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Louis deGuerre
The Dark Tribe Against ALL Authorities
229
|
Posted - 2012.03.06 10:29:00 -
[1] - Quote
These Skills are useful for any ship or profession and should be trained to IV as soon as you can : Electronics (5 percent extra CPU/level)
Engineering (5 percent extra powergrid/level)
Energy Management (increases Capacitor capacity by 5 percent per level)
Energy Systems Operation (decreases Capacitor recharge time by 5 percent per level)
Mechanic (5 percent bonus to structure hit points per skill level)
Hull Upgrades (5 percent bonus to armor hit points per skill level)
Afterburner (10 percent bonus to Afterburner duration per skill level)
Navigation (5 percent bonus to sub-warp ship velocity per skill level)
Acceleration Control (5 percent Bonus to Afterburner and Microwarpdrive speed boost per skill level)
Evasive Maneuvering (5 percent improved ship agility for all ships per skill level)
Fuel Conservation (10 percent reduction in Afterburner capacitor needs per skill level)
Warp Drive Operation (10 percent reduction in the Capacitor need of initiating warp)
Spaceship Command (2 percent improved ship agility for all ships per skill level)
Weapons Requires Gunnery II Weapon Upgrades (5 percent reduction in the CPU needs of weapon turrets, launchers and smartbombs per skill level)
Train this to V, afterwards train Advanced Weapon Upgrades (2 percent reduction in the powergrid needs of weapon turrets and launchers per per skill level)
to IV
Shield Tanking Shield Management (5 percent bonus to shield capacity per skill level)
Shield Operation (5 percent reduction in shield recharge time per skill level)
Armour Tanking Repair Systems (5 percent reduction in repair systems duration per skill level)
Drones (can be used on most ships) Drones (Can operate 1 drone per skill level)
Scout Drone Operation (Can use Light and Medium Scout Drones, drone control range increased by 5000 meters per skill level)
Protip: If you train Drones to V you can train Electronic Warfare Drone Interfacing to IV which gives another 3000 metres drone control range bonus per level in addition to letting you use the ... FIRE FRIENDSHIP TORPEDOES ! |

Mike Whiite
Progressive State
25
|
Posted - 2012.03.06 10:50:00 -
[2] - Quote
I think you forgot Shield upgrades. |

Louis deGuerre
The Dark Tribe Against ALL Authorities
229
|
Posted - 2012.03.06 10:56:00 -
[3] - Quote
Mike Whiite wrote:I think you forgot Shield upgrades.
Not technically essential for Shield Tanking and I got to draw the line somewhere to fit it all into one post :P In practice you will train this of course, but my point here is that the two listed shield skills will be of benefit to an armor tanker as well even if he is not using any shield-related modules. FIRE FRIENDSHIP TORPEDOES ! |

Field Artillery
Dust 515
0
|
Posted - 2012.03.06 11:11:00 -
[4] - Quote
mentioning drones without drone interfacing?, consider adding drone interfacing instead of the +3km control range talk (if you don't want to make the list too long). And the reasoning behind training afterburner to 3 (yes only 3) is unlocking high-speed maneuvering (= MWDs)
nice list otherwise o/ |

Tamiya Sarossa
Hedion University Amarr Empire
164
|
Posted - 2012.03.06 11:13:00 -
[5] - Quote
Just noting that the Afterburner skill can have some downsides on dual-prop setups (one of the only skills in the game where it's not strictly beneficial to have higher), and given the low cap requirements of afterburners I'd question putting their related skills on a 'train-to-IV-immediately' list. Not to quibble but it can be a pain at times.
EDIT: as per above I wouldn't train it past three |

Grikath
T.E.L.O.G.S.
17
|
Posted - 2012.03.06 11:14:00 -
[6] - Quote
Louis deGuerre wrote:Mike Whiite wrote:I think you forgot Shield upgrades. Not technically essential for Shield Tanking and I got to draw the line somewhere to fit it all into one post :P In practice you will train this of course, but my point here is that the two listed shield skills will be of benefit to an armor tanker as well even if he is not using any shield-related modules.
Then you shouldn't call it shield tanking. what you describe is a shield buffer which really doesn't help a lot. |

Louis deGuerre
The Dark Tribe Against ALL Authorities
229
|
Posted - 2012.03.06 11:22:00 -
[7] - Quote
Grikath wrote:Louis deGuerre wrote:Mike Whiite wrote:I think you forgot Shield upgrades. Not technically essential for Shield Tanking and I got to draw the line somewhere to fit it all into one post :P In practice you will train this of course, but my point here is that the two listed shield skills will be of benefit to an armor tanker as well even if he is not using any shield-related modules. Then you shouldn't call it shield tanking. what you describe is a shield buffer which really doesn't help a lot.
You've convinced me and I will add Shield upgrades.
Field Artillery wrote:mentioning drones without drone interfacing?, consider adding drone interfacing instead of the +3km control range talk (if you don't want to make the list too long).
While the 20 percent/level bonus of Drone Interfacing is indeed absolutely necessary for serious drone users, it does require Drones V to train and thus I consider it beyond the basic skills set. However, the EW drone talk is a bit advanced too and I will cut that out too. For the record this was it
FIRE FRIENDSHIP TORPEDOES ! |

