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Best Complement to Pew-Pew-Pew?

Author
Makkal Hanaya
Revenent Defence Corperation
#1 - 2012-06-03 06:57:50 UTC
Am at around 150k skill points and wondering how best to spend them. I’ve been focusing on general and Amarr specific ship skills, but wonder if I should branch out from only pulse/beam weaponry. I’ve noticed that some Amarr vesicles use missiles and others use drones, would either of these be a strong complement to lasers? Is there another faction whose ships might be useful to me in the future? I’ve heard the Amarr cruisers are lacking and I might want to cross-train.

Render unto Khanid the things which are Khanid's; and unto God the things that are God's.

Lunkwill Khashour
Ministry of War
Amarr Empire
#2 - 2012-06-03 08:38:55 UTC
At the point you are, weapons systems are personal preferences. Lasers and missiles don't mix but in bigger ships, drones will always be useful. The 'core competency - basic' certificate offers a very good starting point.

I'ld focus your training on skills that apply to all ships (e.g. electronics or engineering) rather than race specific skills.

If you train your race specific skills to lvl 4 (e.g. Amarr frigate), you'll gain most of the benefit of that skill but don't have to invest too many points in it. E.g. you can then train small hybrid weapons and Gallente frig to 4 in 2 days and you'll be as good with Gallente ships as you currently are with Amarr ships.

Specializing in EvE means training skills to 5 rather than 4. As long as you don't know what you'ld like to fly, I recommend against it.

Maeltstome
Ten Thousand Days
#3 - 2012-06-03 08:51:02 UTC
'Weapon Upgrades' and 'Advanced Weapon upgrades' are boring skills but make a HUGE difference to getting excellent ship fits.

That aside, 'Electronics' and 'Engineering' are AMAZING.

My advice? Learn all the skills you need to fly and fit Assault Frigates, Interceptors and use tech II small and medium lasers - the skills required to fly these are strong fundamental skills and also these ship-types rock :). Eventually you will want to fly a Zealot or Legion - both of which are amazing ships.

So here's a rough plan

Electronics 5
Engineering 5
Weapon Upgrades 5
Advanced Weapon Upgrades 4/5

Learn all skills required for these ships/items:

Dual Light Pulse Laser II
Medium beam Laser II
Retribution (ship)
Crusader (ship)

Then move on to

Heavy Pulse Laser II
Zealot (ship)

Other good items to learn how to fit are:

Medium Armor Repairer II
Armor Explosive Hardener II
Energized Adaptive Nano Membrane II
Damage Control II
Co-Processor II
Maeltstome
Ten Thousand Days
#4 - 2012-06-03 08:52:01 UTC
Lunkwill Khashour wrote:
At the point you are, weapons systems are personal preferences. Lasers and missiles don't mix but in bigger ships, drones will always be useful. The 'core competency - basic' certificate offers a very good starting point.

I'ld focus your training on skills that apply to all ships (e.g. electronics or engineering) rather than race specific skills.

If you train your race specific skills to lvl 4 (e.g. Amarr frigate), you'll gain most of the benefit of that skill but don't have to invest too many points in it. E.g. you can then train small hybrid weapons and Gallente frig to 4 in 2 days and you'll be as good with Gallente ships as you currently are with Amarr ships.

Specializing in EvE means training skills to 5 rather than 4. As long as you don't know what you'ld like to fly, I recommend against it.



Have to say i disagree - flying tech II ships i would say is fundamental to any characters skill-set.
Lunkwill Khashour
Ministry of War
Amarr Empire
#5 - 2012-06-03 09:40:43 UTC  |  Edited by: Lunkwill Khashour
Maeltstome wrote:
Lunkwill Khashour wrote:
At the point you are, weapons systems are personal preferences. Lasers and missiles don't mix but in bigger ships, drones will always be useful. The 'core competency - basic' certificate offers a very good starting point.

I'ld focus your training on skills that apply to all ships (e.g. electronics or engineering) rather than race specific skills.

If you train your race specific skills to lvl 4 (e.g. Amarr frigate), you'll gain most of the benefit of that skill but don't have to invest too many points in it. E.g. you can then train small hybrid weapons and Gallente frig to 4 in 2 days and you'll be as good with Gallente ships as you currently are with Amarr ships.

Specializing in EvE means training skills to 5 rather than 4. As long as you don't know what you'ld like to fly, I recommend against it.



Have to say i disagree - flying tech II ships i would say is fundamental to any characters skill-set.


At 150k SP, tech2 ships are not on the radar. They require a million sp which includes 500k in frig V. Those 500k are much better spent on electronics, cap skills, nav skills, some other frig/wpn to 4 or T2 weapons. Once you can fit your T1 ship with T2 mods, you can think about training T2 ships.

Engineering, Electronics, Energy Management, Energy Systems Operation, Mechanics, Small turret, Weapon upgrades should be trained to V relatively early (within the first 8m sp) if you fly Amarr. If you don't fly Amarr, you won't need ESO and EM to V that early.