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Nathan Whedon's Basic Skills for New Pilots (BSNP) Ver. 3

Author
Sean Whedon
Deep Core Mining Inc.
Caldari State
#1 - 2012-08-03 11:25:52 UTC
Skills - Intro - Use This as a Guide

I realize to newer players, seeing all this can and will be overwhelming. These sections WILL help you start this game as best as possible, IF you take them as STEPS-- little steps. Also, realize that these steps are not entirely advanced. Meaning, some advanced skills are skipped purposely as they shouldn't be considered for training without proper knowledge, skill, and experience.

Before reading the rest of this, keep in mind: Just because I wrote Section 1, 2, 3, 4, DOES NOT MEAN YOU HAVE TO TRAIN THEM IN THAT ORDER. Many of these SHOULD be leapfrogged (some skills to 2, then others to 2, etc.). However, do not fall into the trap of training a single skill to 5 before doing anything else! No matter how important a skill is, it's always best to leapfrog to your benefit. Make sense? Good.

In the end, this is just a video game, and it's completely your call. Also, please do read the paragraphs below the outlined sections! I try to keep the outlined sections as small as I can and purposely leave a few important explanations out (like some notes on ship choice, tanks, weapons, EWAR) until that portion.


Skills - Section 1 - Ship Strength and Precision

Engineering
Shield Management IV - 5% bonus to shield capacity per level.
Shield Operation IV - 5% reduction in shield recharge time per level. (unlocks shield compensation skills)

Mechanic
Hull Upgrades IV - 5% bonus to armor hit points per level. (unlocks T2 damage control and armor compensation skills)
Mechanic III - 5% bonus to structure hit points per level. (unlocks jury rigging and salvaging skills)

^These are all about having your ship last longer.

Electronics
Electronics IV - 5% Bonus to ship CPU output per level.

Engineering
*Energy Grid Upgrades IV - 5% reduction in CPU needs of modules requiring Energy Grid Upgrades per level. (unlocks many T2 energy modules)
Energy Management IV - 5% bonus to capacitor capacity per level.
Energy Systems Operation IV - 5% reduction in capacitor recharge time per level.
Engineering IV - 5% Bonus to ship's powergrid output per level.

Gunnery
Advanced Weapon Upgrades IV - Reduces the powergrid needs of weapon turrets and launchers by 2% per skill level.
Weapon Upgrades V - 5% reduction per level in the CPU needs of weapon turrets, launchers and smartbombs. (unlocks many T2 weapon modules and advanced weapon upgrades skill)

^These are all about your CPU, Powergrid, and Capacitor-- your ship's life-blood.

Electronics
Long Range Targeting IV - 5% Bonus to targeting range per level. (unlocks T2 sensor booster)
Signature Analysis IV - 5% improved targeting speed per level.
Targeting IV - +1 extra target per level, up to the ship's maximum allowed number of targets locked.

^These are all about being able to target ships better, faster, and farther.

*These are: Cap Recharger, Cap Battery, Capacitor Power Relay, Capacitor Flux Coil, Shield Power Rely, Shield Flux Coil, Power Diagnostic System, Reactor Control Unit.


Skills - Section 2 - Agility and Usefulness

Mechanic
Astronautics Rigging IV - 10% reduction in Astronautics Rig drawbacks per level. (unlocks T2 navigation rigs)

Navigation
Evasive Maneuvering IV - 5% improved ship agility for all ships per level.
Navigation IV - 5% bonus to sub-warp ship velocity per level.
Warp Drive Operation IV - Reduces the capacitor need of initiating warp by 10%. (unlocks T2 warp stabilizer)

Spaceship Command
Spaceship Command IV - 2% improved ship agility for all ships per level.

^These are all about your ship's agility and speed.

Navigation
Acceleration Control IV - 5% Bonus to Afterburner and MicroWarpdrive per level.
Afterburner IV - 10% bonus to Afterburner duration per level. (unlocks T2 afterburners)
Fuel Conservation IV - 10% reduction in Afterburner capacitor needs per level.
High Speed Maneuvering IV - 5% reduction in MicroWarpdrive capacitor usage per level. (unlocks T2 microwarpdrives)

^These are all about making Afterburner and MicroWarpdrive modules work better.

