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Character foundation

Author
Name Family Name
Imperial Academy
Amarr Empire
#1 - 2012-01-17 23:27:24 UTC  |  Edited by: Name Family Name
I decided to train another char I can use for just fooling around since my other characters are unsuitable for the fooling around I want to do with this one. Basically, the goal is laying the foundation for a decent gunnery-based subcap-pvp character within a year and then deciding which races to train.

Not going to do too much ewar except neuting.

Plan is an int/mem remap first, getting +4 implants and then getting decent support skills as a first step, then remapping getting some drone skills (not going to use heavies/sentries with this one) and then going Perc/Will for pretty much the rest of this characters life.

I may add subsystem skills for 1 or 2 T3s to the first remap, once i decided which races I'll train.

My question is: Did I miss anything? Thanks for your time.

The plan should take me a little under 300 days to finish:

***Remapping (active) : i27 p17 c17 w17 m21***
Cybernetics IV
Navigation V
Acceleration Control V
Afterburner IV
Fuel Conservation IV
Evasive Maneuvering V
High Speed Maneuvering IV
Warp Drive Operation IV
Electronics V
Cloaking IV
Cynosural Field Theory I
Electronic Warfare IV
Electronics Upgrades V
Long Range Targeting V
Propulsion Jamming IV
Signature Analysis V
Targeting V
Energy Grid Upgrades V
Energy Management V
Energy Systems Operation V
Engineering V
Shield Operation V
Shield Management V
Shield Upgrades V
Tactical Shield Manipulation III
Jury Rigging III
Armor Rigging III
Astronautics Rigging III
Hull Upgrades V
EM Armor Compensation IV
Explosive Armor Compensation IV
Kinetic Armor Compensation IV
Mechanics V
Nanite Interfacing IV
Nanite Operation IV
Shield Rigging III
Thermic Armor Compensation IV
Science IV
Thermodynamics IV
Infomorph Psychology III
Biology IV
Nanite Control IV
Neurotoxin Recovery IV
***Remapping (active) : i17 p21 c17 w17 m27***
Drones V
Combat Drone Operation V
Drone Durability IV
Drone Interfacing V
Drone Navigation V
Drone Sharpshooting IV
Electronic Warfare Drone Interfacing IV
Scout Drone Operation V
Minmatar Drone Specialization IV
***Remapping (active) : i17 p27 c17 w21 m17***
Weapon Upgrades V
Advanced Weapon Upgrades V
Controlled Bursts V
Gunnery V
Motion Prediction V
Rapid Firing V
Sharpshooter V
Surgical Strike V
Trajectory Analysis V
Spaceship Command V


62 unique skills, 249 skill levels; Total time: 367 days, 19 hours, 54 minutes, 38 seconds


(Implants not included - that's why I should be ~76 days lower than the computed training time)

Edit - cut the low level skills to shorten the list and merged posts.
Name Family Name
Imperial Academy
Amarr Empire
#2 - 2012-01-17 23:28:47 UTC  |  Edited by: Name Family Name
Edit: merged posts.
1-Up Mushroom
Imperial Academy
Amarr Empire
#3 - 2012-01-18 21:36:06 UTC
Well you'll want Tac Field Manip IV instead of III, didn't want to look through the rest, that was just something I saw
5 Senses In A Person... 4 Seasons In A Year... 3 Colors In A Stoplight... 2 Poles On The Earth... ONLY 1-UP MUSHROOM!!!  If You Like My Sig, Like Me!   Remember EVE is EVErything!
Name Family Name
Imperial Academy
Amarr Empire
#4 - 2012-01-19 20:14:34 UTC
1-Up Mushroom wrote:
Well you'll want Tac Field Manip IV instead of III, didn't want to look through the rest, that was just something I saw



Yeah - you're most likely right - I just wanted to try how lvl III would work out since I have it on IV on my other characters and hardly get any bleedthrough. So I guess I'll leave it at three to test the hypothesis if some bleedthrough is something desirable as it would keep me closer to peak recharge for longer.

I doubt it, but then, I can always train the missing level up later.
Takeshi Yamato
Ministry of War
Amarr Empire
#5 - 2012-01-19 21:43:15 UTC
Don't train Controlled Bursts at all until you decide what ships to train as its useless for Minmatar ships.

