Where to go next (skill training)

Zed

Rogue Chimp
alright. Im just muddling along at the moment with skill selections. Anyone actually give me an idea what might be worth focusing on. Currently im going Amar Frigate to Iv, then Cruiser Iv then BS was the plan.

http://eve-sheet.com/skills/Zedanya

but is it the best plan...
 

Requiel

PVC Love God
Obvious gaps:
Electronic Warfare Drones III or IV. (add 3km per level to all drone control ranges)
Sentry Drones V (it's a grind but T2 sentries are definitely worth it)
Cloaking IV (lets you use a covops cloak)
AWU IV or V (makes a huge difference to the way you can fit ships)
Evasive Maneouvring V (inties!)
Scanning skills (Astrometric Acquisition etc)
If you're doing missions then the two special connections skills for whichever division your agent works for.
Might be worth looking into other T2 ship types such as Recons or Command ships (especially as you have BC V and Gallente Cruiser V already)

Beyond that cross training into Amarr is a decent choice, it's what I'm doing with a broadly similar skill base to you (I have 3 times your SPs but in general I have the same specialisations).
 

Zed

Rogue Chimp
Cheers bud. I have AWU III on learn at the moment i believe (or will have once Amar frig IV finished) since i couldnt inject Amarr cruiser.

Ill build a plan with the above and finish it off with the two V skills... Sentry drones is already a must have just didnt want to jump in on a 22 day skill just yet.

I supposed i should get Gallente BS V as well.
 

Zed

Rogue Chimp
Off the top of my head and messing with Evemon. Ive not even included Amarr BS which ill do soonish.

So a few months worth of training gets me most of the non command ship and up T2 ships i think :)


Skill plan for Zedanya

1. Amarr Frigate IV (10 hours, 8 minutes, 50 seconds)
2. Amarr Cruiser I (39 minutes, 52 seconds)
3. Amarr Cruiser II (3 hours, 5 minutes, 42 seconds)
4. Amarr Cruiser III (17 hours, 30 minutes, 20 seconds)
5. Electronic Warfare Drone Interfacing II (2 hours, 59 minutes, 24 seconds)
6. Electronic Warfare Drone Interfacing III (16 hours, 54 minutes, 43 seconds)
7. Electronic Warfare Drone Interfacing IV (3 days, 23 hours, 40 minutes, 22 seconds)
8. Advanced Weapon Upgrades III (21 hours, 24 seconds)
9. Advanced Weapon Upgrades IV (4 days, 22 hours, 50 minutes, 8 seconds)
10. Salvaging IV (2 days, 10 hours, 23 minutes, 36 seconds)
11. Cloaking III (20 hours, 38 minutes, 41 seconds)
12. Heavy Assault Ships IV (4 days, 22 hours, 50 minutes, 8 seconds)
13. Evasive Maneuvering IV (1 day, 15 hours, 36 minutes, 42 seconds)
14. Evasive Maneuvering V (9 days, 8 hours, 4 minutes, 39 seconds)
15. Electronic Attack Ships I (31 minutes, 53 seconds)
16. Interceptors I (31 minutes, 53 seconds)
17. Covert Ops IV (3 days, 7 hours, 13 minutes, 25 seconds)
18. Signature Analysis V (4 days, 14 hours, 6 minutes, 25 seconds)
19. Recon Ships I (47 minutes, 50 seconds)
20. Cloaking IV (4 days, 20 hours, 47 minutes, 12 seconds)
21. Sensor Linking IV (2 days, 10 hours, 23 minutes, 36 seconds)
22. Fuel Conservation IV (1 day, 15 hours, 36 minutes, 42 seconds)
23. Energy Management V (13 days, 18 hours, 19 minutes, 16 seconds)
24. Warp Drive Operation IV (19 hours, 48 minutes, 21 seconds)
25. High Speed Maneuvering IV (4 days, 3 hours, 1 minute, 47 seconds)
26. Empathy IV (19 hours, 8 minutes, 4 seconds)
27. Presence I (31 minutes, 42 seconds)
28. Presence II (2 hours, 21 minutes, 7 seconds)
29. Sentry Drone Interfacing V (22 days, 13 hours, 12 minutes, 15 seconds)
30. Leadership V (5 days, 15 hours, 52 minutes, 36 seconds)
31. Warfare Link Specialist I (58 minutes, 1 second)
32. Warfare Link Specialist II (4 hours, 30 minutes, 15 seconds)
33. Warfare Link Specialist III (1 day, 1 hour, 28 minutes, 35 seconds)
34. Warfare Link Specialist IV (6 days, 7 minutes, 11 seconds)
35. Command Ships I (1 hour, 3 minutes, 47 seconds)
36. Advanced Spaceship Command I (39 minutes, 52 seconds)
37. Advanced Spaceship Command II (3 hours, 5 minutes, 42 seconds)
38. Advanced Spaceship Command III (17 hours, 30 minutes, 20 seconds)
39. Advanced Spaceship Command IV (4 days, 3 hours, 1 minute, 47 seconds)
40. Small Railgun Specialization I (23 minutes, 55 seconds)
41. Small Railgun Specialization II (1 hour, 51 minutes, 25 seconds)
42. Small Railgun Specialization III (10 hours, 30 minutes, 12 seconds)
43. Small Railgun Specialization IV (2 days, 11 hours, 25 minutes, 4 seconds)
44. Medium Hybrid Turret V (14 days, 6 minutes, 59 seconds)
45. Medium Railgun Specialization I (39 minutes, 52 seconds)
 

