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Skills and learning: Difference between revisions

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{{related class|Skill Planning (CORE class)}}
{{related class|Skill Planning (CORE class)}}
{{Skills Links}}
{{Skills Links}}
'''Skills''' in EVE govern the abilities of your character. They determine which ships you can fly, what modules you can use, the effectiveness to which you can use those ships/modules, and much more. This is a guide to learning those in-game skills, explaining the mechanics that govern skill training, and making suggestions for training strategies.
'''Skills''' in EVE govern the abilities of your character. They determine which ships you can fly, what modules you can use, the effectiveness with which you can use those ships/modules, and much more. This is a guide to learning those in-game skills, explaining the mechanics that govern skill training, and making suggestions for training strategies.


== Overview ==
== Overview ==
Skills are a significant part of what defines a character and what they can do. If you want to fly a ship, use modules on that ship, mine, trade, and so much more, you'll need to have trained specific skills for that. Additionally, training skills improves your performance (your ships will fly faster, your guns will do more damage, you will pay lower taxes, and so on). Some skills affect multiple areas of the game, but most are specialized. This has two major effects:  
Skills are a significant part of what defines a character and what they can do. If you want to fly a ship, use modules on that ship, mine, trade, and so much more, you'll need to have trained specific skills for that. Additionally, training skills improve your performance (your ships will fly faster, your guns will do more damage, you will pay lower taxes, and so on). Some skills affect multiple areas of the game, but most are specialized. This has two major effects:  


* It doesn't take too much time to become proficient in ''one'' area of the game (say, flying missile frigates), as there is a finite number of skills which improve your performance in that particular area. This also means that young characters (who have not been playing for as long) can quickly "catch up" to older characters in specific areas of the game.
* It doesn't take too much time to become proficient in ''one'' area of the game (say, flying missile frigates), as there is a finite number of skills that improve your performance in that particular area. This also means that young characters (who have not been playing for as long) can quickly "catch up" to older characters in specific areas of the game.
* Conversely, it takes much more time to become proficient in many (or even all) areas of the game; training every skill in the game to the maximum level would take around two decades of continuous training. In other words, older characters will be proficient in ''more'' areas of the game when compared with younger characters.
* Conversely, it takes much more time to become proficient in many (or even all) areas of the game; training every skill in the game to the maximum level would take around two decades of continuous training. In other words, older characters will be proficient in ''more'' areas of the game when compared with younger characters.


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Once you have acquired a skillbook, you can "inject" a skillbook.  
Once you have acquired a skillbook, you can "inject" a skillbook.  


Right-clicking on a skill in a hangar or cargohold, also gives you an 'Inject skill' option. Injecting a skill shunts the skill from the skillbook into the Skills list on your Character Sheet (and destroys the skillbook), but doesn't actually start it training -- effectively it stores the skill at 'level 0'.  
Right-clicking on a skill in a hangar or cargohold, also gives you an 'Inject skill' option. Injecting a skill shunts the skill from the skillbook into the Skills list on your Character Sheet (and destroys the skillbook), but doesn't actually start training -- effectively it stores the skill at 'level 0'.  


Injecting is useful if you've bought a skill which you have the intent to train, but don't actually want to start training it right away or have yet to meet the requirements to train: 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. The same is true and useful for [[jump clones]] -- you can jump to a clone in hisec or a trade hub, acquire and inject the skill there, and then (after the jumpclone waiting period) jump back to your main clone somewhere in more dangerous space, where you can train the skill at your leisure. Note that you can inject a skillbook without knowing all the prerequisites to actually start training the skill.
Injecting is useful if you've bought a skill that you have the intent to train, but don't actually want to start training it right away or have yet to meet the requirements to train: 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. The same is true and useful for [[jump clones]] -- you can jump to a clone in hisec or a trade hub, acquire and inject the skill there, and then (after the jumpclone waiting period) jump back to your main clone somewhere in more dangerous space, where you can train the skill at your leisure. Note that you can inject a skillbook without knowing all the prerequisites to actually start training the skill.


== Training skills ==
== Training skills ==
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When training from one level to the next you start with the skill points you accumulated training the previous level - so, for example, if you start training {{sk|Navigation|IV}}, you will already have 8,000 SP in the skill and will need to train 37,255 more SP to move from III to IV.
When training from one level to the next you start with the skill points you accumulated training the previous level - so, for example, if you start training {{sk|Navigation|IV}}, you will already have 8,000 SP in the skill and will need to train 37,255 more SP to move from III to IV.


