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Skill Farming: Difference between revisions

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[[#Initial costs|Initial costs]] will range from 374.7M to 1,885.2M ISK (mostly for [[Skill_trading#Skill_Extractors|skill extractors]]), which will be returned in 3.4 to 17.3 days. The only ongoing costs are for replacement extractors. The [[#Helpful skills for skill farming|helpful skills]] require about 2.6M skill points, which can take 39.5 days or more to train (depending on your [[Skills_and_learning#Attributes|attribute]] settings and on which you have already trained). Most are common market trading skills. Some travel is necessary to install [[Jump_clones|jump clones]], distribute [[Implants#Attribute_Enhancers|attribute enhancers]], and exploit market trends. {{dothis|'''Skill farming'''}} monopolizes the [[Skill_queue|skill queue]] on its account, but produces [[Skill_trading#Skill_Injectors|skill injectors]] which can be used by the other characters.
[[#Initial costs|Initial costs]] will range from 374.7M to 1,885.2M ISK (mostly for [[Skill_trading#Skill_Extractors|skill extractors]]), which will be returned in 3.4 to 17.3 days. The only ongoing costs are for replacement extractors. The [[#Helpful skills for skill farming|helpful skills]] require about 2.6M skill points, which can take 39.5 days or more to train (depending on your [[Skills_and_learning#Attributes|attribute]] settings and on which you have already trained). Most are common market trading skills. Some travel is necessary to install [[Jump_clones|jump clones]], distribute [[Implants#Attribute_Enhancers|attribute enhancers]], and exploit market trends. {{dothis|'''Skill farming'''}} monopolizes the [[Skill_queue|skill queue]] on its account, but produces [[Skill_trading#Skill_Injectors|skill injectors]] which can be used by the other characters.


{{dothis|'''Skill farming'''}} for [[Clone_states#Alpha_clones|alpha clones]] is possible but pointless. 5.5M skill points are required to use a skill extractor, but alpha clones are limited to 5M free skill points. So, an alpha clone must consume a large skill injector in order to produce one. Alpha clones can only extract skills that require [[Clone_states#Omega_clones|omega clone]] status (i.e., skills they can’t train in the first place), which limits their choice of a [[#'Farm' skill|'farm' skill]]. Several of the [[#Helpful skills for skill farming|helpful skills]] are unavailable to (or limited for) alpha clones, reducing their efficiency at {{dothis|'''skill farming'''}}. Therefore, this article assumes omega clone status.
{{dothis|'''Skill farming'''}} for [[Clone_states#Alpha_clones|alpha clones]] is possible but pointless. 5.5M skill points are required to use a skill extractor, but alpha clones are limited to 5M free skill points. So, an alpha clone must consume a large skill injector in order to produce one. Alpha clones can only extract skills that require [[Clone_states#Omega_clones|omega clone]] status (i.e., skills they can’t train in the first place), which limits their choice of a [[#Crop skill|crop skill]]. Several of the [[#Helpful skills for skill farming|helpful skills]] are unavailable to (or limited for) alpha clones, reducing their efficiency at {{dothis|'''skill farming'''}}. Therefore, this article assumes omega clone status.


== '''Preparation''' ==
== '''Preparation''' ==
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Purchase and [[Skills_and_learning#Injecting_Skillbooks|inject]] the necessary [[Skills_and_learning#Skillbooks|skillbooks]] (probably Accounting, Broker Relations, and Infomorph Psychology), either from the market or “[https://www.eveonline.com/article/pnjc8z/skills-on-demand-changes-coming-to-the-skill-system on demand]”. Then edit this [[#Skill plan|skill plan]]. For example, you may find [[Skills:Trade#Margin_Trading|Margin Trading]] unnecessary. If so, delete those skills from the plan (and don’t bother purchasing and injecting their skillbooks). Copy the edited plan into your skill queue (using the menu button at the top left of the queue) and click “Start”. The EVE client will edit out the “* Remap” lines and the skills you’ve already trained.
Purchase and [[Skills_and_learning#Injecting_Skillbooks|inject]] the necessary [[Skills_and_learning#Skillbooks|skillbooks]] (probably Accounting, Broker Relations, and Infomorph Psychology), either from the market or “[https://www.eveonline.com/article/pnjc8z/skills-on-demand-changes-coming-to-the-skill-system on demand]”. Then edit this [[#Skill plan|skill plan]]. For example, you may find [[Skills:Trade#Margin_Trading|Margin Trading]] unnecessary. If so, delete those skills from the plan (and don’t bother purchasing and injecting their skillbooks). Copy the edited plan into your skill queue (using the menu button at the top left of the queue) and click “Start”. The EVE client will edit out the “* Remap” lines and the skills you’ve already trained.


