Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
edited February 2010
Not entirely. Mining in lowsec or nullsec is still profitable, as is wormhole mining, but for all other areas, mission running at level 3 or 4 is going to give you more isk than mining.
Maybe they should be focusing on stopping the auto-mining bots who have secured containers set up all through hisec asteroid belts
I was speaking of STO.
They already did one thing -- STO had a self destruct ability. It now requires you be in combat AND almost dead to use it, cause people were zoning into earth spacedock and blowing up newbies.
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Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
Maybe they should be focusing on stopping the auto-mining bots who have secured containers set up all through hisec asteroid belts
I was speaking of STO.
They already did one thing -- STO had a self destruct ability. It now requires you be in combat AND almost dead to use it, cause people were zoning into earth spacedock and blowing up newbies.
That sounds stupid. Is there another way to easily destroy your ship?
It seems like an even better way would just be to make self destruct not deal damage to those around you.
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Just_Bri_ThanksSeething with ragefrom a handbasket.Registered User, ClubPAregular
Maybe they should be focusing on stopping the auto-mining bots who have secured containers set up all through hisec asteroid belts
I was speaking of STO.
They already did one thing -- STO had a self destruct ability. It now requires you be in combat AND almost dead to use it, cause people were zoning into earth spacedock and blowing up newbies.
That sounds stupid. Is there another way to easily destroy your ship?
It seems like an even better way would just be to make self destruct not deal damage to those around you.
It doesn't now. However, the warp core breach still causes damage as normal. Just not 300k worth of damage.
Just_Bri_Thanks on
...and when you are done with that; take a folding
chair to Creation and then suplex the Void.
Maybe they should be focusing on stopping the auto-mining bots who have secured containers set up all through hisec asteroid belts
I was speaking of STO.
They already did one thing -- STO had a self destruct ability. It now requires you be in combat AND almost dead to use it, cause people were zoning into earth spacedock and blowing up newbies.
I am automatically leery of a game which has an arbitrary "in combat" state to begin with.
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Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
edited February 2010
do you count WoW in that?
not criticising, just wondering about your definition of arbitrary
not criticising, just wondering about your definition of arbitrary
Oh yea, that one was extremely arbitrary. It drove me crazy that half the PVP tactics in WoW involved gettting "out of combat" and by extension keeping people "in combat" for stupid reasons that made almost no sense. Similarly, I appreciate that in Eve, there is no arbitrary distinction made between friend and foe: in situations where it would be beneficial to you to use an "offensive" module on a friendly target, there is nothing preventing you from doing so: for example, using a web to expedite warp, or using a NOS on a bud to regenerate your cap, as opposed to, say, not being able to Polymorph party members, or Charge to an ally.
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ApogeeLancks In Every Game EverRegistered Userregular
edited February 2010
Well, I've learned another important lesson today. Just because it's boring, don't drink and run the pipe. ESPECIALLY in a Sleipnir.
Who camps a gate at 1:30 AM in lowsec anyway? Bahhhhh.
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AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
edited February 2010
Yea, I was surprised at the lowsec group I ran into last week. Teaches me to be careless.
Subsystems
Level 0: Amarr Defensive Systems
Level 0: Amarr Electronic Systems
Level 0: Amarr Engineering Systems
Level 0: Amarr Offensive Systems
Level 0: Amarr Propulsion Systems
Level 0: Caldari Defensive Systems
Level 0: Caldari Electronic Systems
Level 0: Caldari Engineering Systems
Level 0: Caldari Offensive Systems
Level 0: Caldari Propulsion Systems
Level 0: Gallente Defensive Systems
Level 0: Gallente Electronic Systems
Level 0: Gallente Engineering Systems
Level 0: Gallente Offensive Systems
Level 0: Gallente Propulsion Systems
Level 0: Minmatar Defensive Systems
Level 0: Minmatar Electronic Systems
Level 0: Minmatar Engineering Systems
Level 0: Minmatar Offensive Systems
Level 0: Minmatar Propulsion Systems
Total Skillpoints in Group: 0
The more I look at my avatar the less I'm annoyed by it, and apparently for $10 I can just have CCP fix it.
How long does 8mil SP take to regain?
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Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
edited February 2010
I've been playing since early December, using two characters, both of them benefitted from the up-to-1.6m double-training speed bonus, and both characters only just broke 3m SP.
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Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
edited February 2010
You also have quite a few lengthy/annoying skills already trained up high
Gallente Battleship V for one, thats huge, you could probably step straight back into a Dominix for some ratting. You also have decent drone skills, and decent fitting skills too (Electronics V, for example) and of your fitting skills that aren't at V, most are at IV.
Definately don't reroll. Aside from the fact that no-one gives a flying fuck what your avatar looks like, you'll be wasting SO much time. And you can do the tutorial stuff anyway (AFAIK).
You'd be mad to leave that character now. You need some polishing but overall, you're way ahead of where you'd be as a newbie. Gallente are probably next in line to be over powered anyways: give it a few months.
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Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
edited February 2010
Having most of your learning skills and most of your support skills (Engineering, Hull Upgrades, Electronics, Energy Management, Mechanic, etc) to IV or V already is a huge thing, that right there is a month+ worth of training that gets you nothing new or exciting to do.
