Basic skills for all characters should be at level IV.
Skill Name - [Bonus per level of skill] (Eg: Level IV Electronics gives 20% more CPU.)
* Electronics:
o 1. Electronics [+5% CPU]
o 2. Targeting [Extra target]
* Engineering:
o 3. Engineering [+5% Power Grid]
o 4. Energy Management [+5% Capacitor Power]
o 5. Energy Systems Operation [+5% Capacitor Recharge]
o 6. Shield Management [+5% Sheild Points]
o 7. Shield Operations [+5% Shield Recharge]
* Mechanic: [+5% Hull HP]
o 8. Mechanic [+5% Hull HP]
o 9. Hull Upgrades [+5% Armor Points]
* Navigation: [+5% Velocity]
o 10. Navigation [+5% Velocity]
o 11. Afterburner [+10% longer AB useage]
o 12. Warp Drive Operations [+5% less cap needed to warp]
* Spaceship Command:
o 13. Spaceship Command [+2% Agility]
o 14. [Racial specific] Frigate
o 15. Destroyers
o 16. [Racial specific] Industrial
o 17. [Racial specific] Cruiser [Racial specific]
Simply having the required skills for the hull of a ship isn't enough to "pilot the ship well" or even safely! A Cruiser using Small Blasters to fight off Drones is good tactics. A Cruiser using Small Blaster since that's all the pilot can use is an insurance payment waiting to happen!
1: Use Co-Processors in your low slots for more CPU.
2: Total targets locked = 2 + Targetting Skill, Max of Ship Limit, usually good training just to III, for a max of 5 targets
3: Use Power Diag Systems (>=5%) or Reactor Control Units (+10%) in your low slots for more Power Grid. Engineering IV for Shield Hardeners. Engineering V is required for Assault Frigates.
4: Energy Management IV is required for Mirco Aux Power Cores (+10 MW - use on ships whose Power Grid < 100 ie. frigates).
9: Allows use of Expanded Cargoholds. Hull Upgrades IV is required for Armor Hardeners, Hull Upgrades V for Tech 2 Armor Hardeners.
10: Navigation IV required for Micro-Warp Drives (MWD).
11: 1MN = Frigate/Destroyer, 10MN = Cruiser/Industrial/Battlecruiser, 100MN = Battleship. Afterburner IV is required for Tech 2 Afterburners.
13: Agility is how quickly your ship turns. Spaceship Command III is required for Industrials.
14: First skill to train! [Racial specific] - means Amarr, Caldari, Gallente or Minmatar. {Race} Frigate III allows access to "Tier 3" frigates, your best first ship. {Race} Frigate V required for Tech 2 frigates.
16: Common Industrials used: Bestower (Amarr Industrial II), Mammoth (Minmatar Industrial IV) and Iteron Mk. V (Gallente Industrial V)
Skill Name - [Bonus per level of skill] (Eg: Level IV Electronics gives 20% more CPU.)
* Electronics:
o 1. Electronics [+5% CPU]
o 2. Targeting [Extra target]
* Engineering:
o 3. Engineering [+5% Power Grid]
o 4. Energy Management [+5% Capacitor Power]
o 5. Energy Systems Operation [+5% Capacitor Recharge]
o 6. Shield Management [+5% Sheild Points]
o 7. Shield Operations [+5% Shield Recharge]
* Mechanic: [+5% Hull HP]
o 8. Mechanic [+5% Hull HP]
o 9. Hull Upgrades [+5% Armor Points]
* Navigation: [+5% Velocity]
o 10. Navigation [+5% Velocity]
o 11. Afterburner [+10% longer AB useage]
o 12. Warp Drive Operations [+5% less cap needed to warp]
* Spaceship Command:
o 13. Spaceship Command [+2% Agility]
o 14. [Racial specific] Frigate
o 15. Destroyers
o 16. [Racial specific] Industrial
o 17. [Racial specific] Cruiser [Racial specific]
Simply having the required skills for the hull of a ship isn't enough to "pilot the ship well" or even safely! A Cruiser using Small Blasters to fight off Drones is good tactics. A Cruiser using Small Blaster since that's all the pilot can use is an insurance payment waiting to happen!
1: Use Co-Processors in your low slots for more CPU.
2: Total targets locked = 2 + Targetting Skill, Max of Ship Limit, usually good training just to III, for a max of 5 targets
3: Use Power Diag Systems (>=5%) or Reactor Control Units (+10%) in your low slots for more Power Grid. Engineering IV for Shield Hardeners. Engineering V is required for Assault Frigates.
4: Energy Management IV is required for Mirco Aux Power Cores (+10 MW - use on ships whose Power Grid < 100 ie. frigates).
9: Allows use of Expanded Cargoholds. Hull Upgrades IV is required for Armor Hardeners, Hull Upgrades V for Tech 2 Armor Hardeners.
10: Navigation IV required for Micro-Warp Drives (MWD).
11: 1MN = Frigate/Destroyer, 10MN = Cruiser/Industrial/Battlecruiser, 100MN = Battleship. Afterburner IV is required for Tech 2 Afterburners.
13: Agility is how quickly your ship turns. Spaceship Command III is required for Industrials.
14: First skill to train! [Racial specific] - means Amarr, Caldari, Gallente or Minmatar. {Race} Frigate III allows access to "Tier 3" frigates, your best first ship. {Race} Frigate V required for Tech 2 frigates.
16: Common Industrials used: Bestower (Amarr Industrial II), Mammoth (Minmatar Industrial IV) and Iteron Mk. V (Gallente Industrial V)