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Skill plan for rookie to awesome Maelstrom (w/ Manufacturing for isk)

Author
Finch Ronuken
CH-3TA
#1 - 2013-04-08 20:56:02 UTC  |  Edited by: Finch Ronuken
What is the ultimate Maelstrom skill set???

I'm pretty new to the game and find that, although the certificates/skill planning tool great, it's not designed specifically for all intended purposes. I'd really appreciate some help planning out the most efficient skill queue, in terms of time, to be able to use the Maelstrom to its fullest potential and skill-up my manufacturing/research to reduce the cost of achieving these ships in the future.

Couple notes:
>> Intended purpose: I'd really like to use this for PvP in small gangs (I'll need to find a corp and "gang" hopefully soon:)
>> I'd like to optimize manufacturing, procurement and selling, rather than mining for isk... anything insights here would help as well.
>> After I achieve "Ultimate Maelstrom", as I like to call it, I'd like to try piloting a Loki or Hel, but those are probably distant wishes that won't be realized for a long time, but something to think about from a skills synergies standpoint.

Anyways, any help/guidance would be greatly appreciated.

Burn the land and boil the sea you can't take the sky from me. - Sonny Rhodes

keep flying and stay shiny!!!

Finch Ronuken
CH-3TA
#2 - 2013-04-08 22:50:18 UTC
So - I'll kick this off with what I "think" might be good. I like to split things up into sections...

OFFENCE:
* Gunnery V
* Rapid Fire V
* Target Trajectory V

DEFENCE
* Not sure about armor or shield tanking, but the Maelstrom has a shield bonus, sooo I'm leaning towards that way
* So, depending... on each route...

UTILITY/OTHER:
* Core comp elite certification (so all the underlying core stuff)
* Minmatar Battleship V

Manufacturing/Research:
* No idea yet... long ways to go here.

As you can see, I need the help... but definitly willing to put in the work and dedication. :p

This game rocks!

keep flying and stay shiny!!!

Elena Thiesant
The Scope
Gallente Federation
#3 - 2013-04-08 23:09:58 UTC
Finch Ronuken
CH-3TA
#4 - 2013-04-08 23:28:53 UTC
Well - that definitely helps the manufacturing side of this build. So, as per Tau Cabalander, all I need for manu and research are:

Quote:
Manufacturing Basics
* Production Efficiency 5
* Industry 5
* Mass Production 5
* Advanced Mass Production 4
* Supply Chain Management 1 (typically no more than 4)
BPO/BPC may require additional Science category and/or Mechanics category skills.

Research Basics
* Science 5
* Research 5
* Metallurgy 5
* Laboratory Operation 5
* Advanced Laboratory Operation 4
* Scientific Networking 1 (typically no more than 4)
BPO/BPC may require additional Science category and/or Mechanics category skills.


Any thoughts on a decked out Maelstrom?

keep flying and stay shiny!!!

4runner
Aliastra
Gallente Federation
#5 - 2013-04-09 00:17:47 UTC
Why not use a Loki or the Minmatar Command ships since you mention small gangs, BS in small gang warfare are no fun since your chance of escape, manoverabilty, and the ability to dictate range are IMO the key feature in small gang roams are horrible in BS, their role now is more geared toward larger fleets POCO/POS bashing
Elena Thiesant
The Scope
Gallente Federation
#6 - 2013-04-09 07:52:58 UTC
Finch Ronuken wrote:
Well - that definitely helps the manufacturing side of this build. So, as per Tau Cabalander, all I need for manu and research are:


All, no. That's just for manufacturing T1 items (excluding rigs). For T2, add another 4-5 months at least for average skills. You need some of those trading skills for buying your minerals and selling the finished products, and you'll need at least some ship capable of hauling stuff around.
Frank Pannon
Emerald Swine Escavations
#7 - 2013-04-09 12:35:11 UTC
Welcome to EVE!

Wrote you half a page reply, but the internet ate it...

Will send you a mail after work with skills for Maelstrom.