What should I be aiming for right now then? Full Learning skillset to 5 while I relearn everything? Most of my stuff is... completely gone due to it being in old OLD *OLD* MerchI space that's been abandoned.
Logic IV (3 days, 2 hours, 59 minutes, 23 seconds)
Eidetic Memory IV (3 days, 4 hours, 39 minutes, 22 seconds)
Instant Recall V (5 days, 18 hours, 23 minutes, 35 seconds)
Analytical Mind V (5 days, 12 hours, 44 minutes, 39 seconds)
Learning V (5 days, 10 hours, 5 minutes, 22 seconds)
Logic V (15 days, 8 hours, 26 minutes, 7 seconds)
Eidetic Memory V (15 days, 15 hours, 39 minutes, 34 seconds)
Iron Will V (5 days, 29 minutes, 40 seconds)
Empathy III (3 hours, 45 minutes, 54 seconds)
Empathy IV (21 hours, 18 minutes, 2 seconds)
Empathy V (5 days, 29 minutes, 40 seconds)
Clarity V (15 days, 8 hours, 26 minutes, 7 seconds)
Presence I (31 minutes, 42 seconds)
Presence II (2 hours, 21 minutes, 7 seconds)
Presence III (12 hours, 44 minutes, 17 seconds)
Presence IV (2 days, 21 hours, 7 minutes, 7 seconds)
Presence V (15 days, 15 hours, 39 minutes, 34 seconds)
Focus V (16 days, 6 hours, 59 minutes, 33 seconds)
Total time: 115 days, 22 hours, 50 minutes, 53 seconds
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Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
edited February 2010
Nah don't worry about the learning skills to V. Just get them to IV. The only one you could conceivably get to V is Learning itself, and only that because it affects every skill.
You can also skip the Empathy and Presence skills as Charisma doesn't have a whole lot of use.
Personally I'd figure out what I want to do. Your character is already capable of flying some pretty mean ships. If I was you I'd finish up Engineering, Repair Systems, Hull Upgrades, Energy Management, and Mechanic all to V.
Nah don't worry about the learning skills to V. Just get them to IV. The only one you could conceivably get to V is Learning itself, and only that because it affects every skill.
You can also skip the Empathy and Presence skills as Charisma doesn't have a whole lot of use.
Personally I'd figure out what I want to do. Your character is already capable of flying some pretty mean ships. If I was you I'd finish up Engineering, Repair Systems, Hull Upgrades, Energy Management, and Mechanic all to V.
My major worry last time I played was that I really had no luck with Drone combat. I might give it another try, at least while I train up some other way of making red things go boom.
Is Jove or Jobe or whatnot still merchant central? I need to replace, well, everything. I figure I'll spin my heels doing missions and other highsec content until MerchI opens for reinvites.
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Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
edited February 2010
Jita.
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Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
edited February 2010
But most hisec systems are within 2-3 jumps of a big enough market hub to be able to replace all your ships and fittings.
Jita is the main one, but out in Gallente space there's Oursalaeart which is a big hub.
Don't mix tanking styles. 1600mm plate, Damage Control= passive tanking, Medium Armor Repairer=Active tanking. You want a rep, 2 EANMs and one mission specific active hardener or a Capacitor Power Relay.
Medium rigs are cheap, use them once you get in a groove. Capacitor Control Circuits or something, whatever. Once you're cap stable stick on an afterburner and you can kite tough rats and let your drones kill them.
Don't rely on battleclinic for fits. There are some steaming piles on there... this one isn't awful but it's hard to mess the Vexor up.
That fit... doesn't look very good. I would replace one of the cap rechargers with an afterburner, and replace the RT plate with an EANM. You shouldn't use both a plate and an armor repairer; focus on one or another. If you want to get slightly more tanking ability for more effort, replace both EANM with mission or rat appropriate armor hardeners. You will of course get better tanking ability if you can upgrade the tanking mods to T2, and they're pretty cheap (~1M).
LODRA has a help channel solohelp which is open to the public. I'm not really sure how active it is, but it's serious, non-scam answers only, so if you get advice there it should be decent
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Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
edited February 2010
Wait, wait.
Damage Controls don't get paired with reppers? I was under the impression it was worth it to include a DCII over a mission specfic hardener, along with 2 EANMs + a repper if you were doing all kinds of missions and weren't sure what kind of damage to harden against.
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AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
edited February 2010
Eh, all of the missions are available for a quick check on eve-i (even if the specific rats are out of date, the damage types are still good) so active hardeners are generally better.
Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
edited February 2010
Perhaps "not sure" is the wrong word. A better way to put it would be...I don't want to have to bother with fitting mission specific hardeners for every other mission, when I'm burning through missions one every ten minutes or so. At the moment the enemies I'm encountering are firing everything from autocannons, to blasters, to missiles, to lasers. Fitting hardeners just doesn't make sense.
What exactly *is* passive tanking anyway? is that simply having enough armor and resistances to survive whatever they throw at you for long enough to kill them yourself, while active tanking is making sure you can repair faster than they can hit?