If a skill has a training multiplier higher than 1, the numbers of SP required for each level are multiplied by that number. So, for example, {{sk|Evasive Maneuvering}} has a training time multiplier of 2x, and you need to accumulate 500 SP (250 x 2) to train it to I, 2,828 SP to train it to II and so forth.
If a skill has a training multiplier higher than 1, the number of SP required for each level is multiplied by that number. So, for example, {{sk|Evasive Maneuvering}} has a training time multiplier of 2x, and you need to accumulate 500 SP (250 x 2) to train it to I, 2,828 SP to train it to II and so forth.


The better the benefits of a skill or the equipment it lets you use, the higher its training time multiplier, or 'rank' as it's sometimes called, tends to be. {{sk|Amarr Titan}}, for example, has a x16 training multiplier -- you need to accumulate 4,096,000 SP to train it to V.
The better the benefits of a skill or the equipment it lets you use, the higher its training time multiplier, or 'rank' as it's sometimes called, tends to be. {{sk|Amarr Titan}}, for example, has a x16 training multiplier -- you need to accumulate 4,096,000 SP to train it to V.
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   ( SP_Needed - Current_SP ) / ( Primary_Attribute + ( Secondary_Attribute / 2 ) )
   ( SP_Needed - Current_SP ) / ( Primary_Attribute + ( Secondary_Attribute / 2 ) )


In general the skillpoints accumulate at rate equal to
In general, the skillpoints accumulate at a rate equal to


   [Omega Clones] SP/minute =        Primary_Attribute + 0.50 × Secondary_Attribute
   [Omega Clones] SP/minute =        Primary_Attribute + 0.50 × Secondary_Attribute
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If you want to know your exact Skillpoint rate, you can use [https://docs.google.com/spreadsheets/d/1EVVw0iD5EWh9QyuL6KdZzKceYIvmo8Wni2RkcbCuWMo this calculator].
If you want to know your exact Skillpoint rate, you can use [https://docs.google.com/spreadsheets/d/1EVVw0iD5EWh9QyuL6KdZzKceYIvmo8Wni2RkcbCuWMo this calculator].


Each attribute is associated with skills for particular spheres of activity. Generally the groups of skills are associated with particular attributes as follows - with some exceptions:
Each attribute is associated with skills for particular spheres of activity. Generally, the groups of skills are associated with particular attributes as follows - with some exceptions:


{| class=wikitable cellpadding="2"
{| class=wikitable cellpadding="2"
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As a rough summary:
As a rough summary:
* '''Perception''' and '''Willpower''' are very important for combat pilots, since they help you train skills which let you use better ships and weapons, and use your ships and weapons better.
* '''Perception''' and '''Willpower''' are very important for combat pilots since they help you train skills that let you use better ships and weapons, and use your ships and weapons better.
* '''Memory''' and '''Intelligence''' are very important for industrialists, and still quite important for combat pilots (they're useful for drone skills, fitting skills and tanking skills).
* '''Memory''' and '''Intelligence''' are very important for industrialists, and still quite important for combat pilots (they're useful for drone skills, fitting skills and tanking skills).
* '''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 in 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 later in this guide.
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 later in this guide.


== General training strategies ==
== General training strategies ==


=== EVEMon ===
=== 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).
[[EVEMon]] is a third party software tool that allows you to make plans on your character's skill training (as well as monitor and plan many other things).


=== EVE-Skillplan ===
=== EVE-Skillplan ===
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=== Planning ahead ===
=== 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.
When you first start playing EVE, you may have little idea of 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 of 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? ===
=== How many levels? ===
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{{sk|Surgical Strike}}, for example, gives you a 3% bonus to all turret damage per level - very useful for anyone who uses [[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!
{{sk|Surgical Strike}}, for example, gives you a 3% bonus to all turret damage per level - very useful for anyone who uses [[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.
For a new character, it is therefore often most efficient to train a useful skill that 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.


