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Rann Sum
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Posted - 2010.10.18 23:48:00 -
[1]
Is this skill worth training (10 days) for a minmatar pilot?
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Vins Chicago
Gallente Regent Laboratories
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Posted - 2010.10.18 23:51:00 -
[2]
It's worth training by every pilot.
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Tigerras
Smash Incorporated
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Posted - 2010.10.19 00:43:00 -
[3]
/agreed worth it for everyone.
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Plastician
Invictus Australis BricK sQuAD.
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Posted - 2010.10.19 01:04:00 -
[4]
Agreed. 10 days is nothing compared to the gain you get.
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I likegirls
Minmatar
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Posted - 2010.10.19 02:08:00 -
[5]
Especially Minmatar. Example would be that it is nice to have with Vagabonds with pulsing mwd's ;)
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Trebor Whettam
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Posted - 2010.10.19 04:10:00 -
[6]
Originally by: I likegirls Especially Minmatar. Example would be that it is nice to have with Vagabonds with pulsing mwd's ;)
Especially everybody, but especially, especially Amarr.
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Malcanis
Caldari Vanishing Point. The Initiative.
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Posted - 2010.10.19 11:50:00 -
[7]
Originally by: Vins Chicago It's worth training by every pilot.
Malcanis' Law: Whenever a mechanics change is proposed on behalf of "new players", that change is always to the overwhelming advantage of richer, older players. |

Sergeant Spot
Galactic Geographic BookMark Surveying Inc.
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Posted - 2010.10.19 21:53:00 -
[8]
If you engage in combat in Eve (PvP or PvE), the yes, level 5 is very very very worth it.
Play nice while you butcher each other.
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Jennifer Starling
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Posted - 2010.10.20 07:44:00 -
[9]
Another 100 skills are also very much worth it, as are 100 other implants.
It's not a skill that you can't afford to miss for the 1st few years, it's no prerequisite for anything and it doesn't help you fitting ships better.
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Plastician
Invictus Australis BricK sQuAD.
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Posted - 2010.10.20 08:01:00 -
[10]
Originally by: Jennifer Starling Another 100 skills are also very much worth it, as are 100 other implants.
It's not a skill that you can't afford to miss for the 1st few years, it's no prerequisite for anything and it doesn't help you fitting ships better.
A few years? Are you joking? If you do any kind of combat, extra cap can mean life or death. Agreed, there are skills I would train first, but definitely within the first year.
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Malcanis
Caldari Vanishing Point. The Initiative.
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Posted - 2010.10.20 09:29:00 -
[11]
Originally by: Jennifer Starling Another 100 skills are also very much worth it, as are 100 other implants.
It's not a skill that you can't afford to miss for the 1st few years, it's no prerequisite for anything and it doesn't help you fitting ships better.
You're flat out wrong. Energy Management is right after fitting skills in the 5 queue.
Cap = life
Malcanis' Law: Whenever a mechanics change is proposed on behalf of "new players", that change is always to the overwhelming advantage of richer, older players. |

Sam Bowein
Caldari School of Applied Knowledge
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Posted - 2010.10.20 13:11:00 -
[12]
Originally by: Malcanis You're flat out wrong. Energy Management is right after fitting skills in the 5 queue.
Cap = life
Sure, but a lot of setups rely on cap boosters (even for PVE), and that makes it a lot less important
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Tippia
Sunshine and Lollipops
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Posted - 2010.10.20 13:25:00 -
[13]
Edited by: Tippia on 20/10/2010 13:28:26
Originally by: Sam Bowein
Originally by: Malcanis You're flat out wrong. Energy Management is right after fitting skills in the 5 queue.
Cap = life
Sure, but a lot of setups rely on cap boosters (even for PVE), and that makes it a lot less important
Not really. The presence of cap boosters might make Energy Systems Operations less valuable, since you're largely exchanging the inherent cap regen with the booster charges, but Energy Managment provides cap buffer, and cap boosters are not a useful replacement for that buffer.
Energy Management is 3× harder to train for a reasonà ùùù ôIf you're not willing to fight for what you have in ≡v≡à you don't deserve it, and you will lose it.ö ù Karath Piki |

