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Looking for good Minmatar skill training tips

Author
Khenza Vindran
Republic Military School
Minmatar Republic
#1 - 2015-09-10 22:41:00 UTC
Any recommended resources, either in game or online? Really love the Minmatar aesthetic and want to be able to do my tribe justice...

Smile

Sing this corrosion to me...

Xercodo
Cruor Angelicus
#2 - 2015-09-10 22:58:21 UTC
Well a good starting place is just to simply look into the masteries of the ships you wanna fly. Getting mastery to 2 or 3 is a pretty decent start.

For a while the core skills for things like cap, PG, CPU, speed, armor, shield, etc will be things you should focus on first.

Getting the ability to use T2 tanking modules should be a priority if not the the core skills. Then move to T2 weapons. Make sure the fittings you're aiming to use will work and you can experiment with skill in EFT too. Maybe you can only use 650s until you get advanced weapon upgrades to 5, and then can use 720s, that sorta thing.

And here's EFT: https://forums.eveonline.com/default.aspx?g=posts&t=24359&find=unread

The Drake is a Lie

Khenza Vindran
Republic Military School
Minmatar Republic
#3 - 2015-09-10 23:03:43 UTC
Great! I want to try and maximize my training time by building up the basics first but there's a lot of tech to become familiarized with...

Sing this corrosion to me...

ergherhdfgh
Imperial Academy
Amarr Empire
#4 - 2015-09-10 23:05:38 UTC
There are a few newbie fitting guides that have been linked here repeatedly but also can be found with a google search. I'll let you find your way to the one that you like best on your own.

I just wanted to point out that what you should train is very subjective based on your goals and you'll have to play a bit before you can even really figure out what those are.

In the mean time just know that a lot of the skills are common amongst many or all the races. Like other's have said you want to avoid level 5 skills as much as possible and for sure in the beginning only train them when you need it to unlock something else.

Once you can fit T2 tanking mods there is not a whole bunch of reason to train up tank any longer until you can fit T2 weapons and even after that you are probably better off increasing your ship piloting options rather than increasing tank.

Also I would like to tell you read up on gunnery and tracking. The better that you understand that the better that you will understand what skills you need to train. You'll learn how speed and angular velocities matter. You'll learn how to pilot your ship better to both apply and avoid damage. You'll know when training for more speed will help more than training for more tank or damage.

Want to talk? Join Cara's channel in game: House Forelli

Xercodo
Cruor Angelicus
#5 - 2015-09-10 23:07:17 UTC
Yeah pay special mind to the traits of a ship when you view it on ISIS, that'll give you an idea of the role the ship is for and how it might be fitted. Then by looking at the masteries you'll get an idea of the tanking style. Minmatar a weird in that from ship to ship one might be a shield tanker and another might be an armour tanker.

The Drake is a Lie

ergherhdfgh
Imperial Academy
Amarr Empire
#6 - 2015-09-10 23:10:37 UTC
Khenza Vindran wrote:
Great! I want to try and maximize my training time by building up the basics first but there's a lot of tech to become familiarized with...

Don't play the skill queue. It's not a good idea in this game especially for the first year. The only thing that maximizing your training helps with in your first year is in calming the OCD voices in your head. Train what you need now to get access to what you want to use / fly now. Don't worry about skill points per hour. Focus on experimenting and having fun and don't worry.

I'm speaking from experience here. I played the skill queue on my first toon and wound up having to make an alt because I had a toon training at max skill points per hour but was totally useless until after 60 million skill points. The alt that I trained could do pretty much anything I wanted her to at around 20 million skill points.

Level 1, 2, and 3 train fast. 4 takes a little longer. 5 is a huge waste until you absolutely have to or have nothing else to train. So stick to the lower level skills that apply to what your are doing now or want to do tomorrow and you'll be fine.

Want to talk? Join Cara's channel in game: House Forelli

Khenza Vindran
Republic Military School
Minmatar Republic
#7 - 2015-09-10 23:14:19 UTC
Based on what I'm looking at it seems like CPU and power management should be a priority. Ship type leveling is already underway, next up is gunnery. I'm hungry to see ships go pop.

