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Are there any must have skills for PVP?

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Author
Memphis Baas
#21 - 2016-03-03 03:57:41 UTC
Mephiztopheleze wrote:
Thermodynamics V is possibly the most useful, all round skill you can have for PvP
ergherhdfgh wrote:
While overheating is no doubt an important PvP skill some other PvPers have said that getting Thermodynamics to level 5 should be very low priority.
Ralph King-Griffin wrote:
Agreed , I actually only have thermo dynamics IV and its fine for extensive overheating.
How about, to diplomatically appease everyone, train Thermodynamics to 4, then train it to 5 and use skill extractors to get it back to 4 (and repeat, for profits). That way the skill is useful AND makes you money.
Iria Ahrens
Space Perverts and Forum Pirates
#22 - 2016-03-03 04:16:39 UTC  |  Edited by: Iria Ahrens
Ralph King-Griffin wrote:
Right ... So for all those hundreds and hundreds of players I've killed ,
I didn't need to tackle because ... I'm ehh ... I'm struggling to see the logic here man.

You need to force a conclusion, otherwise they warp off, re-ship/refit or repair ,
and come back in the exact thing to murder your face off.
Seriously ,
No tackle, No kill.<--------emphasis on the period.


Well, technically you could bump, but of course Droid wasn't even going in that direction. And I'm not recommending bumping as a replacement to tackling. Eww. Well, not to a newbro. An experienced pvp pilot complaining about how pvp is too easy...

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

Sabriz Adoudel
Move along there is nothing here
#23 - 2016-03-03 05:03:24 UTC
There are a few skills that give a benefit that far outweighs the number of skillpoints you need to invest into them.

These are:


Power Grid Management and CPU Management - adds to your ship's powergrid and CPU respectively, allowing you to fit more and better modules. **Train these to 5 within your first month**
The prerequisite skills for a 5MN Microwarpdrive I, a 1MN Afterburner I, a Stasis Webifier I, a Warp Scrambler I, and a Warp Disruptor I: Combined, these open up the option to 'tackle' - a critical PVP role dedicated to preventing opponents fleeing the field of battle.
Drones - allows access to the most widely used weapons system among all ships. **Train to 3 ASAP, 5 if you use ships that are designed for drones**
Thermodynamics - Allows you to get 15% more performance out of almost every module on your ship in an emergency. **Train to 2 ASAP. 3 and higher can wait - the higher levels add little further benefit compared to other skills you could train first**
Weapons Upgrades - Allows you to fit modules that amplify weapon damage, and makes these modules easier to fit. Train to 4 ASAP and 5 within 2 months.
Advanced Weapons Upgrades (Prereq: Weapons Upgrades 5) - Makes it possible to fit more and better guns. Train to 3 as soon as you meet the prerequisite.
Drone Interfacing (Prereq: Drones 5) - Amps up the damage your drones do
Jury Rigging - Allows you to fit rigs, permanent modifications to your ships that have significant upsides and modest downsides. Train to 3 ASAP, then train the prerequisite skills for specific rigs you want to use (for instance, you might train "Hybrid Weapon Rigging" or "Armor Rigging") - those skills can stay at 2 in the short term.
The skills that add 5% per level to shields, armor, structure, and capacitor (cannot remember names). Train these to 3 ASAP and 4 soon.

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

Sabriz Adoudel
Move along there is nothing here
#24 - 2016-03-03 05:07:43 UTC
Memphis Baas wrote:
Mephiztopheleze wrote:
Thermodynamics V is possibly the most useful, all round skill you can have for PvP
ergherhdfgh wrote:
While overheating is no doubt an important PvP skill some other PvPers have said that getting Thermodynamics to level 5 should be very low priority.
Ralph King-Griffin wrote:
Agreed , I actually only have thermo dynamics IV and its fine for extensive overheating.
How about, to diplomatically appease everyone, train Thermodynamics to 4, then train it to 5 and use skill extractors to get it back to 4 (and repeat, for profits). That way the skill is useful AND makes you money.



