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Maxed Indy... What next?

Author
Essence uk
#1 - 2012-02-01 20:04:04 UTC
Just what the title says, ive pretty much maxed my industry on this character. Invention, manufacturing, research, Hauling (up to jfs), etc etc

I've trained for a thanny + close to finishing support skills to do some 0.0 ratting.

what else is there, related to industry / a logical progression?

Yes, they are modelled on real life ;)

Adraen Flynn
Doomheim
#2 - 2012-02-01 22:12:45 UTC
Start playing the game.

Amarr victor!

Cyniac
Federal Navy Academy
Gallente Federation
#3 - 2012-02-01 22:50:14 UTC
Whatever rocks your boat really.

Some less than usual industry skills which turn out to be useful at times:

starbase defense management - for those times when you have to fight for what is yours

Trade skills - you know... for buying and selling stuff

scanning skills - these will help you find some funky belts at times (nomnom mercoxit... well alright not hugely profitable but does have some entertainment value the first few times), also invaluable if you plan to move to a WH which can make a great industry base.

Finally - if it rocks your boat PI but if you have maxed out industry already it's probably not something you need unless for some reason you are skill rich and isk poor in which case PI can help build up a nice solid ISK cushion to support your industrial behemoth in waiting.

From that point on, if you really want to progress in industry though you are looking not so much as additional skills but in bringing together a group of dedicated pilots to do whatever it is you are aiming for - this is by far the greatest challenge out there really.

Good luck and have fun.
Essence uk
#4 - 2012-02-02 00:06:35 UTC
Adraen Flynn wrote:
Start playing the game.


Southpark, nice :)

"starbase defense management" - Done

"Trade skills" - pretty much maxed

"scanning skills" - my other char has them pretty much done, i guess i could do them on this char as well

"PI" - yup pretty much maxed, and ye, its basically useless when you can make more then what a set of planets can make in a day in just an hour or 2 manufacturing :/

Im thinking something like skilling towards a half decent tengu would be good for highsec missions... just to boost standings, get some datacores going etc.

Yes, they are modelled on real life ;)

RavenPaine
RaVeN Alliance
#5 - 2012-02-02 02:35:36 UTC
A Tengu is a nice ship, but it deserves more than "Half decent" skilling.

The same can be said for that Thanny.

Pick one and make it perfect.
Dowla Daupor
Deltole Deltole Deltole
#6 - 2012-02-02 02:53:04 UTC
I think trade would make sense.
Essence uk
#7 - 2012-02-02 10:40:55 UTC
Not sure if i need to stick 2+ month worth of training into a tengu when im only going to use it maybe a week a year.

Tanny is pretty much maxed, fighters 5, capital ship5, carrier 5 is all that's left.

Again, Trade, all pretty much maxed it the few lvl5, 30+ day skills to do.

My logic is to first traing stuff that is useful, needed, and relatively short timing before i go for the 30day+ skills... you get more benefit that way

Yes, they are modelled on real life ;)

tofucake prime
The Hatchery
RAZOR Alliance
#8 - 2012-02-02 17:34:21 UTC
Biomass. Start again.
Amthala
Pator Tech School
Minmatar Republic
#9 - 2012-02-02 21:11:07 UTC
tofucake prime wrote:
Biomass. Start again.


^this...
traing gunnery.
Tau Cabalander
Retirement Retreat
Working Stiffs
#10 - 2012-02-03 00:05:11 UTC  |  Edited by: Tau Cabalander
Essence uk wrote:
what else is there, related to industry / a logical progression?


* Logistics, so you can rep a POS.
* Battlecruisers, so you can defend a POS.
* Starbase Defense 4 (requires Anchoring 5), so you can be a POS gunner.
* Anchoring 5 + Propulsing Jamming 5 = anchor large tech 2 mobile warp bubbles.
* Propulsion Jamming 5 = DICs and HICs.
* Freighters, transports, and jumpfreighters.
* Fleet boosting and related ships, since you are sitting at a POS anyways.
* PI.
* Probing.
* Salvaging, archaeology, codebracking, because sometimes it is handy.
* Trade.

