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Skill Discussions

 
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PvE Battleship: Skills to train?

Author
Zanza Mechonis
What is tax
#1 - 2012-05-13 02:29:27 UTC
I've often seen people say that for a Battleship (In my case it'd be an apoc) for lvl 4 missions requires "all general shield/armor skills at level 4", "weapon skills at level 4", etc. I've tried making heads and tails out of it with EVEmon and evelopedia, mainly using the certificates to get a general idea of it... But I still don't understand completely. (Only to the point of a few cap skills and basic tanking skills that I've already got trained... or pre-reqs of them to a certain degree.)
What are all there "general skills" everyone speak of? Is there a specific list that holds the required skills? (Instead of all the skills with the eve directory making it weird to navigate for a noob...)
For the guns, I understand I'd need large pulse/beam energy turret, controlled bursts, and rapid firing (the other skills included ofc), but precisely what other skills would I need? I'm completely lost on what exact skills it are for the ones that I haven't injected yet... :S
Any help on this would be greatly appreciated.

"On the internet you can be anything you want... It's strange that many people choose to be stupid."

IIshira
School of Applied Knowledge
Caldari State
#2 - 2012-05-13 02:36:42 UTC
Although the certificates aren't perfect they do list the skills you need to inject and train. Your core certificates plus turret control and defence certificate. If you have those skills you would be good to go. Train stuff to 4 before you work to 5. The only exception would be a few rank one skills you may want to get to 5.
handsome eyes
State War Academy
Caldari State
#3 - 2012-05-13 03:07:02 UTC
Read every skill description and pre req in the gunnery, engineering, navigation, mechanic and spaceship command skill trees.
Mu-Shi Ai
Hosono House
#4 - 2012-05-13 03:13:28 UTC
The best way to make a training plan for any ship is to first figure out your target ship and fitting. Obviously, a lot of the skills you'd train to competently fly a Dominix Navy Issue are going to be different from those you'd train to fly a Raven Navy Issue (for example, the former is most likely going to be armor tanked and make use of railguns and light, medium, sentry and even heavy drones, while the latter will be shield tanked and make use of missile launchers and only require flights of light and medium drones).

So you find the fitting for the ship you want to eventually fly in L4 missions. That comes first.

Then what you need to do is sift through all the skills in the game (EVEMon is good for this, obviously) and find those which have some, any, bearing on the ship itself, its modules, or your character's ability in flying it.

So you're going to look at the following:

i) Gunnery/Missile Launcher Operation -- Anything that makes your target weapons more powerful

ii) Drones -- Train up any skills that pertain to the drones you'll be fielding in your target ship (if you need T2 sentries, get ready for a longer training time, but if you just need T2 lights and mediums, that's not such a tall mountain to climb).

iii) Electronics -- Electronics, Long Range Targeting, Signature Analysis, Targeting (and possibly Target Painting, if you're going to use a painter on you ship). The other skills are less likely to be useful for PVE ship fittings.

iv) Engineering -- Shield skills are in here, so if you're running a shield tank on your target ship, this is stuff you need to get. Also, there are some important fitting skills here: Engineering, Energy Systems Operation, Energy Management. These are going to be useful for literally any ship you fly in the game.

v) Mechanics -- More tank skills in here, in the form of Mechanics and Hull Upgrades. Also, this is the home of armor tanking skills. This category is basically "Engineering" for armor tankers (though both types of tanks need skills from each of the categories, obviously). And this is where you train for rigs, as well, which you'll definitely be putting on your target ship.

vi) Navigation -- These skills aren't hugely important for most people running L4s in battleships, but they are nevertheless good to train anyway. Better navigation skills means you'll align and jump more quickly, but generally speaking, you probably won't be running an AB or MWD on the average mission BS, since it takes space away from a heavier tank or your overall damage dealing capacity. That said, I wouldn't generally prioritize these skills.

vii) Spaceship Command -- This should be pretty obvious. Battleships, like any other ship, have certain minimum requirements in order to fly them. A huge thing when you're running L4s, however, is really shooting for a higher level in your racial BS skill. It can't be overstated how much of an advantage you get from having level 5 in that skill, in terms of the bonuses conferred upon your vessel. For example, a Dominix Navy Issue with BS5 will have +25% hybrid weapon damage and +50% bonus to drone hitpoints and damage. That's above and beyond any other bonuses you get from other skills for these things.


