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Judge my Agony Skill Plan


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#1 Ro Jo

Ro Jo

Posted 21 February 2009 - 10:13 AM

Hi, I made this with the EVE-MON skill planner. It is designed to provide the quickest ways to allow minimum requirements for Agony classes, including PVP Wolfpack, PVP Advanced, Flyby, Bombers, Covert Ops and Fleet Command, in that order. I designed so I could gain certification as quickly as possible. Cybernetics was added because I plan on purchasing the best implants to put in jump clones, which will be rotated during non-pvp time periods. Take a look and tell me what you think.

Skill plan for Ro Jo

1. Eidetic Memory III (10 hours, 51 minutes, 36 seconds; Start: 2/21/2009 5:12:47 AM; Finish: 2/21/2009 4:04:23 PM)
2. Logic II (2 hours, 20 minutes, 37 seconds; Start: 2/21/2009 4:04:23 PM; Finish: 2/21/2009 6:25:00 PM)
3. Logic III (12 hours, 42 minutes, 13 seconds; Start: 2/21/2009 6:25:00 PM; Finish: 2/22/2009 7:07:14 AM)
4. Iron Will III (4 hours, 8 minutes, 51 seconds; Start: 2/22/2009 7:07:14 AM; Finish: 2/22/2009 11:16:06 AM)
5. Empathy III (4 hours, 8 minutes, 51 seconds; Start: 2/22/2009 11:16:06 AM; Finish: 2/22/2009 3:24:58 PM)
6. Iron Will IV (23 hours, 27 minutes, 58 seconds; Start: 2/22/2009 3:24:58 PM; Finish: 2/23/2009 2:52:56 PM)
7. Empathy IV (23 hours, 27 minutes, 58 seconds; Start: 2/23/2009 2:52:56 PM; Finish: 2/24/2009 2:20:55 PM)
8. Focus I (51 minutes, 26 seconds; Start: 2/24/2009 2:20:55 PM; Finish: 2/24/2009 3:12:21 PM; 5,000,000 ISK)
9. Presence I (46 minutes, 17 seconds; Start: 2/24/2009 3:12:21 PM; Finish: 2/24/2009 3:58:39 PM; 5,000,000 ISK)
10. Focus II (3 hours, 35 minutes, 37 seconds; Start: 2/24/2009 3:58:39 PM; Finish: 2/24/2009 7:34:16 PM)
11. Clarity II (2 hours, 27 minutes; Start: 2/24/2009 7:34:16 PM; Finish: 2/24/2009 10:01:17 PM)
12. Presence II (3 hours, 16 minutes; Start: 2/24/2009 10:01:17 PM; Finish: 2/25/2009 1:17:18 AM)
13. Focus III (18 hours, 28 minutes, 41 seconds; Start: 2/25/2009 1:17:18 AM; Finish: 2/25/2009 7:46:00 PM)
14. Clarity III (12 hours, 58 minutes, 26 seconds; Start: 2/25/2009 7:46:00 PM; Finish: 2/26/2009 8:44:27 AM)
15. Science III (2 hours, 53 minutes, 57 seconds; Start: 2/26/2009 8:44:27 AM; Finish: 2/26/2009 11:38:24 AM)
16. Cybernetics I (27 minutes, 46 seconds; Start: 2/26/2009 11:38:24 AM; Finish: 2/26/2009 12:06:11 PM; 75,000 ISK)
17. Cybernetics II (2 hours, 9 minutes, 22 seconds; Start: 2/26/2009 12:06:11 PM; Finish: 2/26/2009 2:15:33 PM)
18. Cybernetics III (12 hours, 11 minutes, 44 seconds; Start: 2/26/2009 2:15:33 PM; Finish: 2/27/2009 2:27:18 AM)
19. Cybernetics IV (2 days, 20 hours, 59 minutes, 26 seconds; Start: 2/27/2009 2:27:18 AM; Finish: 3/1/2009 11:26:44 PM)
20. Cybernetics V (16 days, 6 hours, 16 minutes, 6 seconds; Start: 3/1/2009 11:26:44 PM; Finish: 3/18/2009 5:42:51 AM)
21. Presence III (16 hours, 56 minutes, 18 seconds; Start: 3/18/2009 5:42:51 AM; Finish: 3/18/2009 10:39:09 PM)
22. Propulsion Jamming II (53 minutes, 2 seconds; Start: 3/18/2009 10:39:09 PM; Finish: 3/18/2009 11:32:12 PM)
23. Propulsion Jamming III (12 hours, 11 minutes, 44 seconds; Start: 3/18/2009 11:32:12 PM; Finish: 3/19/2009 11:43:56 AM)
24. Afterburner III (3 hours, 54 minutes, 30 seconds; Start: 3/19/2009 11:43:56 AM; Finish: 3/19/2009 3:38:27 PM)
25. Sensor Linking II (2 hours, 9 minutes, 22 seconds; Start: 3/19/2009 3:38:27 PM; Finish: 3/19/2009 5:47:49 PM)
26. Sensor Linking III (12 hours, 11 minutes, 44 seconds; Start: 3/19/2009 5:47:49 PM; Finish: 3/20/2009 5:59:33 AM)
