Well as other have said, knock out those support skills. I usually like to get the supports for a given ship finished before I train up the ship skill so I'm not tempted to fly what I shouldn't be flying. Also if you haven't done your leaning skills, do them now. Learning skills affect your attributes which in tern decrease your training time. For a normal plan, it can take it from 1000+ days to < 300.
My rule of thumb is take them to 5 unless they take over 12 or so days for a given level. I also look at evemon to see what it suggests to decrease training time.
Analytical Mind V
Eidetic Memory V
Empathy IV - I've never found a need for Charisma, though some skills use it.
Instant Recall V
Iron Will V
Spatial Awareness V
Usually you do these before anything else so you get the benefits from the 100% SP/h boost untill you get to 1.6M SP. I then usually train Cybernetics to IV and get some +4 implants.
Since your the CEO of the corp, your corp skills should be a top priority, especially if we are going to grow.
Anchoring V - Needed to anchor POS, control POS guns.
Corp Management V - +10 corp members / level.
Empire Control IV - +200 Corp members / level. Probably won't be needed for a while.
Ethnic Relations V - Allows 20% of corp members to be a different race than you / level.
Megacorp Management V - +50 members / level.
Starbase Defense Management V - Allows you to control one POS defense array (POS gun) / level
A must for any Gallente pilot.
[Insert Race] Drone Specialization IV - You need each at IV to use that race's T2 heavy drones.
Combat Drone Operation IV or V - 5% drone damage / level for light / med drones
Drone Durability - 5% Shield, Armor, Hull HP / level. Level depends. Usually once an enemy targets your drones, they are dead. Probably want to take it to IV.
Drone Interfacing V - 20% drone damage / level.
Drone Navigation IV
Drone Sharpshooting V
Drones V - Each rank gives you another drone.
Heavy Drone Operation V - 5% dmg / level for heavy drones. T2 heavy drones.
Scout Drone Operation V - 5% dmg / level. T2 light/med drones
Electronics Upgrades IV or V depending on your needs.
Long Range Targeting IV or V - 5% to targeting range / level.
Propulsion Jamming IV - 5% reduction to Warp Scram / Web cap consumption / level
Signature Analyst V - 5% faster lock time / level.
Targeting V - +1 target / level
Energy Grid Upgrades V
Energy Management V
Energy Systems Operation V
Shield skills at IV for a bit of a shield buffer tank.
Basically everything relating to hybrid turrets goes to V.
Adv Weapon Upgrades IV or V - 5% reduction weapon power grid usage
Controlled Bursts V - 5% cap usage reduction
Large Hybrid Turret V - 5% Large Hybrid Turret dmg and unlocks T2 Large Hybrid Turrets
Medium Blaster Specialization V - 5% dmg for T2 med blasters
Medium Hybrid Turret V - 5% dmg med hybrid turret and unlocks T2 med hybrid turrets
Medium Railgun Specialization V - 5% dmg for T2 med rails
Motion Prediction V - 5% bonus to turret tracking speed
Rapid Firing V - 5% bonus turret rate of fire. Directly increases damage per second
Sharpshooter V - 5% bonus to turret optimal range
Small Blaster Specialization V - 5% dmg for small T2 blasters
Small Hybrid Turret V - 5% dmg for small hybrid turrets and unlocks T2 small hybrid turrets
Small Railgun Specialization V - 5% dmg for small rails
Surgical Strike IV - 3% dmg for all turrets
Trajectory Analysis V - 5% bonus to weapon falloff range
Weapon Upgrades V - 5% reduction weapon CPU usage
Armor Rigging IV
Compensations IV or V
Hull Upgrades V
Hybrid Weapon Rigging IV
Jury Rigging IV
Repair Systems V
Acceleration Control IV - 5% to Afterburner and MWD speed
Evasive Maneuvering V - 5% bonus to agility
Fuel Conservation V
High Speed Maneuvering IV or V
Warp Drive Operation V
Cybernetics - IV for +4 implants, V for T2 implants. +5 implants are too expensive for their bonuses
Infomorph Psychology IV - +1 jump clone / level
Thermodynamics IV - Useful if you want to overheat your modules
Take the base ship skill to V for the T2 variant of the ship, take the T2 skill to IV or V depending on your ship's specific bonuses.
Advanced Spaceship Command IV or V
Spaceship Command V
Take all Gallente to IV then take the ones your need bonuses for to V. These are for T3 cruisers.
And that should keep you busy for the next year or so. Also you can decrease your training time by neural remapping. This lets you redistribute your base attribute points between your five attributes. You will either want to give yourself a remap for your profession (this skill queue is for combat) or you will want to arrange your skill queue so you do all the skills that are affected by the same attributes in a group and remap for that group. The latter option is quite boring since you wont be able to train either ship skills or support skills until your next remap. I usually remap for a baseline combat queue which is:
Note: You can only remap once every 365 days. Also if your character was created after Apocrypha you get two remaps to start with so you can speed through some basic support skills then go to your main training queue.
This will let you train all combat and support skills at about the same speed. Though if you sort by attribute, you can knock off a month of training for every year usually.
AMD Phenom II x4 955 @ 3.8GHz | OCZ Obsidian 8GB RAM (4x2GB) | 2x EVGA nVidia GTX 260 Core 216 in SLI | MSI AM3 NVIDIA nForce 980a SLI MoBoSteamID: Ghosty
Antec Twelve Hundred Black Steel | Corsair TX-950 950W PSU | Logitech G15 v2 | Logitech G9x | Windows 7 Pro x64
Eve: Sabr Sheppard
I reject friend requests from random people so let me know if your going to add me.
Last edited by Ghosty; 09-06-2010 at 05:19 PM.