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blankseplocked 900k skill plan cyno alt
 
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Vorn Thasadore
Posted - 2011.07.30 14:09:00 - [1]
 

Edited by: Vorn Thasadore on 30/07/2011 14:24:15
Hi there. I have a minmatar alt that is located on my main account and was hoping I could get some discussion as to the skills I put on him. I am loosely following the "guide" I found here, but I have modified it slightly. I will provide the current base skills (in case they are different than other tribes / professions) as well as my projected skill plan.


Base Skill Set:

Electronics 3
Engineering 3
Shield Operation 2
Gunnery 2
Small Projectile turret 3
Mining 2
Mechanic 2
Navigation 3
Science 3
Minmatar Frigate 2
Spaceship Command 3


Projected Skill Plan:

***Remapping (active) : i27 p17 c17 w17 m21***
Cybernetics I
Electronics IV
Electronics V
Hull Upgrades I
Hull Upgrades II
Afterburner I
Afterburner II
Afterburner III
Mechanic III
Anchoring I
Anchoring II
Anchoring III
Astrometrics I
Astrometrics II
Sensor Linking I
Electronics Upgrades I
Targeting I
Propulsion Jamming I
Propulsion Jamming II
Jury Rigging I
Jury Rigging II
Jury Rigging III
Cynosural Field Theory I
Cynosural Field Theory II
Cynosural Field Theory III
Cynosural Field Theory IV
Cloaking I
Cloaking II
Cloaking III
Astronautics Rigging I
***Remapping (active) : i17 p27 c17 w21 m17***
Minmatar Frigate III
Amarr Frigate I
Amarr Frigate II
Amarr Frigate III
Caldari Frigate I
Caldari Frigate II
Caldari Frigate III
Gallente Frigate I
Gallente Frigate II
Amarr Industrial I
Minmatar Industrial I
Minmatar Industrial II
Minmatar Industrial III
Minmatar Industrial IV
Infomorph Psychology I
Infomorph Psychology II
Infomorph Psychology III


Basic Roles This Skill Plan Provides:
(in order of personal importance to me)

900k skill cap - no clone issues
Cyno alt
Multiple jump clones
Cloaking scout
All race cyno frigs
Basic tackle - helpful for hot dropping
Hauling
Anchoring / unanchoring pos & modules
Combat scanning


This skill plan leaves me with 14,316 sp left which I would fill with random skills that might be useful (ie: ecm) if I can't find something more suitable. That said... I'm contemplating removing minmatar industrial entirely. Doing this would give me approximately 180k more sp to play with to possibly focus harder on my basic roles.

While Being able to fly a mammoth would be nice I feel a bestower could fill this role almost as well (could someone possibly provide me a figure on the cargo cap of a L4 mammoth?) Also, the sigil is quite well suited for lowsec gate running for a t1 industrial.

The rigging skills are also something I could possibly do without if there is a better option (ie: cheaper cyno fuel cost or fitting skills if needed.)


Final Note:

Discussion is very welcome, by no means is this skill cue set in stone as I'm trying to get the most bang out of the sp as possible. Also, as this character is on my main account it is going to be a while before I start to train on him but I would like to get some details ironed out before then. So we have some time.

Thank you for your participation / help / wisdom. :)

|edit|

I wanted to say that I did see the topic for cyno pilots here after I posted this topic, but I'd like to keep this discussion open anyhow as it's more specialized to my needs. I also don't want to take over their thread.

Tau Cabalander
Posted - 2011.07.30 19:43:00 - [2]
 

I don't recommend training cybernetics, nor using implants. In the big scheme of things it really doesn't save much time, the implants are just tossing ISK away, and it uses of skill points that could be use for something more useful.

More of my comments can be found in that other thread.

Vorn Thasadore
Posted - 2011.07.30 21:32:00 - [3]
 

Edited by: Vorn Thasadore on 30/07/2011 21:39:20
Thanks for your reply. Based on evemon, level 1 implants would drop almost a day off those skills, which to me would be worth the 2-3 mil (at most) I'd have to pay for implants.

