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blankseplocked Suggestions for frig / cruiser int-mem skill requirements
 
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lookoutguy
Posted - 2009.08.19 14:58:00 - [1]
 

Preparing to respec perc-will, currently a pre-apocrypha blend of everything (10-8-10-8-3 or something I think).

My goal is to play sub-battleships for the next 12 months, and try out the life of a lowsec pirate.

I intend for mostly gallente vexor/thorax/myrmidon, potentially up to hacs/recons if I enjoy it. There is also the possibility of rifter/rupture (armour tanking minmatar ships) thrown in for fun, although I will not be taking minmatar beyond cruisers at most.

This character will not be farming, mining, running any faction related activities. Purely YARR, with maybe some ratting if there is noone else around to kill me :) - funds will be supplied the honourable gtc way, and I have a friend able to freight goods out to me (no industrial skills / alts required).

The following categories reduce in training speed following respec - any unmentioned skills are trained to level 3 - and I am not really worried about anything but missing IV / V's - even with a bad spec III's etc are quick enough to train on demand.

I am debating Repair Systems V, and possibly Long Range Targeting to just unlock Logistics if I decide to fly them. Any advice, opinions, or suggestions for things I have missed?

Int-Mem skills change to -16% speed post respec.
Int-Perc skills change to -6% speed post respec (Not too worried about getting done pre-respec).

Electronics
Cloaking 4
Electronic Warfare 4
Electronics 5
Electronics Upgrades 5
Long Range Targeting 4
Multitasking 3
Propulsion Jamming 4
Signature Analysis 5
Targeting 5

Engineering
Energy Emission Systems 4
Energy Grid Upgrades 4
Energy Management 5
Energy Systems Op 5
Engineering 5
Shield Management 4
Shield Operation 4

Mechanic
Hull Upgrades 5
Mechanic 5
Repair Systems 4
Salvaging 4
compensations, nanite skills and riggings at III

Navigation
Acceleration Control 4
Afterburner 4
Evasive Maneuvering 4
Fuel Conservation 4
High Speed Maneuvering 3
Navigation 5
Warp Drive Operation 4

Science
Astrometric Acquisition 3
Astrometric Pinpointing 4
Astrometric Rangefind 3
Astrometrics 4
Cybernetics 4
Science 4
Thermodynamics 4

Sanguis Sanies
Amarr
Posted - 2009.08.20 03:29:00 - [2]
 

Originally by: lookoutguy
Engineering
Shield Management 4
Shield Operation 4

Mechanic
Salvaging 4
compensations [...] at III

Navigation
Acceleration Control 4
Afterburner 4
Evasive Maneuvering 4
Fuel Conservation 4
High Speed Maneuvering 3
Navigation 5
Warp Drive Operation 4

Science
Astrometric Acquisition 3
Astrometric Rangefind 3
Cybernetics 4



I think you should increase all these skills to the next level.

Shield Management/Operation should be at 5, it only takes 2 weeks of training and could mean the difference between winning and losing against someone with them at 4. Also you haven't mentioned Shield Compensation, that should be to 5 as well. [Ken/EM/Therm/Ex] Shield compensation should also be at 4 at least.

Your armour compensation should be at 4, it will only take just over a day per skill. You may want to get salvaging to level 5 as this unlocks the Tech II salvager, but that's up to you.

You want as many of your navigation skills at 5 as possible, they can really help in a fight by reducing the amount of damage you take and making it easier to get too/out of a fight.

Cybernetics 5 is a must, and if you are serious about exploration then the two astrometrics skills should be at 4.

lookoutguy
Posted - 2009.08.20 04:56:00 - [3]
 

Thanks for the feedback Sang :)

Shield mgmt/operation I would train if I were to fly any shield tankers, but all the gallente ships and minmatar ships I mentioned are armour - rifter/rupture/vexor/thorax/myrmidon, and the same applies to pvp fit ishtars I believe? It would be nice to have, but its a large investment for the character I play all the time - vs unlocking / support skills that give a larger gain.

The armour compensations I guess I should do - I just hate the idea of 6 days for 1% :( - added these.

With cybernetics, are there any implants I should look at that are not obscenely expensive? When I looked, they seemed to be extremely costly, so I just assumed I would only need IV for a highsec jumpclone with +4's. Is there more to it?

The nav skills are only a 6% speed loss, so although it is slower, I am happy to lose that to respec sooner - without some dramatic reason to get them up before anything else.

Any more ideas, or things I am missing in that?

Sanguis Sanies
Amarr
Posted - 2009.08.20 16:17:00 - [4]
 

Originally by: lookoutguy
With cybernetics, are there any implants I should look at that are not obscenely expensive? When I looked, they seemed to be extremely costly, so I just assumed I would only need IV for a highsec jumpclone with +4's. Is there more to it?

The nav skills are only a 6% speed loss, so although it is slower, I am happy to lose that to respec sooner - without some dramatic reason to get them up before anything else.


Cyber V is one of those skills where one day you'll sit there and go "I wish I'd trained it to 5 when I had high int/mem", it's just under two weeks at high int/mem but that blows out to over 3 weeks at low int/mem, so better to get it out of the way now rather than regret it later. Also, you never know, you may find yourself one day with an obscene amount of isk and be able to buy those implants.

Your Nav skills I would work on whenever is faster (before or after respec), but I would prioritise them, then can make quite a bit of difference in a fight, getting into/out of range faster and increasing your transversal velocity can cause less shots to hit and (for missiles at least) less damage to be caused.

Shield Management/Operation I would probably still do (though not compensation) as this 5% gives you an advantage over the people who haven't trained it, it might give you a few more seconds in a fight, which can be a lot of DPS in and OMGWTFPWNMobile.


 

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