My shadow and mining booster is currently training towards a Rattlesnake, since it only needs drones.
Ireland VonVicious
Vicious Trading Company
#11 - 2012-02-04 22:24:14 UTC
Adding to your options.

Capital industrial ships: Orca, Roqual

Leadership skills.
Essence uk
#12 - 2012-03-02 08:00:06 UTC
Tau Cabalander wrote:
Essence uk wrote:
what else is there, related to industry / a logical progression?


* Logistics, so you can rep a POS.
* Battlecruisers, so you can defend a POS.
* Starbase Defense 4 (requires Anchoring 5), so you can be a POS gunner.
* Anchoring 5 + Propulsing Jamming 5 = anchor large tech 2 mobile warp bubbles.
* Propulsion Jamming 5 = DICs and HICs.
* Freighters, transports, and jumpfreighters.
* Fleet boosting and related ships, since you are sitting at a POS anyways.
* PI.
* Probing.
* Salvaging, archaeology, codebracking, because sometimes it is handy.
* Trade.

My shadow and mining booster is currently training towards a Rattlesnake, since it only needs drones.


* Done
* Done a little
* Done
* Not Done
* Not Done
* Done
* Done
* Done
* Done
* Done
* Done

Quote:
Adding to your options.

Capital industrial ships: Orca, Roqual

Leadership skills.


Both done, pretty much maxed

Yes, they are modelled on real life ;)

Ireland VonVicious
Vicious Trading Company
#13 - 2012-03-04 04:16:52 UTC
Essence uk wrote:
Tau Cabalander wrote:
Essence uk wrote:
what else is there, related to industry / a logical progression?


* Logistics, so you can rep a POS.
* Battlecruisers, so you can defend a POS.
* Starbase Defense 4 (requires Anchoring 5), so you can be a POS gunner.
* Anchoring 5 + Propulsing Jamming 5 = anchor large tech 2 mobile warp bubbles.
* Propulsion Jamming 5 = DICs and HICs.
* Freighters, transports, and jumpfreighters.
* Fleet boosting and related ships, since you are sitting at a POS anyways.
* PI.
* Probing.
* Salvaging, archaeology, codebracking, because sometimes it is handy.
* Trade.

My shadow and mining booster is currently training towards a Rattlesnake, since it only needs drones.


* Done
* Done a little
* Done
* Not Done
* Not Done
* Done
* Done
* Done
* Done
* Done
* Done

Quote:
Adding to your options.

Capital industrial ships: Orca, Roqual

Leadership skills.


Both done, pretty much maxed


Maybe you should just link the character instead of a troll feast on how much you already have done Shocked
Jack Miton
School of Applied Knowledge
Caldari State
#14 - 2012-03-05 05:23:48 UTC
Train gunnery.

There is no Bob.

Stuck In Here With Me:  http://sihwm.blogspot.com.au/

Down the Pipe:  http://feeds.feedburner.com/CloakyScout

Death ToU
Brutor Tribe
Minmatar Republic
#15 - 2012-03-05 12:49:04 UTC
If you have a free slot, stop training and start a PVP MAIN and start having fun!
Viscount Hood
Deep Core Mining Inc.
Caldari State
#16 - 2012-03-05 12:49:34 UTC
time to show your skill sheet
Lady Ayeipsia
BlueWaffe
#17 - 2012-03-05 15:38:36 UTC
Work on your certificates maybe. Do you have all tanking skills to 5? I would assume so, but hull upgrades (5% is a lot of HP on a jf), shield management, etc.

You said jf, but are all jump skills to 5? If so, Titan and moms skills if you need a non pvp holding alt.

Corp management skills?
All ship manufacturing skills including those for t2 ships?
Other odd manufacturing skills such as those that let you make SBUs, station eggs, etc?

If you can mine and use drones for defense... Improve those skills and then go for carrier?
Bugsy VanHalen
Society of lost Souls
#18 - 2012-03-08 17:00:49 UTC
If you have all the skills you need then one option that makes a lot of isk is training and selling alt characters.
train up an alt with research, PI, cyno, starbase defense, etc. and sell on the character bazaar.
I know a few vets that do this with one account and generate more than enough isk to pay for PLEX for several other accounts.
It only takes a few months to train up a high value alt.
Manufacturing alts is still kinda indy.