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Akita T
Caldari Navy Volunteer Task Force
Posted - 2007.10.28 23:45:00 - [91]
 

Well, with such a high INT (perc is just peachy) and slightly lower wil/mem, that means you will train weapon, ship a, drone and basic learning skills slightly slower as a perfectly even character, but you will have a rather big advantage in engineering, electronics, mechanic and even navigation.

If you want to be a missionrunner, I'd advise you to go for the Drake (just the bare minimum to get into, maybe L3 battlecruiser instead of L2 required) and for heavy missiles (L3 in heavies, rapid launch, etc), then focus on getting the rest of the tanking skills up seriously (L5 shield op, L4+ shield management, L4 shield upgrades, etc) and whatever other skills you get an increased training rate with.

Of course, after you get a decent Drake and fit going in L3 missions, your next priority will be the advanced learning skills and better implants... then slowly upgrading the weapon systems (T2 launchers, L4+ missile support skills, L4+ battlecruiser, weapon upgrades 4, preferably weapon upgrades 5 and advanced weapon upgrades 4, etc) because your tank will hopefully already be more than enough.

Arson Fowl
Posted - 2007.10.29 00:56:00 - [92]
 

Great tips. I will use this as a guideline. Thanks for the nudge in the right direction!

Tamayo
Amarr
Viziam
Posted - 2007.10.30 15:32:00 - [93]
 

I am going to take advantage of the 'Power of Two' deal and get another account...

I was thinking of making the second character focused on Exploration. I have been reading the 'Exploratoin Guide V2.0' by Joerd Toastius

Seeing that I would need a Covert Ops ship with the Astrometrics bonuses...

...what would be the optimum race/bloodline/ancestry and starting attributes for the character ?

Thanks !Wink

Passin Through
Posted - 2007.10.30 18:01:00 - [94]
 

This question might be a bit too specific...

But which character selection would allow me to get a character that has the highest level in corp management? As in up to level V?

Akita T
Caldari Navy Volunteer Task Force
Posted - 2007.10.31 02:53:00 - [95]
 

Edited by: Akita T on 31/10/2007 02:58:24

Originally by: Passin Through
This question might be a bit too specific...
But which character selection would allow me to get a character that has the highest level in corp management? As in up to level V?

Any character with Bussiness / Executive Commander career starts with L5 corp management, and L4 basic charisma learning.

Depending how much further you want to train corp stuff (if at all), you should pick a bloodline/ancestry with high charisma and memory (for instance, Amarr/Ni-Kunni/Freemerc) and tack on +3cha/+2mem for good measure (so, you get 19+ cha and 8 mem right after char creation, on top of corp management L5).

Originally by: Tamayo
I am going to take advantage of the 'Power of Two' deal and get another account...
I was thinking of making the second character focused on Exploration. I have been reading the 'Exploratoin Guide V2.0' by Joerd Toastius
Seeing that I would need a Covert Ops ship with the Astrometrics bonuses...
...what would be the optimum race/bloodline/ancestry and starting attributes for the character ?
Thanks !Wink


Hmm... seing how you need Electronics Upgrades 5 (rank 2 i/m skill) and racial frigate 5 (same rank 2, but p/w skill), then covert ops at leat 4, but you'll want 5 too (w/p rank 4 skill), and of course you can't ingore all the four specialist skills in science (astrometrics, signal acquisition, astrometric pinpointing/triangulation) which you'll all want at L4 but preferably L5 ASAP too (one rank3, two rank5, one rank8, for a total of 21 ranks in i/m skills)... that makes 4 w/p, 2p/w, 23 i/m.
And of course, all other fiting skills you may or may not want at max level, plus cloaking at least L4 (rank 6, i/m), I'd say DEFINETELY pick achura inventor, +3 int, +2 mem, plug in implants, do learnings.
Go with either engineer or prospector training (probably engineer will serve you better in the long run even if prospector starts with a bit more of what you like to have... but only if you plan on flying a shield-tanked covops, otherwise prospector might still be the better choice).