In the meantime let me suggest you a great 3rp party program, EVEHQ, here you can create theoretical ship fits, and based on your skill see how long it would take to get into them, and create skillqueues for it.
Finch Ronuken
CH-3TA
#8 - 2013-04-10 13:02:57 UTC  |  Edited by: Finch Ronuken
Hey all - I wanted to thank everyone for these ideas and suggestions, especially Frank Pannon whom wrote me a thorough email on how to achieve "EPIC MAELSTROM". That ship is just so pimp.

What I have to say is that I guess I'm still pretty new to this and was confusing a couple concepts. Before I started, I imagined roaming around null-sec with a gang, or possibly an entire corporation, and smashing other corporations/installations to pieces. I hear you need big guns for stuff like that, but you need small and fast ships to effectively pvp in smaller battles, such as piracy.

Remember that video teaser CCP released showing the EVE and DUST 514 integrated battle with troops on the ground target-painting a base which gets bombed from space??? That's what drove me to this game. I almost flipped my lid when I saw that.

From the above posts, I've come to the conclusion that I need to add few years to my plan to really play this game the way I originally intended. It seems to me that it's going to be at least 2.5 years before I can achieve the following (in no particular order):

  • Big battles in a Maelstrom or Hel
  • Small gang pvp in a Loki
  • Fitting at least T2 turrets, equipment, and mods
  • Manufacturing to keep costs down
  • Trading/Distribution to make a little isk


Which leads to the next question: which skills should be my priority over the next two months? I think core competency standard (cert) should be one...

The biggest stumbling block for me right now is trying to find the right corporation that really wants to help and invest in me for the long-run as I'm sure that I'll be a valuable player later down the road.

keep flying and stay shiny!!!

Finch Ronuken
CH-3TA
#9 - 2013-04-11 01:08:28 UTC
Using EVEMON I get the following to utilize a Loki properly... from what I can tell...

