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Skill Discussions

 
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MUST have Skills

Author
Ruvin
Amarr Empire
#1 - 2012-01-22 21:02:44 UTC
I was wondering , im still training for certain ships here and there . While deciding what to do and playing an alt .
But wanted to ask what skills are a must to have , without taking into consideration what ship and so on . I guess drones on max are always good . Combat wise speaking of course .
So if someone wana share his thoughts , want to get a list of absolutly necesary 1 , then maybe narrow it a bit . For amarr ships and laser guns .
Atm i really cant decide what to go for so meanwhile wanted to train those skills which will be usefull in the long run anyway .
Combat as i said and for now PVE .

Any advice or opinions are welcome :)

Opportunities multiply as they are seized.

Brutor Slavechild 1039248223
#2 - 2012-01-22 21:10:03 UTC
All core energy management, navigation, and armor repair skills. Targeting skills including targeting, signature analysis. The drone skills as you mentioned. All gunnery support skills, and the relavent weapon skills themselves. The ship skills themselves make a bit of diffirence too.

Read the skill descriptions and things should start to make sense. Download and play with evemon and you should get a better idea of the big picture.
Mashie Saldana
V0LTA
WE FORM V0LTA
#3 - 2012-01-22 21:57:32 UTC
Look up the relevant certificates in EVEMon and add them to your plan (core competency, armor/shield tanking, turret control/missile control).
Ruvin
Amarr Empire
#4 - 2012-01-22 23:17:21 UTC
Thanks for replies guys ... I guess the question was simple thats why i got obvious replies :)
I have evemon and i already looked into certificates already .
Just thought maybe was missing something .
Oh well :D

Pirate

Opportunities multiply as they are seized.

01two
Science and Trade Institute
Caldari State
#5 - 2012-01-23 10:25:54 UTC
Mashie Saldana wrote:
Look up the relevant certificates in EVEMon and add them to your plan (core competency, armor/shield tanking, turret control/missile control).


This, and this post on another thread
Ruvin
Amarr Empire
#6 - 2012-01-23 10:52:32 UTC
Great post there , thanks :)

Opportunities multiply as they are seized.

Aethlyn
Brutor Tribe
Minmatar Republic
#7 - 2012-01-24 00:57:09 UTC
You can as well look at the prerequisites of your faction's sub system skills (for T3 cruisers). All of them can be very valueable too.

Looking for more thoughts? Follow me on Twitter.

Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#8 - 2012-01-24 01:02:35 UTC
Skills I consider very useful and train on every character regardless of what they're supposed to do:

Infomorph Psychology 3-4
Anchoring 3
(race) Industrial
Hull Upgrades 2 (for Expanded Cargohold II)
Contracting 3-4
Cynosural Field Theory 3 and Propulsion Jamming 1 (only if you frequently work with JF/capital pilots)
Squidgey
Perkone
Caldari State
#9 - 2012-01-25 16:49:35 UTC
Aethlyn wrote:
You can as well look at the prerequisites of your faction's sub system skills (for T3 cruisers). All of them can be very valueable too.

This, plus core comp skills.

If you start making a list of things that are useful you wind up training for years. Start with the above IMO.
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#10 - 2012-01-25 17:21:55 UTC
If you're not going to skill up a hauler, go for Amarr Indy. Bestower is nice, cheap and the biggest before level 4 of the skill.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Salpad
Carebears with Attitude
#11 - 2012-01-27 17:51:07 UTC
Ruvin wrote:
I was wondering , im still training for certain ships here and there . While deciding what to do and playing an alt .
But wanted to ask what skills are a must to have , without taking into consideration what ship and so on . I guess drones on max are always good . Combat wise speaking of course .


Engineering and Electronics. Boosts powergrid and CPU, so you can fit more. Train both to five. Fewer fitting woes is sweet.
Weapon Upgrades and Advanced Weapon Upgrades. Reduces CPU and PG need of weapons. AWU is high rank so you might want to train it to 4 only, for starters.
Energy Management and Energy Systems Operation. You get more Capacitor. This is your battery, your mana. You use it to do stuff. Train both to five.
Navigation. Makes your ship go faster. You want this. Yes, you want it to 5. 4 can suffice for a while, but having a 5% faster ship is worthwhile and it's low rank (1 or 2).
Drones and Drone Interfacing. Lets you launch more drones, and they do more damage (and suck roids better). DI is high rank, so you might want to only train it to 4, unless you fly Gallente ships, or want to fly Guristas ships.
Racial Frigate. Because frigates are cheap. Just train your preferred race, not (necessarily) all four races. And to 5 (doesn't take long). It's a great thing to have in case you want to try something high-risk, like PVP or a wormhole; then you can do it in a cheap hull, and still get the full hull bonuses.
Mining. To 4. That way, you have a backup in case you have absolutely no other way to earn ISK. Training Mining to 4 doesn't take long, and you don't have to tell anybody you've done it. Even if you're caught in the act, sucking on a roid, you can insist you were testing a new prototype weapons system. And if you're lucky, whoever caught you in the act didn't take a screen shot. Or it might be blurred enough you can convince others he photoshopped it.

Most other skillz are specfic to weapon type (missiles or güns, or often even specific kinds of güns or sometimes specific kinds of missiles) or tanking type (armour tank or shield tank), or play style (skillz to give a bonus to speed-enhancing modules like AfterBurnes or MicroWarpDrives - not all playstyles wants these).
Drew Solaert
Aliastra
Gallente Federation
#12 - 2012-01-28 16:12:04 UTC
I would say an absolute must is Advanced Weapons Upgrades IV It makes so many fits work.

I lied :o