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AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
Perhaps "not sure" is the wrong word. A better way to put it would be...I don't want to have to bother with fitting mission specific hardeners for every other mission, when I'm burning through missions one every ten minutes or so. At the moment the enemies I'm encountering are firing everything from autocannons, to blasters, to missiles, to lasers. Fitting hardeners just doesn't make sense.
I haven't done lower level missions in a while, but higher level missions typically only have 2 damage types so if you just have all the hardeners in your bay it's mostly a matter of switching 1 or 2 out between missions.
What exactly *is* passive tanking anyway? is that simply having enough armor and resistances to survive whatever they throw at you for long enough to kill them yourself, while active tanking is making sure you can repair faster than they can hit?
Yes.
Though, it generally is done while shield tanking since your shields naturally regen. So the point there is to increase your shield buffer and/or increase your shield recharge rate to the point that its passive regeneration is higher than the DPS coming in. Drakes are really amazing passive shield tanking machines.
It can work for armor tanking, but in that case it's entirely a factor of your buffer and you'd be going for more DPS so you can kill things faster.
Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
edited February 2010
Is a factor of active armor tanking that you aim to be cap stable while running both guns and repper, or does it depend on your situation?
ie, if you're just tanking rats for a mining op, you want your tank to be cap stable but not necessarily while running the guns as you may not want to kill the rats.
While mission running, you'd aim to have your ship be cap stable while tank and guns are both running. When people say their fitting is cap stable at x%, do they mean with all modules or just necessary ones?
My Harbinger running l2s is cap stable with guns + AB running, and cap stable with AB + repper running, but only holds out for 5m or so with guns and tank running.
I think I kind of lost my point somewhere, but I've heard a lot of praise for the Apocalypse battleship is due to the fact that it is generally cap stable at somewhere around 30-40% cap, when people say that do they mean with the tank and guns running?
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AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
edited February 2010
Ehh...You could get an active tank to be cap stable with everything running, but you'd be sacrificing DPS fairly hard. Of course, this depends entirely on the ship. I mean, if you're firing missiles or projectiles this is an entirely different store. Moreover, if you're Amarrian, you're probably fitting a nos which will affect how well your tank will do.
Generally, you just want your repper on when you need it (your armor's low), get it up to a certain point, turn off the repper to regen cap, turn it back on when the armor's low again.
I would personally aim to ensure that I'm cap stable with my guns and AB on because otherwise I'd be in a bit of trouble.
And this really only applies to missions. If you're only doing ratting, cap stability isn't terribly important since you aren't going to be fighting all that many rats at once and you'll be wanting to kill them as quick as possible to maximize your return, plus you'll be regening cap as you move from belt to belt.
Though, it generally is done while shield tanking since your shields naturally regen. So the point there is to increase your shield buffer and/or increase your shield recharge rate to the point that its passive regeneration is higher than the DPS coming in. Drakes are really amazing passive shield tanking machines.
It can work for armor tanking, but in that case it's entirely a factor of your buffer and you'd be going for more DPS so you can kill things faster.
Hm, The layout is pretty similar to what I remember using when I was using a Dominix last year. Although I do remember having armor hardeners as well in the pile.
I would think that passive armor tanking doesn't work due to a lack of regen? Or is the idea to get to 100% resistance or something?
Edit: In addition I'm using drones for dps, so my cap doesn't matter at all for DPS. Although I really would like to migrate towards a more active form of DPS.
I haven't touched rigs at all. They're those odd "not high/med/low" slots that everyone wanted salvaged gear for, right? What all do they do?
Though, it generally is done while shield tanking since your shields naturally regen. So the point there is to increase your shield buffer and/or increase your shield recharge rate to the point that its passive regeneration is higher than the DPS coming in. Drakes are really amazing passive shield tanking machines.
It can work for armor tanking, but in that case it's entirely a factor of your buffer and you'd be going for more DPS so you can kill things faster.
Hm, The layout is pretty similar to what I remember using when I was using a Dominix last year. Although I do remember having armor hardeners as well in the pile.
I would think that passive armor tanking doesn't work due to a lack of regen? Or is the idea to get to 100% resistance or something?
The idea is to increase your buffer (your Effective Hit Point Total, gained through pure HP and resistance) to a point where you kill the rats faster than they can cut through said buffer.
The theory is similar to the theory behind fleets (prior to recently) having Doomsday-fit setups, where the battleships would have 1-2 armor plates to ensure that they could passively survive a DD hit: they increase their hit point buffer to the point that the DD doesn't kill them before they're able to inflict strategic damage.
I haven't touched rigs at all. They're those odd "not high/med/low" slots that everyone wanted salvaged gear for, right? What all do they do?
Rigs just buff your ship in some ways while having a drawback in others. It's typically something like a 10-15% bonus to something, depending on the right, with a 5-10% (depending on skills) negative in something else. The negatives usually aren't that bad.
Just don't buy Tech II Rigs because they are expensive as fuck. Plus, you can't remove rigs. Once you install them they can only be destroyed to clear the slot, unlike a regular module. Hence Tech II Rigs being annoying as hell unless you're awash in cash.
Tech 1 Rig are affordable though, and from what I understand poking around after resubbing is that they dropped in price which is nice. I like not spending 20m on a single rig anymore.
