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Need advice with skill remap

Author
Neil Ocelot
Imperial Academy
Amarr Empire
#1 - 2012-06-02 22:50:33 UTC  |  Edited by: Neil Ocelot
Let me put this in a nutshell: I'm focusing on getting my T2 pulse lasers on my Abaddon battleship running anoms in null sec. I have nearly all my mechanic and engineering skills up to level 4 (can fit T2 large repairers and T2 hardeners).

Reading many posts regarding 'starting out skills' being mostly Intelligence + Memory I am wondering whether I have enough skill points in them to move on and 'specialize' by doing a remap..as I said before nearly all my skills are level 4 in Mechanics and Engineering, so is Electronics (some are level 3).

Should I max them all out or go straight to Perception + Willpower to train gunnery and get my tech 2 guns? Also I'm aiming on trying out specified amarrian ships like interdictors, heavy interdictors etc... What I am worried about is if whether I will encounter cpu, power shortage when I get T2 guns and would have to do a remap back to other skills...

Does anyone have any suggestions at all? If yes just post and I'll read it...anything might help at this point.. :)

Would appreciate any help. Cheers!
Max Swagger
New Eden Browncoats
#2 - 2012-06-03 03:50:57 UTC
Hard question to answer. I think the key to using remaps is being able to stick with remap. If you think you might need to grab other skills that don't match the remap, you quickly lose the advantage you are looking for.

On a personal note with the int/mem remap, make sure you are in the ships you want to be in. I went int/mem for almost 1 year and it got real boring. No new ships, no new guns. But am I glad I did it. Never have to worry about fitting anything. I am now in perc/will power. Few more months I will have all the combat related sub-cap hulls and guns.
Canabi
Destructive Influence
Northern Coalition.
#3 - 2012-06-03 03:52:10 UTC
Post a link to your eveboard, or if you haven't posted your character to eveboard, please do so so that we can see your skills sheet.
Secondly, if most fo your Int/Mem skills are at Lvl4, and you want T2 guns, switch to Perception/Willpower and train all the Gunnery skills (sub cap) to 4 (5 for pre-reqs). Then do the same for missile skills, and spaceship command. Then, once you can use T2 of everything, then you can go back to Int/Mem. If you need to train an Int/Mem skill in the middle somewhere it'll be ok. Just train it and go back to the gunnery/missiles/SSC. Use the time that you have your attributes at Perception/Willpower to the fullest. Don't just train gunnery, then go back to Eng, for example. Train as many P/W skills as you can before you have the next remap available (not saying you have to remap when the cool down is done). Just don't train any skills that isn't P/W, if it can be helped, is what I'm saying.
Neil Ocelot
Imperial Academy
Amarr Empire
#4 - 2012-06-03 06:58:48 UTC  |  Edited by: Neil Ocelot
http://eveboard.com/pilot/Neil_Ocelot ---------> I have 2 bonus remaps available and it says 'next remap available now'. I have never remapped yet.

There it is. I want to know the best way to go if I want to continue with combat and pvp (stealth bombers, interdictors, tech 2 cruisers and battleship anom ratting). But I must make sure if I'm cool with the skills I already have in Engineering, Mechanics and Electronics first.. Also want to try getting a retriever and doing some mining so I can have some variation with my money making playstyle.

Let me know what you think.
Canabi
Destructive Influence
Northern Coalition.
#5 - 2012-06-03 10:04:27 UTC
Ideally, from the skills you have:
(#) - Denotes training skill to higher level later on
Int/Mem skills:

Electronics - 5
Long Range Targeting - 5
Propulsion Jamming - 4
Signature Analysis - 5
Target Painting - 4
Targeting - 5
Energy Management - 5
Shield Compensation skills (EM/Ken/Therm/Exp) - 4
Shield Management - 4
Shield Operation - 5
Shield Upgrades - 4
Armor/Launcher Rigging - 3 (4-5)
Armor Compensation skills - 4
Thermodynamics - 4 (You need to buy this skill)

Per/Will skills:
Small/Medium/Large Energy Turret - 5
Small/Medium/Large Pulse/Beam Laser Specialization - 4 (or just Pulse if that's all you want)
Motion Prediction - 4 (5)
Sharpshooter - 5
Surgical Strike - 4 (5)
Missile Launcher Operation - 5
Missile Projection - 4
Rapid Launch - 4 (5)
Target Navigation Prediction - 4 (5)
Warhead Upgrades - 4
Spaceship Command Skills - Train for what ships you want to fly.

Int/Per - Train these when you have Int/Mem attributes. Yes, it will be slightly slower than switching from Int/Mem, but it saves you a remap.

Acceleration Control - 4
Afterburner - 4 (5)
Evasive Maneuvering - 5
High Speed Maneuvering - 4
Navigation - 5

Yes, a lot of those skills can be trained to 3 so you can get into your ship faster, but I believe training to at least 4 is a better choice. I know it seems like a long time to train, but it's worth it.