27. Target Painting II (2 hours, 9 minutes, 22 seconds; Start: 3/20/2009 5:59:33 AM; Finish: 3/20/2009 8:08:55 AM)
28. Target Painting III (12 hours, 11 minutes, 44 seconds; Start: 3/20/2009 8:08:55 AM; Finish: 3/20/2009 8:20:40 PM)
29. Weapon Upgrades II (1 hour, 22 minutes, 56 seconds; Start: 3/20/2009 8:20:40 PM; Finish: 3/20/2009 9:43:36 PM)
30. Weapon Upgrades III (7 hours, 49 minutes, 3 seconds; Start: 3/20/2009 9:43:36 PM; Finish: 3/21/2009 5:32:40 AM)
31. Long Range Targeting III (8 hours, 7 minutes, 48 seconds; Start: 3/21/2009 5:32:40 AM; Finish: 3/21/2009 1:40:28 PM)
32. Weapon Disruption II (2 hours, 9 minutes, 22 seconds; Start: 3/21/2009 1:40:28 PM; Finish: 3/21/2009 3:49:51 PM)
33. Weapon Disruption III (12 hours, 11 minutes, 44 seconds; Start: 3/21/2009 3:49:51 PM; Finish: 3/22/2009 4:01:35 AM)
34. Electronic Warfare II (1 hour, 26 minutes, 15 seconds; Start: 3/22/2009 4:01:35 AM; Finish: 3/22/2009 5:27:51 AM)
35. Electronic Warfare III (8 hours, 7 minutes, 48 seconds; Start: 3/22/2009 5:27:51 AM; Finish: 3/22/2009 1:35:40 PM)
36. Sharpshooter II (1 hour, 28 minutes, 1 second; Start: 3/22/2009 1:35:40 PM; Finish: 3/22/2009 3:03:41 PM)
37. Sharpshooter III (8 hours, 17 minutes, 46 seconds; Start: 3/22/2009 3:03:41 PM; Finish: 3/22/2009 11:21:27 PM)
38. Small Railgun Specialization I (28 minutes, 20 seconds; Start: 3/22/2009 11:21:27 PM; Finish: 3/22/2009 11:49:48 PM; 1,000,000 ISK)
39. Destroyers II (1 hour, 28 minutes, 1 second; Start: 3/22/2009 11:49:48 PM; Finish: 3/23/2009 1:17:49 AM)
40. Destroyers III (8 hours, 17 minutes, 46 seconds; Start: 3/23/2009 1:17:49 AM; Finish: 3/23/2009 9:35:35 AM)
41. Motion Prediction I (18 minutes, 51 seconds; Start: 3/23/2009 9:35:35 AM; Finish: 3/23/2009 9:54:27 AM)
42. Motion Prediction II (1 hour, 28 minutes, 1 second; Start: 3/23/2009 9:54:27 AM; Finish: 3/23/2009 11:22:28 AM)
43. Motion Prediction III (8 hours, 17 minutes, 46 seconds; Start: 3/23/2009 11:22:28 AM; Finish: 3/23/2009 7:40:14 PM)
44. Rapid Firing I (18 minutes, 51 seconds; Start: 3/23/2009 7:40:14 PM; Finish: 3/23/2009 7:59:05 PM)
45. Rapid Firing II (1 hour, 28 minutes, 1 second; Start: 3/23/2009 7:59:05 PM; Finish: 3/23/2009 9:27:07 PM)
46. Rapid Firing III (8 hours, 17 minutes, 46 seconds; Start: 3/23/2009 9:27:07 PM; Finish: 3/24/2009 5:44:53 AM)
47. Missile Bombardment III (8 hours, 17 minutes, 46 seconds; Start: 3/24/2009 5:44:53 AM; Finish: 3/24/2009 2:02:39 PM)
48. Missile Bombardment IV (1 day, 22 hours, 55 minutes, 56 seconds; Start: 3/24/2009 2:02:39 PM; Finish: 3/26/2009 12:58:36 PM)
49. Missile Bombardment V (11 days, 1 hour, 29 minutes, 19 seconds; Start: 3/26/2009 12:58:36 PM; Finish: 4/6/2009 2:27:56 PM)
50. Missile Projection II (2 hours, 56 minutes; Start: 4/6/2009 2:27:56 PM; Finish: 4/6/2009 5:23:56 PM)
51. Missile Projection III (16 hours, 35 minutes, 34 seconds; Start: 4/6/2009 5:23:56 PM; Finish: 4/7/2009 9:59:30 AM)
52. Target Navigation Prediction III (8 hours, 17 minutes, 46 seconds; Start: 4/7/2009 9:59:30 AM; Finish: 4/7/2009 6:17:17 PM)
53. Bomb Deployment I (37 minutes, 47 seconds; Start: 4/7/2009 6:17:17 PM; Finish: 4/7/2009 6:55:04 PM; 8,000,000 ISK)
54. Bomb Deployment II (2 hours, 56 minutes; Start: 4/7/2009 6:55:04 PM; Finish: 4/7/2009 9:51:04 PM)
55. Bomb Deployment III (16 hours, 35 minutes, 34 seconds; Start: 4/7/2009 9:51:04 PM; Finish: 4/8/2009 2:26:39 PM)
56. Bomb Deployment IV (3 days, 21 hours, 51 minutes, 53 seconds; Start: 4/8/2009 2:26:39 PM; Finish: 4/12/2009 12:18:33 PM)
