These forums have been archived and are now read-only.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

Skills to train for manufacture?

Author
Turbocore
Doomheim
#1 - 2011-12-30 01:04:55 UTC
For someone starting at the beginning, what is the best skill route for a steady increase in manufacture capabilities?

Also, skill related but not skill specific, when getting better at mufacturing, more difficult to get components are needed. Is there a good way to acquire these components on the market? Is Jita the answer?
Tau Cabalander
Retirement Retreat
Working Stiffs
#2 - 2011-12-30 03:04:03 UTC
Manufacturing covers T1, T2, T3, capitals, PI, simple / complex / hybrid polymer reactions, and drug manufacturing.

Research covers ME, PE, copying, T2 invention, and T3 reverse engineering.

Obtaining materials encompasses trade. Selling products encompasses trade. You can make nearly everything except raw materials like minerals and moon goo, which I personally just buy in Jita.

Hauling Basics
* Amarr Frigate 3
* Amarr Industrial 1 (higher is optional, but read below)
* Hull Upgrades 2 (or higher if possible)
* Rigging 3
* Astronautics Rigging 1
* Navigation 5 (optional but strongly recommended, or as high as possible)
* Evasive Maneuvering 5 (optional but strongly recommended, or as high as possible)
* Spaceship Command 5 (optional but strongly recommended, or as high as possible)
* Mechanic 5 (optional but strongly recommended, or as high as possible as haulers are mostly structure)
* Shield Management 5 (optional but strongly recommended, or as high as possible)
Amarr Bestower is the largest low-skill industrial, Minmatar Mammoth at level 4, Gallante Iteron V at level 5. After the Bestower, train for whatever racial industrials you want. Freighters, blockade runners, deep space transports, and jump freighters should be considered before training racial Industrial level 5, as they are all a bit different.

Manufacturing Basics
* Production Efficiency 5
* Industry 5
* Mass Production 5
* Advanced Mass Production 4
* Supply Chain Management 1 (typically no more than 4)
BPO/BPC may require additional Science category and/or Mechanics category skills.

Research Basics
* Science 5
* Research 5
* Metallurgy 5
* Laboratory Operation 5
* Advanced Laboratory Operation 4
* Scientific Networking 1 (typically no more than 4)
BPO/BPC may require additional Science category and/or Mechanics category skills.

Trade Basics
* Accounting 5 (save on taxes! At least 4 strongly recommended)
* Broker Relations 5 (save on broker fees! At least 4 strongly recommended)
* Margin Trading 4 (level 5 recommended)
* Day Trading 1 (typically no more than 4)
* Marketing 1 (typically no more than 4)
* Procurement 1 (typically no more than 4)
Then train for as many orders and contracts as needed.

POS Management Basics
* Anchoring 3 (everyone should have this)
* Starbase Defense 4 (recommended, but requires Anchoring 5)
Jacob Stiller
The Scope
Gallente Federation
#3 - 2011-12-30 06:00:49 UTC  |  Edited by: Jacob Stiller
If you are willing to invest a lot of SP into hauling, I'd suggest training an Inty V and then go for a Minimatar blockade runner. Unfortunately, the Gallente Inty V is godly but their blockade runner is regarded as the worst. If you only want to spend a few SP for hauling, I'd go for the Badger II. Its tank is nearly equal that of the Inty V. Yes, I'm paranoid enough to consider tank more important than cargo space in a high sec hauler.

And for that reason, I'd go for shield rigging over astronautic rigging. And take shield rigging to IV in case I want to haul something valuable enough to justify the expense of T2 rigs. And of course, mechanics, hull upgrades, and shield management would all be at V.
Jacob Stiller
The Scope
Gallente Federation
#4 - 2011-12-30 06:18:42 UTC  |  Edited by: Jacob Stiller
His trading advice is solid although I'd put Margin Trading V at nearly equal importance as Accounting and Broker Relations. Still investigating manufacturing and research myself, but his list of manufacturing skills sound solid as well.

Curious as to what Anchoring III gives as he claims everyone should have it.
Karak Bol
Low-Sec Survival Ltd.
#5 - 2011-12-30 09:18:04 UTC
You can anchor (and unanchor) all T1 POS modules with Anchoring III. Quiet important if your POS is under Siege and you have to get some cannons, hardeners etc. up or the assembly arrays labs etc. down