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Dread > Carrier Training queue

Author
Zyella Stormborn
Green Seekers
#1 - 2012-11-16 21:44:57 UTC
I may be going back to deeper space again soon, and it has been asked of me to train up the ability to field Dreads and Carriers in case of emergency. I am planning the following across the next 105 days or so.

Capital Ships I
Capital Ships II
Capital Ships III
Capital Ships IV
Amarr Dreadnought I
Amarr Dreadnought II
Amarr Dreadnought III
Amarr Dreadnought IV
Jump Drive Operation I
Jump Drive Operation II
Jump Drive Operation III
Jump Drive Operation IV
Capital Energy Turret I
Capital Energy Turret II
Capital Energy Turret III
Capital Energy Turret IV
Repair Systems V
Capital Repair Systems I
Capital Repair Systems II
Capital Repair Systems III
Capital Repair Systems IV
Amarr Carrier I
Amarr Carrier II
Amarr Carrier III
Amarr Carrier IV
Fighters I
Fighters II
Fighters III
Fighters IV
Remote Armor Repair Systems IV
Remote Armor Repair Systems V
Capital Remote Armor Repair Systems I
Capital Remote Armor Repair Systems II
Capital Remote Armor Repair Systems III
Capital Remote Armor Repair Systems IV
Energy Emission Systems V
Capital Energy Emission Systems I
Capital Energy Emission Systems II
Capital Energy Emission Systems III
Capital Energy Emission Systems IV


I figure I can go back and get V's if and as needed, but this would put me as effective to start. Am I missing anything? or is this good to go? (as a note, I have near perfect armor skills already, decent shield skills, since I started as Caldari before switching to amarr, and good navigation skills as well as near perfect gunnery support skills).

Thx in advance,

~Z

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

Mirel Dystoph
Perkone
Caldari State
#2 - 2012-11-16 21:54:43 UTC  |  Edited by: Mirel Dystoph
JDO 5
JDC 5
JFC 4
Evasive Maneuvering 5
Perfect capacitor skills

"Nothing essential happens in the absence of noise." 

Zyella Stormborn
Green Seekers
#3 - 2012-11-16 21:58:25 UTC
Ah ok. As soon as the above list completes, Ill go back and round out the 5's on those. Appreciate it.

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

Canabi
Destructive Influence
Northern Coalition.
#4 - 2012-11-16 22:11:41 UTC
I'm not a cap pilot, but I did ask my corpmates who are cap pilots about what I should train should I decide to fly a carrier. Your list covers most of it, but they also added Capital Ships V and Fighters 5 (then on to Fighter Bombers). I'd probably train those after you train the other skills, as those are some pretty brutal training times.
Zyella Stormborn
Green Seekers
#5 - 2012-11-16 22:17:30 UTC
Canabi wrote:
I'm not a cap pilot, but I did ask my corpmates who are cap pilots about what I should train should I decide to fly a carrier. Your list covers most of it, but they also added Capital Ships V and Fighters 5 (then on to Fighter Bombers). I'd probably train those after you train the other skills, as those are some pretty brutal training times.



Yeah, I will probably get Fighters V, but the others I may not bother with, at least for a while. I have flown caps on my son's account, and while they are great, they are not something I would be looking to spend all of my time in. I prefer mid sized ships for the mix of speed / tank / firepower that I get from them.

So I will start with the above (just wanted to make sure there was not a hole in the training that I missed), and go back to perfecting my smaller racial piloting skills and weapons systems first. I mainly just want to be available and viable if the dung hits the fan and I am needed to jump in a Dread to pos or cap bash, or if I am needed to jump into a Carrier to rep and supply fighters, more than I am needed in a mid sized ship or recon, etc.

~Z

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

Mirel Dystoph
Perkone
Caldari State
#6 - 2012-11-16 22:41:39 UTC  |  Edited by: Mirel Dystoph
Fighters V is only worth it, if you're going into a super and Capital Ships V should only be trained if you've no other skill to max out or going for a titan.

Racial Carrier V, T2 Triage / Siege, cap repair systems / cap remote reps / cap energy emission V are way better than the both skills mentioned by Canabi.

"Nothing essential happens in the absence of noise." 

Canabi
Destructive Influence
Northern Coalition.
#7 - 2012-11-18 17:36:48 UTC
Mirel Dystoph wrote:
Fighters V is only worth it, if you're going into a super and Capital Ships V should only be trained if you've no other skill to max out or going for a titan.

Racial Carrier V, T2 Triage / Siege, cap repair systems / cap remote reps / cap energy emission V are way better than the both skills mentioned by Canabi.


Like I said, I'm not a cap pilot, so taking my "advice" with a few grains of salt would be recommended. :)
Anthony Dromon
Storm Consortium
#8 - 2012-11-19 19:50:52 UTC
Zyella Stormborn wrote:
I have flown caps on my son's account,


Account sharing is a bannable offence.
Jack Miton
School of Applied Knowledge
Caldari State
#9 - 2012-11-19 22:13:43 UTC
No point at all training jump op above 1 if youre not going to take it to 5 since it's just a prerequ for jump cal.
in kspace you need jump cal to at least 4, no exceptions.
in WHs it's debatable, my cap toons all have jump op at 1 except for 1 who can jump all my caps.

There is no Bob.

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

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

Zyella Stormborn
Green Seekers
#10 - 2012-11-19 22:40:12 UTC
Jack Miton wrote:
No point at all training jump op above 1 if youre not going to take it to 5 since it's just a prerequ for jump cal.
in kspace you need jump cal to at least 4, no exceptions.
in WHs it's debatable, my cap toons all have jump op at 1 except for 1 who can jump all my caps.