Posts
I was speaking of STO.
They already did one thing -- STO had a self destruct ability. It now requires you be in combat AND almost dead to use it, cause people were zoning into earth spacedock and blowing up newbies.
That sounds stupid. Is there another way to easily destroy your ship?
It seems like an even better way would just be to make self destruct not deal damage to those around you.
It doesn't now. However, the warp core breach still causes damage as normal. Just not 300k worth of damage.
chair to Creation and then suplex the Void.
I am automatically leery of a game which has an arbitrary "in combat" state to begin with.
not criticising, just wondering about your definition of arbitrary
if i head one more word like "warp core breach" ill go CP!
Who camps a gate at 1:30 AM in lowsec anyway? Bahhhhh.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Attributes
Intelligence: 17.28
Perception: 19.44
Charisma: 9.72
Willpower: 16.20
Memory: 15.12
Corporation Management
Level 1: Anchoring
Level 0: CFO Training
Level 0: Chief Science Officer
Level 0: Corporation Management
Level 0: Empire Control
Level 0: Ethnic Relations
Level 0: Factory Management
Level 0: Intelligence Analyst
Level 0: Megacorp Management
Level 0: Public Relations
Level 0: Refinery Management
Level 0: Sovereignty
Level 0: Starbase Defense Management
Level 0: Starbase Management
Level 0: Station Management
Total Skillpoints in Group: 750
Drones
Level 0: Advanced Drone Interfacing
Level 0: Amarr Drone Specialization
Level 0: Caldari Drone Specialization
Level 1: Combat Drone Operation
Level 1: Drone Durability
Level 5: Drone Interfacing
Level 5: Drone Navigation
Level 4: Drone Sharpshooting
Level 5: Drones
Level 0: Electronic Warfare Drone Interfacing
Level 0: Fighter Bombers
Level 0: Fighters
Level 4: Gallente Drone Specialization
Level 5: Heavy Drone Operation
Level 1: Mining Drone Operation
Level 0: Mining Drone Specialization
Level 0: Minmatar Drone Specialization
Level 0: Propulsion Jamming Drone Interfacing
Level 1: Repair Drone Operation
Level 0: Salvage Drone Operation
Level 4: Scout Drone Operation
Level 0: Sentry Drone Interfacing
Level 0: TEST Drone Skill
Total Skillpoints in Group: 3,401,306
Electronics
Level 0: Advanced Sensor Upgrades
Level 1: Cloaking
Level 0: Cynosural Field Theory
Level 2: Electronic Warfare
Level 5: Electronics
Level 1: Electronics Upgrades
Level 1: Frequency Modulation
Level 0: Hypereuclidean Navigation
Level 0: Imperial Navy Security Clearance
Level 0: Long Distance Jamming
Level 1: Long Range Targeting
Level 0: Multitasking
Level 0: Projected Electronic Counter Measures
Level 0: Propulsion Fall Off
Level 2: Propulsion Jamming
Level 0: Propulsion Optimal Range
Level 0: Propulsion Stasis Strength
Level 0: Propulsion WS Strength
Level 1: Sensor Linking
Level 0: Signal Dispersion
Level 0: Signal Suppression
Level 1: Signature Analysis
Level 0: Signature Focusing
Level 3: Survey
Level 1: Target Painting
Level 4: Targeting
Level 0: Tournament Observation
Level 0: Turret Destabilization
Level 1: Weapon Disruption
Total Skillpoints in Group: 322,077
Engineering
Level 0: Advanced Energy Grid Upgrades
Level 0: Advanced Shield Upgrades
Level 0: Capital Energy Emission Systems
Level 0: Capital Shield Emission Systems
Level 0: Capital Shield Operation
Level 0: EM Shield Compensation
Level 3: Energy Emission Systems
Level 5: Energy Grid Upgrades
Level 4: Energy Management
Level 0: Energy Pulse Weapons
Level 4: Energy Systems Operation
Level 4: Engineering
Level 0: Explosive Shield Compensation
Level 0: Kinetic Shield Compensation
Level 0: Shield Compensation
Level 0: Shield Emission Systems
Level 0: Shield Management
Level 0: Shield Operation
Level 0: Shield Upgrades
Level 0: Tactical Shield Manipulation
Level 0: Thermic Shield Compensation
Total Skillpoints in Group: 754,284
Gunnery
Level 0: Advanced Weapon Upgrades
Level 0: Armor Breaching
Level 0: Capital Energy Turret
Level 0: Capital Hybrid Turret
Level 0: Capital Projectile Turret
Level 2: Controlled Bursts
Level 3: Gunnery
Level 0: Large Artillery Specialization
Level 0: Large Autocannon Specialization
Level 0: Large Beam Laser Specialization
Level 0: Large Blaster Specialization
Level 0: Large Energy Turret
