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blankseplocked The creaion of a fighter > help!
 
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zoke
Posted - 2004.10.11 12:47:00 - [1]
 

Hi.. okay, can anyone guide me through the creation of a perfect fighter?
I'm a new player and i don't wanna be nurfed from the beginning.. hehe

1. race
2. Bloodline
3. Attribute points
4. Ancestry
5. School
6. Department
7. Field
8. Speciality

The reason i need help with this is becouse i made a char completed the toturial and a few missions.. and then some guys told me i should re-create my char duo to my attribute points sucked... please help =)

-thanks

Therax
Amarr
New Genesis Project
Posted - 2004.10.11 12:52:00 - [2]
 

Ok this isn't quite like other games, attributes don't effect your damage delt etc, all they effect are your training times. For a good all round pvper you will need every attribute except charisma to be high to get the best training times. Amarr characters tend to have the least starting charisma so if you're really that bothered then go for an amarr with a good split between willpower/memory/intelligence and perception. Starting school is up to you, it only gives you some starting skills which after the first day make no real difference to your playing style. Honestly there isnt enough to warrant starting again from scratch unless you poured a lot into charisma or managed not to get any attributes assigned to your char by making it quickly.

Jozef Meurtrier
Aliastra
Posted - 2004.10.11 13:05:00 - [3]
 

Edited by: Jozef Meurtrier on 11/10/2004 13:10:47
It kind of depends on what type of combat character you want. I'm a gallente purist, I have zero skillpoints in missiles, fly one race of ships and use one type of gun. This means my primary 'PvP' attributes are Intelligence and Memory, with Perc taking a backseat.

So the importance of attributes more or less depends on what race of ships you want to fly.. and yes, this late on in the game its better to specialize rather than go for a jack of all trades type of PvP'er who flies 3 different race Battleships and uses 4 types of weapons.

Edit: Oh, and optimizing skilltraining with excel (or just plain pen&paper) really pays off. I'm just over 3 months old with 4.1m skillpoints, some of my friends have been playing twice aslong and I'm gaining on them.. fast. YARRRR!!

Reptar
Posted - 2004.10.11 13:13:00 - [4]
 

Perception first for gunnery skills.

Shevar
Minmatar
Target Practice incorporated
Posted - 2004.10.11 13:21:00 - [5]
 

You want a high perc/int/wp character, so sebiestor is most likely best. As for schools just make sure you choose the path that gives frigate4 (that gives you most skillpoints).

zoke
Posted - 2004.10.11 13:56:00 - [6]
 

Edited by: zoke on 11/10/2004 14:01:44
Edited by: zoke on 11/10/2004 13:58:38
Ok this is how it looks:
i'm a Minmatar Brutor and this is how my points are:

Inte: 7
char: 6
perc: 12
Memo: 4
Wp: 10

will this work? pretty low memory but u guys dident say anything about that...

and can some one explain the frigate4 thing again hehe? :)

thanks!!

Edit:

If the attribute spec i made dosent work then here is another try:

Inte: 7
char: 6
perc: 11
Memo: 6
Wp: 9

Jozef Meurtrier
Aliastra
Posted - 2004.10.11 14:01:00 - [7]
 

Quote:
and can some one explain the frigate4 thing again


If you start out with Frigate IV you have allot more skillpoints from the get go. instead of 10k you'll have 120k.

As for your character, thats about right. with learning skills and implants its pretty easy to get 4 memory to 16.

Norsten
Posted - 2004.10.11 14:01:00 - [8]
 

i would have put those charisma attributes into memory, too late now Very Happy

zoke
Posted - 2004.10.11 14:06:00 - [9]
 

Edited by: zoke on 11/10/2004 14:26:25
Edited by: zoke on 11/10/2004 14:08:31
Sorry if im slow... :P

If i whant frigate4 i do like this? :

SELECT DEPARTMENT:
->Operations
SELECT FIELD:
->Command (says something with minmatar frigate)
SELECT SPECIALITY
-> Captain training

Rolling Eyes

edit: hmm please, can some one show me the path to frigate for a minmatar


Thanks again for helping me out here!! great forum

Nuala Reece
Caldari
TROJAN LEGIONS
TROJAN.
Posted - 2004.10.11 14:45:00 - [10]
 

Originally by: Jozef Meurtrier
and yes, this late on in the game its better to specialize rather than go for a jack of all trades type of PvP'er who flies 3 different race Battleships and uses 4 types of weapons.


I'd say that's a good idea in the early development of a character anyway - focus on getting gunnery, spaceship command, navigation, one weapon type and one frigate type developed first. This'll help you learn the basics and discover all the other little skills you'll need for the various modules - engineering, electronics, mechanic, science etc. Later on you can branch out into differnet ship types, different weapon types, electronic warfare etc.

Train learning skills as soon as you can afford them, and they'll help to make up any shortfall in starting attributes. And remember that, even though charisma doesn't really help combat and piloting skills, if you plan to do agent missions it will help the skills you need to increase your standing and the income from them.

Oh - and the most important thing for being a fighter, regardless of your skills/attributes (maybe it goes without saying) - go out and fight Smile

Shamis Orzoz
Sniggerdly
Pandemic Legion
Posted - 2004.10.11 17:54:00 - [11]
 

Unfortunately many fighting skills require memory and and intelligence. A good fighter needs more than gunnery skills. Electronics, engineering and navigation are also important. Even charisma can be important since running agent missions is a good way to support a fighter who doesn't want to mine.

I would suggest balancing your attributes as closely as possible, or even putting a little extra into memory. Memory is the primary attribute for all the original learning skills and you'll want to train them up as fast as possible.

Shamis


 

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