User Tools

Site Tools


eve:skills

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Next revision
Previous revision
eve:skills [2016/03/04 07:45]
cubefury created
eve:skills [2017/02/16 22:06]
conscript removed
Line 7: Line 7:
   * SP spent is never SP wasted. Someday you might need those two levels of industrial you trained as a newbro.   * SP spent is never SP wasted. Someday you might need those two levels of industrial you trained as a newbro.
   * Training more skills allows you to do more things. Training them to higher levels allows you to do them better.   * Training more skills allows you to do more things. Training them to higher levels allows you to do them better.
-  * Skill training speed relies on your [[training:​attributes|character attributes]],​ and whether they match with the primary and secondary attributes of the skill you are training.+  * Skill training speed relies on your [[training:​game_mechanics:​attributes|character attributes]],​ and whether they match with the primary and secondary attributes of the skill you are training.
   * There are a huge number of skills that fall into several general areas. What skills you will want to train depends solely on what you want to do in EVE.   * There are a huge number of skills that fall into several general areas. What skills you will want to train depends solely on what you want to do in EVE.
   * Once you've chosen a few things to focus on, use [[http://​evemon.battleclinic.com/​|EveMon]] to create skill plans.   * Once you've chosen a few things to focus on, use [[http://​evemon.battleclinic.com/​|EveMon]] to create skill plans.
Line 22: Line 22:
  
 Skill points are preserved if you suddenly decide to start training a different skill, the progress you made will be there when you come back to it. Skill points are preserved if you suddenly decide to start training a different skill, the progress you made will be there when you come back to it.
 +
 +----
 +====Training Times====
 +Training rate for any particular skill is determined by its primary and secondary modifying [[training:​game_mechanics:​attributes|attributes]]. For example, most Gunnery skills have Perception / Willpower. Your training time for any given skill is related to your attributes in those two modifiers, specifically by the equation:\\
 +''​Points per minute = (primary attribute + secondary attribute/​2)''​\\
 +In order to train faster, you must increase your modifying attributes; there are currently two ways to do this.
 +
 +===Implants===
 +[[eve:​implants_and_boosters:​implants|Implants]] are items that you plug into your character'​s clone in order to increase certain attributes. Remember, implants stay in your current body - if you jump clone out your implants will stay behind in your old body, and if you get pod-killed you will lose the implants currently in your head.\\
 +[[training:​test_free|Test Free]] typically gives out sets of +1 attribute implants, and it is not a bad idea to constantly have one of these sets plugged in.
 +
 +===Neural Remapping===
 +When you start out, you have 1 standard remap and 2 bonus remaps available. A remap is what it sounds like, it allows you to re-allocate all of your base attribute points. You should use your standard remap within the first few months of playing EVE (ask in [[training:​deedeereddit|deedeereddit]] for useful remaps for what you would like to train). After using your standard remap, you will not get a new one for 365 days. In addition you can use your 2 bonus remaps to change your attribute points anytime and completely independent to your standard remap. Using a bonus remap, DOES NOT change the counter of your standard remap. It is imperative that you do not waste your remaps. Use EVEMon and get help from someone in deedeereddit when choosing how and when to remap.
  
 ---- ----
Line 31: Line 44:
 **Industry skills**: Building and mining fall under this category. If crafting or resource gathering catches your fancy, this is where you want to start.\\ **Industry skills**: Building and mining fall under this category. If crafting or resource gathering catches your fancy, this is where you want to start.\\
 **Trade skills**: Your ability to abuse the market is directly under the influence of these skills. Some skills increase the number of buy and sell orders you can open while others may increase the range at which you can post these orders remotely, or even shave off some of the costs involved with posting orders.\\ **Trade skills**: Your ability to abuse the market is directly under the influence of these skills. Some skills increase the number of buy and sell orders you can open while others may increase the range at which you can post these orders remotely, or even shave off some of the costs involved with posting orders.\\
-**Leadership**: ​skills ​The Leadership group is comprised of skills that buff you and your fleetmates. Leadership skills are not necessary for every pilot, but they are very helpful in fleets. These can be safely ignored for most newbros.+**Leadership ​skills**: The Leadership group is comprised of skills that buff you and your fleetmates. Leadership skills are not necessary for every pilot, but they are very helpful in fleets. These can be safely ignored for most newbros.
  
 ---- ----
Line 170: Line 183:
 You can probably ignore this group if you're not a Trader, but the Contracting skill itself can be useful to get to 1 or 2, optionally. Trade lets you have more active sell orders at once. You can probably ignore this group if you're not a Trader, but the Contracting skill itself can be useful to get to 1 or 2, optionally. Trade lets you have more active sell orders at once.
  
----- 
-====Training Times==== 
-Training rate for any particular skill is determined by its primary and secondary modifying [[training:​attributes|attributes]]. For example, most Gunnery skills have Perception / Willpower. Your training time for any given skill is related to your attributes in those two modifiers, specifically by the equation:\\ 
-''​Points per minute = (primary attribute + secondary attribute/​2)''​\\ 
-In order to train faster, you must increase your modifying attributes; there are currently two ways to do this. 
  
-===Implants=== 
-[[training:​implants|Implants]] are items that you plug into your character'​s clone in order to increase certain attributes. Remember, implants stay in your current body - if you jump clone out your implants will stay behind in your old body, and if you get pod-killed you will lose the implants currently in your head.\\ 
-[[training:​test_free|Test Free]] typically gives out sets of +1 attribute implants, and it is not a bad idea to constantly have one of these sets plugged in. 
- 
-===Neural Remapping=== 
-When you start out, you have 1 standard remap and 2 bonus remaps available. A remap is what it sounds like, it allows you to re-allocate all of your base attribute points. You should use your standard remap within the first few months of playing EVE (ask in [[training:​deedeereddit|deedeereddit]] for useful remaps for what you would like to train). After using your standard remap, you will not get a new one for 365 days. In addition you can use your 2 bonus remaps to change your attribute points anytime and completely independent to your standard remap. Using a bonus remap, DOES NOT change the counter of your standard remap. It is imperative that you do not waste your remaps. Use EVEMon and get help from someone in deedeereddit when choosing how and when to remap.