Skills and learning

From EVE University Wiki
Jump to: navigation, search


Skills in EVE govern the abilities of your character. They determine which ships you can fly, what modules you can use, the effectiveness to which you can use those ships/modules, and much more. This is a guide to learning those in-game skills. This guide explains the mechanics that govern skill training, and makes suggestions for training strategies.

Overview

In Eve, your skills are a significant part of what defines your character. Skills define what you character can do in New Eden. If you want to fly a ship, you'll need skills for that if you want to use modules on that ship, you'll need skills; and if you want to do mining or trading, yep you've guessed it, you'll need skills for that.

NOTE: I'm currently editing the Wiki to accommodate the skill changes done in Odyssey 1.1. To keep up to date of what's been done, I ask that you please refer to the forum topic http://forum.eveuniversity.org/viewtopic.php?f=199&t=65978 and please let me know if you're gonna edit it too, so we don't overlap and do double work! Thanks! --Kika sandri (talk) 03:59, 6 September 2013 (UTC)

There are many many many skills, but thankfully they are grouped in to several sections:

Most of these sections are self explanatory: skills in the Drones section deal with drones and skills in the Planet Management affect planetary interaction. However others are less clear: electronics, engineering and mechanics particularly. Sections such as these can affect several different areas.

It would not be practical to go into detail describing all these skills on one page; there is therefore a seperate page for each section of skills (linked above). Furthermore some of these sections have corresponding Skill Tree Maps.

Recommended Skills

To help new pilots get their heads around the vast array of skills available to them, several sets of recommended skills have been compiled:

Another method to decide on which skills to learn is to use Certificates.

Skillbooks

To learn a skill (unless it's part of your starting skills), you need to acquire and inject the relevant skillbook.

Acquiring Skillbooks

If you did the starter missions from the tutorial agents (and if you didn't, they're highly recommended) you will have been given some useful skillbooks.

The main way to acquire other new skillbooks is from the market. You can browse the available skillbooks under 'Skills' in the Browse tab, or just search for a particular skill. Currently most skillbooks are sold by NPC corporations for a fixed price -- this is effectively CCP seeding them on the market.

The NPC sell orders are easily spotted: they have a uniform price and they have nearly a year's worth of time listed in the 'Expires In' column. (The maximum amount of time a player can put a sell order up for, by contrast, is 90 days.)

You may see player sell orders for NPC seeded skillbooks too. If they're below the NPC price they're probably selling off books they bought in error; if they're above the NPC price they're probably hoping to trick someone into buying. Make sure you check the NPC price before buying an NPC-seeded skill from a player!

Some skillbooks are not directly seeded onto the market. Instead they're acquired through the Loyalty Point stores of NPC corporations or from exploration sites. These tend to be more advanced skills, such as Small AC Specialization, which lets you use T2 small autocannon. Some players trade in these skills by finding them or buying them from LP stores where they have LP and then putting them up on the regular market for a profit. Depending on how hard it is for you to get these skills any other way, you may find that buying them from players selling them on the regular market is your simplest option.

If you are a member of E-Uni the university can reimburse the cost of any skill which is NPC-seeded and costs less than 1 million ISK -- see the reimbursement page for more details.

Injecting Skillbooks

Once you have acquired a skillbook (and assuming you have already learnt the prerequisites), you can "inject" a skillbook.

Right-clicking on a skill in your hangar or cargohold, if you don't know the skill already, also gives you an 'inject skill' option. Injecting a skill shunts the skill from the skillbook into the Skills list on your Character Sheet, but doesn't actually start it training -- effectively it stores the skill at 'level 0'. You can only inject a skill if you already have the prerequisites to train it.

Injecting is useful if you've bought a skill which you have the prerequisites to train, but don't actually want to start training it right away: once it's injected, you don't need to worry about keeping the skillbook with you, and there's no risk that you'll lose the skillbook if you fly into dangerous space and lose your ship.

Training Skills

You can train a skill by dragging and dropping it into the training queue, or by right-clicking on it in your Skills list.

Training Time Multipliers

So, how is the time it takes you to train a particular skill calculated? The number of skill points necessary to train a skill is determined by the skill's rank, also known as its training time multiplier, while the rate at which you get new skill points is determined by your attributes.

The base numbers of skill points required to train a skill with a training time multiplier of 1x (like Navigation, for example) go like this:

  • Level I: 250
  • Level II: 1,414
  • Level III: 8,000
  • Level IV: 45,255
  • Level V: 256,000

When training from one level to the next you start with the skill points you accumulated training the previous level -- so, for example, if you start training Navigation IV, you will already have 8,000 SP in the skill and will need to train 37,255 more SP to move from III to IV.

If a skill has a training multiplier higher than 1, the numbers of SP required for each level are multiplied by that number. So, for example, Evasive Maneuvering has a training time multiplier of 2x, and you need to accumulate 500 SP to train it to I, 2,828 SP to train it to II and so forth.