So you're going to find that the main points of differentiation when it comes to training up for a BS is what kind of tank you'll need (armor or shield) and what kind of weapon system you're using (hybrids, projectiles, missiles, lasers). You'll definitely need some drone skills either way, and you'll definitely also want to have good fitting skills, especially for T1 battleships, which are a tighter fit than their T2 faction counterparts.

I hope that's helpful.
Mu-Shi Ai
Hosono House
#5 - 2012-05-13 03:23:15 UTC
Also, a list of the "general" skills to which you refer can be found here.

Find any skills that are important to how your BS will be used, and train them.
Zanza Mechonis
What is tax
#6 - 2012-05-13 09:54:09 UTC
Wow, thanks ^^
With this I finally know where to start a bit... And move my way up in the carebearing ranks xD

Fly safe o7

"On the internet you can be anything you want... It's strange that many people choose to be stupid."

Mu-Shi Ai
Hosono House
#7 - 2012-05-13 09:58:34 UTC  |  Edited by: Mu-Shi Ai
No problem. The breadth of skills available in the game will naturally fluster newer players (or even not-so-new ones), but when you consider that you only need a subsection of them in order to fly specific ships, it becomes a lot easier to manage. You'll get used to it, I'm sure.

Also worth mentioning: it can't hurt to have basic tank capacity skills for each tank layer (shield, armor, hull) trained to level 5, even if, for example, you're only going to be flying a shield tank. The reason is because they still give you that much more overall tank on your ship, and they're not that long, in EVE terms, to train up to maximum. Those skills are Mechanics, Hull Upgrades, and Shield Management.
IIshira
School of Applied Knowledge
Caldari State
#8 - 2012-05-13 12:34:44 UTC
The reason why I said look at the certificates is because they include every skill with a few exceptions. Controlled bursts for gunnery being one not on the turret control cert because it doesn't apply to all guns. With Evemon you can plan training for the certificates.

Most people train the very basic skills to 3-4 then remap to a specific skill plan.

I suggest training the "Core" and "Defense" first with one remap then the "Turret Control" cert with another. I guessed you were talking about Amarr ships since you mentioned "large pulse/beam energy turret". I would just train for T2 light drones. Drones also have their own certificates but I wouldn't remap just for that.

Eve can be confusing but once you learn the basics it's rather simple.
Lunkwill Khashour
Ministry of War
Amarr Empire
#9 - 2012-05-13 13:56:10 UTC
Good basic skills would be the certificates listed in the ship info to 'standard'.
Marsan
#10 - 2012-05-13 16:47:08 UTC
Also concern using a Tech 3 cruiser instead of a battleship for level 4 missions.

Former forum cheerleader CCP, now just a grumpy small portion of the community.

Alaric Faelen
Republic Military School
Minmatar Republic
#11 - 2012-05-28 22:52:59 UTC
good advice all, but in grosser terms, you'll need both your main weapon system as well as drone skills. Level 4 missions have warp scramming frigates that are arguably more dangerous than rat battleships. So if you weren't a big drone user before, you should invest in Drones to keep the door open to GTFO if you need to. I had to go back and train up drones when I got into level 4's myself- still managed to lose a Raven by doing a poor job of drone control combined with weak skills for them.

You will also shoot faction ammo in level 4's, so keep that in mind as well, not just for skill planning but also up front costs before you get that payout after completing the mission.

Linna Excel
Center for Advanced Studies
Gallente Federation
#12 - 2012-05-29 02:39:04 UTC
Don't forget your social skills like negotiations and connections.

And don't take any missions that'll have you attacking another empire. You will regret it.
Tauranon
Weeesearch
CAStabouts
#13 - 2012-05-29 03:31:04 UTC
Zanza Mechonis wrote:

For the guns, I understand I'd need large pulse/beam energy turret, controlled bursts, and rapid firing (the other skills included ofc), but precisely what other skills would I need? I'm completely lost on what exact skills it are for the ones that I haven't injected yet... :S
Any help on this would be greatly appreciated.


Inject and train everything that is not a racial skill in gunnery (known as the gunnery secondary skills).
ie sharpshooting, motion prediction, trajectory analysis, surgical strike etc. They all improve your engagement envelope or damage. You could skip controlled bursts if you were intending to generally use projectiles, and each race would probably prioritise a different skill first.

Having all of them at IV is a good base to play the game with whilst you wait through the month or two that it takes to train everything associated with the large T2 skills.

T2 turrets are generally better, because they get an extra bonus from the spec skill and can also use T2 ammo.
Gally Alita
Caldari Provisions
Caldari State
#14 - 2012-05-31 14:42:23 UTC  |  Edited by: Gally Alita
Linna Excel wrote:
Don't forget your social skills like negotiations and connections.