Thermo 5 is an extremely low priority. Even 4 is so little gain over level 3 that it should be a long, long, long way down your skill queue.

You get *much* more benefit from training lower priority support skills like Trajectory Analysis to 5. (I don't recommend newbies do that any time soon either). Get the low-hanging fruit first.

In a few years time, once you have almost everything, you can pick up the extremely small boost of Thermo 5 and spend a *month* training it.

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

Lianara Dayton
University of Caille
Gallente Federation
#25 - 2016-03-03 07:20:17 UTC  |  Edited by: Lianara Dayton
A further bit of advice that should be obvious but since you've got people in this thread seriously suggesting crap like Thermodynamics to 5 as a high priority for a new player (lol), I feel like it's a point worth making:

Generally it's inefficient to train skills to 5 unless they are required for some other skill you need or if you're attempting to really focus on a single aspect of a ship (or role) - and that will hardly be the case for a new player.

The reason for this is what's called diminishing returns:
Lets take the skill Target Management as an example: this skill allows you to lock one additional target per skill level. Level 0-3 (+3 targets locked) takes roughly half as long to train as it does to increase the skill from 3 to 4. So you're roughly doubling the amount of additional training time for less then half the gain (+1 target locked) if you continue training it past level 3.
Increasing the skill to 5 will take yet longer and still only yield +1 targets locked (but in this case having Target Management to 5 will allow you to train Advanced Target Management which will only take a very short amount of time to train to 3 (compared to the previous skill to 5) and will yield +3 targets locked so that's something to think about). So in this example, training the skill from 4 to 5 is still not as efficient as training the skill from 0 to 4 even including the redeeming fact that it will unlock the Advanced Target Management skill.

This logic holds true for virtually all skills: increasing your weapon damage by +8% (for example by training Small Autocannon Spec. from 0 to 4 for +2% damage per lelvel) will take less long then to increase it by the last 2% (Small Autocannon Spec. from 4 to 5 for the last +2% damage).

So in conclusion: only train skills to 5 when they serve to unlock new skills or when you're running out of other skills to train to 4.

So basically the last skill you'd want to prioritize as a new player would be something as silly as Thermodynamics to 5 (even 4 is very questionable if you're missing other important fitting skills to at least 4). That's not to say Thermodynamics to 5 isn't worth it... it is a great skill but training it to 5 is not worth it if you could have trained 15-20 other skills from 0 to 3 (or 5-7 skills to 4) during the same amount of time it would have taken you to get Thermodynamics from 4 to 5.

Lianara Dayton, Society for Peace and Unity

Iria Ahrens
Space Perverts and Forum Pirates
#26 - 2016-03-03 16:13:50 UTC
Lianara Dayton wrote:


Generally it's inefficient to train skills to 5 unless they are required for some other skill you need or if you're attempting to really focus on a single aspect of a ship (or role) - and that will hardly be the case for a new player.
.


This, and we are generally pretty good about suggesting that. Droid distracted us. 7/10

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

Cara Forelli
State War Academy
Caldari State
#27 - 2016-03-03 16:27:01 UTC
Sabriz Adoudel wrote:

You get *much* more benefit from training lower priority support skills like Trajectory Analysis to 5.

This statement is utter nonsense. What?

Want to talk? Join my channel in game: House Forelli

Titan's Lament

Droidster
Center for Advanced Studies
Gallente Federation
#28 - 2016-03-03 21:50:24 UTC
ergherhdfgh wrote:
Droidster wrote:

I would not recommend training up warp disruption the way others are suggesting. If the other guy warps off, consider that a victory. Focus on beating other people first; worry about killing them later.

OMFG! you have to be trolling on this one. There is no way that you are seriously telling the OP that the 18 minutes spent training propulsion jamming to level 1 would be wasted SP in PvP.


Its not a matter of the training time, its the compromise to the fitting by filling a slot with a scrambler/disruptor.


Sabriz Adoudel
Move along there is nothing here
#29 - 2016-03-03 21:53:00 UTC
Cara Forelli wrote:
Sabriz Adoudel wrote:

You get *much* more benefit from training lower priority support skills like Trajectory Analysis to 5.