The better the benefits of a skill or the equipment it lets you use, the higher its training time multiplier, or 'rank' as it's sometimes called, tends to be. Amarr Titan, for example, has a x16 training multiplier -- you need to accumulate 4,096,000 SP to train it to V.

SP = 250 * multiplier * sqrt(32)^(level-1)

Attributes

Every EVE character has five attributes. These are:

  • Intelligence
  • Perception
  • Charisma
  • Willpower
  • Memory

These attributes determine how quickly you train the various skills in the game. They do not influence anything else about your character. Since time is perhaps your most valuable asset in EVE, understanding attributes and optimizing them for your character's plans is absolutely vital. In order to view your attributes, open your character sheet and select “Attributes”. The five attributes for your character will be listed there.

Effect on Skill Training

Every skill has a primary and a secondary attribute: Navigation, for example, lists Intelligence as its primary attribute and Perception as its secondary attribute. When you start training a skill, you can calculate the time needed in minutes thus:

 ( SP_Needed - Current_SP ) / ( Pri_Attrib + ( Sec_Attrib / 2 ) )

It's not necessary to know the mathematics involved here, but the important thing to note is that your score for a skill's primary attribute will affect its training time twice as much as your score for its secondary attribute. You can find your attribute scores on your character sheet in the Attributes section.

Each attribute is associated with skills for particular spheres of activity. Generally the groups of skills are associated with particular attributes as follows - with some exceptions:

Skill Groups and Associated Attributes
Group Attributes (Primary, Secondary)
Corp Management Memory, Charisma
Drones Memory, Perception
Electronics Intelligence, Memory
Engineering Intelligence, Memory
Gunnery Perception, Willpower
Industry Memory, Intelligence
Leadership Willpower, Charisma/Charisma, Willpower
Mechanic Intelligence, Memory
Missiles Perception, Willpower
Navigation Intelligence, Perception
Planet Management Intelligence, Memory and Charisma
Science All except Perception
Social Charisma, Intelligence
Spaceship Command Perception, Willpower/Willpower, Perception
Subsystems Intelligence, Memory/Perception, Willpower
Trade Willpower, Charisma/Charisma, Memory

As a rough summary:

  • Perception and Willpower are very important for combat pilots, since they help you train skills which let you use better ships and weapons, and use your ships and weapons better.
  • Memory and Intelligence are very important for industrialists, and still quite important for combat pilots (they're useful for drone skills, fitting skills and tanking skills).
  • Charisma is important for traders and mission-runners, and anyone who's training the Leadership skills.

It should be obvious that raising your attribute scores, particularly for skill groups you intend to spend lots of time training, is a very good idea. Ways to do this are discussed in later in this guide.

Your Medical Clone

When you die -- which is to say, when you are 'podded', when your capsule is destroyed -- you wake up in your medical clone. Everyone has a medical clone, and you can open up a menu that lets you control your medical clone using the medical bay button in any station which has a medical bay.

N.B. Do not confuse medical clones with jump clones! Although they have similar names they perform different functions.

Medical clones come in different 'grades', and each grade preserves a different number of skill points. If you are podded and you have more SP than your medical clone can preserve -- say you have two million SP and you still only have the basic medical clone which stores 900,000 SP -- you will lose skill points.

You should therefore regularly check that your medical clone preserves more SP than you have, and upgrade it if necessary.

When you die and wake up in your medical clone, you are automatically given a new backup medical clone to replace the one you are now in. The new medical clone is, however, only the basic one, so the first thing you should do after being podded is upgrade your medical clone.

General Training Strategies

EVEMon

EVEMon is a third party software tool that allows you to make plans on your characters skill training (as well as monitor and plan many other things).

Planning Ahead

When you first start playing EVE, you may have little idea on what skills you will be needing next week, let alone next month. But after your first few weeks, you will start to form a picture in your mind on what sorts of things you want your character to be able to do, and consequently which skills you'll need. The specific training strategies listed elsewhere in this guide work much better when used together with a long term strategy.

How Many Levels?

As you train higher and higher levels in a skill, you get less benefit for the time invested.

Surgical Strike, for example, gives you a 3% bonus to all turret damage per level -- very useful for anyone who uses turrets as their primary weapon system -- and has a 4x training time multiplier. You can get your first 3% bonus in a trivially short amount of time: even with basic attribute scores, training Surgical Strike to Level I takes 40 minutes or so. However, with the same basic attribute scores training Surgical Strike from Level IV to V would take nearly 25 days -- and you would still only get 3% more turret damage for your trouble!

For a new character, it is therefore often most efficient to train a useful skill which has a high training multiplier to III or IV and then move on rather than taking it to V straight away. As a rule of thumb, if you use a skill at all it's probably worth training it to III, and if you use a skill regularly it's worth training it to IV.

