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Support skills: Difference between revisions

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Support skills are those skills which affect how well you can fit and fly ships, without necessarily being directly required to use modules or sit in ships. For example, you don't need to train Controlled Bursts, Energy Management and Energy Systems Operation to put large lasers on an Amarr battleship -- but if you do so without training them you will find you swiftly run out of capacitor.  
Support skills are the skills which affect how well you can fit and fly ships, without necessarily being directly required to use modules or sit in ships. For example, you don't need to train Controlled Bursts, Energy Management and Energy Systems Operation to put large lasers on an Amarr battleship -- but if you do so without training them you will find you swiftly run out of capacitor.  


== 'Good Support Skills' ==
== 'Good Support Skills' ==
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The need for 'good support skills' is often emphasized in discussions within the Uni, and in EVE generally, because a skilled character can  easily be twice as effective as an unskilled pilot flying exactly the same ship.  
The need for 'good support skills' is often emphasized in discussions within the Uni, and in EVE generally, because a skilled character can  easily be twice as effective as an unskilled pilot flying exactly the same ship.  


This can seem counter-intuitive -- in many other MMORPGs most of the value of expensive equipment is in the power of its inherent bonuses -- for example a +5 sword of slashing will be just as effective for anyone who can wield it -- but in EVE most of the value of an expensive ship is dependant on the skills of the character who operates it, allowing for significantly increased power in the hands of a well trained character and simultaneously offering very little advantage over a cheaper alternative, if any, in the hands of a poorly trained one.
This can seem counter-intuitive -- in many other MMORPGs most of the value of expensive equipment is in the power of its inherent bonuses -- for example a +5 sword of slashing will be just as effective for anyone who can wield it -- but in EVE most of the value of an expensive ship is dependant on how the skills of the character who operates it multiply it's strengths, allowing for significantly increased power in the hands of a well trained character and simultaneously offering very little advantage over a cheaper alternative, if any, in the hands of a poorly trained one.


Tech 1 frigates and cruisers are much more forgiving of poor skills, and can actually have a bigger impact than more expensive ships if you don't have many skillpoints (as anyone who's been jammed by a two-week old character in a Griffin can testify).
Tech 1 frigates and cruisers are more forgiving of poor skills, and often have a bigger impact than more expensive ships if you don't have many skillpoints (as anyone who's been jammed by a two-week old character in a Griffin can testify) so long as those skillpoints are distributed into '''good support skills''' and not concentrated in a misguided attempt to sit in a Tech 2 ship.


Since new pilots are often told they need 'good support skills' to fly such-and-such an expensive ship, without being told exactly what those skills are, this page attempts to suggest what training qualifies as 'good' in different circumstances. (Wish us luck!) This page also lists some particular categories of support skills for ease of reference, and contains links to other lists of support skills on this wiki.
Since good support skills are so important, both to fly tech 1 ships well and often crucial to flying tech 2 ships effectively, this page attempts to suggest what training qualifies as 'good' in different circumstances. This page also lists some particular categories of support skills for ease of reference, and contains links to other lists of skills on this wiki.


== The 80/20 Rule of Skill Training ==
== The 80/20 Rule of Skill Training ==
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Of particular importance to new characters is the concept of the 80/20 rule, which is as follows: '''you'll receive 80% of a skill's possible maximum benefit from training only the first four levels, which will only take about 20% of the total training time'''. This is based on the exponential increase of training time as you train a skill. You can train the first four levels of a skill and receive 80% of the benefits in roughly 1/4 the time it'll take to train the last level. This means it's typically most beneficial, though there are always exceptions, to train multiple skills to level four before going back through and bringing them up to level five. There are some skills you may never bring to level five as they're simply too time intensive for too little benefit.
Of particular importance to new characters is the concept of the 80/20 rule, which is as follows: '''you'll receive 80% of a skill's possible maximum benefit from training only the first four levels, which will only take about 20% of the total training time'''. This is based on the exponential increase of training time as you train a skill. You can train the first four levels of a skill and receive 80% of the benefits in roughly 1/4 the time it'll take to train the last level. This means it's typically most beneficial, though there are always exceptions, to train multiple skills to level four before going back through and bringing them up to level five. There are some skills you may never bring to level five as they're simply too time intensive for too little benefit.


