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Skills you should train to V?

Author
Aeryn Maricadie
Federal Navy Academy
Gallente Federation
#21 - 2015-03-23 22:49:11 UTC  |  Edited by: Aeryn Maricadie
advance weapon upgrades V is not a skill you really need for everyday in eve, so I don't think it qualifies as a skill you should train. even though it can definitely be useful sometimes.
Mephiztopheleze
Laphroaig Inc.
#22 - 2015-03-24 01:00:24 UTC
I'm starting to think I need to add Weapons Upgrades V to my 'train ASAP' list.

O'nira wrote:
please link me a fit where you need awu 5.


I believe this requires either AWU V or a 3% implant (or possibly both, I'm bad and can't even sit in a BS)

[Apocalypse Navy Issue]

Damage Control II
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Armor Kinetic Hardener II
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Energized Adaptive Nano Membrane II
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O'nira
Science and Trade Institute
Caldari State
#23 - 2015-03-24 16:53:50 UTC
Mephiztopheleze wrote:
I'm starting to think I need to add Weapons Upgrades V to my 'train ASAP' list.

O'nira wrote:
please link me a fit where you need awu 5.


I believe this requires either AWU V or a 3% implant (or possibly both, I'm bad and can't even sit in a BS)

[Apocalypse Navy Issue]

Damage Control II
1600mm Reinforced Steel Plates II
1600mm Reinforced Steel Plates II
Armor Thermic Hardener II
Armor Kinetic Hardener II
Armor Explosive Hardener II
Energized Adaptive Nano Membrane II
Heat Sink II

100MN Microwarpdrive II
Sensor Booster II, Targeting Range Script
Medium Electrochemical Capacitor Booster I, Navy Cap Booster 400
Tracking Computer II, Optimal Range Script

Tachyon Modulated Energy Beam I, Imperial Navy Multifrequency L
Tachyon Modulated Energy Beam I, Imperial Navy Multifrequency L
Tachyon Modulated Energy Beam I, Imperial Navy Multifrequency L
Tachyon Modulated Energy Beam I, Imperial Navy Multifrequency L
Tachyon Modulated Energy Beam I, Imperial Navy Multifrequency L
Tachyon Modulated Energy Beam I, Imperial Navy Multifrequency L
Tachyon Modulated Energy Beam I, Imperial Navy Multifrequency L
Tachyon Modulated Energy Beam I, Imperial Navy Multifrequency L

Large Trimark Armor Pump I
Large Trimark Armor Pump I
Large Anti-EM Pump I



it requires a 1% pg implant with awu 4 or you can just "downgrade" the MWD and get more cap and it costs less.


also weapon upgrades 5 is good it is a short train and you need it to get advanced weapon upgrades. taking advanced weapon upgrades to 5 is the stupid part.
whiskeybreath
Viziam
Amarr Empire
#24 - 2015-03-30 09:05:07 UTC  |  Edited by: whiskeybreath
O'nira wrote:
Mephiztopheleze wrote:
I'm starting to think I need to add Weapons Upgrades V to my 'train ASAP' list.

O'nira wrote:
please link me a fit where you need awu 5.


I believe this requires either AWU V or a 3% implant (or possibly both, I'm bad and can't even sit in a BS)

[Apocalypse Navy Issue]

Damage Control II
1600mm Reinforced Steel Plates II
1600mm Reinforced Steel Plates II
Armor Thermic Hardener II
Armor Kinetic Hardener II
Armor Explosive Hardener II
Energized Adaptive Nano Membrane II
Heat Sink II

100MN Microwarpdrive II
Sensor Booster II, Targeting Range Script
Medium Electrochemical Capacitor Booster I, Navy Cap Booster 400
Tracking Computer II, Optimal Range Script

