Skill Discussions

 
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New players: Zero to Interstellar Hero in 30 days!

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#1 Posted: 2013.02.04 20:41
Eve's skill system can be quite difficult for the new player to navigate, and I wanted to write a guide to assist my new corporation members in becoming combat ready in the shortest time possible. Originally I was going to keep it within the corporation, however I decided that many new capsuleers could benefit from this information, and the best place to showcase it would be these forums.

First I want to talk about the basics of Eve's skill system for those who don't already know or are brand new. The way it works is the lower the level, the less time it takes to train. Your basic “Rank 1” skill will average about 10 minutes for the first level, 40 minutes for the second level, 3.5 hours for the third, 21 hours for the forth, and a little under 5 days for the last level. This means that it takes 5 times the amount of time for the fifth level as it does for the first four!

Given this information, there are two ways to effectively “catch up” to an older player. The first way is by training as many skills that affect your chosen ships to level 4 to gain the most benefit for the least training time. There are exceptions to this rule which is skills that allow you to fit tech 2 modules. Once this is done and you have upgraded all modules to tech 2, you will have about 85% of the combat capability of a veteran player in any ship you both can fly. The second way is specialization, by picking a single hull and fitting arrangement, and sticking to it until you have all skills maxed out for it, you can be as good as any character in that hull.

To that end, I have prepared a simple skill plan that will help new characters become combat ready within 30 days. This skill plan is semi-specialized, in that you are only training two sizes of ship (frigates, and cruisers), and only training one race. With this skill plan you will have 60-70% of the combat ability of a maxed out player, depending on ship-type.

First you will have to choose a race to focus on, as well as a weapon type (Minmatar could choose between projectiles and missiles and Caldari could choose between hybrids and missiles)

Here are my recommendations:
First the basic drone skills to allow you to use scout drones. Drones V is a really good skill to train once you have all of your basic combat skills down because it allows you to train drone interfacing (and enable up to twice the amount of drone damage)
Drones IV
Scout Drone Operation III

Next are basic fitting and capacitor skills, because they will benefit any ship you fly. These are arguably the most important skills.
Electronics IV
Propulsion Jamming I
Electronics Upgrades I
Engineering IV
Energy Management III
Energy Systems Operation IV
Energy Grid Upgrades II

After that we have weapon skills
If turrets are chosen:
Controlled Bursts III
Gunnery IV
Motion Prediction III
Rapid Firing III
Sharpshooter III
Surgical Strike III
Weapon Upgrades IV
Trajectory Analysis III
Small (Hybrid/Projectile/Energy) Turret IV
Medium (Hybrid/Projectile/Energy) Turret III

If missiles are chosen:
Gunnery II
Weapon Upgrades IV
Missile Launcher Operation IV
Rapid Launch III
Missile Projection III
Target Navigation Prediction III
Warhead Upgrades III
Light Missiles III
Rockets III
Heavy Assault Missiles III
Heavy Missiles III

Tanking skills (note – you must choose between armor for Amarr and Gallente, or shield for Caldari and Minmatar)
For armor:
Hull Upgrades IV
Repair Systems IV
Mechanics IV

For Shield:
Shield Operation III
Shield Management III
Shield Upgrades III
Tactical Shield Manipulation IV

Rigging skills:
Mechanics III
Jury Rigging III
(Armor/Shield) Rigging III
(Hybrid/Projectile/Energy) Weapon Rigging III or Missile Rigging III

Next up is navigation:
Navigation IV
Afterburner IV
Evasive Maneuvering III
Acceleration Control III
Warp Drive Operation III
High Speed Maneuvering II

Finally spaceship Command
(Racial) Frigate IV
(Racial) Cruiser IV
Please note: These skills are organized by function, not by the order they should be trained in. Ideally a new character would rotate through all the skills getting all of them to one before starting level two and so on.

Once a player has these skills in place, they are well on their way to being a very capable pilot. To further this skill tree, the best bang for your buck is to finish training all skills in the plan to 4, and to attain the prerequisites to use the tech two weapons and tanking.
Leolas - Naval Commander - Abraxas Peira
Abraxas Peira is recruiting! Contact me for details!
Working Stiffs
#2 Posted: 2013.02.05 01:49
Sky Syndicate
#3 Posted: 2013.02.05 04:19
A few comments:

1. Cybernetics! +3 implants are dirt cheap.
2. Shield tankers need Hull Upgrades IV as well, because of Damage Control II. It's really good for shields as well.
3. Shield tankers should get Mechanics IV and Hull Upgrades IV for the extra HP, and Armour tankers should get Shield Management IV and maybe Shield Operation IV for the same reason. Every little bit counts.
4. Minmatar and Gallente pilots should train shields as well as armour because they each have ships that are much better shield tanked. Caldari might want to look into armour for their ECM ships, not a priority though.
5. If it is worth injecting, it is worth taking to IV. I know this is so your n00bs can get into combat fast, but make sure they train those skills to IV at some point.
#4 Posted: 2013.02.05 08:06
I do agree that Hull Upgrades IV and Mechanics IV, are beneficial for shield tankers, however I wouldn't put them in the first 30 days for a new character Smile. If you notice this plan does not allow for very many Tech II fittings, as it is very difficult to be proficient with Tech II in this time frame.

