Learning Skills

By: Jinarre

Planning Attributes

Skills represent what you can and cannot do and how well you are at doing them. As such your skills will dictate your learning progress speed for professions.

Info on Attributes and Skills

Today I will talk about Planning your skills starting with attributes.

Note: Attributes affect your training times for skills. Nothing else.

Attributes are easily categorized based on the professions you would like to do and common items that all pilots should know.

When you create a new character the following steps will effect your base attributes:
Bloodline (indirectly race because bloodlines are race specific)
Attributes (5 attribute points you control)

Also the following steps will effect your starting attributes do to learning skills:

Primary Attribute for: Electronics*, Engineering*, Mechanic*, Navigation*, Science*
Secondary Attribute for: Industry, Learning, Social

Primary Attribute for: Drones, Gunnery, Missile Launcher Operation, Spaceship Command*
Secondary Attribute for: Navigation*

Primary Attribute for: Leadership, Social
Secondary Attribute for: Corporation Management, Trade

Primary Attribute for: Trade
Secondary Attribute for: Gunnery, Leadership, Missile Launcher Operation, Spaceship Command*

Primary Attribute for: Corporation Management, Drones, Industry, Learning*
Secondary Attribute for: Electronics*, Engineering*, Mechanic*, Science*

* - Common criteria for all pilots. All pilots will work within these fields regardless of intended profession or play style.

Starting Skills

Today I will talk about starting skills.

Starting skills for all individuals are based on:

As such take this into account when you look at your character creation choices before choosing a career path. As this list is very long I have linked a chart to look at them here+.

Here are the base categories of skills and their purpose.

Corporation Management
Corporation management skills are not nearly so diverse as, for instance, gunnery, but play a vital role in organizing players (and NPCs). There are two separate root skills: Corporation Management, and Anchoring.
Corporation Management
Corporation Management, and the advanced versions of the skill, limit the number of members allowed in the corporation.
This skill allows the use (in regions of security level 0.7 and below) of secure containers and deployed warp disruptors.

These skills permit, and enhance, the pilot's ability to command and control drones.

Electronics* ^
Electronics is the field of sensors and computer systems, both offensive and defensive. The vast majority of this category deals with targetting: - improving yours (or your friends') - degrading theirs.

Engineering skills center around the powergrid and the shields, and things affecting either one.

These are all skills influencing direct fire weapons, as opposed to launched ones (missiles/rockets).

The Industry category is a curious beast, as it has two base skills: Mining, and Industry.
The mining-based skills are focussed directly on extracting resources including ore and ice.
The Industry-based skills are again divided, into skills that help production, and skills that reduce waste in refining.

Leadership skills are all about providing bonuses to your team mates.

Learning is a skill tree that contains skills that advance your skill learning by increasing attributes and lowering learning time. Training these skills can both be very useful and yet absolutely useless. But hopefully you will manage to balance them out. Note that if you max out all skills it will take years for you to gain any time.

Mechanic skills break down into several categories: skills related to repair systems, including remote repairs, skills related to modifying a ship: rigging, and armor hardening, skills related to construction of new ships, or in tearing apart old ones.

As might be guessed by the title, skills in this category deal with handling launched weapons, as opposed to direct-fire weaponry, or autonomous free-flying devices.

These skills all influence the performance of your ship in maneuvering, both tactically and strategically.

The Science skill category centers on research, but it has a few tie-ins with other disciplines as well. Research aside, science skills are involved in advanced mining and processing techniques, advanced survey abilities, in the use of jump clones, and use of cybernetics.

Social skills are all about getting more out of your missions (money, influence, etc.).

Spaceship Command*
Almost all skills in this category provide a bonus to piloting ships of that type only. The bonus provided depends not simply on the ship category (IE Amarr Frigates), but on the particular ship involved (IE Tormentor vs Crucifier). Beyond this ship-by-ship performance increase, skills in this category primarily serve to restrict access to ship types, as noted by the number and layering of prerequisites.

The trade skills category improves your ability to conduct trade, both on the open market, and in creating individual contracts.
Trade is what makes the entire economy operate. Increasing the number of allowed sell oder up to 300.
Contracting is the means whereby a player can establish an auction, post courier tasks, create secured (or unsecured) loans, make offers to swap items, and other forms of formal contracting.

* - Common criteria for all pilots. All pilots will work within these fields regardless of intended profession or play style.
** - Combat Skills. All pilots should work some degree in these fields for a defensive measure.
^ - Combat Related. Some of these skills are related to some form of combat or type of combat.
+ - Credit to Tiberyya Za for this great resource.

New Player Skill Plan

Today I will talk about skill Planning for new players.

When a player begins the game there are certain skills that are necessary for all pilots to learn to succeed and become better. Regardless of your intended career or ship these skills will assist you in your goals.

Learning (category)
All the skills in the learning category increase your learning speed. As such any of these skills are inevitably useful. Upgrading this early, eventually helps your learning speed more than working on it later.

Increases your CPU performance allowing better modules to be added to your ship.

Increases the number of targets you can simultaneously lock on to.

Increases your powergrid performance allowing better modules to be added to your ship.

Energy Management
Increases your capacitor power increasing your ship's effectiveness.

Energy Systems Operation
Increases your capacitor recharge rate increasing your ship's effectiveness.

Increases your structure hit points increasing your ship's survivability.

Increases your velocity increasing your ship's maneuverability.

Increases your afterburner charge increasing your ship's maneuverability and speed. Also effectively decreases your capacitor usage by afterburners.

Warp Drive Operations
Decreases your capacitor usage by warp.

Spaceship Command
Increases your agility increasing your ship's maneuverability. Also a requirement for various ship types.

Here's a good outline resource for skills.

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