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A little bit of battleship

Author
Mercil Neproxus
Psycho Tech Industries
#1 - 2012-01-22 23:18:07 UTC
9m sp. and I'm a wreck as to what I should be training for efficiency in the future. Still have 2 months or so to figure it out. (15 days for amarr BS V and something like 17 - 20 days for adv wpn upg. V, followed by 10 days for hull upgrades V, followed by standard fitting needs such as electronics and engineering V, followed by, possibly, navigation skills?)

Assume the unmentioned as Level 0 or bare minimum req's to match the listed.

Ships:
Minmatar Frigate III
Amarr Industrial I
Battlecruisers III
Have Cruisers V
Amarr Battleships V. (Currently Training to V (15 days left))
Caldari Battleships IV

Weapons:
Weapon Upgrades V
Large Pulse Laser Specialization III
Small Projectil Turrets V
Sharpshooter III
Rapid Firing III
Controlled Bursts III
Trajectory Analysis II
Advanced Weapon Upgrades 0 (2nd in queue to train)

Tank:
Have only Hull Upgrades IV (3rd in queue to train), Mechanic V, and Repair Systems IV
Have access to T2 shield Hardeners (everything else is base level)

Planet Management:
Command Center Upgrades IV
Interplanetary Consolidation IV
Remote Sensing III

Misc. that may be worth noting:
Cybernetics III (+3's implanted already)
Drones IV

Everything else is pretty meh, because I've been trying to stick to my skill remap...

So far I've only really researched what I needed to GET to use a paladin, but I haven't looked into all the support skills I will need. I have a remap available for once I get. If anyone could help me with necessary support skills for flying Special ships, preferably in separation from eachother.

So like a list of OVERALL necessary skills, then a list for what would be needed for a Paladin, followed by a list for a nightmare, then bhaalgorn? These are all ships I plan on making use of, but I would likely start with the Nightmare, since I'm still a good ways away from a Paladin, and even further from using a Bhaalgorn.

I know it's a lot to ask for, but I figured some people like to help, and I've a lot to do with my main 3 accounts. the aim for this character is to be part of a larger fleet setting, and I've found that most large fleets really don't like my main or my first alt since they both fly cruisers primarily.
Jacob Stiller
The Scope
Gallente Federation
#2 - 2012-01-22 23:34:59 UTC
Plenty of holes I'm sure others will cover in detail. However, what jumps out the most to me is that you are neglecting drone skills entirely. Every battleship has a drone bay. Look at the size of the drone bays of the battleships you want to fly. If they are 50 m^3 or smaller, you only need to train for T2 light and medium scout drones. If they are larger, you'll also have to train for T2 heavies and/or sentries.
Mercil Neproxus
Psycho Tech Industries
#3 - 2012-01-22 23:36:50 UTC
Thank you for your time and advice. I will likely train that before my remap as well, I had planned to, just forgot to mention it.
McRoll
Extraction and Exploration Ltd.
#4 - 2012-01-23 07:31:53 UTC
First of all, you need to get your support skills all to IV. Especially in gunnery, you get a lot of performance increase for a little time investment. The same with drones, you want to have T2 lights at least or you can get a nasty surprise if you screw up, I still remember somebody crying in local because he forgot to take his drones into a mission Roll

The ships you want to fly are very cap intensive. Get every capacitor related skill at least to IV. This includes controlled bursts, cap increase, cap regen, skills to fit large nos on nightmare for example... also "secondary" skills that reduce cap by using afterburners, webs more efficient shield booster or large cccII if you plan to use them. The easiest way to determine is to right click the modules in EFT and check which skills are used.

For a paladin, you might want to have armor compensations to IV because faction eanms or passive complex hardeners can help with cap instead of active hardeners. Multitasking is also advisable because it lets you use a big advantage of marauders, locking up to 10 targets helps with slow locking and lets you salvage and pull wrecks while salvaging.


tl:dr: you have quite some skills to train up, don't rush it :)
01two
EVE University
Ivy League
#5 - 2012-01-23 10:22:37 UTC
Mercil Neproxus wrote:
So like a list of OVERALL necessary skills, then a list for what would be needed for a Paladin, followed by a list for a nightmare, then bhaalgorn? These are all ships I plan on making use of, but I would likely start with the Nightmare, since I'm still a good ways away from a Paladin, and even further from using a Bhaalgorn.


For overall necessary skills:-
Support Skills
And then for more specific support skills:-
Gunnery Support Skills
Missile Support Skills
Drone Skills
Electronic Warfare Skills
Capacitor Warfare Skills

I'd suggest you create an alt on an existing account and add it to EVEMON. Then, create a new skill plan for each of the above skillsets on that alt (this helps to avoid missing a skill if you create the plan on a skilled character and copy it over to a different one).

You can export these skill plans to your hard drive, and them import them into EVEMon to your main(s); this will give you an idea of what you need to have 'good' support skills. You can then edit them to suit your specific needs i.e. remove armor skills if you're only flying shields etc (personally, I'd train them all to at least lvl3 anyway...)

I would also add the relevant certificates in EVEMon (core competency, armor/shield tanking, turret control/missile control) to standard level on a separate plan. Personally, I run dozens of plans per toon, for the above, EVEMon Certficates (at different levels), for certain ships and for specific fittings.

Unfortunately, I can't help you with ship-specific skills but would point you to Eve Fitting Tool (EFT) per the other post. This will allow you to create a specific ship fitting. When you then select your toon to fly it, a red rectangle may (will probably) show next to the char name in the drop down box. If you hover your mouse over it, then you can see what skills are missing to be able to use all the modules in your selected fit (don't forget to add the drones!). You can then add them to an EVEMon plan.