Cybernetics is more of a personal choice I would say, +3 implants are good and can help a new player along, however they can also make new players more cautious and more apprehensive to explore PVP (which is primarily what this skill plan is intended for).

Finally, about training both shield and armor tanking. It is true there are many instances where a Minmatar, and a Gallente (or for that matter, any race) could do either shield or armor tanking. However, when a player is brand new it is better to specialize. For specialization it is better to stick to the tanking that your race does more frequently in my opinion. Smile Expanding to include both tank types is definitely something that could be considered down the line, however I would put Tech II modules (both weapons and tank) that are used on a regular basis ahead of diversification.

It should be noted that there were many compromises made to keep this skill plan under 30 days. I think the number one complaint for new players is that they can never catch up to the veteran's, and I wanted to show them a way to be competitive without telling them to stay in the station for a year training skills. I believe that the plan outlined here does a very good job of that, but I absolutely understand that there are many skills that could be added on to garner the best performance.



Leolas - Naval Commander - Abraxas Peira
Abraxas Peira is recruiting! Contact me for details!
Minmatar Republic
#5 Posted: 2013.02.06 22:51  |  Edited by: Tsaku Highwind
I just wanted to say thank you for this guide, although I’m thinking an explorer type role would be the most fun for me to play in EVE, this gives me a place to start with. I imagine that even as an ‘explorer’ the skills you listed would be useful for survival out in the wilds.

One question though, which is more cost effective for a new player Projectile or Missile?
Sky Syndicate
#6 Posted: 2013.02.07 05:19
Tsaku Highwind wrote:
One question though, which is more cost effective for a new player Projectile or Missile?


Cost effective? Well that depends on what you mean by cost effective. Both weapon systems work just fine. If you want to fly Minmatar you will need both, and if you want to fly any other race, you will find missile ships in all four races. Projectile bonused ships only exist in the Minmatar lineup, but they are sometimes fitted to non-bonused hulls due to their obscene lack of fitting requirements.
Minmatar Republic
#7 Posted: 2013.02.07 16:01
I guess my question should have been, as a new player who's still learning to make good ISK, which is going to be the one that will dent the wallet the least. I'm still running through the tutorials, though I have come to the conclusion that mining is boring as hell to me.

Don't get me wrong I do understand that both are used, howerver the flavor of this thread seems to be picking one for a starting player. Same with Armor and Shield tanking. I understand that Minmatar do the Shield tank thing, so I'll be focusing on that.
#8 Posted: 2013.02.08 00:37
Offhand i'd say ac/autocannons would be the cheapest bang for the isk...Missiles are cheap but the launchers are iffy. I'd say stick with ac's and grab some ac rounds.

Misha.
Not as innocent as she appears.™
 
Minmatar Republic
#9 Posted: 2013.02.08 00:58
Misha M'Liena wrote:
Offhand i'd say ac/autocannons would be the cheapest bang for the isk...Missiles are cheap but the launchers are iffy. I'd say stick with ac's and grab some ac rounds.

Misha.


Thank you for the information.
Sky Syndicate
#10 Posted: 2013.02.08 08:59
All of the weapon systems work pretty well (medium railguns suck though). pick the race you like the look of the most. The days of Winmatar are coming to an end and we're seeing a lot of good balancing work being done.
Minmatar Republic
#11 Posted: 2013.02.08 16:16
Paikis wrote:
All of the weapon systems work pretty well (medium railguns suck though). pick the race you like the look of the most. The days of Winmatar are coming to an end and we're seeing a lot of good balancing work being done.


It's good to hear that CCP's working on Balance. I didn't know there was a stigma around Minmatar being Winmatar, I went with Minmatar for two reasions my Merc in Dust is Minmatar, and I like the look of the Rifter (though looking around on the forums it seems that a lot of people like the look of that ship.)

Back on the topic of the thread however, I'm taking a slightly diffrent approch to the skills listed. Rather then training them up one at a time, to III or IV I'm trying to train them based on which is going to take the least amount of time. So I'll have most of the skills at I or II before working on bringing them up to III or IV. Does this sound like a good idea?
#12 Posted: 2013.02.08 18:51
Tsaku Highwind wrote:
Back on the topic of the thread however, I'm taking a slightly diffrent approch to the skills listed. Rather then training them up one at a time, to III or IV I'm trying to train them based on which is going to take the least amount of time. So I'll have most of the skills at I or II before working on bringing them up to III or IV. Does this sound like a good idea?

When I had to inject a batch of skills, I did this every time. All I's in a row, followed by all II's, and then III's until the skillqueue ran out of room.

I'm still doing it with my current skill plans: shortest first.

I only deviate from it if I need something NOW. Bear
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