Electronics
Survey III - 5% improvement per level in the scan speeds of those module types. (unlocks salvaging skill)

Mechanic
Jury Rigging IV - Allows use of rigs. (unlocks many T2 rigs)
Salvaging I - 5% increase in chance of salvaging. (unlocks salvager)

Science
*Cybernetics IV - Allows the use of cybernetic implants. (unlocks +4 Implants)
Infomorph Psychology III - Allows 1 jump clone per level.

^These are all about being more useful to your corp, fleet, and, ultimately, yourself.

*They are VERY expensive, however, so training to just 1 and using the +3 implants (or lower, if you can't afford them) will be your best bet until you find yourself being able to afford them.


Skills - Section 3 - Drone Power!

Drones
Combat Drone Operation IV - 5% Bonus to drone damage of light and medium drones per level.
Drone Durability IV - 5% bonus to drone shield, armor and hull hit points per level. (lvl 1 unlocks repair drone operation)
Drone Interfacing IV - 20% bonus to drone damage, drone mining yield per level. (unlocks sentry drone interfacing skill)
Drone Navigation IV - 5% increase in drone MicroWarpdrive speed per level.
Drone Sharpshooting IV - Increases drone optimal range. (unlocks sentry drone interfacing skill)
Drones V - Can operate 1 drone per level. (unlocks many drone skills)
Scout Drone Operation V - Drone control range increased by 5000 meters per level. (unlocks T2 drones)
Sentry Drone Interfacing IV - 5% bonus to Sentry Drone damage per level.
*Amarr/Caldari/Gallente/Minmatar Drone Specialization II - 2% bonus to advanced drone damage per level. (unlocks T2 drones)

Mechanic
Drones Rigging IV - 10% reduction in Rig drawbacks per level. (unlocks T2 drone rigs)

*Drone Specialization only includes light, medium, and heavy T2 drones.

Skill Guide - https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=139973

Incursion Agreement - https://forums.eveonline.com/default.aspx?g=posts&m=1846944&#post1846944

Sean Whedon
Deep Core Mining Inc.
Caldari State
#2 - 2012-08-03 11:26:51 UTC
Skills - Section 4 - Being Social

Social
*Connections III - 4% Modifier to effective standing from friendly NPC Corporations and Factions per level.
*Criminal Connections III - 4% Modifier per level to effective standing towards NPCs with low Concord standing.
*Diplomacy III - 4% Modifier per level to effective standing towards hostile Agents.
Fast Talk III - 5% Bonus to effective security rating increase.
Negotiation III - 5% additional pay per level for agent missions.
Social IV - 5% bonus per level to NPC agent, corporation and faction standing increase. (unlocks fast talk skill)

Trade
Broker Relations III - 5% reduction in the costs associated with setting up a market order.
Contracting III - For each level of this skill the number of outstanding contracts is increased by four.
Marketing III - Each level increases the range from the seller to the item being sold.
Procurement III - Proficiency at placing remote buy orders on the market.
Retail III - Each level raises the limit of active orders by 8.
Trade III - Active buy/sell order limit increased by 4 per level of skill.

*These skills are not cumulative.


Skills - Tanking - Shields

Engineering
EM Shield Compensation IV - Active shield hardeners: 3% bonus per level when the modules are not active. Passive shield hardeners: 5% bonus per level.
Explosive Shield Compensation IV - Same as above, but with Shield Explosive resistance.
Kinetic Shield Compensation IV - Same as above, but with Shield Kinetic resistance.
Shield Compensation IV - 2% less capacitor need for shield boosters per level.
Shield Management V - 5% bonus to shield capacity per level. (unlocks T2 shield boost amp)
Shield Upgrades IV - 5% reduction in shield upgrade powergrid needs. (unlocks many T2 shield modules)
*Tactical Shield Manipulation IV - Reduces damage penetration if below 25% by 5% per level, with 0% chance at level 5. (unlocks T2 active shield hardeners)
Thermic Shield Compensation IV - Same as above, but with Shield Thermal resistance.

Mechanic
Shield Rigging IV - 10% reduction in Rig drawbacks per level. (unlocks T2 shield rigs)

*This reduces the bleed-through from shields to armor, effectively increasing your total hit points, as bleed-through is essentially extra damage.