Don’t [[Skills_and_learning#Neural_Remaps|remap]] yet. You’ll have to wait a year before you can remap again (unless you have bonus remaps available), and you may need to remap for your ‘farm’ skill.
Don’t [[Skills_and_learning#Neural_Remaps|remap]] yet. You’ll have to wait a year before you can remap again (unless you have bonus remaps available), and you may need to remap for your crop skill.


=== <p align="center">Helpful skills for {{dothis|'''skill farming'''}}</p> ===
=== <p align="center">Helpful skills for {{dothis|'''skill farming'''}}</p> ===
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== '''‘Farm’ skill''' ==
== '''Crop skill''' ==
Decide which skill you’ll train to farm its skill points. Look for a skill your ‘farm’ character will never use that requires at least 8 days to train (to generate the 0.5M skill points necessary to fill an extractor). There’s no maximum training time, but you’ll only be able to harvest its skill points after you’ve finished training the skill. So, if the skill requires 30 days to train, you can harvest every 30 days or more. The [[#EVE Online skills with multiplier >8|table]] at the end of this article lists some skills with long training times (>31 days to train all 5 levels). Select one that matches your desired harvest frequency and doesn’t require that you train too many prerequisites. Try starting with the Armor, Engineering, and Shields categories.
Decide which skill you’ll train to farm its skill points. Look for a skill your ‘farm’ character will never use that requires at least 8 days to train (to generate the 0.5M skill points necessary to fill an extractor). There’s no maximum training time, but you’ll only be able to harvest its skill points after you’ve finished training the skill. So, if the skill requires 30 days to train, you can harvest every 30 days or more. The [[#EVE Online skills with multiplier >8|table]] at the end of this article lists some skills with long training times (>31 days to train all 5 levels). Select one that matches your desired harvest frequency and doesn’t require that you train too many prerequisites. Try starting with the Armor, Engineering, and Shields categories.


You can also farm a group of skills, which lets you harvest less frequently, but slightly complicates extracting and reloading your skill queue. If you do so, all skills in the group should have the same primary and secondary attributes for maximum efficiency.
You can also farm a group of skills, which lets you harvest less frequently, but slightly complicates extracting and reloading your skill queue. If you do so, all skills in the group should have the same primary and secondary attributes for maximum efficiency.


As an example, for my ‘farm’ skill I chose [[Skills:Engineering#Capital_Capacitor_Emission_Systems|Capital Capacitor Emission Systems]] in the [[Skills:Engineering|Engineering]] category. This character will never fly [[Capital_ships|capital ships]], the skillbook is inexpensive, and I only had to train 4 levels of [[Skills:Engineering#Capacitor_Emission_Systems|Capacitor Emission Systems]] to meet its prerequisites. Their attributes match, so I can use my remap and enhancers early to accelerate training the prerequisites. Training time for all 5 levels of my ‘farm’ skill is almost 40 days (256,000 base skill points x skill multiplier of 10 ÷ 64,800 maximum skill points per day = 39.5 days), so I only have to jump to my ‘market’ clone and [[#Harvest|harvest]] once a month or so. If I can’t log on for a couple of days, no worries. Moving that single skill into extractors is quick and easy, as is reloading my skill queue. In total, I invest ''maybe'' 1 day of game time per month to pay for my account.
As an example, for my crop skill I chose [[Skills:Engineering#Capital_Capacitor_Emission_Systems|Capital Capacitor Emission Systems]] in the [[Skills:Engineering|Engineering]] category. This character will never fly [[Capital_ships|capital ships]], the skillbook is inexpensive, and I only had to train 4 levels of [[Skills:Engineering#Capacitor_Emission_Systems|Capacitor Emission Systems]] to meet its prerequisites. Their attributes match, so I can use my remap and enhancers early to accelerate training the prerequisites. Training time for all 5 levels of my crop skill is almost 40 days (256,000 base skill points x skill multiplier of 10 ÷ 64,800 maximum skill points per day = 39.5 days), so I only have to jump to my ‘market’ clone and [[#Harvest|harvest]] once a month or so. If I can’t log on for a couple of days, no worries. Moving that single skill into extractors is quick and easy, as is reloading my skill queue. In total, I invest ''maybe'' 1 day of game time per month to pay for my account.


Once you’ve trained the [[#Helpful skills for skill farming|helpful skills]], purchase and inject the necessary skillbooks for your chosen ‘farm’ skill and its prerequisites. Train the prerequisites.
Once you’ve trained the [[#Helpful skills for skill farming|helpful skills]], purchase and inject the necessary skillbooks for your chosen crop skill and its prerequisites. Train the prerequisites.


