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Skill Discussions

 
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Looking for a second opinion before switching to per/wil

Author
Kasai Sakirav
Caldari Provisions
Caldari State
#1 - 2011-10-30 11:36:32 UTC  |  Edited by: Kasai Sakirav
Basically what the topic title states. I starting playing in July, specced into a somewhat hybrid +10 INT/ +4 PER spec. Started mainly running missions and building up support skills while I build up ISK.

Fast forward three months and my support skills are getting decently bolstered. I'm trying to get into some PvP and I'm planning on switching to per/wil as soon as my support skills are up to par. I'm planning on flying Minmatar ships, going primarily towards a jag or a wolf and then eventually going towards a HAC.

Here are my current skills:
http://eveboard.com/pilot/Kasai_Sakirav

And my current skill plan:
Hull Upgrades V
Electronic Upgrade V
Electronics V
Mechanic V
Armor Comp Skills III
Cloaking IV
Thermodynamics III


Basically I'm trying to get a second opinion on whether or not I forgot something major or if I should change something. The bolded skills above are ones I'm particularly curious about (whether or not I need them at the level listed or to one level below (Cloaking to III rather than IV for example)).

The following quote lists a few more skills that I'm not currently planning on training but I was wondering about, they're all rank IV unless said otherwise and I'm wondering whether to take them to V. I would be amazingly grateful if someone ran down these skills and let me know which ones would be useful to take to level V. That being said, any feedback on other skills that would be useful would be equally helpful.

Quote:
Targeting V
Long Range Targeting V
Energy Management V
Shield Management V
Energy Grid Upgrades V
Shield Upgrades V
Signature Analysis V
Repair Systems V
Navigation Skills in General (Check skill list for current ranks)


One last note I'd like to throw in. I'm mainly looking towards skills that are especially useful because I'm trying to get into per/wil for my PvP skills asap. Basically ones where the difference between IV and V is important (either due to unlocking certain skills or certain modules) or ones that are really good to have at 5 (electronics, engineering, etc). Obviously in a perfect world having everything to five would be ideal but for this I'm mainly looking to max skills that would give me a good advantage over the year I'll be in per/wil.

Thanks in advance for the help.
Mirel Dystoph
Perkone
Caldari State
#2 - 2011-10-30 16:44:28 UTC
You want Armor Comps and Thermodynamics at IV and all the other Support Skills you mentioned, not to train are the skills, that are making the difference between 2 equally skilled (not the SP thing) Players with the same Ship + Fitting.

And if you're not training these skills now, you'll have to wait a year to train them with more than ****** 1800SP/h.

"Nothing essential happens in the absence of noise." 

Tau Cabalander
Retirement Retreat
Working Stiffs
#3 - 2011-10-30 17:48:06 UTC
For what it is worth, I have 53.3m SP, and I'm still using the mapping I started with 2.75 years ago when I knew nothing about attributes.

Most of my alts use 23i 21p 21m 17w 17c. I find it a good generic mapping. I chose it to have > 2000 SP/hr with +4 implants and most combinations of skills.

I wouldn't remap at your low SP with perception / willpower, unless you are a specialist and know exactly what you want to train, and won't change your mind. There is a training penalty if you do change your mind.
Obsidiana
Atrament Inc.
#4 - 2011-10-30 20:10:41 UTC
Nanites and Biology. As mentioned, thermal dynamics (4 recommended) will give you an edge. The damage done can be fixed with nanites. Biology lets you use boosters. Even synth boosters are helpful (plus no side effects and legal in empire).

You need Repair Systems to 5 IMHO. Don't skimp on your defenses. I suggest getting the armor comp skills at least to 4 if not 5.

I see you have Energy Management to 4. Good. I recommend 5, but it is up to you.

I also see you have cybernetics to 2. That does give you most of the implants. Check what the ones you want carefully. For example, missile 3% RoF bonus is 4, 3% large turret damage is 3, etc.

Not needed but handy, Cyno is a good thing to have at least to one. Same with probe skills.

So ya, heat, cheap boosters, and mid-grade implants will give you a nice edge for minimal skills.

Since mentioned you were going for Minmatar, I did a little looking around. I found an interesting read from Eve University. It have a write-up and minimum skill recommendations for every ship.

http://wiki.eveuniversity.org/Minmatar_Basic_Ship_and_Skill_Guide

Which led to another good link:
http://wiki.eveuniversity.org/Support_Skills


One last piece of advice from a long term player: get cybernetics to 4 or 5 (strongly recommended) and get at least one of those attrbute implants. If you have to, get an extra jump clone for the implants. Switch to it when safe or not logged in for long periods of time.
ISK you can make back; SP you can't.

Kasai Sakirav
Caldari Provisions
Caldari State
#5 - 2011-10-31 01:59:42 UTC
Judging by the responses it seems as if it would be worth it to train those 12 or so skills to 5. I might just stay with my current skill mapping (allows me to have 2040 SP/hour in gunnery) and spend the few extra months getting my support skills to 5 with some gunnery skills thrown in when needed.

Just to clarify, what I'm now gonna be working towards are the following skills (including the ones that are already in my plan):

Targeting V
Long Range Targeting V
Energy Management V
Shield Management V
Energy Grid Upgrades V
Shield Upgrades V
Signature Analysis V
Repair Systems V
Navigation V
Acceleration control IV
Afterburner V
Evasive Maneuvering V
Fuel Conservation V
Warp Drive Operation IV
Thermodynamics IV


Does that sound like a good base of support skills to work towards?
Caelus Heliodromus
Perkone
Caldari State
#6 - 2011-10-31 15:00:02 UTC
I mainly PVE, so I could be missing something that applies more to PVPers, but...

I don't see why you'd need to get Targeting to V this soon. You're only going to be shooting at one target at time and Targeting to IV gives you plenty of "on deck" options.

Energy Grid Upgrades V - I don't think this is going to net you a lot of CPU, if that's what you're after, though it is a pre-req for at least some of the T2 frigates. There are some fits for some ships that will require this, but I'd make sure it will actually be useful to you before committing to the training time.

Shield Upgrades V - Not going to net you a whole lot of PG. Same caveat as above.

Afterburner V - I understand this is actually looked on as less than desirable, as ships use an afterburner and MWD and a longer cycle time on the AB can mean the difference between getting the MWD active enough to stay alive or finding yourself in your pod.


Energy Management, Shield Management, Signature Analysis, Long Range Targeting, Repair Systems, Navigation, Evasive Maneuvering to V are going to be almost universally useful. As mentioned above, make sure you get your armor comp skills to IV (shield too couldn't hurt if you're running a shield tank and get neuted).
Kasai Sakirav
Caldari Provisions
Caldari State
#7 - 2011-11-01 03:39:02 UTC
Fortunately it wont be much of a problem if there are a few skills that I'm not 100% certain on whether or not I'll train them. Basically I just made a queue of about 380days of skills that I think I might train from once my current "for sure" queue is over. I tried to add as representative of a mix of various attribute bases as I could in order to get the closest remap.

After everything I think it ended up coming to about +9Per/+5Int. I'll just work on certain parts of the list as I feel necessary or whenever I need something in particular.

Thanks for the info guys.