Skills - Tanking - Armor

Mechanic
Armor Rigging IV - 10% reduction in Rig drawbacks per level. (unlocks T2 armor rigs)
EM Armor Compensation IV - Active armor hardeners: 3% bonus per level when the modules are not active. Passive armor hardeners: 5% bonus per level.
Explosive Armor Compensation IV - Same as above, but with Armor Explosive resistance.
Hull Upgrades V - 5% bonus to armor hit points per level. (unlocks T2 armor hardeners)
Kinetic Armor Compensation IV - Same as above, but with Armor Kinetic resistance.
Repair Systems IV - 5% reduction in repair systems duration per level. (unlocks T2 armor repairer)
Thermic Armor Compensation IV - Same as above, but with Armor Thermal resistance.


Skills - Weapons - Missiles

Mechanic
Launcher Rigging IV - 10% reduction in Rig drawbacks per level. (unlocks T2 launcher rigs)

Missle Launcher Operations
*Guided Missle Precision IV - 5% decreased factor of signature radius for light, heavy and cruise missile explosions per level of skill.
Missle Bombardment IV - 10% bonus to all missiles' maximum flight time per level.
Missle Launcher Operation V - 2% Bonus to missile launcher rate of fire per level. (unlocks guided missle precision skill)
Missle Projection IV - 10% bonus to all missiles' maximum velocity per level.
Rapid Launch IV - 3% bonus to missile launcher rate of fire per level.
Target Navigation Prediction IV - 10% decrease per level in factor of target's velocity for all missiles.
Warhead Upgrades IV - 2% bonus to all missile damage per level.
(Appropriate Missle Ammo Skill) IV - 5% bonus to Missile damage per level.

*This does NOT apply to all missiles (Examples: Heavy Assault Missiles, Rockets, Torpedoes).


Skills - Weapons - Turrets

Gunnery
*Controlled Bursts IV - 5% reduction in capacitor need of weapon turrets per level.
Gunnery V - 2% Bonus to weapon turrets' rate of fire per level. (lvl 4 unlocks surgical strike and trajectory analysis skills)
Motion Prediction IV - 5% bonus per level to weapon turret tracking speeds.
**Rapid Firing IV - 4% bonus per level to weapon turret rate of fire.
Sharpshooter IV - 5% bonus to weapon turret optimal range per level.
Surgical Strike IV - 3% bonus per level to the damage of all weapon turrets.
Trajectory Analysis IV - 5% bonus per level to weapon turret accuracy falloff. (unlocks T2 tracking computer)
(Appropriate Turret Ammo Skill) IV - 5% Bonus to turret damage per level.

Mechanic
Energy/Hybrid/Projectile Weapon Rigging IV - 10% reduction in Rig drawbacks per level. (unlocks T2 turret rigs)

*Controlled Bursts will not help Projectile Turrets, as they don't involve the use of their capacitor.
**Rapid Fire training may result in a more unstable capacitor (with cap-harnessing weapons), as the faster you fire, the more cap is used.

Skill Guide - https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=139973

Incursion Agreement - https://forums.eveonline.com/default.aspx?g=posts&m=1846944&#post1846944

Sean Whedon
Deep Core Mining Inc.
Caldari State
#3 - 2012-08-03 11:27:31 UTC
Skills - EWAR and PvP - Murder, Death, Kill... and Save ^_^

Drones
Electronic Warfare Drone Interfacing III - 3000m drone control range bonus per level. (unlocks all EWAR drones)
Repair Drone Operation III - 5% increased repair amount per level. (unlocks all logistics drones)

