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EVE New Citizens Q&A

 
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Opening skills

Author
Grakulus Silmaril
Native Freshfood
Minmatar Republic
#1 - 2011-12-28 18:20:28 UTC
Hello,
When just starting out should I just train up everything that I have imprinted? Are these the basic skills that we will all want soon enough? As I understand it, other skills above and beyond these opening ones will need to be searched out in other ways via finding skill books, so does that mean that in the meantime the ones I have available now should all be maxed out asap?
Cheers
Xercodo
Cruor Angelicus
#2 - 2011-12-28 18:41:27 UTC
Character Sheet -> Certificates -> Certificate Planner -> Core -> Core Competency Basic

Get that one...asap

The Drake is a Lie

Velicitia
XS Tech
#3 - 2011-12-28 18:47:55 UTC
Skill books are on the market.

The "good" starting skills are "Electronics" (+5% CPU/level), "Engineering" (+5% PG/level), "Energy Management" (+5% Cap capacity), "Energy Systems Operation" (+5% Cap recharge), "Mechanics" (+5% hull HP), "Hull Upgrades" (+5% Armour HP) and "Shield Operation" (+5% Shield HP).

There might be another Shield skill or two, but I don't remember them off hand.

The CPU/PG/Cap skills are your "core fitting" skills -- and will be used in anything you fly.
The Armour/Hull/Shield skills are your "core defence" skills -- and will be used in nearly anything you fly (some ships shield tank, others armour tank ... if you're relying on your hull skills, well ... let's just say you don't want to be relying on your hull too much).

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Zetachicken
Ministry of War
Amarr Empire
#4 - 2011-12-28 18:51:15 UTC
TL:DR The default skills you start with wont be enough. And youll see that very quickly.

You will max out a few of them them relatively early in your character like electronics, engineering, gunnery/missile launcher ops., your racial frigate skills, etc. But right now you dont have the skills to fly/use 99% of the modules and ships in the game. Then there are support skills like that massively increase the efficiency of a ton of these modules. Youl want those eventually to.

If you are only thinking early in your character dont limit yourself. Train everything that interests you to level one and, after you have tried a few things, pick one ship type/career activity you want and train the skills for that.
mxzf
Shovel Bros
#5 - 2011-12-28 23:30:09 UTC
Here is a bit of a writeup I did in another thread for a general overview of the core skills to worry about. (I'm too lazy to copy-paste or re-write it, lol)

https://forums.eveonline.com/default.aspx?g=posts&m=498141#post498141
Grakulus Silmaril
Native Freshfood
Minmatar Republic
#6 - 2011-12-29 14:06:21 UTC
Thanks for the help guys. I guess that for the time being I'll just keep traing everything I can while I work out how they effect the gameplay.

Long term I'd like a character that's involved in covert ops of some sort. If that's possible in the game. I'd like to be involved in stealth, exploration and archeology if I can make that work. Anyway, I'm still some way from understanding how the skills complement and interact so all that's for the future perhaps.
Velicitia
XS Tech
#7 - 2011-12-29 15:44:43 UTC
yep, you can absolutely do the stealth exploration/archaeology thing. First goal would be good scanning/hacking/archaeology skills, and just use the T1 scanning frigate (for you, it would be the Probe) until you can move up into a covops ship (the Cheetah).

Of course, this assumes you want to stick with Minmatar ships. Each race has a scanning and covops frigate... just keep in mind that these ships aren't exactly designed to get into a fight.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Eliana Bandokar
Hideaway Hunters
The Hideaway.
#8 - 2011-12-29 15:51:57 UTC
There are lots of skills that will help you when it comes to flying pretty much anything. The certificates are designed as a sort of helping hand for people in your situation and as someone mentioned above the Core Competency certificate is a great place to start.

It'll cover things like basic navigation skills, fitting skills, targeting skills, etc. Things that you'll always be glad you trained. You may already have lots of these skills partially trained, others will need to be bought.

If you have a particular ship in mind at this stage you can look under its "recommended" tab on the info screen and see if there are any certificates listed there too. They're often not essential to fly the ship, but you also won't regret having trained them further down the line.

As well as ship-specific certificates, there are career-specific ones too if you take a peek at the "starter professions" category.

TL;DR Certificates give you a clear direction to train in and besides, there's very little in EVE that you could train now and NEVER end up using in future, so just pick something and train it until something else shiny distracts you :)