OK this will be a LONG post.
Thought i'd start a thread on skills- they can be quite confusing and it can be exceptionally galling to finally get that dream ship.... only to find you can't fly the 'effin thing. To that end i'm going to highlight some key skills and a few tricks of the trade and i suggest any of the more experienced players do so too.
There's 3 simple rules to skill training.
1- always have a skill training. sounds dumb, but training ANYTHING is better than training nothing.
2- Have a plan. your skills and character in general will be much better and your time will be better spent if you have a clear plan to stick to.
3- ALWAYS HAVE A SKILL TRAINING. it's worth logging on once, at half 11 at night to change skills. Better yet get an iphone appo or desktop widget that tells you when you need to change skills.
This next section is from a Gallente pilots perspective, someone else may want to do the other ones?? maybe?
if you're gallente train drones. serisously. Gallentes get insane drone bonus', they get larger drone bays and drones are 'free' dps. you'd be mad not to. but which skills i hear you scream. well you''ll need these first
-drones - or you can't use them. get to lev 5
-combat drone operation: allows you to pilot scout drones
-scout drone operation.: inproves scout drone skills. lev 5 gives you tech 2
-gallente drone specialisation: to lev 2 at least. allows you to pilot med drones tech 2
- then you can either go heavies or sentries- i'd suggest sentries.
those are the core skills (and you want tech 2 asap as they will rock your world).
next you'll want these
-drone interfacing: 20% boost to damage per level.
-drone durability: 5% bonus to armour shield hull per lev
-drone navigation: 5% bonis to drone mwd speed
-drone sharpshooting: increases drone optimal range (useful for increasing damage).
I repeat you'll want tech 2 asap. so it's worth concentrating on getting t2 lights first. then worrying about the rest.
Next post- additional useful skills
There are also some 'CORE' skills that you should train- they're less important at the start, but become increasingly so the higher up the tech tree you go, so a headstart is always useful. you can train these whenever you have a gap in your skill trainer:
-mechanic. you'll be suprised how many higer-tech ships require level 5.
-electronics upgrades: if you're going anywhaere near cov ops/ecm you'll need these
-signature analysis - 5% bonus to lock speed per level- GET THIS as high as pos
-targetting - al;lows 1 extra lock per level.
-engineering: same as mechanic
energy grid upgrades: alows you to fit more, for less cap.
-salvaging: so you can salvage- lev 5 for sleeper BS's
-archeology: so you can analyse- lev 2's sufficient
-hacking: so you can use a codebreaker
-cybernetics: allows you to use implants
-spaceship command section: all down to you. what ship do you want????
tricks and case-study
ALWAYS have an aim. but always research that aim properly. for example- it's no good buying a ship you can't fly. so find that ship, then click on the prerequisits tab, it'll tell you all the skills you need. BUT WAIT. you're not done.
NOW, write down each skillyoudon't have and check THEIR prerequisits. as THEY may need additional skills too. i've fallen into this trap. started a training regeime to get a ship, coming to the final skill having already shot my load buying the ship, to find that last skill needs 4 prerequsits that''ll take over a month to train. don't make this mistake RESEARCH.
my current target is a proteus. a nice, exceptionally useful ship.
so i click on the prerequisuts tab and see this:
needed to get (red cross- means i have to buy the skill book):
-gallente strategic cruiser lev 1: which needs gallente cruiser lev 5 (see!! always check your prerequisits prerequisits)
- the subsystem skills (of which there are 5): one of which i need to train navigation to lev 5
skills i have but need to be higher (yellow circle)
-gallent crusier lev to lev 5 navigation to lev 5.
Quick tip- when looking at a ships prerequisits, the skills in each subset- i.e. the skills you need to get the skills you need (if you follow) are also shown as slightly offset from the main skill- this is a quick easy reference tool- but it's always worth checking the prerequisits of those skills too lol.
And there you have it. i'm sure i'll add stuff later, but that should get anyone new to the game going.
Great post. I just found out about Drones and my training is a bit pittyfull. After training the Corp management stuff I will be 100% training Drones.
Also, EveMon is awesome for checking skill requirements. I love browsing the ships and then adding the skills to see what I need and how long it will take. Almost as fun as playing the game. Currently, I have a BS plan, BC plan and Covert Ops plan.
thats the way to do it mate- decide your goal and then work out the most efficient way to get to it. great stuff.
Another set of essential skills for Gallente pilots are the skills for hybrid turrets. Specifically:
Gunnery - is needed to use pretty much any type of turret - get it to level 5.
Small Hybrid Turret - needed to use small railguns and blasters. Needs to be at 5 in order to train T2. It also needs to be at 3, I think, to train medium turrets.
Medium Hybrid Turret - needed to use medium hybrid turrets. Needed if you want to fly cruisers/battlecruisers, since they use these. Again, needs level 5 to train T2, and level 3 to train large hybrids.
Large Hybrid Turret - Lets you use large hybrid turrets. Only really needed if you want to fly battleships or other ships of a similar size. Needs Level 5 to train T2, but that takes aaaaaaaaages.
To use t2 turrets, you need the relevant specialisation skill, which can only be trained when you have that size turret skill to level 5. So, to use t2 small blasters, you need to train small blaster specialisation.
Other useful turret skills, which you should definitely train up, include:
Weapon Upgrades - reduces the power grid use of weapons. You'll want to get this to level 5 if you can, so you can fit as much as possible.
Trajectory Analysis - increases falloff.
Surgical Strike - increases turret damage
Sharpshooter - increases optimal range
Rapid firing - increases rate of fire
Motion Prediction - increases tracking speeds
Controlled Bursts - decreases capacitor need of turrets.
These are all useful skills, get them to 3 or 4 if you can.
With these skills, and the skills Spats mentioned, you'll be able to fly the majority of Gallente ships well.
im defo looking to get into this, you guys have pretty much sold it to me. does faction/race have any bearing on joining the corp? i'm going to be ploughing through evewiki over lunch. i've got the trial all downloaded ready to rock!
It's worth noting, that no matter which race you choose you can always train for ships belonging to another faction though it might take a little bit more time initially.
Oh and great post by the way Spatula :D
With the New Player Experience changes they made a while back, you can train any race's ships in basically the same time as your own race from the beginning now, I think, since you have hardly any skills to begin with (unlike the good old days), so race doesn't have too much bearing on that any more.
It also doesn't really affect joining the corp either - you start off neutral with everyone anyway, regardless of your race. It's just as easy to piss off the Gallente Federation if your Gallente yourself - as I have ably demonstrated...
I think the mjority of us are Gallente, so you'll likely get the most help if you go in that direction, and you'll start off close by too (I think if you're an Intaki, you'll start 2 jumps away from HQ, in Cistuvaert), so that's what I'd recommend - but it ultimately depends on which race you think looks cooler.
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