Skill plan for Finch Ronuken

Minmatar Frigate IV (1 day, 11 hours, 59 minutes, 42 seconds)
Minmatar Cruiser I (36 minutes, 13 seconds)
Minmatar Cruiser II (2 hours, 48 minutes, 45 seconds)
Minmatar Cruiser III (15 hours, 54 minutes, 26 seconds)
Minmatar Cruiser IV (3 days, 17 hours, 59 minutes, 16 seconds)
Minmatar Cruiser V (21 days, 5 hours, 2 minutes, 45 seconds)
Mechanics IV (17 hours, 59 minutes, 51 seconds)
Mechanics V (4 days, 5 hours, 48 minutes, 33 seconds)
Minmatar Defensive Systems I (7 minutes, 14 seconds)
Electronics IV (17 hours, 59 minutes, 51 seconds)
Electronics V (4 days, 5 hours, 48 minutes, 33 seconds)
Minmatar Electronic Systems I (7 minutes, 14 seconds)
Engineering IV (17 hours, 59 minutes, 51 seconds)
Engineering V (4 days, 5 hours, 48 minutes, 33 seconds)
Minmatar Engineering Systems I (7 minutes, 14 seconds)
Gunnery V (2 days, 13 hours, 31 minutes, 2 seconds)
Minmatar Offensive Systems I (7 minutes, 14 seconds)
Navigation V (4 days, 5 hours, 48 minutes, 33 seconds)
Minmatar Propulsion Systems I (7 minutes, 14 seconds)
Minmatar Strategic Cruiser I (36 minutes, 13 seconds)
Energy Systems Operation IV (17 hours, 59 minutes, 51 seconds)
Energy Systems Operation V (4 days, 5 hours, 48 minutes, 33 seconds)
Energy Management IV (2 days, 5 hours, 59 minutes, 33 seconds)
Energy Grid Upgrades IV (1 day, 11 hours, 59 minutes, 42 seconds)
Electronics Upgrades IV (1 day, 11 hours, 59 minutes, 42 seconds)
Electronics Upgrades V (8 days, 11 hours, 37 minutes, 6 seconds)
Weapon Upgrades IV (1 day, 11 hours, 59 minutes, 42 seconds)
Long Range Targeting IV (1 day, 11 hours, 59 minutes, 42 seconds)
Signature Analysis IV (17 hours, 59 minutes, 51 seconds)
Targeting V (4 days, 5 hours, 48 minutes, 33 seconds)
Multitasking I (21 minutes, 44 seconds)
Spaceship Command IV (17 hours, 59 minutes, 51 seconds)
Warp Drive Operation III (3 hours, 10 minutes, 52 seconds)
Shield Management IV (2 days, 5 hours, 59 minutes, 33 seconds)
Repair Systems IV (17 hours, 59 minutes, 51 seconds)
Rapid Firing IV (1 day, 11 hours, 59 minutes, 42 seconds)
Motion Prediction IV (1 day, 11 hours, 59 minutes, 42 seconds)
Medium Projectile Turret I (21 minutes, 44 seconds)
Medium Projectile Turret II (1 hour, 41 minutes, 14 seconds)
Medium Projectile Turret III (9 hours, 32 minutes, 40 seconds)
Medium Projectile Turret IV (2 days, 5 hours, 59 minutes, 33 seconds)
Trajectory Analysis IV (3 days, 17 hours, 59 minutes, 16 seconds)
Small Projectile Turret IV (17 hours, 59 minutes, 51 seconds)
Small Projectile Turret V (4 days, 5 hours, 48 minutes, 33 seconds)
Small Autocannon Specialization I (21 minutes, 44 seconds)
Small Autocannon Specialization II (1 hour, 41 minutes, 14 seconds)
Small Autocannon Specialization III (9 hours, 32 minutes, 40 seconds)
Small Autocannon Specialization IV (2 days, 5 hours, 59 minutes, 33 seconds)
Medium Projectile Turret V (12 days, 17 hours, 25 minutes, 39 seconds)
Medium Autocannon Specialization I (36 minutes, 13 seconds)
Armor Rigging I (21 minutes, 44 seconds)
Armor Rigging II (1 hour, 41 minutes, 14 seconds)
Armor Rigging III (9 hours, 32 minutes, 40 seconds)
Armor Rigging IV (2 days, 5 hours, 59 minutes, 33 seconds)
Sharpshooter IV (1 day, 11 hours, 59 minutes, 42 seconds)
Small Artillery Specialization I (21 minutes, 44 seconds)
Small Artillery Specialization II (1 hour, 41 minutes, 14 seconds)
Small Artillery Specialization III (9 hours, 32 minutes, 40 seconds)
Small Artillery Specialization IV (2 days, 5 hours, 59 minutes, 33 seconds)
Medium Artillery Specialization I (36 minutes, 13 seconds)
Missile Launcher Operation IV (17 hours, 59 minutes, 51 seconds)
Heavy Assault Missiles I (21 minutes, 44 seconds)
Heavy Assault Missiles II (1 hour, 41 minutes, 14 seconds)
Heavy Assault Missiles III (9 hours, 32 minutes, 40 seconds)
Heavy Assault Missiles IV (2 days, 5 hours, 59 minutes, 33 seconds)
Heavy Assault Missiles V (12 days, 17 hours, 25 minutes, 39 seconds)
Heavy Assault Missile Specialization I (36 minutes, 13 seconds)
Cloaking I (43 minutes, 28 seconds)
Cloaking II (3 hours, 22 minutes, 29 seconds)
Cloaking III (19 hours, 5 minutes, 20 seconds)
Cloaking IV (4 days, 11 hours, 59 minutes, 7 seconds)


Total time: 138 days, 8 hours, 35 minutes, 49 seconds; Completion: 8/27/2013 5:41:15 AM

See you on the battlefiend in like September... woah.

keep flying and stay shiny!!!

Schmata Bastanold
In Boobiez We Trust
#10 - 2013-04-11 06:43:57 UTC
Thermodynamics.

If you don't have it yet inject it now and train at least to 3 but better 4.