Mike Whiite
Progressive State
25
|
Posted - 2012.03.06 11:28:00 -
[8] - Quote
Quote:Not technically essential for Shield Tanking and I got to draw the line somewhere to fit it all into one post :P In practice you will train this of course, but my point here is that the two listed shield skills will be of benefit to an armor tanker as well even if he is not using any shield-related modules.
I disagree, fitting problems are quite common as a starting player.
Shield upgrades trains faster and earlier than advanced weapon upgrades (needs Weapon Upgrades 5) and is one of the few skills to remove stress of you powergrid.
but in the end it's Louis's ecpic skill guide
Edit: nevermind you where already convinced |

Liam Mirren
312
|
Posted - 2012.03.06 11:42:00 -
[9] - Quote
Appreciate the effort but there's 2 things I'm missing, thing is ofcourse that there'll always be things missing in a short list but still.
1) targeting, getting that to 2-3 makes life a lot easier for ppl who choose to do combat 2) even though you aim to list specific skills it would be handy if you'd mention support skills for things like gunnery and missiles. I know that wasn't your outset but simply stating that they exist (and how to find them) while conveying the importance of them would make your guide more complete.
Minor gripes, no more. Excellence is not a skill, it's an attitude.
My guides: http://mirren.freeforums.org |

Shinae Rawlinn
Republic Military School Minmatar Republic
1
|
Posted - 2012.03.25 11:00:00 -
[10] - Quote
Great little list, I'll be sure as a 4-day old to put this into my EVEmon queue.
+1 to the likes for Louis. |
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mxzf
Shovel Bros
1079
|
Posted - 2012.03.25 12:51:00 -
[11] - Quote
Louis deGuerre wrote:While the 20 percent/level bonus of Drone Interfacing is indeed absolutely necessary for serious drone users, it does require Drones V to train and thus I consider it beyond the basic skills set. However, the EW drone talk is a bit advanced too and I will cut that out too. For the record this was it
Drones 5 is part of the basic skill set though. When suggesting fits for people, it's flat out assumed that everyone except special-purpose alts (cyno, trade, etc) has Drones 5. Everyone.
Also, you're missing Tactical Shield Manipulation 4 from the Shield Tanking list, and Shield Compensation (for active tanks) too. Especially Tactical Shield Manipulation 4 (not 5 though) is extremely important for shield tanking in any ship other than a full-passive brick (like the NH or Rattler). |

Lost Greybeard
Fenrir's Dogs of War Union 0f Revolution
3
|
Posted - 2012.03.27 04:30:00 -
[12] - Quote
mxzf wrote:Drones 5 is part of the basic skill set though. When suggesting fits for people, it's flat out assumed that everyone except special-purpose alts (cyno, trade, etc) has Drones 5. Everyone.
Given that this is posted in New Citizens', I suspect this is a list of skills easily trained to 4 on a new character before you start pushing things to 5. |

Louis deGuerre
The Dark Tribe Against ALL Authorities
237
|
Posted - 2012.03.27 07:57:00 -
[13] - Quote
Lost Greybeard wrote:mxzf wrote:Drones 5 is part of the basic skill set though. When suggesting fits for people, it's flat out assumed that everyone except special-purpose alts (cyno, trade, etc) has Drones 5. Everyone. Given that this is posted in New Citizens', I suspect this is a list of skills easily trained to 4 on a new character before you start pushing things to 5.
Yes that is indeed the point. It is difficult to draw a line between basic and intermediate and beyond, but this is pretty close I think. I also recommend the ingame certificate system (especially the core certificates) as a decent guide to skill training.
mxzf wrote:Drones 5 is part of the basic skill set though. When suggesting fits for people, it's flat out assumed that everyone except special-purpose alts (cyno, trade, etc) has Drones 5. Everyone.
Also, you're missing Tactical Shield Manipulation 4 from the Shield Tanking list, and Shield Compensation (for active tanks) too. Especially Tactical Shield Manipulation 4 (not 5 though) is extremely important for shield tanking in any ship other than a full-passive brick (like the NH or Rattler).
For a full passive or active shield tanking set you would train additional skills. You would also train armor compensation skills for good armor tanking.
Most beginner ships won't let you use 5 drones so Drones V is not an essential skill level. Anyone serious about drones will eventually put millions of skillpoints in drones of course. When you start flying battleships leet drone skills are almost essential anyway as the big guns/missiles will be very ineffective against small ships, so you need drones to handle them or die the death of a thousand pinpricks. FIRE FRIENDSHIP TORPEDOES ! Louis's epic skill guide v1.1 |

Toshiro GreyHawk
168
|
Posted - 2012.03.27 10:59:00 -
[14] - Quote
Nice list.
Everyone's going to have a few little differences in how they do things - but this is a very good list for a beginner. Anything they train in this area will stay with them for pretty much any ship they use in the rest of their EVE career.
Without adding any of my own little preferences - I'll point out some of the reasons some of these skill areas are important:
One thing a lot of people miss about the Navigation skills - is that they pretty much all effect your Cap usage - either directly - or by letting you accomplish something faster and there by use less cap to do it. One thing a lot of rookies have trouble with - is running out of cap when they try to use their AB's and shield boosters/armor repairers at the same time. Good Navigation Skills can mitigate that.
The Repair Systems skill has a similar effect to the Navigation Skills for Armor Tankers - by allowing you to get your self repaired quicker - and thus need less cap to do the job. Additionally - with the ability to repair your own armor - even for a Shield Tanker - you can just fit an Armor Repairer and/or Hull Repairer to your ship when you come back to the station - and fix your own hull & armor as well, thus saving you the cost of having the station do it - if it even can.
One thing about the shield skills - is that even for an armor tanker - it is good to have these trained up. For one thing - most people use industrials - and with the low slots on those ships taken up by cargo hold expanders - (other than specialty fits) they pretty much default to shield tanking. The other thing is - again even if you are an armor tanker - they have to get through your shields to get to your armor - so anything that slows that down (and doesn't require a module slot that splits your tank) is of benefit. If you are running missions - then you may NEVER get into your armor - and thus any shield skills you've trained up will let you go on to the next zone sooner with your ships defenses at full capacity.
As to Drone skills - one of the first skills a rookie should train - is Drones and Scout Drone operation. Even trained to Level I (which is done in minutes) they will let your rookie ship field a drone - and not only do ALL rookie ships have drones but those drones are a major part of what little fire power these ships have. Of course - your Gallente pilots will want to train Drones to Level II so they get both the drones the Velator can carry. One of the things Veteran pilots will do now and then for a lark - is to see just what they can do with a rookie ship. With full Drone Skills - you'd be surprised at the rats you can pop with a rookie ship ... you just ... need to be careful about how much damage you take ...
.
|