When your character is older you may well reach a point where you have fewer things you want or need to train -- at this point, it may be worth revisiting some skills you left at IV and taking them to V.

There are, however, some skills which it's worth training to V quite early on in your capsuleer career. For combat pilots Navigation, which we used as an example previously on this page, is one such because:

  • it has a low training time multiplier (1x)
  • it affects a very fundamental aspect of the performance of all of your ships (speed)
  • with a substantial bonus (5%)

There are a number of other skills with a similar combination of quick training times and significant, widespread bonuses which are well worth training to V quite early.

Another class of skill which you may find yourself training to V are the so-called 'blackmail' skills which are prerequisites for particularly desirable equipment. On the way to training to fly the Wolf, for example, you would need to train Minmatar Frigate V, Mechanic V and Engineering V. Similarly, on the way to deploying T2 Hammerhead drones you would need to train Scout Drone Operation V and Drones V.

Some skills are worth training to V because of a combination of several of the above reasons. Drones V for example lets you use a full flight of five drones, which is useful on any ship with a drone bay of 25m3 or more -- and it's a prerequisite for the excellent T2 drones.

Boosting your Attributes

This section of this guide deals with strategies to help you train skills faster.

Effectively, all of the methods discussed below improve your training times by boosting your character's attributes. This boosting usually comes at a cost of something else; other attributes, money, or time.

Implants

Another way to increase your character's attributes is through plugging implants into your head. The first five numbered slots on your character sheet's Augmentations window are for attribute enhancers, implants which each give a bonus (from +1 to +5) to one of your five attributes. Unfortunately, if your pod is destroyed all your implants in the clone piloting it are destroyed as well.

The +1/2/3 implants are relatively cheap and you only need to train Cybernetics I to use them, so it's worth investing in these as soon as you can as, even with the smaller bonuses, they reduce training time by a significant amount. Storyline missions sometimes offer an implant as a reward so if you're running missions you may find yourself collecting some implants. You can also take advantage of the Uni Implant Program to buy significantly discounted +3 implants.

If you're podded any implants you are wearing will be destroyed -- you can set up a jump clone with cheaper implants, or no implants at all, and jump into it when you want to PvP to lower the amount of ISK you're putting at risk.

Since the more powerful +4 and +5 implants can be quite expensive, particularly for a newer pilot, one common trick is to arrange your skill plan so that you're only training skills which rely on the same two attributes, and then only plug in attribute enhancers for those two attributes. This way you only have to pay for two implants rather than four or five.

The advantage of implants is that they require minimal training time (Cybernetics only), giving you an immediate boost to training time which can quickly add up to months of time saved. The disadvantage is their cost, coupled with the fact that they are lost if your pod is killed.

Neural Remaps

Neural remapping doesn't let you boost your attributes overall, but it lets you take points away from one base attribute score and add them to another. The remap interface can be accessed through the Attributes tab of your Character Sheet.

Remapping can have long-term consequences. Make sure you know what you're doing!

There are a number of rules governing remapping:

  1. You get a "normal" remap once a year.
    • The year timer begins once you use the remap, not when it is granted.
  2. You can also have 'bonus' remaps. Two of these are granted when you start.
  3. If you have both normal and bonus remaps available then the normal remap will be used first.
  4. Once you have used your normal remap and bonus remaps you must wait for the yearly timer to expire to remap again, so plan carefully!
  5. An attribute's base score may not be raised above 27 or lowered below 17.
  6. Any points taken off one attribute must be added to another -- they cannot be 'left over' when you finish remapping.

The common strategy for remapping is to put together a long-term skill plan which majors on skills which use a particular two attributes, and then remap so that you denude all your other attribute scores and pump up those two attributes.

If you create a long skill plan in EveMon, you can use one of the options of its 'Optimize Attributes' function to calculate which arrangement of attributes would be best for the first year of your plan. However, if you're new to the game your future career plans are quite likely to change as you explore the game, so making a year long plan after a few weeks isn't very realistic. Be frugal with your remaps for a little while until you get an idea for what you want to do.

Further Suggestions

Appropriate Remapping

Remapping, as in Neural Remap is essential for mid or long term planning (compiling mid or long term skill plans can be made using external tools such as EveMon) and can help you cut several days or weeks of the training time needed to finish such a plan. Please remember that a fresh character is given only two chance to remap and after you used both remap, the next remap will only be available after one year of playtime, so use them carefully.

As a note, new players are not recommended to use their second remap within their first weeks of playing, the reason for this is that most skill plans made by that time will change based on what you (will) know and learn during the time you spent playing Eve Online.