57. Electronics Upgrades II (1 hour, 26 minutes, 15 seconds; Start: 4/12/2009 12:18:33 PM; Finish: 4/12/2009 1:44:48 PM)
58. Electronics Upgrades III (8 hours, 7 minutes, 48 seconds; Start: 4/12/2009 1:44:48 PM; Finish: 4/12/2009 9:52:37 PM)
59. Electronics Upgrades IV (1 day, 21 hours, 59 minutes, 37 seconds; Start: 4/12/2009 9:52:37 PM; Finish: 4/14/2009 7:52:15 PM)
60. Electronics Upgrades V (10 days, 20 hours, 10 minutes, 44 seconds; Start: 4/14/2009 7:52:15 PM; Finish: 4/25/2009 4:02:59 PM)
61. Covert Ops I (42 minutes, 5 seconds; Start: 4/25/2009 4:02:59 PM; Finish: 4/25/2009 4:45:05 PM; 4,000,000 ISK)
62. Covert Ops II (3 hours, 16 minutes; Start: 4/25/2009 4:45:05 PM; Finish: 4/25/2009 8:01:05 PM)
63. Covert Ops III (18 hours, 28 minutes, 42 seconds; Start: 4/25/2009 8:01:05 PM; Finish: 4/26/2009 2:29:48 PM)
64. Missile Launcher Operation V (5 days, 12 hours, 44 minutes, 39 seconds; Start: 4/26/2009 2:29:48 PM; Finish: 5/2/2009 3:14:27 AM)
65. Heavy Missiles II (2 hours, 12 minutes; Start: 5/2/2009 3:14:27 AM; Finish: 5/2/2009 5:26:28 AM)
66. Heavy Missiles III (12 hours, 26 minutes, 40 seconds; Start: 5/2/2009 5:26:28 AM; Finish: 5/2/2009 5:53:08 PM)
67. Cruise Missiles I (47 minutes, 14 seconds; Start: 5/2/2009 5:53:08 PM; Finish: 5/2/2009 6:40:23 PM; 350,000 ISK)
68. Cruise Missiles II (3 hours, 40 minutes, 1 second; Start: 5/2/2009 6:40:23 PM; Finish: 5/2/2009 10:20:25 PM)
69. Cruise Missiles III (20 hours, 44 minutes, 26 seconds; Start: 5/2/2009 10:20:25 PM; Finish: 5/3/2009 7:04:51 PM)
70. Sensor Linking IV (2 days, 20 hours, 59 minutes, 26 seconds; Start: 5/3/2009 7:04:51 PM; Finish: 5/6/2009 4:04:18 PM)
71. Electronics V (5 days, 10 hours, 5 minutes, 22 seconds; Start: 5/6/2009 4:04:18 PM; Finish: 5/12/2009 2:09:40 AM)
72. Signal Suppression I (46 minutes, 17 seconds; Start: 5/12/2009 2:09:40 AM; Finish: 5/12/2009 2:55:58 AM; 800,000 ISK)
73. Signal Suppression II (3 hours, 35 minutes, 37 seconds; Start: 5/12/2009 2:55:58 AM; Finish: 5/12/2009 6:31:36 AM)
74. Signal Suppression III (20 hours, 19 minutes, 33 seconds; Start: 5/12/2009 6:31:36 AM; Finish: 5/13/2009 2:51:09 AM)
75. Evasive Maneuvering II (1 hour, 22 minutes, 56 seconds; Start: 5/13/2009 2:51:09 AM; Finish: 5/13/2009 4:14:06 AM)
76. Evasive Maneuvering III (7 hours, 49 minutes, 3 seconds; Start: 5/13/2009 4:14:06 AM; Finish: 5/13/2009 12:03:09 PM)
77. Cloaking I (55 minutes, 33 seconds; Start: 5/13/2009 12:03:09 PM; Finish: 5/13/2009 12:58:42 PM; 3,500,000 ISK)
78. Cloaking II (4 hours, 18 minutes, 44 seconds; Start: 5/13/2009 12:58:42 PM; Finish: 5/13/2009 5:17:27 PM)
79. Cloaking III (1 day, 23 minutes, 28 seconds; Start: 5/13/2009 5:17:27 PM; Finish: 5/14/2009 5:40:56 PM)
80. Caldari Frigate V (10 days, 18 hours, 31 minutes, 58 seconds; Start: 5/14/2009 5:40:56 PM; Finish: 5/25/2009 12:12:54 PM)
81. Covert Ops IV (4 days, 8 hours, 31 minutes, 53 seconds; Start: 5/25/2009 12:12:54 PM; Finish: 5/29/2009 8:44:47 PM)
82. Covert Ops V (24 days, 15 hours, 18 minutes, 57 seconds; Start: 5/29/2009 8:44:47 PM; Finish: 6/23/2009 12:03:45 PM)
83. Cloaking IV (5 days, 17 hours, 58 minutes, 53 seconds; Start: 6/23/2009 12:03:45 PM; Finish: 6/29/2009 6:02:38 AM)
84. Warp Drive Operation IV (22 hours, 6 minutes, 44 seconds; Start: 6/29/2009 6:02:38 AM; Finish: 6/30/2009 4:09:23 AM)
85. Evasive Maneuvering IV (1 day, 20 hours, 13 minutes, 29 seconds; Start: 6/30/2009 4:09:23 AM; Finish: 7/2/2009 12:22:52 AM)
86. Navigation IV (20 hours, 56 minutes, 22 seconds; Start: 7/2/2009 12:22:52 AM; Finish: 7/2/2009 9:19:15 PM)