Louis deGuerre
The Dark Tribe Against ALL Authorities
237
|
Posted - 2012.03.27 12:09:00 -
[15] - Quote
Good points, but...
Toshiro GreyHawk wrote:The Repair Systems skill has a similar effect to the Navigation Skills for Armor Tankers - by allowing you to get your self repaired quicker - and thus need less cap to do the job.
...a higher Repair Systems skill will decrease the repair cycle duration, increasing your armor tank efficiency as you repair faster, but increasing the cap usage, as each repair cycle will eat cap and the cycles are shorter. Total cap usage will be the same of course, but cap will be drained faster the faster your repair. FIRE FRIENDSHIP TORPEDOES ! Louis's epic skill guide v1.1 |

Sin Pew
SWARTA Mostly Clueless
8
|
Posted - 2012.03.27 12:17:00 -
[16] - Quote
Wish I saw that kind of guide in the first days, instead of popping SP all over the place and painfully grinding the core skills now. :sadpanda: If I had a world of my own, everything would be nonsense. Nothing would be what it is because everything would be what it isn't. And contrary-wise; what it is it wouldn't be, and what it wouldn't be, it would. You see? |

J'Poll
Pioneer's of the Galantic Wars Side Effect.
152
|
Posted - 2012.03.27 12:24:00 -
[17] - Quote
Louis deGuerre wrote:Good points, but... Toshiro GreyHawk wrote:The Repair Systems skill has a similar effect to the Navigation Skills for Armor Tankers - by allowing you to get your self repaired quicker - and thus need less cap to do the job. ...a higher Repair Systems skill will decrease the repair cycle duration, increasing your armor tank efficiency as you repair faster, but increasing the cap usage, as each repair cycle will eat cap and the cycles are shorter. Total cap usage will be the same of course, but cap will be drained faster the faster your repair.
True,
But his point:, low skilled pilot needs to run the repair module for 3 minutes to repair, that is 3 minutes that you run the repair module together with any other active module, so you have double cap usage for that whole 3 minutes.
When a player is better skilled they can for instance repair the same amount of damage in say 1 minute (with same cap required to do so, same amount of cycles but quicker). This means you only double drain your capacitor for 1 minute instead of 3 minutes, means you are less cap heavy for most of the time. Inject your skillbook before you leave the station. Neo didnGÇÖt learn Kung-Fu by having it sit in his usb drive.-á If it moves, shoot it. If it doesn't move, poke it with your gun and then shoot it. We are not running, we are advancing in the opposite direction |

Sin Pew
SWARTA Mostly Clueless
8
|
Posted - 2012.03.27 13:03:00 -
[18] - Quote
Just out of curiosity, I've read some cons about afterburner trained above 3, but I couldn't really understand the issue, I just remember it was about dual props and many people said they wished they didn't train AB to 5... EDIT: nvm, it was mentionned earlier in the thread *rubs eyes* If I had a world of my own, everything would be nonsense. Nothing would be what it is because everything would be what it isn't. And contrary-wise; what it is it wouldn't be, and what it wouldn't be, it would. You see? |

Toshiro GreyHawk
170
|
Posted - 2012.03.28 12:32:00 -
[19] - Quote
Louis deGuerre wrote:Good points, but... Toshiro GreyHawk wrote:The Repair Systems skill has a similar effect to the Navigation Skills for Armor Tankers - by allowing you to get your self repaired quicker - and thus need less cap to do the job. ...a higher Repair Systems skill will decrease the repair cycle duration, increasing your armor tank efficiency as you repair faster, but increasing the cap usage, as each repair cycle will eat cap and the cycles are shorter. Total cap usage will be the same of course, but cap will be drained faster the faster your repair.
Guess I didn't know as much as I thought I did about that. Thanks for the correction.
. |

TheBlueMonkey
Natural Progression
105
|
Posted - 2012.03.28 13:46:00 -
[20] - Quote
Glad you said 4 and not 5.
I hate it when people tell new players they NEED X Y and Z at lvl 5 -¼-¼
Also, all the other general gunnery skills help at some point, controlled burst etc. |
|

Vila eNorvic
University of Caille Gallente Federation
27
|
Posted - 2012.04.02 12:05:00 -
[21] - Quote
Tamiya Sarossa wrote:Just noting that the Afterburner skill can have some downsides on dual-prop setups (one of the only skills in the game where it's not strictly beneficial to have higher), and given the low cap requirements of afterburners I'd question putting their related skills on a 'train-to-IV-immediately' list. Not to quibble but it can be a pain at times.
EDIT: as per above I wouldn't train it past three I've already trained AB to IV.
What possible penalty have I incurred? |

