Difference between revisions of "Creating an Alt Miner"

From EVE University Wiki
Jump to: navigation, search
m
(Removed mention of learning skills in intro, updated needed skillbooks and recalculated skillbook costs, minor edit to training plan but not finished)
Line 5: Line 5:
 
<br> ''Are you bored doing missions?'' <br> ''Are you stuck in station during a war?'' <br> ''Are you looking for new avenues of making ISK?'' <br>  
 
<br> ''Are you bored doing missions?'' <br> ''Are you stuck in station during a war?'' <br> ''Are you looking for new avenues of making ISK?'' <br>  
  
'''Creating an Alt Miner''' can help you get started mining and fly a Hulk within two months. Please note that the training plan has been optimized to fit the longest skills within the bonus skill training time and omits any learning skills which could be beneficial long-term.  
+
'''Creating an Alt Miner''' can help you get started mining and fly a Hulk within two months. Please note that the training plan has been optimized to fit the longest skills within the bonus skill training time.  
  
 
== Introduction  ==
 
== Introduction  ==
Line 18: Line 18:
 
*74,000,000 ISK  
 
*74,000,000 ISK  
 
**Approximately 40,000,000 (40m) ISK for four +3 implants (except for CHA)  
 
**Approximately 40,000,000 (40m) ISK for four +3 implants (except for CHA)  
**Approximately 34,000,000 (34m) ISK for skill books  
+
**Approximately 26,000,000 (26m) ISK for skill books  
 
***This is only about 6,000,000 (6m) ISK if you want to fly only a Covetor
 
***This is only about 6,000,000 (6m) ISK if you want to fly only a Covetor
  
Line 36: Line 36:
 
*Skillbooks  
 
*Skillbooks  
 
**Cybernetics  
 
**Cybernetics  
**Instant Recall
 
**Analytical Mind
 
**Learning
 
 
**Industry  
 
**Industry  
 
**Astrogeology  
 
**Astrogeology  
**Iron Will
 
**Spatial Awareness
 
 
**Mining Barge  
 
**Mining Barge  
**Logic
 
 
**Exhumers
 
**Exhumers
  
Line 57: Line 51:
 
This should eliminate 3-4 days off the training time. This is also a reasonable setup for learning many combat skills, although one with more PER and less INT would be preferable. It will leave you with another remapping to use.  
 
This should eliminate 3-4 days off the training time. This is also a reasonable setup for learning many combat skills, although one with more PER and less INT would be preferable. It will leave you with another remapping to use.  
  
== The Training Plan ==
+
== The Training Plan ==
  
 
*Download the EVEMon Plan [http://www.eve-ivy.com/forums/viewtopic.php?f=45&t=25447 here] or [http://rapidshare.com/files/415525113/Fast_Hulker.emp.html here].  
 
*Download the EVEMon Plan [http://www.eve-ivy.com/forums/viewtopic.php?f=45&t=25447 here] or [http://rapidshare.com/files/415525113/Fast_Hulker.emp.html here].  
Line 69: Line 63:
  
 
#Cybernetics I  
 
#Cybernetics I  
#*After training this, plug in the +3 INT/MEM implants  
+
#*After training this, plug in the +3 INT/MEM implants
#Instant Recall I
 
#Analytical Mind I
 
#Learning I
 
#Instant Recall II
 
#Analytical Mind II
 
#Learning II
 
#Instant Recall III
 
#Analytical Mind III
 
#Learning III
 
 
#Industry I  
 
#Industry I  
 
#Industry II  
 
#Industry II  
Line 93: Line 78:
 
#Astrogeology IV  
 
#Astrogeology IV  
 
#*This is about a two day train  
 
#*This is about a two day train  
#Iron Will I
 
#Iron Will II
 
#Iron Will III
 
#Spatial Awareness I
 
#Spatial Awareness II
 
#Spatial Awareness III
 
 
#*No later than this point, plug in your +3 PER/WIL implants  
 
#*No later than this point, plug in your +3 PER/WIL implants  
 
#Mining Barge I  
 
#Mining Barge I  
Line 110: Line 89:
 
#*This is a long one and will take about 13 days  
 
#*This is a long one and will take about 13 days  
 
#*After this trains, you will be at approximately 1,595,000 SP and your bonus training speed will end with the next (non-trivial) thing you train.  
 
#*After this trains, you will be at approximately 1,595,000 SP and your bonus training speed will end with the next (non-trivial) thing you train.  
#Analytical Mind IV
 
#Logic I
 
#Logic II
 
#Logic III
 
 
#Astrogeology V  
 
#Astrogeology V  
 
#*This is the longest haul, over 17 days. You can get this shorter with more learning skills, but any additional will increase the overall training time and hence should be trained after this plan is complete to fly a Hulk the soonest.  
 
#*This is the longest haul, over 17 days. You can get this shorter with more learning skills, but any additional will increase the overall training time and hence should be trained after this plan is complete to fly a Hulk the soonest.  

Revision as of 16:10, 25 December 2010

This article should be cleaned up or improved. The reason is: unspecified
This guide is no longer valid as the learning skills will be removed from the game at 14 Dec 2010, and learning skillbooks are already removed. 


Are you bored doing missions?
Are you stuck in station during a war?
Are you looking for new avenues of making ISK?

