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Skill Discussions

 
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Ship Masteries

Author
Cross C Ragweed
Federal Navy Academy
Gallente Federation
#1 - 2013-12-07 03:33:43 UTC
New at all this, but I'm liking the new Rubicon Ship Masteries. It appears CCP did a good job on these, and for the beginner is an efficient way to utilize the minimum amount of sp needed, with a well thought out timeline/priority to get one functional at various levels of a given ships intended use.

It appears that getting to L3 mastery kind of maxs one out with T1 gear, with L4 bringing one into T2 gear.

I started about 1 month before Rubicon released and focused on Standard level of Core Certificates as well as what ever else was needed for me to fit up an Atron and Tristan with T1 gear for FW/PvP use.

This matched up with the Rubicon release changes to the Certificates and put me almost to L3 on the Atron and L2 on the Tristan (core/guns l3, drones l2). In backing out of FW/PvP for awhile, until I skill up and moving to some PvE, I found I was at the same level/place with the Algos and the Vexor (i.e. able to gear a destroyer and cruiser up T1 with lots of core L4 skills in the right places).

I was glad to move to the Vexor Masteries before taking the Frigate and Destroyer to L4/5, as the switch to medium sized gear at this point will serve me well in missions and so timeline wise I would prefer to skill them now. And yet when I do go back to FW, I will want to go back and T2/L5 those frigate gear/skills.

I know many old timers turn their noses up at Certifications, but as one giving me trouble in a chat channel the other day admitted, they had not actually looked at the new Masteries.

Have you looked closely at these? What are your thoughts?
Lady Naween
Ministry of War
Amarr Empire
#2 - 2013-12-07 06:29:24 UTC
They are useful for new people, sure there are some skills that makes me go.. eh.. what? But on the whole I like it.

And as a dev posted, it seems a lot of people had missed some skills as after it went live the sales on those books skyrocketed :) So even vets can get some use out of it.
Grandma Squirel
#3 - 2013-12-07 18:47:16 UTC
The masteries are pretty comprehensive, but are quite poor when it comes to efficiently training for a ship, or prioritizing what is really important. Take the Raptor... For level 4 mastery, it requires Shield Compensation IV and Targeting 5, which are both totally useless for a ceptor. No one uses a shield booster on a ceptor (or uses an ASB so no cap anyway), and you can only target 5 ships, aka targeting 3. But it only High Speed Maneuvering III and Capacitor Management IV, which you want both higher for any MWD ceptor, as cap is a big issue. Frankly, I would say those skills should be in the level 2 or 3 Mastery, as they are really important.

In fact, hull upgrades isn't there at all till Mastery 5, which is absolutely critical if nothing more then for nanos.

If you train mastery 5, your great, but you'll have wasted boatloads of SP over what you would need for a perfect ceptor as people actually fly them.
Inxentas Ultramar
Ultramar Independent Contracting
#4 - 2013-12-12 23:05:14 UTC  |  Edited by: Inxentas Ultramar
I too find myself baffled at some of the choices CCP has made defining thresholds for certain ships. It is still wiser to look at the prerequisites of any given ship, and it's properties in relation to your skills. Electronic Warfare Drone Interfacing isn't goint to affect the flight of DPS drones I usually carry in a typical setup for my Hurricane. Helpfull? Most definately, but an odd requirement for Mastery level III of this ship.

I believe the masteries are defined too rough, and it would be an improvement to ISIS right away to remove some of the more obscure skills or ones that have no effect at all, like the aforementioned Interceptor example. I would still recommend new players look at ship bonusses, and look into training skills improving statistics affecting variables truly at play, to determine their overall effectiveness.

ISIS cannot account for personal choice. Electronic Warfare Drone Interfacing is a great skill to have when flying BC's like a cane, because the somewhat small bay still allows you to carry some extra GTFO-drones. When looking into skilling in fleet roles, consult ship bonusses and module requirements. In order to round out your skills per ship class consult ISIS / mastery levels.
Mashie Saldana
V0LTA
OnlyFleets.
#5 - 2013-12-13 16:48:19 UTC
Inxentas Ultramar wrote:
I too find myself baffled at some of the choices CCP has made defining thresholds for certain ships. It is still wiser to look at the prerequisites of any given ship, and it's properties in relation to your skills. Electronic Warfare Drone Interfacing isn't goint to affect the flight of DPS drones I usually carry in a typical setup for my Hurricane. Helpfull? Most definately, but an odd requirement for Mastery level III of this ship.

I believe the masteries are defined too rough, and it would be an improvement to ISIS right away to remove some of the more obscure skills or ones that have no effect at all, like the aforementioned Interceptor example. I would still recommend new players look at ship bonusses, and look into training skills improving statistics affecting variables truly at play, to determine their overall effectiveness.

ISIS cannot account for personal choice. Electronic Warfare Drone Interfacing is a great skill to have when flying BC's like a cane, because the somewhat small bay still allows you to carry some extra GTFO-drones. When looking into skilling in fleet roles, consult ship bonusses and module requirements. In order to round out your skills per ship class consult ISIS / mastery levels.

The reason the Electronic Warfare Drone Interfacing is listed is because it is adding control range for all drones.