Sin Pew
SWARTA Mostly Clueless
13
|
Posted - 2012.04.02 12:20:00 -
[22] - Quote
10% bonus to Afterburner duration per skill level. That means if you have a dual-prop fit, your AB might run too long for you to swap to MWD with the least penalizing delay during a fight, as far as I understood it. If I had a world of my own, everything would be nonsense. Nothing would be what it is because everything would be what it isn't. And contrary-wise; what it is it wouldn't be, and what it wouldn't be, it would. You see? |

Louis deGuerre
The Dark Tribe Against ALL Authorities
250
|
Posted - 2012.04.02 12:22:00 -
[23] - Quote
Vila eNorvic wrote:I've already trained AB to IV.
What possible penalty have I incurred?
It is a tradeoff issue I think. The higher the afterburner skill the longer the duration on single cap cycle. So the higher the skill the less capacitor you use (which is good). However, if you use an afterburner and a microwarpdrive on the same ship this can sometimes be a problem as you cannot activate the microwarpdrive as long as the afterburner cycle has not finished.
A kind of similar technical problem happens with the Drone Navigation skill, where your drones MWD faster, but it also makes them overshoot the targets more. FIRE FRIENDSHIP TORPEDOES ! Louis's epic skill guide v1.1 |

Vila eNorvic
University of Caille Gallente Federation
27
|
Posted - 2012.04.02 13:41:00 -
[24] - Quote
Sin Pew wrote:10% bonus to Afterburner duration per skill level. That means if you have a dual-prop fit, your AB might run too long for you to swap to MWD with the least penalizing delay during a fight, as far as I understood it.
Louis deGuerre wrote:Vila eNorvic wrote:I've already trained AB to IV.
What possible penalty have I incurred? It is a tradeoff issue I think. The higher the afterburner skill the longer the duration on single cap cycle. So the higher the skill the less capacitor you use (which is good). However, if you use an afterburner and a microwarpdrive on the same ship this can sometimes be a problem as you cannot activate the microwarpdrive as long as the afterburner cycle has not finished. A similar tradeoff problem happens with the Drone Navigation skill, where your drones MWD faster, but it also makes them overshoot the targets more. Thanks.
Regarding Drone Navigation, I was already aware of that issue but I'm sure I read somewhere that it had been corrected. |

Kyshonuba
Science and Trade Institute Caldari State
2
|
Posted - 2012.05.17 12:45:00 -
[25] - Quote
bump |

Inari Visas
The Alteiran Intergalactic Federation
0
|
Posted - 2012.05.18 09:55:00 -
[26] - Quote
I'm just going for core certs first, adding other skills needed to fly ships. Is it not more simple? |

Louis deGuerre
The Dark Tribe Against ALL Authorities
295
|
Posted - 2012.05.19 10:48:00 -
[27] - Quote
Inari Visas wrote:I'm just going for core certs first, adding other skills needed to fly ships. Is it not more simple?
The certificates (while I am a big fan) don't include all the basic required skills and some things are just wrong. I really recommend using the certificate system to help you choose what to train, but it is not flawless. So this guide and the certificates overlap, but are not meant to be identical but supporting. FIRE FRIENDSHIP TORPEDOES ! Louis's epic skill guide v1.1 |

James Yee
Republic Military School Minmatar Republic
1
|
Posted - 2012.06.01 23:13:00 -
[28] - Quote
*Applauds*
Thank you for the "Basics" list. I'm restarting my EVE career after 5 years in the cold and I have to say a lot has changed and a lot has stayed the same. So having a list like this is saving me some headaches. :)
|

Jason Atkins
In Tergo Nostra
6
|
Posted - 2012.06.04 05:11:00 -
[29] - Quote
Louis deGuerre wrote:These Skills are useful for any ship or profession and should be trained to IV as soon as you can : Electronics (5 percent extra CPU/level)
Engineering (5 percent extra powergrid/level)
Energy Management (increases Capacitor capacity by 5 percent per level)
Energy Systems Operation (decreases Capacitor recharge time by 5 percent per level)
Mechanic (5 percent bonus to structure hit points per skill level)
Hull Upgrades (5 percent bonus to armor hit points per skill level)
Afterburner (10 percent bonus to Afterburner duration per skill level)
Navigation (5 percent bonus to sub-warp ship velocity per skill level)
Acceleration Control (5 percent Bonus to Afterburner and Microwarpdrive speed boost per skill level)
Evasive Maneuvering (5 percent improved ship agility for all ships per skill level)
Fuel Conservation (10 percent reduction in Afterburner capacitor needs per skill level)
Warp Drive Operation (10 percent reduction in the Capacitor need of initiating warp)
Spaceship Command (2 percent improved ship agility for all ships per skill level)
WeaponsRequires Gunnery II Weapon Upgrades (5 percent reduction in the CPU needs of weapon turrets, launchers and smartbombs per skill level)
Train this to V, afterwards train Advanced Weapon Upgrades (2 percent reduction in the powergrid needs of weapon turrets and launchers per per skill level)
to IV Shield TankingShield Management (5 percent bonus to shield capacity per skill level)
Shield Operation (5 percent reduction in shield recharge time per skill level)
Shield Upgrades (5 percent reduction in shield upgrade powergrid needs per skill level)
Armour TankingRepair Systems (5 percent reduction in repair systems duration per skill level)
Drones (can be used on most ships) Drones (Can operate 1 drone per skill level)
Scout Drone Operation (Can use Light and Medium Scout Drones, drone control range increased by 5000 meters per skill level)
Note that while there are ways to affect your ships's drones abilities and the drone control range, there is no way to increase the bandwidth of your ship. If you do missions you will get implants... |

