One Skill Training Guide

One Skill Training Guide  
One Skill Training Guide  This is a basic guide, that should give you a good set of recommendations on what skills to train for your first week's or so of EVE.


* 1 Important Things To Note
* 2 Basic Skills
o 2.1 Basic Tackling Skills
o 2.2 Basic Learning
o 2.3 Basic Mining Skills
* 3 Race-Specific Piloting Skills
o 3.1 Caldari
o 3.2 Gallente
o 3.3 Amarr
o 3.4 Minmatar
* 4 Intermediate Skills
+ 4.1.1 Implants?
* 5 Support Skills
* 6 Universal Ship Skills
* 7 Advanced Advice Regarding Training Choices
* 8 Long Term Planning Beyond the Basic Skills
* 9 Planned training paths


Important Things To Note

Note: Skills you do not have in your skills list must be bought from the market, and then the item must be imported (right click the item -> train) to your head for training. This can be done at any school station. Around the times of organized newbie drives, many of the basic skillbooks you'll need are brought in and provided right on the market, so be sure to check there first before podjumping out to empire space to buy a skillbook.

Also note that you can pause training on any skill at any time by simply picking a new skill to train. This pauses the skill you were training at whatever percentage trained it was, until you pick it back up. This means that when you buy several skill books, instead of having to carry them around with you when traveling, open the context menu of the skill book and pick 'Inject Skill'. The books disappear, and the skills appear on your character sheet.

Warning  The only way to lose skill points in this game is to die with an un-upgraded clone. Do keep your clone upgraded..

Basic Skills

Here is a basic training regime for you new people. These skills will get you into a basic tackling frigate with a MicroWarpDrive in 6 days maximum.

New people reminder: You will need to purchase most of these skills from the market. If you are still in empire space, most of the stations will carry the books you are looking for. Most of them run between 10,000 and 100,000 ISK. Once you buy the book from the market, look for it in your items box and bring up the context menu for the book and click 'Inject Skill'. This will add the skill to your skill list, without starting to actually train it. It will then disappear from your inventory since you don't need it anymore.

These are important because Tackling will be one of your primary responsibilities in PvP.

Basic Propulsion Jamming Skills

1. Propulsion Jamming I
2. Propulsion Jamming II

Basic Microwarpdrive Skills

1. Afterburner I
2. Hull Upgrades I
3. Energy Grid Upgrades I
4. Energy Grid Upgrades II
5. Afterburner II
6. Afterburner III
7. High Speed Maneuvering I
8. High Speed Maneuvering II
9. High Speed Maneuvering III

Basic Mining Skills

You'll want to get the following skills to do it well:

Mining IV (for Tech 2 Mining lasers)

The racial Cruisers skill for your race.

Astrogeology
Race-Specific Piloting Skills

In addition to the basic, generalized ship skills, there are some skills that are somewhat race-specific: necessary if you're going to fly ships of a particular race, but far less important if you're flying some other race's ships. The most important of these, obviously, is your racial ship skills, but you'll probably need to train a few race-specific Support Skills as well.

Starting out as an Amarr Pilot
Starting out as a Caldari Pilot
Starting out as a Gallente Pilot
Starting out as a Minmatar Pilot

Caldari

Once you've rolled your new Caldari character, there are a few skills you'll want to train before podjumping out of empire. Your Merlin is more than adequate for level one missions in highsec, but you will die repeatedly if you try to take one out ratting in 0.0 (this is strictly for PvE. For PvP, you'll want to fly a frigate).

1. Caldari Frigate III (12 hours, 54 minutes, 45 seconds)
2. Caldari Frigate IV (3 days, 1 hour, 2 minutes, 56 seconds)
3. Caldari Cruiser I (1 hour, 13 minutes, 31 seconds)
4. Caldari Cruiser II (5 hours, 42 minutes, 28 seconds)
5. Afterburner I (18 minutes, 31 seconds)
6. Weapon Upgrades I (34 minutes, 28 seconds)
7. Missile Launcher Operation I(14 minutes, 42 seconds)
8. Missile Launcher Operation II (1 hour, 8 minutes, 31 seconds)
9. Standard Missiles I (29 minutes, 24 seconds)
10. Standard Missiles II (2 hours, 17 minutes)
11. Standard Missiles III (12 hours, 54 minutes, 45 seconds)
12. Missile Launcher Operation III (6 hours, 27 minutes, 21 seconds)
13. Heavy Missiles I (44 minutes, 7 seconds)
14. Shield Upgrades I(43 minutes, 28 seconds)
15. Drones I (20 minutes)
16. Scout Drone Operation I(20 minutes)

