Difference between revisions of "Skill Training for PVP"

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[[Category:Articles out of Date]]
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[[Category:Agony]]
 
[[Category:Agony]]
[[Category:PVP University/BASIC]]
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[[Category:PVP University/Frigspec]]
 
[[Category:PVP University]]
 
[[Category:PVP University]]
<p align="Left"><small>
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[[Category:Public]]
Original text by [http://www.agony-unleashed.com/user.php?id.2 Rells]<br>
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__TOC__
Expanded and updated by [http://www.agony-unleashed.com/user.php?id.2064 Sanfrey Statolomy]<br>
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Copyright Agony Unleashed
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</small></p>
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==Introduction==
 
==Introduction==
Whether you are devoting yourself to fulltime PvP or training up an alt to participate in PvP, it is essential to know how to train up your PvP character to get the most out of your pilot. A pilot with low skills is much more limited in what they can fit, the damage they can do with their guns and the ability to use their mid slots. However, the proper training can solve all of that.
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Whether you are devoting yourself to PvP full time or training up a PVP alt, it is essential to know how to train up your character to get the most out of the time it spends training up skills. A new character with low skill point count is much more limited in what he or she can fit on a ship. It also cannot do as much damage or tank as well as a character that has been training for years. However, proper training that is focused on important PVP skills can let you compensate for this.
  
Learning skills are the cornerstone of any Eve pilot, pvp or otherwise. They accelerate the rate at which you gain skills and skill points. With high learning skills, training can be cut in half. To decide just how much learning you need, the first thing you want to consider is how long you think you will be playing Eve. If you love the game like me and will have 3 accounts until they close the servers, then you really want to get the best value you can for your training time. Training those advanced learning skills, logic, eidetic memory and so on, to 4 is a great thing to do. However, you will need to spend about 1.5 months doing this, even if you skip the charisma skills. Some people just cant wait that long. However, you really want to get all the base learning skills to 4 at least, because otherwise you will be wasting lots of time. Getting those skills to 4 is a matter of a few days. As a combat pilot you can effectively skip the charisma skills initially, however at a later stage you may want them for training the leadership related skills. You will also need those skills for mission and/or trade related skills.
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So that means we race right to Interceptors right? Wrong! This is one of the biggest mistakes that players new to the game make. They want to undock in that newer or bigger ship and they race right through the prerequisite ship skills to get there. However, once they get that new ship they find that they can't fit it well, can't do much damage, can't tank. They see that the ship is inferior to what they are used to flying and that they are useless in it. The euphemism often used for this is "growing into a ship," which translates to "I'm flying this too soon and hoping I get the skills before someone crushes me." Instead, your best bet is to think about what support skills the ship requires and concentrate on training up these. In EVE some skills are beneficial for flying practically any ship - these are called core skills.
 
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Once learning is out of the way, we race right to Interceptors right? Wrong! This is one of the biggest mistakes that players new to the game make. They want to drive that newer or bigger ship and they race right through the skills to get there. However, once they get that bigger ship they find that they can't fit it well, can't shoot very well and they are essentially useless. The euphemism often used for this is "growing into a ship," which translates to "I'm flying this too soon and hoping I get the skills before someone crushes me." Instead your best bet is to concentrate on your core skills.
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==Core Skills==
 
==Core Skills==
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'''Drones:'''
 
'''Drones:'''
* Combat Drone Operation
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* Combat Drone Operation: +5% Bonus to drone damage of light and medium drones per level
* Drone Durability
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* Drone Durability: +5% bonus to drone shield, armor and hull hit points per level
* Drone Interfacing
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* Drone Interfacing: +20% bonus to drone damage, drone mining yield per level; level V required for carriers
* Drone Navigation
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* Drone Navigation: +5% increase in drone MicroWarpdrive speed per level
* Drone Sharpshooting
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* Drone Sharpshooting: +5% increases in drone optimal range
* Drones
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* Drones: operation of 1 drone per skill level; level V required for T2 drones
* Scout Drone Operation
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* Elecronic Warfare Drone Interfacing: +3000m to drone control range of all drones per level
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* Scout Drone Operation: +5000 meters per skill level to drone control range; level V required for T2 drones
 
