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EVE New Citizens Q&A

 
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skills question

Author
Illfay Onren
Native Freshfood
Minmatar Republic
#1 - 2012-02-15 02:48:13 UTC  |  Edited by: Illfay Onren
Morning all

I have an (probably) easy question regarding skills for this character.

I want to go PvE and PvP. Big smile

I have already learned that I have likely made a mistake in that i looked at the skills attributes and remapped for gunnery and ships. Oops

I am currently training the gunnery stuff and once I have t2 small autos (3 days tops i think) i plan on getting myself into an assault frig and grinding standings a bit. (I already have the gunnery support skills all at 3)

My question really is 2 fold, firstly was I wrong and "hasty" with the remap?
Secondly what are some must have skills for PvE and (later when I can afford to loss ships) PvP?

thank you in advance for your input.

Edit: still a trial at the moment so couldn't post in there Roll
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#2 - 2012-02-15 03:14:50 UTC
You will /need/ the support skills. Not just to get ships, but because you'll be, umm, crap without them.

I'd suggest using Evemon, and looking at the core competency certificate. They're not required, but they're a good guide until you've got a better grasp of how all the skills fit together.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Grikath
Deep Core Mining Inc.
Caldari State
#3 - 2012-02-15 05:30:31 UTC
Depending on whether you want a "perfect curve" for your skills, or you want to actually have fun with your char within, say, the next 6 months, it's hard to say if a remap is "wasted".

Within the framework of "newbie player, first Toon" , it's actually more important to go Out There And Do Stuff, than worrying about remapping.
After all, even with training tools available, you still need a pretty good grasp of the EVE skill tree v/s "What do I want to Accomplish" to do some effective training.
In Trial, it is practically pointless to remap except to set a global attribute mix to give you maximum flexibility towards your training times within those two weeks, because you will be ping-ponging between various skills to try things out, or switch skills because the tutorials "demand" them.

(OF COURSE it's a complete waste of time to do the tutorials, anyone can suck it up and become instaknowledgeable, and whoever wantz FREE STUFF, etc. etc. [/sarc] )

That being said, the skill tree for a PVE toon (PVP comes later unless you really want to hurt a lot.) has two major branches:

- Fitting, Tank, Support (notably Cybernetics (implants!)), which all have Intelligence as their primary attribute.
- Ships, Weapons(including weapon support skills), which all have Perception as their primary attribute.

While you can min/max on the secondary attributes for skills, considering you're talking Trial/early sub toons, it's really not worth it going through the hassle of multiple remaps for the sake of maybe an hour worth of "gain" over the total period of the first two weeks.
Especially when you can get learning implants through missions/LP store/market, which in all improve your initial training vastly more than early remapping.

Basically your only remap (if you haven't done so on setup) is to set all your points to Intelligence and Perception equally, and simply train Stuff You Need to level 3/4, depending on your patience and tastes.
It's easy, it's simple, it always works, and gets you into flying Intarwebz Spaceshipz just as fast as fiddling around with remaps when you don't know how and why anyways.

Now, in your specific case, and keeping in mind your goal of at least casual pvp, I would not touch that remap button just yet, since you *are* primed for your choice of guns/gun support/and ships, so you can train that relatively fast, while keeping up your fitting/tank skills up to at least level 3 without any noticeable loss in the short run, especially if you run missions and get those learning implants.
I would not waste too much time on getting T2 ships/weapons until you got at least decent support/fitting skills though.
It's a simple fact that any undertrained T2 setup is vastly inferior to a decently trained T1 setup, if only because to fit T2 modules, you need decent fitting/support skills to begin with.


As for "must-have skills" .... without getting too specific.

- cybernetics to 3 , you *want* those learning implants. And there's a horde of other implants in the Other Slots that give nice bonuses to pretty much anything you like as well. They may seem expensive, but they can make your ships work that much better.

- racial/preferred ship types, at least frigate and cruiser to 4, and battlecruiser to 3 or 4. this gives you the full range of missionrunning to level 3, Don't bother with battleships yet.
Also don't forget that your starting race is totally cosmetic nowadays when it comes to training Stuff, and that nothing stops you from training any races' ships/weapon combo you happen to like or need.

- the matching gun/missile skills + support skills. all to at least 3, preferably 4. Only train the light/medium types, and lay off the T2 weapons please, until *after* you trained your weapon support and fitting skills.

- tanking skills for the specific ship types, again to at least 3, preferably 4.

- fitting skills : without powergrid/CPU you can't fit your pewpew and tank, especially T2 modules, and without Cap you will find that a lot of modules just die, and you shortly after as well. All to 3/4 as well


Quite a lot of skills, really, which is why you are generally better off with the general "equal points in INT/PER" scheme so that you can jump all over the skillset as needed without "losing" too much time compared to "optimised" toons, as long as you do not train skills over 4, and stay away from the specialist skills.

Highsec isn't "Safe".  Neither is it a playground for bullies and bottomfeeders. So stop complaining and start playing the game already.

Illfay Onren
Native Freshfood
Minmatar Republic
#4 - 2012-02-15 13:38:21 UTC
Thank you both for the replies, I cant get online till this evening and will double check everything then but I do have 1 more question.

What are the learning implants? If they are the ones that increase your attributes I have a set of +3's given to me by a friend
Utsen Dari
Sebiestor Tribe
Minmatar Republic
#5 - 2012-02-15 17:28:44 UTC  |  Edited by: Utsen Dari
Yes, attribute-enhancing implants (the ones that go in slots 1 through 5) are often called learning implants.

EDIT note that if you are training gunnery skills (which use Perception and WIllpower) you might as well not plug in the other +3s you have so they stay safe in case you die, just use the Perc and Will ones.
Illfay Onren
Native Freshfood
Minmatar Republic
#6 - 2012-02-15 19:18:21 UTC
Utsen Dari wrote:
Yes, attribute-enhancing implants (the ones that go in slots 1 through 5) are often called learning implants.

EDIT note that if you are training gunnery skills (which use Perception and WIllpower) you might as well not plug in the other +3s you have so they stay safe in case you die, just use the Perc and Will ones.



Thank you, well now i just need some more time training and once im ready ill look for a player corp.