Lol

Sing this corrosion to me...

Khenza Vindran
Republic Military School
Minmatar Republic
#8 - 2015-09-10 23:17:16 UTC
ergherhdfgh wrote:
The only thing that maximizing your training helps with in your first year is in calming the OCD voices in your head.


That is a very good point. Be silent, demons! Mama's trying to burn down rats!

Big smile


Sing this corrosion to me...

Markus Reese
Deep Core Mining Inc.
Caldari State
#9 - 2015-09-10 23:21:18 UTC  |  Edited by: Markus Reese
As others have said, minmater excel in versatility. I dont have any guides but do have advice I give all newer players.

Never underestimate T1 equipped ships. Take advantage of T1 to create and play the lower cost of T2. Anything T2 can be done with a T1 hull, just not as powerful. This will help plan long term and increase versatility of your character. Figuring out what you find most enjoyable in practice will prevent training time on long skills you might not use.

Minmatar main advantages tend to be speed and strength of capacitor.

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

ergherhdfgh
Imperial Academy
Amarr Empire
#10 - 2015-09-10 23:34:37 UTC
Markus Reese wrote:
minmater excel in versatility.

You can read this as need to train everything to fly minmatar. However you are going to need to train it all eventually anyway and more likely sooner rather than later.

Markus makes some really good points here especially with regards to training into more stuff and giving your self more options is better than focusing on one thing. You will want to try a bit of everything to find your piloting style. So again like Markus said try everything then focus on what you like or use most.

Want to talk? Join Cara's channel in game: House Forelli

Memphis Baas
#11 - 2015-09-11 01:30:33 UTC
General skill training advice: You have ship skills (under spaceship command), weapon skills (gunnery, missiles, drones), and support skills (armor, engineering, shields, navigation, some of the electronics, etc.). Mix and match whatever you need, but don't forget the support skills - you want to be able to fit resistance modules, you need more power grid and more CPU and more capacitor, etc. 160+ different skills trained to various levels is probably the common ground in this game.

Other races have versatility in their weapon systems (for example, Gallente can do all sorts of different things with drones - one drone for every occasion, from DPS to ewar to remote repair), Minmatar have versatility in ships (their ships often have enough fitting slots to let you vary what you put in and accomplish different tasks. I'd recommend looking at various wikis (EVE University's wiki is pretty good) to figure out common fittings, and then train the skills needed to be able to fit those modules.

The first year of training is pretty much mish-mash, whatever you need at the moment, and it only takes a couple weeks to get most of the basic stuff to a decent level (2 or 3). 3 often unlocks the Tech 2 modules, which are likely much better than T1; basically it takes a short time to get functional. It takes longer if you're going for Tech 2 weaponry (they have big prerequisites), and of course as you try to train for bigger ships that takes longer too.

If you really want to fly Minmatar ships well, remember that you also need to get a feel for combat and for how they respond and what they're suited for. So you need to fly the ships. And you need to learn at a glance what threats any other ship can pose to you, if they happen to become enemies; start with the EVE University list of ships and try to consult it on every ship you see in the overview.

So basically my advice is don't just train skills. Learn the game too (by playing the game and flying the ships).
Azda Ja
Native Freshfood
Minmatar Republic
#12 - 2015-09-11 01:52:32 UTC
Take a look at this for a good overview of the skill system, as well as a nice well rounded plan for your first couple months. It's combat focused, and gets you where you can try things at a decent level. You won't be as efficient as someone more specialized, but when you're new, it's best o be able to try out lot's of different things. Personally, I followed it more or less as is, with deviations here and there as I saw fit. In my case I didn't even touch cruiser and above until around 5 or 6 months in and am in fact still sitting mostly in cruisers down (don't be in a rush to get into the 'big' ships).

http://blog.beyondreality.se/Newbie-skill-plan-2

I like to link this for newbies because it doesn't just spit out a list and expect you to just train it. The writer explains the reasoning behind why to train x skill at that stage. Again, do what you want, but it's a good guide to keep in mind; don't neglect to read the introductory wall o' text either.

