Skills Training 101

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This is a deprecated class syllabus, intended as historical record for the teaching department.

Creating syllabi is no longer our process for new classes, and no classes in the syllabus library are considered current. They are here for historical purposes only, as well as an optional starting point for designing new classes. Please do not assume any of the classes you find here have slides, or have even been taught for many years. If you do use information in a syllabus, ensure that you have brought it up to date with contemporary EVE.

Class Information

This is a syllabus for a class provided by EVE University. This section contains information about this class and its contents. General Information includes materials to create a proper class listing on the EVE University forum. Additional resources and teaching tips are listed under Notes for the Teacher.

General Information

Illustration link for class description on the Eve University forum: 800px-Skills_training_clock.jpg

Skills are the primary defining quality of your capsuleer. They train in wall-clock time and open up new opportunities within EVE. This class, intended for new players, will cover skills generally, how to train faster, how not to lose skill points, and how to plan for the most impact from your skills training. Much of the content will come from the Uni's "Skills_and_Learning" wiki page.

  • Duration: 60 minutes. No practical.
  • Location: Docked up safely in a station

Class contents:

  • Skills, categories, and skill points
  • Skill books and injecting skills
  • How to identify what skills do, e.g. through a fitting tool
  • Building a long-term skill plan using an out-of-game tool
  • Training skills faster: implants, cerebral accelerators, and remaps
  • Attributes by skill category (reviewing Neville's excellent blog post)
  • Ways you can lose skill points
  • Identifying skills to train

Student requirements:

  • Mumble registration and access - make sure you have Mumble sorted out and operational well before the class begins. Use this guide for set-up.
  • Access to the Classroom1.E-UNI in-game chat channel

Additional information: This class is primarily lecture delivered in the Class.E-UNI channel in Mumble, followed by Q&A.

Notes for the Teacher

Required materials:

  • Classroom1.E-UNI chat channel, to receive questions and post relevant links
  • Review the lecture notes for examples to pull. Ideally put these into a journal entry or two ahead of time. Notably
    • skill examples
    • certificate examples
    • +1 .. +5 implant examples

Class Contents


Welcome to this class on Skills Training!

This course is designed primarily for new capsuleers, who want to ensure they have a thorough understanding of how skills and skill points work in EVE and common approaches to building a skills plan.

Over the 60 minutes or so we shall cover: skills themselves, how to think about skills, skill books, understanding the impact of skills, how to train skills faster, primary and secondary attributes by skill category, how skill points can be lost, and resources to help you identify skills to train.

There are 100s of skills in EVE so this class will not go into any skill in detail. However, we will point to resources for learning skills to consider training.

(Instructor should then introduce himself or herself - covering relevant experience level and background.)

We have a few ground rules for this class:

  • Please put your Mumble settings on "Push to Talk" if you have not already done so.
  • Feel free to type any questions in the Classroom1.E-UNI chat channel as we proceed - I will try to answer your questions as they come during the class. At the end of the lecture, we'll open Mumble for any further questions or general discussion.
  • If you can answer other people's questions in the chat channel, great. Just make sure you are answering with the truth rather than what you've heard from others.

Consider asking for a helper to manage the class e.g. if people ask general questions or use text chat in Mumble.

Everyone ready? OK, then - let's begin....

Skills, categories, and skill points

  • Access your training queue by clicking the bar below your portrait
  • Go to your skills: Character sheet > Skills
  • Look at all the skills in EVE: Character sheet > Skills. Skills tab, use the gear icon -> "Show all skills"
  • Skills have...
    • Ranks, from level 1 (e.g. Gunnery) to 16 (e.g. Gallente Titan)
    • Benefits--see skill description
    • Prerequisites
    • Primary and secondary attributes: Intelligence, Perception, Charisma, Willpower, Memory
  • Trial-Restricted Skills cannot be trained on trial accounts, e.g. Cloaking
  • Skills can be trained to different levels
    • Level I (for a rank 1 skill): 250
    • Level II (for a rank 1 skill): 1414
    • Level III (for a rank 1 skill): 8000
    • Level IV (for a rank 1 skill): 45255
    • Level V (for a rank 1 skill): 256000
  • The rank is a multiplier, e.g. level 1 in a rank 2 skill is 500 SP; level 1 in a rank 10 skill is 2500 SP
  • If you partially train a skill and then switch skills, the SP are not lost--you just haven't leveled in the skill yet