Invalid signature format

Frillo Teslar
Republic Military School
Minmatar Republic
#11 - 2013-04-11 07:27:06 UTC
What you need to do is to get minmatar frigate 5, and get the skills to fly a rifter with tech 2 modules. You can find fittings on battleclinic.com. In a rifter you can practice pvp and get to know how the game works (there's a lot to learn), and while you do that you can start manufacturing - or maybe run a few missions to get you started making isk. YOU WILL NEED LOADS OF ISK. Pvp i expensive, and only rarely will you make isk from it, so you need to have some way of making isk when your pretty ships die in a fire :P

tl;dr
get a frigate, learn pvp in that
make some isk
Roseline Penshar
Native Freshfood
Minmatar Republic
#12 - 2013-04-11 09:15:51 UTC
Gunnery skill you may want to learn :

Gunnery
Small, medium, large projectile turret and their specialization for T2 (you may want to use T1 first when learning stuff)
Motion prediction
Rapid firing
Sharpshooter
Trajectory analysis
Weapon upgrades

Shield management / hull upgrades (since you are planning to use armor rigging it's best if you
Marsan
#13 - 2013-04-11 16:20:58 UTC
"Manufacturing for isk" ?!!? Take my advice don't think you will make isk with manufacturing without a massive investment of training time and isk. You can't manufacture Tech 1 stuff for a profit unless you mine the minerals yourself and even then you'd make more selling the minerals. Tech 1 manufacture is only profitable if you have a lot of skills maxed, fully researched BPOs and great standings. Or you are building stuff for an under served niche market. Like making ammo/drones in a mission hub from mineral salvaged from cheaply bought mission loot. (Personally I'd just haul the ammo in, and mission loot out...)

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

Haulie Berry
#14 - 2013-04-11 17:05:13 UTC
Marsan wrote:
"Manufacturing for isk" ?!!? Take my advice don't think you will make isk with manufacturing without a massive investment of training time and isk.


Bull ****.

Quote:
You can't manufacture Tech 1 stuff for a profit unless you mine the minerals yourself and even then you'd make more selling the minerals.


Mostly bull ****. Many manufacturers are extraordinarily bad at what they do and frequently manufacture at a loss (especially "vertically integrated" mining/manu operations as suggested here), but the fact that other people do this poorly doesn't mean that YOU must do it poorly. Big smile

Quote:
Tech 1 manufacture is only profitable if you have a lot of skills maxed, fully researched BPOs and great standings.


Mostly bull ****. The only skill you really NEED for profitability in T1 is Production Efficiency 5. It's a rank 3 - the training time for this will be under 2 weeks. You can begin a small manufacturing operation almost as soon as you have PE 5.

You will also WANT:

-Industry 5 (is a 1x)
-Mass production 5 (is a 2x)
-Advanced Mass Production 4 (is an 8x)

You will need researched BPOs, but anyone prattling on about "fully researched" BPOs is frequently speaking trash. It's generally impractical (or even impossible) to "fully research" a BPO. Many, many people over-research their BPOs to the point of absurdity.

It can be difficult to find available ME lines in empire unless you put up your own POS, but researched BPOs are frequently available on contracts for a nominal markup over the NPC price.

Less important, but also desirable, will be decent trading skills (Accounting, broker relations, etc.).


All that said, I would recommend staying away from T1 ship manufacturing, specifically. There are better options in T1.
Velicitia
XS Tech
#15 - 2013-04-12 09:34:09 UTC
Finch Ronuken wrote:
Using EVEMON I get the following to utilize a Loki properly... from what I can tell...


(skill plan)


Total time: 138 days, 8 hours, 35 minutes, 49 seconds; Completion: 8/27/2013 5:41:15 AM

See you on the battlefiend in like September... woah.



on the battlefield IN A LOKI

now, big ships are fun and all ... but you're setting yourself up a bit here.
step back, and "slow down".

1. DO NOT wait til you can fly a Loki
2. DO NOT think that you "need" a Loki to get involved in combat.
3. DO NOT train things to L5 "just because" (if you need them as a prereq, that's totally different)

4. DO set this as a mid-/long-term plan (even though 3-4 months is nothing when you get into the bigger things)
5. DO spend the next month getting L4 across the board with your frigate skills (if you haven't already)
6. DO learn to fight in a frigate
7. DO remember that the journey itself is more important than the final goal (and it should be fun)

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Finch Ronuken
CH-3TA
#16 - 2013-04-12 15:41:54 UTC
These are all really good suggestions. Especially for a shorter term plan. I'm at work right now, so I haven't been able to mess around with EVEMON, but the idea so far is the following...


