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Skills and learning: Difference between revisions

From EVE University Wiki
Reverted back to list, with a brief summary of each skill group
Some more cleanup, use {{sk}} template
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[[Category:Guides]]
[[Category:Guides]]
[[Category:Skills]]
[[Category:Skills]]
'''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 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.


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*Memory
*Memory


These attributes determine how quickly you train the various skills in the game. They do not influence ''anything'' else about your character. Since time is perhaps your most valuable asset in EVE, understanding attributes and optimizing them for your character's plans is absolutely vital. In order to view your attributes, open your character sheet and select “Attributes”. The five attributes for your character will be listed there.
These attributes determine how quickly you train the various skills in the game. They do not influence ''anything'' else about your character. Since time is perhaps your most valuable asset in EVE, understanding attributes and optimizing them for your character's plans is absolutely vital. In order to view your attributes, open your character sheet and select "Attributes". The five attributes for your character will be listed there.
 
By default, your character has a score of 20 in all attributes (except Charisma, with a score of 19).  


====Effect on Skill Training====
====Effect on Skill Training====
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It's not necessary to know the mathematics involved here, but the important thing to note is that your score for a skill's primary attribute will affect its training time twice as much as your score for its secondary attribute. You can find your attribute scores on your character sheet in the Attributes section.
It's not necessary to know the mathematics involved here, but the important thing to note is that your score for a skill's primary attribute will affect its training time twice as much as your score for its secondary attribute. You can find your attribute scores on your character sheet in the Attributes section.
A default character with no modification to their ability scores gains between 29 and 30 skill points per minute (1740 to 1800 SP per hour).


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:
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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.
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 [[Wolf]], for example, you would need to train {{sk|Minmatar Frigate|V}}, {{sk|Mechanics|V}} and {{sk|Engineering|V}}. Similarly, on the way to deploying [http://wiki.eveonline.com/en/wiki/Hobgoblin_II Tech 2 Hobgoblin drones] you would need to train {{sk|Light Drone Operation|V}} and {{sk|Drones|V}}.
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 [[Wolf]], for example, you would need to train {{sk|Minmatar Frigate|V}}, {{sk|Mechanics|V}} and {{sk|Power Grid Management|V}}. Similarly, on the way to deploying [http://wiki.eveonline.com/en/wiki/Hobgoblin_II Tech 2 Hobgoblin drones] you would need to train {{sk|Light Drone Operation|V}} and {{sk|Drones|V}}.


Some skills are worth training to V because of a combination of several of the above reasons. {{sk|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.
Some skills are worth training to V because of a combination of several of the above reasons. {{sk|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 Tech 2 drones.


==Boosting your Attributes==
==Boosting your Attributes==
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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. 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 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. 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 [[Skills:Neural_Enhancement#Cybernetics|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. You can also take advantage of the Uni [[The_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_Implants_Program|Implant Program]] to buy significantly discounted +3 implants.


Do note that there are also slot 1-5 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").
Do note that there are also slot 1-5 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").


If you're podded any implants you are wearing will be destroyed -- you can set up a [[Jump_Clones|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_Clones|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 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.
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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!'''
{{important note box|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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#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!
#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 (the default score for an ability is 19 or 20).
#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.


If you create a long skill plan in EveMon, you can use one of the options of its 'Optimize Attributes' function 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 [[3rd_Party_Tools#EVEMon|EveMon]], you can use one of the options of its 'Optimize Attributes' function 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.


==Further Suggestions==
==Further Suggestions==
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=== Appropriate Remapping ===
=== Appropriate Remapping ===


Remapping, as in Neural Remap is essential for mid or long term planning (compiling mid or long term skill plans can be made using external tools such as [[3rd_Party_Tools#EVEMon|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.
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 [[3rd_Party_Tools#EVEMon|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 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):
* 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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=== Specialization ===
=== Specialization ===
While training lots of skills to 3 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 Caldari Cruiser 3, Battlecruisers 2, Missile Launcher Operation 3 and Heavy Missiles 1. 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 Battlecruisers). Even with all of these trained to level 3, you will still frequently be beaten in PvP by a pilot who has properly specialized in the ship and trained these skills to 4 or 5 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 ===


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.  


# Training in short spurts designed to get the prerequisites to use a particular ship or module. These spurts are unlikely to ever be much more than a few weeks or a month long.
# Training in short spurts designed to get the prerequisites to use a particular ship or module. These spurts are unlikely to ever be much more than a few weeks or a month long.