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Skill Discussions

 
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Int/mem skills

Author
zatazon
State War Academy
Caldari State
#1 - 2012-03-28 23:28:43 UTC
Ok here is my current skills and below is my training list. my question is what other skills should I add to this or possibly take away? I do a little bit of everything right now except PvP eventually I am going to get into that as well.

skills

My future skills in queue are

Sig anaylisis 5
energy systems op 5
repair systems 5
Caldari Engineering 5
Caldari Electronics 5
Cloaking 4
Long range targeting 5
EM armor comp 5
explosive armor comp 5
kinetic armor comp 5
thermic armor comp 5
EM shield comp 5
energy management 5
explosive shield comp 5
kinetic shield comp 5
thermic shield comp 5
shield comp 5
shield managment 5
shield upgrades 5
tacticle shield manip 5
cybernetics 5
Mike Whiite
Deep Core Mining Inc.
Caldari State
#2 - 2012-03-29 08:10:41 UTC
Thermodynamics,

Nanite opperation

Nanite interfacing

Rigging skills
zatazon
State War Academy
Caldari State
#3 - 2012-03-29 12:13:11 UTC
Thanks, got thermo dynamics and nanite ops and interfacing to 5 added. Also added all rigging skills to 4, i realize 5 gives a bit less draw back is it worth the training time from 4?
Vito Antonio
Doomheim
#4 - 2012-03-29 13:30:59 UTC
zatazon wrote:
Thanks, got thermo dynamics and nanite ops and interfacing to 5 added. Also added all rigging skills to 4, i realize 5 gives a bit less draw back is it worth the training time from 4?

if you going to use specifit fits that wont work w/o rigging skills at 4
Greg Valanti
The Scope
Gallente Federation
#5 - 2012-03-29 13:33:03 UTC  |  Edited by: Greg Valanti
I would say all those armor/shield compensation skills to 5 is a waste of time - if you must only train the weakest resists (EM shield to 5, explosive/thermic armor to 5, for example)

There is no PVE situation where you really need any rigging skill at 5. For PVP, if you find yourself using a particular rig set on most of your ships, than you may gain an edge - but hardly worthwhile enough before training other more useful skills

You may want to also consider

Electronics Upgrades 5
Long Range Targeting 5
Propulsion Jamming 4
Shield Upgrades 5
keep thermic shield manipulation at 4 (proven to be better, search around)
hull upgrades 5 - more armor and EANM II use
salvaging 4/5 - only if you salvage a lot
all astrometrics to 4 - big boost to scanning
zatazon
State War Academy
Caldari State
#6 - 2012-03-30 00:04:02 UTC
First off, thank you everyone for the comments and help. If anyone else has skill recommendations for ones to add or that should be removed I'm all ears. Thanks again.

I don't really have any fits right now that are that tight. eventually I may get to that point but it is down the road a ways i think. Right now the ships I have, have decent to good fits that I enjoy flying with so no fittings issues yet.

Removed shield and armor comp skills to 5, leaving them at 4 for now. Rigging skills will stay at 4 until I find a fit where I actually need 5.

Electronics Upgrades add to 5
Long Range Targeting add to 5
Propulsion Jamming add to 4 (is this worth going to 5?)
Shield Upgrades add to 5
keep tacticle shield manipulation left at 4
hull upgrades 5 add to 5
salvaging (I have an alt that does my salvaging when I want to)
all astrometrics to 4 add these
hacking add to 4 (is this worth having?)
energy grid upgrades add to 5
energy emission system add to 5
shield emission system add to 5
Dr Caymus
Applied Technologies Inc
Agents of Fortune
#7 - 2012-03-30 03:46:35 UTC  |  Edited by: Dr Caymus
Since you currently have the Intelligence attribute maxxed out, you might also want to bump up your Navigation skills (Accel Control, Afterburner, Evasive Maneuvering, Fuel Cons and High Speed Maneuvering), unless you are planning on an Intelligence/Perception remap at some point in the future.

Edit: Plug in and pick up two or three levels in the other two Jump Drive skills too if you're so inclined.
Greg Valanti
The Scope
Gallente Federation
#8 - 2012-03-30 11:13:47 UTC
zatazon wrote:

Propulsion Jamming add to 4 (is this worth going to 5?)

hacking add to 4 (is this worth having?)


Prop Jamming 4 will let you use T2 modules, 5 just saves you some marginal cap. Mostly useful if you're flying tackle in a frigate in PVP and cap is a concern.

Hacking 4 is up to you, do you use codebreakers at all? Level 5 is required for the T2 version, but I don't use them ever so I don't know how necessary it may be.
Large Collidable Object
morons.
#9 - 2012-03-31 12:20:11 UTC
Greg Valanti wrote:
zatazon wrote:

Propulsion Jamming add to 4 (is this worth going to 5?)

hacking add to 4 (is this worth having?)


Prop Jamming 4 will let you use T2 modules, 5 just saves you some marginal cap. Mostly useful if you're flying tackle in a frigate in PVP and cap is a concern.



Actually V is a prereq if you ever want to use dictors and HICS in their intended role. + it's needed for the bigger and more advanced mobile warp disruptors...

You know... [morons.](http://www.youtube.com/watch?v=4gjOx65yD5A)
zatazon
State War Academy
Caldari State
#10 - 2012-03-31 14:19:24 UTC
Going to move hackng and take a look at nav skills when I get on the PC. Prob won't do prop jam to past 4 yet.
Ryuce
#11 - 2012-03-31 16:19:40 UTC
Considering your current SP level I'd say; only train shield and armor comps to IV. The same goes for tactical shield manipulation and the nanite skills (thermodynamics to V of course). If you start doing the math you will realise that only certain niche fits will benefit from those skills.

Instead I'd spend some time getting astrometrics V and the probing support skills to IV, while also getting biology V and the drug support skills to IV - maybe nanite control at V. These will be of very nice use in PVP.