Electronics
Electronic Warfare IV - 5% less capacitor need for ECM and ECM Burst systems per level. (unlocks many EWAR skills)
Electronics V - 5% bonus to ship CPU output per level. (unlocks many EWAR skills)
*Electronics Upgrades III - 5% reduction of CPU needs for all modules requiring Electronic Upgrades. (unlocks T2 backup arrays and many EWAR skills)
Frequency Modulation III - 10% bonus to falloff for ECM, Remote Sensor Dampeners, Tracking Disruptors and Target Painters per level.
Long Distance Jamming III - 10% bonus to optimal range of ECM, Remote Sensor Dampeners, Tracking Disruptors and Target Painters per level.
Propulsion Jamming IV - 5% reduction to warp scrambler and stasis web capacitor need per level. (unlocks T2 web)
Sensor Linking IV - 5% less capacitor need for sensor link per level. (unlocks many T2 sensor modules and signal suppression skill)
Signal Dispersion III - 5% bonus to strength of all ECM jammers per level.
Signal Suppression III - 5% bonus to remote sensor dampers' scan resolution and targeting range suppression per level.
Turret Destabilization III - 5% bonus to Tracking Disruptor modules' tracking speed, optimal range and falloff disruption per level.
Weapon Disruption IV - 5% less capacitor need for weapon disruptors per level. (unlocks T2 tracking disruptor and turret destabilization skill)

Engineering
**Energy Emission Systems IV - 5% reduced capacitor need of energy emission weapons per level. (unlocks many T2 energy modules)
***Shield Emission Systems IV - 5% reduced capacitor need for repair modules per level. (unlocks T2 shield maintenance bots and remote shield repair)

Mechanic
Electronic Superiority Rigging IV - 10% reduction in Rig drawbacks per level. (unlocks T2 EWAR rigs)
***Remote Armor Repair Systems IV - 5% reduced capacitor need for repair modules per level. (unlocks T2 armor maintenance bots and remote armor repair)
Remote Hull Repair Systems III - 5% reduced capacitor need for remote hull repair system modules per level.
Repair Systems II - 5% reduction in repair systems duration per level. (unlocks remote armor repair systems skill)

^These are all about EWAR and PvP.

Electronics
Cloaking III - 10% reduction in targeting delay after uncloaking per level. (unlocks T2 cloaks)
Signature Focusing III - 5% bonus to target painter modules' signature radius multiplier per level.
Target Painting IV - 5% less capacitor need for target painters per level. (unlocks T2 target painter and signature focusing skill)

Engineering
Energy Pulse Weapons III - 5% decrease in smartbomb duration per level.
Engineering V - 5% Bonus to ship's powergrid output per level. (unlocks thermodynamics skill)

Mechanic
Mechanic V - 5% bonus to structure hit points per level. (unlocks nanite interfacing and operation skills)
****Nanite Interfacing III - 20% increase in damaged module repair amount per second.
****Nanite Operation III - 5% reduction in nanite consumption per level. (unlocks nanite interfacing)

Science
Science IV - 5% Bonus to blueprint copying speed per level. (unlocks thermodynamics skill)
Thermodynamics IV - Deliberately overheat a ship's modules. Reduces heat damage by 5% per level.

^These are mostly PvP only, but will also be useful for EWAR and, to a lesser extent, PvE.

*These are: Backup Arrays, Co-Processors, and Signal Amplifiers.
**These are: Energy Transfer Arrays, Energy Neutralizers, and Energy Nosferatus.
***These bots and modules can only target another person's ship, not your own.
****Nanites are used to repair overheat-damaged modules (see Thermodynamics skill).


Skills - Industry - Reprocessing the Useless

Industry
Industry I - 4% reduction in manufacturing time per skill level. (unlocks refining skill)
Refinery Efficiency V - 4% reduction in refinery waste per skill level. (unlocks metallurgy skill)
Refining V - 2% reduction in refinery waste per skill level. (unlocks refinery efficiency skill)
Scrapmetal Processing IV - 5% reduction in ship and module refining waste per skill level.

Science
Metallurgy V - 5% Bonus to material efficiency research speed per skill level. (unlocks scrapmetal processing skill)
Science IV - 5% Bonus to blueprint copying speed per level. (unlocks metallurgy skill)

Skill Guide - https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=139973

Incursion Agreement - https://forums.eveonline.com/default.aspx?g=posts&m=1846944&#post1846944

Sean Whedon
Deep Core Mining Inc.
Caldari State
#4 - 2012-08-03 11:27:59 UTC
Skills - Expanded - Useful Tips and Explanations

I skipped specific ship training because it's a personal choice. However, I will leave you with these two very important things:

1. The Description tab has your Ship Bonuses, the Attributes tab has your Cargo Capacity, Drone Capacity and Drone Bandwidth, the Fitting tab has your CPU, Powergrid, number of Low/Mid/High Slots, Weapon Hardpoints, and Rig Size. They are the first things you need to check when choosing a ship. They will tell you everything you need to know about how to fit a ship properly.

