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Skill Training Plan

Author
Ashuro Aakiwa
Perkone
Caldari State
#1 - 2016-01-20 13:53:36 UTC
Hey yo everyone

I just recently started to play the game again and now I'm asking what skills I should train. I mean what are importantest basic skills?
Do anyone of you have a skill-training plan?

And if I come to the skills question, what T2 ship should I train?


I do mostly PvE (missions) and mining - thats all what I do at this moment
Ralph King-Griffin
New Eden Tech Support
#2 - 2016-01-20 14:13:19 UTC
t2 ships serve specific purposes,
functionally they are "classes" from other games or "roles " if you prefer
figure out what you enjoy doing before committing to training one.

in the mean time the t1 ship line up is infact more than adequate in filling these roles so play around with the T1 ships for a bit first , get a taste for the different tanking and weapon systems and associated activities and find what you enjoy
once you know that then it sould be obvious what ships will facilitate you further in that role.


core skills are always a good idea to train, so look at the Engineering, Navigation,Armour ,Shields ,Drones ,Gunnery and Missiles tabs on your charachter sheet (click your portrait ingame).

most of the skills found in those tabs will effect all the ships you fly , particularly engineering, navigation and drones.

Honorable mention goes to "Astrometrics" as a runner up to the core skills.
Pix Severus
Empty You
#3 - 2016-01-20 15:17:59 UTC  |  Edited by: Pix Severus
If you're determined to stick to PvE, here are some of the T2 ships that will interest you.

Level 4 Mission Running
- T3 Cruisers (Strategic Cruisers)
- T2 Battleships (Marauders)
- T2 Frigates (Assault Frigates) (Burner Missions)

Mining
- T2 Mining Barges (Exhumers)

Hauling
- T2 Industrial Ships (Transport Ships) (For moving mission loot around)

As Ralph said above, you'll want to be using the T1 equivalents first to learn how to actually fly these ships, T2s should be a relatively long-term goal for a new PvE player.

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MTU Hunting 101: Comprehensive Guide

Ginnie
Doomheim
#4 - 2016-01-20 16:05:29 UTC
First, I would pick the ship or ships you are interested in flying for missions and then work on the ship Mastery skills. Under Ship Info, its on the right towards the end "Mastery."

I definitely wouldn't say all of the skills listed under the Mastery tab are critical and must haves, but it is a decent guide to understanding what skills might be applicable.

Also, if you know you want to be a miner the EVE University Mining 101 website isn't a bad place to start either. About a third of the way down the page, they list all of the applicable mining related skills. Same is true for Exploration, Industry and other professions.

Personally, I find that the Navy faction Cruiser and BS are good choices for running Level 3 and 4 missions.

It sounds plausible enough tonight, but wait until tomorrow. Wait for the common sense of the morning.

ergherhdfgh
Imperial Academy
Amarr Empire
#5 - 2016-01-21 03:27:47 UTC
google is your friend on this.

google:
-Newbie Skill Plan
-eve new player skill plan
-eve new player guide 2015

I'm sure that other's can help but this is a good start. The newbie skill plan is great but Eve is a sandbox and not a linear game therefore there are as many different ways to skill plan as there are players in the game. So you will need to learn the skills on your own and see what works for you and your playstyle.

Since lower levels of skills train exponentially faster you are better off mostly spreading your skills around and bringing skills up together or in other words making a skill plan and training the skills with the lowest training time first. Evemon can help with this a lot.

Also I typically recommend that most new players train support or generic skills. They can also train race specific skills up to about 3 or 4 and try out the various ships. Once you figure out what you wind up using the most focus more on skills that benefit those ships.

Want to talk? Join Cara's channel in game: House Forelli

Mephiztopheleze
Laphroaig Inc.
#6 - 2016-01-21 03:42:24 UTC
Whatever else you decide to train, I highly recommend putting Thermodynamics V towards the top of the list.

