Having started our PvP alt and begun training the first few skills needed to plug +4 implants in, you now
have some decisions to make. After all,
by this point your skill queue is starting to wind down, and you need to start
training the meat of your character.
To recap
my assumptions for the previous article, I’m assuming:
- That you are using four +4 implants as soon as possible after training Cybernetics (everything but Social Adaptation).
- That this character is not your first character.
- That you bought a PLEX to fund your new character’s skill book needs. Ensuring that you don’t transfer isk between your main and your alt will open up a lot of awoxing, scamming, and espionage opportunities that wouldn’t be possible if your API shows sharing of isk between characters.
- That you took my advice and have a firm goal in mind for this character.
- That this character is intended as a PvP character.
“I Need an ETA on Those Reinforcements”
Training
an alt takes time. Skills train at the
same speed for everyone with +4 implants plugged in. I’m going to assume you didn’t go to the
expense of buying a Cerebral Accelerator.
Sure, it gives you +9 to all attributes (and is additive to implants for
any skill except Intelligence, since Intelligence implants use the same implant
slot as the CA), but it only lasts 14 days.
For that time, you can gain about a 50% increase in training speed, but
it’s rendered useless fairly quickly.
Gaining the equivalent of 7 days’ worth of skills really isn’t worth the
huge cost (about 250 mil, last I checked).
But, you
wouldn’t have started training an alt unless you had already identified a need
for one, which means you need it NOW.
Time is the enemy. You have a
dream about how you’re going to use this alt, and you can already visualize how
s/he’ll help you achieve your goals.
The simple
fact is that to do exactly what you want this alt to do is going to take a
couple years’ worth of training. In our
minds, we build our expectations around what is familiar. In Eve, that means gauging the value of an
alt based on the skills of our mains.
Your alt won’t have Sharpshooter 5, Large Blaster Specialization 4, or
Heavy Drones 5 overnight, and as a result the overall damage, capabilities,
speed, and tank of ships piloted by your alt will not be as good as when flying
those ships with your main.
I mention
this only to temper your expectations, not to disappoint you. Training an alt for PvP is a long-term
commitment taking years. The skill plans
are, consequently, long-term as well.
But, once you
acknowledge that your alt won’t be independently capable for some time, the
world starts to look a little better.
Your alt will be able to function, but not at the elite level you
envision. Keep that in mind.
Developing the Skill Plan: Core Skills
Some
skills are so integral to the functioning of a character that they’re
considered “core” skills. These are
non-negotiable for a PvP character. You
simply must have the, in order to maximize your combat ability. These skills affect your ships’ CPU, powergrid,
capacitor, armor, shields, and navigation speed. CPU, powergrid, and capacitor can mean the
difference between a fitting being viable and unusable. Armor and shield ships
can mean the difference between winning a fight at 50% structure and losing.
Though
navigation seems initially unimportant, it may perhaps be the most
important. Even 100 m/s in speed under
MWD can mean the difference between remaining out of web range and being
reduced to a stand-still, or out-running the range of an enemy’s guns. Navigation skills can mean the difference
between reaching a fight on a gate 100 au away with your fleet and having to
two-warp it, which results in you lagging behind both on the killboard and in
cases where a quick escape is warranted.
Navigation skills are extremely important.
Every PvP
character should have these skills in their long-term skill plan.
CPU
Management 5
Electronics
Upgrades 5
Energy
Grid Upgrades 5
Power Grid
Management 5
Capacitor
Management 5
Capacitor
Systems Operation 5
Electronic Warfare 4
Evasive
Maneuvering 5
Fuel
Conservation 5
High Speed
Maneuvering 4
Warp Drive
Operation 5
Navigation
5
Acceleration
Control 4
Afterburner
5
Target
Management 5
Advanced
Target Management 4
Gravimetric
Sensor Compensation 3
Ladar
Sensor Compensation 3
Magnetometric
Sensor Compensation 3
Radar
Sensor Compensation 3
Long Range
Targeting 5
Signature
Analysis 5
Mechanics
5
Armor
Layering 4
Hull
Upgrades 5
Armor
Resistance Phasing 4
EM Armor
Compensation 4
Explosive
Armor Compensation 4
Kinetic
Armor Compensation 4
Thermic
Armor Compensation 4
Tactical
Shield Manipulation 4
Shield
Upgrades 5
Shield
Operation 5
Shield
Management 5
Shield
Compensation 5
Kinetic
Shield Compensation 4
Explosive
Shield Compensation 4
Thermic
Shield Compensation 4
EM Shield
Compensation 4
Drones 5
Drone
Avionics 5
Drone
Durability 4
Drone
Interfacing 5
Drone
Navigation 5
Drone
Sharpshooting 5
Advanced Drone Avionics 4
Advanced Drone Avionics 4
Weapon
Upgrades 5
Gunnery 5
Advanced
Weapon Upgrades 5
Controlled
Bursts 5
Motion
Prediction 5
Rapid
Firing 5
Sharpshooter
5
Surgical
Strike 4
Trajectory
Analysis 4
Missile
Launcher Operation 5
Guided
Missile Precision 4
Missile
Bombardment 5
Missile
Projection 4
Rapid
Launch 5
Target
Navigation Prediction 5
Warhead
Upgrades 4
It’s worth
noting that I ordered them for clarity, not priority. When you train skills, you should do so with
an eye to maximum utility. Sure, having
a character that has only level 5 skills seems cool, but it leaves you unable
to actually do anything with that character for a long while.