Creating an Alt Miner can help you get started mining and fly a Hulk within two months. Please note that the training plan has been optimized to fit the longest skills within the bonus skill training time.

Introduction

Take consideration into whether you want to start a new account or train an in-account alt, depending if you are interested in creating an industrial alt in the future. You cannot train skills simultaneously on the same account between two different characters. If you choose to create an in-account alt and decide you want to go into industry, you'll have to retrain a new account or pay an account transfer fee.

Training a new avatar to fly a Hulk from scratch using this guide will take about 45 days with implants, or 42 if you use a neural remap and implants.

The requirements are:

  • Brand new avatar with no training (or less than 4,000 SP additional trained)
  • 74,000,000 ISK
    • Approximately 40,000,000 (40m) ISK for four +3 implants (except for CHA)
    • Approximately 26,000,000 (26m) ISK for skill books
      • This is only about 6,000,000 (6m) ISK if you want to fly only a Covetor

Because this can be done within 51 days, you can create a new account via the Buddy Trial (21 days), and add a PLEX to the account (30 days). If the buddy trial was given from your main account, your main will be credited for 30 days of play time.

Neglecting the implants, but remapping, will extend the training plan out to just over 51 days (51d 2h 36m), which is still possible to train as training doesn't stop for a few days after your subscription runs out.

Preparation

Prepare your new character for training by having these items available:

  • Implants (+3 Implants)
    • Ocular Filter - Basic
    • Cybernetic Subprocessor - Basic
    • Memory Augmentation - Basic
    • Neural Boost - Basic
  • Skillbooks
    • Cybernetics
    • Industry
    • Astrogeology
    • Mining Barge
    • Exhumers

Remapping

If you wish to save a couple of days, remap your starting attributes to:

  • INT: 13
  • PER: 11
  • Everything else minimum (5)

This should eliminate 3-4 days off the training time. This is also a reasonable setup for learning many combat skills, although one with more PER and less INT would be preferable. It will leave you with another remapping to use.

The Training Plan

  • Download the EVEMon Plan here or here.
  • [2010-10-16] See this post for an accelerated plan.

It is very important that you do not stray from this exact training plan until after training Mining Barge V.

Adding anything else (beyond about 5,900 SP) before this point will cause you to lose your 100% bonus and will add 16 days to your training plan if you proceed otherwise unmodified!


  1. Cybernetics I
    • After training this, plug in the +3 INT/MEM implants
  2. Industry I
  3. Industry II
  4. Industry III
  5. Industry IV
  6. Industry V
    • This one will take over three days to train
  7. Science IV
  8. Mining III
  9. Mining IV
  10. Astrogeology I
  11. Astrogeology II
  12. Astrogeology III
  13. Astrogeology IV
    • This is about a two day train
    • No later than this point, plug in your +3 PER/WIL implants
  14. Mining Barge I
  15. Mining Barge II
  16. Mining Barge III
    • This is just under 10 days into the training regime
    • At this point you can fly a Retriever fitted with 2x Strip Miner I and a Survey Scanner II
      • You can safely train Hull Upgrades II (~60,000 ISK) to fit Expanded Cargohold II modules
  17. Mining Barge IV
  18. Mining Barge V
    • This is a long one and will take about 13 days
    • After this trains, you will be at approximately 1,595,000 SP and your bonus training speed will end with the next (non-trivial) thing you train.
  19. Astrogeology V
    • This is the longest haul, over 17 days. You can get this shorter with more learning skills, but any additional will increase the overall training time and hence should be trained after this plan is complete to fly a Hulk the soonest.
    • At the completion of this skill, you can fly a Covetor, but you're only a day or two from Hulk
  20. Spaceship Command IV
  21. Exhumers I
  22. Exhumers II
  23. Exhumers III

And you're ready to get into your Hulk (with Strip Miner I), about 44d 20h later if you had no wasted time.

Going Farther

To be the best miner you can be, the following skills are excellent choices to train.


Mining skills:

  • Exhumers V (For the best yield, lowest cycle time on ice)
  • Mining V (For Modulated Strip Miner IIs)
  • Astrogeology V (although you already have this)
  • Mining Laser Upgrades IV (For Mining Laser Upgrade II)
  • Ore Processing IV (for T2 crystals): All highsec ores, especially Veldspar, Plagioclase, Scordite
    • Also Omber Processing IV if you're in Minmatar space
    • Requires Refining IV and V
  • Ice Mining V (if you're an ice miner)
  • Cybernetics V (for the yield implants)
  • Drones V
  • Mining Drones V
  • Drone Interfacing V

Capacitor skills:

  • Energy Management III-IV
  • Energy Systems Operation III-IV

Tanking skills:

  • Shield Operation III+
  • Shield Management III+
  • Shield Compensation III+
  • Tactical Shield Manipulation III+
  • EM/Thermal/Explosive/Kinetic Shield Compensation III+

Leadership skills (allows you to boost a squad in a large op):

  • Leadership V
  • Mining Foreman V

Implants for improved yield:

  • Hardwiring - Inherent Implants 'Highwall' HX-2 (Slot 10)
    • 125 million as of this writing
  • Michi's Excavation Augmentor (Slot 7)
    • 550 million as of this writing; only in contracts

Other useful skills:

  • Refining skills (for refining your ores)
  • Trade skills (for selling your minerals)

References