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Skill Farming: Difference between revisions

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To develop your skill plan, begin with any required [[Trading#Skills|trading skills]]. Add Cybernetics to unlock enhancers and Infomorph Psychology for jump clones. The helpful and prerequisite skills are listed below; I suggest training all to level V.
To develop your skill plan, begin with any required [[Trading#Skills|trading skills]]. Add Cybernetics to unlock enhancers and Infomorph Psychology for jump clones. The helpful skills are listed below; I suggest training all to level V.


You might also consider [[The_Magic_14|The Magic 14]] and the skills necessary to fly an [[Interceptors|interceptor]] (or a similar slippery [[Ships|ship]]) to carry small cargos (like skill injectors) through risky areas. (And what areas in [[New_Eden|New Eden]] ''aren’t'' risky?) Skilled and fit to use the [[Cloak_trick|cloak trick]], it can avoid ''most'' [[Gate_camps#Hostile_Gatecamp|gate camps]] (though it will still be vulnerable to [[Smartbombs|smart bombs]] and other [[Bombs|area-of-effect weapons]]). I keep one with each of my jump clones.
You might also consider [[The_Magic_14|The Magic 14]] and the skills necessary to fly an [[Interceptors|interceptor]] (or a similar slippery [[Ships|ship]]) to carry small cargos (like skill injectors) through risky areas. (And what areas in [[New_Eden|New Eden]] ''aren’t'' risky?) Skilled and fit to use the [[Cloak_trick|cloak trick]], it can avoid ''most'' [[Gate_camps#Hostile_Gatecamp|gate camps]] (though it will still be vulnerable to [[Smartbombs|smart bombs]] and other [[Bombs|area-of-effect weapons]]). I keep one with each of my jump clones.