You can train any racial covops you like (I prefer the Minmatar Cheetah myself, the Gallente Helios is not that bad either), since you only get L1 caldari frigate.

xXHeRoInERaBBiTXx
Minmatar
Sebiestor Tribe
Posted - 2007.10.31 04:58:00 - [96]
 

I will tell you i swear by sebiestor rebel all my toons are just that.. heres why

T2 Bubbles to start and anchoring poses other items(you may not do this all the time but you eventually will and some point or another)so lvl 5 Anchoring

Leadership Skills are great and very underused, therefore atm there is a high demand for those with good leadership skills(so lvl 5 to the whole cat)

social skills, most will train these, and most will need them, even combat pilots(returning to empire after loseing your space anyone?)these come in handy when you really need them lvl 5 to a couple important ones

on sebiestor rebel i pump perc int and will for a solid combat character

and combat character will for sure end up needing those three the most

and lvl 5ing the leadership cat is no easy task gotta be like 10 mil sp or so for that and people will love you for it, so 6 charisma isnt all that bad

also lets look at what ea character does...
and you will see that minnie have the MOST versitile characters... they have the most skills to train but far more choices to choose
missles/turrets
speed/armor/shield/hull tank
drones can play an important role

again alot more skills to train but in the long run will def pay off in versatility and dual or more trained races

(aside from rails and lasers you can spec out easy into other races, esp caldari if you choose later as you will find you have trained most if not all support skills already, esp for caldari)

Tamayo
Amarr
Viziam
Posted - 2007.10.31 13:18:00 - [97]
 

Thanks for the help Akita !!!Very Happy

Arson Fowl
Posted - 2007.10.31 22:18:00 - [98]
 

Akita, I am getting ready to create a trading/manufacturing alt to help assist my fighter.

What race bloodline would you recommend? I used evemon to see what stats were used most in Trade and Manufacturing and it looks like willpower/memory and intelligence will come in handy. Should i go the Amarr route?

Thanks

Akita T
Caldari Navy Volunteer Task Force
Posted - 2007.10.31 22:47:00 - [99]
 

Edited by: Akita T on 31/10/2007 22:54:40

Depends how much you want to focus on trading and how much on manufacturing.

If it's just trading in the sense of "buy stuff you need to manufacture, sell products", and manufacturing in the sense of "manufacture everything possible, including most T2 items, and as many as possible", then you're looking at a lot more skills in int/mem and mem/int rather than anything else.
If your manufacture needs are just stuff like "spare drones, ammo and a couple of T1 ships", but in trade you mean "massive trade order amounts, spanning several regions, and moving stuff from area A to B then reselling there", then yeah, you'll want the approach you just mentioned before, with wilpower a bit higher.

So you have to ask yourself first, how much trading and how much manufacture do you want your char to be involved in.
___

The bare minimum you will want though are:

Production Efficiency L5, rank 3 m/i
Refinery Efficiency L5, rank 3 m/i
Mass Production L5, rank 2 m/i
Industry L5, rank 1 m/i
Accounting L5, rank 3 c/m
Broker Relation L5, rank 2 w/c

Advanced Mass Production L4 (or even L5 later, for 11 simultaneous jobs), rank 8 m/i
Retail L4 + Trade L4, rank 2,1 w/c -> grants you 32+16=48 market orders (do you think you'll need more?)

So, you see, there's a lot more Mem-centric skills as anything else, Int plays a good reole too, the only thing you don't need is perception... but if you want to train it as a hauler too, you'll need that.

If you want to go into T2 manufacture, you need several of the science skills at various levels, and they are all rank 5 i/m skills.

Arson Fowl
Posted - 2007.10.31 22:58:00 - [100]
 

Edited by: Arson Fowl on 31/10/2007 23:08:28
Originally by: Akita T
Edited by: Akita T on 31/10/2007 22:54:40

Depends how much you want to focus on trading and how much on manufacturing.