Tachyon Modulated Energy Beam I, Imperial Navy Multifrequency L
Tachyon Modulated Energy Beam I, Imperial Navy Multifrequency L
Tachyon Modulated Energy Beam I, Imperial Navy Multifrequency L
Tachyon Modulated Energy Beam I, Imperial Navy Multifrequency L
Tachyon Modulated Energy Beam I, Imperial Navy Multifrequency L
Tachyon Modulated Energy Beam I, Imperial Navy Multifrequency L
Tachyon Modulated Energy Beam I, Imperial Navy Multifrequency L
Tachyon Modulated Energy Beam I, Imperial Navy Multifrequency L

Large Trimark Armor Pump I
Large Trimark Armor Pump I
Large Anti-EM Pump I



it requires a 1% pg implant with awu 4 or you can just "downgrade" the MWD and get more cap and it costs less.


also weapon upgrades 5 is good it is a short train and you need it to get advanced weapon upgrades. taking advanced weapon upgrades to 5 is the stupid part.


Ya, because marauders are stupid?
I took it to 5 on my main, I needed it to fly marauders at the time. This very same discusion has been beat to death over the years...
BrundleMeth
State War Academy
Caldari State
#25 - 2015-04-02 11:40:44 UTC
O'nira wrote:

it's a skill you should completely ignore until you either find a reason to train it or you are out of real stuff to train.

Oh should I ? MYOB...
Caldari 5
D.I.L.L.I.G.A.F. S.A.S
Affirmative.
#26 - 2015-04-03 18:19:30 UTC
Mephiztopheleze wrote:
As a counterpoint to the Skills You Refuse To Train To V thread, what are the skills you think should always be trained to V and the sooner the better?

I'll go first....

Thermodynamics V!

I'm still a newbie at this game and getting Thermodynamics V has been a great boon to me, I wish I'd done it sooner. The ~20% boost most modules get from overheating is one of the biggest single buffs I can get.

Thermodynamics? you're kidding right? I've never trained this past 3 on any of my toons, there are much more important skills out there, but then again I'm a PvE player :)
Noir Ruda
Native Freshfood
Minmatar Republic
#27 - 2015-04-09 08:18:00 UTC
Accleration Control V

For me who flys mostly kiting ships this skill is awesome
and also makes a huge difference in speed my slicer goes like 4 km/s without heat, implants or links
Demerius Xenocratus
The Scope
Gallente Federation
#28 - 2015-04-12 10:59:57 UTC
Justin Zaine wrote:
O'nira wrote:
Ralph King-Griffin wrote:
O'nira wrote:
Gonna go against the grain a bit and say that advanced weapon upgrade 5 is a waste of time unless you are going for dread/maurader or are out of real stuff to train, a 2% pg implant is 5m.

to op, i'd say skills you should train to 5 are the ship skills in whatever ship you fly most around in since most of them give amazing value per sp.

Never needed to waste a slot on a fitting implant...wonder why.Blink



please link me a fit where you need awu 5.


Lol. Lots of fits need AWU V, IIRC a T2 pulse fit slicer with 2 heat sinks, MWD and an AAR is one such fit.


Nobody flies a slicer with a t2 MWD, the top tier meta variant is superior. I fly (and lose) slicers all the time and I lack AWU 5. Never had fitting issues.
Yolli Sly
State War Academy
Caldari State
#29 - 2015-04-14 09:41:58 UTC
First, sorry for my English, it is not my native. Here my 5 cents:

CPU Management.

Immediately when you decided to use T2 weapon systems and/or damage rigs, you are in trouble. And there only one module (in low), only one skill (with very few related), only one rig (almost useless, no matter T1 or T2) and only one (OK 2) implants to help. An alternative is to use very expensive dead space/faction/experimental modules.

Also, there are many, many hulls which have congenital CPU issues – almost all frigates, all destroyers, some nice ships (like Gila) and almost all missile boats - if you want to use Fury missiles and Rigors.

So – CPU Management in 5 as soon, as it is possible.
Kitty Bear
Deep Core Mining Inc.
Caldari State
#30 - 2015-04-21 09:29:27 UTC
Does the skill offer some benefit to the activity you are undertaking ?

