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EVE New Citizens Q&A

 
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What are some skills or skillbooks that benefits the most

Author
Sabriz Adoudel
Move along there is nothing here
#21 - 2015-04-23 01:14:28 UTC
ergherhdfgh wrote:
Ralph King-Griffin wrote:
Thermodynamics

For a PvPer this might be true but I've not had much use for it.

If I can be allowed some interpretation here I think what Ralph means is that it depends on what you are interested in doing. If you could give some kind of hint as to what you are interested in doing we could help.



Thermodynamics is one of the best PVP skills but is still extremely good in PVE too.

Screw up and aggro a whole room of rats? No big deal, overheat the tank and survive long enough to flee.

Only just able to break the tank of a Mordrus Mammoth in that silly level 4 mission, and it's taking forever to kill? Overheat guns and melt it.

Elite frigate orbiting you at 12km and your drones aren't tracking it well? Overheat a web.

You can get away with training it only to 2 or 3 but do train it and learn to use it. Also carry nanite repair paste - if you are running missions or complexes, repair while using acceleration gates between rooms.



As for the most essential skills of all:
- Powergrid Management
- CPU Management
- Weapons Upgrades
- Drones

The first two skills are so powerful that they are worth training to 5 within your first month of play. The second two are not as OP but still worth getting to 4 quickly and to 5 within 10 weeks.

I support the New Order and CODE. alliance. www.minerbumping.com

ergherhdfgh
Imperial Academy
Amarr Empire
#22 - 2015-04-23 02:56:56 UTC
Sabriz Adoudel wrote:

Thermodynamics is one of the best PVP skills but is still extremely good in PVE too.

There are a few of the burner missions where you need to use it to get the mission done but those missions are 100% optional and there is no need to even do them. Outside burner missions I have never used overheating. The heat damage is expensive to repair with regards to what slight gains in speed you might get from it. We could argue back and forth about how much of a help it might be but outside burner missions I don't think "extremely good" is an accurate description of what thermodynamics does for you in PvE situations. I'm not saying it's useless or bad just not "extremely good".

I've also noticed the only people that have ever recommended to me that I use overheating in PvE situations are PvP players and even at that typically it's the more hardcore PvPers and not some much the casuals. I will say for sure that outside burner missions you could do all PvP in this game without ever using overheating. I can say this not in theory but from experience. The only PvE that I can think that I've not done is kill an officer spawn and most of the cosmos missions.

Further using overheating in PvE has the potential to be dangerous. If you burn out certain mods it could cost you your ship.

However I still concede that there are two sides to this and there is not a clear answer. I am not claiming to be correct I'm just saying for me if the overheating mechanic were removed from the game not only would it not adversely affect my game play but I would not even notice it if someone did not tell me.

Want to talk? Join Cara's channel in game: House Forelli

Kitty Bear
Deep Core Mining Inc.
Caldari State
#23 - 2015-04-23 09:45:44 UTC
open ISIS and look at 2-4 different ships

look for the skills that show up in the mastery tabs for say example
amarr transport, angel frigate, gallente marauder & maining barge

the same skills you see appearing each time you change faction/ship type are the skills you're looking for
Sabriz Adoudel
Move along there is nothing here
#24 - 2015-04-23 11:55:38 UTC
ergherhdfgh wrote:
Sabriz Adoudel wrote:

Thermodynamics is one of the best PVP skills but is still extremely good in PVE too.

There are a few of the burner missions where you need to use it to get the mission done but those missions are 100% optional and there is no need to even do them. Outside burner missions I have never used overheating. The heat damage is expensive to repair with regards to what slight gains in speed you might get from it. We could argue back and forth about how much of a help it might be but outside burner missions I don't think "extremely good" is an accurate description of what thermodynamics does for you in PvE situations. I'm not saying it's useless or bad just not "extremely good".

