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Injecting is useful if you've bought a skill which you have the prerequisites to train, but don't actually want to start training it right away: once it's injected, you don't need to worry about keeping the skillbook with you, and there's no risk that you'll lose the skillbook if you fly into dangerous space and lose your ship. | Injecting is useful if you've bought a skill which you have the prerequisites to train, but don't actually want to start training it right away: once it's injected, you don't need to worry about keeping the skillbook with you, and there's no risk that you'll lose the skillbook if you fly into dangerous space and lose your ship. | ||
= | =Training Skills= | ||
You can train a skill by dragging and dropping it into the training queue, or by right-clicking on it in your Skills list. | You can train a skill by dragging and dropping it into the training queue, or by right-clicking on it in your Skills list. | ||
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* '''Charisma''' is important for traders and mission-runners, and anyone who's training the Leadership skills. | * '''Charisma''' is important for traders and mission-runners, and anyone who's training the Leadership skills. | ||
It should be obvious that raising your attribute scores, particularly for skill groups you intend to spend lots of time training, is a very good idea. Ways to do this are discussed in | It should be obvious that raising your attribute scores, particularly for skill groups you intend to spend lots of time training, is a very good idea. Ways to do this are discussed in later in this guide. | ||
===Your Medical Clone | =Keeping Skills= | ||
==Your Medical Clone== | |||
When you die -- which is to say, when you are 'podded', when your capsule is destroyed -- you wake up in your medical clone. Everyone has a medical clone, and you can open up a menu that lets you control your medical clone using the medical bay button in any station which has a medical bay. | When you die -- which is to say, when you are 'podded', when your capsule is destroyed -- you wake up in your medical clone. Everyone has a medical clone, and you can open up a menu that lets you control your medical clone using the medical bay button in any station which has a medical bay. | ||
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When you die and wake up in your medical clone, you are automatically given a new backup medical clone to replace the one you are now in. The new medical clone is, however, only the basic one, so the first thing you should do after being podded is upgrade your medical clone. | When you die and wake up in your medical clone, you are automatically given a new backup medical clone to replace the one you are now in. The new medical clone is, however, only the basic one, so the first thing you should do after being podded is upgrade your medical clone. | ||
= | =General Training Strategies= | ||
==EVEMon== | |||
[[3rd Party Tools#EVEMon|EVEMon]] is a third party software tool that allows you to make plans on your characters skill training (as well as monitor and plan many other things). | |||
==Planning Ahead== | |||
When you first start playing EVE, you may have little idea on what skills you will be needing next week, let alone next month. But after your first few weeks, you will start to form a picture in your mind on what sorts of things you want your character to be able to do, and consequently which skills you'll need. The specific training strategies listed elsewhere in this guide work much better when used together with a long term strategy. | |||
==How Many Levels?== | |||
As you train higher and higher levels in a skill, you get less benefit for the time invested. | |||
[[Skills:Gunnery#Surgical_Strike|Surgical Strike]], for example, gives you a 3% bonus to all turret damage per level -- very useful for anyone who uses [[Turrets|turrets]] as their primary weapon system -- and has a 4x training time multiplier. You can get your first 3% bonus in a trivially short amount of time: even with basic attribute scores, training Surgical Strike to Level I takes 40 minutes or so. However, with the same basic attribute scores training Surgical Strike from Level IV to V would take nearly 25 days -- and you would still only get 3% more turret damage for your trouble! | |||
For a new character, it is therefore often most efficient to train a useful skill which has a high training multiplier to III or IV and then move on rather than taking it to V straight away. As a rule of thumb, if you use a skill at all it's probably worth training it to III, and if you use a skill regularly it's worth training it to IV. | |||
====Learning Skills== | When your character is older you may well reach a point where you have fewer things you want or need to train -- at this point, it may be worth revisiting some skills you left at IV and taking them to V. | ||
All the skills in the [[Skills:Learning|Learning]] category actually increase your attributes when you train them. Training these skills therefore increases the rate at which you train other skills. | |||
There are, however, some skills which it's worth training to V quite early on in your capsuleer career. For combat pilots Navigation, which we used as an example previously on this page, is one such because: | |||
* it has a low training time multiplier (1x) | |||
* it affects a very fundamental aspect of the performance of ''all'' of your ships (speed) | |||
* with a substantial bonus (5%) | |||
There are a number of other skills with a similar combination of quick training times and significant, widespread bonuses which are well worth training to V quite early. | |||
Another class of skill which you may find yourself training to V are the so-called 'blackmail' skills which are prerequisites for particularly desirable equipment. On the way to training to fly the [http://wiki.eveonline.com/en/wiki/Wolf Wolf], for example, you would need to train Minmatar Frigate V, Mechanic V and Engineering V. Similarly, on the way to deploying [http://wiki.eveonline.com/en/wiki/Hammerhead_II T2 Hammerhead drones] you would need to train Scout Drone Operation V and Drones V. | |||
