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Minmatar BS skill plan

Hey guys,

I'm a Minmatar pilot that recently moved out to 0.0 and I've found that if you don't fly a battleship you don't make ISK as effectively. So I'm looking for a skill plan for a Maelstrom with tech 2 guns. I'm looking for a complete skill plan for a brand new character (minus learning skills) that takes you all the way up through to the Maelstrom.

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5 answers

  • 2

serpentine logic [ Editor ]

If you use EveMon, you can search for ships and modules and select them. this will add the required skills to your skill plan.

So, choose a Minmatar battleship of choice, select some Tech 2 guns and modules you want to fly with and optimise the plan.

If I recall correctly, you might even be able to import EFT fits into EveMon to save the hassle. Don't know if it will work out what level of Electronics and Engineering needed though.

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  • 2

men4ace

First you want to train the battleship: http://wiki.eveonline.com/en/wiki/Maelstrom so

  • Minmatar frig: 4
  • Minmatar Cruiser: 4
  • Spaceship command: 4 (you should have 5 anyways)
  • Minmatar Battleship: 3 (I have mine at 4 but 3 should do)

Train up to a battleship first. Then you need projectile weapon training. First get up to a large turret (800mm dual artillery preferred): http://wiki.eveonline.com/en/wiki/800mm_Repeating_Artillery_I

  • Small and medium projectile turrets: 3
  • Gunnery: 5 (should have this anyways)

  • Large projectile turrets: 1 (you might want to train it to atleast 3 if not 4)

Then train some extra gunnery skills necessary:

  • Rapid firing
  • Motion Prediction
  • Sharpshooter
  • Surgical Strike
  • Trajectory analysis

All of these you should train to level 4

  • Weapon Upgrades: 4 so you can use Tech II Gryostabilizers and Tracking mods
  • Advanced Weapons Upgrades: 3 (optional, helps fitting) (note: you need WU: 5 to train this)

Basic Skills you need to train:

  • Engineering: 5
  • Electronics: 5
  • I recommend Mechanics: 5 as well

Support skills (for modules and tank):

  • Navigation: 3
  • Afterburner: 3 (if not higher)
  • High speed maneuvering: 3 (if not higher) (for MWD)

You will need shield skills along with energy grid skills to maintain a good tank

  • Shield Operation: 4 (5 for T2 X-L Shield Booster)
  • Shield Management: 4
  • Tactical Shield Manipulation: 4
  • Shield Compensation: 3 (or something I think its for the x-large booster)
  • Energy Management: 4
  • Energy Grid Upgrades: 3 (or something, I'm not sure if you absolutely need this)
  • Energy Systems Operation: 4

Lastly you can train for T2 guns (without everything else you might as well not get them)

  • Large Projectile : 5
  • Motion Prediction: 4
  • Small Projectile turret: 5
  • Small Autocannon Specialization: 4
  • Medium Projectile Turret: 5
  • Medium Autocannon Specialization: 4 (note you need motion prediction 4 to train this)
  • Large Autocannon Specialization: 1 (minimum, more for more damage, its worth to train to atleast 3 You might want to train T2 Artillery As well (I use a mix of arty+autocannon for long range+short range mix)
  • Medium Artillery Specialization: 4 (assuming you have MPT at 5 already)
  • Small Artillery Specialization: 4 (in no particular order)
  • Sharpshooter: 5
  • Large Artillery Specialization: 3 (you have to have large proj to 5 first)

Here is the fit I normally use, it works pretty well for me:

[Maelstrom, New Setup 1]

  • Gyrostabilizer II
  • Gyrostabilizer II
  • Tracking Enhancer II
  • Tracking Enhancer II
  • Co-Processor II Med Slots
  • Quad LiF Fueled I Booster Rockets
  • X-Large Shield Booster II
  • Shield Boost Amplifier II
  • Invulnerability Field II
  • Invulnerability Field II
  • Heavy Capacitor Booster II, Cap Booster 800

High Slots

  • 1400mm Howitzer Artillery II, Fusion L x4
  • 800mm Repeating Artillery II, Fusion L (or barrage) x4

Rigs: (cheap)

  • Large Ancillary Current Router I (may not be needed) (can replace with resistance rig)
  • Large Core Defence Capacitor Safeguard I
  • Large Core Defence Capacitor Safeguard I

Notice I rigged it. You need the current router. The capacitor safes are to keep it sort of cap stable with cap booster 800's. Rigs require more training. I highly recommend you train drones (atleast med) but that is for you to find out. As you can see training a T2 BS fit is quite daunting and it is no simple and quick task. The entire plan may take 150 or more days to complete (very rough estimate). Good Luck and Have Fun

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  • 0

rokera

Second the EVE Mon suggestion. Note that recent versions actually allow you to browse BattleClinic loadouts and add all the necessary skills directly, thus allowing you to get a good feel for what kind of fits you should be expecting and their relative training times.

NN comments
kotacko
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Sadly I’m on a mac so I need an actual skill plan written out for mr here if one of u gents could plug something into evemon that would be great. Just like a basic maelstrom fit for plexing in 0.0

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  • 0

stefan_62

A combination of EFT and EVEMon should work out pretty well. As noted above

Browse the Battleclinic Fittings for Maelstrom and add your choice to the plan. This will give you the minimum required skills. Doing so will enable you to enter the ship, but you may not be as effective as desired. Therefore

Export the fit to EFT and then right click each module and select the contextual submenu "Change affecting skill". These are required and/or supporting skills that enhance the effectivity of the single modules. Add them to the EVEMon plan. Right clicking an empty space of the fitting window will allow you to check affecting skills for the Maelstrom itself, which you may add as well.

A Minimum of lvl 4 for all skills involved (lvl 5 for those required to use T2 modules of course) should be a fine start.

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