Occasional Resident Newbie Correspondent for TMC: http://themittani.com/search/site/mephiztopheleze

This is my Forum Main. My Combat Alt is sambo Inkura

Memphis Baas
#7 - 2016-01-21 03:46:13 UTC
Game has 180+ skills.

We categorize them like this:

- Ship skills (Spaceship Command group) - these unlock new ships for you

- Weapon skills (Gunnery, Missiles, Drones) - train the weapons for the ships you've unlocked

- Support skills (Armor, Shields, Targeting, Engineering, Electronics, Navigation, etc.) - these make ALL your ships perform better

- Non-combat skills (Trade, Social, Production, Reprocessing, Science, Corporation Management, etc.) - train as required for whatever side activity you're looking at doing


EVE is about ships. You want to unlock a bunch of ships for your character, progressing from small to large, or from T1 generic ships to T2 specialized, and as you unlock the next batch you want to train up their weapons, and then train up your support skills. More advanced ships require better support skills to properly use.

Skills have diminishing returns, typically if you train a skill to 2-3 (squares), you're good. As you get to the big ships, train to 4. Usually training all the way to 5 isn't desirable (takes too long), except for the skills that are prerequisites for unlocking higher level ships.

You have a ships chart in-game, and you can look at the ships and check their stats and required skills. The in-game market is also an encyclopedia; instead of buying stuff you can just browse and look at the info on the various weapons, shields, armor, propulsion modules, etc., see the skills they require.

You can look at your character sheet, too, there should be a tab called Certifications, that basically are suggestions for what skills to train in order to become more and more effective.

Skills in this game either unlock ships or give you 2% - 5% bonuses to various ship stats, and the idea is to accumulate enough of these bonuses that your overall combat power increases by a lot. But, at the same time, don't get stuck with just the skills; if you haven't learned what to do and which tactics to use in PVP combat, you'll lose regardless of skills. So you need to practice with the ships that you unlock.
ShahFluffers
Ice Fire Warriors
#8 - 2016-01-21 04:01:32 UTC
ShahFluffers copy-paste skillpoint spiel


So how does the skillpoint system work?

- All skills cap at level 5. No matter how many years you have played the game, you cannot exceed that limit. And lower tier skills (ex. [Racial] Frigate) are very quick to train relative to more advanced skills.

- (*this is the important one*) Only a limited number of skills affect any one ship, module, weapon system, and specialty at any given time.

Ex1: You are a newbie facing someone with about 20 million SP... but how much of that overall SP is actually combat related? He/she could be a HUGE industrial player with limited combat skills.
Ex2: A veteran player has just trained up the skill Large Hybrid Turret to level 5. That skill in no way affects the skill Small Hybrid Turret and thus the veteran will be no better or worse than before at the frigate level.

- Getting a skill from level 4 to level 5 only adds on an extra 2% here, 5% there (exceptions apply). If you simply train up all the skills within a specialty to level 4 (which takes ~20% of the amount of time it takes to get those skills to level 5), you will find yourself flying at about **80 to 90%** of the effectiveness of a multi-year veteran with those same skills in that specific specialty at level 5.

- Getting a skill to level 5 is supposed to be a painful train. Many players (yes, even veteran ones) opt to avoid doing it and instead train up other skills to level 4 (again, because it's faster).

Example: I personally have the T2 weapon specializations at level 4. That puts me at a 2% disadvantage in damage against someone who has the same skill(s) at level 5 (assuming we are both using the same ship with the same fit)

- Ships and weapons have been balanced against one another.

Example: A battleship can potentially "one-shot" a frigate... but the frigate can fly very fast, making it difficult for the battleship's weapons to hit, especially at very close range... then again, the battleship can deploy drones to deal with the frigate... and the frigate can shoot the drones down... however the battleship might have a Large Energy Neutralizer fitted to nuke the frigate's capacitor power every 24 seconds... in which case the frigate could use a Small Nosferatu that sucks out capacitor from the battleship every 3 seconds... etc. etc.

