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A quick reference guide for newer players in doubt.

Author
Jed Mosley
U Got To Sin
#1 - 2012-02-16 17:40:39 UTC  |  Edited by: Jed Mosley
It has come to my attention that a lot of people just train for the biggest ship available and then wonder why they keep dying. Well to answer this simply: It's because you rush too much and arent training properly.

The following list points out the skills you really need to have and tells you what they do.
All skills are to 5 unless i specifically say something else.

Drones:
Drones - +1 drone per level
Scout drone operation + 5km drone control range per level leads to t2 drones
combat drone operation lvl 4 - 5% damage per level
Drone interfacing lvl 4 - 20% damage to drones per level (recommended to 5 asap)

Electronics:
Electronics - 5% cpu per level
Electronic upgrades - -5% cpu need to a bunch of useful mods
Targeting lvl 4 - +1 locked target per level
Signature analysis - 5% locking speed per level
Long range targeting - 5% locking distance
Propulsion jamming lvl 4 - allows you to use t2 stasis webs and warp scramblers also lowering their cap need.

Engineering:
Energy Grid upgrades lvl 4- -5% cpu need on a lot of cap modules as well as allowing one to use advanced power modules
Energy management - 5% capacitor capacity per level. lets you run your mods longer
Energy systems operation - -5% capacitor recharge per level. lets you run your mods longer
Engineering - 5% powergrid output

Engineering for shield tankers:
Shield Compensation lvl 4 - -2% cap need on shield boosters per level
Shield management - 5% shield hp per level
Shield operation - -5% shield recharge time per level
Shield upgrades - -5% in shield upgrade powergrid needs
Tactical shield manipulation lvl 4 - access to t2 shield hardeners

Gunnery:
Weapons upgrades: -5% cpu need on weapons per level also lets you use t2 damage mods
advanced weapons upgrades lvl 4: -2% powergrid need on weapons per level

Mechanics:
Mechanics: leads to t2 ships and t2 armor modules
repair systems: -2% armor repairer duration per level also needed for t2 armor repairers
Hull upgrades: allows for the use of damage controls and t2 hardeners

Navigation:
Acceleration control lvl 4: 5% speed bonus per level
Afterburner: 10% afterburner duration per level, this helps make your ship more cap stable and also lets you use t2 afterburners
Fuel Conservation lvl 4: -10% cap need for afterburners. Very handy at 5 for those smaller ships
Evasive maneuvering: 5% agility per level, faster align times
Navigation: 5% speed bonus per level

Spaceship Command:
Spaceship command: 2% agility bonus per level yet again faster align times

I hope this helps in the future.
Greg Valanti
The Scope
Gallente Federation
#2 - 2012-02-16 18:09:25 UTC
Don't know how you can neglect to mention Fuel Conservation to 5 for the cap reduction on afterburners and High Speed Maneuvering to at least 4 for t2 MWD. Also Cybernetics to 3/4 so you can use learning implants as soon as you can afford to do so.

Karak Bol
Low-Sec Survival Ltd.
#3 - 2012-02-16 18:13:32 UTC
Well, their are some points for your list that are debatable or were I put something different. For example:

Combat Drone: 4 is basically enough, better invest the time for 5 in either Gallente or Minmatar Drone Spec.
Shield and Armour Skills: Thats an "either-or" for new players.

Acceleration control: for a beginner its again a "either-or" between Afterburner or MWD. And if AB, then Fuel conservation should be taken as well.

Except this: Looks fine
Jed Mosley
U Got To Sin
#4 - 2012-02-17 02:45:24 UTC
Yes well I was mostly going of memory so Fuel conservation will be added as well as high spee maneuvering.

Cybernetics is not really a core skill so i doubt ill add that one. This is mostly skills to optimise your ships. not your training although one could argue that implants optimise your ships but I hope you get my point.
Jack Miton
School of Applied Knowledge
Caldari State
#5 - 2012-02-17 05:48:06 UTC
Greg Valanti wrote:
Don't know how you can neglect to mention Fuel Conservation to 5 for the cap reduction on afterburners and High Speed Maneuvering to at least 4 for t2 MWD. Also Cybernetics to 3/4 so you can use learning implants as soon as you can afford to do so.


lol wtf?
fuel conservation is by far the most useless nav skill.
firstly, ABs use very little cap anyway, and secondly, why the hell uses ABs :S

There is no Bob.