Mooistories
State Protectorate Caldari State
0
|
Posted - 2012.06.26 06:17:00 -
[30] - Quote
Thanks, you pointed some basics things i skipped <3
Nice guide |
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Gaellia Bonaventure
Royal Amarr Institute Amarr Empire
37
|
Posted - 2012.06.26 14:47:00 -
[31] - Quote
I was checking out Energy Management last night and definitely need to get skilled into that as I fly Amarr. Thanks for the list!  Bring your possibles. |

Louis deGuerre
The Dark Tribe Against ALL Authorities
346
|
Posted - 2012.07.15 09:54:00 -
[32] - Quote
*bump* to prevent locking FIRE FRIENDSHIP TORPEDOES ! Louis's epic skill guide v1.1 |

Zul'jin Telaari
Republic University Minmatar Republic
0
|
Posted - 2012.07.31 03:09:00 -
[33] - Quote
Thank you for your time and effort in compiling this list!  |

Xiang Jing
State War Academy Caldari State
1
|
Posted - 2012.07.31 03:32:00 -
[34] - Quote
This a nice list, definitely gives newbies like me good "starting" locations for skills, and what to hone in on. Thanks. |

Joxxy
Aliastra Gallente Federation
3
|
Posted - 2012.08.01 04:41:00 -
[35] - Quote
Great list - bump so it doesn't get lost. |

Lord Arakkis
Knights of Illusion SquarePig Transport Empire
26
|
Posted - 2012.08.02 02:31:00 -
[36] - Quote
Mike Whiite wrote:Quote:Not technically essential for Shield Tanking and I got to draw the line somewhere to fit it all into one post :P In practice you will train this of course, but my point here is that the two listed shield skills will be of benefit to an armor tanker as well even if he is not using any shield-related modules. I disagree, fitting problems are quite common as a starting player. Shield upgrades trains faster and earlier than advanced weapon upgrades (needs Weapon Upgrades 5) and is one of the few skills to remove stress of you powergrid. but in the end it's Louis's ecpic skill guide Edit: nevermind you where already convinced
Indeed, I saw a Thorax fit that was identical to mine with the exception of 1600mm plates. I tried to fit and my cap was highly insufficient. Join the Knights Of Illusion STE Corporation! Casual and Hardcore gamers! |

Louis deGuerre
The Dark Tribe Against ALL Authorities
456
|
Posted - 2012.08.24 09:12:00 -
[37] - Quote
Don't lock me bro !  FIRE FRIENDSHIP TORPEDOES ! Louis's epic skill guide v1.1 |
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CCP Sisyphus
C C P C C P Alliance
73

|
Posted - 2012.08.24 09:30:00 -
[38] - Quote
Very nice collection of skills :)
Just made a new alt and have been following these suggestions - covers a lot :) CCP Sisyphus | Team PE | @CCP_Sisyphus |
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Max Kolonko
High Voltage Industries Ash Alliance
181
|
Posted - 2012.08.24 09:54:00 -
[39] - Quote
CCP Sisyphus wrote:Very nice collection of skills :)
Just made a new alt and have been following these suggestions - covers a lot :)
Maybe we can get a sticky? Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |
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ISD Etetia
ISD STAR
63

|
Posted - 2012.08.24 10:42:00 -
[40] - Quote
Max Kolonko wrote: Maybe we can get a sticky?
It's a good guide. I have added it to the EVE New Citizens Q&A Resources.
ISD Etetia Commander ISD STAR |
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Sonya ni'Alcanta
Hedion University Amarr Empire
2
|
Posted - 2012.08.28 09:33:00 -
[41] - Quote
To me the first skill to train to 4 is cybernetics, so you can use standard (+4) implants. Those implants cost 20M per implant but they worth the cost. (usually I do not buy the charisma one as I do not train a lot of skills which require charisma but that is just me) |

Sin Pew
Dakini Rising The Kali Cartel
98
|
Posted - 2012.08.28 09:44:00 -
[42] - Quote
CCP Sisyphus wrote:Very nice collection of skills :)
Just made a new alt and have been following these suggestions - covers a lot :) I'm not sure if I should feel relieved or worried to read that...  Friendly bump anyway.
Sonya ni'Alcanta wrote:To me the first skill to train to 4 is cybernetics, so you can use standard (+4) implants. Those implants cost 20M per implant but they worth the cost. (usually I do not buy the charisma one as I do not train a lot of skills which require charisma but that is just me) I would advise new players against those in the beginning, first because it might make them far more risk-averse (not making tons of ISK and a pod costing 100mil isn't the best combination), secondly because implants only make a meaningful difference on long skill levels, where you can save days of skilling, while it's quite insignificant with level1/2/3 skills that new players train most from the start. "haiku are easy, But sometimes they don't make sense, Refrigerator." |

Sonya ni'Alcanta
Hedion University Amarr Empire
2
|
Posted - 2012.08.28 10:03:00 -
[43] - Quote
Indeed. Depends on what you are planning to do anyway... like if you're planning to be in science, you'll need a lot of skills to 5, and therefore could be useful...
Moreover, if like me you're planning your first months training science skills and missionning in high sec, you're not likely to be podded anyway...
But you're right, perhaps I'll save this money and do not even buy those implants, not even buy any implant and just use the ones I get as storyline rewards.
btw I like your avatar ^^ |

