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'Useless' Skills?

Author
Forum Purposes
State War Academy
Caldari State
#1 - 2014-04-06 15:57:12 UTC
Hello. I was curious how many 'useless' skills there are in EVE. What I mean by useless is a skill that does nothing by putting a level into it. For example, in DUST, getting rank 5 on a certain skill does nothing for the player. I was wondering if there were any in EVE that do nothing or if there are skills that do nothing other than just unlock equipment/modules. I know that all the Ship Command skills do give you bonuses but they are tied to ships; those are not useless.

Thanks in advance and have a good day.
J'Poll
School of Applied Knowledge
Caldari State
#2 - 2014-04-06 15:59:24 UTC
ooh, thanks for reminding me why I hate Dust and their bunnies.


EVE has NO useless skills in general.

However Industry skills are useless for combat players
Capital skills are useless for someone who want to fly frigates.


Every skill has a "per level" bonus, either by the skill itself or tied to the skill on a module or ship.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

Elena Thiesant
The Scope
Gallente Federation
#3 - 2014-04-06 16:29:55 UTC  |  Edited by: Elena Thiesant
There are a couple of skill levels in the T2 indy area which are completely useless.

Industrial Construction has no point at all past 3. Levels 4 and 5 unlock no skills, no mods and no blueprints.
Battleship construction V has no point, nothing requires it.

Only two that I know of that really have no use at all.
J'Poll
School of Applied Knowledge
Caldari State
#4 - 2014-04-06 17:24:05 UTC  |  Edited by: J'Poll
Elena Thiesant wrote:
There are a couple of skill levels in the T2 indy area which are completely useless.

Industrial Construction has no point at all past 3. Levels 4 and 5 unlock no skills, no mods and no blueprints.
Battleship construction V has no point, nothing requires it.

Only two that I know of that really have no use at all.



True, but they aren't useless..

Technically, there is just 1 skill in EVE that is kind of "useless":

https://wiki.eveonline.com/en/wiki/Astronautic_Engineering

Though, bragging rights negates thatP

It's like having Hull Tanking Elite, practically not very useful, but good to have...

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

Velicitia
XS Tech
#5 - 2014-04-06 17:48:07 UTC
Too bad they took out Hull Tanking though Sad

But yeah, there are very few skills that are useless ... in general it's just that they're useless to train past a certain point (e.g. L3 or L4) because they don't have a per-level bonus associated with them.

Soon as CCP did something crazy (like attributing some kind of 1% speed reduction/level on mfg time for the relevant skills), you'd see people training them up ...

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

Thomas Builder
Center for Advanced Studies
Gallente Federation
#6 - 2014-04-06 18:01:44 UTC
Well, Astronautic Engineering is entirely useless, it even says so in the description. Blink

And most T2 industry skills do nothing but unlock blueprints, and, as Elena noted, some don't even do that above a certain level.

Other than that, there are the 'range' trading skills: Day Trading, Marketing, Procurement, Visibility.
Level 4 extends the range to 20 jumps (within the same region) while level 5 extends it to the entire region. (The range of what depends on the skill.) However, it's extremely rare for two systems in the same region to be more than 20 jumps apart. (There's Obe - Paale in The Forge which are 21 jumps apart, but I actually had to search for that.) Thus lvl 5 of any of those skills is pretty much pointless.
Lilliana Stelles
#7 - 2014-04-06 18:19:41 UTC  |  Edited by: Lilliana Stelles
Semi "useless" skill levels to the average player:

Multitasking V: (Very few ships can manage more than 10 targets; in order to use this fit you'd need a very specialized fit).

Specific reprocessing skills: Right now these are useless to a point, as you can get perfect refining without training them to V. This will be changing in the next expansion. A massive refining nerf will make these skills much more essential to miners.

Astronautics engineering: Literally does nothing.

T2 Industry skills: as mentioned above.

Jury Rigging V: I could be wrong about this, but the most common rigs that only require the basic "rigging" skill without a specific rigging skill do not have drawbacks. (aka, capacitor rigs) T2 rigs are unlocked at rigging IV. So training V is "useless".

Defender Missiles: This is a pretty much useless weapon system. If it ever gets fixed, then this skill may actually be useful.

Sleeper/Takmahl/Talocan/Yan Jung technology: These somewhat rare skills are only used in the manufacturing of storyline modules. As it stands, most storyline blueprints don't require level V in these (the only one I know of is a cloaking device which you can get WITHOUT building it). Most storyline modules aren't better than their T2 counterparts, so these should only be trained as needed.

