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Skills that you would never build too high.

Author
Othran
Route One
#61 - 2013-01-14 19:25:17 UTC
Defenders are actually useful on a Stiletto/other fleet inty if you're flying skirmish/advance scout for your gang.

Couple of 125mm ACs to kill drones, one launcher for defenders to mitigate missile damage while you wait for your gang to catch up.

Apart from that they're crap.
Sarah Schneider
Native Freshfood
Minmatar Republic
#62 - 2013-01-14 19:27:06 UTC
Sergeant Acht Scultz wrote:
FoF missiles

Defender missiles

Weapon specialization V -1.8% dps increase for a 30D +/- training skill when a simple +3 implants gives you much better, sucks.

Signal dispersion V (at 3 you feel already dirty some times)

Projected ECCM V -like most projected whatever skills, don't do it, don't waste time on them, it's worthless, it sucks.

Target Painting -should I say "lol lol lol lol and lol for fun of lol ?"

Target suppression V (lol after 3 already) - worth to say damps suck? -really???

Leadership V specs -unless you're "Space Jesus" (Vee) or one of his acolytes (can't name them all, there are so many awesome FC's over there I can't name them all without forgetting some, so /kiss all yer asses)

Remote hull repairing (if you ever inject this skill you're an idiot)
Capital remote hull repairing (if you do this you're not an idiot, you're simply an Australopithecus)

Tactical logistics reconfiguration V - really?

Citadel missiles - if you ever dare to train this, don't even ask why people mock you and your corp mates/allies KOS you !!!

Archaeology V -what is this?

Biology V - worth any comment really?

Hacking V - *cough* haha, sry...

Neurotoxin recovery and actually most booster skills related to V - go ahead and waste your already useless time...

T2 Spec Ship to V, unless you need them for specific ship requirement, don't, it's just not worth the time. Point blank.

Margin trading -not because it's not worthy training it, just because it should simply not exist.


I'm missing a couple ones because I'm lazy, but whatever...

Wait, what? like almost half of those Vs are some of the best Vs you can train. Nice troll effort though.

"I'd rather have other players get shot by other players than not interacting with others" -CCP Soundwave

Viktoria Von Doom
Oceania Endeavors Incorporated
#63 - 2013-01-14 19:45:46 UTC
Tarn Kugisa wrote:

Anchoring comes to mind, don't need it above 3 unless you like putting down stations/controlling guns


Tech 2 large bubbles would like to have a word with you.
Mara Pahrdi
The Order of Anoyia
#64 - 2013-01-14 19:51:05 UTC
Kamden Line wrote:
No real need for anything above Transport Ship 1, unless you plan to bait with an Impel.

This could change with the indy rebalancing though. Who knows...

Remove standings and insurance.

Jack Miton
School of Applied Knowledge
Caldari State
#65 - 2013-01-14 20:03:04 UTC
Grideris wrote:
Multitasking past III


not true, need it to 4 for T2 triage.

There is no Bob.

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Dark Drifter
Sons of Seyllin
Pirate Lords of War
#66 - 2013-01-14 22:11:24 UTC
Riksu A'jalween wrote:
Minmatar dread past level 0 as well as any skills listed under missiles.


mini dread is by far the biggest hitter in a dread fleet (if fitted correctly) its buffer/tank is lack luster however
RubyPorto
RubysRhymes
#67 - 2013-01-14 22:58:47 UTC
Sergeant Acht Scultz wrote:
FoF missiles

Defender missiles

Weapon specialization V -1.8% dps increase for a 30D +/- training skill when a simple +3 implants gives you much better, sucks.

Signal dispersion V (at 3 you feel already dirty some times)

Projected ECCM V -like most projected whatever skills, don't do it, don't waste time on them, it's worthless, it sucks.

Target Painting -should I say "lol lol lol lol and lol for fun of lol ?"

Target suppression V (lol after 3 already) - worth to say damps suck? -really???

Leadership V specs -unless you're "Space Jesus" (Vee) or one of his acolytes (can't name them all, there are so many awesome FC's over there I can't name them all without forgetting some, so /kiss all yer asses)

Remote hull repairing (if you ever inject this skill you're an idiot)
Capital remote hull repairing (if you do this you're not an idiot, you're simply an Australopithecus)

Tactical logistics reconfiguration V - really?

Citadel missiles - if you ever dare to train this, don't even ask why people mock you and your corp mates/allies KOS you !!!

Archaeology V -what is this?

Biology V - worth any comment really?

Hacking V - *cough* haha, sry...

Neurotoxin recovery and actually most booster skills related to V - go ahead and waste your already useless time...

T2 Spec Ship to V, unless you need them for specific ship requirement, don't, it's just not worth the time. Point blank.



TP and Damps are actually pretty useful done right.

Remote Hull Rep is, I admit, situational at best, but it's incredibly useful if you live in a POS *cough*Wormholes*cough*
(Capital RHR is probably a good miss, I'll admit)

T2 Triage is ridiculously fantastic and has been pretty much required by most organizations who triage often since about 40 days after it came into existance.

T2 Ship Spec. Let's see Interceptors 5 is awesome, Recon 5, Logi 5 are almost required to fly those ships, Command Ships 5 is spectacular if you Sleip it up, HAC V is... worthwhile, HIC V is nice if you like big ... bubbles.