Level 0: Large Hybrid Turret
Level 0: Large Projectile Turret
Level 0: Large Pulse Laser Specialization
Level 0: Large Railgun Specialization
Level 0: Medium Artillery Specialization
Level 0: Medium Autocannon Specialization
Level 0: Medium Beam Laser Specialization
Level 0: Medium Blaster Specialization
Level 0: Medium Energy Turret
Level 1: Medium Hybrid Turret
Level 0: Medium Projectile Turret
Level 0: Medium Pulse Laser Specialization
Level 0: Medium Railgun Specialization
Level 3: Motion Prediction
Level 0: Rapid Firing
Level 0: Sharpshooter
Level 0: Shield Piercing
Level 0: Small Artillery Specialization
Level 0: Small Autocannon Specialization
Level 0: Small Beam Laser Specialization
Level 0: Small Blaster Specialization
Level 0: Small Energy Turret
Level 3: Small Hybrid Turret
Level 0: Small Projectile Turret
Level 0: Small Pulse Laser Specialization
Level 0: Small Railgun Specialization
Level 0: Surgical Strike
Level 0: Tactical Weapon Reconfiguration
Level 0: Trajectory Analysis
Level 5: Weapon Upgrades
Total Skillpoints in Group: 547,582
Industry
Level 0: Advanced Mass Production
Level 0: Amarr Tech
Level 0: Arkonor Processing
Level 0: Bistot Processing
Level 0: Caldari Tech
Level 0: Crokite Processing
Level 0: Dark Ochre Processing
Level 0: Deep Core Mining
Level 0: Drug Manufacturing
Level 0: Gallente Tech
Level 0: Gas Cloud Harvesting
Level 0: Gas Harvesting
Level 0: Gneiss Processing
Level 0: Hedbergite Processing
Level 0: Hemorphite Processing
Level 0: Ice Harvesting
Level 0: Ice Processing
Level 0: Industrial Reconfiguration
Level 1: Industry
Level 0: Jaspet Processing
Level 0: Kernite Processing
Level 0: Mass Production
Level 0: Mercoxit Processing
Level 4: Mining
Level 0: Mining Upgrades
Level 0: Minmatar Tech
Level 0: Mobile Factory Operation
Level 0: Mobile Refinery Operation
Level 0: Omber Processing
Level 0: Ore Compression
Level 0: Plagioclase Processing
Level 0: Production Efficiency
Level 0: Pyroxeres Processing
Level 0: Refinery Efficiency
Level 2: Refining
Level 0: Scordite Processing
Level 0: Scrapmetal Processing
Level 0: Spodumain Processing
Level 0: Supply Chain Management
Level 0: Veldspar Processing
Total Skillpoints in Group: 47,050
Leadership
Level 0: Armored Warfare
Level 0: Armored Warfare Specialist
Level 0: Caldari Navy Doctrine
Level 0: Federation Navy Doctrine
Level 0: Fleet Command
Level 0: Imperial Navy Doctrine
Level 0: Information Warfare
Level 0: Information Warfare Specialist
Level 0: Leadership
Level 0: Mining Director
Level 0: Mining Foreman
Level 0: Minmatar Navy Doctrine
Level 0: Siege Warfare
Level 0: Siege Warfare Specialist
Level 0: Skirmish Warfare
Level 0: Skirmish Warfare Specialist
Level 0: Warfare Link Specialist
Level 0: Wing Command
Total Skillpoints in Group: 51
Learning
Level 4: Analytical Mind
Level 4: Clarity
Level 3: Eidetic Memory
Level 2: Empathy
Level 4: Focus
Level 4: Instant Recall
Level 4: Iron Will
Level 4: Learning
Level 3: Logic
Level 0: Presence
Level 5: Spatial Awareness
Total Skillpoints in Group: 757,965
Mechanic
Level 0: Advanced Hull Upgrades
Level 0: Armor Rigging
Level 0: Astronautics Rigging
Level 0: Battleship Construction
Level 0: Capital Remote Armor Repair Systems
Level 0: Capital Remote Hull Repair Systems
Level 0: Capital Repair Systems
Level 0: Capital Ship Construction
Level 0: Cruiser Construction
Level 0: Drones Rigging
Level 0: Electronic Superiority Rigging
Level 0: EM Armor Compensation
Level 0: Energy Weapon Rigging
Level 0: Explosive Armor Compensation
Level 0: Frigate Construction
Level 4: Hull Upgrades
Level 0: Hybrid Weapon Rigging
Level 0: Industrial Construction
Level 1: Jury Rigging
Level 0: Kinetic Armor Compensation
Level 0: Launcher Rigging
Level 4: Mechanic
Level 0: Mobile Repair Bay Operation
Level 0: Nanite Interfacing
Level 0: Nanite Operation
Level 0: Outpost Construction
Level 0: Projectile Weapon Rigging
Level 1: Remote Armor Repair Systems
Level 2: Remote Hull Repair Systems
Level 4: Repair Systems
Level 3: Salvaging
Level 0: Shield Rigging
Level 0: Structural Analyzis
Level 0: Tactical Logistics Reconfiguration
Level 0: Thermic Armor Compensation
Level 0: Titan Construction
Total Skillpoints in Group: 208,849
Missile Launcher Operation