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.
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.
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=== Implants ===
=== Implants ===
Another way to increase your character's attributes is through plugging [[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. Unfortunately, if your pod is destroyed all your implants in the clone piloting it are destroyed as well.
Another way to increase your character's attributes is by plugging [[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. Unfortunately, if your pod is destroyed all your implants in the clone piloting it are destroyed as well.


The +1/2/3 implants are relatively cheap and you only need to train {{sk|Cybernetics|I}} to use them, so it's worth investing in these as soon as you can as, even with the smaller bonuses, they reduce training time by a significant amount. Storyline missions sometimes offer an implant as a reward so if you're running missions you may find yourself collecting some implants. Members of EVE University can also take advantage of the [[The +3 Implants Program|Implant Program]] to buy significantly discounted +3 implants.
The +1/2/3 implants are relatively cheap and you only need to train {{sk|Cybernetics|I}} to use them, so it's worth investing in these as soon as you can as, even with the smaller bonuses, they reduce training time by a significant amount. Storyline missions sometimes offer an implant as a reward so if you're running missions you may find yourself collecting some implants. Members of EVE University can also take advantage of the [[The +3 Implants Program|Implant Program]] to buy significantly discounted +3 implants.


Do note that there are also slot 1-5 implants (sometimes known as Pirate Implants) that also provide other bonuses, in addition to attribute increases.  While these are usually more expensive, do check the markets carefully, as sometimes some "Low-Grade" ones, which are +2 to an attribute, are occasionally less expensive than the equivalent +2 implant ("Limited ''<type>'' - Beta").  See [[Implants#Advanced_Attribute_Enhancer_Reference|the list here]].
Do note that there are also slot 1-5 implants (sometimes known as Pirate Implants) that also provide other bonuses, in addition, to attribute increases.  While these are usually more expensive, do check the markets carefully, as sometimes some "Low-Grade" ones, which are +2 to an attribute, are occasionally less expensive than the equivalent +2 implant ("Limited ''<type>'' - Beta").  See [[Implants#Advanced_Attribute_Enhancer_Reference|the list here]].


If you're podded any implants you are wearing will be destroyed - you can set up a [[jump clone]] with cheaper implants, or no implants at all, and jump into it when you want to PvP to lower the amount of ISK you're putting at risk.
If you're podded any implants you are wearing will be destroyed - you can set up a [[jump clone]] with cheaper implants, or no implants at all, and jump into it when you want to PvP to lower the amount of ISK you're putting at risk.


Since the more powerful +4 and +5 implants can be quite expensive, particularly 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 implants rather than four or five.
Since the more powerful +4 and +5 implants can be quite expensive, particularly for a newer pilot, one common trick is to arrange your skill plan so that you're only training skills that 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 implants rather than four or five.


The advantage of implants is that they require minimal training time (Cybernetics only), giving you an immediate boost to training time which can quickly add up to months of time saved. The disadvantage is their cost, coupled with the fact that they are lost if your pod is killed.
The advantage of implants is that they require minimal training time (Cybernetics only), giving you an immediate boost to training time which can quickly add up to months of time saved. The disadvantage is their cost, coupled with the fact that they are lost if your pod is killed.
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# If you have both normal and bonus remaps available then the normal remap will be used first.
# If you have both normal and bonus remaps available then the normal remap will be used first.
# Once you have used your normal remap and bonus remaps you must wait for the yearly timer to expire to remap again, so plan carefully!
# Once you have used your normal remap and bonus remaps you must wait for the yearly timer to expire to remap again, so plan carefully!
# You start with a 20 points for Intelligence, Perception, Willpower and Memory; You start with a 19 points for Charisma.
# You start with 20 points for Intelligence, Perception, Willpower and Memory; You start with 19 points for Charisma.
# An attribute's base score may not be raised above 27 or lowered below 17.
# An attribute's base score may not be raised above 27 or lowered below 17.
# Your total base attribute points are 99, and 14 of them can be remapped.
# Your total base attribute points are 99, and 14 of them can be remapped.
# Any points taken off one attribute must be added to another -- your remaining unmapped points must be 0 when you finish remapping.
# Any points taken off one attribute must be added to another -- your remaining unmapped points must be 0 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 that majors on skills that use a particular two attributes, and then remap so that you denude all your other attribute scores and pump up those two attributes.