2. After choosing a ship, be sure to check its Prerequisites tab first. It will tell you the MINIMUM requirements to sit in the ship. After checking this, also check its Recommended tab. This will give you a good idea of what to train to fly the ship WELL.

Sections 1 and 2 are all about survival in the EVE Universe. Survival meaning your ships ability to take damage, move quickly, and do so with modest power drain (AKA capacitor drain), while also being able to fit your ship with bigger, better modules, and maybe even making yourself useful to someone either in corp or out of corp who may already be running high level missions, by aiding them with the use of your salvagers and tractor beams. This helps make money from your own missions and PvP kills, but will also entice others to invite you along on their own trips.

Section 3 is pretty obvious: Drones. They are the single most useful partner you will ever have in this game. They go where you go and do what you want without question. Of course they are no replacement for real, human help, but if you're not looking to run around with a fleet, they are the next best thing... and they can be POWERFUL! Well trained drones (I'm talking about close to one-million skill points worth of training), can easily take out a frigate, destroyer, or cruiser by the time you take out a battlecruiser or battleship and they can provide you the extra DPS you need to take something out you can't take out by yourself.

Section 4 is also pretty obvious: All about raising standings, gaining more ISK from missions, and using the market a bit more freely. I know not everyone will run missions, but at the out-start, most people do. To be honest, I feel most people should. Gaining standings and learning how to play WITHOUT feeling all the pressure of real PvP battles can really make or break a gaming experience-- especially in this game. Having said that, everyone benefits from higher standings. The higher (or lower) your personal standing, the higher (or lower) your corporation's standings are, as well. It's an averaging effect, so the higher the better. The trade skills are there because you won't be keeping all the items you find. Even if you plan on reprocessing things, you still can't make ISK if you don't sell the things you reprocess (or loot). These skills help you do this with more freedom.

The tanking and weapons sections explain everything a basic skill set should have. Note, for tanking at least (both shield and armor): Active tanking will gain MUCH LESS significant of a bonus from the EM/Explosive/Kinetic/Thermal Compensation skills. Their bonus only works if the modules are on your ship and NOT TURNED ON. For passive tanking, 100% train them! Extremely useful. Also note: For weapons, anything that increases rate of fire, damage, velocity for missiles and tracking speed for turrets are HUGE! All things in this game relating to survival and death works off of rate of fire, damage, and how accurately things can hit you. Velocity of missiles is definitely more useful than flight time because faster ships and defender missiles don't really care about how far missiles can go. They care about how quickly you can intercept your target or they can intercept you. Same goes for tracking speed for turrets.

The EWAR and PvP section essentially made it into this guide because the EVE Universe has evolved to the point that, without a good understanding of said skills, you just won't survive outside of HighSec. As powerful as any solo pilot or even fleet can be, the absence of AT LEAST A FEW of these skills WILL mean your eventual demise. It is prudent for any new pilot to understand the enormous difference between the safety of HighSec vs the barbarity of Low and NullSec. Do not venture out of HighSec without these! Having said that, the focus of these skills is wide. One can choose between offensive, defensive, and support skill sets. It's a personal choice, much like the ship you choose to fly in, and I would press upon you to choose your ship and skills in the same way: What appeals to you? Offensively, you'll be looking to jam, web, scram, and/or neutralize your targets in as fast a way as possible. This means training a specific few skills above the others. Defensively, you'll be looking to stop the above from happening, so choose the appropriate skills. As a support ship, you'll be looking to be a bit of a mixed bag of the above, as you'll become the primary target very quickly. You'll also have to train things like Shield Emission Systems so you can deploy shield maintenance drones and activate that all-important remote shield transfer array. It's a difficult choice, in the end. But nothing's worth doing if it isn't hard!

