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Skill Discussions

 
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Beginning pvp skills

Author
Doctorkaba
Brutor Tribe
Minmatar Republic
#1 - 2012-02-26 21:39:37 UTC
Ok I plan on starting out in a rifter and work my way up to a cane. My purpose is strictly pvp. Aside from the skills needed to use the modules/weapons/ship what are the other skills I should train before setting out for some pvp? I do plan on soloing to start. I would also like to limit training to 5 (except t2 needed skills) until I have everything else trained.

Want some pvp help? Like to fly small and fast frigates? Then join the in game channel Tenori_Tigers!

Luba Cibre
Global Song Setup
#2 - 2012-02-26 22:09:49 UTC
Thermodynamics
Nanite Operation
Navigation Skills
Capacitor Skills

"Nothing essential happens in the absence of noise." 

McRoll
Extraction and Exploration Ltd.
#3 - 2012-02-28 10:49:45 UTC
core fitting skills and those which increase your overall EHP like electronics, electronic upgrades, advanced weapon upgrades, shield upgrades, mechanics and hull upgrades
Florio
Miniature Giant Space Hamsters
#4 - 2012-02-28 11:21:44 UTC
I think it's worth repeating:

Thermodynamics.

Oh, and also Thermodynamics.
Vasavia
Caldari Provisions
Caldari State
#5 - 2012-02-28 18:15:02 UTC
Capacitor Skills - All of them to atleast 4, get to 5 as soon as possible, but 4 will be sufficient for beginning solo pvp. Being in a Rifter you'll more then likely be active armor tanking, plus running your speed mod. No matter how high you have your cap skills trained, you'll burn thru cap fast. The higher your cap skills the longer you'll be able to keep things pointed, webbed, have your speed mod running and have that repper running. Cap is the life blood of PVP.

Navigation Skills - Pretty self explanatory. The higher the velocity you can achieve and the more agile you are, the better. Get these to atleast 4, and 5 as soon as possible.

Thermodynamics
- Being able to overheat is critically important in PVP. Especially in solo PVP. Train to 4. Train to 5 once you've rounded out your gun skills and ship command skills down the road. The high the Thermo skill, the longer it will take to burnout your mods when you're overheating.

Nanite Operation - You'll burn up your mods by overheating. Nanite Op lets you repair your mods with Nanite paste while you're in space. So, no need to dock and repair using station services. Nanite paste isn't exactly cheap though. The higher this skill is the less paste you'll need to use to repair your overheated mods.

Gunnery Skills - The meta 4 guns actually aren't too bad for starting out your solo PVP work. Focus first on getting your gunnery support skills (Targeting, Trajectory Analysis, etc) to atleast 4. Once you've gotten your support skills up to 4, focus on getting to T2 projectiles. I suggest shooting for T2 Autocannons before Arties.

Basically the same list as Luba posted, just sorted by what I consider the priority. You could train your gunnery skills before looking at nanite operation, completely your preference. The only trade off to not having Nanite Operation is you'll have to rep your mods from overheating at stations with repair services. Not a major issue, especially while PVPing solo - you'll be going your own pace anyway so it's not like you'll be slowing down a gang so you can go rep up. Also, I've been PVPing pretty much my entire time in EVE, and I hardly ever use Nanite to rep my mods. But I wont devalue that skill's importance.
Alaric Faelen
Republic Military School
Minmatar Republic
#6 - 2012-03-02 15:35:52 UTC
all good posts so far. Take them to heart.

I would only offer that if you can find some fleets, you'll do better starting out than solo. There is a lot more to combat in Eve than ship types or fittings or skills. Being one of those players that isn't going to be counting on max skills or fittings yet- the EXPERIENCE you have is your equalizer. Of course that's the one thing you'll lack at first.

I did much same as you are wanting to. I got tired of care bearing, read all the 'just go out and do it' threads on PvP and fitted a half dozen ships best I could and headed to the Frig Fry in Anamake. I lost all those ships so quickly I didn't really learn a thing.
Even sitting around waiting to fly in a fleet taught me so much more than randomly trying to find a kill.

If at all possible, try to hook up with corp mates or some space-pals and just PRACTICE. You can shoot your buddies in a fleet without CONCORD reprisal. So don't just practice hitting APPROACH/ORBIT/FIRE......but pick a system or two, and have someone go 'hide' and then D-Scan them down. You can do this all in high sec.
(D-Scan is a primary tool you'll need to be good with)

Practice manual piloting skills, which I did with belt rats. Practice approaching them at angles to keep up transversal, practice kiting them and sudden disengagement moves to break out of a scram/web range.

That kind of stuff is often far more important to know than having another level in a given skill. Countdown timers are another critical area to grasp before doing solo work (no one to remind you about station guns, for example-- oh yes, I've been that guy with a wreck floating next to a station in low sec because I was too busy patting myself on the back for a kill to remember the fundamentals!)

Good luck, I'm out solo a lot so you never know who you might run into.
Tippia
Sunshine and Lollipops
#7 - 2012-03-03 03:02:04 UTC  |  Edited by: Tippia
I'll just leave this here as a suggestion for what's handy at the very early stages.

It has a bit different focus than what's really being discussed here, but still comes to many of the same conclusions about what you need early on (in particular, that post is mostly concerned with what you can squeeze into the least amount of SP and a minimalist clone).
Ahrieman
Codex Praedonum
Divine Damnation
#8 - 2012-03-04 04:40:46 UTC
Alaric Faelen hit the nail on the head. Soloing is tough to get started in especially for new pilots. If you don't mind wrecking your sec status and going pirate, his corp Black Rebel Rifter Club is a place I tend to suggest to new pilots that want to fly frigs. The other obvious place to look would be RvB. PvP there will be of the more consensual variety and won't require you to say goodbye to high sec yet.

Solo Rifter since 2009

Ireland VonVicious
Vicious Trading Company
#9 - 2012-03-05 02:23:27 UTC
Put your fitting in eft.

Train every skill that effects your ship/mods to 4.

Only train the ones to 5 that open up other effecting skills.

Add cap and targeting the same way and go pvp.