Level 0: Bomb Deployment
Level 0: Citadel Cruise Missiles
Level 0: Citadel Torpedoes
Level 0: Cruise Missile Specialization
Level 0: Cruise Missiles
Level 0: Defender Missiles
Level 0: FoF Missiles
Level 0: Guided Missile Precision
Level 0: Heavy Assault Missile Specialization
Level 0: Heavy Assault Missiles
Level 0: Heavy Missile Specialization
Level 0: Heavy Missiles
Level 0: Missile Bombardment
Level 0: Missile Guidance
Level 0: Missile Launcher Operation
Level 0: Missile Projection
Level 0: Rapid Launch
Level 0: Rocket Specialization
Level 0: Rockets
Level 0: Standard Missile Specialization
Level 0: Standard Missiles
Level 0: Target Navigation Prediction
Level 0: Torpedo Specialization
Level 0: Torpedoes
Level 0: Warhead Upgrades
Total Skillpoints in Group: 0
Navigation
Level 0: Acceleration Control
Level 4: Afterburner
Level 0: Evasive Maneuvering
Level 0: Fuel Conservation
Level 1: High Speed Maneuvering
Level 0: Jump Drive Calibration
Level 0: Jump Drive Operation
Level 0: Jump Fuel Conservation
Level 4: Navigation
Level 4: Warp Drive Operation
Level 0: Warp Navigation
Total Skillpoints in Group: 137,031
Science
Level 0: Advanced Laboratory Operation
Level 0: Amarr Encryption Methods
Level 0: Amarrian Starship Engineering
Level 0: Archaeology
Level 0: Astrogeology
Level 0: Astrometric Acquisition
Level 0: Astrometric Pinpointing
Level 1: Astrometric Rangefinding
Level 1: Astrometrics
Level 0: Astronautic Engineering
Level 1: Biology
Level 0: Caldari Encryption Methods
Level 0: Caldari Starship Engineering
Level 0: Cloning Facility Operation
Level 1: Cybernetics
Level 0: Defensive Subsystem Technology
Level 0: Diagnostics Interfaces
Level 0: Doomsday Operation
Level 0: Duplicating
Level 0: Electromagnetic Physics
Level 0: Electronic Engineering
Level 0: Electronic Subsystem Technology
Level 0: Engineering Subsystem Technology
Level 0: Gallente Encryption Methods
Level 0: Gallentean Starship Engineering
Level 0: Genetic Engineering
Level 0: Graviton Physics
Level 0: Gunnery Interfaces
Level 0: Hacking
Level 0: High Energy Physics
Level 0: Hydromagnetic Physics
Level 0: Hypernet Science
Level 2: Infomorph Psychology
Level 0: Jump Portal Generation
Level 1: Laboratory Operation
Level 0: Laser Physics
Level 0: Mechanical Engineering
Level 0: Metallurgy
Level 0: Minmatar Encryption Methods
Level 0: Minmatar Starship Engineering
Level 0: Mnemonics
Level 0: Molecular Engineering
Level 0: Nanite Control
Level 0: Nanite Engineering
Level 0: Neurotoxin Recovery
Level 0: Nuclear Physics
Level 0: Offensive Subsystem Technology
Level 0: Plasma Physics
Level 0: Propulsion Subsystem Technology
Level 0: Quantum Physics
Level 0: Remote Interfaces
Level 1: Research
Level 0: Research Project Management
Level 0: Reverse Engineering
Level 0: Rocket Science
Level 4: Science
Level 0: Scientific Networking
Level 0: Sleeper Technology
Level 0: Takmahl Technology
Level 0: Talocan Technology
Level 0: Thermodynamics
Level 0: Yan Jung Technology
Total Skillpoints in Group: 50,920
Social
Level 0: Bounty Hunting
Level 0: Bureaucratic Connections
Level 0: Connections
Level 0: Criminal Connections
Level 0: DED Connections
Level 0: Diplomacy
Level 0: Fast Talk
Level 0: Financial Connections
Level 0: High Tech Connections
Level 0: Labor Connections
Level 0: Media
Level 0: Military Connections
Level 0: Negotiation
Level 0: Political Connections
Level 1: Social
Level 0: Trade Connections
Total Skillpoints in Group: 250
Spaceship Command
Level 0: Advanced Spaceship Command
Level 0: Amarr Battleship
Level 0: Amarr Carrier
Level 0: Amarr Cruiser
Level 0: Amarr Dreadnought
Level 0: Amarr Freighter
Level 0: Amarr Frigate
Level 0: Amarr Industrial
Level 0: Amarr Strategic Cruiser
Level 0: Amarr Titan
Level 0: Assault Ships
Level 3: Battlecruisers
Level 0: Black Ops
Level 0: Bombers
Level 0: Caldari Battleship
Level 0: Caldari Carrier
Level 0: Caldari Cruiser
Level 0: Caldari Dreadnought
Level 0: Caldari Freighter
Level 4: Caldari Frigate
Level 0: Caldari Industrial
Level 0: Caldari Strategic Cruiser
Level 0: Caldari Titan
Level 0: Capital Industrial Ships
Level 0: Capital Ships
Level 0: Carriers
Level 0: Command Ships
Level 0: Concord
Level 0: Covert Ops
Level 1: Destroyers