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Scarlet Intelis
Sebiestor Tribe
Minmatar Republic
#6 - 2012-02-17 07:12:45 UTC
Greg Valanti wrote:
Don't know how you can neglect to mention Fuel Conservation to 5 for the cap reduction on afterburners and High Speed Maneuvering to at least 4 for t2 MWD. Also Cybernetics to 3/4 so you can use learning implants as soon as you can afford to do so.




This is a new pilot that wants to get as much trained to a decent level as possible. It isn't an alt of a pilot that can just wait around training stuff forever. While I agree that these skills are extremely useful I don't agree that a new pilot should train Fuel Conservation to V anywhere near the beginning. High Speed Maneuvering to IV is acceptable and Cybernetics III is where they should have it until they feel comfortable using IVs. So yea HSM to IV but Fuel Conservation should remain at IV until they have nothing better to train.
Mona X
Caldari Provisions
Caldari State
#7 - 2012-02-17 07:31:54 UTC
Jack Miton wrote:
Greg Valanti wrote:
Don't know how you can neglect to mention Fuel Conservation to 5 for the cap reduction on afterburners and High Speed Maneuvering to at least 4 for t2 MWD. Also Cybernetics to 3/4 so you can use learning implants as soon as you can afford to do so.


lol wtf?
fuel conservation is by far the most useless nav skill.
firstly, ABs use very little cap anyway, and secondly, why the hell uses ABs :S


So you could go like: "lolololol your big guns can't track me". Or "Having trouble to scan me? Good".

I need new signature.

Greg Valanti
The Scope
Gallente Federation
#8 - 2012-02-17 12:54:55 UTC
Jack Miton wrote:
Greg Valanti wrote:
Don't know how you can neglect to mention Fuel Conservation to 5 for the cap reduction on afterburners and High Speed Maneuvering to at least 4 for t2 MWD. Also Cybernetics to 3/4 so you can use learning implants as soon as you can afford to do so.


lol wtf?
fuel conservation is by far the most useless nav skill.
firstly, ABs use very little cap anyway, and secondly, why the hell uses ABs :S


Considering most new players fly frigates and have very little cap to spare, especially if facing neut or nos, I'd hardly call it useless. Especially when it only takes <1.5 days to 4 and under a week to 5.

Scarlet Intelis wrote:
Greg Valanti wrote:
Don't know how you can neglect to mention Fuel Conservation to 5 for the cap reduction on afterburners and High Speed Maneuvering to at least 4 for t2 MWD. Also Cybernetics to 3/4 so you can use learning implants as soon as you can afford to do so.




This is a new pilot that wants to get as much trained to a decent level as possible. It isn't an alt of a pilot that can just wait around training stuff forever. While I agree that these skills are extremely useful I don't agree that a new pilot should train Fuel Conservation to V anywhere near the beginning. High Speed Maneuvering to IV is acceptable and Cybernetics III is where they should have it until they feel comfortable using IVs. So yea HSM to IV but Fuel Conservation should remain at IV until they have nothing better to train.


I agree, but if the OP is insisting that a new player uses 26-30 days for Acceleration Control 5, the 7 days for FC 5 doesn't seem out of place.
Alice Saki
Nocturnal Romance
Cynosural Field Theory.
#9 - 2012-02-17 13:00:07 UTC
thermodynamics

FREEZE! Drop the LIKES AND WALK AWAY! - Currenly rebuilding gaming machine, I will Return.

Zhilia Mann
Tide Way Out Productions
#10 - 2012-02-17 23:49:21 UTC
Jed Mosley wrote:
Energy Grid upgrades - -5% cpu need on a lot of cap modules as well as allowing one to use advanced power modules

Shield Compensation - -2% cap need on shield boosters per level


I'd knock both of these down to 4. I never ran into a problem with fitting at EGU 4, which means that 5 is only important for RCU IIs -- which are really only needed on fairly high end BS fits.

I'm going to pass 100mil SP without Shield Compensation 5. I'll train it eventually but damn are there more important things to worry about.
RavenPaine
RaVeN Alliance
#11 - 2012-02-18 02:25:47 UTC
Going into my 6th year now. I still don't have Fuel Conservation V.... If I thought it was ever causing me an issue, I would train it right up. I'll do it eventually just because it's a *quick* V to knock out.