Some skills are worth training to V because of a combination of several of the above reasons. Drones V for example lets you use a full flight of five drones, which is useful on any ship with a drone bay of 25m3 or more -- and it's a prerequisite for the excellent T2 drones. | |||
=Specific Training Strategies (Boosting your Attributes)= | |||
This section of this guide deals with strategies to help you train skills ''faster''. | |||
Effectively, all of the methods discussed below improve your training times by boosting your character's attributes. This boosting usually comes at a cost of something else; other attributes, money, or time. | |||
==Learning the "Learning" Skills== | |||
All the skills in the [[Skills:Learning|Learning]] category actually increase your attributes when you train them. Training these skills therefore increases the rate at which you train other skills. This means that learning "how to learn" first, can save your character time in the long run. | |||
Every attribute has two associated skills, one basic and one advanced. The basic skill is cheap and has a x1 multiplier, while the advanced skill is expensive (for a new character) and has a x3 training multiplier. Both skills give you +1 to that attribute per level. | Every attribute has two associated skills, one basic and one advanced. The basic skill is cheap and has a x1 multiplier, while the advanced skill is expensive (for a new character) and has a x3 training multiplier. Both skills give you +1 to that attribute per level. | ||
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So, for example, each level you train in [[Skills:Learning#Analytical_Mind|Analytical Mind]] increases your Intelligence score by 1. Level IV in Analytical Mind is the prerequisite for the advanced [[Skills:Learning#Logic|Logic]] skill, which also gives you +1 Intelligence per level. | So, for example, each level you train in [[Skills:Learning#Analytical_Mind|Analytical Mind]] increases your Intelligence score by 1. Level IV in Analytical Mind is the prerequisite for the advanced [[Skills:Learning#Logic|Logic]] skill, which also gives you +1 Intelligence per level. | ||
Finally, the skill which is itself called [[Skills:Learning#Learning|Learning]] gives you a 2% bonus to all your attributes per level. | Finally, the skill which is itself called [[Skills:Learning#Learning|Learning]] gives you a 2% bonus to all your attributes per level, and helps you learn the other learning skills faster. | ||
=====Pay Back Time | A great reference on which order to learn the learning skills is available on the [http://www.eveonline.com/ingameboard.asp?a=topic&threadid=242786|Eve Online Forums]. | ||
===Pay Back Time=== | |||
Training the learning skills will make you learn other skills faster, and everyone should train them. However, training the learning skills also takes time itself. You must therefore consider how long it will take a particular level of a learning skill to 'pay back' the time spent training it by saving time from other skills. | Training the learning skills will make you learn other skills faster, and everyone should train them. However, training the learning skills also takes time itself. You must therefore consider how long it will take a particular level of a learning skill to 'pay back' the time spent training it by saving time from other skills. | ||
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If you make a long-term skill plan in Evemon it will suggest a level of learning skill training which will pay back within the plan's timeframe. | If you make a long-term skill plan in Evemon it will suggest a level of learning skill training which will pay back within the plan's timeframe. | ||
===Efficiency vs. Fun=== | |||
Since the learning skills themselves depend on the Memory (primary) and Intelligence (secondary) attributes, the most efficient way to train them is by training the Memory-related and Intelligence-related learning skills, and Learning, first, thus cutting the time required to train the other learning skills. | Since the learning skills themselves depend on the Memory (primary) and Intelligence (secondary) attributes, the most efficient way to train them is by training the Memory-related and Intelligence-related learning skills, and Learning, first, thus cutting the time required to train the other learning skills. | ||
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If you're training up a new alt character and you already have a main character to have fun with, you should of course go straight for the learning skills first. Though if the alt has a limited training plan (if, for example, you will train the alt to fly covops ships as a scout/courier for you, and then stop training it) you may not need to train all the learning skills very high at all. | If you're training up a new alt character and you already have a main character to have fun with, you should of course go straight for the learning skills first. Though if the alt has a limited training plan (if, for example, you will train the alt to fly covops ships as a scout/courier for you, and then stop training it) you may not need to train all the learning skills very high at all. | ||
==Implants== | |||
Another way to increase your character's attributes is through plugging [[Implants|implants]] into your head. The first five numbered slots on your character sheet's Augmentations window are for [[Implants#Attribute_Enhancers|attribute enhancers]], implants which each give a bonus (from +1 to +5) to one of your five attributes. | |||
The +1/2/3 implants are relatively cheap and you only need to train [[Skills:Science#Cybernetics|Cybernetics]] I to use them, so it's worth investing in these as soon as you can. Storyline missions sometimes offer an implant as a reward so if you're running missions you may find yourself collecting some implants. | The +1/2/3 implants are relatively cheap and you only need to train [[Skills:Science#Cybernetics|Cybernetics]] I to use them, so it's worth investing in these as soon as you can. Storyline missions sometimes offer an implant as a reward so if you're running missions you may find yourself collecting some implants. | ||