Chick

Cartwheel RIGHT
Just wondering, but how come you are going for Amarr BS now? Are they stupidly OP Still with their lazers, or is it just an aesthetic thing?

A personal recomendation would be to crosstrain Minmatar BS rather than Amarr. You then get to unlock the Machariel. One of the sexiest, most lethal ships in the eve universe.

Also, moving T2 weapons up the list. They help immensely in missions and ar pretty much "basic fitting" for pvp.

**rearranges Zed's List**
1. Drone Skills
2. AWU
3. Armour / Armor compensation skills
4. T2 Small and Medium Guns
5. Decide here. Recons & Command ships are great for lowsec/pvp but pretty useless when you can use a BS for LV4's. Either go for PvP training now, or crosstrain another race. Gallente CS/Recons are not amazing though, so you may want to go Minie or Amarr here anyway.

Sorry if this is just more questions than answers :)
 

Corwin

The Burninator
Just specced out Flux for Marauders last night, and Alt is now only 27 days away from an orca, these certificates are a bit awesome :)
 

Zed

Rogue Chimp
what do you need to do to get the machariel then in terms of in game play? Seems its faction only.....
 

Gottaa

Full Member
Gottaa Rustyclaw

Attributes
Intelligence: 11.44
Perception: 12.48
Charisma: 7.28
Willpower: 11.44
Memory: 11.44

Electronics
### Electronics
# Propulsion Jamming
# Survey
Total Skillpoints in Group: 9,000

Engineering
### Engineering
## Shield Management
### Shield Operation
## Shield Upgrades
Total Skillpoints in Group: 25,000

Gunnery
### Gunnery
# Motion Prediction
# Sharpshooter
### Small Projectile Turret
# Weapon Upgrades
Total Skillpoints in Group: 19,003

Industry
# Industry
## Mining
# Refining
Total Skillpoints in Group: 1,915

Learning
### Analytical Mind
### Instant Recall
### Iron Will
## Learning
### Spatial Awareness
Total Skillpoints in Group: 33,415

Mechanic
# Hull Upgrades
### Mechanic
# Repair Systems
Total Skillpoints in Group: 9,373

Missile Launcher Operation
## Missile Launcher Operation
Total Skillpoints in Group: 1,415