Thanks to the OP for the quick list. Might help some newbs to at least get a rough idea/agenda started.






mxzf
Shovel Bros
#12 - 2012-02-18 19:06:47 UTC
Wait, you say to get Combat Drone Operation to 5 (for the 5%/level bonus to damage for light/med drones), but you say to leave Drone Interfacing at lvl 4 (though it gives 20%/level bonus to damage and mining for all drones). *scratches head*

Yes, Interfacing 5 takes twice as long as Combat Drone Operation, but it gives 4x the bonus and it gives that bonus to more than twice as many drones.
Sprite Can
#13 - 2012-02-18 19:19:28 UTC
mxzf wrote:
Wait, you say to get Combat Drone Operation to 5 (for the 5%/level bonus to damage for light/med drones), but you say to leave Drone Interfacing at lvl 4 (though it gives 20%/level bonus to damage and mining for all drones). *scratches head*

Yes, Interfacing 5 takes twice as long as Combat Drone Operation, but it gives 4x the bonus and it gives that bonus to more than twice as many drones.


Yeah, Drone Interfacing V is one of those skills that I've super glad I trained a long time ago on my main, dunno where I'd be without it. I'm actually just now training Combat Drone Operation to V at almost 40m SP specialized mainly in Gallente with a dabble of Minmatar.

Refreshing Lemon-Lime~

Jed Mosley
U Got To Sin
#14 - 2012-02-19 03:24:45 UTC
Alright thanks for the comments peeps, Ive made some adjustments according to your feedback and I want to make sure that its clear that this is purely intended for people to have the information simplified and refined in one spot.

I am not expecting every noob to spend ages training these all to 5 before doing anything but more as a guide for the distant future.

For example most of these skills are a 3/4 for me right now and I dont regret training them instead of purely training spaceship command and gunnery. Thats all im trying to do, making sure that newer players dont make the mistake of going for the biggest ship they can find.

Once again any more feedback is more than welcome.
Katalci
Kismesis
#15 - 2012-02-19 06:28:23 UTC  |  Edited by: Katalci
Thermodynamics 5
Victor Stillwater
Garoun Investment Bank
Gallente Federation
#16 - 2012-02-19 11:52:53 UTC
Hi.

I'm a newcomer with a handful of the tutorial mission ships available to me.

As my plans are currently in a state of flux (PI is too costly to start due to initial investments, and scanning for magnetometric sites is giving me a literal nosebleed), I was wondering if it is advisable to train these core skills you've written down while alternating to get lower level skills for the activities I want to do while I'm in-game.

For example, if I'm running missions, getting extra ISK through the negotiation skill seems worthwhile. Would it be advantageous for me to train the skills with short times during my time playing, and then mixing in hour or day long skills for when I'm sleeping?

Butt-kicking for goodness! - Minsc, Baldur's Gate Series

Feel free to read my game-related writings at http://www.gamesandgeekery.com

stup idity
#17 - 2012-02-22 12:58:10 UTC
Train what you want to try. You don't need a master plan from day one.

Mid-term though, you should be aware of what is useful and what isn't, but for this the list above is only partially useful, because it all depends on what YOU want to do.


Being able to fit a tech 2 tank: always useful (as long as you undock at all)
Having some decent fitting skills: useful as long as you fit ships
Being able to field tech 2 (scout) drones: most often useful when you are going towards a combat career, but not every ship uses drones
Being able to fly tech 2 frigates, tech 2 or tech 3 cruisers, battleships, whatever: depends on what you want to do...



Find a goal.
Find an appropriate ship and fitting.
Train towards this.

Tools like eft or eve-hq help a lot.

I am the Herald of all beings that are me.

Brotha Umad
Republic Military School
Minmatar Republic
#18 - 2012-02-22 14:23:58 UTC
I am amazed : a debate over the usefulness of navigation skills and no one mentioned that Afterburner 5 is one of the worst 4/5 days you can invest in the whole game.

It adds 2% to the duration of the AB's cycle. As the cap use for a cycle stays the same, this very marginally decreases the cap use of a not-so-cap-hungry module.
On the other hand, it can also prevent you from disengaging the AB when you need to : to enter warp, orbit close, or activate MWD in a dual-prop fit. All these situations, although rare, will make you wish you never ever trained that junk.
And the 0.01 of cap you save here and there is never useful. Buy the crappiest cap implant and plug it if you are really worried. It will do you more good than AB V.

/rant mode off.
Mona X
Caldari Provisions
Caldari State
#19 - 2012-02-22 14:55:07 UTC
Dood, 2% is really small, and affect you only when you dualprop.
If it would add 10% per level... :P

I need new signature.

Degren
The Scope
Gallente Federation
#20 - 2012-02-24 11:14:25 UTC
Cybernetics I satisfies requirement to use +3s

Hello, hello again.