posted - 2010.10.18 01:03:00 -
[4]
Thanks for the input. I've already taken iRommel's list and built an EveMon plan to ramp everything up to L4. I'll merge your stuff in, DeMichael Crimson, and see how it goes. The BattleClinic plan I used as a baseline was the "all-in-one low-sec exploration" job. Not sure if it's still a good fit or not (haven't been back to look in a couple months), but I'll add these skills and see how it goes.
As far as implants, I see what appears to be a comprehensive list on the Eve Wiki exploration page. Guess I'll continue grinding standing and playing the market to get those in, too.
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DeMichael Crimson
Minmatar Republic University
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Posted - 2010.10.18 01:49:00 -
[5]
Depending on how you fit up your ships, not all of those skills need to be trained.
For example: If you're doing a shield tank, no need to train Repair Systems.
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5nipe
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Posted - 2010.10.18 02:59:00 -
[6]
Rangefinding and Pinpointing - this skills suppose to be top of your priority if you are going to scan in ship without scan bonuses.
If you plan your exploration venture only in hi sec, you can skip on salvaging and archeology and focus on hacking instead.
Couple implants on scan will help you a lot, and they require Cybernetics at lvl 3 and up.
If you go to low sec, one of the vital skill is recon lvl 5. Even with lvl 4 some effective fits not be available to you due to cpu limitation, unless you fit "Smokescreen" COCD.
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