Difference between revisions of "Basic skills"

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=Basic EVE Skills - ''This page is being reconstructed''=
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{{see also|Support skills}}
[[Category:Skills]]
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These are basic skill recommendations. None of these skills have prerequisites above level III, and are thus easily accessible to new players. They will provide a solid foundation upon which to develop more advanced skills and fit more advanced modules.  
[[Category:Getting Started]]
 
<big>''' ''-See the History tab to view the previous version of this page as it is being rebuilt-'' '''</big>
 
 
 
These are basic skill recommendations. None of these skills have prerequisites above level III, and are thus easily accessible to new players. These skill lists provide a solid foundation on which to build into more advanced and/or specialized skills in a career in which you want to advance.  
 
  
The various lists will be shown in a logical order for explanation. The order in which you choose to train skills is always a personnal choice however keep in mind that certain skills do have prerequisits.
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The list has been grouped to match the in-game Skill categories. Some of the skills below are useful in your early days only to use some basic modules; others will increase your ship's performance directly and should be trained up to level II or III relatively fast. Where applicable which races of ship commonly benefit from a skill are included in parenthesis, but understand that the racial bonuses of a ship are not always a limiting factor of advanced player choices.
  
 
Take a look at the skill descriptions to see how they would help you, but understand that the description text does not always reveal the variety of useful skills and modules it unlocks as you train higher. Try using an application like EVE Fitting Tool that lets you see how a ship's attributes are affected by skills. EveMon is another popular program that will let you plan skill training for your character. These and other useful programs and websites are linked in the [[3rd Party Tools]] article.  
 
Take a look at the skill descriptions to see how they would help you, but understand that the description text does not always reveal the variety of useful skills and modules it unlocks as you train higher. Try using an application like EVE Fitting Tool that lets you see how a ship's attributes are affected by skills. EveMon is another popular program that will let you plan skill training for your character. These and other useful programs and websites are linked in the [[3rd Party Tools]] article.  
  
<!-- Certificates "system" replaced by Mastery and Cert List, paragraph deprecated
 
Beyond this guide, one may also want to check out the certificates system within EVE. It serves as a handy reference for if you want to train for a specific task or role. Note that completing a certificate does not give any boosts or bonuses, they are (for now) merely suggestions. They may be accessed in-game on your character sheet, in the "Certificates" tab of the "Skills" section.
 
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Read more on [[Support Skills]] and [[Core Skills]] in our wiki articles, which also describe many advanced skills not listed in the basic recommendations below.
 
 
==General Skills==
 
These skills are going to be in a logical order for explanation. Some of the skills listed will be prerequisites for the others however none of them have prerequisites that are not on this list. These skills are essential for anyone that has any plan to ever actually fly a ship in EVE
 
 
*
 
*
 
*
 
*
 
*
 
 
==Industry Focus==
 
*
 
*
 
==Marketing and Trade==
 
*
 
*
 
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== Armor ==
 
== Armor ==
  
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*{{sk|Power Grid Management}} : ''5% Bonus to ship's PowerGrid output per skill level.''
 
*{{sk|Power Grid Management}} : ''5% Bonus to ship's PowerGrid output per skill level.''
 
*{{sk|Weapon Upgrades}} : ''5% reduction per skill level in the CPU needs of weapon turrets, launchers ''(aka missiles)'' and smartbombs.''
 
*{{sk|Weapon Upgrades}} : ''5% reduction per skill level in the CPU needs of weapon turrets, launchers ''(aka missiles)'' and smartbombs.''
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== Fleet Support ==
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{{sk|Leadership|III}} is an important skill for missioners, as a gateway to {{sk|Security Connections}}.
  
 
== Gunnery ==
 
== Gunnery ==
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*{{sk|Rapid Firing}} : ''4% bonus per skill level to weapon turret rate of fire.''
 
*{{sk|Rapid Firing}} : ''4% bonus per skill level to weapon turret rate of fire.''
 
*{{sk|Sharpshooter}} : ''5% bonus to weapon turret optimal range per skill level.''
 
*{{sk|Sharpshooter}} : ''5% bonus to weapon turret optimal range per skill level.''
 
== Leadership ==
 
 
*{{sk|Leadership}} : ''Allows command of a squadron. Increases maximum squadron size by 2 members per skill level, up to a maximum of 10 members. Grants a 2% bonus to fleet members' targeting speed per skill level.''
 
** Leadership III is also an important skill for missioners, as a gateway to {{sk|Security Connections}}.
 
  
 
== Missiles ==
 
== Missiles ==
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*{{sk|Retail}} : ''Each level raises the limit of active orders by 8.''
 