Now, those are just the skills you have, not the ones that you don't have. If you want to use T2 launchers, you'll have to train for those, and that will take a bit more time (eg: T2 torp launchers for a SB, but I'd stick with Arbalest launchers to save you the CPU)

Hopefully someone else can throw in their .02isk and help out a bit more.
Aaewen Hrothgarson
eXtreme Co
SLYCE Pirates
#6 - 2012-06-03 10:44:00 UTC
Usually Meta 4 Weapons have the same performance stats as Tech 2 (drawbacks are just missing out on the 2% per level damage bonus from the specialization skill, and not being able to use tech 2 Ammo) BUT have less CPU and PG requirements.

So if you leave all your core skills at III and rush into ships and weapons, it is almost sure that your fitting skills will lack when you try to make use of your shinies (usually you wont be able to fit the last or even the two last weapons ...).
So you will train them then. When you are Per mapped ...

Look at the description of Weapons Upgrades and Advanced Weapons Upgrades (in gunnery, though I think I have read the apply to missile launchers too)
Neil Ocelot
Imperial Academy
Amarr Empire
#7 - 2012-06-03 15:34:02 UTC
Canabi wrote:
Ideally, from the skills you have:
(#) - Denotes training skill to higher level later on
Int/Mem skills:

Electronics - 5
Long Range Targeting - 5
Propulsion Jamming - 4
Signature Analysis - 5
Target Painting - 4
Targeting - 5
Energy Management - 5
Shield Compensation skills (EM/Ken/Therm/Exp) - 4
Shield Management - 4
Shield Operation - 5
Shield Upgrades - 4
Armor/Launcher Rigging - 3 (4-5)
Armor Compensation skills - 4
Thermodynamics - 4 (You need to buy this skill)

Per/Will skills:
Small/Medium/Large Energy Turret - 5
Small/Medium/Large Pulse/Beam Laser Specialization - 4 (or just Pulse if that's all you want)
Motion Prediction - 4 (5)
Sharpshooter - 5
Surgical Strike - 4 (5)
Missile Launcher Operation - 5
Missile Projection - 4
Rapid Launch - 4 (5)
Target Navigation Prediction - 4 (5)
Warhead Upgrades - 4
Spaceship Command Skills - Train for what ships you want to fly.

Int/Per - Train these when you have Int/Mem attributes. Yes, it will be slightly slower than switching from Int/Mem, but it saves you a remap.

Acceleration Control - 4
Afterburner - 4 (5)
Evasive Maneuvering - 5
High Speed Maneuvering - 4
Navigation - 5

Yes, a lot of those skills can be trained to 3 so you can get into your ship faster, but I believe training to at least 4 is a better choice. I know it seems like a long time to train, but it's worth it.

Now, those are just the skills you have, not the ones that you don't have. If you want to use T2 launchers, you'll have to train for those, and that will take a bit more time (eg: T2 torp launchers for a SB, but I'd stick with Arbalest launchers to save you the CPU)

Hopefully someone else can throw in their .02isk and help out a bit more.


Thanks so much for your help...I understood which skills I need to upgrade though the only thing I didn't understand is when and how I have to remap. Do I have to remap at all? (got 2 bonus) I'm so confused.....don't know which to prioritize for now.
Tau Cabalander
Retirement Retreat
Working Stiffs
#8 - 2012-06-03 23:38:40 UTC  |  Edited by: Tau Cabalander
You may be a candidate for a general mapping if you cannot decide.

Perhaps maybe 24i 24p 17m 17w 17c. This is good unless you plan to train drones or industry,

I also like 23i 21p 21m 17w 17c, as it is more general, but isn't as good for training ships and weapons (decent for drones though).

I tend to aim for 2,000 SP/hour minimum.

https://forums.eveonline.com/default.aspx?g=posts&m=1152173#post1152173

Prioritize what will give you the most return (fun) in the short-term.
Canabi
Destructive Influence
Northern Coalition.
#9 - 2012-06-04 00:26:28 UTC  |  Edited by: Canabi
Oh, and you can use Evemon to determine how to spread your attributes out to get the fastest skill training. Put in all your Int/Mem skills then optimize your attributes and it will show you how many points to put into Int, and how many into Mem. Int needs to be 5-6 more points higher then Mem.

http://eveboard.com/pilot/Canabi for an example.
Lost Greybeard
Drunken Yordles
#10 - 2012-06-06 20:34:19 UTC
I am also a big fan of the split Int/Perception remap for the combat pilot that wants to kind of train a bit of everything.

Given that you're clearly running Amarr and neither your Int primary skills nor your Per skills are fully up, I'd go with that and just train whatever you want whenever you want it for another few months. Use this to knock off your x1, x2, and x3 fitting and armor skills to V and your gunnery skills and secondaries to IV. Also, get V in all of the Navigation skills you think you'll ever even kind of use (they're actually Int + Per). Grab some of your T2 frigate skills, get them to 3 or 4.

After you're at this basic level of functionality, you'll have been flying around enough in your chosen ships to know whether you wanna burn your bonus remaps to shave a few days off the ridiculously long skills, like you want to fly a Logistics cruiser and get it to V for the most awesome guardian fit (Per/Will) or you want to use your combat skills in an exploration context and use all that loot in industry/research (Int/Mem), or just love the Arbitrator so much that your little heart explodes with love every time you see an ugly rectangle (Per/Memory even split for the drone training and guns)