- High tech equipment (ex. T2, Faction, Officer, etc) will not give a player "I WIN" abilities. It simply gives a player a linear edge at an exponentially higher cost.

Ex1: A basic T1 Armor Adaptive Plating gives ~10% omni-resistance to damage for only 100 thousand ISK... a T2 Armor Adaptive Plating gives ~15% omni resistance to damage for 1 million ISK... a "deadpsace" Armor Adaptive Plating gives ~19% omni resistance to damage for 15 to 20 million ISK.

Ex2: A group of three or four T1-fit frigates that cost about 500 thousand to 1 million isk CAN EASILY overwhelm a faction frigate worth about 50 to 100 million ISK... provided they are using the right mods in the right configuration and know what they are doing.
https://zkillboard.com/kill/39793460/ (Condors caught me and ground me down... I only had time to kill one of them)
https://zkillboard.com/kill/38239838/ (all the Breechers in this KM were T1 fit... I could only kill two of them before being nuked)
http://ifw.killmail.org/?a=kill_related&kll_id=27040341 (about ~20 Thrashers (T1 Destroyer) warped on top of my groups' 7-man Confessor (T3 Destroyer) gang... we eventually killed all the Thrashers, but not before losing 3 Confessors. While my group may have won, we lost WAY more ISK than the Thrasher gang did).

What does this all mean?

- Having more skillpoints is not the "end all, be all" point of the game and there is more to most activities than "get enough skillpoints, open window, click, press F1- F9."
There are a plethora of factors that can decide success or failure and many of them are purely abstract in nature (see: planning, having friends, making deals, appearing weaker/stronger than you really are, psychological warfare, gathering intel, etc).

- Part of the idea behind the current SP system is that you cannot "powergrind" to success. You MUST learn how to utilize what you have first... which requires you to use your head and be creative.
This helps you later on when you can finally use "better" ships/equipment... because you have hopefully familiarized yourself with the underlying mechanics that most Tech 1 ships/equipment share with Tech 2/3/Faction ships/equipment.

Example: you may not be able to pilot that sexy Interceptor right away... but that doesn't mean you can't slap together a super fast frigate that does something similar.

- Once you have your "universal" core and support skills near or at maximum (which takes about 2 or 3 months of semi-focused training) the gap between you and an older player begins to narrow quite significantly. You can find these skills in the "Engineering" section of your character skillsheet.

- Just because you are limited in what you can do (as a newbie) it does not mean that your contribution to a team is meaningless and/or without weight.
Being a "tackler" or cheapo Ewar-support in PvP might indeed be suicide if you have limited skills and knowledge... but even half-success can mean the difference between catching or losing a target... everyone escaping a bad situation or dying in a fire.
ergherhdfgh
Imperial Academy
Amarr Empire
#9 - 2016-01-21 04:01:44 UTC
Mephiztopheleze wrote:
Whatever else you decide to train, I highly recommend putting Thermodynamics V towards the top of the list.

Sabriz Adoudel did a post in response to a similar question and when over the numbers on how overheating works and how training thermodynamics to 5 offers such a low benefit that it is not worth training until very very late in the game. If I knew how to find the quote fast I'd link it here but the benefit was nearly non-existent. It had to do with the compounding nature of overheating but I don't recall the specifics.

Want to talk? Join Cara's channel in game: House Forelli

Hasikan Miallok
Republic University
Minmatar Republic
#10 - 2016-01-21 04:06:11 UTC
Also .. download an out of game skill planner tool.

I use the one that comes with EVEMON .
Mephiztopheleze
Laphroaig Inc.
#11 - 2016-01-21 05:12:44 UTC
ergherhdfgh wrote:
Mephiztopheleze wrote:
Whatever else you decide to train, I highly recommend putting Thermodynamics V towards the top of the list.

