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Skill plan assistance

Author
Solairen
Matsuko Holding
#1 - 2014-03-29 11:01:45 UTC
Hey folks,

I'm pretty noob here, I've linked my eveboard, and below is the skills I currently have in my plan. I'm looking to maximize my core skills, establish a good footing for branching out later, and mostly keep having fun. I fly Gall, so I'm focus on Armor Tank for now, and I prefer railguns. I mostly do missions now, but once I have a better feel for the game and skills to support me I want to move to a noob friendly PvP corp to learn.

I'm looking for any advice you have on rearranging the below plan. I know what I want to train, but Im not sure the best order to do it, and my knee jerk reactions is train shortest things first. I'm open to suggestions on changes, especially if something really needs to 5 and maybe I have it at 4. Or maybe I have something trained higher than there is really a benefit for.

Thanks for your advice.


http://eveboard.com/pilot/Solairen


Rapid Firing L4
Evasive Maneuvering L4
Fuel Conservation L4
Shield Management L4
Capacitor Management L4
Capacitor Systems Operation L5
Surgical Strike L4
Trajectory Analysis L4
High Speed Maneuvering L4
CPU Management L5
Power Grid Management L5
Gunnery L5
Target Management L5
Spaceship Command L5
Small Hybrid Turret L5
Gallente Frigate L5
EM Armor Compensation L4
Explosive Armor Compensation L4
Kinetic Armor Compensation L4
Thermic Armor Compensation L4
Armor Layering L4
Tactical Shield Manipulation L4
Acceleration Control L4
Mechanics L5
Repair Systems L5
Hull Upgrades L5
Drones L5
Drone Interfacing L1
Drone Interfacing L2
Drone Interfacing L3
Drone Interfacing L4
Drone Sharpshooting L1
Drone Sharpshooting L2
Drone Sharpshooting L3
Drone Sharpshooting L4
Drone Navigation L1
Drone Navigation L2
Drone Navigation L3
Drone Navigation L4
Drone Durability L1
Drone Durability L2
Drone Durability L3
Drone Durability L4
Scout Drone Operation L4
Sentry Drone Interfacing L1
Sentry Drone Interfacing L2
Sentry Drone Interfacing L3
Sentry Drone Interfacing L4
Gallente Destroyer L1
Gallente Destroyer L2
Gallente Destroyer L3
Gallente Destroyer L4
Weapon Upgrades L5
Advanced Weapon Upgrades L1
Advanced Weapon Upgrades L2
Advanced Weapon Upgrades L3
Advanced Weapon Upgrades L4
Thermodynamics L4
Electronics Upgrades L4
Energy Grid Upgrades L4
Cloaking L1
Cloaking L2
Cloaking L3
Cloaking L4
Propulsion Jamming L2
Propulsion Jamming L3
Propulsion Jamming L4
Advanced Target Management L1
Advanced Target Management L2
Advanced Target Management L3
Advanced Target Management L4
Magnetometric Sensor Compensation L1
Magnetometric Sensor Compensation L2
Magnetometric Sensor Compensation L3
Magnetometric Sensor Compensation L4
Small Railgun Specialization L1
Small Railgun Specialization L2
Small Railgun Specialization L3
Small Railgun Specialization L4
Small Blaster Specialization L1
Small Blaster Specialization L2
Small Blaster Specialization L3
Small Blaster Specialization L4
Gallente Cruiser L1
Gallente Cruiser L2
Gallente Cruiser L3
Gallente Cruiser L4
Medium Hybrid Turret L1
Medium Hybrid Turret L2
Medium Hybrid Turret L3
Medium Hybrid Turret L4
Medium Hybrid Turret L5
Medium Railgun Specialization L1
Medium Railgun Specialization L2
Medium Railgun Specialization L3
Medium Railgun Specialization L4
Medium Blaster Specialization L1
Medium Blaster Specialization L2
Medium Blaster Specialization L3
Medium Blaster Specialization L4
Daeralda Thiesant
URSA PRIMUS
URSA.
#2 - 2014-03-29 11:25:51 UTC
Hi! I'm also kind of new and what I've been doing is training the stuff that will help me now, first. So whichever skill helps you improve what you're currently doing is what you should be training right now. Else you run the risk of getting bored waiting for skills to finish before you feel like it's worth playing.
Save the long skill plans for when you have a solid foundation would be my advice. Cause if you're not having fun, what's the point? :)
Lantro
Sebiestor Tribe
Minmatar Republic
#3 - 2014-03-29 17:15:16 UTC  |  Edited by: Lantro
First thing: Remap! Best for a new player is usually equal split to INT/PER since this gives you a nice boost in most combat related categories. Since you already have Cybernetics 1 I think you're interested in speeding up learning.