Train Trajectory Analysis to IV until you decide what you train, as V is a pretty terrible return on time spent for Amarr.
Caelus Heliodromus
Perkone
Caldari State
#6 - 2012-01-20 17:09:04 UTC  |  Edited by: Caelus Heliodromus
You want Tactical Shield Manipulation to IV not for the shield bleed-through effect but for the ability to use T2 Invuln Fields.
1-Up Mushroom
Imperial Academy
Amarr Empire
#7 - 2012-01-20 19:36:47 UTC
Caelus Heliodromus wrote:
You want Tactical Shield Manipulation to IV not for the shield bleed-through effect but for the ability to use T2 Invuln Fields.

and resist-specific versions
5 Senses In A Person... 4 Seasons In A Year... 3 Colors In A Stoplight... 2 Poles On The Earth... ONLY 1-UP MUSHROOM!!!  If You Like My Sig, Like Me!   Remember EVE is EVErything!
Name Family Name
Imperial Academy
Amarr Empire
#8 - 2012-01-20 21:22:20 UTC  |  Edited by: Name Family Name
Takeshi Yamato wrote:
Don't train Controlled Bursts at all until you decide what ships to train as its useless for Minmatar ships.

Train Trajectory Analysis to IV until you decide what you train, as V is a pretty terrible return on time spent for Amarr.



I'm most likely going to crosstrain and most likely, it's going to be Gallente/Minmatar, so I'll need both, but thanks for the input.

1-Up Mushroom wrote:
Caelus Heliodromus wrote:
You want Tactical Shield Manipulation to IV not for the shield bleed-through effect but for the ability to use T2 Invuln Fields.

and resist-specific versions



Thanks a lot guys - things like these are the reason why I posted this thread - I completely missed that.
Ryuce
#9 - 2012-01-21 08:58:38 UTC
Just browsed quickly through the list and noticed a few possible additions:

Rigging skills (apart from jury) to IV - also, consider which weapon systems you will be using and get rigging skills for them too
Propulsion jamming V, Science V and Graviton physics I/IV - unlocks interdictors (win) and HIC's
Armour compensation skills IV (at least) - A lot of the popular BS's and some BC's shield tank
Warp Drive Operation V - it's fast to train and several sub caps need the skill for long warps. The skill is pretty important when hunting or running in PVP
Biology V - again a lvl 1 skill which is fast to train and provides a decent boost.
Jacob Stiller
The Scope
Gallente Federation
#10 - 2012-01-21 11:37:39 UTC
Gallente Drone Specialization
Heavy Drone Operation
Name Family Name
Imperial Academy
Amarr Empire
#11 - 2012-01-21 23:01:39 UTC
Ryuce wrote:
Just browsed quickly through the list and noticed a few possible additions:

Rigging skills (apart from jury) to IV - also, consider which weapon systems you will be using and get rigging skills for them too

Yes - forgot about mentioning that I'll add the weapon rigging skills once I decided. Good point on the rigging skills - I'll certainly not train all of them to IV, but may do so with a few.
Quote:

Propulsion jamming V, Science V and Graviton physics I/IV - unlocks interdictors (win) and HIC's

I can fly both, interdictors and HICs on my other characters yet don't really enjoy them, so I left them out from this skillplan.

Quote:
Armour compensation skills IV (at least) - A lot of the popular BS's and some BC's shield tank


Did you mean shield compensation skills? Armour are in the list and I have yet to fit a passive shield hardener after years of playing - I have them on my main, yet consider the bonus on turned off active hardeners negligible.

Quote:
Warp Drive Operation V - it's fast to train and several sub caps need the skill for long warps. The skill is pretty important when hunting or running in PVP


I have flown around having it at IV for quite some time on my alt, but never really missed it in comparison to my main - I eventually took it to V but didn't deem it as essential - I may look into it though.
Quote:

Biology V - again a lvl 1 skill which is fast to train and provides a decent boost.


Probably worth it, but then I wanted to keep the plan as short as possible and didn't deem the duration bonus as that imprtant.

Good input though.
Name Family Name
Imperial Academy
Amarr Empire
#12 - 2012-01-21 23:10:09 UTC
Jacob Stiller wrote:
Gallente Drone Specialization
Heavy Drone Operation


I can use ogre IIs on my other characters but hardly use them - I usually prefer Minmatar drones due to their speed - same goes for the smaller types.

As I said in the op I'm not planning to use Heavies or Sentries on this char. He's supposed for some suicidal frigate, cruiser/Hac fun - maybe for the ishtar, but then I usually fly it with Sentries. Not going to fly BS with the char - I went through training racial BS V seven times so far and don't plan to do it on some throwaway alt.