If you create a long skill plan in [[EVEMon]], you can use one of the options of its 'Attributes Optimizer' function (available via the Skill Planner) to calculate which arrangement of attributes would be best for the first year of your plan. However, if you're new to the game your future career plans are quite likely to change as you explore the game, so making a year long plan after a few weeks isn't very realistic. Be frugal with your remaps for a little while until you get an idea for what you want to do.
If you create a long skill plan in [[EVEMon]], you can use one of the options of its 'Attributes Optimizer' function (available via the Skill Planner) to calculate which arrangement of attributes would be best for the first year of your plan. However, if you're new to the game your future career plans are quite likely to change as you explore the game, so making a year long plan after a few weeks isn't very realistic. Be frugal with your remaps for a little while until you get an idea of what you want to do.


=== Cerebral Accelerators ===
=== Cerebral Accelerators ===
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=== Appropriate remapping ===
=== Appropriate remapping ===


Neural remapping, is essential for mid- or long-term planning (compiling mid or long term skill plans can be made using external tools such as [[EVEMon]]) and can help you cut several days or weeks of the training time needed to finish such a plan. Please remember that a fresh character is given only '''two chances''' to remap and after you used both remaps, the next remap will only be available after '''one year''' of playtime, so use them carefully.
Neural remapping is essential for mid- or long-term planning (compiling mid or long term skill plans can be made using external tools such as [[EVEMon]]) and can help you cut several days or weeks of the training time needed to finish such a plan. Please remember that a fresh character is given only '''two chances''' to remap and after you used both remap, the next remap will only be available after '''one year''' of playtime, so use them carefully.


As a note, '''new players are not recommended to use their second remap''' within their first weeks of playing, the reason for this is that most skill plans made by that time '''will change''' based on what you (will) know and learn during the time you spent playing EVE Online.
As a note, '''new players are not recommended to use their second remap''' within their first weeks of playing, the reason for this is that most skill plans made by that time '''will change''' based on what you (will) know and learn during the time you spent playing EVE Online.


After you know what you are planning for, and can make at least a mid- or long-term plans for things you want to do in EVE (which would probably be a several months or a year skill plan), you can begin to calculate an appropriate remap for the plan, this can be done using the help of EVEMon's attribute optimizer or by common sense. You can try to experiment changing the remaps on the EVEMon attribute simulator and see which skills are affected positively (trained quicker) and which skills will took longer to train using that remap, skills that took longer to train (because of a higher multiplier or if you are training these skills to higher levels) would be affected much more by appropriate remaps in long term rather than skills in which can be trained quickly.Several things you need to know before you decide to remap your attributes (since later on, you will only have the chance to do this once a year):
After you know what you are planning for, and can make at least a mid- or long-term plan for things you want to do in EVE (which would probably be a several months or a year skill plan), you can begin to calculate an appropriate remap for the plan, this can be done using the help of EVEMon's attribute optimizer or by common sense. You can try to experiment with changing the remaps on the EVEMon attribute simulator and see which skills are affected positively (trained quicker) and which skills will take longer to train using that remap, skills that took longer to train (because of a higher multiplier or if you are training these skills to higher levels) would be affected much more by appropriate remaps in the long term rather than skills in which can be trained quickly. Several things you need to know before you decide to remap your attributes (since later on, you will only have the chance to do this once a year):
* You know '''which attributes are important to any given skill categories''' (for example, Perception and Willpower are very important for combat pilots while Memory and Intelligence are very important for industrialists)
* You know '''which attributes are important to any given skill categories''' (for example, Perception and Willpower are very important for combat pilots while Memory and Intelligence are very important for industrialists)
* You know what '''the skills are for a given role or category''' (for example, Battlecruiser skill is a combat oriented skill in which perception and willpower are important)
* You know what '''the skills are for a given role or category''' (for example, Battlecruiser skill is a combat oriented skill in which perception and willpower are important)
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* Trade (Charisma / Willpower)
* Trade (Charisma / Willpower)