Sebastiann Kane
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Posted - 2010.10.22 11:24:00 -
[14]
Originally by: Plastician Agreed. 10 days is nothing compared to the gain you get.
This
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Sessym
Amarr
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Posted - 2010.10.22 14:49:00 -
[15]
Everything that gets you capacitor is worth training. You'll realize this the first time when you inject the last drops of your cap to your tank or mwd to survive. Cap boosters aren't an excuse - you run out of them.
0= - - - - - - - - - - - - - - - - - - - 'So grab your guns.' |

Khalessa
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Posted - 2010.10.22 18:02:00 -
[16]
The answer to your question is: Yes absofreakinglutely!
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RavenPaine
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Posted - 2010.10.22 21:32:00 -
[17]
"only" 10 days makes it a bargain IMO.
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Jenny Biomass
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Posted - 2010.10.23 03:09:00 -
[18]
Originally by: Plastician 10 days is nothing compared to the gain you get.
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I likegirls
Minmatar
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Posted - 2010.10.23 06:19:00 -
[19]
Originally by: Trebor Whettam
Originally by: I likegirls Especially Minmatar. Example would be that it is nice to have with Vagabonds with pulsing mwd's ;)
Especially everybody, but especially, especially Amarr.
Yes, because those are minmatar ships.
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Tippia
Sunshine and Lollipops
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Posted - 2010.10.23 09:52:00 -
[20]
Originally by: I likegirls
Originally by: Trebor Whettam
Originally by: I likegirls Especially Minmatar. Example would be that it is nice to have with Vagabonds with pulsing mwd's ;)
Especially everybody, but especially, especially Amarr.
Yes, because those are minmatar ships.
àwhich is why especially especially Amarr need to train the skill. ùùù ôIf you're not willing to fight for what you have in ≡v≡à you don't deserve it, and you will lose it.ö ù Karath Piki |
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Scorpyn
Inimical Eclipse
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Posted - 2010.10.23 12:07:00 -
[21]
The only time I can think of when it's not worth it is if you're only running passive shield tanks.
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Jenny Cameron
Caldari
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Posted - 2010.10.23 12:27:00 -
[22]
Edited by: Jenny Cameron on 23/10/2010 12:36:02
I'm not sure either if I should train it now or later, it's still 10D 2H 30M and I still have so much other skills to train. It also means 10 more days towards your T2 weapons or cruiser V.
5% more cap to start with, I think there's not that much cases for even an armor tank where cap rechargers (20% faster recharge), cap power relays (20% faster recharge) or cap boosters, cap rigs wouldn't make a far, far bigger difference.
I just ask myself in how many cases does it happen that those extra 5% really makes the difference? I can't imagine it can possibly be very often. I wouldn't give it such a high priority. Not saying it's not worth the time but there's a lot of skills that are worth it even more.
If you're talking Minmi ships and MWDs I'd say High Speed maneuvering would be more important as you can fit t2 and use a lot less cap all the time. Or the same thing: Shield Compensation for shield boost bonussed ships.
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Naradius
DEATHFUNK
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Posted - 2010.10.23 15:08:00 -
[23]
Originally by: Jenny Cameron Edited by: Jenny Cameron on 23/10/2010 12:36:02
5% more cap to start with, I think there's not that much cases for even an armor tank where cap rechargers (20% faster recharge), cap power relays (20% faster recharge) or cap boosters, cap rigs wouldn't make a far, far bigger difference.
I just ask myself in how many cases does it happen that those extra 5% really makes the difference? I can't imagine it can possibly be very often. I wouldn't give it such a high priority. Not saying it's not worth the time but there's a lot of skills that are worth it even more.
If you're talking Minmi ships and MWDs I'd say High Speed maneuvering would be more important as you can fit t2 and use a lot less cap all the time. Or the same thing: Shield Compensation for shield boost bonussed ships.
It's the people who actually invest the time (and patience) in Lvl 5's who will always have the upper hand...no matter if it gives them 5% or 2% advantage. Power Management 5 is worth training now - it gives you extra for shields, MWD's, warping and almost every other module. TBH, anybody who doubts 10 days of Energy Management 5 is worth it, is going to have a fit when they come to Battleship 5 or a Weapon Specialization 5 skill.
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Tippia
Sunshine and Lollipops
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Posted - 2010.10.23 15:27:00 -
[24]
Originally by: Jenny Cameron 5% more cap to start with, I think there's not that much cases for even an armor tank where cap rechargers (20% faster recharge), cap power relays (20% faster recharge) or cap boosters, cap rigs wouldn't make a far, far bigger difference.
àexcept that none of those mods provide the benefit as Energy Management does: cap buffer.
Quote: I just ask myself in how many cases does it happen that those extra 5% really makes the difference? I can't imagine it can possibly be very often.
It happens any time you get hit with a neut/nos and every time you fit a cap boosterà so, quite often. ùùù ôIf you're not willing to fight for what you have in ≡v≡à you don't deserve it, and you will lose it.ö ù Karath Piki |

