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DubanFP
Caldari Four Rings D-L
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Posted - 2007.07.16 16:08:00 -
[1]
Here's a list of skills EVERY SINGLE PLAYER should train to at least IV, V is better.
Energy Management: Increases your max Cap by 5% per level "Also increasing your recharge rate 5%"
Energy Systems Operation: Decreases your cap recharge time 5% "which increases your cap recharge by 1/(1-.05% per level) which is greater then a 5% increase"
Together at level IV those 2 skills will increase your cap recharge by 50%, allow you to sustain that recharge for 20% longer "Because you have 20% more cap", and this effect is further increased because it helps overcome the static X amount of cap used by hardeners
Engineering: 5% bonus to ship's Power Grid
Electronics: 5% bonus to ship's CPU
Nessissary to fit any ship well
Weapon Upgrades: Decreases weapon CPU usage by 5% per level
Advanced Weapon Upgrades: Decreases weapon PG usage 2% per level
Again with the fittings. Advanced Weapon Upgrades isn't 100% required since it requires Weapon Upgrades V, but it's always good to have
Drones: Allows you use fit 1 drone per level
Drone Interfacing: 20% bonus to drone damage per level "requires Drones V"
Although not a requirment at first. Having good drone skills is essential to quickly swat those pesky frigs once you get into a Battleship. Once you can fit your Battleship decently this should become your priority
Learning Skills: All of the basics to Level IV, all the advanced to Level III. Very handy to actually get your SP anywhere in EVE. Once you can fit a ship decently and are actually getting somewhere it becomes importaint for long term development.
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DubanFP> Feigning "honor" is just a way to get the other guy to screw himself over, hopefully to your benefit |
Sparkius
Amarr
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Posted - 2007.07.16 16:22:00 -
[2]
Excellent list.
For any pilot that sees combat, here are a few more that should be considered required:
Mechanic - 5% to structure hit points per level. Hull Upgrades (Mechanic) - 5% to armor hit points per level. Shield Management (Engineering) - 5% to shield hit points per level.
<----------------------------------------------------------------------------------------------------> "Never attribute to malice what can be adequately explained by incompetence." - Anoymous |
DubanFP
Caldari Four Rings D-L
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Posted - 2007.07.16 16:29:00 -
[3]
Originally by: Sparkius Excellent list.
For any pilot that sees combat, here are a few more that should be considered required:
Mechanic - 5% to structure hit points per level. Hull Upgrades (Mechanic) - 5% to armor hit points per level. Shield Management (Engineering) - 5% to shield hit points per level.
Honestly i wouldn't include mechanic. If you're taking structure you're probebly screwed anyways.
Hull upgrades and shield management are great for passive tanks but don't have much use in active. All and all they have they're uses but i really wouldn't qualify them as nessisary. BTW for a passive shield tank include Shield Operation, helps you're shield recharge rate the same way as Energy System Operation helps cap recharge. ________________
DubanFP> Feigning "honor" is just a way to get the other guy to screw himself over, hopefully to your benefit |
Leviathan Brian
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Posted - 2007.07.16 16:36:00 -
[4]
You are wrong about Mechanic. Mechanic to level 5 is very important not only because of close situations but because it is a prereq for assault ships. <3
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DubanFP
Caldari Four Rings D-L
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Posted - 2007.07.16 16:40:00 -
[5]
Edited by: DubanFP on 16/07/2007 16:41:23
Originally by: Leviathan Brian You are wrong about Mechanic. Mechanic to level 5 is very important not only because of close situations but because it is a prereq for assault ships. <3
Interceptor & Battlecruiser > Assault ship
Honestly i don't know why ANYONE would use Assault ships for anything except eventually upgrading to HAC & Command Ship. Even that that's not someone everyone should go for. ________________
DubanFP> Feigning "honor" is just a way to get the other guy to screw himself over, hopefully to your benefit |
Sparkius
Amarr
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Posted - 2007.07.16 16:44:00 -
[6]
Originally by: DubanFP
Honestly i wouldn't include mechanic. If you're taking structure you're probebly screwed anyways.