The Armor Compensation skills aren't really necessary for the start, since they only affect restiances gained through passive modules. Same for Tactical Shiled Manipulation if you want Armor Tanks.

For the drones: Don't rely too much on them, they have many uses but turrets willl be a better choice overall, some cheap T1 Lights as support and everything is fine. For Sentries it's different, they can't really beat turrets but are still a good choice even after the nerfed Omnis - only problem: You NEED T2.

Advanced Weapon Upgrades: Not needed that early and as a Gallente I doubt you will ever need it...except as Prerequisite for Marauders and some Capital stuff. You might run out of CPU...often...on my Kronos for example I'm at lees then 2% CPU left but around 30% PG. Amarr might run into problems here IIRC but not sure.

Targeting Stuff: Forget about Advanced Target Managment for the first time, you will most likely not fly a ship that offers more then 6 targetlocks in the first year. So Target Managment at IV is OK, waste of time to train it further now. Same for the Sensor Compensation skill, yes it's useful but if you have a ship with weak seonsors it won't do much at all.

For the turret stuff, it's up to you if you really want to bring small to V and then the specs and continue to mediums then or skip some Vs that will take quite a bit of time. Same for Trajectory Analysis...it's a skill you can get some additional dps from if you have everything else imho.

Cloaking on I might be enough for a damn long time, until you want a ship that has some bonuses on Cloaks like a Black Ops for example. In PvP you're dead anyway if you try to sneak to your target because of the targeting delay. You will mostly use it to go afk in space or sit on a safespots and wait for the bad guys to leave.

I would put thos skills to the end of the plan:

Trajectory Analysis L4
EM Armor Compensation L4
Explosive Armor Compensation L4
Kinetic Armor Compensation L4
Thermic Armor Compensation L4
Armor Layering L4
Tactical Shield Manipulation L4
Weapon Upgrades L5
Advanced Weapon Upgrades L1
Advanced Weapon Upgrades L2
Advanced Weapon Upgrades L3
Advanced Weapon Upgrades L4
Cloaking L2
Cloaking L3
Cloaking L4
Advanced Target Management L1
Advanced Target Management L2
Advanced Target Management L3
Advanced Target Management L4
Magnetometric Sensor Compensation L1
Magnetometric Sensor Compensation L2
Magnetometric Sensor Compensation L3
Magnetometric Sensor Compensation L4

Since it looks you mainly aim for T2 fittings just an hint: Most of the time there are named T1 versions of the item that have the same or nearly the same stats but are much easier to fit, especially in terms of CPU.
RavenPaine
RaVeN Alliance
#4 - 2014-03-29 17:34:34 UTC
When I first started, I made a point to get 1 skill to V every month. In between those, I would pump out skills to 3 and 4 and then load up another skill to V. Rinse and repeat for a long time.

I like your plan just fine.
I'm 100% sure you will add things or maybe even change directions along the way.
Make OTHER plans in evemon, and see what skills start to overlap. (Stick with gun ships for now)


What I recommend is:
Train most of those skills to 3 first. Level 3 goes fast, yet if you add up all those IV's and V's you will see several months of training.
Along the way, do the CORE skills to IV or V. Choose skills that aren't ship specific, but would in fact, help any ship you ever fly.

Many of my plans are focused on a PERFECT ship.
The way I approach them is usually, ship skill to III, then weapon system to III, then support skills to III.
Then back to ship at V, weapon to IV, weapon support skills to IV and V, next I do the weapon specs to IV and last I finish the supports to V.

I'm a drone freak. Get T2 light drones asap. 5 of them. Drone interfacing V is awesome, but maybe not in your first 3 months.

I also like to be sort of specialized at things, and damn near perfect in ships I fly. Other pilots will be more 'Jack of all trades', and though they may be 'less than perfect', they have more fun and can be more versatile.
It's YOUR game, so do whatever is fun for you in that respect.
Aivo Dresden
State War Academy
Caldari State
#5 - 2014-03-30 09:36:26 UTC
Personally, I trained all my 'wanted' skills to 4. Then I remapped and Int/Mem and cranked out all those support skills in the first year. I'm coming up on my birthday in a few days, so I'll swap to Perc/Wilp then and crank out all those 5s. :P
Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#6 - 2014-03-31 17:00:58 UTC  |  Edited by: Antillie Sa'Kan
Lantro wrote:

...
Advanced Target Management L4
...