Thinking about skills training

  • 80/20 rule: getting to level 3 or 4 takes much less time than getting to level 5
    • Think twice before training a skill to 5
    • Getting a skill to level 4 takes around 18% of the time it would take to get to level 5, and provides 4 levels of benefit
  • Opportunity costs, e.g. Small Blaster Specialization IV at the expense of Thermodynamics I
  • General vs. specific skills
    • Some skills will help you for every ship you fly, e.g. Navigation
    • Some skills help only in certain situations, e.g. Small Blaster Specialization

Skill books and injecting skills

  • Acquiring skill books
    • Buying them from the market
    • Uni members can check corporate hangars
    • Uni members can be reimbursed for skill books that cost up to 3.5 million ISK--check the Uni's skillbook program for the authoritative information
    • Earn them from career agents
  • Danger: some skill books are expensive, e.g. Tycoon (125M ISK)
  • You can only inject a skill book if you have the prerequisites

How to identify what skills do

  • Skill descriptions
  • Ship descriptions
    • e.g. the skill "Transport Ships" provides a CPU benefit to the Viator, and the only way to find that out is to look at the Viator's description/traits
  • Module descriptions
    • e.g. T3 subsystems have the benefits in their description
  • Out-of-game fitting tools e.g. EFT or Pyfa

Building a long-term skill plan

  • Your skill queue can contain up to 50 entries, and has a length limit (that you will never exceed) of ten years. The limit of no skills starting to train more than 24 hours away was removed with the oct 2014 Phoebe release.
  • Out-of-game tools e.g. EVEMON or gtkevemon
    • Identify dependencies
    • Identify opportunities for remaps--the tools will show you how much less time it would take with a recommended remap
    • Consider creating many small plans vs. one big plan
      • Many small plans: you can change your mind and reorganize more easily
      • You can then import these small plans into a big plan if you need to see the big picture

Training skills faster

  • Cerebral accelerators
    • Standard: until character is 35 days old, +3 to all attributes plus other bonuses
    • Compact: until character is 14 days old, +9 to all attributes
    • Advanced: until character 7 days old, +17 to all attributes
    • Can't use more than one
    • Not destroyed if you're podded or by using a jump clone
    • Acquired through out-of-game offers as well as in-game through contracts only
  • Implants
    • Aside: Jump Clones vs. Medical clones
      • Jump clones
        • Character sheet > Jump clones
        • You can have one jump clone per level in Infomorph Psychology
        • Each jump clone can have its own implants; the implants will be listed under Character sheet > Jump clones
      • Medical clone
        • Everyone has ONE medical clone
        • The medical clone is where you go if you are podded
        • Very important to keep medical clone up to date (see later in the class)
    • Clones have 10 "slots"
    • Only one implant can be in a given slot
    • Implants are destroyed when the clone is destroyed
    • 1-5 are for attribute enhancers
    • Each attribute can be boosted anywhere from +1 to +5
    • Cost usually proportional to the enhancement
    • Implants require levels in Cybernetics
    • +5 implants require Cybernetics 5, and the general advice is that the potential savings in training time is not worth the time to train Cybernetics 5. However, there are other implants that also require Cybernetics 5.
    • Some implants give attribute bonuses plus other bonuses, e.g. Snake implants
    • Implants are specific to a clone and are destroyed if the clone is podded
    • EVE University has a +3 implant program
  • Neural remaps
    • These allow you to change your capsuleer's attributes
    • No attribute can go below 17 or above 27
    • Be very careful--you have limited remaps
      • "Normal" remaps: you have 1. After you use it, there's a 1-year cooldown period before it is replenished.
      • "Bonus" remaps, you start with 2.
      • Normal remaps are used before bonus remaps
    • Typically you want to have a year-long skill plan ready before using a remap
    • Don't be hasty

Attributes by skill category

Understanding the primary attributes by skill category can help you make adjustments within a remap. For example, if you are Int/Mem and don't have a skill to train at the moment, use this as a starting point for identifying other Int/Mem skills.

