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I've seen lots and lots of discussion the past few days about eve's skill training system. So I've decided to put together a table of skills and the time it takes to train them in order to reach a level to where I would feel I have a decent character for my particular profession. Right now I have just compiled a fighter guide. A few notes and assumptions about this guide:
Skill |
Skill Points Required |
Time Required |
Learning 4 |
45225 |
1d, 17h, 54m |
Iron Will |
45225 |
1d, 17h, 54m |
Spatial Awareness |
45225 |
1d, 17h, 54m |
Instant Recall |
45225 |
1d, 17h, 54m |
Analytical Mind |
45225 |
1d, 17h, 54m |
Spaceship Command 4 |
45627 |
1d, 17h, 54m |
Frigate 4 |
90150 |
3d, 12h, 2m |
Cruiser 4 |
226275 |
8d, 17h, 29m |
Battleship 2 |
21844 |
10h, 34m |
Gunnery 5 |
256000 |
9d, 21h, 2m |
Small Turret 3 |
8000 |
7h, 38m |
Medium Turret 3 |
24000 |
22h, 18m |
Large Turret 3 |
40000 |
1d, 13h, 1m |
Drones 5 |
256000 |
9d, 21h, 2m |
Heavy Drone Operation |
40000 |
1d, 13h, 1m |
Drone Interfacing 3 |
40000 |
1d, 13h, 1m |
Missile Launcher Operation 5 |
256000 |
9d, 21h, 2m |
Standard Missiles |
24000 |
14h, 47m |
Heavy Missiles 3 |
24000 |
14h, 47m |
Cruise Missiles 3 |
40000 |
1d, 13h, 1m |
Navigation 4 |
46220 |
1d, 17h, 54m |
Afterburner 4 |
46220 |
1d, 17h, 54m |
High Speed Maneuvering 1 |
1222 |
1h, 9m |
Electronics 4 |
45255 |
1d, 17h, 54m |
Electronic Warfare 3 |
24000 |
14h, 47m |
Sensor Upgrades 3 |
24000 |
14h, 47m |
Energy Grid Upgrades 3 |
24558 |
14h, 47m |
Weapon Upgrades 3 |
28935 |
14h, 47m |
Science 1 |
322 |
13m |
Engineering 4 |
45255 |
1d, 17h, 29m |
Shield Upgrades 3 |
24558 |
14h, 47m |
Tactical Shield Manipulation 1 |
1222 |
55m |
Shield Operation 3 |
8000 |
7h, 22m |
Propulsion Jamming 2 |
7113 |
3h, 57m |
Totals |
1960901 |
64d, 4hr, 51m |
Comments
Firstly, 12 average is actually very good, thats 60 points total.
I am only 76 with learning V, memory 4 and int V,per 4, willpower 4 and char 3(+20) as well as a full set of +3imps.(+12, dont include charisma), learning V gives +6, so my starting stats were only 39.
(5int, 14per, 6chr, 10wpw, 4mem)
Secondly:
Targeting IV(you need the extra slots)
Signature Analysis III(need the speed to locking)
Weapon upgrades IV(cpu is very limiting)
Controlled Bursts III(for hybrid and lasers)
Standard Missiles III(heavy missiles, and thus cruise require it)
Battleship III(even more important than having large turret III)
A 12 average for each skill is very good starting out yes. But 12 is about an average number for willpower and perception if you are starting out as a fighter. 12 is about an average number is your starting out as an indy character. What does the 12 in int, mem, or charisma count for in training gunnery skills? Nothing. Likewise with perception and willpower for indy skills. That's why I chose 12 across the board.
Your other skills you listed are nice additions but not required. Those come in the tweaking period of your character. Your standard missles are correct. The eve-i calculator did not show them as requird. I will update that.
Ok, I have updated the table to include standard missles and I also added the learning skills into the main table. Now that Celt mentions it I realized that 12 for each attribute was more of an average once you have trained your learning skills up. But 12 should be a low number for your profession. I've seen people with up to 20 points in an attriubute with learning skills and implants. So these learning times should be close to a maximum once you have trained all your learning skills to 4.
Celt regarding your plea for weapons upgrades and controlled burst. I have yet to run into a cpu problem in any gallente or caldari battleship. I have more problems with the powergrid than anything. As far as controlled burst goes it is only relevant on hybrids and lasers which is getting too specific for this guide. Putting those two skills on there I consider tweaking because your trying to take the best weapon and put as many as possible of them on your ship and be able to run them for as long as possible. I'm just trying to give people an idea of what it is going to take to get into a battleship, get some large guns, good missles, and be able to run a few of the more important mods during battle. You may not be able to fit 4 tachs on your scorp with these skills alone but that is not the intent of the guide. In the future I may add a recommended skills table.
Thanks for your input though.
I kinda agree, its a very gray area between whats "necessary" and "very helpful".
As for attribs, 14 in all would be a good average with implants and learning skills.