I've also noticed the only people that have ever recommended to me that I use overheating in PvE situations are PvP players and even at that typically it's the more hardcore PvPers and not some much the casuals. I will say for sure that outside burner missions you could do all PvP in this game without ever using overheating. I can say this not in theory but from experience. The only PvE that I can think that I've not done is kill an officer spawn and most of the cosmos missions.

Further using overheating in PvE has the potential to be dangerous. If you burn out certain mods it could cost you your ship.

However I still concede that there are two sides to this and there is not a clear answer. I am not claiming to be correct I'm just saying for me if the overheating mechanic were removed from the game not only would it not adversely affect my game play but I would not even notice it if someone did not tell me.



I was a PVE focused player once. I used overheating then.

I also went back and did some missions recently (I had reasons). Whether using a no-tank Ishtar, or a PVP fitted Kronos, or a more traditional PVE fit Hyperion, in all cases overheating sped up completions and reduced risk.

On burnout - as long as you don't overheat a microwarpdrive for 2 or more cycles, you are unlikely to ever suddenly burn a module out. You'll have a lot of warning.

I support the New Order and CODE. alliance. www.minerbumping.com

ergherhdfgh
Imperial Academy
Amarr Empire
#25 - 2015-04-23 12:10:04 UTC
Sabriz Adoudel wrote:

On burnout - as long as you don't overheat a microwarpdrive for 2 or more cycles, you are unlikely to ever suddenly burn a module out. You'll have a lot of warning.

I know plenty of guys that tell me that you don't have to worry about getting her pregnant if you just pull out. The funny thing is that they all have kids.

So yes you can say something like this but that doesn't help the guy that looses and expensive fit faction BS in a mission where he is scrammed and burns out his tank. I know I've not used overheating much but it is very difficult to turn on and off and even more difficult to tell if you have actually clicked on it when trying to turn it off. For a PvPer that is used to using it what I am saying may seem silly but for a newer player still learning the game I recommend getting familiar with it before you use it in important situations.

I was playing with overheating while just floating in space before I used it in the burner missions and had a hard time with it even when I had nothing else to focus on. During the burner missions there were a couple times where I burned out a mod and had to move > 250 km off grid to reset the NPC so that I could go repair and try again.

Again I am not saying don't ever use it or that it is worthless. All that I am saying is in PvE there is no need for it and if you don't know what you are doing it can cause problems. I think that is important for a newer player to understand before they start messing around with it. I am also saying that in PvE overheating is not so clearly a beneficial thing as it is in PvP.

Want to talk? Join Cara's channel in game: House Forelli

Ralph King-Griffin
New Eden Tech Support
#26 - 2015-04-23 12:22:06 UTC  |  Edited by: Ralph King-Griffin
ergherhdfgh wrote:
Sabriz Adoudel wrote:

On burnout - as long as you don't overheat a microwarpdrive for 2 or more cycles, you are unlikely to ever suddenly burn a module out. You'll have a lot of warning.

I know plenty of guys that tell me that you don't have to worry about getting her pregnant if you just pull out. The funny thing is that they all have kids.


abstinence is even better but that's a sad lonely choice.

the point sabriz is making is that you can pull extra performance out of your arse if needs be.
ergherhdfgh
Imperial Academy
Amarr Empire
#27 - 2015-04-23 12:50:48 UTC
Ralph King-Griffin wrote:

abstinence is even better but that's a sad lonely choice.

the point sabriz is making is that you can pull extra performance out of your arse if needs be.

Right and I get that. The point that I am making is that in PvE I don't find myself coming across moments where I "need" it and not having overheating locked off can lead to you accidentally turning it on and burning something out and if you try to unlock it when you need it often at that moment things are so busy and urgent and it takes so long that by the time you get it unlocked and then overheated it might be too late or at least that time would have been better spent GTFOing.