Navigation
## Afterburner
### Navigation
Total Skillpoints in Group: 9,415

Science
## Cybernetics
### Science
Total Skillpoints in Group: 12,243

Social
- Negotiation
# Social
Total Skillpoints in Group: 546

Spaceship Command
### Minmatar Frigate
### Spaceship Command
Total Skillpoints in Group: 24,000

Total Skillpoints: 145,325
Total Number of Skills: 32

Skills at Level 1: 10
Skills at Level 2: 7
Skills at Level 3: 14
Skills at Level 4: 0
Skills at Level 5: 0

Am I missing anything obvious in this ? I'm still mainly focusing on learning skills, but starting to mix in some fun stuff (like missile launchers) as well

And really easy getting that from evemon, even having to edit out all the images with the 20 image limit
 

Chick

Cartwheel RIGHT
It's a Angel Cartel Battleship so requires both Gallente and Minmatar Battleship skills to fly, and gets tripple bonuses for the trouble, (RoF, Tracking and Falloff).
It gets to be the largest, and fastest BS in the game for it's trouble too, though seems they nerfed it taking away the 2 Launcher hardpoints, but upping the number of turrets to 7 - QQ!!!!
http://www.eve-wiki.net/index.php?title=Machariel
 

Pegasus Belgar

Red Bull gives me wings!
It's a Angel Cartel Battleship so requires both Gallente and Minmatar Battleship skills to fly, and gets tripple bonuses for the trouble, (RoF, Tracking and Falloff).
It gets to be the largest, and fastest BS in the game for it's trouble too, though seems they nerfed it taking away the 2 Launcher hardpoints, but upping the number of turrets to 7 - QQ!!!!
http://www.eve-wiki.net/index.php?title=Machariel

Ohh me want!
 

Nymawae

Eternal Trial Member
So I think I'll do some dabbling with PvP in frigates (Rifter mainly I guess) as I expect to die a lot, perhaps via RvB for a bit over the next couple of weeks.

Along side the PvP I'll carry on doing missions, finishing of the Sister of Eve arc and then finding a decent agent to run missions for, primarily as a cash generating exercise.

Couple of quick questions, any suggestions on how I work out where to go and which Agent to run missions for? HOw do I work out if I should be doing L1, 2 missions?

The other thing I'm pondering is if I should upgrade my mission running ship to a destroyer or Battle cruiser (Minni Hurricane?) once I have the right skills at III+. Or should I stick flying Rifters until I get higher level skills/L2 / 3 or 4 missions.

I've loads to do yet, I'm just trying to get progression straight in my head so I can ponder the way forward :)

Ta
 

Requiel

PVC Love God
PvP is the best part of Eve. CCP have done a lot to make PvE stuff better but it's still going to get pretty flat after a while.

In general with missions the progression goes like this:

Level 1 - Frigate
Level 2 - Cruiser
Level 3 - Battlecruiser
Level 4 - Battleship

If you can fly that class of ship with reasonable skills then you'll be able to take a crack at the corresponding missions. Taking a BC into a level 1 mission is pretty pointless for the most part, the BC will take months to lock anything and won't be able to hit the frigates you'll meet. If you want to easymode then buy a cruiser and use that for level 1s.

Destroyers aren't recommended for low skillpoint characters as, although they dish out insane DPS versus frigates, they are paper thin and will die very fast if you get swarmed (the reason for this may not be obvious if you're just looking at the raw HP numbers. Destroyers are as easy to hit as a battlecruiser, have the tank of a frigate but aren't as fast, this combination equals death if you aren't very careful indeed).

The step between level 1s and 2s isn't all that harsh, the big differences are between 2s and 3s and then 3s and 4s.
 

Chick

Cartwheel RIGHT
Since you are Minmatar,you ahve 2 great options as mission running ships.