Phase One: Everything to Three
Start
training every skill on this list to level 3.
The way skills in Eve scale, it won’t take long, and it’ll allow you to
bring your alt up to a somewhat functional level much faster than simply going
1-5 on every skill in sequence. At this
early phase, I wouldn’t bother with adjust your attributes… you want to save
those remaps for later. Just go down the
list and get everything to 3 that you can.
You’ll
notice that some of them can’t be trained to 3 without maxing some
prerequisites. That’s okay, skip it for
now. Your goal is to plug in and train
to a basic level (anything less than 3 isn’t “basic”, it’s “remedial”, if
you’re wondering). This should take you
a couple weeks.
Phase Two: Needed Prerequisites
Now, you
should have quite a number of skills at three, and you’re starting to be able
to function somewhat with your character – though not at the level you’d hope
for. All you should be left with are
skills with prerequisites that require some of your Phase One skills to higher
levels. Go ahead and train those
specific skills to the necessary levels to inject the remaining skills in your
plan. You should have a few skills that
need to reach 4, and a handful that need level 5.
That’s
fine. Your task here is to enable your
character to walk around with all of these skills in his/her head, so you don’t
have to find your way back to a trading or training hub to inject more skills. Plus, the remaining skills in your plan that
you haven’t yet injected are really important.
And if you’re going to train something to 5, it better be a prerequisite
skill for one of these remaining skills.
Once you
complete a prerequisite, immediately inject the skill that needed it so you
don’t forget why, or even that, you trained it.
Get that newly unlocked skill to 3, just like in Phase One.
Phase Three: Training to Four and Five
You should
now have a bunch of skills trained to 3, a few to 4, and a select handful to
5. What to do next? I bet you think I’m going to say, “Get
everything to four!” (Or, rather, you
thought that until you just read this sentence). There are a few reasons why that’s not a
great idea.
First, not
all skills train at the same speed. You
may have noticed that getting some of your skills to 3 took a bit longer than
others… the complexity of the skill – and whether it has any prerequisites –
affects the training length. For that
reason, it’s easier to train some basic skills to 5 than it is to get some more
complex ones to 4. Moreover, getting
some of those skills to 5 is extremely important for fitting purposes or as
prerequisites to additional skills you may want to train, including spaceship
command, gunnery, and missile skills.
Why sit around waiting for something to train to 4 if you can get
another daily-useful skill to 5 in the same time, which also unlocks other
skills?
You can
set your own priorities based on the roles you anticipate your character
fulfilling, of course. I prefer to
maximize speed and fitting first… the other popular route is to maximize tank
(shield, armor, and hull skills), but those skills are actually a trap. In most cases, all having more HP does is
cause you to die more slowly. Navigation
is far more important (it’s better to have less HP yet have the speed to stay
out of range of the enemy’s guns), as are fitting skills (You get more HP out
of training Advanced Weapon Upgrades 5 and having the powergrid to fit a Medium
Shield Extender II than training Shield Compensation 5, Shield Upgrades 5, and
Shield Management 5, but having to fly with a meta-4 version).
Train as
you will, but it’s better to avoid the dog entirely than be tough enough to
hold his snapping jaws a few inches from your throat.
Phase Four: Maxing Out the Rest
Only after
you’ve secured your most important skills to 5 is it time to get serious about
finishing off the rest. Keep in mind I’m
not suggesting you get everything to 5, but rather that you finish off the
level specified in the plan. The gunnery
specialization skills don’t need to reach 5 for a very long time, unless you’re
certain that your alt will fly only a very narrow role.
Just keep
in mind that in Eve, getting a skill to level 4 generally offers 80% of the
benefit of getting it to level 5. Small
Autocannon Specialization 5 takes you from an 8% bonus to a 10% bonus in
damage… or from 108% to 110%. That’s not
typically worth the 10-day training time when your character has so much more
to train for.
All
tolled, this skill queue will, with proper implants and remap management, take
about 380 days to complete.
The Big, Glaring Absence
You will
note that I don’t include any specific weapon systems or ship skills in this
queue. Since my goal here is to
establish a base set of PvP skills that would serve you well whichever way you take
the character, it seemed appropriate not to digress into specific
applications. This skill plan will
provide a base from which you can branch off in any direction you want. Prefer brawling? Add the light and medium drone skills and
blasters. Prefer long-range
support? Add artillery and
missiles. Or add Ewar skills to taste.
Advanced target management V is pretty useless isn't it?
ReplyDeleteTraining to 3 allows you to target 10 targets, which is the most any ship allows without adding a specific module.
You're right. I think I meant to have that at 4.
ReplyDeleteDrone Sharpshooting Drone should probably be
ReplyDeleteDrone Sharpshooting 4
I know you didn't want to include specific weapon systems but Light Drone Operation 5 maybe should be an exception.
I think you're misinformed about the Cerebral Accelerator, it uses booster slot four, not implant slot four, you will be able to use it with an intelligence implant.
ReplyDeleteI see you are concerned about transferring money to an alt. Best way is just to jetcan t2 salvage. If questioned, the alt can claim to have salvaged something nice. HTH.
ReplyDeleteCouldn't you just give the alt about half a plex and claim it was a 21 day trial deal?
ReplyDelete