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blankseplocked Important skills for Pilgrim/Curse
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Travis Webber
Posted - 2011.09.03 00:18:00 - [1]

Hello there,
im playing for about 2 Months now, and finally made my decision into what to skill for the next months.
Im planning on flying a Curse + Pilgrim within the next 2 months or smth ^^. Till now i didnt really skill into gunnery at all (ok currently weapupgrades 4 ... but just for reasons of being able to fit da tII stuff).

So ive used my first remap on Int/Mem however i want the curse soon :P means ill do a remap into perc/will.
However before i do that remap (and then get amarr cruiser to 5 skill recon ships ect.) i want to make sure i got at least the basics in engineering/electronics/mechanic which are required (note that as gallente pilot the first thing i skilled into were tII drones + droneinterfacingIV).

The question i got now, is which skills i should train higher before i do the remap and skill for ships + guns for some time :P (note this is meRolling Eyes)

thx in advance ^^

Mutie DaPig
Posted - 2011.09.03 00:29:00 - [2]

Way too early to skill up for exactly those ships -- I can see you love the idea of them but given your age I'd only seriously get into them after 6 months or so.

Forgive me for not directly answering your post - but I hope other posters can answer you skillplan))

Rarus Falcav
Posted - 2011.09.03 05:00:00 - [3]

In electronics I would get
Cloaking to 4
Targeting Skills
Ewar Skills
Get electronic warfare to 4, and then get electronic warfare drone interfacing to 4 for bonus range

In Engineering I would get
Energy Management to 4 and Energy Systems Op to 5
May want to bring shield skills up to par, their capable of being shield tanked

In Mechanic I would get
Hull upgrades and repair systems to 5 would be nice, armor comp skills to 3 is easy

And your entire Navigation tree, Navigation itself to 5 and all support skills (besides capital crap) to 3 or 4

If your using it for pvp or pve your going to want your Astrometrics support skills a tad higher but not to big of a deal.

Get thermodynamics for overheating modules
Cybernetics to 4 or 5 will pay off no matter what

Yun Zhou
Posted - 2011.09.03 12:53:00 - [4]

Thanks, i was also thinking about the armor resist upgrades how important are they? And is there anything i missed out which will boost my surviveability strongly?

@the guy before:
yes i understand it might be too early, but note that those exact skills are nothing too specialised(which go into another direction then what i want to do anyways), i love explo anyways, i dont plan on running missions and i dont really want to trade/produce or even do the sniper in incursion fleets(or doing the main dps in pvp ... im not even planing on going for battleships soon).

So what exactly speaks against it? -id say nothing ^^

Brutor Tribe
Posted - 2011.09.03 12:59:00 - [5]

Edited by: Othran on 03/09/2011 12:59:27
You can get away with Recon 4 for the Pilgrim but Recon 5 is pretty much essential for the Curse.

Assuming you're flying the Curse then :

Recon Ships 5
Energy Emission Systems 5
Energy Management 5
Heavy and Scout drones as close to maxed out as you can bear. On the Curse its quite likely that they will be your sole source of DPS and maxed out you'll only be doing 240dps or so.

For the Pilgrim you will want Cloaking 4 minimum, 5 is better.

On top of those you'll obviously have to do the support skills (Mechanic, Hull Upgrades, Shield Op, Shield Management etc).

Zhilia Mann
Tide Way Out Productions
Posted - 2011.09.03 20:02:00 - [6]

Originally by: Othran
You can get away with Recon 4 for the Pilgrim but Recon 5 is pretty much essential for the Curse.

Not if you want an expanded probe launcher on that Pilgrim. Hell, even without it Recon 5 opens tons of new fits for the Pilgrim.

Anyhow, most of the above advice is good. I'd add Cybernetics 5 on the off chance you wanted to throw in a pirate implant set (Talisman or Slave for Pilgrim, Talisman or Snake for Curse).


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