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Basic skills to train - a little nice to know guide

Author
Qen Tye
In Between
#1 - 2014-04-10 11:48:08 UTC  |  Edited by: Qen Tye
[Disclaimer]
This post is based on my own experience and what I wish I had known, when rolling this character.

I am not aware if there already is a such post. If there is I do apologize for double posting.

Being a n00b myself, there is most likely something I have forgotten.

I have defined Basic skills being skills that makes it possible to fly and fit ships and get around in EVE. All these skills is rated as being imperative to train to max level in order to get the most out of your ships and fittings.

What I have not taken into consideration:
- Race chosen
- Career chosen (miner, manufacturing etc.)
- Operating in null, low or hisec

For obvious reasons I have not covered everything as it heavily depends on career choice. If you want to be a miner, well then Mining and all sub skills becomes imperative.

Please should you have any inputs of any kind, let me know.
[/Dislcaimer]

Armor skills
Mechanics
Without this skill trained, you will not be able to use any items listed under Hull and Armor such as:
- Cargo expanders
- Reinforced bulkheads

Hull upgrades
Without this skill, you will not be able to use any items listed under Hull and Armor such as:
- Armor repairs
- Plating (various types)
- Damage controls

Drones
Drones
Without this skill, you will not be able to make use of drones.
1 drone pr. skill level

Electronics
Cloaking
This skill is needed in order to move around unseen in space

Engineering
Power grid Management
This improves the power grid in all ships and therefore imperative to get to max level

CPU Management
This improves the CPU output in all ships and therefore imperative to get to max level

Capacity management
This improves the Capacitor output in all ships and therefore imperative to get to max level

Energy grid upgrades
Without this skill, you will not be able to make use of any items listed under Engineering Equipment such as:
- Capacitor batteries/rechargers
- Power diagnostic systems

Electronics upgrades
Without this skill, you will not be able to make use of any items listed under Electronics and Sensor upgrades such as:
- CPU upgrades

Gunnery
Gunnery
Without this skill, you will not be able to fit any turrets nor shoot any guns. However, again depends on ship types, your career and play style.

There are tons of other skills under Gunnery, which I have not included here, because it entirely depends on ship types, career and play style.

Missiles
Missile launcher operation
Without this skill, you will not be to able fit missile launchers nor launch missiles.

There are tons of other skills under Missiles, which I have not included here, because it entirely depends on ship types, career and play style.

Navigation
Navigation
Without this skill, you will have hard time to move around in space. Prerequisite for other skills as well such as:
- Afterburner
- Warp Drive operation
- Propulsion systems (used in T3 ships)

Neural Enhancement
Cybernetics
This is perhaps one of the most important skills as the implants adds to your attributes and affecting the speed you train all skills with.

Without this skill, you will not be able to use implants at all.

Skill level 1 allows you to use implants that gives +1 to any of your attributes:
Slot 1: Perception
Slot 2: Memory
Slot 3: Willpower
Slot 4: Intelligence
Slot 5: Charisma

There are five more slots, also known as skill slots, which are equally dependent on the skill level.

Rigging
Jury Rigging
Without this skill, you will not be able to add any rigs in any rig slots at all in any ships.

All sub skills then depends on ship types, career and play style.

Science
Science
Prerequisite for many other skills. On its own adds 5% to blueprint speed level

There is many sub skills in Science, but in order to function in EVE, Science is the one to get and go train others, before digging deeper in to any of those.

Shields
Shield operation
Without this skill, you will not be able to fit any shield equipment to any ship.

Shield upgrades
Without this skill, you will not be able to fit any shield rechargers or shield resistance amplifiers.

Social
Social
Increases standing gain with NPC agents and factions. Prerequisite for other skills as well such as:
- Contracting
- Fast talk

Spaceship command
Spaceship command
Without this skill, you will not be able to buy, assemble and fly any spaceships in EVE at all. This is imperative to train to max level fast.

Advanced spaceship command
This skill is used in order to operate more specialized ships such as
- Jump freighters
- Capital ships (dreadnaughts and Titans for example)
- Race based freighters

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Qen Tye
In Between
#2 - 2014-04-10 11:48:25 UTC  |  Edited by: Qen Tye
Subsystems
These are skills in order to assemble and fit a T3 Strategic Cruiser such as the Ammarr Legion or Caldari Tengu.

Depending on the type of T3 race ship you want, the skills reflecting that race is the ones you need to train to at least level 1 in order to get one.

So in simpler form, if you want a Tengu, you will need to train the following skills to level 1:
- Caldari Defensive systems
- Caldari Electronic systems
- Caldari Engineering systems
- Caldari Offensive systems
- Caldari Propulsion systems

Then you need to purchase one of each of these before you can assemble the Tengu.

Targeting
Target Management
This skill will add +1 pr skill level that you as a person can target. This is restricted by the ships maximum targets though.