You can leave this skill at level 3. 99.9% of the time you will only need to lock 10 targets. Heck most ships can't lock more than 7 anyway without using a targeting mod that usually gimps the fit.

The only times I can think of where you might want or need more than 10 targets are when flying a triage carrier with a T2 triage module or a bastion mode marauder, which are not exactly things a newer player will be doing. Even then the marauder will do just fine with 10 targets and I am not sure if the 1 extra target on the triage carrier will make much of a difference.
Tau Cabalander
Retirement Retreat
Working Stiffs
#7 - 2014-03-31 18:04:22 UTC
Daeralda Thiesant wrote:
Hi! I'm also kind of new and what I've been doing is training the stuff that will help me now, first. So whichever skill helps you improve what you're currently doing is what you should be training right now. Else you run the risk of getting bored waiting for skills to finish before you feel like it's worth playing.
Save the long skill plans for when you have a solid foundation would be my advice. Cause if you're not having fun, what's the point? :)

^^ This. Oh so thisAttention

Daeralda Thiesant gets it Big smile
Solairen
Matsuko Holding
#8 - 2014-03-31 18:12:21 UTC
Lantro - I thought hard about remapping. But when i look at the skills I have planned, they are so interdependent that at most i save 2 or 3 days in 176 of the rough plan.
Drones - I was planing to stick with T1 Hobgoblins and Sentries only, I like my turrets more - pew pew is more fun than baby sitting to me.
Adv Weap Upg - Good to know that PG won't be as much of a problem so I can delay to later
Targets - I'll keep the Targeting stuff but move it to the end.
Turrets - Cool I thought I "had" to have the small spec to spec medium. Nice to know I can just skip it.
Cloaks - I wanted to fly the SOE ships but after reading the forums, they just don't have the bang for the buck, so I'm dropping cloak all together for now.

RavenPaine - I want to fly Frigates "Really" well, close to "perfect" and then maybe expand into T2 Frigs. But I'm realizing i'm needing to move to Cruisers for missions (about to start L3). So I think I'll get the Cruiser, than take your advice on cleaning up the rest of the skills. I like the on V a month thing.

Aivo - Remapping sounds nice, but every time i think about it my skills are too scattered to get a good benefit. I'm hoping once the "core" is done i can find a plan i like that is more conducive to remapping.

Antillie - Got it. I'll leave it at L3, but move the rest of that skill path to the end. 5 Targets at the moment is working well.



Thanks everyone for the advice and input, I got some good ideas on organizing and cleaning this thing up. Big smile
Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#9 - 2014-03-31 22:34:25 UTC
Solairen wrote:
5 Targets at the moment is working well.


Yeah 5-7 targets is all you really need most of the time. The only combat ships I can think of that can lock 10 targets by default anyway are the T2 logistics cruisers and the T2 combat recon cruisers. Having 10 targets is critical for logistics ships but not so important for combat recon ships.

That just leaves the Noctis, it can lock 10 targets by default too. Being able to use all 10 targets on a Noctis is nice but not really critical, I'd say 7 or 8 would be plenty most of the time.
Cordo Draken
ABOS Industrial Enterprises
#10 - 2014-04-01 22:28:07 UTC  |  Edited by: Cordo Draken
A lot of decent coments have been made already so I'll just add my experience of training up a number of characters over 6 years.

1) Bigger is not better in Eve. Wether you mission or PvP and from your post, you seem to be leaning towards PvP. That said, focus train for your guns, T2 and then go for Assualt Frigs. Their tough, fast and pack Cruiser DPS. Bigger boats may have better range but also have a bigger sig radius and are easier to hit.

2) i agree that you should train up all core skills first (Gunnery, ship command, engineering, electronics, Armor, Nav, the base that help all ships), go to 4 and then get the sub skills to 3 then 4. The exception would be Gall frig to 5, gunnery 5, small Hybrids 5. Those only take 4-5 days anyways. Point is though, focus on bettering your ship skills. That's where your fun is.

3) get some cheap implants for faster training, and even to improve your guns and tank. Every little bit helps even if it's 1-2%. Mission NPCs would pod you if worse comes to worse.

Seriously though, an Assualt frig is awesome to fly and the Ishkur or Enyo are a couple of the best. Enyo for in your face DPS, Ishkur for long kitting range with rails and drones... Although Drones for missions is meh. Added bonus with AFs, if/when you transition into PvP, you'll already have a nice ship to roll with, given the appropriate mod switches for PvP. After 6 years, the Enyo is one of my Favorite ships to fly overall.

Good Luck

Whomever said, "You only get one shot to make a good impression," was utterly wrong. I've made plenty of great impressions with my Autocannons 