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Since the more powerful +4 and +5 implants can be quite expensive especially for a newer pilot, one common trick is to arrange your skill plan so that you're only training skills which rely on the same two attributes, and then only plug in attribute enhancers for those two attributes. This way you only have to pay for two rather than four or five. | Since the more powerful +4 and +5 implants can be quite expensive especially for a newer pilot, one common trick is to arrange your skill plan so that you're only training skills which rely on the same two attributes, and then only plug in attribute enhancers for those two attributes. This way you only have to pay for two rather than four or five. | ||
The advantage of implants is that they require minimal training time (Cybernetics only), giving you an immediate boost. The disadvantage is obviously their cost. | |||
== | ==Neural Remaps== | ||
Neural remapping doesn't let you boost your attributes overall, but it lets you take points away from one base attribute score and add them to another. The remap interface can be accessed through the Attributes tab of your Character Sheet. | Neural remapping doesn't let you boost your attributes overall, but it lets you take points away from one base attribute score and add them to another. The remap interface can be accessed through the Attributes tab of your Character Sheet. | ||
'''Remapping can have long-term consequences. Make sure you know what you're doing!''' | '''Remapping can have long-term consequences. Make sure you know what you're doing!''' | ||
There are a number of rules governing remapping: | There are a number of rules governing remapping: | ||
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*An attribute's base score may not be raised above 15 or lowered below 4. | *An attribute's base score may not be raised above 15 or lowered below 4. | ||
*Any points taken off one attribute must be added to another -- they cannot be 'left over' when you finish remapping. | *Any points taken off one attribute must be added to another -- they cannot be 'left over' when you finish remapping. | ||
The common strategy for remapping is to put together a long-term skill plan which majors on skills which use a particular two attributes, and then remap so that you denude all your other attribute scores and pump up those two attributes. | The common strategy for remapping is to put together a long-term skill plan which majors on skills which use a particular two attributes, and then remap so that you denude all your other attribute scores and pump up those two attributes. | ||
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However, if you're new to the game your future career plans are quite likely to change so doing this on your first and main character may lock you into an attribute profile which you don't really want. It's probably better to keep this strategy for alts, which you will be training for a specific purpose from day one. | However, if you're new to the game your future career plans are quite likely to change so doing this on your first and main character may lock you into an attribute profile which you don't really want. It's probably better to keep this strategy for alts, which you will be training for a specific purpose from day one. | ||
= | =Further Suggestions= | ||
==Making Skill Plans== | |||
'''[Don't lose heart, postpone fun or feel you have to 'catch up' with older players -- explain reasons why]''' | '''[Don't lose heart, postpone fun or feel you have to 'catch up' with older players -- explain reasons why]''' | ||
== Appropriate Remapping == | |||
'''(Remapping appropriately, importance of a year)''' | '''(Remapping appropriately, importance of a year)''' | ||
== Specialization == | |||
'''(Focusing your training on particular roles/ships/fits/occupations)''' | '''(Focusing your training on particular roles/ships/fits/occupations)''' | ||
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'''(Example long-term goals)''' | '''(Example long-term goals)''' | ||
== Ways to Plan == | |||
Here are three ways to organise your skill training around a particular focus or goal. These are certainly not the only ways to plan skill training -- they're offered here only as examples. | Here are three ways to organise your skill training around a particular focus or goal. These are certainly not the only ways to plan skill training -- they're offered here only as examples. | ||
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The second and third methods are more useful for older players who have a clear and fixed idea of what they want to do. The third method in particular is very boring, and is best suited to alts which are being skilled for a specific purpose (such as piloting supercapital ships) or to older characters who already have a good grounding in support skills and skills that let you do entertaining things while you chew through a list of month-long level V trains. | The second and third methods are more useful for older players who have a clear and fixed idea of what they want to do. The third method in particular is very boring, and is best suited to alts which are being skilled for a specific purpose (such as piloting supercapital ships) or to older characters who already have a good grounding in support skills and skills that let you do entertaining things while you chew through a list of month-long level V trains. | ||
=See Also= | |||
* The general [[Skills|skills]] page for information on particular skills | * The general [[Skills|skills]] page for information on particular skills | ||
* The [[Support Skills|support skills]] page for a discussion of particular skillsets | * The [[Support Skills|support skills]] page for a discussion of particular skillsets | ||