Because of this, a good rule of thumb to follow is to bring any skill which you use regularly, in all or most of the ships you pilot, to level IV in the short/medium term. Training some skills to level V can take a long time and you can often leave them as longer term goals or only train them when they're required as prerequisites (for T2 ships, for example). However, some key skills with low training time multipliers give you such significant benefits that they're well worth training all the way to V -- [[Skills:Drones#Drones|Drones]], [[Skills:Engineering#Energy_Emission_Systems|Energy Systems Operation]] and [[Skills:Navigation#Navigation|Navigation]] are three good examples, but are by no means the only ones.  
Because of this, a good rule of thumb to follow is to bring any skill which you use regularly, in all or most of the ships you pilot, to level IV in the short or medium term. Training some skills to level V can take a long time and you can often leave them as longer term goals or only train them when they're required as prerequisites (for T2 ships, for example). However, some key skills with low training time multipliers give you such significant benefits that they're well worth training all the way to V -- [[Skills:Drones#Drones|Drones]], [[Skills:Engineering#Energy_Emission_Systems|Energy Systems Operation]] and [[Skills:Navigation#Navigation|Navigation]] are three good examples, but are by no means the only ones.  


When someone says they have 'good' skills in a certain category, they most commonly mean that they have most if not all of those skills trained to IV or V.  
When someone says they have 'good' skills in a certain category, they most commonly mean that they have most if not all of those skills trained to IV or V.  
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Note that there is some overlap between these lists.  
Note that there is some overlap between these lists.  
=== Fitting ===
These all either reduce the CPU or powergrid requirements of modules, or just give you more raw CPU or powergrid to play with. Having decent fitting skills is very useful. T2 modules, which have higher CPU and grid demands, and T2 ships, which tend to have quite tight amounts of CPU and grid in the first place, really demand good fitting skills.
*[[Skills:Electronics#Electronics|Electronics]]: 5% more CPU per level
*[[Skills:Engineering#Engineering|Engineering]]: 5% more powergrid per level
*[[Skills:Gunnery#Weapon_Upgrades|Weapon Upgrades]]: 5% less CPU need for weapons per level
*[[Skills:Electronics#Electronics_Upgrades|Electronics Upgrades]]: 5% less CPU need for signal amplifiers, co-processors &c
*[[Skills:Engineering#Energy_Grid_Upgrades|Energy Grid Upgrades]]: 5% less CPU need for most of the modules listed under "Engineering Equipment"
*[[Skills:Engineering#Shield_Upgrades|Shield Upgrades]]: 5% less powergrid need for shield extenders, shield rechargers &c
*[[Skills:Gunnery#Advanced_Weapon_Upgrades|Advanced Weapon Upgrades]] (requires Weapon Upgrades V): 2% less powergrid need for weapons per level
*[[Skills:Industry#Mining_Upgrades|Mining Upgrades]] 5% less CPU need for mining upgrade modules (useful for miners but, of course, ''only'' for miners)


=== Capacitor ===
=== Capacitor ===


Ignoring skills relevant only to capital ships, there are seventeen skills which can help your capacitor. You don't necessarily have to train all of these, since some of them only apply to very specific sets of modules (Sensor Linking, for example, won't help you if you never use sensor dampeners or remote sensor boosters). But some of these skills are vital for every pilot, and many of the rest are quite important.  
Ignoring skills relevant only to capital ships, there are seventeen skills which can help your capacitor. You don't necessarily have to train all of these, since many of them only apply to specific sets of modules (Sensor Linking, for example, won't help you if you never use sensor dampeners or remote sensor boosters). But some of these skills are vital for every pilot, and many of the rest are quite important.  