Zanzbar
Seraphim Initiative
37
|
Posted - 2012.08.29 01:24:00 -
[44] - Quote
+100 for making me realize that after 5 years i still haven't trained fuel conservation.  |

Marcus Corvito
Federal Navy Academy Gallente Federation
0
|
Posted - 2012.08.29 02:06:00 -
[45] - Quote
Indispensable resource for new players, and for veterans as well apparently 
Fits perfectly with EVEMon to create the perfect mini-game while traveling between systems as a newbie.
Salute! |

Celeste Taylor
Ruby Dynasty
107
|
Posted - 2012.08.29 22:42:00 -
[46] - Quote
Almost marched the guide. First thing I did when I started this character was Cybernetics to 5 since I had the steady income from my old character,. Then I ranked up my navigation skills since I spend most of my time these days in my Viator and Iteron before then. I leveled up the CPU/PG skills to 3, then ranked them one at a time to 4 until I felt like I had a comfortable amount for my fittings. Depending on your fittings (Plus faction ships have better base stats) you might not need them all to level 4 for starters although I plan on getting them to 4 soon..
I think I will start on ranking my navigation skills to 5 after I finish training Wholesale/Tycoon. |

Louis deGuerre
The Dark Tribe Against ALL Authorities
466
|
Posted - 2012.09.12 08:41:00 -
[47] - Quote
*bump* to prevent locking FIRE FRIENDSHIP TORPEDOES ! Louis's epic skill guide v1.1 |

Louis deGuerre
The Dark Tribe Against ALL Authorities
481
|
Posted - 2012.10.06 16:26:00 -
[48] - Quote
*bump* to prevent locking FIRE FRIENDSHIP TORPEDOES ! Louis's epic skill guide v1.1 |

Kai Wong-Tong
Hippity Hip Hip
1
|
Posted - 2012.10.09 12:18:00 -
[49] - Quote
Sin Pew wrote:Wish I saw that kind of guide in the first days, instead of popping SP all over the place and painfully grinding the core skills now. :sadpanda:
Yes me too, same with not really learning about certificates until now, makes alot of sense, especially just the basic core competency one! |

OT Smithers
BLOMI
221
|
Posted - 2012.10.09 18:36:00 -
[50] - Quote
nice |
|

Manu Militari
Red Federation RvB - RED Federation
0
|
Posted - 2012.10.10 05:51:00 -
[51] - Quote
Thanks for the plan! Really good starting point |

Louis deGuerre
The Dark Tribe Against ALL Authorities
510
|
Posted - 2012.11.07 12:41:00 -
[52] - Quote
*bump* to prevent locking FIRE FRIENDSHIP TORPEDOES ! Louis's epic skill guide v1.1 |

San Fransisco
Silver Falcon Survey
18
|
Posted - 2012.11.08 14:44:00 -
[53] - Quote
Thanks and a bump for you. |

Belisario Lionheart
Zombie Enterprises The Umbrella Project
0
|
Posted - 2012.11.09 00:37:00 -
[54] - Quote
Thanks for this my friend, just used this guide to setup my neural remap and train for the important core skills. |

Sin Pew
Dakini Rising The Kali Cartel
143
|
Posted - 2012.11.13 13:22:00 -
[55] - Quote
Free Bump "haiku are easy, But sometimes they don't make sense, Refrigerator." |

Dha Kar
Imperial Academy Amarr Empire
0
|
Posted - 2012.11.13 14:12:00 -
[56] - Quote
As a new player, this was very helpful.
Thanks. |

Keno Skir
Vectis Covert Solutions
267
|
Posted - 2012.11.17 02:33:00 -
[57] - Quote
Old post but armor tanking skill list is a bit wanting i think :P If you have any further thoughts on something i've posted, or want to ask an unrelated question feel free to contact me by EvE Mail or by private conversation if i'm online. BUDDY TRIALS AVAILABLE - 21days plus big ISK bonus and starting assistance |

Louis deGuerre
The Dark Tribe Against ALL Authorities
531
|
Posted - 2012.11.17 11:12:00 -
[58] - Quote
Keno Skir wrote:Old post but armor tanking skill list is a bit wanting i think :P
Indeed, the Armor Compensation and rigging skills are missing, the same goes for Shield. This list is really the absolute minimum required, which is a pretty thin grey line. Another example, basic skills like Targeting and Electronics Upgrades are not included as you can either do without them or they are not useful for every ship in the game. I am always open to suggestions to improve this guide. FIRE FRIENDSHIP TORPEDOES ! Louis's epic skill guide v1.1 |

Louis deGuerre
The Dark Tribe Against ALL Authorities
612
|
Posted - 2012.12.15 00:21:00 -
[59] - Quote
Bump to prevent locking. I will try to rearrange the skills a bit for clarity soon. I have already adjusted the Afterburner required level to 3 in response to the many comments on this issue. FIRE FRIENDSHIP TORPEDOES ! Louis's epic skill guide v1.1 |

Louis deGuerre
The Dark Tribe Against ALL Authorities
613
|
Posted - 2012.12.16 22:01:00 -
[60] - Quote
Moved Hull Upgrades to Armour Tanking. You can download an EVEMON skill plan now as well. FIRE FRIENDSHIP TORPEDOES ! Louis's epic skill guide v1.1 |
|