'''Electronics:'''
 
'''Electronics:'''
* Electronic Warfare
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* Electronic Warfare: -5% capacitor need for ECM and ECM Burst systems per level; level IV required for T2 jammers (useful for Caldari recon pilots) and use of ewar drones
* Electronics
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* Electronics: + 5% bonus to ship CPU output per skill level
* Electronic Upgrades
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* Electronics Upgrades: -5% in CPU need of modules that require Electronic Upgrades skill (signal amplifiers, co-processors, backup arrays) per level; level V required to pilot covops, stealth bombers, and electronic assault frigates
* Propulsion Jamming
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* Propulsion Jamming: -5% to warp disruptors, warp scrambler, and stasis web capacitor need per skill level; level IV needed for T2 web; level V prerequisite to interdictors
* Sensor Linking
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* Sensor Linking: -5% capacitor need for sensor dampeners and tracking links; level IV required for T2 dampeners (useful for Gallente ewar pilots)
* Signature Analysis
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* Signature Analysis: + 5% improved targeting speed per level
* Target Painting
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* Target Painting: -5% capacitor need for target painters per skill level; level IV required for T2 target painters (useful for Minmatar ewar pilots and battleship pilots)
* Targeting
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* Targeting: +1 extra target per skill level, up to the ship's maximum allowed number of targets locked; level V required for logistics ship pilots
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* Weapon Disruption: -5% capacitor need for weapon disruptors per level; level IV required for T2 tracking disruptors (useful for Amarr recon pilots)
 
'''Engineering:'''
 
'''Engineering:'''
* Energy Grid Upgrades
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* Energy Grid Upgrades: -5% in CPU need of modules that require Energy Grid Upgrades skill (power diagnostic units, capacitor batteries) per level
* Energy Management
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* Energy Management: +5% to capacitor capacity per level; level IV required for use of Micro Auxiliary Power Core
* Energy Systems Operation
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* Energy Systems Operation: -5% in capacitor recharge time per skill level
* Engineering
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* Engineering: +5% to ship's powergrid output per level
* Shield Management
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* Shield Management: +5% to shield capacity per skill level
* Shield Upgrades
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* Shield Upgrades: -5% in shield upgrade powergrid needs (shield extenders, shield rechargers); level IV required for T2 shield passive hardeners
* Tactical Shield Manipulation
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* Tactical Shield Manipulation: skill at preventing damage from penetrating the shield, including the use of shield hardeners and other advanced shield modules; level IV required for use of T2 shield active hardeners
 
'''Gunnery:'''
 
'''Gunnery:'''
* Controlled Bursts
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* Controlled Bursts: -5% reduction in capacitor need of weapon turrets per skill level; do not train on Minmatar ship pilots as projectile weapons use no cap to start out with
* Gunnery
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* Gunnery: +2% to weapon turrets' rate of fire per skill level; level V required for large turrets
* Motion Prediction
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* Motion Prediction: +5% per skill level to weapon turret tracking; level IV required for short-range T2 medium guns
* Rapid Firing
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* Rapid Firing: +4% bonus per skill level to weapon turret rate of fire
* Sharpshooter
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* Sharpshooter: +5% to weapon turret optimal range per skill level; level IV required for long-range T2 medium guns
* Small Turret
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* Small Turret: +5% damage to damage per level; level V required for small T2 turrets
* Surgical Strike
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* Surgical Strike: +3% bonus per skill level to the damage of all weapon turrets
* Weapon Upgrades
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* Weapon Upgrades: -5% per skill level in the CPU needs of weapon turrets, launchers and smartbombs; level V required for piloting HACs
 
'''Mechanic:'''
 
'''Mechanic:'''
* Mechanic
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* Mechanic: +5% to structure hit points per level; level V required to pilot assault frigates
* Hull Upgrades
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* Hull Upgrades: +5% to armor hit points per level; level V required for T2 armor active hardeners and T2 EANM
* Remote Armor Repair System
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* Remote Armor Repair System: -5% capacitor need for remote armor repair system modules per level
 
* Repair Systems
 
* Repair Systems
 
'''Missiles:'''
 
