I know this is a little late, but if you want to make the skill plan, just drag the fitting to the skill plan, where all the skills will be, and then it will automatically put all the skills needed to fly the fitting. all you need to do is adjust the skills so you can fly the fitting at maximum efficiency. Really useful when I make my own personal plans.
Benzie, 'pro tip', in the fitting window, click the button to the right of the Browse button. "Copy All Skills to Clipboard" - then create a new skill plan in Skill Plans - Personal Plans, paste skills from clipboard. Track that plan and it'll show you how close you are to flying it at any given point. It's also a guilt trip when you drag over non-planned skills to train ahead of it. :-P
Mastery is a nice direction for most ships. But as your showed. Minmatar can use guns, missles, armor and shield. that makes it so much harder. great video!
Yeah, easy to get lost in the branches of that particular tree, but also it's a good idea to get a good wide spread of your basic fitting skills, a few of the Magic 14, whilst you figure out what you want to do. Then specialise as shown here. Then if you specialise again into something similar, you'll eventually start covering everything you need.
Thank you for elaborating the mastery stuff, having a hard time explaining that to other players sometimes, yes its not that complicated but well we all have our stubborn moments sometimes right? Now i can just send them a link to one of your amazing videos :)
Haha thank you, and yeah, we've had that conversation before: "Yes, I know it's part of the mastery, but is it a skill you actually need and benefits you??"
Would still love a vid on how to figure out approximately the minimum required ship to do a given activity. Can I take an omen to do L4 missions, or a C3 wh? Does that combat anomaly in my system need a frigate or a battleship?
@@captainbenzie I think you can make a video about when to use what kind of size of ship. You dont even have to go into all the different activities. But you can look at what the enemy types are. amount: many/few size: frigates, cruisers or battleships speed: long travel or not. Types of guns on your ship: small/medium/large guns, depending on enemy type incoming damage: can use eve uni and such to see howmuch you need to tank And then finalise with an activity, applying the learned skills.
If you're moving to a t2 version of a ship that you already have a good fit for, copy it to the clipboard, paste into notepad and just change the ship name to the T2, or faction, whatever. Then slam it back into the game with import from clipboard, easy and quick and you just have to do minimal changes
Just stick with the basics. As it all depends on what it is you want too do.. Everything from Trading, Mining, Research, Cargo Moving etc.. They all produce an income. But require skills based on that choice..
08:30 Given the example ship and its fit, the shield compensation skills he scrolled over and mentioned are not beneficial at all. But I guess he meant that figuratively.
With over 225 millions skill points.... I still don't know what I should be training, so don't worry, most of us don't. Make sure you fly it and learn how to fly it though.
It's absolutely not and I literally explain that in this and my "Magic 14 is a lie" video. Plenty of skills in the M14 that folks don't need to prioritise.
@@captainbenzie Select a couple of things you want to do and choose one faction that suits you best to get what you want. Want mining, huffing? Get a barge for Hisec and the exploration frigates for dangerous space with the correct support skills for fits that work there. Exploration? Maybe start with an astero as it is very easy to skill into, but aim to go for the t2's so you limit your risks in dangerous space. Want pvp? Select the suitable weapon type and ships that have attributes for those weapons. Stick with 1 or 2 weapon types first and expand later. If alpha, get at least 1 LARGE variant so Praxis/Gnosis can be properly fit. You will be able to actually help out your friends if you fit those properly and the requirements are superlow. And now for the main course, the magic 14, for EVERYTHING above, you will want lvl4 of all magic 14 skills at bare minimum, there are awesome fittings that require only a cheap cpu or power implant to fly, but you'll need the magic 14 high enough to reduce cpu and power cost for modules aswell as a few rigging skills that counter drawbacks of rigs. Your ship will not perform as you'd want otherwise. Prioritize a few ships first and knock the required skills off for 1 of them, then the next etc. Want to do PI/industry? You'll be focussing on haulers for sure.
I know this is a little late, but if you want to make the skill plan, just drag the fitting to the skill plan, where all the skills will be, and then it will automatically put all the skills needed to fly the fitting. all you need to do is adjust the skills so you can fly the fitting at maximum efficiency. Really useful when I make my own personal plans.
Excellent tip! Pinned!
Benzie, 'pro tip', in the fitting window, click the button to the right of the Browse button. "Copy All Skills to Clipboard" - then create a new skill plan in Skill Plans - Personal Plans, paste skills from clipboard. Track that plan and it'll show you how close you are to flying it at any given point. It's also a guilt trip when you drag over non-planned skills to train ahead of it. :-P
Great tip!!