This statement is utter nonsense. What?


If you honestly think Thermo 5 and TA 4 is better than Thermo 4 and TA 5, you should learn the maths of how heat damage works.

Obviously neither TA5 nor Thermo 5 should be on anyone's radar as a newbie but someone (possibly trolling, possibly honestly believing it, I personally believe they were trolling as they suggest it often and have been conclusively proven wrong before) suggested Thermo 5 here.

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

Iria Ahrens
Space Perverts and Forum Pirates
#30 - 2016-03-03 22:02:29 UTC
Droidster wrote:
ergherhdfgh wrote:
Droidster wrote:

I would not recommend training up warp disruption the way others are suggesting. If the other guy warps off, consider that a victory. Focus on beating other people first; worry about killing them later.

OMFG! you have to be trolling on this one. There is no way that you are seriously telling the OP that the 18 minutes spent training propulsion jamming to level 1 would be wasted SP in PvP.


Its not a matter of the training time, its the compromise to the fitting by filling a slot with a scrambler/disruptor.



Roll

That is what I thought you meant.

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

Sabriz Adoudel
Move along there is nothing here
#31 - 2016-03-03 22:18:23 UTC
Lianara Dayton wrote:
A further bit of advice that should be obvious but since you've got people in this thread seriously suggesting crap like Thermodynamics to 5 as a high priority for a new player (lol), I feel like it's a point worth making:

Generally it's inefficient to train skills to 5 unless they are required for some other skill you need or if you're attempting to really focus on a single aspect of a ship (or role) - and that will hardly be the case for a new player.

The reason for this is what's called diminishing returns:
Lets take the skill Target Management as an example: this skill allows you to lock one additional target per skill level. Level 0-3 (+3 targets locked) takes roughly half as long to train as it does to increase the skill from 3 to 4. So you're roughly doubling the amount of additional training time for less then half the gain (+1 target locked) if you continue training it past level 3.
Increasing the skill to 5 will take yet longer and still only yield +1 targets locked (but in this case having Target Management to 5 will allow you to train Advanced Target Management which will only take a very short amount of time to train to 3 (compared to the previous skill to 5) and will yield +3 targets locked so that's something to think about). So in this example, training the skill from 4 to 5 is still not as efficient as training the skill from 0 to 4 even including the redeeming fact that it will unlock the Advanced Target Management skill.

This logic holds true for virtually all skills: increasing your weapon damage by +8% (for example by training Small Autocannon Spec. from 0 to 4 for +2% damage per lelvel) will take less long then to increase it by the last 2% (Small Autocannon Spec. from 4 to 5 for the last +2% damage).

So in conclusion: only train skills to 5 when they serve to unlock new skills or when you're running out of other skills to train to 4.

So basically the last skill you'd want to prioritize as a new player would be something as silly as Thermodynamics to 5 (even 4 is very questionable if you're missing other important fitting skills to at least 4). That's not to say Thermodynamics to 5 isn't worth it... it is a great skill but training it to 5 is not worth it if you could have trained 15-20 other skills from 0 to 3 (or 5-7 skills to 4) during the same amount of time it would have taken you to get Thermodynamics from 4 to 5.




This is NOT completely true.

There are some skills that are so inherently powerful that training them to 5 very early in your career is essential even if you do not intend to use things which have that L5 as a prerequisite.

These skills are few and far between but they do exist.

The best example is Power Grid Management. The skill takes 4 days to get from 4 to 5 and offers an enormous power boost to every ship you fly now and into the future (some rare exceptions like freighters with nonstandard fiting)

Given the choice between training PGM from 4 to 5 or instead training all of High Speed Acceleration, Afterburners and Rapid Firing from 3 to 4, PGM will just offer more. And all of those skills are *good* skills to train to 4.

The shortlist of skills worth training to 5 ASAP (certainly before your character is 60 days old) are:

- Power Grid Management
- CPU Management
- Drones

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

Sabriz Adoudel
Move along there is nothing here
#32 - 2016-03-03 22:23:47 UTC
Droidster wrote:
ergherhdfgh wrote:
Droidster wrote:

I would not recommend training up warp disruption the way others are suggesting. If the other guy warps off, consider that a victory. Focus on beating other people first; worry about killing them later.