Welcome to New Eden.

o7

Grrr.

Sabriz Adoudel
Move along there is nothing here
#13 - 2015-09-11 02:05:10 UTC
Khenza Vindran wrote:
Based on what I'm looking at it seems like CPU and power management should be a priority. Ship type leveling is already underway, next up is gunnery. I'm hungry to see ships go pop.

Lol


Yep CPU Management and Powergrid Management have such powerful bonuses that they are exceptions to the rule 'training skills to level 5 is almost always a waste of time when you are new'.

I encourage you to get those to 4 immediately and 5 before the end of October.

Given you're set on Minmatar ships you will want to train into projectile weapons, shield tanking and navigation skills (which help your speed). While Minmatar ships are flexible, those three things are their core strengths.

Look at a ship you want to fly, and train all the skills needed for level 2 mastery of it and everything for level 3 that isn't a big train.

I support the New Order and CODE. alliance. www.minerbumping.com

Wombat65Au Egdald
R I S E
#14 - 2015-09-11 03:18:09 UTC
As someone who flies Minmatar more than the other three "races" combined, here's my take. I'm not going to try to cover every single skill, I'm just giving a general overview.

There is a core set of skills that apply to every ship you fly. Every ship has a capacitor, a powergrid, a cpu, a shield, armour and a hull. These items are not race specific. There is no "Amarr cpu", there is no "Gallente armour", etc. There is just capacitor, powergrid, cpu, shield, armour and a hull, on every ship you will be able to fly.

For now, the skills which improve these features of your ship should be fairly high priority. These skills automatically apply to every ship for every race, no matter what race your character is. These skills will benefit every ship in the game you can possibly fly, no matter which race that ship is from and no matter what size the ship is.

The primary weapon system of Minmatar ships is "projectile turrets". They shoot bullets, just like real world guns do, really really big bullets. Most Minmatar ships have built in bonuses to make projectile turrets more powerful. Some projectile turrets specialise in keeping locked on their target against small fast moving ships and do a lot of damage with every hit they score, with the disadvantage that they can only hit a ship that is fairly close to you. These turrets are called "autocannon", high damage but short range. Some projectile turrets specialise at hitting ships at long range, with the disadvantages that they do less damage per hit, and they cannot stay locked onto fast ships that are close to you. These turrets are called "artillery", low damage but long range.

The secondary weapon system for Minmatar ships is missiles. Some Minmatar ships have bonuses for missiles instead of projectile turrets. Missiles have their own separate set of skills, projectile turret skills do not help you use missiles. While most Minmatar ships have projectile turret bonuses, don't ignore missiles. Missiles don't have the same issues with range and tracking that projectile turrets have (missiles have their own separate set of advantages and disadvantages). Also, while no other race has bonuses for projectile turrets, you can find some ships with bonuses for missiles in all four races, Caldari, Gallente, Minmatar and Amarr. Training up some missile skills will make it easier to move across to ships from other races in the future.

The third weapon system for Minmatar ships is drones, tiny remote controlled spaceships you launch from your ship and control them to do things for you. While each race has their own unique types of drones, drones can do more than just shoot things. Different types of drones do different tasks. There is a limit on how many drones you can use at the same time.

Projectile turrets and missile launchers use ammunition, you'll need to keep buying projectile ammunition for the turrets or more missiles for the missile launchers, or if you want to try your hand at manufacturing things, train the manufacturing skill, buy a blueprint for projectile ammunition or missiles, mine or buy the minerals needed and make it for yourself. Combat drones (the ones that shoot things for you) do not need to be supplied with ammunition, so they basically shoot stuff for free compared to projectile turrets and missiles.

Frigates and Destroyers use "small turrets" and "small ammunition". Cruisers and Battlecruisers use "medium turrets" and "medium ammunition". Battleships use "large turrets" and "large ammunition". Dreadnaughts use "extra large turrets" and "extra large ammunition".