Omg thank you
Mastery is a nice direction for most ships.
But as your showed. Minmatar can use guns, missles, armor and shield. that makes it so much harder. great video!
Thank you!
Yes finding this out real quick you have to get it right, so many base skills are needed then to specialize on fits/equip the skill tree is daunting.
Yeah, easy to get lost in the branches of that particular tree, but also it's a good idea to get a good wide spread of your basic fitting skills, a few of the Magic 14, whilst you figure out what you want to do. Then specialise as shown here. Then if you specialise again into something similar, you'll eventually start covering everything you need.
Thank you for elaborating the mastery stuff, having a hard time explaining that to other players sometimes, yes its not that complicated but well we all have our stubborn moments sometimes right? Now i can just send them a link to one of your amazing videos :)
Haha thank you, and yeah, we've had that conversation before: "Yes, I know it's part of the mastery, but is it a skill you actually need and benefits you??"
Since you are no longer on Echoes does that mean we get more EO vids :D
Yup
@captainbenzie Great. I have never ever been interested in Echos. Been playing EO since 2009.
Would still love a vid on how to figure out approximately the minimum required ship to do a given activity. Can I take an omen to do L4 missions, or a C3 wh? Does that combat anomaly in my system need a frigate or a battleship?
There's no shortcut to this, sadly, but it is a good topic for a video.
@@captainbenzie I think you can make a video about when to use what kind of size of ship.
You dont even have to go into all the different activities.
But you can look at what the enemy types are.
amount: many/few
size: frigates, cruisers or battleships
speed: long travel or not.
Types of guns on your ship: small/medium/large guns, depending on enemy type
incoming damage: can use eve uni and such to see howmuch you need to tank
And then finalise with an activity, applying the learned skills.
If you're moving to a t2 version of a ship that you already have a good fit for, copy it to the clipboard, paste into notepad and just change the ship name to the T2, or faction, whatever. Then slam it back into the game with import from clipboard, easy and quick and you just have to do minimal changes
Great tip!
Theres no reason to do all that you can just simualte the fit you allready have and just change the name and save
@@Chevalier_knight I just had a look and that doesn't work. I think you misunderstood the outcome.
@@gankmarvin i just did it as i read this comment my guess is youre doing something wrong
@@Chevalier_knight take me through it step by step in detail
If you remove something from the skill que that's partially trained do you lose the sp if you put it back in later?
No, the SP remains. Think of it like a jug of water, however full it was when you put it on the shelf, it will still be when you take it out again
@captainbenzie awesome thanks o7
Just stick with the basics. As it all depends on what it is you want too do.. Everything from Trading, Mining, Research, Cargo Moving etc.. They all produce an income. But require skills based on that choice..
Of course
08:30 Given the example ship and its fit, the shield compensation skills he scrolled over and mentioned are not beneficial at all. But I guess he meant that figuratively.
Correct
With over 225 millions skill points.... I still don't know what I should be training, so don't worry, most of us don't. Make sure you fly it and learn how to fly it though.
Exactly this!!
magic 14 is the answer :)
It is not. Its good, but not the answer.
It's absolutely not and I literally explain that in this and my "Magic 14 is a lie" video. Plenty of skills in the M14 that folks don't need to prioritise.
@@captainbenzie Select a couple of things you want to do and choose one faction that suits you best to get what you want. Want mining, huffing? Get a barge for Hisec and the exploration frigates for dangerous space with the correct support skills for fits that work there. Exploration? Maybe start with an astero as it is very easy to skill into, but aim to go for the t2's so you limit your risks in dangerous space. Want pvp? Select the suitable weapon type and ships that have attributes for those weapons. Stick with 1 or 2 weapon types first and expand later. If alpha, get at least 1 LARGE variant so Praxis/Gnosis can be properly fit. You will be able to actually help out your friends if you fit those properly and the requirements are superlow.
And now for the main course, the magic 14, for EVERYTHING above, you will want lvl4 of all magic 14 skills at bare minimum, there are awesome fittings that require only a cheap cpu or power implant to fly, but you'll need the magic 14 high enough to reduce cpu and power cost for modules aswell as a few rigging skills that counter drawbacks of rigs. Your ship will not perform as you'd want otherwise. Prioritize a few ships first and knock the required skills off for 1 of them, then the next etc.
Want to do PI/industry? You'll be focussing on haulers for sure.