'''Missiles:'''
* Missile Bombardment
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* Missile Bombardment: +10% to all missiles' maximum flight time per level; level IV required to fit a bomb launcher on a stealth bomber
* Missile Launcher Operation
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* Missile Launcher Operation: +2% to missile launcher rate of fire per skill level; level V required for siege and cruise launchers
* Missile Projection
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* Missile Projection: +10% to all missiles' maximum velocity per level
* Rapid Launch
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* Rapid Launch: +3% to missile launcher rate of fire per level
* Rockets
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* Rockets: +5% bonus to rocket damage per level; level V required for T2 rockets
* Standard Missiles
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* Target Navigation Prediction
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* Warhead Upgrades
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'''Navigation:'''
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* Acceleration Control
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* Afterburner
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* Evasive Maneuvering
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* Fuel Conservation
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* Navigation
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* Warp Drive Operation
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'''Spaceship Command:'''
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* (Racial) Frigate
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* Spaceship Command
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Now that you know what skills you should concentrate on you should go shopping for as many of them as you can afford and train at the current time. Once you buy a skill you can train it just for a few seconds that way you aren't carrying the skill book about but can still finish the training at your leisure. Don't buy skill books unless you can train them right at that moment, especially when there is a chance you could get popped (nothing like loosing an untrained skillbook)
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When training the skills, you want to get the most out of the time you spend training; this means that the benefit you get from the skill should be significant for the time invested. For example, Controlled Bursts skill gives me a 5% reduction in capacitor needs for my guns. The first level takes maybe 20 minutes, the second perhaps an hour and a half. Training this skill to 2, I can get a 10% reduction in capacitor needs in 2 hours. However, to go from my current level of 4 to 5 would take me 10d 59m 14s just to gain only 5% more capacitor reduction. In that same time I could have trained 3 or 4 more skills from level 3 to 4 (including skills which make my capacitor recharge rate better).
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==Optimizing Training==
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When training the skills, you want to get the most out of the time you spend training; this means that the benefit you get from the skill should be significant for the time that you invested into it. For example, Controlled Bursts skill gives a 5% reduction in capacitor needs for turrets. The first level takes maybe 20 minutes, the second perhaps an hour and a half. Training this skill to level II will result in 10% reduction in capacitor needs within just 2 hours of training. However, to go from level IV to level V of this skill would take about 7-10 days, just to gain another 5% bonus to capacitor need reduction. In that same time you could have trained 3 or 4 more skills from level III to IV and gotten significantly more bonuses in other areas. So the moral of this story is: train level V skills only when you absolutely have to or have nothing else to train.
  
It is advisable to train up these base skills in waves. Get all of them to 2 as fast as you can. Then you will have achieved 10% reduction is capacitor needs, 10% better tracking, 10% more missile damage and so on. Your pilot will now be vastly improved. Once you are done with the 2s, start moving the skills to 3s and then finally to 4s. For now, ignore those 5s until you have all your 4s done at the very least. As a general rule, train a skill to 2 if you are going to occasionally use it, to level 4 if you will often use it and to level 5 if it is required for another skill, or if you are going away for a while (like a holiday).
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It is advisable to get all of your core skills to level 2 as fast as possible. Then you will have achieved 10% bonuses in many areas: reduction is capacitor needs, 10% better tracking, 10% more missile damage, and so on. Your pilot will be vastly improved in a very short period of time. Once you are done with level II's, start moving these skills to level III and finally to level IV. As a general rule, train a skill to level II if you are going to occasionally use it, to level IV if you will often use it, and to level V if it is a "gate-opener" skill (prerequisite for another skill) or relates to something you want to heavily specialize in.
  
As you work through your training you will pick up skills here and there that required another skill to 2 or 3. When you pick those skills up, catch them up to the rest of your skills quickly and then resume your training process.
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As you work through your training you will pick up other skills here and there that you will need to train to level II or III as prerequisites. When you pick those skills up, train them up quickly and then resume your training process.
  
