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Amarr pvp pilot, what to do before int/mem remap

Author
Lunkwill Khashour
Ministry of War
Amarr Empire
#1 - 2012-02-01 18:55:48 UTC
I'm currently flying the retribution, coercer and punisher with all relevant gunnery skills (except small beam spec) at 4 and the spaceshipskills at 4 aswell and mapped to perc/will. I want to use the christmas remap to go to int/mem to fill out my support skills.

According to my calculations, should I want interceptors 4 or covert ops 4, I can save time by remapping to int/mem first (as I need the prereq aswell) I've also trained trained amarr cruiser 4 and bc 4 so the arbitrator/bait maller/bait prophecy will become available to me once I have the support/drone skills.

My next remap however will be in october and I'm wondering if there are any gunnery/spaceship skills I'll need before then. More specifically, should I train medium energy weapon 5?
RavenPaine
RaVeN Alliance
#2 - 2012-02-02 02:28:13 UTC
Seriously Yes!

Train mediums, larges, and the specs to 4.
Train BC to 4 or even 5
Train BS to 4 or even 5.
Both of these skills at 5 is a very satisfying feeling/accomplishment.

That's about 3 months? and it will get you a third of the way closer to October.
You will never regret training any of those skills. But you may regret burning up a remap too early.

I think you can train drones and nav skills *decently* with the map you have also.
Batelle
Federal Navy Academy
#3 - 2012-02-02 18:20:18 UTC
Medium Energy Turret 5
Medium Beam/Pulse spec 4
Gunnery 5
Weapon Upgrades 5
Advanced Weapon Upgrades 4



I would highly encourage getting t2 medium energy turrets first. The training time isn't too bad, and you get a big benefit out of using them for your cruisers or battlecruisers, much more benefit than training those ship skills to 5. I would also get your BS skill and large energy turret skills to 4, just so that option is available and trained up as possible before taking the big plunge of t2 large turrets. Amarr battleships are pretty good.

its good that all your gunnery skills are at 4. However, before you remap i would HIGHLY recommend you train weapon upgrades to 5. It is a must have lvl 5 skill, as it frees up a LOT of cpu, and gives you access to advanced weapon upgrades, which frees up a LOT of powergrid. All that for the price of training one skill to lvl 5.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Comptroller Oumis
McCloister Limited
#4 - 2012-02-05 07:56:45 UTC
Look at the spaceships amarr has to offer and think about which ones you would like to fly. Coming from someone who burned their remaps way too fast, try to have a bit of patience when using them, especially in the beginning. If you're going for PVP, I would definitely train Amarr Cruiser to 5 which opens a bunch of desirable ships like the Legion, Curse, Pilgrim, Zealot, Guardian, etc. Most of those ships need supplemental skills that you can train once you do your INT/MEM. As others mentioned I would train in this order:


Amarr Cruiser 4
Battlecruiser 4
Medium Energy Turret 5
Beam/Pulse Spec 4
Cruiser 5

At this point you can decide if you want to go into battleships, which level 4 of battleship and level 4 of large energy turret would be fine. You can also train drones reasonable with this arrangement so perhaps go for Drone Interfacing 4, Combat Drone Operation 5, Scout Drone Operation 5.
Lunkwill Khashour
Ministry of War
Amarr Empire
#5 - 2012-02-05 16:17:55 UTC
Thank you for the good replies so far. AWU 4 is cooking and I will be training med pulse spec 4. Dunno yet about cruiser 5. But beam spec 4? I haven't seen/heard about a lot of ships flying beams except for tachyons.
Shinoe DeValo
Albidus Corvus
#6 - 2012-02-06 16:04:38 UTC
To answer your question, I'd like to know what you are planning to get into?

if you want to advance to cruiser-sized vessels, t2 medium pulse are recommendable (scorch).
if you want to use lasors, consider training the gunnery support skills (i.e. controlled burst, sharpshooter etc.) to 5 as well. They help with cap and effective damage at no cost (except some training time).

depending on what role you plan to fill (dmg, support, ewar) or if you want to roam solo, consider the respective t2 cruisers as well. for that you'd need cruiser 5.

in the end, unless you want to keep to the frig/dessi class of ships for the rest of the year, perc/will can keep you busy for a long long time with a lot of fine-tuning and stuff.

oh, and o/c - BS is also nice to have. even if you do not plan to fly one in the near future, being able to sit in and shoot some large turrets alows for more flexibility. So without too much priority on BSes, BS 4 and LET 4 should be sufficient to fly with a gang.
Ravenal
Imperial Shipment
Amarr Empire
#7 - 2012-02-07 01:45:25 UTC
BC lvl5

medium and large turrets 5 + support gunnery skills that apply to lasers

drone skills!!! (it is more efficient to train drone skills at max perc/rest will than max int/rext mem)

You "can" ignore the BS skill and just use the oracle for some large gunnery fun stuff. BS 5 will leave you pretty well set though.
Sprite Can
#8 - 2012-02-07 07:10:05 UTC
BC V is definitely one of the most worthwhile skills in the game.

Refreshing Lemon-Lime~

Luba Cibre
Global Song Setup
#9 - 2012-02-07 13:36:55 UTC
Sprite Can wrote:
BC V is definitely one of the most worthwhile skills in the game.

Sometimes i'll believe i'm the only person, that hate flying battlecruisers. Ugh

"Nothing essential happens in the absence of noise."