Hull upgrades and shield management are great for passive tanks but don't have much use in active. All and all they have they're uses but i really wouldn't qualify them as nessisary. BTW for a passive shield tank include Shield Operation, helps you're shield recharge rate the same way as Energy System Operation helps cap recharge.
You have a valid argument. However, any active tank becomes a passive tank when you have no cap, and any pilot that turns down a 25% (essentially) free boost to each of their hit point buffers should rethink their ultimate strategy. In my opinion it is a well-spent month of training. Mechanic IV is a needed step on the way to many active armor tank modules anyway.
<----------------------------------------------------------------------------------------------------> "Never attribute to malice what can be adequately explained by incompetence." - Anoymous |
MotherMoon
Huang Yinglong Namtz'aar k'in
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Posted - 2007.07.16 20:02:00 -
[7]
I got assault ships to lvl 5 on the test my EW jag took out a vagabond. not bad huh :P
----------------------------------- I'm working my way through college target CCP |
William McCracken
Gallente The Graduates Brutally Clever Empire
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Posted - 2007.07.16 23:00:00 -
[8]
Originally by: DubanFP
Mechanic - 5% to structure hit points per level. Hull Upgrades (Mechanic) - 5% to armor hit points per level. Shield Management (Engineering) - 5% to shield hit points per level.
Hull upgrades and shield management are great for passive tanks but don't have much use in active. All and all they have they're uses but i really wouldn't qualify them as nessisary. BTW for a passive shield tank include Shield Operation, helps you're shield recharge rate the same way as Energy System Operation helps cap recharge.
Hull upgrades V is required for t2 armor hardeners. For armor tankers, I would consider it required.
You should preface your recommendations that they're for combat pilots. A trader or a researcher has little need for combat skills, if they're doing what they're supposed to.
William McC racken
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Vincenzo Delloro
Amarr Lux et Veritas
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Posted - 2007.07.16 23:54:00 -
[9]
It's tempting to suggest Salvaging and Science (tractor beams) too. Not something everyone needs, but it's a huge increase in ISK income if you have them.
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Mephistophilis
hirr Morsus Mihi
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Posted - 2007.07.17 07:25:00 -
[10]
A good list, all the core skills are realy important. They will set your char up in all his/her ships. Don't forget Warp drive opp 5 and Evasive manovering Well the list could go on....
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Phinea Scramjammer
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Posted - 2007.07.17 08:41:00 -
[11]
Also Gunnery.
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Strife Phoenix
Acerbus Vindictum
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Posted - 2007.07.17 08:51:00 -
[12]
Originally by: DubanFP
Honestly i wouldn't include mechanic. If you're taking structure you're probebly screwed anyways.
Hull upgrades and shield management are great for passive tanks but don't have much use in active. All and all they have they're uses but i really wouldn't qualify them as nessisary. BTW for a passive shield tank include Shield Operation, helps you're shield recharge rate the same way as Energy System Operation helps cap recharge.
Hmm.. If I remember correctly it is a prerequisite for T2 Armour tanking stuff(?)
And I would say Basic and advanced learning to IV but that is just me, I like the speed of my SP :)
ACERBUS-VINDICTUM - Revelare Pecunia! |
Redora
Gallente Minmatar Ship Construction Services Ushra'Khan
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Posted - 2007.07.17 09:46:00 -
[13]
Originally by: DubanFP
Honestly i wouldn't include mechanic. If you're taking structure you're probebly screwed anyways.
Hull upgrades and shield management are great for passive tanks but don't have much use in active. All and all they have they're uses but i really wouldn't qualify them as nessisary. BTW for a passive shield tank include Shield Operation, helps you're shield recharge rate the same way as Energy System Operation helps cap recharge.
I would say that's HIGHLY subjective, since most (if not ALL) Gallente ships have more Hull HP than they have Armor. AND, if you decide to fit a DCU (Which isn't stack nerfed) over a 2nd EANM or something, you end up with an additional 50% hull, which means with Mech 5 you have 37.5% more hull. I'd call that a definite plus for a week's training and minimal CPU/PG. ---
Redora
http://oldforums.eveonline.com/?a=topic&threadID=543553 |
Mos Superum
Gallente Federal Navy Academy
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Posted - 2007.07.17 15:04:00 -
[14]
I found, as a new paying player, Hammer Judge's list of skills to train very helpful.