Sabriz Adoudel did a post in response to a similar question and when over the numbers on how overheating works and how training thermodynamics to 5 offers such a low benefit that it is not worth training until very very late in the game. If I knew how to find the quote fast I'd link it here but the benefit was nearly non-existent. It had to do with the compounding nature of overheating but I don't recall the specifics.


I've found thermo V to be the single best skill I trained.

About 15 minutes after it finished training, I saved a Manticore that I foolishly jumped into a gate camp. Overloaded invuln and AB got me back to the gate. At Thermo IV, I probably would have burned something out instead of getting to safety.

I've never regretted that particular train.

Occasional Resident Newbie Correspondent for TMC: http://themittani.com/search/site/mephiztopheleze

This is my Forum Main. My Combat Alt is sambo Inkura

Sabriz Adoudel
Move along there is nothing here
#12 - 2016-01-21 06:25:46 UTC
ergherhdfgh wrote:
Mephiztopheleze wrote:
Whatever else you decide to train, I highly recommend putting Thermodynamics V towards the top of the list.

Sabriz Adoudel did a post in response to a similar question and when over the numbers on how overheating works and how training thermodynamics to 5 offers such a low benefit that it is not worth training until very very late in the game. If I knew how to find the quote fast I'd link it here but the benefit was nearly non-existent. It had to do with the compounding nature of overheating but I don't recall the specifics.


Yeah Thermo 1 is a must train (literally get it ASAP), but the diminishing returns on that skill are huge.

Thermo 5 is up there with Tycoon 5, Magnetometric Sensor Compensation 5 or Large Blaster Specialisation 5 - skills that do something *useful* but not worth the extreme training time until you have *nothing* more pressing to train.


The maths:

Thermo 5 (75% incoming heat damage) compared to Thermo 3 (85%).

Sounds like you can overheat 13.333% longer, right? Wrong.

Assuming that the same set of modules is heated the whole time:

- Heat accrued to the rack is the integral of the number of modules overheated with respect to time
- Module damage taken is probabilistic, but proportional to the integral of heat over time.

So basically, average module damage taken is proportional to time squared. It's more like 7% more overheating rather than 13%.

There are times that the difference between modules overheating for 40 seconds and 43 seconds will win or lose a fight, but they are incredibly few and far between. Normally, modules don't just hit 0/40 hp - the heat damage tick that knocks them to 0 would have knocked them to -10 or even lower because the rack is so damn hot.



But - do NOT skip Thermo 1. Even in PVE, Thermodynamics is a critical skill - letting you overheat your tank if you screw up, letting you overheat tracking modules to gain considerable hit% against a rat that is orbiting at ~0.6-1.2 falloffs, or the like. And when PVP finds you (which it will), overheating is a key factor in close fights.

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Thorian Baalnorn
State War Academy
Caldari State
#13 - 2016-01-21 06:41:37 UTC  |  Edited by: Thorian Baalnorn
Thermo is good to help in really sticky situations. I wouldnt go to 5 with it. Maybe 1 or 2 early on. Hit 3 later on, 4 much later on, 5 in the distant future.

Honestly for missions, t2 is not pressing. In fact my mission ship(rattlesnake) has almost t2 nothing on it. With deadspace and faction being so cheap now, its just better to get a rattlesnake or nightmare, or even a navy issue( hell a vexor navy issue will put out over 600 dps with all level 5 skills and thats not even faction or deadspace fitted). Slap some faction/deadspace gear on it and grind missions.

Then work on T2 ships casually. Skill wise get into a ship you can do decent paying missions in a T1 BC or BS at least. Then focus a lot on core skills. weapons( specific ones not all of them), engineering, shield or armor( i wouldnt start out with both focus on one first). Then just pan out from there.

Mining wise, you will want to work your way up to exhumers. Though i wouldnt waste my time mining in high sec. the mining frigate (venture) is a good little low SP mining ship. Far better than the low skill T1 ships we had to use for mining back in my newbie years. I would focus on either missions or mining for a while. Then switch to the other training wise. Maybe a couple of weeks on one and a couple on the other. So you get somewhere.