And don't take any missions that'll have you attacking another empire. You will regret it.


Don't listen to her, just kill every Gallente and Minmatar you encounter. Those people are not human, they are animals, living in the life of luxury and sloth. Which is why it is logical to kill those scums, to cleanse the world. I have bad standing with them so every time I enter their territory they want to shoot me, but I'm too fast for those suckers.

But really, being hate by "goody" factions are really satisfying. Makes people wonder: wut da hell you did pissed 'em off ?"

But if you are miner or trader, then it would be a bit of a problem.

Also..

All praise the Caldari State!
Marc Callan
Center for Advanced Studies
Gallente Federation
#15 - 2012-05-31 16:03:07 UTC
Two skills you will definitely want to take to Level 5 are Energy Systems Operation (maximizing your capacitor recharge rate) and Energy Management (maximizing your capacitor size). For just about any Level-4 missioning ship except the Drake battlecruiser, you're going to be using an active tank, and all of those need cap. Your target should be the Core Capacitor Elite certificate; it'll serve you well in just about anything you fly.

I'd recommend prioritizing tank over gank - a ship with stronger defenses and weaker weapons will reduce the speed at which you clear missions and earn ISK and LP, but if your ship's overgunned and under-tanked, you're at risk of losing your ship and wiping out a whole lot of profit in one go. Over-tank in the early going, and reduce the tank as you get more comfortable with the way your ship handles the missions.

One key decision along the way will be whether to give up a Damage Control for an additional weapon damage module; in the early going, a Damage Control can save you from a costly screw-up - it's done for me on at least one occasion where I screwed up triggers and drew aggro from about fifteen battleships (60% hull resists made all the difference between me docking up in a badly-beat-up-but-still-flying Maelstrom and docking up in a pod), but as you get more confident in your tanking skills, you may give it up.

And for tank, even if you're going to concentrate on one type of defense, don't neglect the basic skills (Hull Upgrades for armor, Shield Management for, well, shields) that increase the other defense's raw HP total. For an armor tank, Shield Management's extra HP will give you more time before you need to turn on your armor reppers, and for a shield tank, Hull Upgrades will give you an extra bit of buffer if your shield tank's been broken and it's all going to hell. (Just use the skills on that one, not any modules; remember the rule about not dividing your tank. The Damage Control doesn't count for that because it boosts both shield and armor resists, as well as the gone-to-hell hull resist.)

Also, Drones 5, and Gallente and Minmatar Drone Specialization to at least 2, so you have something to throw at frigates and cruisers while your main guns or missiles take on the battlecruisers and battleships, assuming you're flying a battleship and not a Tech-3. (For drones, you'll also want Scout Drone Operation as high as you can get it to increase your control range.)

"We are what we pretend to be, so we must be careful about what we pretend to be." - Kurt Vonnegurt

Zanza Mechonis
What is tax
#16 - 2012-05-31 22:01:43 UTC
Alaric Faelen wrote:
good advice all, but in grosser terms, you'll need both your main weapon system as well as drone skills. Level 4 missions have warp scramming frigates that are arguably more dangerous than rat battleships. So if you weren't a big drone user before, you should invest in Drones to keep the door open to GTFO if you need to. I had to go back and train up drones when I got into level 4's myself- still managed to lose a Raven by doing a poor job of drone control combined with weak skills for them.

You will also shoot faction ammo in level 4's, so keep that in mind as well, not just for skill planning but also up front costs before you get that payout after completing the mission.



I was working on my drone skills for a little while, got Drones and Drone interfacing on V, with Scout Drone Operation on the way to V, will be done in 2 and a half day, so I potentially COULD start the Drone race specialization for T2's right now... Although for the time being I'll focus more on my own actual ship, so that my harbi can at least hold together in lv3's xD

The hard part for me personally still is choosing between amarrian ships, which I LOVE, and a shield tank ship... Although considering I'll be missioning in amarr space against Sansha's (And I might eventually go for incursions) I guess amarrian ships are better.

Therefore, for the time being I'll get my cap skills on IV at least first, then prioritize tanking skills, and some more offensive later on.
According to EVEmon it will take me about 360 days to fly an apoc with it's fitting's and cert's skills all on V... Which probably still misses over 45% of all related skills, so I best get started with it soon :P

"On the internet you can be anything you want... It's strange that many people choose to be stupid."