Criminal Connections: This skill is redundant, unless they've fixed it. As far as I'm aware every corp affected by this skill will either also be affected by diplomacy or connections, and they do not stack.

Strategic cruiser skills: Strategic cruisers are bonused by their subsystems, not by their "spaceship command" skills. Their command skills only benefit how long you can overheat them. If you don't plan to overheat, this skill is "useless"

Leadership and corp management skills aren't necessarily useful to the average player. They're very specific and not everyone needs them, but they aren't "useless".

Not a forum alt. 

Kehen Crendraven
University of Caille
Gallente Federation
#8 - 2014-04-06 18:32:39 UTC
Quote:
Jury Rigging V: I could be wrong about this, but the most common rigs that only require the basic "rigging" skill without a specific rigging skill do not have drawbacks. (aka, capacitor rigs) T2 rigs are unlocked at rigging IV. So training V is "useless".


That is the very conclusion I came to about Jury rigging V.
Glad to see I' m not alone to be reluctant to train beyond IV.
Elena Thiesant
The Scope
Gallente Federation
#9 - 2014-04-06 18:39:44 UTC
J'Poll wrote:
Elena Thiesant wrote:
There are a couple of skill levels in the T2 indy area which are completely useless.

Industrial Construction has no point at all past 3. Levels 4 and 5 unlock no skills, no mods and no blueprints.
Battleship construction V has no point, nothing requires it.

Only two that I know of that really have no use at all.



True, but they aren't useless..


The skills aren't useless, but the upper levels are. There is nothing gained by training Industrial Construction past 3. Zip, zero, nada.
Elena Thiesant
The Scope
Gallente Federation
#10 - 2014-04-06 18:41:17 UTC
Lilliana Stelles wrote:
Jury Rigging V: I could be wrong about this, but the most common rigs that only require the basic "rigging" skill without a specific rigging skill do not have drawbacks. (aka, capacitor rigs) T2 rigs are unlocked at rigging IV. So training V is "useless".


You need it at 5 to manufacture T3 subsystems.
Lilliana Stelles
#11 - 2014-04-06 18:53:58 UTC
Elena Thiesant wrote:
Lilliana Stelles wrote:
Jury Rigging V: I could be wrong about this, but the most common rigs that only require the basic "rigging" skill without a specific rigging skill do not have drawbacks. (aka, capacitor rigs) T2 rigs are unlocked at rigging IV. So training V is "useless".


You need it at 5 to manufacture T3 subsystems.


Weird.
I assumed you only needed the appropriate science skills.
I guess that makes sense though.

Not a forum alt. 

Forum Purposes
State War Academy
Caldari State
#12 - 2014-04-06 19:53:49 UTC
Elena Thiesant wrote:
J'Poll wrote:
Elena Thiesant wrote:
There are a couple of skill levels in the T2 indy area which are completely useless.

Industrial Construction has no point at all past 3. Levels 4 and 5 unlock no skills, no mods and no blueprints.
Battleship construction V has no point, nothing requires it.

Only two that I know of that really have no use at all.



True, but they aren't useless..


The skills aren't useless, but the upper levels are. There is nothing gained by training Industrial Construction past 3. Zip, zero, nada.

That's the kind of stuff I am looking for as well. Level 1, 2 and 3 are useful because they do something. 4 and 5 are do nothing.

Thanks for humoring me everyone. I was really curious but haven't played EVE in a long time (like, "PLEX's were 300 million" long time).
Baneken
Arctic Light Inc.
Arctic Light
#13 - 2014-04-06 20:48:58 UTC  |  Edited by: Baneken
BS construction V is indeed completely useless and so is outpost construction IV - V.

Some other skills are also considered useless to train to V but they still do give an effect even if that effect is so minimal that it might as well not exist such as tactical shield manipulation or that region wide trading skill.
Ovv Topik
Sebiestor Tribe
Minmatar Republic
#14 - 2014-04-06 21:34:23 UTC
Tactical Shield Manipulation:

Copied from another thread:

Level 0: Below 25% shield there is a small chance to bleed damage to armor.
Level 1: Below 20% shield there is a small chance to bleed damage to armor.
Level 2: Below 15% shield there is a small chance to bleed damage to armor.
Level 3: Below 10% shield there is a small chance to bleed damage to armor.
Level 4: Below 5% shield there is a small chance to bleed damage to armor.
Level 5: You will never bleed damage to armor.

Level 4 is required by tech 2 hardeners. There is no real reason to go past level 4 for most people. The skill at 5 is useful to a very small minority.

It has been shown that the skill is detrimental, particularly to armor tanks, as it forces the shield to absorb damage which keeps it lower, and lower shield below 25% recharges progressively slower the lower it goes.