So if you have trained this to level 5 but flying a ship which can handle 3 targets only, then you can only target 3 at the same time.

Advanced Target management
Same as Target management. Increases the targets by one pr. Level.

Trade
Trade
Increases buy and sell orders you can handle at the same time by 4 pr. level. This comes handy as you start to blow stuff up and get stuff to sell.

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Wulfgar WarHammer
Unrustled
#3 - 2014-04-10 12:11:51 UTC
Adding to this, basing on experience...

When choosing attributes via either new character creation, remaps or what implants to buy, focus on -

1. Perception
2. Intelligence
3. Willpower
4. Memory
5 Charisma

In that order, assuming you want to be a combat pilot. Perception being the primary attribute for the majority of relevant skills, and int/will being primary for most others. Memory is fairly important as well but not as much as others, and Charisma isn't really important, unless you are training Connections type skills.

Nolen Cadmar
Caldari Provisions
Caldari State
#4 - 2014-04-10 13:00:29 UTC
I built a list of good skills a while back. Not sure how much of it overlaps with the OP's list, but here it is:

Skill List

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Jonah Gravenstein
Machiavellian Space Bastards
#5 - 2014-04-10 13:54:25 UTC
There's also Louis's epic skill guide and Tippia's newbie skill plan v2.1

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Ethikos
Doomheim
#6 - 2014-04-10 15:13:14 UTC  |  Edited by: Ethikos
One thing to remember when training up your skills, the training time is exponentially increases for each level you add but the benefit remains the same. So in other words by training to level 4 you receive roughly 80% of the bonus for 20% of the training time. Just to be clear, a lot of those skills you will eventually want to get to level 5 but when your just starting out 4 is often more than enough. Get all the support to 4 quickly and then train specific ones you need for your fit / ship to 5. You can then come back and train up the rest to 5.

Beyond that, look at the above and note the skills people are highlighting (capacitor, fitting skills, etc). Focus on getting them to five quickly as suggested.
Nerath Naaris
Pink Winged Unicorns for Peace Love and Anarchy
#7 - 2014-04-10 16:04:08 UTC
Nice list but I don´t think Subsystems belong here; flying a T3 simply is not something you should do within your first three or so months

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Qen Tye
In Between
#8 - 2014-04-10 17:04:20 UTC
Nerath Naaris wrote:
Nice list but I don´t think Subsystems belong here; flying a T3 simply is not something you should do within your first three or so months

I was wondring if I should have left it out, but thought it might be an idea to put on the list, as it is a nice ship, though quite expensive.

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Balshem Rozenzweig
24th Imperial Crusade
Amarr Empire
#9 - 2014-04-10 18:36:22 UTC  |  Edited by: Balshem Rozenzweig
I'm a newbie myself, and sorry but your list looks bad. I'm 6 months old and only just started skilling for cruisers on my main (he is a pvp char). I'm not even dreaming about t3.

I did however invest heavily into support skills, engineering skills and navigation. I would be under impression they are not so important after reading your post.

Many caldari ships when kiting use their med slots as utility slots since the tank just won't fit. So people who want to pvp (at least when caldari) might want to invest into damps/weapon disruption.

If you want to do something well you need to specialize. I would put emphasis on that. As it comes to pve I'm doing ok when I go drones + missiles. Laseorz got my time wasted on mobs that could TD me, so Balshem had to skill missiles and drones (that all happened in amarr space, where lasorz were supposed to be nice).

So... I would think about my target (pve/pvp/others newbie) and write the guide accordingly. As it is now the list could be a bit misinformative and actually harm someone's experience just a little tiny bit.

Not saying I don't appraciate your work, but you've got a bit over your head imho.

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J'Poll
School of Applied Knowledge
Caldari State
#10 - 2014-04-10 22:14:11 UTC  |  Edited by: J'Poll
Nerath Naaris wrote:
Nice list but I don´t think Subsystems belong here; flying a T3 simply is not something you should do within your first three or so months


There are a couple of more skills I would deem Non Essential.

For a player that does PvP, social skills are useless. Sake for almost all science skill.

Yet, its missing things like cap and shield recharge skill (not in game atm so sorry for the vague naming).

Uhm. Thermodynamics.... No matter what you do, the ability to overheat is always good, be it your tank or your gank.

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Sabriz Adoudel
Move along there is nothing here
#11 - 2014-04-11 03:00:14 UTC
Yeah Thermodynamics is one of the single most important skills in the game.

It decides fights in PVP, and even in PVE it is an absolute lifesaver. Derp and shoot the wrong trigger? Never mind, overheat the tank until you stabilize. Flying a glass cannon and something dangerous is in your face? Never mind, overheat the MWD (for two cycles max due to MWD heat mechanics) and GTFO to a longer distance. Something orbiting at just the wrong distance for your sentry drones? Overheat your Omnidirectionals.