*{{sk|Retail}} : ''Each level raises the limit of active orders by 8.''
 
*{{sk|Trade}} : ''Active buy/sell order limit increased by 4 per level of skill.''
 
*{{sk|Trade}} : ''Active buy/sell order limit increased by 4 per level of skill.''
 
  
 
== Recommended basic skillplans ==
 
== Recommended basic skillplans ==
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In this plan you will find alot of different skills, ranging from shield and armor tanks, active and passive, to e-war skills, gunnery and missile skills, navigation skills ect. The idea is to provide all skills you need in order to be able to fly ALL races frigates somewhat effectively. Any character will have some of the skills included in this trained already, but there is a good chance that you're missing at least a few of them. So you could just import this plan into EVEmon and see what you are missing. Also, if you want to, you could of course ignore specific skills (if you plan on only flying armor tanked ships you could ignore the shield skills for example).
 
In this plan you will find alot of different skills, ranging from shield and armor tanks, active and passive, to e-war skills, gunnery and missile skills, navigation skills ect. The idea is to provide all skills you need in order to be able to fly ALL races frigates somewhat effectively. Any character will have some of the skills included in this trained already, but there is a good chance that you're missing at least a few of them. So you could just import this plan into EVEmon and see what you are missing. Also, if you want to, you could of course ignore specific skills (if you plan on only flying armor tanked ships you could ignore the shield skills for example).
 
Once you trained all skills in this plan you should be able to fly all T1 frigates in all roles quite well. At that point you can try out different things, see if you find something you really like to do and then focus on that.<br>
 
Once you trained all skills in this plan you should be able to fly all T1 frigates in all roles quite well. At that point you can try out different things, see if you find something you really like to do and then focus on that.<br>
You can download the minimum skillplan [http://forum.eveuniversity.org/download/file.php?id=1465 here]
 
  
 
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{| class="collapsible collapsed"
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[[file:level4.gif]] Mechanics<br>
 
[[file:level4.gif]] Mechanics<br>
 
[[file:level3.gif]] Repair Systems<br>
 
[[file:level3.gif]] Repair Systems<br>
[[file:level2.gif]] Thermic Armor Compensation<br>
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[[file:level2.gif]] Thermal Armor Compensation<br>
 
<br>
 
<br>
 
'''Drones'''<br>
 
'''Drones'''<br>
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In this plan you will find all the skills that are in the minimum plan, but most of them trained to a higher level and also some additional skills that are not in the minimum skillplan at all. The idea for this plan is to provide a solid skillset to be able to fly all races T1 frigates very efficiently, though not yet maxed out. Training all these skills will take a much longer time but will provide a very good base from which you can move on into bigger and/or more specialized ships.<br>
 
In this plan you will find all the skills that are in the minimum plan, but most of them trained to a higher level and also some additional skills that are not in the minimum skillplan at all. The idea for this plan is to provide a solid skillset to be able to fly all races T1 frigates very efficiently, though not yet maxed out. Training all these skills will take a much longer time but will provide a very good base from which you can move on into bigger and/or more specialized ships.<br>
You can download the advanced skillplan [http://forum.eveuniversity.org/download/file.php?id=1466 here]
 
  
 
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{| class="collapsible collapsed"
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[[file:level5.gif]] Mechanics<br>
 
[[file:level5.gif]] Mechanics<br>
 
[[file:level4.gif]] Repair Systems<br>
 
[[file:level4.gif]] Repair Systems<br>
[[file:level3.gif]] Thermic Armor Compensation<br>
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[[file:level3.gif]] Thermal Armor Compensation<br>
 
<br>
 
<br>
 
'''Drones'''<br>
 
'''Drones'''<br>
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<br>
 
<br>
 
'''Engineering'''<br>
 
'''Engineering'''<br>
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[[file:level3.gif]] Advanced Weapon Upgrades<br>
 
[[file:level3.gif]] Capacitor Emission Systems<br>
 
[[file:level3.gif]] Capacitor Emission Systems<br>
 
[[file:level4.gif]] Capacitor Management<br>
 
[[file:level4.gif]] Capacitor Management<br>
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=== EFT characters  ===
 
=== EFT characters  ===
 
If you want to you can download these characters and import them into [http://wiki.eveuniversity.org/EFT EFT]. These characters will have all the skills of their associated skillplans as listed above. You could use these to see how training these skills would affect any ship setup you might have in EFT and also you can easily compare the effects of training up from the minimum plan to the advanced plan.<br>
 