Thanks though.
Jacob Stiller
The Scope
Gallente Federation
#13 - 2012-01-22 01:43:17 UTC
Name Family Name wrote:
Jacob Stiller wrote:
Gallente Drone Specialization
Heavy Drone Operation


I can use ogre IIs on my other characters but hardly use them - I usually prefer Minmatar drones due to their speed - same goes for the smaller types.

As I said in the op I'm not planning to use Heavies or Sentries on this char. He's supposed for some suicidal frigate, cruiser/Hac fun - maybe for the ishtar, but then I usually fly it with Sentries. Not going to fly BS with the char - I went through training racial BS V seven times so far and don't plan to do it on some throwaway alt.

Thanks though.


Sorry, read just the first paragraph of the OP and then the skill list, misread Scout Drone Operation as Sentry Drone Operation (a full day of station trading does strange things), and figured that you were planning on using battleships. Racial drone specialization takes only ~4 days to take 0-4, so I figure it isn't that big of a deal even if you only use Gallente drones very occasionally. But since you aren't planning to use heavies, then you only need to take your racial drone specializations to level 2. Unless you are really attached to that extra 3.85% damage. Going to 0-2 is around 3 hours IIRC.
Jacob Stiller
The Scope
Gallente Federation
#14 - 2012-01-22 03:40:46 UTC  |  Edited by: Jacob Stiller
I think T2 speed rigs are not astronomically priced, so take astronautic rigging to IV. Of course, my memory might be off on this.
Ryuce
#15 - 2012-01-22 16:10:30 UTC  |  Edited by: Ryuce
Name Family Name wrote:

Quote:

Propulsion jamming V, Science V and Graviton physics I/IV - unlocks interdictors (win) and HIC's

I can fly both, interdictors and HICs on my other characters yet don't really enjoy them, so I left them out from this skillplan.

Quote:
Warp Drive Operation V - it's fast to train and several sub caps need the skill for long warps. The skill is pretty important when hunting or running in PVP


I have flown around having it at IV for quite some time on my alt, but never really missed it in comparison to my main - I eventually took it to V but didn't deem it as essential - I may look into it though.

Regarding HIC's and dic's, the guys I've been flying with quiet offent scream moar dic's/HIC nao! Generally I like having these options on alts, but that's just down to personal preference and to some extend the needs of your corp/alliance.

Regarding Warp Drive Operation, again one can debate the need for this skill at V yet certain ship types like recons tend to cap out during long warps, especially when doing fast roams, thus the suggestion. I'm quiet fanatical about cap, so I always like to have as much as possible when landing on grid. The skill helps obtain this goal - again a preferential thing.

Best of luck :)

E: did you consider lvl IV probing skills for basic combat probing and scout duty?
Name Family Name
Imperial Academy
Amarr Empire
#16 - 2012-01-23 09:54:24 UTC
Jacob Stiller wrote:
I think T2 speed rigs are not astronomically priced, so take astronautic rigging to IV. Of course, my memory might be off on this.

Yeah - I will take astronautics, weapon and armor rigging to IV I think. Concerning the drones: I'll take Minmatar to IV for the better damage, but using Minmatar drones exclusively on my other characters regardless of the fact they could field gallente as well, I'll leave them out - you're right in that it's quickly trained, but I absolutely never use them.

Ryuce wrote:

Regarding HIC's and dic's, the guys I've been flying with quiet offent scream moar dic's/HIC nao! Generally I like having these options on alts, but that's just down to personal preference and to some extend the needs of your corp/alliance.

Regarding Warp Drive Operation, again one can debate the need for this skill at V yet certain ship types like recons tend to cap out during long warps, especially when doing fast roams, thus the suggestion. I'm quiet fanatical about cap, so I always like to have as much as possible when landing on grid. The skill helps obtain this goal - again a preferential thing.

Best of luck :)

E: did you consider lvl IV probing skills for basic combat probing and scout duty?


I know they're often wanted and needed - people know I hate flying them, but they also know I can fly them, so I do it for the corp occasionally - however all in all, I'd wish I had never trained the skill, so I wouldn't have to (same goes for dreads).

On a side note, the character isn't supposed to join a corp - just some cheap solo roaming, engaging pretty much everything and ending up with a horrible K/D ratio, so nobody would call for anything.

Concerning WDO V, I'll think about it once the remapping point comes near - depends on my patience then - it's certainly not a bad skill and not that long to train, but it's 4 days for a skill I wouldn't consider essential.

Regarding probing skills: I thought about it, but I always use dedicated probing alts - hate having the probe launcher on the same ship I shoot stuff with.