If it's just trading in the sense of "buy stuff you need to manufacture, sell products", and manufacturing in the sense of "manufacture everything possible, including most T2 items, and as many as possible", then you're looking at a lot more skills in int/mem and mem/int rather than anything else.
If your manufacture needs are just stuff like "spare drones, ammo and a couple of T1 ships", but in trade you mean "massive trade order amounts, spanning several regions, and moving stuff from area A to B then reselling there", then yeah, you'll want the approach you just mentioned before, with wilpower a bit higher.

So you have to ask yourself first, how much trading and how much manufacture do you want your char to be involved in.
___

The bare minimum you will want though are:

Production Efficiency L5, rank 3 m/i
Refinery Efficiency L5, rank 3 m/i
Mass Production L5, rank 2 m/i
Industry L5, rank 1 m/i
Accounting L5, rank 3 c/m
Broker Relation L5, rank 2 w/c

Advanced Mass Production L4 (or even L5 later, for 11 simultaneous jobs), rank 8 m/i
Retail L4 + Trade L4, rank 2,1 w/c -> grants you 32+16=48 market orders (do you think you'll need more?)

So, you see, there's a lot more Mem-centric skills as anything else, Int plays a good reole too, the only thing you don't need is perception... but if you want to train it as a hauler too, you'll need that.

If you want to go into T2 manufacture, you need several of the science skills at various levels, and they are all rank 5 i/m skills.


Once again great reply. This helps me alot. Now if I can just locate that "Power of Two" promotion, I will get my second account going :)

After doing some thinking. I would like this alt to be heavy into manufacturing. At some point I will probably have one more alt (and no more) that is primarily mining and trade.

So, I am currently looking at Amarr for this manufacturing alt.

Magnus Inmatari
Amarr
Posted - 2007.11.07 02:41:00 - [101]
 

Akita, I just wanted to say thank you very much for this extremely helpful thread. It should definitely be stickied.

Do you know of a site that lets you browse Eve skills by the primary attribute? I am specifically curious to know which skills have Willpower as the primary stat, now that the leadership skills have switched to Charisma. I think it is just a few ship command skills.

With only 1.3 mil SP, I know I should probably reroll a better race/bloodline, but subpar stats are a small price to pay to have these sweet tufts of hair on the side of my head, as far as I am concerned. :)

Florio
Miniature Giant Space Hamsters
Posted - 2007.11.07 09:46:00 - [102]
 

Edited by: Florio on 07/11/2007 09:46:47
There is an additional factor to take into account with stats: PvP and jump clones.

Engage in PvP and you are going to lose your clone on a significant number of occassions. Losing a clone barely matters financially, but will get very expensive if that clone is full of implants. Because of this expense, I would guess that most people PvP without implants (not attribute enhancers anyway).

So you end up with two types of skill training modes in EVE: firstly implant (carebear) jump clone training, secondly PvP no-implant jump clone training.

Now, you want to maximise sp per hour, so having generalist stats, as the OP is suggesting, means that PvP training will result in relatively low sp per hour.

There are two broad categories of skills: those requiring int & mem, and those requiring perc and wp.

Instead of having generalist stats you could have specialist stats in one of those two categories. Then when in your PvP clone you train those skills which use your naturally high stats, and when in your carebear clone you train the other skills.

For instance, I have a (stupidly) high mem and a high int, so I train those skills when in my PvP clones. When in my carebear clones I train (stupidly low) perc and wp skills.

I can't be bothered with the maths, but I think this approach results in more sp per hour, as you will always be training with relatively high attributes.

Malarki X
Caldari
ANZAC ALLIANCE
IT Alliance
Posted - 2007.11.08 09:53:00 - [103]
 

And a *bump* for this usefull guide....

Akita T
Caldari Navy Volunteer Task Force
Posted - 2007.11.09 03:38:00 - [104]
 

Edited by: Akita T on 09/11/2007 03:45:44
Originally by: Magnus Inmatari
Do you know of a site that lets you browse Eve skills by the primary attribute? I am specifically curious to know which skills have Willpower as the primary stat

Well, none I know of, but EVE-Mon makes for a pretty decent browse (go into skill planning, select "all skills", select "to next level", and just move from top to bottom).