If you follow these simple guidelines, you will be able to vastly improve your character. Just remember not to use your best implants unless you can set a jump clone because in PvP it's only a matter of time before you will get podded.
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If you follow these simple guidelines, you will be able to maximize abilities of your low skill point character. Just remember not to use your best implants unless you can set a jump clone because in PvP it's only a matter of time before you will get podded.
  
An indispensible tool for monitoring your skill training and planning your future in Eve is '''EveMon''' - available here: [http://evemon.battleclinic.com/].
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==EVEMon==
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An indispensable tool for monitoring your skill training and planning your future in Eve is [http://evemon.battleclinic.com/ '''EVEMon''']. This program will let you compile a skill plan spanning over a year as well as optimize attributes for you skill plan in case you wish to respec your character.

Latest revision as of 17:39, 5 March 2016

Info.png
This article is out of date and needs to be updated. Once the article has been brought up to date please remove this template from the article body.

Introduction

Whether you are devoting yourself to PvP full time or training up a PVP alt, it is essential to know how to train up your character to get the most out of the time it spends training up skills. A new character with low skill point count is much more limited in what he or she can fit on a ship. It also cannot do as much damage or tank as well as a character that has been training for years. However, proper training that is focused on important PVP skills can let you compensate for this.

So that means we race right to Interceptors right? Wrong! This is one of the biggest mistakes that players new to the game make. They want to undock in that newer or bigger ship and they race right through the prerequisite ship skills to get there. However, once they get that new ship they find that they can't fit it well, can't do much damage, can't tank. They see that the ship is inferior to what they are used to flying and that they are useless in it. The euphemism often used for this is "growing into a ship," which translates to "I'm flying this too soon and hoping I get the skills before someone crushes me." Instead, your best bet is to think about what support skills the ship requires and concentrate on training up these. In EVE some skills are beneficial for flying practically any ship - these are called core skills.

Core Skills

Core skills are the base gunnery, navigation, missile, drone, electronics, engineering and mechanic skills that will allow you to fly your ship better, equip more guns, run more drones and hit better with missiles and turrets. Keep in mind that you don't have to study drones if you don't intend to use them; same goes for missiles, while turrets are a requirement in most tech 1 frigates. The skills that you should focus on are the following.

Drones:

  • Combat Drone Operation: +5% Bonus to drone damage of light and medium drones per level
  • Drone Durability: +5% bonus to drone shield, armor and hull hit points per level
  • Drone Interfacing: +20% bonus to drone damage, drone mining yield per level; level V required for carriers
  • Drone Navigation: +5% increase in drone MicroWarpdrive speed per level
  • Drone Sharpshooting: +5% increases in drone optimal range
  • Drones: operation of 1 drone per skill level; level V required for T2 drones
  • Elecronic Warfare Drone Interfacing: +3000m to drone control range of all drones per level
  • Scout Drone Operation: +5000 meters per skill level to drone control range; level V required for T2 drones

Electronics:

  • Electronic Warfare: -5% capacitor need for ECM and ECM Burst systems per level; level IV required for T2 jammers (useful for Caldari recon pilots) and use of ewar drones
  • Electronics: + 5% bonus to ship CPU output per skill level
  • Electronics Upgrades: -5% in CPU need of modules that require Electronic Upgrades skill (signal amplifiers, co-processors, backup arrays) per level; level V required to pilot covops, stealth bombers, and electronic assault frigates
  • Propulsion Jamming: -5% to warp disruptors, warp scrambler, and stasis web capacitor need per skill level; level IV needed for T2 web; level V prerequisite to interdictors
  • Sensor Linking: -5% capacitor need for sensor dampeners and tracking links; level IV required for T2 dampeners (useful for Gallente ewar pilots)
  • Signature Analysis: + 5% improved targeting speed per level
  • Target Painting: -5% capacitor need for target painters per skill level; level IV required for T2 target painters (useful for Minmatar ewar pilots and battleship pilots)
  • Targeting: +1 extra target per skill level, up to the ship's maximum allowed number of targets locked; level V required for logistics ship pilots
  • Weapon Disruption: -5% capacitor need for weapon disruptors per level; level IV required for T2 tracking disruptors (useful for Amarr recon pilots)

Engineering:

  • Energy Grid Upgrades: -5% in CPU need of modules that require Energy Grid Upgrades skill (power diagnostic units, capacitor batteries) per level
  • Energy Management: +5% to capacitor capacity per level; level IV required for use of Micro Auxiliary Power Core
  • Energy Systems Operation: -5% in capacitor recharge time per skill level
  • Engineering: +5% to ship's powergrid output per level
  • Shield Management: +5% to shield capacity per skill level
  • Shield Upgrades: -5% in shield upgrade powergrid needs (shield extenders, shield rechargers); level IV required for T2 shield passive hardeners
  • Tactical Shield Manipulation: skill at preventing damage from penetrating the shield, including the use of shield hardeners and other advanced shield modules; level IV required for use of T2 shield active hardeners

Gunnery:

  • Controlled Bursts: -5% reduction in capacitor need of weapon turrets per skill level; do not train on Minmatar ship pilots as projectile weapons use no cap to start out with
  • Gunnery: +2% to weapon turrets' rate of fire per skill level; level V required for large turrets
  • Motion Prediction: +5% per skill level to weapon turret tracking; level IV required for short-range T2 medium guns
  • Rapid Firing: +4% bonus per skill level to weapon turret rate of fire
  • Sharpshooter: +5% to weapon turret optimal range per skill level; level IV required for long-range T2 medium guns
  • Small Turret: +5% damage to damage per level; level V required for small T2 turrets
  • Surgical Strike: +3% bonus per skill level to the damage of all weapon turrets
  • Weapon Upgrades: -5% per skill level in the CPU needs of weapon turrets, launchers and smartbombs; level V required for piloting HACs

Mechanic:

  • Mechanic: +5% to structure hit points per level; level V required to pilot assault frigates
  • Hull Upgrades: +5% to armor hit points per level; level V required for T2 armor active hardeners and T2 EANM
  • Remote Armor Repair System: -5% capacitor need for remote armor repair system modules per level
  • Repair Systems

Missiles:

  • Missile Bombardment: +10% to all missiles' maximum flight time per level; level IV required to fit a bomb launcher on a stealth bomber
  • Missile Launcher Operation: +2% to missile launcher rate of fire per skill level; level V required for siege and cruise launchers
  • Missile Projection: +10% to all missiles' maximum velocity per level
  • Rapid Launch: +3% to missile launcher rate of fire per level
  • Rockets: +5% bonus to rocket damage per level; level V required for T2 rockets

Optimizing Training

When training the skills, you want to get the most out of the time you spend training; this means that the benefit you get from the skill should be significant for the time that you invested into it. For example, Controlled Bursts skill gives a 5% reduction in capacitor needs for turrets. The first level takes maybe 20 minutes, the second perhaps an hour and a half. Training this skill to level II will result in 10% reduction in capacitor needs within just 2 hours of training. However, to go from level IV to level V of this skill would take about 7-10 days, just to gain another 5% bonus to capacitor need reduction. In that same time you could have trained 3 or 4 more skills from level III to IV and gotten significantly more bonuses in other areas. So the moral of this story is: train level V skills only when you absolutely have to or have nothing else to train.

It is advisable to get all of your core skills to level 2 as fast as possible. Then you will have achieved 10% bonuses in many areas: reduction is capacitor needs, 10% better tracking, 10% more missile damage, and so on. Your pilot will be vastly improved in a very short period of time. Once you are done with level II's, start moving these skills to level III and finally to level IV. As a general rule, train a skill to level II if you are going to occasionally use it, to level IV if you will often use it, and to level V if it is a "gate-opener" skill (prerequisite for another skill) or relates to something you want to heavily specialize in.

As you work through your training you will pick up other skills here and there that you will need to train to level II or III as prerequisites. When you pick those skills up, train them up quickly and then resume your training process.

If you follow these simple guidelines, you will be able to maximize abilities of your low skill point character. Just remember not to use your best implants unless you can set a jump clone because in PvP it's only a matter of time before you will get podded.

EVEMon

An indispensable tool for monitoring your skill training and planning your future in Eve is EVEMon. This program will let you compile a skill plan spanning over a year as well as optimize attributes for you skill plan in case you wish to respec your character.