Bottom line: train it to level 4 and forget it.

"Nicknack, I'm in a shoe in space, on my computer, in my house, with a cup of coffee, in't that something." - Fly Safe PopPaddi. o7

Sabriz Adoudel
Move along there is nothing here
#15 - 2014-04-07 00:32:35 UTC
Ovv Topik wrote:
Tactical Shield Manipulation:

Copied from another thread:

Level 0: Below 25% shield there is a small chance to bleed damage to armor.
Level 1: Below 20% shield there is a small chance to bleed damage to armor.
Level 2: Below 15% shield there is a small chance to bleed damage to armor.
Level 3: Below 10% shield there is a small chance to bleed damage to armor.
Level 4: Below 5% shield there is a small chance to bleed damage to armor.
Level 5: You will never bleed damage to armor.

Level 4 is required by tech 2 hardeners. There is no real reason to go past level 4 for most people. The skill at 5 is useful to a very small minority.

It has been shown that the skill is detrimental, particularly to armor tanks, as it forces the shield to absorb damage which keeps it lower, and lower shield below 25% recharges progressively slower the lower it goes.

Bottom line: train it to level 4 and forget it.



This, I trained it to 3 as a rookie and as I've never trained shield skills, I'm leaving it there and would like to remove the SP that are in this skill entirely.

Even if you shield tank, you want to leave this skill at 4.

I support the New Order and CODE. alliance. www.minerbumping.com

Tau Cabalander
Retirement Retreat
Working Stiffs
#16 - 2014-04-07 00:41:36 UTC
Lilliana Stelles wrote:
Semi "useless" skill levels to the average player:

Multitasking V: (Very few ships can manage more than 10 targets; in order to use this fit you'd need a very specialized fit).

FYI, bastion mode on a Marauder yields 13 targets.
J'Poll
School of Applied Knowledge
Caldari State
#17 - 2014-04-07 01:04:14 UTC
Tau Cabalander wrote:
Lilliana Stelles wrote:
Semi "useless" skill levels to the average player:

Multitasking V: (Very few ships can manage more than 10 targets; in order to use this fit you'd need a very specialized fit).

FYI, bastion mode on a Marauder yields 13 targets.


Let me highlight something:

Very few ships.


He doesn't say there are none, he says that there are very few.

Basically, most dime-in-a-dozen people won't need Multitasking V.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

Sabriz Adoudel
Move along there is nothing here
#18 - 2014-04-07 04:31:41 UTC
Tau Cabalander wrote:
Lilliana Stelles wrote:
Semi "useless" skill levels to the average player:

Multitasking V: (Very few ships can manage more than 10 targets; in order to use this fit you'd need a very specialized fit).

FYI, bastion mode on a Marauder yields 13 targets.



Yeah the addition of Bastion meant that Advanced Target Management (it was renamed from Multitasking a while back) is no longer worthless to train to 5.

Prior to the change it was actually advisable in some situations to train Multitasking 5 and fit the module that added to your max number of targets if you were often a logistics pilot in a 12 or 13 person gang, but that was an extreme corner case that probably applied to 100 players gamewide or less. Now, ATM5 is probably of use to 25000 players or so (PvE oriented marauder pilots).

The skill is niche but is neither useless (Battleship Construction 5) or actively harmful (Tactical Shield whatever 5).

I support the New Order and CODE. alliance. www.minerbumping.com

Forum Purposes
State War Academy
Caldari State
#19 - 2014-04-07 13:58:40 UTC
So:
Battleship Construction 5 is a dead level (dead level it does nothing for you at that point).
Industrial Construction 4 and 5 are dead levels.
Outpost Construction 4 and 5 are dead levels
Astronautic Engineering is completely worthless (but it is only because CCP didn't want to remove the skill; it exists as a joke)

Are there any others that y'all are aware of?
Tau Cabalander
Retirement Retreat
Working Stiffs
#20 - 2014-04-07 20:10:24 UTC  |  Edited by: Tau Cabalander
Forum Purposes wrote:
So:
Battleship Construction 5 is a dead level (dead level it does nothing for you at that point).
Industrial Construction 4 and 5 are dead levels.
Outpost Construction 4 and 5 are dead levels
Astronautic Engineering is completely worthless (but it is only because CCP didn't want to remove the skill; it exists as a joke)

Are there any others that y'all are aware of?

Black Market Trading. It used to be a starter-skill and as far as I know, was never available as a book.

Mobile Factory Operation and Mobile Refinery Operation. Skills for fitting modules to industrials, which were never added.

Example: Towaoc (most skills on EVEboard, 402)
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