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Steps for Maximizing your Skill Training

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Author
Habba'al Zebul
Center for Advanced Studies
Gallente Federation
#21 - 2011-10-23 00:14:48 UTC
Velicitia wrote:

A key point to mention though, is that the compensation skills are only effective when you have modules fit (or, that's how they used to work anyway) ... so training stuff like armour compensation might not help shield tanks (or vice versa).


This was also mentioned in my guide. Please take the time to read it fully, I think you will see answers to these concerns you've been having.

Thank you again for your feedback.

Integrity without knowledge is weak and useless, and knowledge without integrity is dangerous and dreadful.

Habba'al Zebul
Center for Advanced Studies
Gallente Federation
#22 - 2011-10-23 00:15:57 UTC
Tuggboat wrote:
Habba don't give up. Forum needs more good posters not less. Persevere.


I appreciate the kind words. I welcome all feedback, constructive criticism included. ^_^

Integrity without knowledge is weak and useless, and knowledge without integrity is dangerous and dreadful.

Habba'al Zebul
Center for Advanced Studies
Gallente Federation
#23 - 2011-10-23 00:23:41 UTC
CCP Spitfire wrote:

Regarding the cerebral accelerator question: I've already answered it in another thread but just to reiterate -- this is a limited time offer and while it's going to be available for some time, you might want to reflect it in the guide.


Done. And thank you!!

Integrity without knowledge is weak and useless, and knowledge without integrity is dangerous and dreadful.

Habba'al Zebul
Center for Advanced Studies
Gallente Federation
#24 - 2011-10-24 20:26:47 UTC  |  Edited by: Habba'al Zebul
For some reason, I left out Signature Analysis from the core ancillary skills. This grants you faster target locking speed.

Integrity without knowledge is weak and useless, and knowledge without integrity is dangerous and dreadful.

Velicitia
XS Tech
#25 - 2011-10-24 20:40:55 UTC
Habba'al Zebul wrote:
Velicitia wrote:

A key point to mention though, is that the compensation skills are only effective when you have modules fit (or, that's how they used to work anyway) ... so training stuff like armour compensation might not help shield tanks (or vice versa).


This was also mentioned in my guide. Please take the time to read it fully, I think you will see answers to these concerns you've been having.

Thank you again for your feedback.


Then I'm not seeing it ... here's the part I'm referencing :

Habba'al Zebul wrote:
If you wish to plan ahead further, I recommend adding the following skills which also use Intelligence and Memory. They will give you higher survivability if you fit the right modules. Training these to level 4 will add 18 days to your plan. As a rookie you will likely be piloting either an armor tank or a shield tank, depending on the ship. Veteran pilots usually have both trained.

Resource Efficiency Skills: Shield Upgrades, Electronic Upgrades, Energy Grid Upgrades, Shield Compensation
Armor Hardening Skills (req. Hull Upgrades 4): EM Armor Compensation, Explosive Armor Compensation, Kinetic Armor Compensation, Thermic Armor Compensation
Shield Hardening Skills (req. Shield Operation 4): EM Shield Compensation, Explosive Shield Compensation, Kinetic Shield Compensation, Thermic Shield Compensation



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

Habba'al Zebul
Center for Advanced Studies
Gallente Federation
#26 - 2011-10-25 03:08:02 UTC
Velicitia wrote:

Then I'm not seeing it ... here's the part I'm referencing :

Habba'al Zebul wrote:
As a rookie you will likely be piloting either an armor tank or a shield tank, depending on the ship. Veteran pilots usually have both trained.


These two sentences are meant to imply you will take one or the other, possibly both later on in your career. I can clarify if need be, but I figured it was clear enough already.

Integrity without knowledge is weak and useless, and knowledge without integrity is dangerous and dreadful.

Habba'al Zebul
Center for Advanced Studies
Gallente Federation
#27 - 2011-10-25 04:01:57 UTC  |  Edited by: Habba'al Zebul
I just modified step 4 and 7 quite a bit, clarifying existing information and adding new information.