Willpower primary : Trade, Broker Relations, Retail, Focus, Transport Ships, Assault Ships, Covert Ops, Interceptors, Logistics, Interdictors, Exhumers, Heavy Assault Ships, Command Ships, Doomsday Operation.
That's all. 14 skills out of the few hundreds in existance. At least they're relatively useful skills. Neutral

Originally by: Florio
I can't be bothered with the maths, but I think this approach results in more sp per hour, as you will always be training with relatively high attributes.


Well, technically, you're getting identical savings overall no matter what you do, assuming you have a full set of +x implants, since the extra SP/hour gain is the same no matter what you train.
However, percentually speaking (of the time that needs to be spent training something), you do get a better percent increase for low attributes.

Many people prefer to PvP in +1 or even +2 implant clones, at least for their "currently training skill", since they are pretty damn cheap to replace (also, with at least +1% hardwirings, even some 3% ones, the cheap ones).
You could have your "empire" clone hold +5 (or +4) P/W implants, and your PvP clone hold +2 (or +1) I/M implants, and train P/W while in empire, and I/M skills while PvPing.
If you don't switch skilltraining after a podding, skills train at same rate as before the podding... the speed only updates when you pause or switch training of skills, even if podding was days or even weeks ago.

Pitt Bull
Caldari Naval Reserve
Posted - 2007.11.17 17:41:00 - [105]
 

Thanks for all the excellent info! Very Happy

Ryuu Katsu
Umbra Campitor
Dead On Arrival Alliance
Posted - 2007.11.18 12:17:00 - [106]
 

I was wondering about the balanced stat distribution that you suggest 9/9/9/9/3.
Wouldn't it be better overall as 10/10/9/7/3, 7 being Willpower.

Due to the lack of use of Willpower as a primary stat compared to Perception, Intelligence and even Memory? Particularly with the long run in mind for being able to fly larger ships possibly and getting good stats for PvP if interests go that way?

Akita T
Caldari Navy Volunteer Task Force
Posted - 2007.11.18 13:30:00 - [107]
 

Well, one point in perception does compensate for the lack of two points in willpower when training basic ship and most weapon skills, but willpower is primary in advanced ship skills (and there minus two willpower hurts compared to just one extra perception), and willpower is secondary in a good deal of other skills, mostly those involving charisma.
Overall, you might not even notice a significant difference in skill training times with 10/10/9/7/3 compared to 9/9/9/9/3... although arguably, your proposal would be slightly better indeed, especialy in the early phases.

Ryuu Katsu
Umbra Campitor
Dead On Arrival Alliance
Posted - 2007.11.18 16:03:00 - [108]
 

You are correct Akita, there difference is negligible.

(9/9/9/9/3 - let's call this balance suggestion A, 10/10/9/7/3 - and this balance suggestion B)

I set up a 109 day training program in EVEMon for my 3 week old character that included training to:

Battleship
Hulk
Iteron V
Industry V
Mining V
Astreology V
And fair share of support skills and cross training to certain smaller vessels.

I then modified the implant list in EVEMon manually to simulate the starting attributes of 9/9/9/9/3 vs. 10/10/9/7/3.

The 2 extra points of Willpower in A make up for the 1 lower Perception of A compared to B.
So any T1 ship- or weapon-training is done at exactly the same speed for both A and B. So no change there.

The 1 extra point in Intelligence of B did give a very slight increase in training times overall to A for skills relying on Intelligence, particularly if primary.

So the results of my testing were that over a 109 day training plan, the difference came to a mere 23 hours faster training time for the starting attribute setup B!

Another thing to note with the training plan I set up is that as this is a new character, NO training of advanced ships was involved.
With advanced ships and skills I mean ships such as Cover Ops ships, Interceptors, Interdictors, Logistic ships.
But all those ships as you, Akita, mentioned use Willpower as the primary skill for training.