Toya Savah
Science and Trade Institute Caldari State
1
|
Posted - 2012.12.16 23:06:00 -
[61] - Quote
This is so very good for a beginner, thank you. |

BoB Yelram
Gangsters And Gentlemen
0
|
Posted - 2012.12.18 09:43:00 -
[62] - Quote
Thanks for this guide ^^ |

Phae Rose
Void Investments Invictus Void
0
|
Posted - 2012.12.30 19:32:00 -
[63] - Quote
Thanks for this |

Archibald Thistlewaite III
44
|
Posted - 2013.01.13 10:21:00 -
[64] - Quote
Bump to help newbies find this great guide. |

Lumukanda Theleraese
University of Caille Gallente Federation
0
|
Posted - 2013.01.14 11:48:00 -
[65] - Quote
Thanks for the guide. Just finished the tutorials and still not decided on a career path so this is muchly appreciated, as to be honest I really don't have much of a clue regarding skill training paths yet. |

Zeila Tristania
1
|
Posted - 2013.01.18 09:38:00 -
[66] - Quote
Great post honestly. |

THE DARK HORSE
PSU Covert Derailment Ghost Corp
1
|
Posted - 2013.01.24 06:50:00 -
[67] - Quote
Thank you good sir. I made a similar list/guide for DUST 514 that followed exactly the same principle, developing the core before working on the finer details. :) This is very useful, thanks. |

Kezn Tzestu
Krannon of Sherwood Carthage Empires
0
|
Posted - 2013.01.24 21:28:00 -
[68] - Quote
I have a question regarding tanking skills, ive heard u should try to skill either shield or amor tanking, but since im minmatar i find their ships go both, some having more low slots while other have more medium slots, should i still just stick with training one type and squeeze it in there regardless?
|

THE DARK HORSE
PSU Covert Derailment Ghost Corp
1
|
Posted - 2013.01.25 13:08:00 -
[69] - Quote
Kezn Tzestu wrote:I have a question regarding tanking skills, ive heard u should try to skill either shield or amor tanking, but since im minmatar i find their ships go both, some having more low slots while other have more medium slots, should i still just stick with training one type and squeeze it in there regardless?
You should. Regardless of which you decide to pimp up, having these basic cross-the-board stat boosts can only help. It's the same in DUST 514. Whether you choose to go shield or armor, both get eaten away before you die so the more you can passively raise them, the better. |

Hot Cell
Republic Military School Minmatar Republic
0
|
Posted - 2013.01.25 16:41:00 -
[70] - Quote
Great starter guide.
I've a question regarding remapping though. Currently I have 3 remaps available. Should I remap everything to Intelligence and Memory for the next few months to learn these basic skills, then switch to more combat-oriented attributes? |
|

Sin Pew
Dakini Rising The Kali Cartel
191
|
Posted - 2013.01.26 12:18:00 -
[71] - Quote
Hot Cell wrote:Great starter guide.
I've a question regarding remapping though. Currently I have 3 remaps available. Should I remap everything to Intelligence and Memory for the next few months to learn these basic skills, then switch to more combat-oriented attributes? Quite frankly, wasting your remaps in the first few month is not a good idea. The benefits of remaps is mostly felt on long training skills. In the early months, you will train a lot of low level skills and a set of +3 implants with a balanced remap will probably be better overall. In your early career, you need to train plenty of varied skills that may not match your remap so if you use those remaps now, you will perhaps save a few days on optimized skills, but waste as much on non-optimized ones. "haiku are easy, But sometimes they don't make sense, Refrigerator." |

Durnan Keikira
State War Academy Caldari State
0
|
Posted - 2013.02.11 01:52:00 -
[72] - Quote
Nice guide
|

Beckie DeLey
Living From Scraps
329
|
Posted - 2013.02.14 19:18:00 -
[73] - Quote
Hi. It's obviously implied by listing the implants at the end of your post, but you'll probably want to mention the Cybernetics skill itself somewhere by name. It's an important skill to get on your first day. So... i started an industry blog at www.derbk.com/eve There i am preparing a guide to all things related to manufacturing. Check it out!
|

Joran Dravius
Imperial Academy Amarr Empire
32
|
Posted - 2013.02.15 07:51:00 -
[74] - Quote
CCP Sisyphus wrote:Very nice collection of skills :)
Just made a new alt and have been following these suggestions - covers a lot :) Confirming CCP doesn't know how to play Eve. :P |

Bashier Brutalius
Center for Advanced Studies Gallente Federation
0
|
Posted - 2013.02.27 20:20:00 -
[75] - Quote
Nice work on this. Gave me a good path to check myself against. As someone said earlier this is much better than trying to figure it out in your first days. |

J'Poll
Aegis Consolidated
2099
|
Posted - 2013.04.25 20:36:00 -
[76] - Quote
Friendly bump because this thread is way to awesome to get into a locked position. When a WoW player leaves to return to WoW, the avg. IQ of both games rises. Professional Forum Thread locker. |

Shao Huang
University of Caille Gallente Federation
168
|
Posted - 2013.04.25 21:58:00 -
[77] - Quote
Ty. These epic guides are great. They have to be tailored and all, but posting them also generates a really smart thread that helps me learn about the nature of those choices. Fitting anywhere on the horizon? Private sig. Do not read. |