No - Don't train it
Yes - Train it


No list required.
Samwise Everquest
Plus 10 NV
#31 - 2015-04-21 20:02:45 UTC
Kitty Bear wrote:
Does the skill offer some benefit to the activity you are undertaking ?

No - Don't train it
Yes - Train it


No list required.


/mindblown

Pras Phil.

NVision08
State Protectorate
Caldari State
#32 - 2015-04-26 02:27:23 UTC  |  Edited by: NVision08
All the rigs. This my seem pointless at first, but the 3% is a real payoff when you need that edge in cpu, sig, everything really. Not for those beginners.
Charlie Nonoke
Blue Republic
RvB - BLUE Republic
#33 - 2015-04-28 08:59:27 UTC
AWU V is definitely one of those to get whenever you're past the core skills.
It's often saved me a fit rather than scrapping it.

And to the bloke who foolishly says just use an implant for that extra 1% on AWU IV, what if i like to run with Crystals, or Snakes?
Celise Katelo
State War Academy
Caldari State
#34 - 2015-04-28 14:23:29 UTC
Charlie Nonoke wrote:
AWU V is definitely one of those to get whenever you're past the core skills.
It's often saved me a fit rather than scrapping it.

And to the bloke who foolishly says just use an implant for that extra 1% on AWU IV, what if i like to run with Crystals, or Snakes?


I love using Crystal set P

EVEBoard ...Just over 60million skill points, each skill was chosen for a reason. I closed my eyes & clicked another skill to train... "BINGO...!!!" ... "This time i got something usefull"

Zhilia Mann
Tide Way Out Productions
#35 - 2015-04-29 04:37:55 UTC  |  Edited by: Zhilia Mann
NVision08 wrote:
All the rigs. This my seem pointless at first, but the 3% is a real payoff when you need that edge in cpu, sig, everything really. Not for those beginners.


That's a pretty late game call. Well, maybe more like the end of the midgame. I don't think I'd undertake that under 80mil SP. [Edit: To be clear, I have maxed rigging skills. It's awesome. But I wouldn't do it early.]

It's also worth noting that not all rigging skills have the same value. The ones that double as fitting skills are absolutely worth more than the ones that lead to silly things like sig bloat. Yes, sig is important, but not as important as getting everything on your ship. Speed is similar to sig.

For the benefit of anyone reading this who doesn't know, rigging skills that double as fitting skills are:

Drones Rigging (CPU)
Energy Weapon Rigging (grid)
Hybrid Weapon Rigging (grid)
Launcher Rigging (CPU)
Projectile Weapon Rigging (grid)

Rigging skills that are situationally fitting skills are:

Armor Rigging (grid, but only for active tanking rigs: ANPs and nanobot accelerators)
Astronautics Rigging (CPU, but only on warp speed and cap need rigs)

There are exceptions, but other rigs usually fall into this pattern:

Armor Rigging: max speed
Astronautics Rigging: max armor
Electronic Superiority Rigging: max shield
Shield Rigging: sig radius

Jury Rigging itself is nearly useless. It is required to build T3 subsystems but the only rig requiring Jury Rigging that has a drawback is the Processor Overclocking Unit. For that single, solitary use it can help your max recharge rate.

To summarize, weapon rigging>armor rigging>other rigging>jury rigging to 5.
NVision08
State Protectorate
Caldari State
#36 - 2015-04-30 02:05:16 UTC  |  Edited by: NVision08
I depends what your choosing to do in Eve. Shield Rigs V proved one more small edge for damage control in level V missions emloying a passive Tengu. Waiting until 80SP is a game choice on your direction in Eve.. Completing lvl5 missions faster, however that's possible, meant training various rigs to lvl5 a priority.
Talurion
The Scope
Gallente Federation
#37 - 2015-05-01 15:23:32 UTC
IMHO

-Byomass V
-Dunkology V

It is now pl/n3, not PL/N3 (sacrificed all their caps)

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