87. Astrometrics I (27 minutes, 46 seconds; Start: 7/2/2009 9:19:15 PM; Finish: 7/2/2009 9:47:01 PM; 450,000 ISK)
88. Astrometrics II (2 hours, 9 minutes, 22 seconds; Start: 7/2/2009 9:47:01 PM; Finish: 7/2/2009 11:56:24 PM)
89. Astrometrics III (12 hours, 11 minutes, 44 seconds; Start: 7/2/2009 11:56:24 PM; Finish: 7/3/2009 12:08:08 PM)
90. Astrometrics IV (2 days, 20 hours, 59 minutes, 26 seconds; Start: 7/3/2009 12:08:08 PM; Finish: 7/6/2009 9:07:35 AM)
91. Signal Acquisition I (1 hour, 14 minutes, 4 seconds; Start: 7/6/2009 9:07:35 AM; Finish: 7/6/2009 10:21:39 AM; 450,000 ISK)
92. Signal Acquisition II (5 hours, 44 minutes, 57 seconds; Start: 7/6/2009 10:21:39 AM; Finish: 7/6/2009 4:06:37 PM)
93. Signal Acquisition III (1 day, 8 hours, 31 minutes, 20 seconds; Start: 7/6/2009 4:06:37 PM; Finish: 7/8/2009 12:37:57 AM)
94. Astrometric Pinpointing I (46 minutes, 17 seconds; Start: 7/8/2009 12:37:57 AM; Finish: 7/8/2009 1:24:15 AM; 450,000 ISK)
95. Astrometric Pinpointing II (3 hours, 35 minutes, 37 seconds; Start: 7/8/2009 1:24:15 AM; Finish: 7/8/2009 4:59:53 AM)
96. Astrometric Pinpointing III (20 hours, 19 minutes, 33 seconds; Start: 7/8/2009 4:59:53 AM; Finish: 7/9/2009 1:19:26 AM)
97. Astrometric Triangulation I (46 minutes, 17 seconds; Start: 7/9/2009 1:19:26 AM; Finish: 7/9/2009 2:05:44 AM; 450,000 ISK)
98. Astrometric Triangulation II (3 hours, 35 minutes, 37 seconds; Start: 7/9/2009 2:05:44 AM; Finish: 7/9/2009 5:41:21 AM)
99. Astrometric Triangulation III (20 hours, 19 minutes, 33 seconds; Start: 7/9/2009 5:41:21 AM; Finish: 7/10/2009 2:00:55 AM)
100. Leadership I (14 minutes, 1 second; Start: 7/10/2009 2:00:55 AM; Finish: 7/10/2009 2:14:57 AM; 20,000 ISK)
101. Leadership II (1 hour, 5 minutes, 22 seconds; Start: 7/10/2009 2:14:57 AM; Finish: 7/10/2009 3:20:19 AM)
102. Leadership III (6 hours, 9 minutes, 31 seconds; Start: 7/10/2009 3:20:19 AM; Finish: 7/10/2009 9:29:51 AM)
103. Leadership IV (1 day, 10 hours, 50 minutes, 37 seconds; Start: 7/10/2009 9:29:51 AM; Finish: 7/11/2009 8:20:29 PM)
104. Leadership V (8 days, 5 hours, 6 minutes, 19 seconds; Start: 7/11/2009 8:20:29 PM; Finish: 7/20/2009 1:26:48 AM)
105. Skirmish Warfare I (28 minutes, 3 seconds; Start: 7/20/2009 1:26:48 AM; Finish: 7/20/2009 1:54:51 AM; 75,000 ISK)
106. Skirmish Warfare II (2 hours, 10 minutes, 41 seconds; Start: 7/20/2009 1:54:51 AM; Finish: 7/20/2009 4:05:33 AM)
107. Skirmish Warfare III (12 hours, 19 minutes, 6 seconds; Start: 7/20/2009 4:05:33 AM; Finish: 7/20/2009 4:24:40 PM)
108. Armored Warfare I (28 minutes, 3 seconds; Start: 7/20/2009 4:24:40 PM; Finish: 7/20/2009 4:52:43 PM; 100,000 ISK)
109. Armored Warfare II (2 hours, 10 minutes, 41 seconds; Start: 7/20/2009 4:52:43 PM; Finish: 7/20/2009 7:03:25 PM)
110. Armored Warfare III (12 hours, 19 minutes, 6 seconds; Start: 7/20/2009 7:03:25 PM; Finish: 7/21/2009 7:22:32 AM)
111. Siege Warfare I (28 minutes, 3 seconds; Start: 7/21/2009 7:22:32 AM; Finish: 7/21/2009 7:50:35 AM; 100,000 ISK)
112. Siege Warfare II (2 hours, 10 minutes, 41 seconds; Start: 7/21/2009 7:50:35 AM; Finish: 7/21/2009 10:01:17 AM)
113. Siege Warfare III (12 hours, 19 minutes, 6 seconds; Start: 7/21/2009 10:01:17 AM; Finish: 7/21/2009 10:20:24 PM)
114. Information Warfare I (28 minutes, 3 seconds; Start: 7/21/2009 10:20:24 PM; Finish: 7/21/2009 10:48:27 PM; 100,000 ISK)
115. Information Warfare II (2 hours, 10 minutes, 41 seconds; Start: 7/21/2009 10:48:27 PM; Finish: 7/22/2009 12:59:09 AM)
116. Information Warfare III (12 hours, 19 minutes, 6 seconds; Start: 7/22/2009 12:59:09 AM; Finish: 7/22/2009 1:18:16 PM)

116 skills; Total time: 151 days, 8 hours, 5 minutes, 29 seconds; Completion: 7/22/2009 1:18:16 PM; Cost: 29,920,000 ISK
N.B. Skill costs are based on CCP's database and are indicative only


Shopping list for Ro Jo

1. Focus (1 hour, 6 minutes, 8 seconds; Start: 2/21/2009 5:00:26 AM; Finish: 2/21/2009 6:06:34 AM; 5,000,000 ISK)
2. Presence (53 minutes, 25 seconds; Start: 2/21/2009 6:06:34 AM; Finish: 2/21/2009 6:59:59 AM; 5,000,000 ISK)
3. Cybernetics (30 minutes, 51 seconds; Start: 2/21/2009 6:59:59 AM; Finish: 2/21/2009 7:30:51 AM; 75,000 ISK)
4. Small Railgun Specialization (33 minutes, 52 seconds; Start: 2/21/2009 7:30:51 AM; Finish: 2/21/2009 8:04:44 AM; 1,000,000 ISK)
5. Bomb Deployment (45 minutes, 10 seconds; Start: 2/21/2009 8:04:44 AM; Finish: 2/21/2009 8:49:54 AM; 8,000,000 ISK)
6. Covert Ops (54 minutes, 27 seconds; Start: 2/21/2009 8:49:54 AM; Finish: 2/21/2009 9:44:22 AM; 4,000,000 ISK)
7. Cruise Missiles (56 minutes, 27 seconds; Start: 2/21/2009 9:44:22 AM; Finish: 2/21/2009 10:40:49 AM; 350,000 ISK)
8. Signal Suppression (51 minutes, 26 seconds; Start: 2/21/2009 10:40:49 AM; Finish: 2/21/2009 11:32:15 AM; 800,000 ISK)
9. Cloaking (1 hour, 1 minute, 43 seconds; Start: 2/21/2009 11:32:15 AM; Finish: 2/21/2009 12:33:59 PM; 3,500,000 ISK)
10. Astrometrics (30 minutes, 51 seconds; Start: 2/21/2009 12:33:59 PM; Finish: 2/21/2009 1:04:51 PM; 450,000 ISK)
11. Signal Acquisition (1 hour, 22 minutes, 18 seconds; Start: 2/21/2009 1:04:51 PM; Finish: 2/21/2009 2:27:09 PM; 450,000 ISK)
12. Astrometric Pinpointing (51 minutes, 26 seconds; Start: 2/21/2009 2:27:09 PM; Finish: 2/21/2009 3:18:36 PM; 450,000 ISK)
13. Astrometric Triangulation (51 minutes, 26 seconds; Start: 2/21/2009 3:18:36 PM; Finish: 2/21/2009 4:10:02 PM; 450,000 ISK)
14. Leadership (22 minutes, 2 seconds; Start: 2/21/2009 4:10:02 PM; Finish: 2/21/2009 4:32:05 PM; 20,000 ISK)
15. Skirmish Warfare (44 minutes, 5 seconds; Start: 2/21/2009 4:32:05 PM; Finish: 2/21/2009 5:16:10 PM; 75,000 ISK)
16. Armored Warfare (44 minutes, 5 seconds; Start: 2/21/2009 5:16:10 PM; Finish: 2/21/2009 6:00:16 PM; 100,000 ISK)
17. Siege Warfare (44 minutes, 5 seconds; Start: 2/21/2009 6:00:16 PM; Finish: 2/21/2009 6:44:21 PM; 100,000 ISK)
18. Information Warfare (44 minutes, 5 seconds; Start: 2/21/2009 6:44:21 PM; Finish: 2/21/2009 7:28:27 PM; 100,000 ISK)

18 skills; Total time: 14 hours, 28 minutes, 1 second; Completion: 2/21/2009 7:28:27 PM; Cost: 29,920,000 ISK
N.B. Skill costs are based on CCP's database and are indicative only


The goal after this is to start looking more at either leadership skills or heading down the path of capital ship skills, which will be another huge undertaking too.
Interstellar Overdrive
[link=http://www.agony-unleashed.com//e107_plugins/forum/forum_viewtopic.php?115505]BASIC - 1403091800[/link]
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Tactical Noob Assassins!

#2 Spinward

Spinward

Posted 21 February 2009 - 11:49 AM

Sorry mate but that's just a bit too much for us to give you a detailed evaluation. It looks ok but try to do a few things very well rather than train everything at once. Find a niche that you enjoy and play it for a while. There are quite a few guide sites on the web.
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#3 Azual

Azual

Posted 21 February 2009 - 12:19 PM

I think the intention it for it just to include all the skills he needs to take all the classes (e.g. small railgun spec 1 so he can do flybys, covops so he can do covops, cruise missiles so he can do bombers, etc).

That said, I'm not sure that's a good idea unless this is an alt created purely to take Agony classes and nothing else. While you've got the required skills there to participate in all the classes, those aren't the skills you'll want for a general PvP character - You'll likely want to focus much more on your core skills (things like capacitor skills, shield/armour skills, fitting skills) since these make you more effective in every ship, and support skills specific to the kind of ships you're enjoying flying.

So, for just checking off all the 'skill requirement' boxes to get on all the Agony classes (or rather past classes, since which classes we run are always open to change) then yes, it does that.

For a PvP skill plan which is just geared towards Agony's style, I'd say what Spin said, it's trying to do everything, and it's leaving some big holes in the middle.
Ex-Director of PVP-Uni, Eve Blogger and author of The Altruist
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#4 Spinward

Spinward

Posted 21 February 2009 - 12:39 PM

I think the intention it for it just to include all the skills he needs to take all the classes (e.g. small railgun spec 1 so he can do flybys, covops so he can do covops, cruise missiles so he can do bombers, etc).

That said, I'm not sure that's a good idea unless this is an alt created purely to take Agony classes and nothing else. While you've got the required skills there to participate in all the classes, those aren't the skills you'll want for a general PvP character - You'll likely want to focus much more on your core skills (things like capacitor skills, shield/armour skills, fitting skills) since these make you more effective in every ship, and support skills specific to the kind of ships you're enjoying flying.

So, for just checking off all the 'skill requirement' boxes to get on all the Agony classes (or rather past classes, since which classes we run are always open to change) then yes, it does that.

For a PvP skill plan which is just geared towards Agony's style, I'd say what Spin said, it's trying to do everything, and it's leaving some big holes in the middle.


You're right Azual; he'll end up with a terrible toon if he follows this plan.
Posted Image

#5 Nius Kincaid

Nius Kincaid
  • Pip

Posted 21 February 2009 - 06:02 PM

If I were to make one recommendation it would be to get cybernetics 1 now, that will at least let you put up to the +3 attribute implants in your head right now, or whichever implants you can afford that will help you move your training along a bit quicker. Then you might want to focus on stuff like getting engineering V, mechanic V, weapon upgrades IV, Shield upgrades IV, energy systems upgrades IV, hull upgrades IV a Those would give you a bit more cpu, powergrid, armor and structure out of whatever ship you're piloting, also allowing you to fit a few t2 modules if you were so inclined, as well as moving you towards being able to pilot assualt frigates. Ok thats 2 reccommendations, lets make it 3. the third would be pick a ship, or ship class you are comfortable with flying and work towards filling out the skills and support skills that would complement that class of ships best allowing you to become more proficient in that role. Of course the learning skills are great for speeding things up. My experiance with the first time I played eve is I got burnt out and bored just skilling up all my learning skills without seeing any improvement in the other skills, so you may want to mix in a few training cycles in between training the learning skills, thats of course up to you, maybe you're more pacient then I was.
Posted Image

#6 Ro Jo

Ro Jo

Posted 21 February 2009 - 10:22 PM

Yep, it was just basically meeting the requirements for all the Agony classes going in fastest possible order. But the real goal is to join Agony and be able to contribute to the corp as best I can. I want to be a great PvP pilot, so if you have any recommendations on things to train up, or a potential roles that Agony may be in need of that I can train for. For now I do plan on sticking with the learning plan, cept I will do the Cybernetics suggestion too, that was a good tip. I'm trying to be responsible and resist training fun skills before doing the ones that'll benefit most in the long run. Keyword = 'Trying'
Interstellar Overdrive
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Tactical Noob Assassins!

#7 Tank Charlie

Tank Charlie

Posted 21 February 2009 - 11:29 PM

To take a step back a little then ... what do YOU like to do while flying? Do you want to be a support pilot who acts as a force multiplier, or are you more inclined to be the one man killing machine that can also go roaming with a small gang? Judging by the skill plan, I would guess that you're Caldari (based on the railgun training, it's either that or Gallente). You're early enough into things that you can cross train into another race if that suits your fancy better. If you're new enough that you're unsure really what part of PVP gets you most excited, then definitely train up the basic skills needed for PVP-Basic, and come fly with us, as a first time student at first, following up as an alumni on future classes. You can get a lot of experience in a lot of different roles, before committing to going down a covops path, if you decide that you'd rather be jamming or running skirmisher. I'll second Nius suggestion to get cybernetics 1 out of the way for implants, to help speed up the training process. I'm a big fan of getting the learning skills out of the way first, but also understand the desire to fly something new/shiny, so mix it up a little ... see what attributes you need in order to train up the next gun or ship, and knock those out along with the weapon/ship skills. Set smaller goals, as things are bound to change as you get more pvp experience in game, and that way you'll still have accomplished some of your earlier goals while adapting to new interests and new goals. Just my $0.02 worth.

#8 Azual

Azual

Posted 21 February 2009 - 11:56 PM

Skill plan for being able to contribute to an agony gang: Racial frigate lv 3 Afterburner lv 1 Propulsion Jamming lv 1 Ok that's simplified a little, but seriously, you don't need to be able to do everything to give a significant contribution to a gang. Aside from the basic skills mentioned there, I'd recommend focusing on 2 things: 1) Core skills. i.e. Skills which improve all round fitting, tanking, navigation, etc. 2) What interests you! Almost every ship performs a valuable role in a gang (well, maybe not a mining barge), so go for what interests you and what suits the play style you want. If you're patient and don't care about getting the kills yourself, everyone loves a covops pilot (apart from the enemy). If you like really fast paced combat, maybe train for interceptors and skirmishing. If you just like blowing stuff up, focus on spaceship command and gunnery (or missiles?) and just stick to straight up combat ships. You get the idea, I hope.
Ex-Director of PVP-Uni, Eve Blogger and author of The Altruist
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#9 Aether

Aether

Posted 22 February 2009 - 12:19 AM

Yep, it was just basically meeting the requirements for all the Agony classes going in fastest possible order. But the real goal is to join Agony and be able to contribute to the corp as best I can. I want to be a great PvP pilot, so if you have any recommendations on things to train up, or a potential roles that Agony may be in need of that I can train for.


You are also risking spreading yourself too thin. It is better to specialize in few roles, than trying to fill in too many or overly specializing in just one role so consider narrowing down what you're trying to train for. :)

I'd say the Covops skills you will find to be quite useful, but as leadership skills go if you are a new player it will be a while until you really need them. I'd suggest waiting on them and instead training more skirmishing/tackling related skills. Even if you take the Fleet Command seminar being a good FC is much more a matter of your knowledge of game mechanics and ability to make that right decision quickly than any seminar you'd take - it is not at all dependent on your character's skills unlike scanning or tackling for example.

Also taking advanced learning skills to level IV actually pays off faster than Cybernetics V - takes 8 months for these levels to pay off, while Cybernetics take 9.5 months for you to regain the time you spent on its training. This is only if you spend entire time in your +5 clone which means that for those 9 months you either have to be risking your new +5 set in pvp or not pvp at all. And of course if you jump out into combat clone to pvp then it will take even longer for this skill to pay off. Its payoff time doesn't span your entire skill plan which is only 5 months, meaning that by including Cybernetics V you're actually setting this plan behind by about a week.
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it was only yesterday's sacrifices that made today's disappointments possible
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#10 Ro Jo

Ro Jo

Posted 23 February 2009 - 06:42 AM

I very much agree after reading this the best idea would be to wait until after BASIC to develop a true skill plan to follow, because I am new and don't know the best path to follow. My goals for now are to become a quality member of Agony and develop many skills in PvP to assist the corp as best I can. For now, because of being new, I have a strong urge to feel needed by other players just to have a little more purpose within EVE. I'm going to work on those learning skills, the basic ones I have to 4 already, and currently training up the next level to 5, more likely 4 and I guess developing the basic skills then at that point...like you guys suggested. Covert Ops sounded very cool to me, but I don't know enough about it yet, and the training is somewhat intense. I'll try to throw together another skill plan in the coming days and see if you guys approve. Lookin forward to hopefully flying with you guys soon. -Rojo
Interstellar Overdrive
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Tactical Noob Assassins!

#11 Baka Lakadaka

Baka Lakadaka

Posted 23 February 2009 - 07:04 AM

Your best bet to becoming a good Agony member is to not develop bad habits. Take a look at the minimum skills for Basic (as you've done) and where is says something like 1+ or 2+, don't be afraid to go for the + up to 4........I wouldn't train too much to 5 just yet, unless it's a pre-req for something else. Also look at your support skills - engineering, electronics, tanking, etc. Then the last thing you need to do is fly in Basic and Alumni gangs, this will give you a very good feel for what you want to do. That's the most important thing - to choose what you want to do - even if it's just for the short term.
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#12 Mystique Raven

Mystique Raven

Posted 23 February 2009 - 07:18 AM

Alternate learning skills with frig \ core skills (mechanic / shield /drone navigation) Training learning is dead boring and your doing it for a while. It makes a huge difference but when your sitting there going I can't fit this or this crap or this it gets anoying Stay away from +5 implants isk is going to be your bigest problem to overcome. +3s are fairly cheap, and if you accidently forget you were in your good clone your not going to EMO rage quit. No need to go out and buy a whole set right away look at eve mon and see what 2 you need first Always buy from NPC orders (skills, BPOs etc) (364 day orders) do a search on eve-central to see where it is sold Spend a weekend in Jita ( don't buy anything ) see how many differnt scams you can spot in local. Hint 85%+ Insurance and PVP go very well together avoid T2 ( despite what everyone says about how cheap it is ) there is a big difference in loosing a 1M ship 4 times a day when your learning and loosing a 20M ship 4 times the T1 ships can be a ton of fun. yes T2 is cool and you can do alot more but if you don't have the skills not much point spending the cash Also you will be much more willing to try new tatics in a t1 ship. sometimes you will get owned but you should always lean from it. Don't rush into flying a ship that you are not ready to fly. too many people in this game think a BS is the endgame and rush into it without the proper skills. Learn to fly what you can well (also enjoy flying that) and it will only get better when your in T2 a BS that can only fit frigate guns will cause you to be mocked repeatedly even after you have been playing the game years .... corpmates like to play remember when..... Covert ops are worth it once your ready I would prob make that the first T2 ship you jump into once your ready This all depends on your play style but they are very useful. Assault ships are prob 2nd on the list. Always always always update your clone. Put post-it note on your monitor. Train your pet Parot to remind you when you start cursing, what ever works for you. On isk making Try mining in a frigate for 2 hours Run through level 1 missions for a weekend (avoid worlds colide) then go out and use one of your alt slots to build a trade alt. give the alt 20 milion and spend the weekend trying to see how much isk you can turn it into.

#13 Simon Weston

Simon Weston

Posted 23 February 2009 - 10:29 AM

Seriously I think I'd abandon the whole plan if I were you. For example you don't need the electronic warfare skills unless you plan to fly a Griffin and/or Blackbird. ECM modules are very rarely used in other ships, though some people do use them in stealth bombers... On the other hand, don't train Cov-Ops to V, unless you really, really like flying Cov-Ops. It gives you an advantage to scanning speed (something that may well be irrelevant after the next patch), and allows you to fit the ship slightly better. But you can be a really good Cov-Ops pilot without it, so it's something to do only if you fly a Cov-Ops all the time, really like it, and have no other skills that you really want next.

So I'd suggest you pick a few ships that you want to try, and train for them. You don't even need to take the skills for any module past I or II, unless you like it, and want to fly it more. Sure you won't be particularly well skilled in a ship, but you'll then have a feel for what it's like, and can decide whether you want to dedicate more training time afterwards.

Things like target painters aren't really needed at all for basic. By all means train it to I, 'just in case', if you can afford the skill book (it's only 20 minutes for level 1 after all), but there's no reason to even bother training it at all, unless you have a use for the skill. Personally I trained everything I could imagine using to I, and 2 years later I still only have small lasers and target painting to level I - and I've never used either... 8)

The way I did things (and there are plenty of others) was to have a long learning skill to run overnight and while I was at work, and then train a few short skills while I was playing. That way, every day I played, there was something else I could do, but I was still advancing my learning skills reasonably quickly, so that training was also getting noticeably faster. If you can organise your plan (and finances) so that you can have implants early on in the process and so the skills are organised efficiently, then all the better.

Have plenty of fun. If you can also organise things so you train at peak efficiency too, then so much the better, and you can feel satisfied or even pleasantly smug about it. But don't lose sight of having fun, or training those skills will become just a drag.

My first favourite ships were the Blackbird the Thorax and the Rifter. I still fly all of those in PVP now. And I'm still not fully skilled in the Thorax (I can't fit the T2 guns), but it's good fun PVP. With 3rd best named guns and modules, plus insurance it's also cheap PVP.
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#14 Atlas Elestra

Atlas Elestra

Posted 24 February 2009 - 03:41 AM

Early on focusing on fitting skills is a good way to go as well... Engineering, Electronics for PW and CPU. Weapons Upgrade and Advanced Weapons Upgrade lower CPU and PW reqs of weapons, Navagation for speed, Evasive Manuvering for acceleration and agility, Signature Analysis, improves locking time. Mechanic for Structure and Hull Upgrades for Armor, Shield Managment for Shields. Energy Managment for Capicitory Capacity and Energy Systems for Capicitor Recharge. There are some others that reduce CPU or PG needs for certain groups of Modules those can be helpful as well.
"Pods are the Chewy center of the ship. Mmmm Good."

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