If any advanced ship training had been included in the training schedule I set up, then I'd have reason to believe that the results might have been very different, weighing in A's favour.

This leads me to think that if the player is interested or thinks that they might become interested in trying out some of the advanced ships later in game (those mentioned above for example, Capital ships and such still use Perception/Willpower as their training attributes), then option A (9/9/9/9/3) may in fact turn out to be the better choice.

In any case, if no advanced ships are to be trained at any time, the difference is still going to be negligible between A and B, as the mere 23 hours shorter training time over the period of 109 days demonstrates.

Kakita J
Placid Reborn
Posted - 2007.11.21 13:55:00 - [109]
 

Originally by: Washell Olivaw

Google for some business writing tips, it'll help in your job or schoolwork too.


a) Colloquial speech is nicer to read
b) Write as you like, unless writing manuals for boring machines no one reads anyway. They MUST be boring.

Akita's text is not convoluted or anything that would grant criticizing stuff that comes down to taste.

Akita T
Caldari Navy Volunteer Task Force
Posted - 2007.11.21 15:09:00 - [110]
 

I generally type almost as fast as I can speak, and I usually don't "proofread" the post until after submitting it (via edits).
Therefore, usually, most of my posts read like a speech rather than, you know, posts Wink

Wired net
Posted - 2007.12.18 00:26:00 - [111]
 

Hey hey :)

Newbie alert! :P I just started a new char after reading this fantastic and very helpful thread.

I went with Caldari Deteis, Scientist. My attributes (after choosing school) are the following:
11/10/9/9/6 (int,per,mem,wil,char)

Since this is my first (and probably only, for a while) char and the one that will probably determine my future (if any) in EVE, I thought it'd be better to go for a balanced char.

What do you think? Did I mess up or what? :P

Akita T
Caldari Navy Volunteer Task Force
Posted - 2007.12.18 06:20:00 - [112]
 

Edited by: Akita T on 18/12/2007 06:24:26

The numbers you see vehiculated around here are almost always BASE attributes, meaning no learnings accounted for.
Since you have "out of the box" a +4 and a +2 learning-based attribute points bonuses depending on school, you have to substract (or ignore) them when creating a "balanced" char... since in the end, you'll be training, let's say, L4 in all learnings, both basics and advanceds, and plugging in at least a set of +3s (so, +11 to all attributes) and have learning L4 too (so, *1.08 to all attributes).

To give you an even clearer example of what I'm talking about, the "9/9/9/9/3" choice we keep mentioning here once in a while, if you picked soldier school, it would list as 9i/13p/9m/11w/3c after you create it, in the character sheet... or if you picked engineer, it would list 13i/9p/11m/9w/3c in the character sheet.
Later on, after you train ALL learnings to L4 and plug in a set of +3s, it turns into a 21.6/21.6/21.6/21.6/15.12c char, regardless of school you picked.

So, your listed 11i/10p/9m/9w/6c attribute char is probably an 11i/6p/9m/7w/6c char (I suppose you picked soldier school)... that's not "perfectly balanced", as perception is quite low, even willpower is higher as perception... but it's ok enough.
Well, at least all basic learnings should be very easy to train, with such high base m/i scores, and most support skills should work like a charm too (since they are i/m skills).
If you train all learnings to L4 (including advanceds) and get a set of +3s, your char would have 23.76i/18.36p/21.6m/19.44w/18.36c, which is not that bad.

Wired Alex
Posted - 2007.12.18 08:54:00 - [113]
 

Originally by: Akita T
Edited by: Akita T on 18/12/2007 06:24:26

The numbers you see vehiculated around here are almost always BASE attributes, meaning no learnings accounted for.
Since you have "out of the box" a +4 and a +2 learning-based attribute points bonuses depending on school, you have to substract (or ignore) them when creating a "balanced" char... since in the end, you'll be training, let's say, L4 in all learnings, both basics and advanceds, and plugging in at least a set of +3s (so, +11 to all attributes) and have learning L4 too (so, *1.08 to all attributes).