Regardless I am not advising that no one ever use it. I am saying for newer players reading this in the NC Q&A section of the forums that if they PvP and don't overheat they will likely loose the ship anyway so overheat but if you are doing PvE experiment with overheating in non-critical situations so that you can get familiar with how it works because if you just click on it when you need it then it has the potential to cause more harm then good.

TL;dr
I'm not that I am not recommending abstinence I am recommending experimentation in non-critical situations.

Want to talk? Join Cara's channel in game: House Forelli

Lost Greybeard
Drunken Yordles
#28 - 2015-04-23 19:21:46 UTC
Everything in the Navigation category that doesn't have the word "jump" in it is excellent for a new player and should be trained to III immediately and IV as soon as you've got the time.

Jury Rigging III or so lets you fit rigs, which are pretty essential for certain things (especially when you want to do something with a ship that's not in its inherent bonuses, like exploration with your favored cruiser type).

Cybernetics, similarly, should be taken to III quickly and IV eventually. Not V while you're a new player, though, anything requiring V is expensive enough it'll make you risk-averse, and if you're risk-averse the game sucks. But +3 learning implants help a lot and are called "standard" for a reason.

People have already mentioned the core fitting and capacitor skills. Those are actually the first things you should bump all the way to V, basically the moment your guns and tank and other basic stuff to allow what you're doing are acceptable.

Thermodynamics is kind of a... weird thing to recommend in New Citizens' Q&A. It's vital to optimizing builds and flat-out required for frigate -> Cruiser PvP, but as a new player whether you can fit your ship or not is a MUCH bigger factor in whether you can win or lose. I'd get all the core fitting skills to V before even buying the Thermodynamics skill book, frankly. Or at least maxed power, CPU, and capacitor plus V in the capacity skill for your preferred tank. Being able to tack on that last gun for the full rack without screwing up your other fit >>>>>> overheating.
BeBopAReBop RhubarbPie
University of Caille
Gallente Federation
#29 - 2015-04-24 08:55:02 UTC  |  Edited by: BeBopAReBop RhubarbPie
The first three skills I tell every new pvper to train are the following:
High Speed Maneuvering 1 (this is not pvp specific)
Propulsion Jamming 1 (this one is pvp specific)
Warp drive Operation 2 (this is not pvp specific, level 3 within the first week)

Evasive Maneuvering and Spaceship Command are the only two skills that will affect you every time you undock or pass through any system in the game. I consider 4's in those a 2 month goal, with 5's as a long term.

Fitting skills of course are useful. The primary ones are:
CPU Management
Power Grid Management

Secondary are :
Shield Upgrades
Weapon Upgrades
Advanced Weapon Upgrades

Tertiary:
Energy Grid Upgrades
Hybrid Weapon Rigging
Projectile Weapon Rigging
Armor Rigging
Energy Weapon Rigging
Launcher Rigging


If you plan to do any pvp at all, train thermodynamics. If you plan to fly anything worth more than 100m train thermodynamics. Learn it and use it. I have lost so many fights that I could have won if I just overheated the right module. Think of it as a 15% performance boost to any module on your ship whenever you want. This used to be a week long train, and was kinda a hard thing to suggest. Its only a day now, so you really should be getting it within 3 weeks of starting if you want to do any pvp. Ignore the person above me talking about training stuff to five. The only skill I would train to five in my first month (or even two months) is below.

Drones 5 is used on probably a majority of the ships in the game, I would train it and Drone Interfacing 3 within the first month of playing.

Additional quality of life skills:
Contracts 1
Every skill under electronics to level 1.
Broker Relations
Accounting
Anchoring 3
Advanced Drone Avionics 1
Capacitor Management
Capacitor Systems Operation
Controlled Bursts 3
Leadership V (you never know when you might be made a squad commander)
Cloaking 3 - MWD Cloak trick will save you so many times.
Cybernetics 3 (for access to 3% fitting implants. screw skill training implants, they're a waste of money)
Astrometrics and related skills : Access to exploration sites, wormholes, and combat probes are very useful

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