Integrity without knowledge is weak and useless, and knowledge without integrity is dangerous and dreadful.

Mara Rinn
Cosmic Goo Convertor
#28 - 2011-11-02 00:56:10 UTC
I would clarify that as follows:

As a rookie, you should focus on either shield tanking skills or armour tanking skills, and fly ships and fittings suited to the skills you have trained. More advanced pilots will have extensive shield and armour tanking skills trained, allowing greater flexibility in ship selection and fitting.

But that's just my opinion :)
Velicitia
XS Tech
#29 - 2011-11-02 12:06:41 UTC  |  Edited by: Velicitia
Habba'al Zebul wrote:
Velicitia wrote:

Then I'm not seeing it ... here's the part I'm referencing :

Habba'al Zebul wrote:
As a rookie you will likely be piloting either an armor tank or a shield tank, depending on the ship. Veteran pilots usually have both trained.


These two sentences are meant to imply you will take one or the other, possibly both later on in your career. I can clarify if need be, but I figured it was clear enough already.



yeah, your implication that one or the other is fit is OK ... however, the point I was trying to make was with your advice to train all of the compensation skills. This isn't inherently a bad thing, but you should spell out that the compensation skills don't simply make the pilot better able to survive because they have them...

Now, double checking things (and EFT-warrioring) it does seem that the compensation skills will work with a DCU, so a 2-3 levels in the shield compensation skills (for an armour tanker) may provide the extra survivability that you mentioned. I'm not very familiar with shield tanking, though I imagine the same thing may occur for them (although, since they will have huge resist holes ... it might not work in the same manner as getting a few extra shield HP for the armour tanker).

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

Salpad
Carebears with Attitude
#30 - 2011-11-13 21:01:58 UTC
Habba'al Zebul wrote:
[u]
[b]Step 1) Remap your attributes.

The first thing you will want to do is decrease the amount of time it will take to learn the core skills every pilot should have. Every rookie pilot is given two remaps. The first one we will use right away and the second one you will save for later. You will receive an additional remap every year.

The skills you will want to learn first have Intelligence as Primary attribute and Memory as Secondary attribute. Navigate to Character Sheet -> Attributes and click Remap Now. Now click the Minus button next to perception, Charisma, and Willpower until there are no green boxes filled. Now click the Plus button next to Intelligence until it is maxed out. Now add the remaining points to Memory. You should end up with 27 in Intelligence and 21 in Memory. Now click save changes.


What I've done, and what I'd recommend any other player to do, a total noor or a 6-year veteran, is to remap evenly for the four useful attributes. Dump CHA to as low as it can go, and distribute all points evenly between the other four attributes (it can't be done exactly evenly; IIRC I put the 2 remainder points in PER and INT, but I'm not sure that's the best choice).

With an even distribution, you never have to worry about remapping again, because you're mapped the way you're gonna be for the entirety of your career. And you can freely choose what to train, when you want to train it, instead of having to squeeze your character development into a remap plan.

It's much less worrysome and much freer. Perfect for everyone, but especially for noobs. Efficiency is way overrated.
Shawn Pierce
Live For This
#31 - 2011-11-14 06:02:18 UTC
Salpad wrote:
What I've done, and what I'd recommend any other player to do, a total noor or a 6-year veteran, is to remap evenly for the four useful attributes. Dump CHA to as low as it can go, and distribute all points evenly between the other four attributes (it can't be done exactly evenly; IIRC I put the 2 remainder points in PER and INT, but I'm not sure that's the best choice).

With an even distribution, you never have to worry about remapping again, because you're mapped the way you're gonna be for the entirety of your career. And you can freely choose what to train, when you want to train it, instead of having to squeeze your character development into a remap plan.

It's much less worrysome and much freer. Perfect for everyone, but especially for noobs. Efficiency is way overrated.

This approach works for new characters that are actively used right away, and is very appealing. Once the character reaches about six to eight months old, it is no longer an advantage to be so versatile in learning. A wise player can shave days off of long train times by remapping for a specific set of skills and sticking to a plan. By this time, the player should know where they want to take the character anyway.
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