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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. | |||
#* 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. | |||
#* 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, organised 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. | |||
#* 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! | ||