
Horchan
Gallente
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Posted - 2007.11.06 06:26:00 -
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Let's go down the skill list:
Drones - Being able to field 5 T2 light or medium drones can always help with a little extra dps. Not a huge priority unless your ship can field 'em.
Skills of note: Drones (+1 drone/lvl), Drone Interfacing (+20% drone hp & dmg/lvl), Scout Drone Operation (5 needed for T2 light/med drones).
Electronics - A few important skills in this group. Electronics gives you more CPU, which makes fitting modules easier in any ship you get into. Also, all the electronic warfare skills are in this group.
Skills of note: Electronics (+5% CPU/lvl), Long Range Targeting (+5% targeting range/lvl), Targeting (+1 targets locked/lvl)
Engineering - If you shield tank, this group is an absolute necessity. If you shield tank and it has shield in the name, train it (with the exception of Shield Emission Systems and the Capital skills). Also, Engineering gives you more PG, and Energy Management/Energy Systems Operation give you more capacitor for turrets, tanks, and other modules.
Skills of note: Energy Grid Upgrades (access to various capacitor recharge modules), Energy Management (+5% capacitor/lvl), Energy Systems Operation (+5% capacitor recharge/lvl), Engineering (+5% PG/lvl)
Gunnery - I'll skip this group as you specified non-weapon skills and you seem to have a good grasp of what you want to train here.
Mechanic - This is the armor tanker's equivalent to Engineering. Also, if you have any desire to use rigs on your ship, all the rigging skills are in this group.
Skills of note: Hull Upgrades (+5% Armor HP/lvl), Jury Rigging (3 needed to unlock all other rigging skills)
Missile Launcher Operation - Skipped for the same as Gunnery.
Navigation - Speed and agility are sometimes the last thing between you and an exploded ship. Given time, I recommend training all these to at least 4 if not 5.
Skills of note: ALL of them, minus the 'Jump x' skills.
Science - Why Science you ask? Implants. Cybernetics 4 and 5 open up a whole slew of implants that, while expensive, can give you a boost if you're willing to take the risk.
Skills of note: Cybernetics
Social - If you plan on running missions for any extent of time, you'll want to boost your returns. Social will boost your standings gain per mission. Connections will give you a percentage boost to your positive standings, allowing access to better agents. Negotiations gives a boost to the effective standing all agents. "X" Connections will give you more isk/LP per mission; two of these affect each agent type, and they are the only skills in the game that their bonus is added together before being multiplied (ie. 5 in both skills gives a 150% of base isk/LP, not a 156.25% of base isk/LP).
Skills of note: Connections (+4% to current standing/lvl), Negotiation (+5 effective standing/lvl), Social (+5% standing gain/lvl), "X" Connections (+5% isk/LP gain/lvl)
Spaceship Command - You probably already know to take the skill that gives a bonus to the ship you fly to 4 and eventually 5, but it's worth reiterating. The bonuses given by the ship you fly can really help.
I'm sure I missed something somewhere, but hopefully this list will get you started. ---
Originally by: VJ Maverick Jita is closed on Sundays. It's a holy day.
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