16 skills; Total time: 4 days, 22 hours, 50 minutes, 5 seconds


You should also augment that list with skills from the Missile Support Skills and Shield Tanking Support Skills lists.

These skills will make your missiles fire faster, fly longer, and fly faster. The faster and longer they fly, the farther away you can sit and shoot at the rats while they close in on you. Being able to fire faster translates to more missiles hitting the enemy in a given amount of time, which translates to more damage. Similarly, the shield tanking skills will let you absorb more damage without dying, which is also important for obvious reasons.

Depending on the skillpath you choose, you should already have several, many, or even most of the skills on this list trained. Particularly caldari frigate 4, navigation, and missile launcher operation. Therefore it should take you substantially less than 5 days to get yourself to the point where you're competently flying a caracal. These skills will enable you to fit 5 heavy missile launchers, two medium shield extenders, an explosive resistance amplifier ( passive shield tank), an afterburner, and two Ballistic control units. This is rather handy, as it's exactly what you need to take on anything up to a double battleship spawn in 4M.

Once you've gotten those skills, you should be able to make money by killing NPC rats for their bounties in whatever region we're currently inhabiting. For information as to technique, see Starting PvE as a Caldari Pilot

You should also train turret skills, though they may not come seriously into play until you start doing a lot of PvP. The turret skills you want to train are Small Hybrid Turret, Medium Hybrid Turret, and Large Hybrid Turret, same as Gallente.

Gallente

The first thing you should train, if you don't have it already, is your racial Cruisers skill.

Train Gallente Frigate up to IV, if you haven't.
Train Spaceship Command up to III
Train Gallente Cruiser skill up to three. This will unlock most of the base cruiser ships for your race.

Start training the support skills listed below. You should emphasize gunnery (especially Railguns), drone, and armor-tanking related skills.

The turret skills you want to train are Small Hybrid Turret (for frigates), Medium Hybrid Turret (for cruisers), and Large Hybrid Turret(for battleships).

For a more specific, blow-by-blow list, that will prepare you for basic pvp and pve, try training skills in this order:

Gallente  Skillplan

Gallente Frigate III (?)
Gallente Frigate IV (2 days, 8 hours, 37 minutes, 37 seconds)
Gallente Cruiser I (56 minutes, 59 seconds)
Gallente Cruiser II (4 hours, 25 minutes, 28 seconds)
Hull Upgrades I (38 minutes, 30 seconds)
Hull Upgrades II (3 hours, 2 minutes, 40 seconds)
Hull Upgrades III (17 hours, 13 minutes, 1 second)
Repair Systems II (~2 hours, 10 minutes)
Afterburner I (~15 minutes)
Propulsion Jamming I (58 minutes, 49 seconds)
Science I (19 minutes, 36 seconds)
Science II (1 hour, 31 minutes, 22 seconds)
Energy Emission Systems I (39 minutes, 12 seconds)
Energy Emission Systems II (3 hours, 2 minutes, 40 seconds)
Hull Upgrades IV (4 days, 1 hour, 23 minutes, 55 seconds) (so you can use armor hardeners).

Amarr

The first thing you should train, if you don't have it already, is your racial Cruisers skill.

Train Amarr Frigate up to IV, if you haven't.
Train Spaceship Command up to III
Train Amarr Cruiser skill up to three. This will unlock most of the base cruiser ships for your race.

Next, you'll need to train your race-specific offense and defense skills. You'll want to focus on Armor Tanking and Capacitor skills at first.