Ryelek d'Entari
Horizon Glare
#17 - 2012-05-31 22:35:14 UTC
Well, you certainly don't need to take all the prerequisite skills to level V - that's overkill. Many skills are simply not worth the time investment for a new pilot to train to level V - these are often called "bittervet" skills Smile. Pick and choose which skills to take to V carefully: use Evemon to see what is "unlocked" at skill level 5.

Some skills unlock other important skill when taken to level V - for example, Drones unlocks Drone Interfacing, and Weapon Upgrades unlocks Advanced Weapon Upgrades. Similarly, some skills unlock important items: gunnery skills unlock tech II guns @ level V, and tech II armor hardeners are unlocked @ hull upgrades V.

Other skills, however - such as Energy Management - offer nothing other than a marginal (5%) performance increase. Honestly you're not going to notice this. Energy Management is a pretty good example of this: 5% extra capacitor is a nice cushion, and something you want in the long run but with a 3x training time multiplier, you're looking at about 12+ days of training for level IV -> V. Certainly don't wait for this sort of minor boost before stepping into a battleship.

The certificate system is pretty good for combat ships. For a battleship, you really should have:

- minimum requirements to fly
- battleship skill III or IV
- core competency standard (could consider skipping Core Targeting Standard)
- XXX Tanking Improved (armor, active shield, passive shield)
- [primary weapon type] Standard (large hybrid turret, large projectile turret, large energy turret, battleship launcher control]
- If you're a drone boat, really should have Drone Control Standard, Heavy Drone Control Standard, and Sentry Drone Interfacing IV


You can fly a battleship at a reasonable level with that skill setup. High priority from there is to skill for tech 2 guns/drones and Improved level of some of the Core certificates (Capacitor, Fitting, Integrity).
Zanza Mechonis
What is tax
#18 - 2012-06-01 09:22:04 UTC
Ryelek d'Entari wrote:
Well, you certainly don't need to take all the prerequisite skills to level V - that's overkill. Many skills are simply not worth the time investment for a new pilot to train to level V - these are often called "bittervet" skills Smile. Pick and choose which skills to take to V carefully: use Evemon to see what is "unlocked" at skill level 5.


Aside from primary drone skills (T1 good usage... the few I got now :P), fitting skills required to get my fit together, and at least skills to be able to use a decent tank (Damage Control II and heavy passive tank, with the armor reps), I was planning to train most to IV max before jumping in the BS. I can run missions with my corp so I should have a pretty safe testing period to see when exactly I'd be able to run them easily without any warpouts.

...Worst case scenario I get an abaddon, forget to load drones, and get scrammed and shot before I made enough money to replace it :P And I don't think that's gonna happen, especially not after I started to really see the strength of drones and prepared so much for them. (...Maybe too much, WAY too much... Or maybe not. Guess I'll see xD)

"On the internet you can be anything you want... It's strange that many people choose to be stupid."

Marc Callan
Center for Advanced Studies
Gallente Federation
#19 - 2012-06-01 13:50:07 UTC
Zanza Mechonis wrote:
Aside from primary drone skills (T1 good usage... the few I got now :P), fitting skills required to get my fit together, and at least skills to be able to use a decent tank (Damage Control II and heavy passive tank, with the armor reps), I was planning to train most to IV max before jumping in the BS. I can run missions with my corp so I should have a pretty safe testing period to see when exactly I'd be able to run them easily without any warpouts.

...Worst case scenario I get an abaddon, forget to load drones, and get scrammed and shot before I made enough money to replace it :P And I don't think that's gonna happen, especially not after I started to really see the strength of drones and prepared so much for them. (...Maybe too much, WAY too much... Or maybe not. Guess I'll see xD)


Sounds like a good plan. One thing to bear in mind for active tanks, though, is that you want to get good damage resistances - in your case, you'll want to train up the four Armor Compensation skills to improve the effectiveness of passive resistance plating modules, and for Tech II active armor hardeners, you'll need Hull Upgrades V. Resists are preferable to raw hitpoint buffer for active tanks because armor repairers and shield boosters regenerate a specific number of hit points, not a percentage of your hit point total. Buffer (shield extenders, reinforcing armor plates) increases your total hit points, but that means your shield booster/armor repper needs more cycles to fully regenerate the damage; resists don't increase your raw HP, but by cutting down on how much damage actually hits you, they increase your effective HP, and effectively boost your repper by the same percentage.

Also, energized plating and active hardeners don't have the mass penalty of reinforcing plates, which will slow down your speed and agility.

"We are what we pretend to be, so we must be careful about what we pretend to be." - Kurt Vonnegurt