OMFG! you have to be trolling on this one. There is no way that you are seriously telling the OP that the 18 minutes spent training propulsion jamming to level 1 would be wasted SP in PvP.


Its not a matter of the training time, its the compromise to the fitting by filling a slot with a scrambler/disruptor.





Without a scrambler fitted, you can't win most fights, you can only draw in them. Suicide ganks are a counterexample (we don't usually fit a scram as our targets don't have time to align, but sometimes we do)

You shouldn't initiate a fight unless you feel you can win it.

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

Ralph King-Griffin
New Eden Tech Support
#33 - 2016-03-03 22:35:20 UTC
Droidster wrote:
ergherhdfgh wrote:
Droidster wrote:

I would not recommend training up warp disruption the way others are suggesting. If the other guy warps off, consider that a victory. Focus on beating other people first; worry about killing them later.

OMFG! you have to be trolling on this one. There is no way that you are seriously telling the OP that the 18 minutes spent training propulsion jamming to level 1 would be wasted SP in PvP.


Its not a matter of the training time, its the compromise to the fitting by filling a slot with a scrambler/disruptor.



aside from all the other points reaised on the topic, scrams shut off mwd's ,thats sort of a big deal.
Dark Lord Trump
Infinite Point
Pandemic Horde
#34 - 2016-03-03 23:06:46 UTC
Droidster wrote:
ergherhdfgh wrote:
Droidster wrote:

I would not recommend training up warp disruption the way others are suggesting. If the other guy warps off, consider that a victory. Focus on beating other people first; worry about killing them later.

OMFG! you have to be trolling on this one. There is no way that you are seriously telling the OP that the 18 minutes spent training propulsion jamming to level 1 would be wasted SP in PvP.


Its not a matter of the training time, its the compromise to the fitting by filling a slot with a scrambler/disruptor.



If your fitting is "compromised" by fitting a tackle module you are flying a failfit and will probably die regardless. SOMEONE needs to keep your target from warping off; if it's a fleet it doesn't necessarily have to be you, but someone has to tackle. Any solo ship MUST have a point or scram. The other guy escaping is not a win, he achieved his goal of not exploding, and you did not achieve your goal of exploding him and stealing his stuff.

I'm going to build a big wall that will keep the Gallente out, and they're going to pay for it!

Mephiztopheleze
Laphroaig Inc.
#35 - 2016-03-03 23:13:22 UTC  |  Edited by: Mephiztopheleze
Sabriz Adoudel wrote:
Obviously neither TA5 nor Thermo 5 should be on anyone's radar as a newbie but someone (possibly trolling, possibly honestly believing it, I personally believe they were trolling as they suggest it often and have been conclusively proven wrong before) suggested Thermo 5 here.


I've never been 'proven wrong' on my opinion of Thermo V. I've had a bunch of people disagree with me, which is not the same thing. Yes it's a long'ish train. Yes there are a ton of things a newbro needs to train. I'm well aware of all of that.

And no, I wasn't trolling. Name me any other skill that can give you a ~20% bonus to an active module. For a newbro, that's especially HUGE.

Droidster wrote:
Its not a matter of the training time, its the compromise to the fitting by filling a slot with a scrambler/disruptor.


I'd be extremely wary taking any PvP fitting advice from someone who doesn't PvP and who uses a RAIL Ishtar for ratting. (a rail Ishtar? full marks for marching to the beat of your own drum, but dude, REALLY?)

Adding a point isn't 'compromising' your fit. If it is, you either need to be in a fleet with some dedicated tackle boats or you need to seriously reconsider your fit.

In small-gang environments, almost every ship will have some sort of tackle mod. In the gang I often fly with, our logibro fits a disruptor to his Scalpel. You want to see Local Chat full of tears? Tackle someone's shiny T3 with a logi-frigate!

