These forums have been archived and are now read-only.

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

EVE New Citizens Q&A

 
  • Topic is locked indefinitely.
 

Skills Question

Author
Michiko Marstolt
Roncevaux PMC
#1 - 2012-03-06 05:43:20 UTC
so i found this old, old guide, and they have this one bit that i was wondering about:

Really useful skills to fly a ship properly
Skills useful for all ships.
Very high priority - should be trained to a minimum of level IV.

Electronics (fit more stuff)
Engineering (fit more stuff)
Energy Management (more capacitor)
Energy Systems Operation (cap regenerates quicker)
Shield Management (more shields - harder to kill)
Shield Operations (regenerate shield quicker)
Repair Systems (repair armour more efficiently)
Mechanic (more structure - harder to kill)
Hull Upgrades (fit better armor - harder to kill)
Navigation (fly faster)
Evasive Maneuvering (turn quicker)
Warp Drive Ops (warp farther)
Spaceship Command (turn quicker)

does that still hold true? i mean, those skills still do what's written, i was just wondering if that's still a good core of general skills. (i don't think skills have changed much since they took out training skills, but i thought i'd ask).
Xercodo
Cruor Angelicus
#2 - 2012-03-06 05:48:18 UTC
yup they all hold true

look into the "Core Competency" certificates as well

The Drake is a Lie

Iggep
Pandemic Horde Inc.
Pandemic Horde
#3 - 2012-03-06 06:09:28 UTC  |  Edited by: Iggep
If you haven't already, check out an app called EVE MON. Read through all the skills and plan out your training. It's quite useful.

http://www.iggepsrealm.com - the ramblings of a spaceship driving techophile

Michiko Marstolt
Roncevaux PMC
#4 - 2012-03-06 06:10:29 UTC  |  Edited by: Michiko Marstolt
awesome. thanks! and yeah. i noticed that they're practically lock step with the core certs. are there any other really important skills in general missing?
EDIT: already have EVEMon and EveHQ, thanks. :) i do love them so.
ShahFluffers
Ice Fire Warriors
#5 - 2012-03-06 07:43:42 UTC  |  Edited by: ShahFluffers
These are what are known as "Core Skills"... skills that affect all ships... and it's a good idea to get them all to a minimum of level 4.

Ultimately you want them at 5... however (I'll probably get some hell for saying this) don't focus TOO intently on getting them all to level 5. You'll want some "fun" skills in there to actually "do" stuff with.

Generally I trained 1 "core skill" then 1 or 2 "fun skills"... rinse and repeated. This allowed me to "dabble" in things I found interesting while still "improving" myself.

Also... one skill that will help you IMMENSELY in fitting stuff to your ship is "Weapon Upgrades" (found in the "Gunnery" skill section). It affects both turrets and launchers.

edit: the skill "Mechanic" is another skill to look into (does the same thing at "Shield Management", but for armor).

edit2: nvm... you had that one on your list.
Gerrick Palivorn
Caldari Provisions
Caldari State
#6 - 2012-03-06 07:58:29 UTC
I would make the 'core' skills a priority but I agree with ShahFluffers, don't focus solely on them. I personally do 1 to 1 ratio on fun vs core and it takes about a year before you find yourself with nothing but 20+ day long core skills in which case your good to fly almost anything subcap (the exception is T2 Battleships and Battlecruisers, you want all 5's for those). Getting them all to 4 is a great suggestion because you'll be operating at about 80% of the guys that have them to 5.

When you start the long haul and polishing them off to 5 start with the x1 skills as they aren't as harsh on the times. Weapon Upgrades should be one of first to train as Advanced Weapon Upgrades need to be trained to 4 quickly (it needs weapon upgrades 5).

Fun side note, most people don't train Adv. Weapon Upgrades to 5 until they are about to climb into Capitals. Almost all fits are capable of operating without it.

MMOs come and go, but Eve remains.  -Garresh-