== ''' Market ''' ==
== ''' Market ''' ==
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== '''Clone Bay''' ==
== '''Clone Bay''' ==
You’ll want to keep a jump clone at or near your preferred market to simplify transportation. If your market’s structure doesn’t have a clone bay, look for one at an NPC station in the same system. Carrying valuable cargo (even your enhancers) through ''any'' [[EVE_Lexicon#Stargate|stargate]] in a hub system is asking for trouble; you may as well sprinkle a trail of PLEX behind you! Set instant dock and undock [[Bookmarks|bookmarks]] at both your market and clone bay structures, ''and use them every time''. That should be sufficient precaution to avoid all but the most determined of [[Suicide_ganking|ganks]].  
You’ll want to keep a jump clone at or near your preferred market to simplify transportation. If your market’s structure doesn’t have a clone bay, look for one at an NPC station in the same system. Carrying valuable cargo (even your enhancers) through ''any'' [[EVE_Lexicon#Stargate|stargate]] in a hub system is asking for trouble; you may as well sprinkle a trail of PLEX behind you! Set instant dock and undock [[Bookmarks|bookmarks]] at both your market and clone bay structures, ''and use them every time''. That should be sufficient precaution to avoid all but the most determined of [[Suicide_ganking|ganks]].  
While you’re there, buy your first set of extractors. To determine how many you’ll need, calculate the skill points you anticipate at your first harvest (256,000 base skill points times your ‘farm’ skill’s multiplier). Divide by 500,000 (the number of skill points required to fill an extractor) and round down. If you buy them on the open market, expect to pay about 356.8M ISK each. Leave them at your preferred market, then install your ‘market’ jump clone. Consider leaving an equipped interceptor (or other appropriate ship) with your jump clone.
While you’re there, buy your first set of extractors. To determine how many you’ll need, calculate the skill points you anticipate at your first harvest (256,000 base skill points times your crop skill’s multiplier). Divide by 500,000 (the number of skill points required to fill an extractor) and round down. If you buy them on the open market, expect to pay about 356.8M ISK each. Leave them at your preferred market, then install your ‘market’ jump clone. Consider leaving an equipped interceptor (or other appropriate ship) with your jump clone.


== '''Enhancers''' ==
== '''Enhancers''' ==
Plan on one [[Implants#Attribute_Enhancers|attribute enhancer]] for your ‘farm’ skill’s primary attribute and another for its secondary attribute. Enhancers with “Improved” in their name will give you the greatest benefit (+5 to that attribute’s points) at the greatest cost. Buy a pair for your ‘market’ clone, and another pair for each clone you may jump into while you’re training (to maintain maximum efficiency). They’ll cost between 8M and 112M ISK each, depending on the level you choose. Take them to each of your ‘farm’ clones and plug them in. To protect your investment, these clones should spend 99% of their time safely docked at an NPC station, and rarely use a stargate. Certainly, you can use them for other station-based activities (I do Planetary Production with mine), just remember that they’re each flitting around with 200M ISK in their heads!
Plan on one [[Implants#Attribute_Enhancers|attribute enhancer]] for your crop skill’s primary attribute and another for its secondary attribute. Enhancers with “Improved” in their name will give you the greatest benefit (+5 to that attribute’s points) at the greatest cost. Buy a pair for your ‘market’ clone, and another pair for each clone you may jump into while you’re training (to maintain maximum efficiency). They’ll cost between 8M and 112M ISK each, depending on the level you choose. Take them to each of your ‘farm’ clones and plug them in. To protect your investment, these clones should spend 99% of their time safely docked at an NPC station, and rarely use a stargate. Certainly, you can use them for other station-based activities (I do Planetary Production with mine), just remember that they’re each flitting around with 200M ISK in their heads!
You might also consider advanced (or ‘pirate’) enhancers, which offer additional bonuses and effects at additional cost (starting at about twice the cost of simple enhancers). However, their bonuses tend to be modest (compared to +5 simple enhancers) and their additional effects are generally oriented toward PvP (which you shouldn’t be doing with your ‘farm’ character). Calculating their net effect and value is beyond the scope of this article, but this forum post will help.
You might also consider advanced (or ‘pirate’) enhancers, which offer additional bonuses and effects at additional cost (starting at about twice the cost of simple enhancers). However, their bonuses tend to be modest (compared to +5 simple enhancers) and their additional effects are generally oriented toward PvP (which you shouldn’t be doing with your ‘farm’ character). Calculating their net effect and value is beyond the scope of this article, but this forum post will help.
Cerebral accelerators are largely impractical for skill farming. Though their attribute bonuses are attractive, the duration of their effect is limited, they’re expensive, and supply is unpredictable. If you have one, by all means use it, but don’t count on their benefits for the long term.
Cerebral accelerators are largely impractical for skill farming. Though their attribute bonuses are attractive, the duration of their effect is limited, they’re expensive, and supply is unpredictable. If you have one, by all means use it, but don’t count on their benefits for the long term.