Skill Guide - https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=139973

Incursion Agreement - https://forums.eveonline.com/default.aspx?g=posts&m=1846944&#post1846944

Sean Whedon
Deep Core Mining Inc.
Caldari State
#5 - 2012-08-03 11:28:14 UTC
The Industry section is mainly for those who ask how to obtain the highest reprocessing from all those useless modules you find. Very often, selling said modules is actually much less effective, ISK-wise. Reprocessing will allow you to obtain highly marketable minerals which tend to sell much quicker and for much more than the original modules would. Taking the time (roughly 30 days, if using optimal attributes and +4 implants) to get all these skills as listed can definitely make it worth your time, and not just for those modules you personally find. Being part of a corporation or alliance and telling everyone of your nearly perfect reprocessing skills can earn you plenty of extra ISK by striking deals and also earn you the gratitude of your peers. Training these skills can definitely be worth it, or be completely worthless, depending on play style, but this is the case with anything.


Skills - Outro - Ask Questions!

If anyone has ANY questions, ALWAYS ASK. Even if you ask someone who has been playing less time than you have, that person may know the answer. I know when I started out, I knew nothing but that I wanted to play the game for free and that that required PLEX buying and a lot of isk... but within a month of my starting out, I was being trained by people who have been playing this game for years. So even though my own character was very young, I felt like I knew a whole lot more than I should. You never know till you ask, and a favorite saying of mine applies here: There's no such thing as a stupid question, just a stupid answer.

Skill Guide - https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=139973

Incursion Agreement - https://forums.eveonline.com/default.aspx?g=posts&m=1846944&#post1846944

Sean Whedon
Deep Core Mining Inc.
Caldari State
#6 - 2012-08-03 11:33:39 UTC  |  Edited by: Sean Whedon
RESERVED

Skill Guide - https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=139973

Incursion Agreement - https://forums.eveonline.com/default.aspx?g=posts&m=1846944&#post1846944

Sean Whedon
Deep Core Mining Inc.
Caldari State
#7 - 2012-08-03 11:49:06 UTC  |  Edited by: Sean Whedon
RESERVED

Skill Guide - https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=139973

Incursion Agreement - https://forums.eveonline.com/default.aspx?g=posts&m=1846944&#post1846944

Sean Whedon
Deep Core Mining Inc.
Caldari State
#8 - 2012-08-03 11:49:38 UTC
free for comments :)

i wrote this a year ago, but it still seems to make sense and a lot of newer pilots from EVE University forums still like it, so... figured id post it here, as well. changes may happen, but it seems applicable for now.

also,

yes, i did leave out PI and wormholes and mining and, and, and... when you start as a new pilot, you start in highsec and probably run missions and ask questions. you may mine. you may blah, blah, blah. but most commonly, these are the skills most want to know about.

Skill Guide - https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=139973

Incursion Agreement - https://forums.eveonline.com/default.aspx?g=posts&m=1846944&#post1846944

Tar Noguchi
Native Freshfood
Minmatar Republic
#9 - 2012-08-04 10:35:33 UTC
Fantastic. I wish I had stumbled across something like this a few months backs.

+1
Sean Whedon
Deep Core Mining Inc.
Caldari State
#10 - 2012-08-06 05:31:44 UTC
Tar Noguchi wrote:
Fantastic. I wish I had stumbled across something like this a few months backs.

+1

thanks man, i appreciate it. ive actually received some eve mails about this :) too bad i cant do html coding, otherwise it would look much better.

Skill Guide - https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=139973

Incursion Agreement - https://forums.eveonline.com/default.aspx?g=posts&m=1846944&#post1846944

Phelan Kheldian
EVE University
Ivy League
#11 - 2012-08-06 07:00:04 UTC
Minor note: With cloaking, you want to take it to 4. T2 cloaks are great; but, at 4 you unlock Covert Ops cloaks which is what you really want/need for any form of stealth-based combat.
Sean Whedon
Deep Core Mining Inc.
Caldari State
#12 - 2012-08-06 08:02:19 UTC
Phelan Kheldian wrote:
Minor note: With cloaking, you want to take it to 4. T2 cloaks are great; but, at 4 you unlock Covert Ops cloaks which is what you really want/need for any form of stealth-based combat.