If you look at these skills you'll see that two attributes crop up more than any others: Intelligence and Perception. Willpower and Memory are secondary attributes for several things (with the exception of Drones) and Charisma isn't required for any major skill groups unless you're a trader. Note that Willpower is the primary attribute for several skills in the Spaceship Command tree, but only for ''advanced'' ship skills, which at this point you'll be training rarely compared to the basic ship skills. As such, a good strategy is to keep your initial remap for a few weeks and train basic skills in all of the main skill groups you need, including Social and Trade. Unless you're going to be a hardcore trader (in which case stop reading here and consult a more detailed guide for traders), you should then spend a remap to place all of your attributes in Intelligence and Perception. More combat oriented pilots should put a few more points in to Perception and more industrial pilots should invest a little more in Intelligence. This remap should serve you well for most of your first year, at which point you should have seen enough of the game to reliably make your own long term skill plans.
If you look at these skills you'll see that two attributes crop up more than any others: Intelligence and Perception. Willpower and Memory are secondary attributes for several things (with the exception of Drones) and Charisma isn't required for any major skill groups unless you're a trader. Note that Willpower is the primary attribute for several skills in the Spaceship Command tree, but only for ''advanced'' ship skills, which at this point you'll be training rarely compared to the basic ship skills. As such, a good strategy is to keep your initial remap for a few weeks and train basic skills in all of the main skill groups you need, including Social and Trade. Unless you're going to be a hardcore trader (in which case stop reading here and consult a more detailed guide for traders), you should then spend a remap to place all of your attributes in Intelligence and Perception. More combat-oriented pilots should put a few more points into Perception and more industrial pilots should invest a little more in Intelligence. This remap should serve you well for most of your first year, at which point you should have seen enough of the game to reliably make your own long term skill plans.


=== Specialization ===
=== Specialization ===
While training lots of skills to level III will give you many bonuses and a lot of options in a short time, being mediocre at many things is fun, but not very efficient. You can only have one ship in space at a time, so while being able to fly a [[Retriever]] and a [[Hurricane]] is nice, you can't mine and do level 3 missions at the same time, meaning that whichever you're currently doing you're not using a lot of your skill points. On the other hand, if you'd focused fully on mining or combat, you could be flying a [[Hulk]] or a [[Maelstrom]] instead and making a lot more ISK at your chosen activity (at the expense of not being able to do the other at all). This principle also applies within professions - having mediocre skills in a [[Drake]] and [[Hurricane]] is nice, but you can only fly one at a time. Variety is the spice of life, and being able to play several aspects of the game makes it much more fun, but be aware that when joining a non-training corporation, they will probably want you to have a "specialization" of some sort, be it EWAR, damage dealing in a particular ship, logistics, mining or manufacturing.
While training lots of skills to level III will give you many bonuses and a lot of options in a short time, being mediocre at many things is fun, but not very efficient. You can only have one ship in space at a time, so while being able to fly a [[Retriever]] and a [[Hurricane]] is nice, you can't mine and do level 3 missions at the same time, meaning that whichever you're currently doing you're not using a lot of your skill points. On the other hand, if you'd focused fully on mining or combat, you could be flying a [[Hulk]] or a [[Maelstrom]] instead and making a lot more ISK at your chosen activity (at the expense of not being able to do the other at all). This principle also applies within professions - having mediocre skills in a [[Drake]] and [[Hurricane]] is nice, but you can only fly one at a time. Variety is the spice of life, and being able to play several aspects of the game makes it much more fun, but be aware that when joining a non-training corporation, they will probably want you to have a "specialization" of some sort, be it EWAR, damage dealing in a particular ship, logistics, mining or manufacturing.


Another aspect of specialization is training all of the skills to use a ship effectively, and to high levels. Let's take the [[Drake]] for example. The minimum requirements to fly one and shoot missiles out of it is {{sk|Caldari Cruiser|III}}, {{sk|Caldari Battlecruiser|I}}, {{sk|Missile Launcher Operation|III}} and {{sk|Heavy Missiles|I}}. However, if you train only these skills and try to fly a Drake, it will perform abysmally. Many extra skills are required to fly a ship effectively, such as fitting and capacitor skills, tanking skills, weapon skills, drone skills and the specific ship skill (in this case {{sk|Caldari Battlecruiser}}). Even with all of these trained to level III, you will still frequently be beaten in PvP by a pilot who has properly specialized in the ship and trained these skills to IV or V and trained for Tech 2 modules and weapons.
Another aspect of specialization is training all of the skills to use a ship effectively and to high levels. Let's take the [[Drake]] for example. The minimum requirements to fly one and shoot missiles out of it is {{sk|Caldari Cruiser|III}}, {{sk|Caldari Battlecruiser|I}}, {{sk|Missile Launcher Operation|III}} and {{sk|Heavy Missiles|I}}. However, if you train only these skills and try to fly a Drake, it will perform abysmally. Many extra skills are required to fly a ship effectively, such as fitting and capacitor skills, tanking skills, weapon skills, drone skills, and the specific ship skill (in this case {{sk|Caldari Battlecruiser}}). Even with all of these trained to level III, you will still frequently be beaten in PvP by a pilot who has properly specialized in the ship and trained these skills to IV or V, and trained for Tech 2 modules and weapons.