Level 0: Electronic Attack Ships
Level 0: Exhumers
Level 0: Flagships
Level 5: Gallente Battleship
Level 0: Gallente Carrier
Level 4: Gallente Cruiser
Level 0: Gallente Dreadnought
Level 0: Gallente Freighter
Level 4: Gallente Frigate
Level 1: Gallente Industrial
Level 0: Gallente Strategic Cruiser
Level 0: Gallente Titan
Level 0: Heavy Assault Ships
Level 0: Heavy Interdictors
Level 0: Industrial Command Ships
Level 0: Interceptors
Level 0: Interdictors
Level 0: Jove Battleship
Level 0: Jove Cruiser
Level 0: Jove Frigate
Level 0: Jove Industrial
Level 0: Jump Freighters
Level 0: Logistics
Level 0: Marauders
Level 0: Mining Barge
Level 0: Minmatar Battleship
Level 0: Minmatar Carrier
Level 0: Minmatar Cruiser
Level 0: Minmatar Dreadnought
Level 0: Minmatar Freighter
Level 0: Minmatar Frigate
Level 0: Minmatar Industrial
Level 0: Minmatar Strategic Cruiser
Level 0: Minmatar Titan
Level 0: Omnipotent
Level 0: Polaris
Level 0: Recon Ships
Level 5: Spaceship Command
Level 0: Transport Ships
Total Skillpoints in Group: 2,760,800
Subsystems
Level 0: Amarr Defensive Systems
Level 0: Amarr Electronic Systems
Level 0: Amarr Engineering Systems
Level 0: Amarr Offensive Systems
Level 0: Amarr Propulsion Systems
Level 0: Caldari Defensive Systems
Level 0: Caldari Electronic Systems
Level 0: Caldari Engineering Systems
Level 0: Caldari Offensive Systems
Level 0: Caldari Propulsion Systems
Level 0: Gallente Defensive Systems
Level 0: Gallente Electronic Systems
Level 0: Gallente Engineering Systems
Level 0: Gallente Offensive Systems
Level 0: Gallente Propulsion Systems
Level 0: Minmatar Defensive Systems
Level 0: Minmatar Electronic Systems
Level 0: Minmatar Engineering Systems
Level 0: Minmatar Offensive Systems
Level 0: Minmatar Propulsion Systems
Total Skillpoints in Group: 0
Trade
Level 0: Accounting
Level 0: Black Market Trading
Level 0: Broker Relations
Level 0: Consumable Freight
Level 0: Contracting
Level 0: Corporation Contracting
Level 0: Daytrading
Level 0: Drone Freight
Level 0: General Freight
Level 0: Hazardous Material Freight
Level 0: Margin Trading
Level 0: Marketing
Level 0: Mineral Freight
Level 0: Munitions Freight
Level 0: Procurement
Level 0: Raw Material Freight
Level 0: Retail
Level 0: Smuggling
Level 0: Starship Freight
Level 0: Tax Evasion
Level 0: Test
Level 0: TEST TRADE SKILL
Level 1: Trade
Level 0: Tycoon
Level 0: Visibility
Level 0: Wholesale
Total Skillpoints in Group: 250
Total Skillpoints: 8,989,165
Total Number of Skills: 93
Skills at Level 1: 28
Skills at Level 2: 7
Skills at Level 3: 9
Skills at Level 4: 24
Skills at Level 5: 10
Still tempted to reroll, heh. Will probably just create an alt to do the tutorial... Not sure.
First thing you should do is fix those learning skills though, Learning should be V and the rest should all be IV
The more I look at my avatar the less I'm annoyed by it, and apparently for $10 I can just have CCP fix it.
How long does 8mil SP take to regain?
Gallente Battleship V for one, thats huge, you could probably step straight back into a Dominix for some ratting. You also have decent drone skills, and decent fitting skills too (Electronics V, for example) and of your fitting skills that aren't at V, most are at IV.
Eidetic Memory IV (3 days, 4 hours, 39 minutes, 22 seconds)
Instant Recall V (5 days, 18 hours, 23 minutes, 35 seconds)
Analytical Mind V (5 days, 12 hours, 44 minutes, 39 seconds)
Learning V (5 days, 10 hours, 5 minutes, 22 seconds)
Logic V (15 days, 8 hours, 26 minutes, 7 seconds)
Eidetic Memory V (15 days, 15 hours, 39 minutes, 34 seconds)
Iron Will V (5 days, 29 minutes, 40 seconds)
Empathy III (3 hours, 45 minutes, 54 seconds)
Empathy IV (21 hours, 18 minutes, 2 seconds)
Empathy V (5 days, 29 minutes, 40 seconds)
Clarity V (15 days, 8 hours, 26 minutes, 7 seconds)
Presence I (31 minutes, 42 seconds)
Presence II (2 hours, 21 minutes, 7 seconds)
Presence III (12 hours, 44 minutes, 17 seconds)
Presence IV (2 days, 21 hours, 7 minutes, 7 seconds)
Presence V (15 days, 15 hours, 39 minutes, 34 seconds)
Focus V (16 days, 6 hours, 59 minutes, 33 seconds)
Total time: 115 days, 22 hours, 50 minutes, 53 seconds
You can also skip the Empathy and Presence skills as Charisma doesn't have a whole lot of use.