Basic Armor Tanking Skills
Hull Upgrades IV - more armor, allows for armor hardeners
Repair Systems III - required for armor and structure repairers, higher levels get you faster armor repairing = more armor repaired per second
Mechanic III - 5% increased structure per level, required for armor repairers

Basic Capacitor Skills
Energy Management IV - higher cap capactity, and cap recharge time remains the same, so better effective cap regen/sec
Energy Systems Operation IV - faster cap regen


For guns, Amarr should be sure to train the Energy Turret skills corresponding with whatever class of ship they're flying -- Small Energy Turret (for frigates and destroyers), Medium Energy Turret (for cruisers), and Large Energy Turret (for battleships).

Minmatar

The first thing you should train, if you don't have it already, is your racial Cruisers skill.

Train Minmatar Frigate up to IV, if you haven't.
Train Spaceship Command up to III
Train Minmatar Cruiser skill up to three. This will unlock most of the base cruiser ships for your race.

Train missile and tackling support skills, just like Caldari. The turret skills you want to train are Small Projectile Turret, Medium Projectile Turret, and  Large Projectile Turret. For tanking, you'll probably want to train both shield tanking and armor tanking skills. Some minmatar ships shield tank, others armor tank, so you'll want a baseline ability with both.

Shield Tanking skills
Shield Management IV - more shields, also your regeration time remains the same as shield amount increases so it improves passive shield regen/sec
Shield Operation III - faster passive shield regeneration
Shield Compensation II - Reduces the capacitor need of active shield boosters. I don't know how essential this is because it only gives 2% reduced cap need per level.
Tactical Shield Manipulation I/IV - allows use of active shield hardeners
Armor Tanking Skills
Hull Upgrades IV - more armor, allows for armor hardeners
Repair Systems III - required for armor and structure repairers, higher levels get you faster armor repairing = more armor repaired per second
Mechanic III - 5% increased structure per level, required for armor repairers

Intermediate Skills

These are skills that everyone should have, but that represent lower priorities than things like basic tackling or racial cruiser skills. You should train them as soon as you can fit them in, but make sure you have the basic skills you need to have fun trained first.

Implants?

Implants boost your attributes directly, and are highly recommended. However, can be expensive to buy, and if you are pod-killed while using them, you lose them. Still, even +1 implants are useful, and you should try and keep a set in at all times unless you know are you going to be podded repeatedly.

You will need the Cybernetics skill to use implants, and will want the Infomorph Psychology skill as well.

You want Infomorph Psychology because setting up Jump Clones before installing implants will make your life drastically easier.

Cybernetics has the Science skill as a prerequisite.
Support Skills

After you finish training the above skill paths, you should work on fleshing out your Support Skills.

Support skills are skills which generally aren't required for specific modules. Instead, they give blanket increases to all of a certain type of module - for instance, Surgical Strike increases all turret damage by 3%, from a Civilian Gatling Cannon to a 1400mm Howitzer Artillery Cannon. Training these skills will make you more lethal, independent of what you decide to fly. These skills are vital for all pilots because their effects are multiplied instead of added, and skills have no stacking penalty for bonuses like modules.

If you are at a loss for what to train, pick a category that relates to your flight style, and train them up.


Be sure to balance your training between main and support skills. Training all support skills immediately to IV will mean you can fly a very nasty frigate. Train them to III and you could be competent in a battleship in the same amount of time. As with all skills, diminishing returns become somewhat apparent after level II and very apparent after level IV.

A full list of Support Skills is available, along with in-depth information on their functions.
Universal Ship Skills

Certain skills are completely safe to train at any time, to any level, as they improve every ship in the game regardless of your race or playing style. They are:

Electronics - Improves CPU for all ships, allowing more/better modules to fit.
Engineering - Improves powergrid for all ships, allowing more/better modules to fit.
Signature Analysis - Improves targeting speed.
Weapon Upgrades - Lowers CPU requirements for gun or missile modules. See also Advanced Weapon Upgrades.
Navigation - Increases base speed for all ships. Better chance of catching up to, or escaping from, enemies.
Evasive Maneuvering - Increases ship agility, reducing align times and allowing closer orbits at higher speeds.
Energy Systems Operation - Increases capacitor recharge rate, which is necessary for almost all modules.
Energy Management - Increases maximum capacitor capacity.



I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forget their use. - Galileo Galilei

More help on mission?
visit this nice site klick here