These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Skill Discussions

 
  • Topic is locked indefinitely.
 

skill plan minmatar pvp

Author
E'dyn
Almost Dangerous
Wolves Amongst Strangers
#1 - 2012-12-10 01:28:41 UTC
Hey everyone,

I decided to activate an old trial account in order to train a pvp character. But now I could use some help with setting up a skill plan. The plan is for this character to pvp in frigates/destroyers so rifter/trasher at first and once i actually know what in New Eden I am doing, carry on from there.
So what I am asking is... Which skills should I be/start training, and if it is not too much to ask, why? In order to understand the reasoning behind it.

The character currently has spaceship command/minmatar frigate/small projectile turrets trained to V and is training gunnery to V to V

Cheers
Schmata Bastanold
In Boobiez We Trust
#2 - 2012-12-10 09:47:25 UTC  |  Edited by: Schmata Bastanold
Gunnery supports: Surgical Strike, Sharpshooter, Motion Prediction, Rapid Firing, Trajectory Analysis. Take them all to IV, then those with rank 2 and 3 to V, higher ranks when you will have time/will/nothing else to train. Your guns will hit harder, further and with higher rate of fire - all good stuff for frigs and dessies, especially thrasher which has rate of fire bonus.

Fitting skills are also important, if you cannot fit gyros, TE and guns you are crippling your ship. So Engineering, Electronics, Mechanics, Weapon Upgrades and such should be trained to V asap. Advanced Weapons Upgrades train to IV and leave for later, it will be enough for 99% of fits.

T2 guns and mods are very important so put skills for them in your plan. You can use meta 4 mods but sometimes T2 are cheaper. Sometimes T2 won't fit so you will have to use meta. It all depends on fit and purpose but having skills is never a bad thing, they will give you choices.

T2 defenses of course so damage control, shield extenders, shield hardeners, armor hardeners, shield boosters, armor reppers - all depends what you fly and what tank you prefer or which one is more applicable for your ship. Minnie is flexible so again - more skills more choices.

Pvp is all about short bursts of violence so forget about cap stability. If you need more cap fit cap booster. And again, train skills for T2 version even though more often than not you will use meta.

Oh, and one skill that most people forget: Thermodynamics. If you don't have it yet, train it to III asap then take it to IV of even V if you have time. Overheated guns and mods will quite often save your bacon, and higher the skill the more heated time you will get before your mods will burn down.

Ok, and little more...

Navigation skills. Minnie are all about speed so put those skills in your plan too.

If you have an impression that basically everything should be train to IV asap you are right. It is your job to compile training plan and set your own priorities. Good idea would be to find one or more fits you would like to fly and see what skills you need for it. And then set all skills to V and train in order ganl/tank/speed or tank/gank/speed or speed/tank/gank or whatever else.

Ok, one more edit...

Destroyers V is great to have when you fly threasher and after last frigs revamp slasher is kinda better than rifter so take a look at it too.

Invalid signature format

E'dyn
Almost Dangerous
Wolves Amongst Strangers
#3 - 2012-12-10 18:30:08 UTC
Schmata Bastanold wrote:
Stuff


Thanks for that, been a great help! ^^