I've gotten most of the Level IV recommend skills he mentions up to Level IV. I'm trying to get Energy Management to Level IV so I can start using MAPCs on smaller ships like frigates vs. wasting low slots on PDU Is and RCU Is (+10 raw PG with a MAPC is better than +15% on a base 40PG).
I think something that should be said here is TRAIN UP THE SHIP SKILL. I didn't know until about 5 minutes ago that training the ship skill up not only leads to better classes of ships (T2 ships later on), but it also boosts the ship bonuses you get for a ship level. DUH! I've never known that.
10% drone damage bonus on a Vexor (I think) for each level? Each level of what? I thought it was the DRONE skill. Not the ship skill itself. **** -- I'd have trained it higher if I'd known that.
My newbie 2 cents...
Mos Superum
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NCP S2
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Posted - 2007.07.17 18:07:00 -
[15]
Some good advice, and counter arguments brought up, remember, it's all about how you feel like playing.
If you are planning ahead like you should, getting all of the basic learning skills up to 4 is a good start. It will cut training time down dramatically, and you can get the first 2 levels in the advance learning set up quick as well. Faster training = faster rewards.
I'd have to throw out there, if you are planning on getting into a bigger ship, train up your weapons skills (or mining) before you get into your ship. It feels pretty horrible sitting in a Battleship with Medium weapons because you didn't bother to get the weapon skills yet.
As far as Lvl 5 skills... Unless you want to focus on T2 anything, don't worry so much. Lvl 4 does just about the same effect wise, but doesn't take a million weeks to train up.
The best skill to train up, is planning. Plan in advance what you want to do, and adjust your skill training accordingly. It might seem like it's taking forever to train up to that T2 Frigate or getting T2 weapons for your Battleship, but when you train right, you can knock weeks off of your total training time.
Interdictor with out planning = 60 days training Interdictor with planning = 45 days training
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DubanFP
Caldari Four Rings D-L
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Posted - 2007.07.18 22:55:00 -
[16]
Originally by: MotherMoon I got assault ships to lvl 5 on the test my EW jag took out a vagabond. not bad huh :P
musta been one crappily fit vag ______________________
DubanFP> I stopped capitalizing the g in goonswarm a little while back. I find they no longer deserved the little bit of extra effort required to press the shift key. |
Gojyu
Gallente Ever Flow FREGE Alliance
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Posted - 2007.07.25 06:33:00 -
[17]
You've missed possibly the two most important skills in the game:
Hull upgrades. Tactical Shield manipulation.
Train one of these skills. Hull upgrades to a minimum of 4 or tsm to a minimum of 1. These allow you to use active hardeners- possibly the most powerful non-capital defensive module in the game
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Suyai
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Posted - 2007.07.25 13:56:00 -
[18]
Edited by: Suyai on 25/07/2007 13:57:20 *boggle*
Wow.. this thread has been both informing and a touch overwhelming.
Brand new account, new to Eve.
Applying logic, should I be going after Learning Skills first off? I notice that there are 11 of them listed, any particular order of precedence?