Obviously in PVP it is significantly more important again.

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Thomas Builder
Center for Advanced Studies
Gallente Federation
#12 - 2014-04-11 04:51:52 UTC
What would make this list better is to give it a clear purpose.

Right now, it doesn't know whether it wants to be:
- a list of basic skills that newbies should learn early on
- a guide as to what skills are needed for what ships
- a general overview as for which skill exists in the game

The current list does a little bit of each, but is far from complete and the lack of purpose makes it confusing. E.g. someone could get the idea that he needs to train Advanced Spaceship Command to 5, although that's a skill that's only useful for a minority of players.
Lost Greybeard
Drunken Yordles
#13 - 2014-04-11 07:43:38 UTC
For a new player I would actually recommend remapping to an even split between Perception and Intelligence (combat pilot) or Intelligence and Memory with a few points diverted to Perception (industry pilot).

There is really no situation in which a new player should be mapping any points into Charisma or Willpower, the skills that use those as primaries are not things any non-alt needs to level 5 in the first few months, and your skill list should be broad enough that you essentially shouldn't waste any points on secondary stats if you can help it, the overall returns are too bad.

(I really love that since the nuking of the Learning skills these "what to do with your stats" posts are two sentences long instead of a series of bloody novellas.)
Qen Tye
In Between
#14 - 2014-04-11 08:22:23 UTC  |  Edited by: Qen Tye
Thomas Builder wrote:
What would make this list better is to give it a clear purpose.

Right now, it doesn't know whether it wants to be:
- a list of basic skills that newbies should learn early on
- a guide as to what skills are needed for what ships
- a general overview as for which skill exists in the game

The current list does a little bit of each, but is far from complete and the lack of purpose makes it confusing. E.g. someone could get the idea that he needs to train Advanced Spaceship Command to 5, although that's a skill that's only useful for a minority of players.

Allow me to repeat some of the disclaimer:
[Repeat]
This post is based on my own experience and what I wish I had known, when rolling this character.

I have defined Basic skills being skills that makes it possible to fly and fit ships and get around in EVE. All these skills is rated as being imperative to train to max level in order to get the most out of your ships and fittings.
[/Repeat]

So its intended as the first point on your list.

Gnanted - that Advanced Spaceship command perhaps is not that important, but it is needed for more advanced war ships, which is why I added it to the list.

In general - I will update the list (perhaps add a rating system) and add Thermodynamics to it.

Two possibilities exists: Either we are alone in the universe or we are not. Both are equally terrifying.

  • Arthur C. Clarke
Lost Greybeard
Drunken Yordles
#15 - 2014-04-11 09:35:39 UTC
Here's a bit more help for you, adding some levels to your skill list:

Armor skills
Mechanics - IV (medium ships) or V (large ships
Hull upgrades - V (for T2 hardeners/membranes)

Drones
Drones - V (no matter what you're flying you need to be able to run 5 drones at once)

Electronics
Cloaking - I (everything that's not covops) or IV (covops) or V (force recon boats)

Engineering
Power grid Management - V (basic fitting)
CPU Management - V (basic fitting)
Capacity management - V (basic fitting)
Capacitor Systems Operation - V (basic fitting)
Energy grid upgrades - IV (for T2 cap management modules)
Electronics upgrades - III (for hacking) or V (for covops/EAFs)

Gunnery
Gunnery - 0 (if you're using missiles instead) or V (if using turrets or drones w/turret backup)
train gun skill for gun you're actually using to V, train all non-gun-specific skills until you've unlocked them all at minimum

Missiles
Missile launcher operation - 0 (if not using missiles) or V (if using missiles)
same deal as with gunnery above

Navigation
Navigation - V (best skill in the entire game)
Every skill in navigation except jump drive operation - IV (all good for every ship) or V (when you have time)

Neural Enhancement
Cybernetics - III (for +3 implants, best return for the money early game) or V (for high-end combat implants when you have all the moneys)

Rigging
Jury Rigging - IV (prereq for some T2 rigs)
Skill for any rig you're actually equipping - IV

Science
Science - III (prereq for everything)
Astrometrics - IV (probing)
any other skill with "astrometric" in the name - III minimum
Survey - III, Salvaging - III (to salvage wrecks)
Archaeology - III, Hacking - III (basic competence for exploration)


Shields
Shield operation - IV (for compensation skills)
Shield upgrades - V (for T2 resist modules)

Social
Social - III (for connections)
Connections - IV
Diplomacy - IV (make accessing higher-level agents much less of a pain, L2 agents almost automatic)


Spaceship command
Spaceship command - V (prereq for EVERYTHING)
Advanced spaceship command - 0. Seriously. Don't take this until you know exactly why you want it. It's completely useless until level V and everything level V gives you takes YEARS to train into.