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What do you think is the single most worthwhile non-basic, skill to train to V, and why?

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What I mean by "non-basic" is something that's not like Electronics V or something that everybody trains, but something that you train up later, and never really have to, but never regret cause it just keeps giving. Nothing that's a prerequisite for a standard T2 fit like Gunnery V or Missile Launch Operation V etc.

Suggestions of mine:

  • Battlecruisers V (eight ships benefit, three or four of which are awesome and cheap, I didn't train it to unlock Command Ships either)
  • Heavy Assault Ships V (eight ships benefit, a few of which are great)
  • Covert Ops V (eight ships benefit, bombers get huge bonuses from each level)
NN comments
mymindisglowing
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Man, I think you hit the nail on the head. Good calls, particularly the first, since it’s a mainstay fleet and gang ship, too, in nullsec particularly, and extremely versatile with great dps potential.

mymindisglowing
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I can’t checkmark you for answering your own question though. lol

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16 answers

3

rashmika [ Editor ]

Pish... Recon 5.

It is probably the best T2 ship skill you'll ever come across, as the recons have a 20% bonus per ship level.

Plus, from a fitting perspective on the covert recon, the 100% CPU reduction on a T2 Cov ops cloak is the difference between a good fit and a bad fit.

NN comments
ecaf ersa
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Agree 99.999% with this after my previous suggestion of Energy Systems Operation – Recons really come into their own with level 5 as you can then make a decent fit with all your CPU spare. With level 5 an Arazu can be made to damp a target down to around 11% of normal range. Combine that with double disruptor range and it’s great in a 1 vs 1.

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2

evilpixills [ Editor ]

Evasive Maneuvering V - Helps tremendously with getting out of sticky situations.

Nanite Operation V

Nanite Interfacing V

The above 2 skills are very useful to anyone who overheats their modules often and uses nanite repair paste on a daily basis. Can help save tremendously on Nanite Repair Paste since a decent quantity of that stuff ain't cheap.

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2

werner lucifer [ Editor ]

You, and everyone else, only describe skills related to ships and fighting. But if you want skills that "...just keeps giving" there are a lot of care-bear skills to go around. ISK is life, and so much more than cap. I myself would go for this one, since it's good to get you going when you start playing EVE and you can have it on each character in your account generating ISK. You can train this one to lvl 5 and Interplanetary Consolidation to lvl 4 within the 100% bonus speeds. So you can get it for your two extra characters on the account quite quickly. The skill is:

Command Center Upgrades: Passive ISK-income. Why the dodo not?

NN comments
ecaf ersa
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Because PI is far from passive as it stands – it takes me daily maintenance of 15-30 minutes to manage my 5 planets. Using the 4 day option brings in far too little to bother with imho.

mymindisglowing
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PI is about as passive as Eve gets re: income. Can’t think of much in Eve more passive that PI.

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1

swazilly

Id say Heredoms post item 3 suffices to answer. In a simpler way:

"Ship of choice" level V + "weapon specialization of given bonus from ship of choice" level V

If you don`t have the basics, you will not achieve it at all. BTW, he explained why he added the basics, so, unnecessary to -1 his answer, rashmika.

NN comments
rashmika
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OP clearly asked for non basic skills. To then post an answer and reel off a load of basic skills is not answering the question. I agree with some ofwhat he raised but it is not relevant to the question posed.

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1

virtucon [ Editor ]

if you are looking for ships, HAC V is very useful. if you use battleships alot, BS V is great because it can also open up a quicker train for capitals.

for equipment, salvaging V is pretty damn useful for carebearing, and scanning skills at V will be very useful too.

NN comments
xaen
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Which BS V? I’m not sure it opens up a quicker train since it’s required for all capitals to have the racial BS V.

serker
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Any BS you use. It will allow you to use the same racial capital ship, and there is marauder/blackops if you don’t like the idea of being capital. And some pirate BS too.

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1

heredom [ Editor ]

1- Core fitting skills. Why? So you can fly ships with GOOD fits, that is why. Either to fight stuff, flee from stuff, find stuff, transport stuff, etc. And EVE is based on ships, mostly (yeah, I know, trade and industry pays a lot, ISK is needed for everything, yadayada, but without ships, your opportunities in these specializations will be very fewer). In a word: SURVIVAL. And here I try to begin the proper answer. So, we've got:

  • Engineering 5: Basic understanding of spaceship energy grid systems. 5% Bonus to ship’s powergrid output per skill level.More powergrid, better modules you’ll be able to fit.
  • Electronics 5: Basic understanding of spaceship sensory and computer systems. 5% Bonus to ship CPU output per skill level. It boosts your CPU capacity. hence it dictatea what you can or can’t fit to your ship.
  • Energy Management 5: Skill at regulating your ship’s overall energy capacity. 5% bonus to capacitor capacity per skill level. Capacitor recharge rate is measured in seconds. Again, survival. If you fit bad ass stuff and can use'em it only once, sitting like a duck in a pond without water and full of hunters around you, and still likes it, EVE ain't for you...
  • Energy Systems Operation 5: Skill at operating your ship’s capacitor, capacitor boosters and other basic energy modules. *5% reduction in capacitor recharge time per skill level.*This helps your cap recharge rate. Don't be a sitting duck.
  • Energy Grid Upgrades 5: Skill at installing power upgrades (capacitor battery and power diagnostic units). 5% reduction in CPU needs of modules requiring Energy Grid Upgrades per skill level. Helps the mitigation of fitting difficulties, enabling you to armor tank, shield tank, etc. Again, survival.
  • Mechanic 5: Skill at maintaining the mechanical components and structural integrity of a spaceship. 5% bonus to structure hit points per skill level. A pre-requisite for armor and hull self and remote repairers, plating, salvaging , jury rigging.
  • Shield Management 5: Skill at regulating a spaceship’s shield systems. 5% bonus to shield capacity per skill level. Good for everybody, but specially for shield tankers.
  • Shield Operation 5: Skill at operating a spaceship’s shield systems, including the use of shield boosters and other basic shield modules. 5% reduction in shield recharge time per skill level.
  • Hull Upgrade 5: Skill at maintaining your ship’s armour and installing hull upgrades like expanded cargoholds and inertial stabilizers. 5% bonus to armor hit points per skill level. Enables armor plates and active hardeners, resistance plates, inertial stabilizers, cargo expanders, nanofibers, and reinforced hull bulkheads.
  • Repair Systems 5: Operation of armor/hull repair modules. 5% reduction in repair systems duration per skill level.
  • Drones 5: Skill at remote controlling drones. Can operate 1 drone per skill level. Important for tight situations... and there is a lot of'em in EVE.
  • Weapon Upgrades 5: Knowledge of gunnery computer systems, including the use of weapon upgrade modules. 5% reduction per skill level in the CPU needs of weapon turrets, launchers and smartbombs. Enables you to use weapon upgrades.

2- Ships skills and their weapon specialization or module specialization skill, but always taking into account the bonus your "wanted" ship offers. To sum it up, if you want to play fighters, go for Assult Frigates V + Weapon Specialization "of choice for your race + offered bonus by ship", like Assault Ships V + Small Blaster Specialization V for Gallente, and so on. Or Interceptors V + Small Autocannon Specialization V for Minmatar. Hopefully you got the idea.

NN comments
rashmika
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They’re mostly “basic” skills, which the Question requested to be ignored.

serker
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Nice post, but I don’t think it answers the question.

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1

snowmore

Hands down Logistics V. Stabilizes Cap like nothing else.

NN comments
melissa blick
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This is strategically important too. With logi V, a guardian requires only one other guardian feeding it cap rather than two, in order to stay cap stable (4x large reps, 2x energy tansfers, best named).

serker
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Same thing with Basilisk. And allows you to use triage module for your carrier if you have one.

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0

sniperdoc

I think any of the following are great skills to take to level V since they allow for most of the T2 items of that particular group:

  • Engineering
  • Energy Grid Upgrades
  • Energy Management Energy Systems
  • Operation Shield Management Shield
  • Operation
  • Gunnery
  • Weapon Upgrades
  • Hull Upgrades
  • Mechanic
  • Rapid Launch
  • Navigation

First and foremost though... I'd say the Learning skills to Level V :)

NN comments
ecaf ersa
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The OP also specified “Nothing that’s a prerequisite for a standard T2 fit like Gunnery V or Missile Launch Operation V etc.” too

mymindisglowing
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I think these are all basic skills, but I definitely agree with you.

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-1

dragonrider000 [ Editor ]

I would say your armor/sheild compensation skills all lvl 5 3% extra resists per level is great and even if u armor tank you can do the sheild compensation because it adds that extra time the enemy has to take to get through your sheild and then to your armor where you are mainly tanked. the same applies for sheild tanks you could use that extra time it gives you to still be killing whoever you are agressed with.that extra time can mean the difference in life or death. tho its main usefulness is non-active pvp tanks.

NN comments
ecaf ersa
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Ahmm…correct me if I am wrong but the armor and shield compensation skills only give a benefit if you have the appropriate hardeners fitted. Read the description very carefully.

ecaf ersa
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To active shield hardeners: 3% bonus per skill level to Shield Explosive resistance when the modules are not active (this is a 3% bonus per level if you DO NOT switch the hardener on!) To passive shield hardeners: 5% bonus per skill level to Shield Explosive resistance (this is a 5% bonus to the effect of the hardener, ie. 25% bonus would become 31.25% bonus with level 5) In my opinion these skills are a bit poor although I have them to level 4 having already maxed the other tanking skills

ecaf ersa
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Yes – a trap many of us fell into. The skills look awesome at first glance. They are still of benefit so not a complete waste but much lower down the list of priorities than they first appear.

dragonrider000
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This is correct i appoligize for the false information. There goes a month of train time.

kazz
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Ecaf is correct, this skill is only useful if you are using hardners, and the sheild skill does not help the armor skill (again, unless you have the sheild hardners on as well as the armor ones… which is not the best idea in the world), and visa versa. These skills are of course fine if you are perhaps pve-ing a lot with these mods on but other than that not really a “must train” skill as such.

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