Forgive me if I am missing something important with regards to training... like Ive got to go buy the books somewhere or something *grins*
*has an incredible urge to log in, but cannot do that at work*
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Dez Erichs
Agony Unleashed Agony Empire
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Posted - 2007.07.25 13:59:00 -
[19]
Edited by: Dez Erichs on 25/07/2007 14:02:52 Edited by: Dez Erichs on 25/07/2007 14:00:54 Here's another list:
Notes: - The nice thing about these skills is that they will help you, no matter what ship you fly - Training of the next level of a skill takes roughly 4x as long as the last level, so it takes relatively little time to train everything to level 3. - Listed in decreasing importance - Skills in italics are secondary but nice to have - I recommend having all of them (never know when they may come in handy)
Learning: Learning Basic Learnings (Charisma is optional) Advanced Learnings (Charisma is optional) Cybernetics (implants are GOOD!) Infomorph Psychology (Jumpclones are nice to have)
Engineering: Engineering Energy Systems Operation Energy Management Energy Systems Operation Shield Operation (every ship has shields) Shield Management Energy Grid Upgrades
Navigation: (applies to every ship) Navigation Warp Drive Operation Evasive Maneuvering Afterburner + Fuel Conservation (ABs) High Speed Maneuvering (MWDs) Acceleration Control (ABs and MWDs)
Mechanic: Hull Upgrades (every ship has armour) Mechanic (every ship has hull) Jury Rigging + Rigging skills
Electronics: Electronics Long Range Targeting Signature Analysis Targeting
Special cases: (groups of skills that may not apply to everyone)
Drones: (Gallente, and needed for flying battlecruisers and larger ships well) Drones Drone Interfacing Scout Drone Operation Combat Drone Operation Drone Durability Drone Interfacing Drone Navigation Heavy Drone Operation Sentry Drone Operation Repair Drone Operation Electronic Warfare Drone Interfacing
Turrets: (All races, optional for Caldari) Gunnery Weapon Upgrages Advanced Weapon Upgrades Controlled Bursts Motion Prediction Rapid Firing Sharpshooter Surgical Strike Trajectory Analysis
Missiles: (Caldari, optional for Minmatar) Missile Launcher Operation Weapon Upgrades Advanced Weapon Upgrades Missile Bombardment Missile Projection Rapid Launch Guided Missile Precision Target Navigation Prediction Warhead Upgrades
Armour Tanking: (You do have Hull Upgrades 4+, right?) Repair Systems armour compensation skills (EM optional)
Shield Tanking: (got Shield Management and Shield Operation at 4+, right?) Tactical Shield Manipulation shield compensation skills (Explosive optional)
PvP: (optional, but useful) Energy Emission Systems Energy Pulse Weapons Shield Emission Systems Remote Repair Systems Energy Emission Systems
Leadership: (You did want to give/get gang bonuses, didn't you?) Leadership Wing Command warfare gang lead skills
EWAR Skills: (may depend on your preferred race) Propulsion Jamming Electronics Upgrades Electronic Warfare Frequency Modulation Long Distance Jamming Sensor Linking + Signal Suppresion (Gallente) Electronic Warfare + Signal Dispersion (Caldari) Target Painting + Signature Focusing (Minmatar) Weapon Disruption + Turret Destabilization (Amarr)
PvE: (missioning w/ Kestrel -> Caracal -> Drake -> Raven) Caldari Frigate/Cruiser/Battleship see above missile skills, shield tanking, drone skills Science (tractor beams) Salvaging
Trade, Manufacturing, Researching, Inventing: Maybe later, this took longer than expected!
--- PvP Training: www.agony-unleashed.com "Veni, Vidi, Caedi" |
Denizo Kai
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Posted - 2007.07.25 16:30:00 -
[20]
Thanks for the info.
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Pyrokinetic
Amarr Imperial Academy
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Posted - 2007.07.25 18:15:00 -
[21]
Wouldn't maxing out "learning" first be most beneficial in time spent learning skills?
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Harkwyth Mist
Caldari The Black Ops
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Posted - 2007.07.25 18:41:00 -
[22]
Originally by: Pyrokinetic Wouldn't maxing out "learning" first be most beneficial in time spent learning skills?
In theory yes, but maxed learnings takes around 3 months (ish) to train, so it's a long time to go without boosting other equally usefull skills.
the basic Int, Mem, Will & Perc to L4 only takes a few days you'll only need Charisma if you plan on lots of social, trade or corp skills the Advanced learning books cost 4m+ a piece, so you'll need to run a few missions before aquiring those.
Evemon is a really REALLY helpful utility, download it, install it, enjoy the maximised training schedules.
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Pang Grohl
Gallente
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Posted - 2007.07.25 18:56:00 -
[23]
Originally by: Pyrokinetic Wouldn't maxing out "learning" first be most beneficial in time spent learning skills?
To maximize skill points, yes. To have fun, no.
Learning skills only affect how fast you accrue skill points. They don't give you access to new features or enhance your playing.
When training up learning skills will reduce the time spent training a skill when you account for the time spent on the learning skills, it's worth it.
Si non adjuvas, noces (If you're not helping, you're hurting) |
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