If you want to you can download these characters and import them into [http://wiki.eveuniversity.org/EFT EFT]. These characters will have all the skills of their associated skillplans as listed above. You could use these to see how training these skills would affect any ship setup you might have in EFT and also you can easily compare the effects of training up from the minimum plan to the advanced plan.<br>
You can download these EFT characters [http://forum.eveuniversity.org/download/file.php?id=1467 here]
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[[Category:Skills]]
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[[Category:Getting Started]]

Revision as of 19:26, 21 May 2017

See also: Support skills

These are basic skill recommendations. None of these skills have prerequisites above level III, and are thus easily accessible to new players. They will provide a solid foundation upon which to develop more advanced skills and fit more advanced modules.

The list has been grouped to match the in-game Skill categories. Some of the skills below are useful in your early days only to use some basic modules; others will increase your ship's performance directly and should be trained up to level II or III relatively fast. Where applicable which races of ship commonly benefit from a skill are included in parenthesis, but understand that the racial bonuses of a ship are not always a limiting factor of advanced player choices.

Take a look at the skill descriptions to see how they would help you, but understand that the description text does not always reveal the variety of useful skills and modules it unlocks as you train higher. Try using an application like EVE Fitting Tool that lets you see how a ship's attributes are affected by skills. EveMon is another popular program that will let you plan skill training for your character. These and other useful programs and websites are linked in the 3rd Party Tools article.

Armor

  • Hull Upgrades : 5% bonus to armor hit points per skill level.
  • Mechanics : 5% bonus to structure hit points per skill level.
  • Repair Systems : 5% reduction in repair systems duration per skill level.

Drones

  • Light Drone Operation : 5% Bonus to drone damage of light drones per level.
  • Medium Drone Operation : 5% Bonus to drone damage of medium drones per level.
  • Drones : Can operate 1 drone per skill level.
    • This is a crucial "gateway" skill, and training to level III is required for the Light and Medium skills mentioned above. Levels IV and V open up a wide variety of other crucial support skills.
  • Drone Avionics : Drone control range increased by 5000 meters per skill level.

Electronic Systems

  • Electronic Warfare (Caldari) : 5% less capacitor need for ECM and ECM Burst systems per skill level.
  • Frequency Modulation : 10% bonus to falloff for ECM, Remote Sensor Dampeners, Tracking Disruptors,Tracking Links, Remote Sensor Boosters and Target Painters per skill level.
  • Long Distance Jamming : 10% bonus to optimal range of ECM, Remote Sensor Dampers, Tracking Disruptors, Tracking Link, Remote Sensor Boosters and Target Painters per skill level.
  • Propulsion Jamming : 5% reduction to warp scrambler, warp disruptor, and stasis web capacitor need per skill level.
  • Sensor Linking (Gallente) : 5% less capacitor need for sensor link per skill level.
  • Target Painting (Minmatar) : 5% less capacitor need for target painters per skill level.
  • Weapon Disruption (Amarr) : 5% less capacitor need for weapon disruptors per skill level.

Engineering

Fleet Support

Leadership III is an important skill for missioners, as a gateway to Security Connections.

Gunnery

  • Gunnery : 2% Bonus to weapon turrets' rate of fire per skill level.
  • Controlled Bursts (unnecessary for projectile weapons) : 5% reduction in capacitor need of weapon turrets per skill level.
  • Motion Prediction : 5% bonus per skill level to weapon turret tracking speeds.
  • Small Energy Turret (Amarr) : 5% Bonus to small energy turret damage per level.
  • Small Hybrid Turret (Caldari and Gallente) : 5% Bonus to small hybrid turret damage per level.
  • Small Projectile Turret (Minmatar) : 5% Bonus to small projectile turret damage per level.
  • Rapid Firing : 4% bonus per skill level to weapon turret rate of fire.
  • Sharpshooter : 5% bonus to weapon turret optimal range per skill level.

Missiles

Navigation

  • Acceleration Control : 5% Bonus to Afterburner and MicroWarpdrive speed boost per skill level.
  • Afterburner : 5% reduction to afterburner duration and 10% reduction in afterburner capacitor use per skill level.
  • Evasive Maneuvering : 5% improved ship agility for all ships per skill level.
  • Fuel Conservation : 10% reduction in afterburner capacitor needs per skill level.
  • High Speed Maneuvering : 5% reduction in MicroWarpdrive capacitor usage per skill level.
  • Navigation : 5% bonus to sub-warp ship velocity per skill level.
  • Warp Drive Operation : Each skill level reduces the capacitor need of initiating warp by 10%.