*'''Essential capacitor management skills''' - every pilot should train these to level 4 or higher and are essential for Amarr pilots with their cap intensive laser weaponry:  
*'''Essential capacitor management skills''' - every pilot should train these to level 4 or higher and their importance can't be stressed enough for Amarr pilots with their cap intensive laser weaponry:  
**[[Skills:Engineering#Energy_Management|Energy Management]]: 5% bonus to total capacitor capacity per level  
**[[Skills:Engineering#Energy_Management|Energy Management]]: 5% bonus to total capacitor capacity per level  
**[[Skills:Engineering#Energy_Systems_Operation|Energy Systems Operation]]: 5% cap recharge rate reduction per level  
**[[Skills:Engineering#Energy_Systems_Operation|Energy Systems Operation]]: 5% cap recharge rate reduction per level  
**[[Skills:Navigation#Warp_Drive_Operation|Warp Drive Operation]]: 10% reduction per level in capacitor use when initiating warp  
**[[Skills:Navigation#Warp_Drive_Operation|Warp Drive Operation]]: 10% reduction per level in capacitor use when initiating warp  
*'''Module-related capacitor management skills''' - these skills reduce the capacitor requirements for various commonly used modules and are therefore very useful for most capsuleers.  
*'''Module-related capacitor management skills''' - these skills reduce the capacitor requirements for various commonly used modules and are therefore useful for many capsuleers in many circumstances.  
**[[Skills:Gunnery#Controlled_Bursts|Controlled Bursts]]: 5% per level reduced cap use for [[Turrets#Hybrid_Turrets|hybrid]] and [[Turrets#Energy_Turrets|energy]] turrets (important for hybrid/laser users, no use for projectile/missile users)  
**[[Skills:Gunnery#Controlled_Bursts|Controlled Bursts]]: 5% per level reduced cap use for [[Turrets#Hybrid_Turrets|hybrid]] and [[Turrets#Energy_Turrets|energy]] turrets (important for hybrid/laser users, no use for projectile/missile users)  
**[[Skills:Navigation#Fuel_Conservation|Fuel Conservation]]: 10% reduced cap per level for afterburners (hefty bonus, together with the duration increase from the Afterburner skill itself, makes it very easy to permarun an AB at level IV or V)  
**[[Skills:Navigation#Fuel_Conservation|Fuel Conservation]]: 10% reduced cap per level for afterburners (hefty bonus, together with the duration increase from the Afterburner skill itself, makes it very easy to permarun an AB at level IV or V)  
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**[[Skills:Electronics#Propulsion_Jamming|Propulsion Jamming]]: 5% reduction per level to warp scrambler/disruptor and stasis web capacitor need (essential for tacklers)  
**[[Skills:Electronics#Propulsion_Jamming|Propulsion Jamming]]: 5% reduction per level to warp scrambler/disruptor and stasis web capacitor need (essential for tacklers)  
**[[Skills:Engineering#Shield_Compensation|Shield Compensation]]: 2% less capacitor need per level for shield boosters (though in the long run it's good to train for both kinds of tanking, if you only use buffer tanks when you shield tank, this may not be useful for you)  
**[[Skills:Engineering#Shield_Compensation|Shield Compensation]]: 2% less capacitor need per level for shield boosters (though in the long run it's good to train for both kinds of tanking, if you only use buffer tanks when you shield tank, this may not be useful for you)  
**[[Skills:Engineering#Energy_Emission_Systems|Energy Emission Systems]]: 5% reduced cap per level for energy emission weapons (energy neutralizers)  
**[[Skills:Engineering#Energy_Emission_Systems|Energy Emission Systems]]: 5% reduced cap per level for energy emission weapons (energy neutralizers or energy transfers)  
**[[Skills:Navigation#Jump_Drive_Operation|Jump Drive Operation]]: 5% reduction per level of the capacitor need of initiating a jump (not useful for sub-capital ships without jump drives)  
**[[Skills:Navigation#Jump_Drive_Operation|Jump Drive Operation]]: 5% reduction per level of the capacitor need of initiating a jump (not useful for sub-capital ships without jump drives, but can be very helpful for frigates crossing larger systems)  
*'''EWAR-related capacitor management modules''' - if you fit EWAR modules, you will want to train the relevant EWAR capacitor improvement skill(s) to level IV or higher  
*'''EWAR-related capacitor management modules''' - if you fit EWAR modules, you will want to train the relevant EWAR capacitor improvement skill(s) to level IV or higher  
**[[Skills:Electronics#Electronic_Warfare|Electronic Warfare]]: 5% less cap per level for ECM jammers and ECM bursts (required for Caldari EWAR)  
**[[Skills:Electronics#Electronic_Warfare|Electronic Warfare]]: 5% less cap per level for ECM jammers and ECM bursts (required for Caldari EWAR)  
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**[[Skills:Electronics#Target_Painting|Target Painting]]: 5% less capacitor need per level for target painters (useful for Minmatar EWAR)  