  • Combat
    Current/Goal
  • Thermodynamics
    0/V
  • Minmatar Frigate
    III/V
  • Gunnery
    training V
  • Small projectile turrent
    III/V
  • Medium projectile turrent
    0/V
  • Large projectile turrent
    0/V
  • Small projectile turrent T2
    0/V
  • Medium projectile turrent T2
    0/V
  • Large projectile turrent T2
    0/V
  • Rapid firing
    III/V
  • Sharpshooter
    III/V
  • Trajectory analysis
    III/V
  • Weapon upgrades
    III/V
  • Shield management
    III/V
  • Hull upgrades
    IV/V

  • Industry
    Current/Goal
  • Production efficiency
    II/V
  • Industry
    III/V
  • Mass production
    II/V
  • Advanced mass production
    0/V
  • Accounting
    0/V
  • Broker relations
    0/V

keep flying and stay shiny!!!

Elena Thiesant
The Scope
Gallente Federation
#17 - 2013-04-12 15:52:08 UTC  |  Edited by: Elena Thiesant
Finch Ronuken wrote:

  • Advanced mass production 0/V


  • Why 5? Do you really want to spend over a month getting a single extra manufacturing slot? Even full-time industrialists often don't get that (it's faster to train an alt to get several more slots than to train that to get one more)

    That's a month in which you won't be getting your frigate skills and support skills up.

    Quote:

  • Accounting 0/V
  • Broker relations 0/V


  • Do you really, really need those at 5 now? That's about 3/4 of a month there, just for the 5th level of both.

    General rule, level 3 for something you do occasionally, level 4 for something you do a lot, level 5 for something you do all the time.
    Haulie Berry
    #18 - 2013-04-12 16:05:42 UTC  |  Edited by: Haulie Berry
    Elena Thiesant wrote:
    Finch Ronuken wrote:

  • Advanced mass production 0/V


  • Why 5? Do you really want to spend over a month getting a single extra manufacturing slot? Even full-time industrialists often don't get that (it's faster to train an alt to get several more slots than to train that to get one more)

    That's a month in which you won't be getting your frigate skills and support skills up.


    This. Take AMP to 4, there's rarely any reason to bother taking it higher.

    Quote:

  • Accounting 0/V
  • Broker relations 0/V

  • Do you really, really need those at 5 now? That's about 3/4 of a month there, just for the 5th level of both.

    General rule, level 3 for something you do occasionally, level 4 for something you do a lot, level 5 for something you do all the time.


    4 in these would definitely be a priority. 5... eh. Fortunately, it's pretty easy to put a pricetag on these skills. If you're dealing in relatively high-margin items they're less important, but as you ramp up volume, that changes. Do 20 billion in sales and the difference between Accounting 4 and 5 is ~20 million right off of your profit.

    That may not sound like a huge amount, but that is basically no-effort money.
    Haulie Berry
    #19 - 2013-04-12 16:07:20 UTC  |  Edited by: Haulie Berry
    Whoops, doublepost.

    Might as well put something here:

    I don't know that I would do combat and industry on the same character. The disparate training plans are one concern, but in actual play, I tend to fly my combat pilot all over the universe, while my industrialists almost never move.

    It would be massively inconvenient if I had to fly my combat pilot to The Forge every time I needed to queue up some new production lines or reprice a market order.
    Velicitia
    XS Tech
    #20 - 2013-04-13 13:14:13 UTC
    Haulie Berry wrote:
    Whoops, doublepost.

    Might as well put something here:

    I don't know that I would do combat and industry on the same character. The disparate training plans are one concern, but in actual play, I tend to fly my combat pilot all over the universe, while my industrialists almost never move.

    It would be massively inconvenient if I had to fly my combat pilot to The Forge every time I needed to queue up some new production lines or reprice a market order.


    True -- depends on what you're doing though.

    It's always good to have some combat skills on your industry toons (ASSUMING you're not in a 1-man-with-10-alts-corp) for when your corp/alliance gets dec'd. Even if it's just good frigate or cruiser skills and then you stop training them.

    One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia