Skill list if you want to be good at combat

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Hehulk
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Skill list if you want to be good at combat

Post by Hehulk »

ok, there's little doubt I'll miss something, but hopefully this should be fairly complete:

High Lv ships skills:
This doesn't mean that you have to be in a Battleship or something, but that if you want to fly frigates or cruisers, get the skills up to lv 4 or 5, so you get a better bonus.

Specialist gunnery skills:
Rapid Fire, Motion Prediction, Sharpshooter, Surgical Strike and Trajectory Analysis all help the amound of damage your doing, either by raising your tracking speed, your rate of fire or the damage mod on the guns.
Controlled Burst is very useful if you use anything other than projectial guns or missiles as it reduced the amount of capasitor you need to fine each gun once.

Primary weapon skills:
Gunnery, Missile Launcher Operation and the skills to use the varity of guns and missiles are key as without them you can't use bigger and better guns. Always try to keep these at lv4, even if that does take a couple of days.

Support skils:
Enginnering, Electronics, Targeting, Energy Grid Upgrades, Shield Compensation, Shield Management, Shield Operation, Tatical Shield Operation, Hull Upgrades, Repair Systems, Mechanic, Navigation, Afterburner, Evasive Maneuvering, Acceleration Control, Warp Drive Operation (Phew) are all very useful as either boosting your ships other atributes (extra CPU, more arour/shield, beter shield recharge rate and so no) or allowing you access to what I would consider the basic set of support modules. Train these at your leasure, but do train them as it's worth the time.


Final bit of aadvice is get as much combat experience as you can. Learn what range your guns do the most damage at, become one with your capasitor so you know when to run what modules, what types of ammo suit your style of play, as their all difference. some boost your range, other cut it in half, so if, for example, you want to hit at range, you would use an ammo type that gave you a -50% range bonus.

Hope that helps, and if you guys feel like it sicky this. Might prove useful.

Edit: Added some skills. Highlighted in italics
Last edited by Hehulk on September 23rd, 2006, 1:40, edited 3 times in total.
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Post by Dog Pants »

Woo! Soon I will be all teh hard. Maybe.

Nicely done :thumbsup: :D :thumbsup:
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Post by Joose »

top job sah. stickified.
Anhamgrimmar
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Post by Anhamgrimmar »

[EDIT] Please ignore this if you already have these skills, but i think its of enough worth to bring up again{EDIT}also, seing as how i think this guid is either just pre RMR, or just post RMR (Red Moon Rising, it was the big eve patch before the current one,which is dragon))

i feel it would be worth mentioning the resistance skills. if you have either hull mods lvl 4 (for armour) or sheild ops lvl4 (for sheilds)

I only found out about em recently, but he above skills give you a %5 bonus per level to your resists. might not sound like much, but when you are scrabling for the isks for a true sansha sheild hardner, or a domination armour hardner, these might make the decision a little cheaper for ya,,,,
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Post by friznit »

Not sure if it's true for armour, but Shield Compensation skills only effect passive hardeners, or active ones when they're turned off. They'd surely make a passive tank worth looking at again though
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Post by eRabbit »

friznit wrote:Not sure if it's true for armour, but Shield Compensation skills only effect passive hardeners, or active ones when they're turned off. They'd surely make a passive tank worth looking at again though
It's the same for armour, they don't effect active hardeners when they're active. Although it now means that with the armour comp skills to a decent level and 2 energized adaptive nano membranes you can get close to 50% bonus to all resists.
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