Jenny Cameron
Caldari
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Posted - 2010.10.23 16:57:00 -
[25]
Edited by: Jenny Cameron on 23/10/2010 16:59:26 I'm not saying that training that skill is useless.
I'm just wondering when exactly it takes precedence over other skills. I mean: it¦s not the 1st skill you¦ll train to V as rookie. Eventually everyone will want to train it because every ship uses cap, but not before you have a lot of other skills to IV or V. This character is from february 2010 and I have no intention to train that skill to V before somewhere next year.
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Tippia
Sunshine and Lollipops
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Posted - 2010.10.23 17:33:00 -
[26]
Originally by: Jenny Cameron I'm just wondering when exactly it takes precedence over other skills. I mean: it¦s not the 1st skill you¦ll train to V as rookie. Eventually everyone will want to train it because every ship uses cap, but not before you have a lot of other skills to IV or V.
I'd say it's definitely one of the first V:s you should get. It goes right up there with the rest of the "basic ship attribute" skills (Electronics, Mechanic, Engineering and the like, quite possibly even before Hull upgrades and Shield Management)à somewhere around the time right before you start dipping your toes in your first T2 ships and weaponry. ùùù ôIf you're not willing to fight for what you have in ≡v≡à you don't deserve it, and you will lose it.ö ù Karath Piki |

Dirk Mortice
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Posted - 2010.10.23 17:43:00 -
[27]
Cap = Life
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Limdood
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Posted - 2010.10.25 15:57:00 -
[28]
fitting skills (engineering, electronics) buffer skills (shield management, mechanic, hull upgrades) cap skills (energy systems operation, energy management) nav skills (navigation, evasive maneuvering)
those make up that "core" of skills that EVERY ship uses. There are very very very few ships where you can say "no, that 5% extra honestly doesn't and will never help me."
because those skills are so friggin useful for so many ships, they tend to be trained and lauded as "must haves" by most EVE pilots.
do you need those skills? probably not
Are there skills that will give your current ship a bigger bonus at the moment? probably
are these skills worth training up to V sooner, rather than later? I'd say yes!
Again, there is the "affects ALL ships" component of these skills that makes them feel more useful in the long run than medium projectile turret V or standard missiles V
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Gottii
Minmatar Lutinari Syndicate Electus Matari
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Posted - 2010.10.26 06:18:00 -
[29]
Originally by: Dirk Mortice Cap = Life
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AkJon Ferguson
JC Ferguson and Son Ltd
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Posted - 2010.11.01 06:30:00 -
[30]
Energy Systems Operation is much more vital to get to V (because it's a x1 skill instead of a x3 skill.) The odds of losing a fight solely because you only had Energy Management IV instead of V are pretty tiny.
Is it worth training eventually? For sure. As for timing, it really depends on your goals for your toon but waiting a year for your int/mem remap to get it from IV to V is probably best for most.
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