Please cite Neville Smit; this information comes from [1]

  • Armor : Intelligence, Memory
  • Corp Management : Memory, Charisma
  • Drones : Memory, Perception
  • Electronic Systems : Intelligence, Memory
  • Engineering : Intelligence, Memory - with two exceptions: Weapons Upgrades and Advanced Weapons Upgrades, which both use Perception, Willpower
  • Gunnery : Perception, Willpower - with one exception: Doomsday Operation, which uses Willpower, Intelligence
  • Leadership : Charisma, Willpower
  • Missiles : Perception, Willpower
  • Navigation : Intelligence, Perception - with the exceptions of Cynosaural Field Theory and Jump Portal Generation, which both use Intelligence, Memory
  • Neural Enhancement : Intelligence, Memory - except for Informorph Psychology, Advanced Informorph Psychology and Informorph Synchronizing, which all use Charisma, Willpower
  • Planet Management : Intelligence, Memory - except for Command Center Upgrades and Interplanetary Consolidation, which use Charisma, Intelligence
  • Production : Memory, Intelligence - except for any Advanced Ship Production skill and Outpost Construction, which all use Intelligence, Memory
  • Resource Processing : Memory, Intelligence - except for Astrogeology and Salvaging, which use Intelligence, Memory
  • Rigging : Intelligence, Memory
  • Scanning : Intelligence, Memory
  • Science : Intelligence, Memory - except for Research Project Management, which uses Memory, Charisma
  • Shields : Intelligence, Memory
  • Social : Charisma, Intelligence
  • Spaceship Command : Tech I and Tech III ship command skills use Perception, Willpower, and all Tech II ship command skills use Willpower, Perception
  • Targeting : Intelligence, Memory
  • Subsystems : Intelligence, Memory / Perception, Willpower
  • Trade : Willpower, Charisma / Charisma, Memory / Charisma, Willpower

Ways you can lose skill points

  • Starting with the Rhea expansion, pod death no longer poses a threat to losing skill points
    • Previously, pilots who did not have an adequate grade of medical clone could lose skill points if they were podded. CCP changed this mechanic - podded pilots now wake up in their medical clone with all skill points intact.
      • Note: Your character sheet's skill points count does not necessarily reflect the SP for the skill that's in progress at the moment--notice it doesn't change from minute to minute
  • Blown up in a T3 ship (Strategic Cruisers: Proteus, Legion, Loki, Tengu)
    • You lose a level from a randomly-selected racial subsystem skill matching the ship that was lost
  • CCP patches--historically, they've compensated people by giving them free skill points

Identifying skills to train

  • ISIS and mastery levels
    • Do not trust ISIS mastery levels as the best source of information for relevant skills
    • Mastery level 3 is generally a good starting point
  • Certificates
    • ISIS was intended to make skills training easier; the old certificate system still exists in a modified form but it is harder to find
    • Skills > Certificates
    • ISIS pulls from these certificates
    • Particularly look at the "core ship operation" skills
  • The Uni's skill pages
  • Uni pages for specific ships, e.g. Ares
  • An (incomplete) list of skills that may not be worth the time
    • Rigging skills, especially above level 4
    • Tactical Shield Manipulation 5 (some bleed through to armor can arguably be helpful due to shield recharge mechanics)
    • Astrometric Acquisition above 3
    • Damage-specific shield compensation skills e.g. EM shield compensation
      • Helps Shield Resistance Amplifiers, which typically aren't used as much as Shield Hardeners

Class Wrap-up

  • Thanks for attending this class!
    • I would appreciate any feedback from people on how to improve the class
  • Ideally post the forum link for the class announcement to solicit other feedback/questions
  • Questions ?