covert ops cloaking device takes up 10000 CPU. unless you get a bonus for cloaking device CPU usage, no one will be using it. so taking it to 4 for that item should mean you're in a bomber or something, which is not a basic ship :)

Skill Guide - https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=139973

Incursion Agreement - https://forums.eveonline.com/default.aspx?g=posts&m=1846944&#post1846944

Phelan Kheldian
EVE University
Ivy League
#13 - 2012-08-06 12:34:38 UTC
Sean Whedon wrote:
Phelan Kheldian wrote:
Minor note: With cloaking, you want to take it to 4. T2 cloaks are great; but, at 4 you unlock Covert Ops cloaks which is what you really want/need for any form of stealth-based combat.

covert ops cloaking device takes up 10000 CPU. unless you get a bonus for cloaking device CPU usage, no one will be using it. so taking it to 4 for that item should mean you're in a bomber or something, which is not a basic ship :)


You put cloaking under your 'Skills - EWAR and PvP - Murder, Death, Kill... and Save ^_^' section. I'm a newb, I don't deny. but if you are planning on using a cloak for PvP, you are going to be in one with said bonus. I have yet to see a ship fit that used a non-covert ops cloaking device.

However, your list and other than that I like it.
Zloco Crendraven
BALKAN EXPRESS
Shadow Cartel
#14 - 2012-08-06 13:28:05 UTC
Phelan Kheldian wrote:
Sean Whedon wrote:
Phelan Kheldian wrote:
Minor note: With cloaking, you want to take it to 4. T2 cloaks are great; but, at 4 you unlock Covert Ops cloaks which is what you really want/need for any form of stealth-based combat.

covert ops cloaking device takes up 10000 CPU. unless you get a bonus for cloaking device CPU usage, no one will be using it. so taking it to 4 for that item should mean you're in a bomber or something, which is not a basic ship :)


You put cloaking under your 'Skills - EWAR and PvP - Murder, Death, Kill... and Save ^_^' section. I'm a newb, I don't deny. but if you are planning on using a cloak for PvP, you are going to be in one with said bonus. I have yet to see a ship fit that used a non-covert ops cloaking device.

However, your list and other than that I like it.


Nah simple cloak is very useful if u r traveling trough lowsec.

The mwd > cloak > warp

This trick allows u to almost being uncatchable.

Basically what u do when u jump into lowsec:

- align to next gate
- Turn mwd on
- cloak up

The upper 3 steps needs to be done in like half a sec (when u hit align u press mwd at same time and immediately after click the cloak).

- Than when your mwd runs off
- decloak
- warp to next gate

Also decloaking and hitting warp button must happen like immediately.

Also a hint. If u see a ship goin to decloaks you, w8 the moment he does it and hit warp asap.

BALEX, bringing piracy on a whole new level.

Oraac Ensor
#15 - 2012-08-06 18:23:07 UTC
Sean Whedon wrote:
Skills - EWAR and PvP - Murder, Death, Kill... and Save ^_^

Drones
Electronic Warfare Drone Interfacing III - 3000m drone control range bonus per level. (unlocks all EWAR drones)

Might be a good idea to include this in your general drones section as the range bonus applies to all drones, not just e-war.
Sean Whedon
Deep Core Mining Inc.
Caldari State
#16 - 2012-08-06 21:18:41 UTC
Oraac Ensor wrote:
Sean Whedon wrote:
Skills - EWAR and PvP - Murder, Death, Kill... and Save ^_^

Drones
Electronic Warfare Drone Interfacing III - 3000m drone control range bonus per level. (unlocks all EWAR drones)

Might be a good idea to include this in your general drones section as the range bonus applies to all drones, not just e-war.

true. i hadnt actually thought of it like that since it unlocks the ewar drones. the one below that unlocks logi drones, but i guess i could put them both in the drones section... hmm.

Skill Guide - https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=139973

Incursion Agreement - https://forums.eveonline.com/default.aspx?g=posts&m=1846944&#post1846944

Lost Greybeard
Drunken Yordles
#17 - 2012-08-06 21:28:24 UTC
Sean Whedon wrote:
Phelan Kheldian wrote:
Minor note: With cloaking, you want to take it to 4. T2 cloaks are great; but, at 4 you unlock Covert Ops cloaks which is what you really want/need for any form of stealth-based combat.

covert ops cloaking device takes up 10000 CPU. unless you get a bonus for cloaking device CPU usage, no one will be using it. so taking it to 4 for that item should mean you're in a bomber or something, which is not a basic ship :)


A bomber costs less than a BC (and, considering fittings, frequently less than a cruiser) and only requires two x1 skills and one x2 skill to V to unlock it, making it significantly less skill-intensive than a lot of what you're recommending.

