(Draiv Solregard's Exploration guide is subject to change, based on updated information, new information, expansions, and the apocalypse. If you notice any errors in this guide, wait for your booster side effects to subside. If the error is still there let me know and I'll look into it.)
Skills
These are the skills you will need to fit the
modules and use the ships that will make you an effective "explorer".
Eve is different than other MMOs in that the skill system
or leveling system is actually done in real time and has no bearing on how much
you play. As such to arrive at the point
where your skills will make you effective will take awhile, but fear not
because though your skills impede your progress that doesn't mean you should
not explore. One should not put off
doing something and always wait for that next skill, if you do, you'll never
play the game. But there is plenty of
experience and practice that you can gain while you wait for skills to finish
training.
The skills which I recommend are for a brand new, never
trained character so you may have several of these skills already trained. I also do not include all the little support
skills that may also prove to be of benefit, the skills which are presented are
very focused towards the "exploration" profession.
Now then, your capsuleer is fresh out of the vat and
you're ready to brave this new world and you are 100% sure that you want
to be an explorer. Go do the starting tutorials. After which the first thing you are going to
do is a neural remap, this will help accelerate your training time. Now remaps are not given out like candy, you
start with 2 and are given 1 extra remap every year. So if you are unsure, DON'T do a remap, it
becomes more important later though when skills start taking days to train, but
for this first bit it's alright to wait until you feel more comfortable.
When you do the remap make sure your attributes look like
this:
Skills correlate to two attributes, the higher those attributes the faster you will learn the skill. The majority of the following skills are based off Intelligence and Memory, so we want to raise those as high as we can.
Since you've done the tutorials and have some cash under your belt, as well as some ships and other skill books; if I list a skill you don't have you will have to purchase it, but you should have plenty of ISK to afford it. So the following list will be formatted by listing the skill name and then the level to which it should be trained to.
Since you've done the tutorials and have some cash under your belt, as well as some ships and other skill books; if I list a skill you don't have you will have to purchase it, but you should have plenty of ISK to afford it. So the following list will be formatted by listing the skill name and then the level to which it should be trained to.
The absolute basics:
·
Electronics Upgrades III
·
Survey III
·
Hacking I
·
Archaeology I
These are the minimum skills required to even equip data
and relic analyzers without these you'll just look at the data and relic sites
as pretty scenic locations. With these
skills at this level you will have trouble completing sites, but you can keep
practicing for when you're skills catch up.
The thinking skill:
·
Cybernetics IV
This skill is for learning implants and to be able to
equip scanning implants which help find sites easier. With the first level you can plug in a +3 attribute enhancing implant. Bringing this skill to level IV will allow you to use +4 attribute enhancing implants which reduces training time even more.
The fledgling "explorer":
·
Mechanics III
·
Jury Rigging I
·
Afterburner III
·
High Speed Maneuvering I
·
Hacking III
·
Archaeology III
·
Astrometrics IV
·
(Faction Frigate) IV
·
Astrometric Rangefinding III
·
Astrometric Pinpointing III
·
Astrometric Acquisition III
This is where you'll actually start to be able to be
effective, sites will become easier to scan down and hacking attempts will be
more successful. This skill set also
provides you with the ability to fit hacking rigs and a microwarpdrive which
will be a saving grace with sites where the hacking containers are spread
further than 20 km apart.
The advanced "explorer":
·
Hacking IV
·
Archaelogy IV
·
Astrometric Rangefinding IV
·
Astrometric Pinpointing IV
·
Astrometric Acquisition IV
·
High Speed Maneuvering III
·
(Faction Frigate) V
·
Electronics Upgrades V
·
Covert Ops IV
·
Cloaking IV
Your scanning skills are now up to snuff where you
shouldn't have an issue with a lot of the sites, but low and null will still
throw curve balls at you. The Covert Ops
ship which you have moved into will greatly enhance your ability at hacking and
surviving. At this point in time, you
can subsist pretty reasonably on what you can scavenge from sites with these
skills.
The elite "explorer":
·
Hacking V
·
Archaeology V
·
Astrometrics V
·
Astrometric Pinpointing V
·
Astrometric Acquisition V
·
Covert Ops V
·
Astrometric Rangefinding V
This will top off your exploration oriented skills and
allow you to use tech II modules. The
benefit these provide is vastly superior to their basic counterparts and are
well worth the training time investment.
If you have no wish to do all of these skills, at least do Hacking and
Archaeology to V if you plan on sticking with exploration, the benefit they
provide is substantial.
Helpful exploration skills:
·
Biology
·
Thermodynamics
Re: Cybernetics.
ReplyDeleteA small correction: the attribute-boosting implants you can use are +1 through +3 at Cybernetics 1, then +4 at Cyber 4, and +5 at Cyber 5.
Since you have aimed this section at an EVE beginner, it is probably worth covering exactly which learning implants he wants. Might also want to add a mention here on implants that are useful for dedicated exploring characters.
Thanks, I thought I had listed the implants, and it seems I misread some information on skill requirements for some implants, so I'll update that.
DeleteOne skill you did not mention which is certainly of use if you are going to attempt to evade gankers is Evasive Maneuvering. I'd suggest level 3/4/5 for beginner/advanced/elite. Most of the navigation skills are at least moderately useful to the explorer.
ReplyDeleteI was specifically avoiding a lot of very useful skills and trying to focus on specifics which I consider essential.
DeleteMy main goal was not to overwhelm a new player with tons of different skills. There are a ton of skills that support exploration but are not essential and some which are useful no matter what, "Evasive Maneuvering" as you mentioned.
I only mention Biology and Thermodynamics because they could be a little ambiguous on why they would be useful, and they are included at the end for a reason.
Thanks for taking the time to comment, maybe I'll have to do another guide on skills. :)