**[[Skills:Electronics#Target_Painting|Target Painting]]: 5% less capacitor need per level for target painters (useful for Minmatar EWAR)  
**[[Skills:Electronics#Weapon_Disruption|Weapon Disruption]]: 5% less capacitor need per level for tracking disruptors (useful for Amarr EWAR)  
**[[Skills:Electronics#Weapon_Disruption|Weapon Disruption]]: 5% less capacitor need per level for tracking disruptors (useful for Amarr EWAR)  
*'''Logistics-related capacitor management modules''' - remote repair modules require a great deal of capacitor energy, so if you fit any of these modules, consider training the related skill to level 3 or higher  
*'''Logistics-related capacitor management modules''' - remote repair modules require a great deal of capacitor energy, so if you fit any of these modules regularly, plan to train the related skill to level 4 or higher  
**[[Skills:Mechanic#Remote_Armor_Repair_Systems|Remote Armor Repair Systems]]: 5% reduced capacitor need per level for remote armor repair modules (vital if you ever do [[Spider Tanking|armor RR]] work)  
**[[Skills:Mechanic#Remote_Armor_Repair_Systems|Remote Armor Repair Systems]]: 5% reduced capacitor need per level for remote armor repair modules (vital if you ever do [[Spider Tanking|armor RR]] work)  
**[[Skills:Mechanic#Remote_Hull_Repair_Systems|Remote Hull Repair Systems]]: 5% reduced capacitor need per level for remote hull repair system modules (not so vital; RR hull tanking isn't very good)  
**[[Skills:Mechanic#Remote_Hull_Repair_Systems|Remote Hull Repair Systems]]: 5% reduced capacitor need per level for remote hull repair system modules (This is included for completeness. Don't waste time training this as you should not fit hull repair system modules.)  
**[[Skills:Engineering#Shield_Emission_Systems|Shield Emission Systems]]: 5% reduced capacitor need per level for shield emission modules (important if you ever find yourself in a shield logistics ship)  
**[[Skills:Engineering#Shield_Emission_Systems|Shield Emission Systems]]: 5% reduced capacitor need per level for shield emission modules (important if you ever find yourself in a shield logistics ship)  
**[[Skills:Engineering#Energy_Emission_Systems|Energy Emission Systems]]: 5% reduced capacitor need per level for energy emission modules (important if you ever find yourself in a Basilisk or Guardian logistics ship)
**[[Skills:Engineering#Energy_Emission_Systems|Energy Emission Systems]]: 5% reduced capacitor need per level for energy emission modules (important if you ever find yourself in a Basilisk or Guardian logistics ship)
=== Fitting ===
These all either reduce the CPU or powergrid requirements of modules, or just give you more raw CPU or powergrid to play with. Having decent fitting skills is very useful. T2 modules, which have higher CPU and grid demands, and T2 ships, which tend to have quite tight amounts of CPU and grid in the first place, really demand good fitting skills.
*[[Skills:Electronics#Electronics|Electronics]]: 5% more CPU per level
*[[Skills:Engineering#Engineering|Engineering]]: 5% more powergrid per level
*[[Skills:Gunnery#Weapon_Upgrades|Weapon Upgrades]]: 5% less CPU need for weapons per level
*[[Skills:Electronics#Electronics_Upgrades|Electronics Upgrades]]: 5% less CPU need for signal amplifiers, co-processors &c
*[[Skills:Engineering#Energy_Grid_Upgrades|Energy Grid Upgrades]]: 5% less CPU need for most of the modules listed under "Engineering Equipment"
*[[Skills:Engineering#Shield_Upgrades|Shield Upgrades]]: 5% less powergrid need for shield extenders, shield rechargers &c
*[[Skills:Gunnery#Advanced_Weapon_Upgrades|Advanced Weapon Upgrades]] (requires Weapon Upgrades V): 2% less powergrid need for weapons per level
*[[Skills:Industry#Mining_Upgrades|Mining Upgrades]] 5% less CPU need for mining upgrade modules (useful for miners but, of course, ''only'' for miners)


=== Mobility ===
=== Mobility ===


There are relatively few skills that directly help you become nimbler and faster, compared to the variety of fitting and capacitor skills available. Those that are available, however, are very helpful for any ship (and extremely helpful to small ships).  
There are relatively few skills that directly help you become nimbler and faster, compared to the variety of fitting and capacitor skills available. Those that are available, however, are very helpful for any ship (and extremely helpful for small ships).  


Since your ability to move around often depends on keeping your propulsion module running, capacitor skills are indirectly very important for mobility too.  
Since your ability to move around often depends on keeping your propulsion module running, capacitor skills are indirectly very important for mobility too.