Sometimes you are the squirrel and sometimes you are the nut. Today, you are the nut and the squirrel is hungry.

Hasikan Miallok
Republic University
Minmatar Republic
#14 - 2016-01-21 14:05:03 UTC
T2 frigates do have a place in burners.

Just saying.
Memphis Baas
#15 - 2016-01-21 14:45:13 UTC
Sabriz Adoudel wrote:
There are times that the difference between modules overheating for 40 seconds and 43 seconds will win or lose a fight, but they are incredibly few and far between.


I think the opposing argument is that such moments may be few and far between, but if you get one (1), it stays with you and your reputation forever. Case in point "I saved a Manticore against all odds 5 years ago" or w/e.
ergherhdfgh
Imperial Academy
Amarr Empire
#16 - 2016-01-22 01:07:38 UTC
Memphis Baas wrote:
Sabriz Adoudel wrote:
There are times that the difference between modules overheating for 40 seconds and 43 seconds will win or lose a fight, but they are incredibly few and far between.


I think the opposing argument is that such moments may be few and far between, but if you get one (1), it stays with you and your reputation forever. Case in point "I saved a Manticore against all odds 5 years ago" or w/e.

I'm thinking that when people barely make it out and they have thermodynamics trained to 5 they say that is what did it without knowing if it really made a difference.

After reading this thread I played around with overheating in EFT a bit and did a right-click then "change affecting skill" and move thermodynamics from 4 to 5 and back again. From what I could see you are lucky if 5 would get you one more cycle on your module more than 4 would. In many cases it looked to me like you would not even get that.

Just as a caveat I don't overheat so this is purely EFT warrioring for me but I found it interesting.

Want to talk? Join Cara's channel in game: House Forelli

Mephiztopheleze
Laphroaig Inc.
#17 - 2016-01-22 01:25:16 UTC
ergherhdfgh wrote:
Just as a caveat I don't overheat so this is purely EFT warrioring for me but I found it interesting.


I overheat, a lot.

I think this is a situation where the actual in-game benefit is greater than the math-warrioring may indicate. It seems to me that higher levels of thermo cut down on the splash damage generated by modules as well as the direct damage.

In any case, it's something I'm quite glad I trained to V (and the Manticore save was last January, not five years back.....).

Occasional Resident Newbie Correspondent for TMC: http://themittani.com/search/site/mephiztopheleze

This is my Forum Main. My Combat Alt is sambo Inkura

Ralph King-Griffin
New Eden Tech Support
#18 - 2016-01-22 02:00:13 UTC
Mephiztopheleze wrote:

I overheat, a lot.
.

i actually spend more on paste than i do on ammo.

then again i almost exclusively pvp so that little edge often determines who explodes.
Mephiztopheleze
Laphroaig Inc.
#19 - 2016-01-22 02:22:54 UTC
Ralph King-Griffin wrote:
Mephiztopheleze wrote:

I overheat, a lot.
.

i actually spend more on paste than i do on ammo.


I'm still going through the last 30k units of paste I produced before moving into a WH. I dread to think what it will start costing me once I have to buy the stuff. I gotta find me a new 'hole with the right mix of planets.....

Occasional Resident Newbie Correspondent for TMC: http://themittani.com/search/site/mephiztopheleze

This is my Forum Main. My Combat Alt is sambo Inkura

Iria Ahrens
Space Perverts and Forum Pirates
#20 - 2016-01-22 03:10:20 UTC  |  Edited by: Iria Ahrens
not to criticize, but I thought killboard links were not ok in NQ&A. I know that ShahFluffers' post wasn't engaging in bragging by any means, so has the policy changed, or was I misinformed all along? Or is it just bragging that is discouraged?

My choice of pronouns is based on your avatar. Even if I know what is behind the avatar.

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