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Capital ship skills entry level

Author
Besbin
Blue Republic
RvB - BLUE Republic
#1 - 2011-09-27 18:07:09 UTC
Hey there

I'm looking for some tips as to which way to go in regards to capital ship training (i.e. carrier/dreadnought).

I'm presently very well off when it comes to subcap skills (40 mill SP) and have a Per/Wis remap. My thought is to get Per/Wis capital basics done before switching to Int/Mem and sorting that side of the business out (handling some subcap Int/Mem skill lacks first and then going capital).

Drones skills are a problem though. Drone Interfacing 5, but only level 2 in Heavy Drones, Sentry Drones and Fighters.

Oh, and I'm a matari pilot.

So... My question is: What skills should I get at what levels? Preferably in 2-3 stages:
- Absolute minimum before ever considering undocking a capital
- Standard level
- Comfortable level (obviously all 5s is always great, but I wanna fly the damn things before I grow old too)

I COULD also decide to focus on just Carrier for instance, but it seems to me that most of the really harsh entry skill reqs are pretty much the same. And it'll probably be most of a year before I'm really much good anyway, so I'm in this for the long term planning.

/Bes
Ryuce
#2 - 2011-09-27 21:41:37 UTC
Hi Bes,

This is a pretty popular question, so might I suggest using eve-search (will pop up when doing a google search on your area of interest). Otherwise you can wait for the fairly generic answers which are already available in abundance in earlier threads.

Being able to effectively use Google to obtain information might be the single most important skill in EVE.

Best of luck.
Besbin
Blue Republic
RvB - BLUE Republic
#3 - 2011-09-27 21:51:46 UTC
I have in fact googled a whole lot. I always do. But appearently not enough. If you got a directional tip: please oblige. Other than that: thanks a billion for your response!
Headerman
Native Freshfood
Minmatar Republic
#4 - 2011-09-28 00:20:36 UTC
I have 3 dedicated capital alts, all are in carriers. I have found carriers to easily be the most versatile ships in the game. Decent DPS, handy andy corp hangar/fitting service/ship array etc etc, and one hell of a tank with a triage module!

Dreads on the other hand are very situational. They are no good PVE'ing at all, and in PVP you would not use them outside Sov bashing... well maybe you would undock your dread to shoot a lone carrier or two maybe.

So if you are wanting to be a Nid pilot, will you PVE? PVP? Or tag along with SCs to cap them up?

PVE: required capital armour reppers. Get that skill to at least 3, 4 is good. 5 is time wasted. Get Fighters to 4. Then, train up Capital energy, shield and armour x-fers after that to rep your drones and other ships. Lastly, train up sentry drone interfacing to 5 to use T2 sentries. Forget T2 heavies, they are redundant with fighters.

PVP: Need to be able to use all T2 drones. RR is very important. In gangs with other carriers, CARs are not neccesary. Training Logistics to 5 for the Triage Module is not neccesary early on, spider tanking is where its at.

Fleet PVP: Cap skills are top priority. Get all neccesary cap skills to 5, cybernetics to at least 4 for the 2 cap implants. Train cap energy x-fer to at least 4, along with capital armour RR. Local repping is not neccesary again. Using a Triage module here is really in demand, as those SCs need all the cap in the world by yesterday. Cap shield RR is not as important, but still great to have for the Nid. for POS repping.

As for jump skills, for PVE: No jump skills are neccesary to start using the carrier. PVP: Train JDO to 5, JDC to at least 4, JDFC to 4. 5 is a waste under nearly all circumstances.

Having fighters 4 is good enough to train up at the beginning, get it to 5 after you are happy flying it.

But the absolute minimum? Only the skills necessary to sit in the carrier are needed. From there you can fly around and get use to it. Assist others in PVE to see how it performs etc.

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Bo Bojangles
Interstellar Renegades
#5 - 2011-09-28 00:35:31 UTC
Yes definitely get the carrier first as it is just so handy to have when you need to move stuff. Nidhoggur's bonuses to rep help out alot when time comes to have to rep the pos if you see that kind of action, but you can use it for many things whereas the Nag, the beautiful vertical beast that it is, is quite limited in it's uses.
Headerman
Native Freshfood
Minmatar Republic
#6 - 2011-09-28 03:03:27 UTC
Just FYI, last night on Sisi a Nid was tanking 4 Dreads without being in triage o.0

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beor oranes
Macabre Votum
Northern Coalition.
#7 - 2011-09-28 03:30:21 UTC
Headerman wrote:
Just FYI, last night on Sisi a Nid was tanking 4 Dreads without being in triage o.0


Yeah but speed tanking Phoenix's isn't hard.