So... you're incorrect, a SB is in fact a rookie-level ship, as is a covops.

Also, any ship with any offensive modules on it should never, ever, ever, ever fit a cloaking device. Ever. Well, at least until you can fly Recons.
Sean Whedon
Deep Core Mining Inc.
Caldari State
#18 - 2012-08-06 22:03:04 UTC
Lost Greybeard wrote:
Sean Whedon wrote:
Phelan Kheldian wrote:
Minor note: With cloaking, you want to take it to 4. T2 cloaks are great; but, at 4 you unlock Covert Ops cloaks which is what you really want/need for any form of stealth-based combat.

covert ops cloaking device takes up 10000 CPU. unless you get a bonus for cloaking device CPU usage, no one will be using it. so taking it to 4 for that item should mean you're in a bomber or something, which is not a basic ship :)


A bomber costs less than a BC (and, considering fittings, frequently less than a cruiser) and only requires two x1 skills and one x2 skill to V to unlock it, making it significantly less skill-intensive than a lot of what you're recommending.

So... you're incorrect, a SB is in fact a rookie-level ship, as is a covops.

Also, any ship with any offensive modules on it should never, ever, ever, ever fit a cloaking device. Ever. Well, at least until you can fly Recons.

well, idk about you, but i wouldnt want a rookie flying a stealth bomber or covops for me or my corp/alliance/fleet. the people flying those ships tend to have to prove themselves capable, especially with bombers. in my opinion, this makes cloaking go to 4 just to use covops cloak make less sense to me. like a person said a few posts up, the align, mwd, cloak trick is a great reason to use a t2 (or whatever) cloak, rookie or no.

Skill Guide - https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=139973

Incursion Agreement - https://forums.eveonline.com/default.aspx?g=posts&m=1846944&#post1846944

Louis deGuerre
The Dark Tribe
#19 - 2012-08-06 22:12:14 UTC
Sean Whedon wrote:
...Velocity of missiles is definitely more useful than flight time because faster ships and defender missiles don't really care about how far missiles can go...


No one in this game in his right mind will ever use defender missiles as they are totally useless.

I'd just like to point out to new players that to train all this will take years.
Many of these skills like for example Nanite Operation and Procurement and so on are really for advanced players and totally useless for a beginner. Hell, I've got 60M+ sp and I don't even have Procurement trained Bear
Pick and choose from what you actually NEED and don't train anything to V unless you really really need to. The link in my sig will give you some pointers on what are essential skills vs nice skills.

Don't take this the wrong way Nathan, there's a lot of good info and tips in here and I advise everyone to read it.


Sean Whedon
Deep Core Mining Inc.
Caldari State
#20 - 2012-08-06 22:21:26 UTC
Louis deGuerre wrote:
Sean Whedon wrote:
...Velocity of missiles is definitely more useful than flight time because faster ships and defender missiles don't really care about how far missiles can go...


No one in this game in his right mind will ever use defender missiles as they are totally useless.

I'd just like to point out to new players that to train all this will take years.
Many of these skills like for example Nanite Operation and Procurement and so on are really for advanced players and totally useless for a beginner. Hell, I've got 60M+ sp and I don't even have Procurement trained Bear
Pick and choose from what you actually NEED and don't train anything to V unless you really really need to. The link in my sig will give you some pointers on what are essential skills vs nice skills.

Don't take this the wrong way Nathan, there's a lot of good info and tips in here and I advise everyone to read it.



years? if you train all these skills as listed-- every single one-- and then train your own ship and related ammo skills, it will take 6-8 months, as far as my last evemon calculation states, depending on what else you train.

Skill Guide - https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=139973

Incursion Agreement - https://forums.eveonline.com/default.aspx?g=posts&m=1846944&#post1846944

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