I agree that it's "wasted sp" if there is something else that would better use the 750 points. I would, however, like to know what those skills could be, hence the discussion here. :)

|edit|

I added energy management to 2 (for micro auxiliary power cores) which brings the current skill train to 889,927 sp (leaving 10,073 sp left.)

Thanks again for your comment, I really do appreciate it and I'll be sure to keep up to date on the other topics as well.

Vorn Thasadore
Posted - 2011.07.31 02:23:00 - [4]
 

Ok, after reading Tau's post in the other thread I changed quite a bit. The biggest changes were taking matari industrial 4 down to 1 and downgrading level 3 cloak to a level 1. This allowed me to make use of the majority of both plans while sacrificing very little.

I more or less melded Tau's plan and the original I was basing my skills off of. I threw in some other useful skills to round it out. This plan has a total of 899,964 sp, 36 sp shy of the skill cap.


***Remapping (active) : i27 p17 c17 w17 m21***
Cybernetics I
Electronics IV
Electronics V
Electronics Upgrades I
Hull Upgrades I
Hull Upgrades II
Energy Grid Upgrades I
Energy Grid Upgrades II
Shield Upgrades I
Shield Upgrades II
Energy Management I
Energy Management II
Energy Management III
Energy Systems Operation I
Energy Systems Operation II
Energy Systems Operation III
Shield Management I
Shield Management II
Repair Systems I
Repair Systems II
Astrometrics I
Astrometrics II
Astrometric Rangefinding I
Astrometric Rangefinding II
Sensor Linking I
Energy Emission Systems I
Energy Emission Systems II
Targeting I
Long Range Targeting I
Long Range Targeting II
Signature Analysis I
Signature Analysis II
Propulsion Jamming I
Propulsion Jamming II
Propulsion Jamming III
Cloaking I
Cynosural Field Theory I
Cynosural Field Theory II
Cynosural Field Theory III
Cynosural Field Theory IV
Afterburner I
Afterburner II
Afterburner III
Acceleration Control I
Acceleration Control II
Acceleration Control III
Evasive Maneuvering I
Evasive Maneuvering II
Evasive Maneuvering III
Evasive Maneuvering IV
Warp Drive Operation I
Warp Drive Operation II
Fuel Conservation I
Fuel Conservation II
High Speed Maneuvering I
High Speed Maneuvering II
High Speed Maneuvering III
Drones I
Anchoring I
Anchoring II
Anchoring III
***Remapping (active) : i17 p27 c17 w21 m17***
Minmatar Frigate III
Amarr Frigate I
Amarr Frigate II
Amarr Frigate III
Caldari Frigate I
Caldari Frigate II
Caldari Frigate III
Gallente Frigate I
Gallente Frigate II
Gallente Frigate III
Destroyers I
Amarr Industrial I
Caldari Industrial I
Minmatar Industrial I
Gallente Industrial I
Infomorph Psychology I
Infomorph Psychology II
Infomorph Psychology III

I decided to keep cybernetics as there's nothing I found that could easily replace it. Also, some of you might find the presence of the drone skill to be odd. Drones 1 only costs 250 sp and allows me to abandon t1 drones in space for someone to place in their drone bay. Granted t1 drones aren't great, but they're better than none. Seemed worth it for only 250 sp.

As before, discussion is welcome.

Tau Cabalander
Posted - 2011.07.31 04:32:00 - [5]
 

You may wish to change the training order.

The plan I posted in the other thread gets the pilot into a cyno ship ASAP, with everything else training after. Arguably one could train the cyno first, but I didn't want to have to wait for all the other int/mem training to complete before remapping to per/wil to have a wide selection of ships to choose from.


ZW Dewitt
Posted - 2011.07.31 08:15:00 - [6]
 

You might be able to go over 900k after you train cyno 4, pod yourself to lose electronics 5 and use the exta 200k odd sp of room you get for something else. Im not positive that it would workout the way i'm thinking so you sould look into it before trying it though.