Neural Enhancement

  • Cybernetics : Allows the use of cybernetic implants.
    • Cybernetics can be trained up to level I only, as this gives access up to +3 attribute implants which is sufficient for a new pilot's early career and wallet.
  • Infomorph Psychology : Allows 1 jump clone per level.
    • Having multiple jump clones is readily accessible to new players by joining corporations with jump clone standings.

Planet Management

  • Command Center Upgrades : Each level in this skill improves the quality of command facility available to you, in turn allowing for a greater number of connected facilities on that planet.
  • Interplanetary Consolidation : For each level in this skill, you may install a command center on one additional planet, to a maximum of 6 planets.

Production

  • Advanced Industry : 3% reduction in all manufacturing and research times per skill level.
  • Industry : 4% reduction in manufacturing time per skill level.
  • Mass Production : Ability to run 1 additional manufacturing job per level.

Resource Processing

  • Mining : 5% bonus to mining turret yield per skill level.
  • Mining Upgrades : 5% reduction per skill level in CPU penalty of mining upgrade modules.
  • Reprocessing : 3% reduction in reprocess waste to all ore and ice types per skill level.
  • Salvaging : 100% increase in chance of salvage retrieval per additional level. Only affects Salvager modules, not Salvage Drones.

Rigging

  • Jury Rigging : Allows makeshift modifications to ship systems through the use of rigs. Required learning for further study in the field of rigging.
    • Rigging skills are no longer necessary to train to install rigs, however they are important to reduce the various drawback penalties that rigs cause. Level III of this skill is the gateway to training the remainder of the skillbooks.

Scanning

  • Archaeology : Gives +10 Virus Coherence per level.
  • Astrometrics : +5% scan strength, -5% max scan deviation, and -5% scan probe scan time per level.
  • Hacking : Gives +10 Virus Coherence per level.
  • Survey : 5% improvement per level in the scan speeds of ship, cargo and survey scanners.

Shields

Social

  • Connections : 4% Modifier to effective standing from friendly NPC Corporations and Factions per level.
  • Social : 5% bonus per level to NPC agent, corporation and faction standing increase.

Ship Command

Targeting

Trade

  • Broker Relations : 5% reduction in the costs associated with setting up a market order per skill level.
  • Contracting : For each level of this skill the number of outstanding contracts is increased by four.
  • Marketing : Each level increases the range from the seller to the item being sold.
  • Procurement : Level 1 allows for the placement of orders within the same solar system, Level 2 extends that range to systems within 5 jumps, and each subsequent level then doubles it.
  • Retail : Each level raises the limit of active orders by 8.
  • Trade : Active buy/sell order limit increased by 4 per level of skill.

Recommended basic skillplans

Here you will find some compiled skill plans from the basic skills listed above. The idea is to provide a good starting point for new players who are interested in PvP or general combat. In order to use these skillplans you need to download the associated zip-file, extract the plans from those files (using 7zip or similar) and then import the skillplan into EVEmon.
Also keep in mind that the Eve University Skillbook Program provides most of these skills for free.

NB: The skill lists for both skillplans have been updated to reflect the changes in Kronos (June 2014), but the associated downloads have not.

Minimum recommended skillplan

In this plan you will find alot of different skills, ranging from shield and armor tanks, active and passive, to e-war skills, gunnery and missile skills, navigation skills ect. The idea is to provide all skills you need in order to be able to fly ALL races frigates somewhat effectively. Any character will have some of the skills included in this trained already, but there is a good chance that you're missing at least a few of them. So you could just import this plan into EVEmon and see what you are missing. Also, if you want to, you could of course ignore specific skills (if you plan on only flying armor tanked ships you could ignore the shield skills for example). Once you trained all skills in this plan you should be able to fly all T1 frigates in all roles quite well. At that point you can try out different things, see if you find something you really like to do and then focus on that.

Advanced recommended skillplan

In this plan you will find all the skills that are in the minimum plan, but most of them trained to a higher level and also some additional skills that are not in the minimum skillplan at all. The idea for this plan is to provide a solid skillset to be able to fly all races T1 frigates very efficiently, though not yet maxed out. Training all these skills will take a much longer time but will provide a very good base from which you can move on into bigger and/or more specialized ships.

EFT characters

If you want to you can download these characters and import them into EFT. These characters will have all the skills of their associated skillplans as listed above. You could use these to see how training these skills would affect any ship setup you might have in EFT and also you can easily compare the effects of training up from the minimum plan to the advanced plan.