The rest are pretty much good if you specialize in the class.

The only ones not worth it at all are JF V (ooh, 10m less/round trip from Jita to drone regions) and Transport Ships V (Tank on a Hauler?).

Booster skills are worthwhile if... you use boosters a lot.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Sorlac
Cosmos Industrial
Cosmos Origins
#68 - 2013-01-14 23:18:59 UTC
Any combat skill past 0; not sure why they even bothered putting those into this wonderful space mining sim.
DSpite Culhach
#69 - 2013-01-15 00:33:24 UTC
I think the topic sort of diverged past my initially intended parameters :/

I guess I initially wondered that you could spend years skilling up without creating an actual useful toon, and that because most skills end up taking weeks if not a month or more to get to 5, there must be a whole bunch that people avoid while bringing up other skills that have good synergy, and leave those last trains to 5 for when they are maxing out a particular potential, like for example if they decide to just fly logistics all the time in fleet, so they max that out, or run incursions mostly, so they max dps on a certain ship type, etc.

I apparently have no idea what I'm doing.

Super spikinator
Hegemonous Conscripts
#70 - 2013-01-15 01:06:26 UTC
Sorlac wrote:
Any combat skill past 0; not sure why they even bothered putting those into this wonderful space mining sim.


you need drones to keep those pesky rats off you though :( Maybe anything above small turrets/light missiles/rockets is just being silly in this internet space mining sim.
Sorlac
Cosmos Industrial
Cosmos Origins
#71 - 2013-01-15 01:55:58 UTC
Super spikinator wrote:
Sorlac wrote:
Any combat skill past 0; not sure why they even bothered putting those into this wonderful space mining sim.


you need drones to keep those pesky rats off you though :( Maybe anything above small turrets/light missiles/rockets is just being silly in this internet space mining sim.


I don't consider drones as a combat skill; more of a mining utility skills similar to afterburner (which you only need so as to get to the next batch of asteriods faster).
Eternal Error
Doomheim
#72 - 2013-01-15 02:45:34 UTC  |  Edited by: Eternal Error
Dark Drifter wrote:
Riksu A'jalween wrote:
Minmatar dread past level 0 as well as any skills listed under missiles.


mini dread is by far the biggest hitter in a dread fleet (if fitted correctly) its buffer/tank is lack luster however

wat
lollerwaffle
Tribal Liberation Force
Minmatar Republic
#73 - 2013-01-15 03:32:24 UTC  |  Edited by: lollerwaffle
Correct me if I'm wrong, but I remember reading somewhere that for the skill, Tactical Shield Manipulation, that amount of shield HP lost remained the same (factoring in resistances) at all skill levels, and the armour damage was ON TOP of whatever shield HP was lost.

For some reason I remember reading that somewhere but I could be wrong. Anyone have test results?
FloppieTheBanjoClown
Arcana Imperii Ltd.
#74 - 2013-01-15 04:08:59 UTC
Whichever skill it is that extends prop mod duration, because that's just a silly thing to do.

Founding member of the Belligerent Undesirables movement.

RubyPorto
RubysRhymes
#75 - 2013-01-15 04:21:23 UTC
FloppieTheBanjoClown wrote:
Whichever skill it is that extends prop mod duration, because that's just a silly thing to do.


You mean Afterburners, which no longer does that?

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Andski
Science and Trade Institute
Caldari State
#76 - 2013-01-15 04:54:41 UTC
Dark Drifter wrote:
mini dread is by far the biggest hitter in a dread fleet (if fitted correctly) its buffer/tank is lack luster however


heh no, that'd be the moros

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

RubyPorto
RubysRhymes
#77 - 2013-01-15 06:24:12 UTC
Andski wrote:
Dark Drifter wrote:
mini dread is by far the biggest hitter in a dread fleet (if fitted correctly) its buffer/tank is lack luster however


heh no, that'd be the moros


So I pull up Pyfa in the hopes of getting to say "Hah, in x specific instance against stationary targets, yadda yadda"

And I load up a Nag, fill the lows with damage mods, flip over to the bog standard 3 Magstab Moros, and...

welp.


Dark Drifter, please inform us of the magical modules that you fit to make up the Nag's 3,000 DPS shortfall against the Moros (even though the Nag already has 6 damage mods to the Moros' 3 and setting aside, for a moment, just how terrible capital missiles are).

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Nerath Naaris
Pink Winged Unicorns for Peace Love and Anarchy
#78 - 2013-01-15 12:10:52 UTC
I am surprised no one mentioned the PI skills yet.
Especially Remote Sensing and (Advanced) Planetology.

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Super spikinator
Hegemonous Conscripts
#79 - 2013-01-15 16:13:56 UTC
Nerath Naaris wrote:
I am surprised no one mentioned the PI skills yet.
Especially Remote Sensing and (Advanced) Planetology.


Please don't mention them. Those are trigger words for people who do PI. We don't want the entire logistical backbones of null coalitions going into fail cascade because somebody reminded them on what some of their members do on a day to day basis.
Qvar Dar'Zanar
Ministry of War
Amarr Empire
#80 - 2013-01-15 16:22:39 UTC
Tarn Kugisa wrote:

the only time ore processing skills are really required is mining crystals

Anchoring comes to mind, don't need it above 3 unless you like putting down stations/controlling guns


Nope, bubbles.