Basically you want anything that affects the ship or the modules that you are using to a minimum of level 4, if you take that as your minimum skill levels then you should be fine. This is with the understanding that your Capacitor Skills are at level 5.

As for Dreads, ignore them for the moment, do that later. They are useful but very situational plus once you have good Carrier skills (assuming that you have T2 Large Projectiles and either T2 Siege or Cruise) its a very short train.

The two skills that are very useful to have at level 5 are Carrier and Fighters. Three reasons; firstly you are then closer to SuperCarriers, secondly, you wont need to fit a DCU to drop 10 Fighers and thirdly, the extra DPS is nice.
lord xavier
Rubbed Out
#8 - 2011-09-28 05:30:31 UTC
I concur with the above.

Did the dreads have ****** skills? I tested out two dreads against a trusting archon and didn't have much effect until it capped out
Ryuce
#9 - 2011-09-28 06:15:02 UTC  |  Edited by: Ryuce
Besbin wrote:
I have in fact googled a whole lot. I always do. But appearently not enough. If you got a directional tip: please oblige. Other than that: thanks a billion for your response!

Google search:

eve capital skills
eve carrier skills
eve dread skills

Then choose show more results from eve-search.com. That basicly landed me several threads with similiar reponses to this one. Maybe drop by failheap challenge (a community site) and check out their carrier thread too: [FHC Carrier FAQ. FHC prefers for people to post their questions in already open thread (when the thread title covers your subject), so watch out before you go posting crazy Big smile

E: I fully support the above statements about getting a carrier. Once you get one, you will wonder how you ever managed logistics without it. They are simply very usefull for both private and corp/alliance purposes such as logistics, repping, fighting and even isk making.
Aamrr
#10 - 2011-09-28 07:14:29 UTC
Honestly, the answer to these questions is "Ask your fleetmates." Carriers and dreads are gang ships, and they're fielded with a certain expectation of their capabilities. There's no point in having jump drive calibration 5 if you're the only person in your alliance that has it. Similarly, if everyone else has capital energy emissions 5, you're probably going to need it to keep your energy spider running.

Ask the people who you'll be flying with. They'll be able to answer any questions regarding skills and implants. If for some reason that's not an option (you haven't found a corp to look for), then the suggestions in this thread should be a good minimum.
Hatsumi Kobayashi
Perkone
Caldari State
#11 - 2011-09-28 08:06:15 UTC
Jump Drive Calibration 5 is the best skill in the world. Even if people around you don't have it, for those times you'll be moving around for your personal needs you'll find that you can skip a ton of midpoints getting from point A to B.

No one mentionned them yet, but a lot of core skills are considered must-haves by many: both capacitor skills at V, energy grid upgrades V (you'll find that the nidhoggur and chimera are CPU-starved like you wouldn't believe, every little bit helps), every skill that has an effect on the capacitor use of the mods you plan to use, armor comps to V if you plan to armor tank your capital; the nid works well as a shield tanked carrier, but capital+ fleets evidently tend to revolve around armor. Being able to use ganglinks is useful, but not required. Same for the triage mod.

Pretty much everything else has been covered.

No sig.

Headerman
Native Freshfood
Minmatar Republic
#12 - 2011-09-28 09:26:12 UTC
^^^^^^^^^^^^^

especially for JDC 5, it's like a 'get out of gaol free' card

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Besbin
Blue Republic
RvB - BLUE Republic
#13 - 2011-09-28 10:38:19 UTC
You guys totally rock! So much great information here. Now I gotta go get down and gritty with EVEMon to get the whole thing sorted out.

I have all cap skill at 5 and all shield skills at 5. Armor is 4/5'ish. I got T2 Large Proj, Siege AND Cruise covered. Cybernetics 5.

I unfortunately don't have corp mates that fly caps, so I'm setting this plan up for getting the training done and when I'm ready I'll probably move out with some peeps that do. I'll skip Dreads (although prolly train 2 skill points in it since it has the same reqs and it looks so pretty on the sheet! :-D) I haven't got a specific goal in regards to PVE/PVP/fleet, but will one step at a time move myself in on all areas. Versatility is king :-)

My generel principle in skill training is to always get 3s, all worthwhile skills 4 and then it's really only the really long haul to 5 that's the "she loves me/she loves me not"-issue.

Once again: Thanks a billion guys!