To give you an even clearer example of what I'm talking about, the "9/9/9/9/3" choice we keep mentioning here once in a while, if you picked soldier school, it would list as 9i/13p/9m/11w/3c after you create it, in the character sheet... or if you picked engineer, it would list 13i/9p/11m/9w/3c in the character sheet.
Later on, after you train ALL learnings to L4 and plug in a set of +3s, it turns into a 21.6/21.6/21.6/21.6/15.12c char, regardless of school you picked.

So, your listed 11i/10p/9m/9w/6c attribute char is probably an 11i/6p/9m/7w/6c char (I suppose you picked soldier school)... that's not "perfectly balanced", as perception is quite low, even willpower is higher as perception... but it's ok enough.
Well, at least all basic learnings should be very easy to train, with such high base m/i scores, and most support skills should work like a charm too (since they are i/m skills).
If you train all learnings to L4 (including advanceds) and get a set of +3s, your char would have 23.76i/18.36p/21.6m/19.44w/18.36c, which is not that bad.



I see.

Actually I picked Special Forces, so my base stats were 11i/8p/9m/5w/6c or sth. Since I know almost nothing about the game and it's skills, its hard to plan an unknown future. Do you think I should recreate my char into sth more like 9i/8p/9m/7w/6c or maybe 9i/9p/8m/7w/6c?

Another batch of questions:

I basically want to explore EVE. Im not sure which of its aspects are going to intrigue me the most, but I'll probably try a bit of everything before focusing on something. Combat seems to be on top right now but other areas get better and better as I read my way through these forums.

So what's my best option?
Is charisma that useless or should I get a 5 or 6 just in case?
Should my stats be as balanced as possible or do I need more Int in general?
Does it really matter which profession you choose in the long run?
Does anything really matter that much or am I being paranoid?

I know I'm bombing you with questions right now, any help would be deeply appreciated :)

Thanks for all your efforts!

Jerusalem Eve
Amarr
Posted - 2007.12.18 09:33:00 - [114]
 

Originally by: Wired Alex

So what's my best option?
Is charisma that useless or should I get a 5 or 6 just in case?
Should my stats be as balanced as possible or do I need more Int in general?
Does it really matter which profession you choose in the long run?
Does anything really matter that much or am I being paranoid?

Thanks for all your efforts!


9/9/9/9/3 is good if you don't know what you want to do. If I could start over I would have done that.

Charisma at present is used very little in skills. Many of the skills you do need charisma for you don't need to train that long.

For your first character go balanced. When you have a better idea of the game and get the "alt" calling you will have a better idea of what you want to "tweak".

In the long long run we will own all of the skills and have them trained to level 5 :) Early on in your character's carrer combat is often the best way to generate income. After you get some isk and skilling other good income paths open up.

You could pick a Jin Mei gallente and go 8/8/8/8/7(chr) if you are really paranoid.


Wi3rd
Caldari
Posted - 2007.12.19 07:29:00 - [115]
 

Originally by: Jerusalem Eve
Originally by: Wired Alex

So what's my best option?
Is charisma that useless or should I get a 5 or 6 just in case?
Should my stats be as balanced as possible or do I need more Int in general?
Does it really matter which profession you choose in the long run?
Does anything really matter that much or am I being paranoid?

Thanks for all your efforts!


9/9/9/9/3 is good if you don't know what you want to do. If I could start over I would have done that.

Charisma at present is used very little in skills. Many of the skills you do need charisma for you don't need to train that long.

For your first character go balanced. When you have a better idea of the game and get the "alt" calling you will have a better idea of what you want to "tweak".

In the long long run we will own all of the skills and have them trained to level 5 :) Early on in your character's carrer combat is often the best way to generate income. After you get some isk and skilling other good income paths open up.

You could pick a Jin Mei gallente and go 8/8/8/8/7(chr) if you are really paranoid.




Thanks for everything :)

In the end, I went for 9/9/9/9/3. First serious char, hope everything goes well! If I didn't have to work I'd be playing all day now (christmas is near he he he).