Charlie Jacobson
81
|
Posted - 2013.04.27 00:36:00 -
[78] - Quote
Tamiya Sarossa wrote:Just noting that the Afterburner skill can have some downsides on dual-prop setups (one of the only skills in the game where it's not strictly beneficial to have higher), and given the low cap requirements of afterburners I'd question putting their related skills on a 'train-to-IV-immediately' list. Not to quibble but it can be a pain at times.
EDIT: as per above I wouldn't train it past three
This has been changed, and training the afterburner skill is now beneficial in most cases.
Skill at using afterburners. 5% reduction to Afterburner duration and 10% reduction in Afterburner capacitor use per skill level. |

Roman Adaiah
Apex Nebula Ventures
0
|
Posted - 2013.05.06 01:20:00 -
[79] - Quote
Best guide I've read for new players. +1 |

Maxx Kilbride
Center for Advanced Studies Gallente Federation
3
|
Posted - 2013.06.14 05:02:00 -
[80] - Quote
Thanks, this is really helpful. |
|

TheSmokingHertog
TALIBAN EXPRESS
136
|
Posted - 2013.07.22 04:56:00 -
[81] - Quote
Nice checklist, always good to check your alts against.
The next skills I am missing on this list;
Trade* Contracting**
*(makes it possible to sell some loot from starter missions on a higher price, newbies need isk, remember?) ** (if you are starting in game with a friend, and you want to swap stuff while the 1 or other is not online or in the same station, its needed, sidenote: Contracting needs Social LVL I) |

Mr Epeen
It's All About Me
2874
|
Posted - 2013.07.22 17:44:00 -
[82] - Quote
Good list for a basic combat newb.
You might want to note in the section discussing remapping that due to the fact that your skill build is not focused, that remapping is not a good idea. In my opinion you should spend the first six months, while training the base skills, with the balanced attributes you started with.
I see too many people saying how unfair it is that they don't get more remaps after burning through all three in the fist few months.
A point should be made that saving your remaps until you are ready to focus train is the most efficient way to use that limited resource.
Mr Epeen  There are 86,400 seconds in a day. You just saved one of them by typing 'u' instead of 'you'.-á Congratulations, dumbass! |

Angello Etherion
Forgotten Colonies
0
|
Posted - 2013.07.22 20:16:00 -
[83] - Quote
Great guide, been really useful to me as a newbie. |

Ronny Hugo
Dark Fusion Industries Limitless Inc.
12
|
Posted - 2013.07.27 23:01:00 -
[84] - Quote
Mr Epeen wrote:A point should be made that saving your remaps until you are ready to focus train is the most efficient way to use that limited resource. Mr Epeen  A like just for your signature XD
At OP: Good list. A really necessary skill though for amarr is the turret cap use skill to L4. It just has to be done for any ship except missiles boats or drone boats. I'm sure the other races has one or two completely necessary skills.
Off topic: I feel these listed skills are useless to the game experience, its like a 25% penalty to all attributes that you have until you have paid for a few months of subscription fees. |

Aeana K
Sebiestor Tribe Minmatar Republic
66
|
Posted - 2013.07.28 11:59:00 -
[85] - Quote
very nice work !!
It provides an outstanding, solid base. I wish I had this when I started.
Make now a "step 2" list, providing fitting upgrades, weapon skills etc.
that should be more challenging for you I think, but with the feddback help, I am sure the outcome will be as good as the "Step 1 list".
keep walking! |

Dodgen Aziri
Eternal Technologies
1
|
Posted - 2013.07.28 15:57:00 -
[86] - Quote
Thanks for the guide man! i have been playing on again off again for 8 years, 15mil SP and i loaded these recommends into evemon for my next skill ups and got 15 new entries and 12 days to get to your recommended level :D |

J'Poll
Second Battlegroup Nerfed Alliance Go Away
2372
|
Posted - 2013.10.02 14:40:00 -
[87] - Quote
Louis. Maybe an idea to update the names of the skills now that CCP has changed the names of a lot of them. This so us lazy people can keep providing a link to this awesome guide. Want to have some chat in game? Need help to get into the game as a new player? Just join my channel: Crazy Dutch Guy |

Barak Degre
Center for Advanced Studies Gallente Federation
0
|
Posted - 2013.10.31 15:58:00 -
[88] - Quote
Awesome list!
Reading this has been really helpful as a new starter, having opened my account 3 days ago, even though I would suspect that, probably, when this guide was written certificates might have not been around, hence the need to give some direction.
If I could make a suggestion, maybe you could add some goals to the guide as, considering how long it takes to skill past a certain point, this looks to me to be a fairly "long range" skill up progression, it'll probably take months to get all those skill to 4.
I have spent the first couple of days mostly chasing skills, to give you some examples, I was given an afterburner, so I needed to learn the specific skills for that. I wanted a Salvager, so I went chasing those skills, same applies for a bunch of other tools. Now that I have the basics I was looking at a progression path, so what I did was to open all basic certificates that I could use, look at all the skills that I could learn and went on checking the prices.
I was surprised to see that most skills are fairly cheap and with about a million and a half I was able to buy all the skills in there with no prerequisites, I've put to train them all to level 1 and the result is that in the next 5 hours, instead of learning maybe another point in a skill or two, I will have about 20 different boosts in all sorts of fields, shields, tracking, range, capacitors and so on.
Due to that, you might want to point that, in the very short range, it should be viable goal to just buy them all and learn at least to level 1, then one could do some planning based on the path he choose to follow, but on average telling someone to learn whatever he can find to level 1 is something that can be done in a day and is cost affordable.
This should make the very first couple of days of a newbie way easier. Might be obvious for some, might not be so for others. |
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