If you are going to concentrate on Minmatar ships, for the time being ignore skills for "energy turrets" and "hybrid turrets". Minmatar ships do not have bonuses for these weapons. Energy turrets are an Amarr speciality, hybrid turrets are a Gallente speciality. It is possible to use energy turrets or hybrid turrets on Minmatar ships, but you're always better off using the type of turrets the ship has bonuses for. Minmatar ships do not have bonuses for energy or hybrid turrets.

Don't be in a rush to train into bigger ships as fast as possible. Flying a big ship when you have weak skills makes you an easy target for both NPC pirates and other players who may decide you are too much of a vulnerable target to ignore. I'd suggest reaching a minimum of Mastery level 2 before training into the next size up in ships, eg train to Frigate mastery 2 before starting on destroyers, train to Destroyers mastery 2 before starting on cruisers, etc.

Some players may say you don't need to train that much before going up to a bigger ship. Once you have more experience that's true, but for a new player who's still learning the basics of Eve, a bit more time making yourself stronger with each basic type of ship will help you far more than it will hinder you.
DeMichael Crimson
Republic University
Minmatar Republic
#15 - 2015-09-11 04:48:31 UTC
Everybody posted great advice and pretty much covered everything.


I tend to semi role play with this game, such as since I'm Minmatar, I mostly use Minmatar ships along with a couple Angel, Sisters Of Eve and ORE Faction ships when needed. That's it, I've never felt the need to use any other Empire Factions ships.

When I first started playing, I decided to max fit and max train all skills related to the Rifter Frigate before moving on to another ship class. I spent 9 months doing that before I actually jumped into another ship class.

By the time I was done I was completing level 3 encounter missions and collecting both mission reward and bonus time pay with my Tech 1 Frigate. Course by then it was fit with Tech 2, Faction and Deadspace modules. I still have that ship, complete with *large rigs fitted*. Now my Rifter mainly sits in station.

Most of the skills I trained for the Rifter easily crossed over into the next ship class I wanted to fly - the Hurricane Battlecruiser. Needless to say it didn't take long to get max skilled with that ship class. After a while I trained up other ship classes as well.

Since I originally spent the time right at the start to max train all skills related to the Rifter, I never had any problems jumping into and fitting up the other ship classes.


DMC
Khenza Vindran
Republic Military School
Minmatar Republic
#16 - 2015-09-11 05:24:38 UTC
So many awesome replies in here, thank you all for the information! Getting a better feel for what I want to do and how I'm going to do it... space awaits!

Big smile

Sing this corrosion to me...

Sabriz Adoudel
Move along there is nothing here
#17 - 2015-09-11 07:02:30 UTC
Khenza Vindran wrote:
So many awesome replies in here, thank you all for the information! Getting a better feel for what I want to do and how I'm going to do it... space awaits!

Big smile



Excellent.

Now, go and SHOOT SOMEONE IN THE FACE.

(In-game, of course)

I support the New Order and CODE. alliance. www.minerbumping.com

Ralph King-Griffin
New Eden Tech Support
#18 - 2015-09-11 09:42:39 UTC
Sabriz Adoudel wrote:
Khenza Vindran wrote:
So many awesome replies in here, thank you all for the information! Getting a better feel for what I want to do and how I'm going to do it... space awaits!

Big smile



Excellent.

Now, go and SHOOT SOMEONE IN THE FACE.

(In-game, of course)

Repeatedly.
Azda Ja
Native Freshfood
Minmatar Republic
#19 - 2015-09-11 10:30:41 UTC
Ralph King-Griffin wrote:

Repeatedly.

Good thing she likes Autocannons.

Takakakakakakakakakkakakakakakakakakakakaakakakakakakakakak...

ta!

Grrr.

Bumblefck
Kerensky Initiatives
#20 - 2015-09-11 10:55:58 UTC
Don't forget to train Duct Taping to V before undocking, otherwise you'll be liable to fall apart...

Perfection is a dish best served like wasabi .

Bumble's Space Log

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