== Ways to plan ==
== Ways to plan ==
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#* This method gives you the regular gratification of being able to use shinier stuff, but is probably an inefficient way to use your attributes and may miss important [[Support_Skills|support skills]] that would make your ships and modules much more powerful.
#* This method gives you the regular gratification of being able to use shinier stuff, but is probably an inefficient way to use your attributes and may miss important [[Support_Skills|support skills]] that would make your ships and modules much more powerful.
# Training in several-month-long stints designed to allow you to fly a particular ship or class of ships at peak or near peak performance, with all the relevant skills at IV or V. Several such stints can be combined to make a skill plan that lasts a year or more.
# Training in several-month-long stints designed to allow you to fly a particular ship or class of ships at peak or near peak performance, with all the relevant skills at IV or V. Several such stints can be combined to make a skill plan that lasts a year or more.
#* This method will make you a more reliable pilot, but requires more patience and dedication, and research to find out which support skills you need.
#* This method will make you a more reliable pilot but requires more patience and dedication, and research to find out which support skills you need.
# Training in blocks each lasting a year or more, organized around the year-long time limit on neural remaps, and designed to eventually create a highly-skilled character.
# Training in blocks each lasting a year or more, organized around the year-long time limit on neural remaps, and designed to eventually create a highly-skilled character.
#* So you might remap to boost Intelligence and Memory, then only train skills that rely on those two attributes for a year or more, before remapping to Perception and Willpower and focusing on skills that require those two attributes for another year.
#* So you might remap to boost Intelligence and Memory, then only train skills that rely on those two attributes for a year or more, before remapping to Perception and Willpower and focusing on skills that require those two attributes for another year.
#* This method uses your attributes very efficiently, resulting in an overall shorter training time. But it's also very boring since your character will probably be quite useless, with big holes in their skillsheet, for a year or more.
#* This method uses your attributes very efficiently, resulting in an overall shorter training time. But it's also very boring since your character will probably be quite useless, with big holes in their skillsheet, for a year or more.


The first method is good for new players since it offers the interest of regularly being able to use new equipment. Avoiding long-term planning when you're new can actually be a good thing, since you may change your mind about your long-term career goals in Eve. Deciding that actually you want to be a small ship, Gallente-flying manufacturer and explorer just after you've remapped for a two-year long Amarr-focused battleship fleet PvP skillplan is very inconvenient!
The first method is good for new players since it offers the interest of regularly being able to use new equipment. Avoiding long-term planning when you're new can actually be a good thing, since you may change your mind about your long-term career goals in EVE. Deciding that actually you want to be a small ship, Gallente-flying manufacturer, and explorer just after you've remapped for a two-year long Amarr-focused battleship fleet PvP skillplan is very inconvenient!


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 ==
== See also ==
* The [[Support skills]] article for a discussion of particular skillsets
* The [[Support skills]] article for a discussion of particular skillsets
* The [[Skill trading]] article on the usage for skill injectors and extractors
* The [[Skill trading]] article on the usage of skill injectors and extractors
* The [[Magic 14]] article lists fourteen fundamental skills which apply to every single ship that a player can pilot in Eve
* The [[Magic 14]] article lists fourteen fundamental skills which apply to every single ship that a player can pilot in Eve
* [https://docs.google.com/spreadsheets/d/1EVVw0iD5EWh9QyuL6KdZzKceYIvmo8Wni2RkcbCuWMo SP Rate Calculator] (Google Spreadsheet)
* [https://docs.google.com/spreadsheets/d/1EVVw0iD5EWh9QyuL6KdZzKceYIvmo8Wni2RkcbCuWMo SP Rate Calculator] (Google Spreadsheet)