Vorn Thasadore
Posted - 2011.07.31 11:47:00 - [7]
 

Edited by: Vorn Thasadore on 01/08/2011 12:14:52
Edited by: Vorn Thasadore on 31/07/2011 12:56:02
Originally by: Tau Cabalander
You may wish to change the training order.

The plan I posted in the other thread gets the pilot into a cyno ship ASAP, with everything else training after. Arguably one could train the cyno first, but I didn't want to have to wait for all the other int/mem training to complete before remapping to per/wil to have a wide selection of ships to choose from.



Yeah I looked at that. It's certainly a possibility, but I don't personally have a need for a cyno pilot. My main has no plans to be in a cap and I'm currently not in an active alliance. My main reason for wanting to train it is to be more useful for any potential corp I join or if I ever decide to get a second account with plans for caps.

So I'm not in any real hurry to use it, I can wait the 15 days it will take to train this character. :)


Originally by: ZW Dewitt
You might be able to go over 900k after you train cyno 4, pod yourself to lose electronics 5 and use the exta 200k odd sp of room you get for something else. Im not positive that it would workout the way i'm thinking so you sould look into it before trying it though.


Interesting thought. Wouldn't it be worth it to keep electronics 5 though? being how cpu intensive most of the roles I'm needing this character for?

If anyone has any skill recommendations, I would love to hear them. Even if it goes past the 900k, I can try to work something out by getting rid of some skills or trying zw's electronics trick to get back under 900k.

So far it looks pretty solid to me... but what do I know. :P

|edit|

I'm contemplating bringing energy emission systems down to one. With that I can add ew (for ecm burst,) damps, tp, ect... all to level 1. Ems 2 would allow me to use medium nos/neut but the ships I'm going to fly can't handle them. The 5% bonus alone seems negligible compared to the utility various forms of ew could provide.

|edit|

Thanks for contributing guys. I think I've settled on a plan I'm going to use, I'll post it below. It's mostly the same as what I posed previously but I did make the change with ems in favor of e-war.


***Remapping (active) : i27 p17 c17 w17 m21***
Cybernetics I
Electronics IV
Electronics V
Electronics Upgrades I
Hull Upgrades I
Hull Upgrades II
Energy Grid Upgrades I
Energy Grid Upgrades II
Shield Upgrades I
Shield Upgrades II
Energy Management I
Energy Management II
Energy Management III
Energy Systems Operation I
Energy Systems Operation II
Energy Systems Operation III
Shield Management I
Shield Management II
Repair Systems I
Repair Systems II
Astrometrics I
Astrometrics II
Astrometric Rangefinding I
Astrometric Rangefinding II
Electronic Warfare I
Weapon Disruption I
Target Painting I
Sensor Linking I
Energy Emission Systems I
Targeting I
Long Range Targeting I
Long Range Targeting II
Signature Analysis I
Signature Analysis II
Propulsion Jamming I
Propulsion Jamming II
Propulsion Jamming III
Cloaking I
Cynosural Field Theory I
Cynosural Field Theory II
Cynosural Field Theory III
Cynosural Field Theory IV
Afterburner I
Afterburner II
Afterburner III
Acceleration Control I
Acceleration Control II
Acceleration Control III
Evasive Maneuvering I
Evasive Maneuvering II
Evasive Maneuvering III
Evasive Maneuvering IV
Warp Drive Operation I
Warp Drive Operation II
Fuel Conservation I
Fuel Conservation II
High Speed Maneuvering I
High Speed Maneuvering II
High Speed Maneuvering III
Anchoring I
Anchoring II
Anchoring III
***Remapping (active) : i17 p27 c17 w21 m17***
Drones I
Scout Drone Operation I
Minmatar Frigate III
Amarr Frigate I
Amarr Frigate II
Amarr Frigate III
Caldari Frigate I
Caldari Frigate II
Caldari Frigate III
Gallente Frigate I
Gallente Frigate II
Gallente Frigate III
Destroyers I
Amarr Industrial I
Caldari Industrial I
Minmatar Industrial I
Gallente Industrial I
Infomorph Psychology I
Infomorph Psychology II
Infomorph Psychology III


 

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