Deciding which way you wish to go for l2-3 now will save you tons of pain later.
nb. This is from memory so may have changed:

Shield tanking: Stabber then Cyclone
Pro's: Shield tanking is thought highly of by missioners
Stabbers are fast enough to not need a Afterburner and you can mount a pretty solid tank in the mids, and loads of gank (Damage mods) in the low slots and cream through L1-2 missions. The only real problem is the lack of a decent drone bay - so if ships get under your guns and start orbiting faster than they can track, things can go pear shaped. The Cyclone is very similar, though the extra slots give you room for an AB, though it's much slower.
General theory is As many guns as you can (AC's for 1-2, arties for 3's) a couple of small launchers to deal with little ships. Mids you want to passive-tankt eh stabber (2 LSE's and a resistance field) and active tank the Cyclone (Shield Rep, booster and 2 resistance fields & AB, or 3 fields for hard 3's). Low slots are Damage mods and either Shield Power Relays for the Passive tank, or Cap recharge thingies for the active tank.

Armour tanking: Rupture and Hurricane.
Pro's: These 2 ships look bad ass.
Since both these ships can be armour tanked, you can fit cool things in the mid slots though you sacrifice the ability to fit as many damage mods in your lows. Highs are as many guns as you can fit then launchers for the rest. Mids will be a AB, Stasis Webifier (Stops nasty frigates in their tracks so you can get guns on them), and some kind of Cap mod. Either an injector or a Recharger.
For L1 & 2 missions you can passive-tank the Rupture if you have skills. Put a 1600mm plate on it, a resistance mod and a small repper, and you can out-last most damage with the buffer the plate gives you. It can get a bit hairy though. Otherwise fit a medium repairer and 2 active resistance modules.
For L3's in the Hurricane, you will be able to fit 1-3 damage mods, 1 repper, and some more armour resistance modules.
Both these ships have a pretty decent drone bay, giving you more things to train :)

It's worth deciding now which way you want to go, and building a trainig plan around that, rather than training things that sound useful.

/ramble :)
 

Rochdale

l33t g1bb0n
Staff member
I think I went rupture, hurricane and then the big battleship that looks like a fish. They were all w1n.
 

Gottaa

Full Member
In PvP is there no real difference between shield/armour tanking if people have the same skills, or does one type generally do better ?
 

Requiel

PVC Love God
There is no difference in effectiveness but some ships are better at one type than the other.

Shield tank: Mostly uses midslots and CPU. Some lowslot mods but generally a shield tank ship will have more midslots than lowslots and a higher CPU. Shields naturally regen over time so passive tanking is a popular option.

Armour tank: Uses lowslots and powergrid. An armour tank ship will have a lot more lowslots than mids and a higher powergrid rating. Armour doesn't regen by itself so it's mostly active tanking or sometimes a buffer tank.

Active tanks are armour or shield tanks that use modules that you have to turn on and that actively regenerate your armour or shields. Armour reppers and shield boosters are examples of this kind of mod.

Passive tanks are armour or shield tanks that work purely by increasing the resists of the armour and shield (hardeners, damage control units etc) and also either increase the natural regen of the shield (shield power relays, shield rechargers etc) or simply add to the raw hit points (armour plates, shield extenders etc).

Generally speaking armour tanks tend to be active tanks while shield tanks can be either active or passive. There is a passive armour tank called the buffer tank, and it's used for Goonfleet fleet battleships, it relies on giving you enough raw hit points to survive being primaried for long enough to either get out of the way or for the logistics crews to get remote reppers on you.

You shouldn't mix tanks on a ship, either tank the armour or the shields and not both. Resists are more important than raw HP and for shield tanks regen rate is also more important than the actual HP. Raw HP are only useful in a buffer tank if you think you're going to take a lot of damage in a very short amount of time (less than one rep cycle). For missions and most PvP where you're taking sustained damage over time, resists and regen/reps are far more important.
 

Gottaa

Full Member
Thanks Req, from all I've read that's the clearest thing I've read about them.

If I am going to focus on shield tanking could I in theory drop all armour skills which I had planned ? or is it worth just having a basic level in armour

Edit: Just looked and Rifter is an armour tank by all accounts, yet being as it seems to be rated as a good starting ship/future PvP ship I was going to stick with it. So the same question, expect looks like I'll focus on the armour skills and not use shield ?
 
Top