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Kamira Shasdar
Gallente Federal Navy Academy
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Posted - 2007.12.28 03:12:00 -
[1]
I know many don't like the amarr.
But I am looking at them for personal reasons.
I know I will be training up a lot of skills.
But what is the recommended starting character build?
I know I am going military - soldier for the gunnery skills (and then have to train up a lot of support skills)
I plan to stick to frigates for a good long while as well. (till I can fly them well, then I move up to cruiser or T2 frigates)
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Gin Moon
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Posted - 2007.12.28 05:35:00 -
[2]
If you are going for combat, you either want all of your skills even, or all of them even with charisma slightly lower, which is fairly popular.
Look into ships in advance, and set your heart on something that you really want to fly in the future. If you like command ships, you'll want to keep your charisma even as well. For everything else, let charisma be low, but keep the rest even. train for about a week on combat skills, and then a week or two on learning skills. That technique is full of win.
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Firkragg
Blue Labs Knights Of the Southerncross
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Posted - 2007.12.28 05:39:00 -
[3]
punisher is actually one of hte better pirate frigs. Also remember than learning skills are only going to be trained in the first few months were as a better choice of attributes will keep you well served for years.
Basically what i mean is that you should set your attributes for your long term goals rather than worrying about how long your first few skills will take.
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Wu Jiun
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Posted - 2007.12.28 06:30:00 -
[4]
Its simple. You want to have low charisma. You want to have high perception and intelligence. Willpower and memory are nice and dandy but only if you don't have to give up int/perc for it!
Reason is simple.
int is primary on most support skills which are crucial for a fighter (electronics, mechanics, engineering). You will invest millions of skillpoints in these areas. Mem is secondary here mostly but keep in mind that the secondary attribute is only half as important as the primary one. I.e. for all these skills +1 int will always be more beneficial then +1 mem.
Mem is (of the combat relevant skills) only primary for drones afaik. So you won't train very fast here but is not such a big area especially if you are amarr.
Other big area for fighters is gunnery/missiles and spaceship command. In the end most of your sp will be buried here usually. Here its always perception thats primary except for t2 ship skills where it is willpower.
So get as high int/perc as possible but especially willpower shouldn't be too gimped either because you will train some t2 ship skills in your career.
Btw. you gain primary + secondary/2 sp per minute. With this formula you can deduct exactly whats your best choice for attributes.
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Norma Cenza
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Posted - 2007.12.28 06:35:00 -
[5]
Depends on how long you want to plan. I've used evemon to set up a 365 day -after the learning skills are done- that put me comfortably into Amarr Frig, Ceptor, Cruiser, HAC with topped out engineering, mechanic (as they relate to amarr), good navigation skills, small and medium pulse/beam spec and rocket/ham spec.
Punisher, especially with autocannons is a fun ship. AC Maller is another fun option if you want maximum tankability with non-cap using weapons. If you put your engineering skills into engineering and energy (avoid energy emission unless you want to be a logistics monkey), and mechanic skills (mech, hull upg, repair systems and compensations) and AC's.
Evemon will help you plan your character, Eve Fitting Tools will help you tinker around with fittings with your skills (and as you get more). Just don't rely on EFT dps numbers to epeen about being uber, just for tinkering with setups before you buy tons of stuff and then find out you can't use it due to CPU or PG or skills.
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Ashen Angel
Minmatar Bad Dog Digging Empire Research
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Posted - 2007.12.28 13:20:00 -
[6]
A balanced attribute balance is my recommendation, perhaps lower on charisma than the rest.
Mainly because you will need many skills to fit modules properly on an amarr ship. And most of them are not Per/Will based. The combat skills are; the engineering, mechanical, electronics, and navigation skill are not.
charisma is important for learning skills (and if you plan to train up social skills such as fast talk and the like to help recover sec status... not much worry if you don't plan to return to high sec)
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Helen
Eve Innovative Technologies
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Posted - 2007.12.28 15:41:00 -
[7]
Edited by: Helen on 28/12/2007 15:41:57
Originally by: Ashen Angel
charisma is important for learning skills (and if you plan to train up social skills such as fast talk and the like to help recover sec status... not much worry if you don't plan to return to high sec)
Actually Charisma is mostly only useful for leadership skills. If you look at learning skills you'll notice they require their main attribute which they affect and a secondary. Ie. Learning skill itself requires Mem/Int. Charisma only effects training its own skills and leadership/social skills Therefore its used very little unless you plan on becoming a command ship pilot and before you start with even mission runners don't need to go mental on charisma to get good social skills either.
Meet me behind the bushes at midnight! - Cortes |
Ashen Angel
Minmatar Bad Dog Digging Empire Research
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Posted - 2007.12.28 17:22:00 -
[8]
Originally by: Helen Edited by: Helen on 28/12/2007 15:41:57
Originally by: Ashen Angel
charisma is important for learning skills (and if you plan to train up social skills such as fast talk and the like to help recover sec status... not much worry if you don't plan to return to high sec)
Actually Charisma is mostly only useful for leadership skills. If you look at learning skills you'll notice they require their main attribute which they affect and a secondary. Ie. Learning skill itself requires Mem/Int. Charisma only effects training its own skills and leadership/social skills Therefore its used very little unless you plan on becoming a command ship pilot and before you start with even mission runners don't need to go mental on charisma to get good social skills either.
part of my post got cut off while editing it seems.. learning leadership skills is what should have been there
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Dizeezer Velar
Caldari Atomic Heroes Phalanx Alliance
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Posted - 2007.12.28 20:26:00 -
[9]
if you are looking to pirate as an amarr, i would recommend skilling up the curse, pilgrim and sacrilege.
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Chainsaw Plankton
IDLE GUNS
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Posted - 2007.12.28 22:35:00 -
[10]
Originally by: Kamira Shasdar
Ni-Kunni/Navy Veteran/ +2I,+2M,+1P = C8 I7 M8 P8 W8 (balanced more or less since a lot of skills to get)
i just made that character only I went C8 I7 M7 P9 W8
sure i will train a bunch of support skills, but they will be nothing compared to the millions in gunnery/spaceship command.
i have several mil between enr, elect, and mech, i have more than that in spaceship command alone (gunnery as well) int/mem isnt as important as people like to say, if you want to fly your ships and pew pew! (note i dont say its not important, i wouldn't go any lower then 7, without a good reason)
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