Good to know, thanks Jack. I figure since its only a matter of a couple of days, putting things at 4 don't hurt, and hey, it is 15% more cap savings. I may push all the jump skills to 5 at a later date, but right now as I said, I just want to be functional and Viable as a pilot if / as needed, and have a lot of other more (to me at least) immediately useful skills to polish off first. Smile

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

Bugsy VanHalen
Society of lost Souls
#11 - 2012-11-20 15:52:16 UTC  |  Edited by: Bugsy VanHalen
Zyella Stormborn wrote:
Ah ok. As soon as the above list completes, Ill go back and round out the 5's on those. Appreciate it.

NO,
Jump drive calibration 4 is a must. And you need Jump drive operation 5 as a prerequisite.

Without JDC 4 you will drastically reduce your maximum jump range. Other wise the entire fleet will have to make extra jumps just so you can keep up.

Getting jump drive calibration and jump fuel conservation to 5 later is fine. But in null sec your caps will not be much use without Jump Drive Calibration to 4.

For example in a Moros

With jump drive operation 4 JDC 0 you can jump 5 lyrs

With jump drive operation 5 and JDC 4 you can jump 10 lyrs

With carriers the difference is even bigger.

Other skills by all means are fine at 4 to be taken to 5 later.

Jump drive operation 5 and jump drive calibration 4 should be among the first cap skills trained. If you can not get to the location, being able to fight or remote rep when you get there is irrelevant. With any ship you first need to be able to fly it. Then fit it, then be able to effectively use it. A carrier with JDC 4 has much more utility for logistics then a carrier with all skills to 4 but with minimal jump range.
Zyella Stormborn
Green Seekers
#12 - 2012-11-20 17:04:26 UTC
Duly noted. I will have every skill at 4, since it is easy, and I never did mind a couple of day trains. I will make a note of putting JDO near the top of the put-at-5-list. So my train is updated above (except for JDO 5, forgot to put in on the edit. But I will have it on my evemon list).

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

De'Veldrin
Republic University
Minmatar Republic
#13 - 2012-11-29 20:54:28 UTC
Zyella Stormborn wrote:
Duly noted. I will have every skill at 4, since it is easy, and I never did mind a couple of day trains. I will make a note of putting JDO near the top of the put-at-5-list. So my train is updated above (except for JDO 5, forgot to put in on the edit. But I will have it on my evemon list).


To be honest, I'd recommend training JDC 4 before you even bother training the racial hull skill. No point being able to sit in the ship (especially a Dreadnought) if you can't get it to where it's needed.

De'Veldrin's Corollary (to Malcanis' Law): Any idea that seeks to limit the ability of a large nullsec bloc to do something in the name of allowing more small groups into sov null will inevitably make it that much harder for small groups to enter sov null.

Alexander Aramis
The Scope
Gallente Federation
#14 - 2012-12-04 10:12:25 UTC  |  Edited by: Alexander Aramis
Bugsy VanHalen wrote:
Zyella Stormborn wrote:
Ah ok. As soon as the above list completes, Ill go back and round out the 5's on those. Appreciate it.

NO,
Jump drive calibration 4 is a must. And you need Jump drive operation 5 as a prerequisite.

Without JDC 4 you will drastically reduce your maximum jump range. Other wise the entire fleet will have to make extra jumps just so you can keep up.

Bugsy is being nice here.

If you don't have JDC IV, you are not welcome in most (if not all) dread fleets. In some instances you will be rejected even with JDC IV.

The guys stating you'd might only need JDO I are refering to wormhole activities, where you won't need to use jump drives once the dread is in the hole.

If you have five minuts, browse this thread for basic info: http://wiki.eveonline.com/en/wiki/Jump_drive

Note: If you are going to jump to stations in low sec or 0.0 read up on station cyno spot and kick out stations. These concepts will increase your survival chances quiet a bit... ohh yeah and don't dock in Sagain etc. ;-)
Pontifex Rex
Sebiestor Tribe
Minmatar Republic
#15 - 2012-12-04 21:50:33 UTC
Yea what everyone else said. You arent actually doing anything in a Cap outside a WH if you dont have AT LEAST JDC IV
Dracko Malus
Messerschmitt Vertrieb und Logistik
#16 - 2012-12-10 12:31:39 UTC
I'd advice you to train the jumping skills before plugging in the Amarr BS 5 skill.

Seeing as after the Destroyer and BC skill change, they're removing the BS5 requirement for capitals.

Tess La'Coil's loveslave.

GenesisMike
Viziam
Amarr Empire
#17 - 2012-12-24 21:23:38 UTC
Anthony Dromon wrote:
Zyella Stormborn wrote:
I have flown caps on my son's account,


Account sharing is a bannable offence.


What are you, a narc?
Eternal Error
The Scope
Gallente Federation
#18 - 2012-12-24 22:56:02 UTC
Train carrier first (it helps you move ships more easily). Also, you'll need jump fuel conservation 4 and jump drive calibration 4 (I think these require jump drive op 5).

Capital ships 5 is garbage, and I wouldn't bother with fighters 5 for quite some time (Mirel's post covered it basically)

I'm not sure if I misread one of your posts, but it seemed like you might be indicating that you don't have all level 5 for some general support skills (like capacitor recharge/capacity). If this is the case, you should not be flying a capital.

You NEED JDC 4. It is not optional. Literally no one will take you in a fleet if you don't have at least 4 (sometimes 5). I also second what Dracko said about training the jump skills first due to upcoming skill changes.
Paikis
Vapour Holdings
#19 - 2012-12-24 23:40:24 UTC  |  Edited by: Paikis
Go live in a wormhole, then you can be all "What are jump skills?"

<- Has pretty good Dreadnaught skills.... JDO 1.