Personally I'd figure out what I want to do. Your character is already capable of flying some pretty mean ships. If I was you I'd finish up Engineering, Repair Systems, Hull Upgrades, Energy Management, and Mechanic all to V.
My major worry last time I played was that I really had no luck with Drone combat. I might give it another try, at least while I train up some other way of making red things go boom.
Is Jove or Jobe or whatnot still merchant central? I need to replace, well, everything. I figure I'll spin my heels doing missions and other highsec content until MerchI opens for reinvites.
Jita is the main one, but out in Gallente space there's Oursalaeart which is a big hub.
Does Goonfleet / MerchI have a newbie chat channel that we can talk on in game outside of corpchat?
http://eve.battleclinic.com/loadout/6323-Vexor-Level-2-Mission-Boat.html
Medium rigs are cheap, use them once you get in a groove. Capacitor Control Circuits or something, whatever. Once you're cap stable stick on an afterburner and you can kite tough rats and let your drones kill them.
Don't rely on battleclinic for fits. There are some steaming piles on there... this one isn't awful but it's hard to mess the Vexor up.
That fit... doesn't look very good. I would replace one of the cap rechargers with an afterburner, and replace the RT plate with an EANM. You shouldn't use both a plate and an armor repairer; focus on one or another. If you want to get slightly more tanking ability for more effort, replace both EANM with mission or rat appropriate armor hardeners. You will of course get better tanking ability if you can upgrade the tanking mods to T2, and they're pretty cheap (~1M).
LODRA has a help channel solohelp which is open to the public. I'm not really sure how active it is, but it's serious, non-scam answers only, so if you get advice there it should be decent
Damage Controls don't get paired with reppers? I was under the impression it was worth it to include a DCII over a mission specfic hardener, along with 2 EANMs + a repper if you were doing all kinds of missions and weren't sure what kind of damage to harden against.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
What exactly *is* passive tanking anyway? is that simply having enough armor and resistances to survive whatever they throw at you for long enough to kill them yourself, while active tanking is making sure you can repair faster than they can hit?
I haven't done lower level missions in a while, but higher level missions typically only have 2 damage types so if you just have all the hardeners in your bay it's mostly a matter of switching 1 or 2 out between missions.
Yes.
Though, it generally is done while shield tanking since your shields naturally regen. So the point there is to increase your shield buffer and/or increase your shield recharge rate to the point that its passive regeneration is higher than the DPS coming in. Drakes are really amazing passive shield tanking machines.
It can work for armor tanking, but in that case it's entirely a factor of your buffer and you'd be going for more DPS so you can kill things faster.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
ie, if you're just tanking rats for a mining op, you want your tank to be cap stable but not necessarily while running the guns as you may not want to kill the rats.
While mission running, you'd aim to have your ship be cap stable while tank and guns are both running. When people say their fitting is cap stable at x%, do they mean with all modules or just necessary ones?
My Harbinger running l2s is cap stable with guns + AB running, and cap stable with AB + repper running, but only holds out for 5m or so with guns and tank running.
I think I kind of lost my point somewhere, but I've heard a lot of praise for the Apocalypse battleship is due to the fact that it is generally cap stable at somewhere around 30-40% cap, when people say that do they mean with the tank and guns running?
Generally, you just want your repper on when you need it (your armor's low), get it up to a certain point, turn off the repper to regen cap, turn it back on when the armor's low again.
I would personally aim to ensure that I'm cap stable with my guns and AB on because otherwise I'd be in a bit of trouble.
And this really only applies to missions. If you're only doing ratting, cap stability isn't terribly important since you aren't going to be fighting all that many rats at once and you'll be wanting to kill them as quick as possible to maximize your return, plus you'll be regening cap as you move from belt to belt.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Hm, The layout is pretty similar to what I remember using when I was using a Dominix last year. Although I do remember having armor hardeners as well in the pile.
I would think that passive armor tanking doesn't work due to a lack of regen? Or is the idea to get to 100% resistance or something?
Edit: In addition I'm using drones for dps, so my cap doesn't matter at all for DPS. Although I really would like to migrate towards a more active form of DPS.
I haven't touched rigs at all. They're those odd "not high/med/low" slots that everyone wanted salvaged gear for, right? What all do they do?
The idea is to increase your buffer (your Effective Hit Point Total, gained through pure HP and resistance) to a point where you kill the rats faster than they can cut through said buffer.
The theory is similar to the theory behind fleets (prior to recently) having Doomsday-fit setups, where the battleships would have 1-2 armor plates to ensure that they could passively survive a DD hit: they increase their hit point buffer to the point that the DD doesn't kill them before they're able to inflict strategic damage.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Rigs just buff your ship in some ways while having a drawback in others. It's typically something like a 10-15% bonus to something, depending on the right, with a 5-10% (depending on skills) negative in something else. The negatives usually aren't that bad.
Just don't buy Tech II Rigs because they are expensive as fuck. Plus, you can't remove rigs. Once you install them they can only be destroyed to clear the slot, unlike a regular module. Hence Tech II Rigs being annoying as hell unless you're awash in cash.
Tech 1 Rig are affordable though, and from what I understand poking around after resubbing is that they dropped in price which is nice. I like not spending 20m on a single rig anymore.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12