Thanks again,
Alex

Davian Andrews
Posted - 2007.12.20 19:03:00 - [116]
 

Ok, you have me convinced.

I've been feeling rather dissatisfied with my character lately anyway ;D

I have three of them, really. One has a mining barge and really unbalanced skills, so is used primarily for income if at all. My current "main" is in a Battlecruiser but has yet to pass through the veil of L1 missions (I just had to choose a -18 agent, somehow) and I'm really rather interested in trying something else, since drones in a Gallente Battlecruiser are getting boring somehow.

The problem I've been having is that this is my fourth time deleting a character to make a new one- and this one's only a month old!- so I was always afraid to just delete it, without really knowing what to do, as most of the guides out there propose you make one skewed directly into mining/combat/trading/industry/STUFF as opposed to a generally good loadout of varied skills.

So I wanted to say thanks for this guide. ;) It's excellent.

Jerusalem Eve
Amarr
Posted - 2007.12.21 09:40:00 - [117]
 

Edited by: Jerusalem Eve on 21/12/2007 09:45:26
I'm just a member of Akita's corp. I'm just being a good corpie and helping out. Smile

I would probably suggest any new player to eve go with 9s with a 3 charisma or 8s with a 7 charisma. Why? because it probably takes a bit of experimentation to really figure out what you really like. Once you know what you like then go and make something with tweaked stats.

I have a character who is a miner and I spent a bunch of time training up mining barge. Then I realized I don't like mining much. I still have the character with bad stats and all. I sort of wished I went more balanced stats with her. I have enough skills trained that there is no point in starting over.

Unless you have really unbalanced stats your probably better off just sticking it out. If you made say a character with high charisma and high will and low per and low int then yeah, maybe its worth re-rolling. Since skills build on other skills in Eve there is really isn't much reason to reroll. If you find doing missions in a Gallente drone boat boring try training up Caldari missile boats. You could also try a rail Gallente ship and try and do missions with guns.

I found doing missions in a group with fellow corpies made them more interesting to me.

NemesisCavalry
Caldari
State War Academy
Posted - 2007.12.21 16:08:00 - [118]
 

Hi, Can anyone help me to decide whether it's good to do a reroll for my char?

I'm a Caldari Civire: Soldier

Base stats:
Wil: 13
Mem: 6
Perc: 9
Int: 5
Char: 6 (I hated this >.<)

I hv played for 1month and 3 days.
I want to do most on fighting and missions only (more on solo)

Should i do a reroll? or my char will do fine with what I want??

Thanks all


Jerusalem Eve
Amarr
Posted - 2007.12.22 11:28:00 - [119]
 

Well that would be something you would have to decide for yourself. Your character in the long run will be pretty good at training weapons and ships. The int/mem support skills to make those ships fight well will be a bit painful to train.

As Akita says in this guide, Per and Int are the most useful at the present time.

9s and 3 charisma is my default suggestion for new players. Even if your primary focus is combat, there are still quite a few skills where Int/Mem will come into play. Of course once you train a lot of Int/Mem you'll find that all you train are guns and ships.

If you do want to reroll, the sooner the better. If your character was a year old I would say stick it out. At one month you might have to decide if a one month setback is worth it.


Originally by: NemesisCavalry
Hi, Can anyone help me to decide whether it's good to do a reroll for my char?

I'm a Caldari Civire: Soldier

Base stats:
Wil: 13
Mem: 6
Perc: 9
Int: 5
Char: 6 (I hated this >.<)

I hv played for 1month and 3 days.
I want to do most on fighting and missions only (more on solo)

Should i do a reroll? or my char will do fine with what I want??

Thanks all



GenesisCavalry
Posted - 2007.12.22 12:15:00 - [120]
 

Thanks for your answer.

I decided to do a reroll, :D
Actually I feel much better now. Better appearance, better attributes distribution.
I hv 1.5mil SP with the previous char, a bit paintful T___T
But seriously look at my current char's attributes i'm really not happyYARRRR!!

Human's emotion is complicated .... sigh


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