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

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

ergherhdfgh
Imperial Academy
Amarr Empire
#36 - 2016-03-04 00:01:32 UTC
Sabriz Adoudel wrote:

Drone Interfacing (Prereq: Drones 5) - Amps up the damage your drones do

This realy doesn't help but a little history on this skill I find interesting.

So it was before my time but my understanding is that this skill originally gave you more drones just like the lower level version. To reduce the number of objects that the server had to keep track of and hopefully reduce the load on large fleet fights CCP changed it to increase drone damage and hitpoints by 20% per level. Effectively giving you 5 more drones without adding any actual moving objects to fleet fights.

Recently I noticed that it is a 10% increase to damage and mining with no HP boost anymore. They must have done that during the drone rebalancing where they made drone progression more linear.

Again not very helpful I understand but I found it interesting and felt like passing it on.

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

Tau Cabalander
Retirement Retreat
Working Stiffs
#37 - 2016-03-04 00:07:04 UTC
Cara Forelli
State War Academy
Caldari State
#38 - 2016-03-04 00:14:08 UTC
Sabriz Adoudel wrote:
If you honestly think Thermo 5 and TA 4 is better than Thermo 4 and TA 5, you should learn the maths of how heat damage works.

I understand the math, although I do rely somewhat heavily on EFT for numbers and if you have a link to the actual formula I would be interested to see it. I have already given my view on it.

It seems when you evaluate the benefit of thermo 5 you only consider the case of continuously overheating the whole rack. While that is useful in ganking and frontloading situations (which I know you are quite familiar with), that's not the only use for overheating. A single heated invuln or hardener can make a huge difference in an active tanked ship and Thermo 5 makes a 20 second difference in heat life, which can be even further extended if you pulse it. A heated hardener can almost double your DPS tank, which is huge since it relieves pressure on your nanite consumption and cap life.

It may seem like an edge case but if you fly active tanked ships you will run in to it a lot. And it's not the only edge case. There are way more ships that benefit from Thermo 5 than TA5 (which is a nearly worthless skill I will probably never train).

Sabriz Adoudel wrote:

Obviously neither TA5 nor Thermo 5 should be on anyone's radar as a newbie

Agreed.

Want to talk? Join my channel in game: House Forelli

Titan's Lament

ergherhdfgh
Imperial Academy
Amarr Empire
#39 - 2016-03-04 00:18:56 UTC

Lianara Dayton wrote:

Generally it's inefficient to train skills to 5 unless they are required for some other skill you need or if you're attempting to really focus on a single aspect of a ship (or role) - and that will hardly be the case for a new player.


Sabriz Adoudel wrote:

The shortlist of skills worth training to 5 ASAP (certainly before your character is 60 days old) are:

- Power Grid Management
- CPU Management
- Drones

All three of these skills that you list here have several skills in the "required for" list at level 5 on them. I hate to be nit picky to Sabriz who's advice is generally solid and still is here but I just wanted to point out that you and Lianara are really saying the same thing here.

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

ergherhdfgh
Imperial Academy
Amarr Empire
#40 - 2016-03-04 00:30:31 UTC
Mephiztopheleze wrote:

Name me any other skill that can give you a ~20% bonus to an active module. For a newbro, that's especially HUGE.

but thermo 5 does not do this. Thermo dynamics allows you to overheat. You can only overheat for a brief time before the module burns out so thermodynamics only allows you to get a very very short term boost. This is not the same thing as a skill that give you a flat 2% increase to damage at all times. 2% more damage means completeing missions faster and making more isk. It will also shorten your opponent's time in battle by more than 2% since that is less time for his shields to regen and less cycles on boosts to his tank be it local or remote.

Further not only is overheating in general very short term but it has been show that in many cases thermo 5 won't even get you one more cycle on a specific module over thermo 4.

For these reasons and more we could come up with a very long list of skills that would benefit a new player before thermo 5. Enough skills to fill up a queue for at least a year, at which point the player will no longer be a newbie and will be able to make informed decisions on his own.

So again I say that "train thermo 5 asap" is bad advice for a new player.

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

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