After you know what you are planning for, and can make at least a mid or long term plans for things you want to do in Eve (which would probably be a several months or a year skill plan), you can begin to calculate an appropriate remap for the plan, this can be done using the help of EveMon's attribute optimizer or by common sense. You can try to experiment changing the remaps on the EveMon attribute simulator and see which skills are affected positively (trained quicker) and which skills will took longer to train using that remap, skills that took longer to train (because of a higher multiplier or if you are training these skills to higher levels) would be affected much more by appropriate remaps in long term rather than skills in which can be trained quickly.Several things you need to know before you decide to remap your attributes (since later on, you will only have the chance to do this once a year) :

  • You know which attributes are important to any given skill categories (for example, Perception and Willpower are very important for combat pilots while Memory and Intelligence are very important for industrialists)
  • You know what the skills are for a given role or category (for example, Battlecruiser skill is a combat oriented skill in which perception and willpower are important)
  • You have at least a plan for what you will be doing in Eve for the next six months or a year and can plan it accordingly.
  • You know that remaps can only be done once a year and that it will affect your training time greatly.
  • You are sure that the plans you have made are suitable for what and how you want to play the game and it includes a majority of core skills needed to pilot the ships you want.

New Player Strategies

New players get 3 initial remaps to spend, one normal remap and 2 bonus remaps. This might sound like a lot, but that's still 4 months per remap, and that's assuming you don't want to keep a bonus remap for next year.

While making a skill plan in EveMon and getting it to calculate your remaps for you sounds good in theory, a new player is still exploring the game and your interests will change as you discover new aspects. Nonetheless, there are some fairly safe initial strategies to use.

At the beginning of the game, almost all players will need skills from:

  • Navigation (Intelligence / Perception)
  • Electronics, Engineering and Mechanics (Intelligence / Memory)
  • Spaceship Command (Perception / Willpower)

Combat oriented pilots will also need:

  • Gunnery and/or Missiles (Perception / Willpower)
  • Drones (Memory / Perception)

Miners and Industrialists will need:

  • Industry and Science (Intelligence / Memory)

Traders will need:

  • Trade (Charisma / Willpower)

If you look at these skills you'll see that two attributes crop up more than any others: Intelligence and Perception. Willpower and Memory are secondary attributes for several things (with the exception of Drones) and Charisma isn't required for any major skill groups unless you're a trader. Note that Willpower is the primary attribute for several skills in the Spaceship Command tree, but only for advanced ship skills, which at this point you'll be training rarely compared to the basic ship skills. As such, a good strategy is to keep your initial remap for a few weeks and train basic skills in all of the main skill groups you need, including Social and Trade. Unless you're going to be a hardcore trader (in which case stop reading here and consult a more detailed guide for traders), you should then spend a remap to place all of your attributes in Intelligence and Perception. More combat oriented pilots should put a few more points in to Perception and more industrial pilots should invest a little more in Intelligence. This remap should serve you well for most of your first year, at which point you should have seen enough of the game to reliably make your own long term skill plans.

Specialization

While training lots of skills to 3 will give you many bonuses and a lot of options in a short time, being mediocre at many things is fun, but not very efficient. You can only have one ship in space at a time, so while being able to fly a Retriever and a Hurricane is nice, you can't mine and do level 3 missions at the same time, meaning that whichever you're currently doing you're not using a lot of your skill points. On the other hand, if you'd focused fully on mining or combat, you could be flying a Hulk or a Maelstrom instead and making a lot more ISK at your chosen activity (at the expense of not being able to do the other at all). This principle also applies within professions - having mediocre skills in a Drake and Hurricane is nice, but you can only fly one at a time. Variety is the spice of life, and being able to play several aspects of the game makes it much more fun, but be aware that when join a non-training corporation, they will probably want you to have a "specialism" of some sort, be it EWAR, damage dealing in a particular ship, logistics, mining or manufacturing.

Another aspect of specialization is training all of the skills to use a ship effectively, and to high levels. Let's take the Drake for example. The minimum requirements to fly one and shoot missiles out of it is Caldari Cruiser 3, Battlecruisers 2, Missile Launcher Operation 3 and Heavy Missiles 1. However, if you train only these skills and try to fly a drake, it will perform abysmally. Many extra skills are required to fly a ship effectively, such as fitting and capacitor skills, tanking skills, weapon skills, drone skills and the specific ship skill (in this case Battlecruisers). Even with all of these trained to level 3, you will still frequently be beaten in PvP by a pilot who has properly specialized in the ship and trained these skills to 4 or 5 and trained for tech 2 modules and weapons.

Ways to Plan

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.

  1. 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 that would make your ships and modules much more powerful.
  2. 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.
  3. 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 second and third methods are more useful for older players who have a clear and fixed idea of what they want to do. The third method in particular is very boring, and is best suited to alts which are being skilled for a specific purpose (such as piloting supercapital ships) or to older characters who already have a good grounding in support skills and skills that let you do entertaining things while you chew through a list of month-long level V trains.

See Also