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5/10/2013

Skill training - Implants, Boosters, and Remaps

I wanted to write an article to inform players about many of the details regarding skill training. While this may seem like basic knowledge for many players, there are various things overlooked when creating an alternate character. The four day skill plan for cyno alts will also be mentioned in this article, so that you can create these alts as quickly as possible; thus allowing you to get back to your normal EVE life.




Alt characters and accounts are quite common in the EVE universe, as they allow a player to train a completely different skill set, without holding them back from another. Cynosural alt characters are another reason for doing such, as well as pilots to sit in certain stations to buy/sell from without having to be their personally. Many people are not aware of some of the benefits new pilots can obtain, so this article is being written.


Implants

One thing that is overlooked, are the attributes. Each implant gives 60SP/hour for every +1 to the primary attribute, and 30/SP an hour per +1 to the secondary attribute. So if you're creating an alt you want to have implants in place for the main portion of your plan. Using EVEMon to test these implants with your plan can help avoid mistakes, and show that an implant for a secondary attribute may be useless. Either way, keep in mind how much each attribute point can effect your skills.

Remaps

Remaps are extremely important as many players already know. Remaps are limited, so it's very important to plan out the use of each one. When creating alts, or planning a year worth of training remaps can speed up your training immensely. What a remap does is allow you to take attribute points out of an attribute to increase the points of another. The most you can put into one attribute is 24 points. By doing such you will reduce the training time of other skills requiring the attributes that now lack points.

Normally this is only used for characters that already have core skills done, and are focusing specifically towards a couple skill categories. For instance, Gunnery, and Spaceship Command. Both categories rely on Perception and Willpower. Another use is when making alts that have a specific use (trading, hauling, cyno). A remap can make these characters training extremely quick to their goal.

Boosters

So here is the elephant sitting in this room of skill training. Many people are unaware of the boosters that new players can use to boost their training to amounts not capable anywhere else. These boosters help train specialized characters, and even non-specialized characters. Before I get into these, remember that point conversion from implants. Got it? Good.

So here are the boosters. They are called Cerebral Accelerators. Each one gives a boost to all attribute points, but can only be used until the pilot hits a certain age. Regardless of what anyone else says, these do stack with implants, but not more than one can be used at a time.

Standard Cerebral Accelerator: +3 to all attributes Lasts until pilot is 35 days old.

Prototype Cerebral Accelerator: +9 to all attributes. Lasts until pilot is 14 days old.

Advanced Cerebral Accelerator: +17 to all attributes. Lasts until pilot is 7 days old.

With these, you can quickly train cybernetics 1, pop in +3 implants, and with the advanced, get +20 to all attributes for your first week of existence. After that, you can use the Prototype for +9 for the next week, and then the standard for +3 until you hit 35 days. Let's take a look at the increase these give.

Attribute BonusPrimary Bonus SP/hourSecondary Bonus SP/hour
+318090
+9540270
+171020510

Putting it all together

So these are the base amounts given from the bonuses alone. The lowest amount of SP an attribute can give is 1530 SP an hour. This is with no points allocated with the primary and secondary using the base 17 attribute points. When using a remap to set the points to be 24 points for your primary, and 18 for your secondary, you get 2250 SP/hour. If we add +3 implants to these attributes as well, it's then increased to 2520 SP/hour. Last, if we add an Advanced Cerebral Accelerator, we then raise that to 4050 SP/hour!

To give an idea as to how this effects training time, let's use the Electronics V skill as an example. With a remap, and +3 implants, this skill takes 3 days, 11 hours, 37 minutes, and 44 seconds to complete. With 4050 SP/hour, it will take roughly 2 days, 2 hours, and 40 minutes. So as you can see, things are quite a bit quicker, and could probably knock out an entire starting skill set in a day. Of course due to the cost of these boosters in-game, it would only really be worth using on specialized long-term characters. I will point out that I've used quite a few of the standard boosters on alts, and never regretted it. Being able to get 2.5 million SP in the first month is quite helpful.


Cynosural Alt Plan

I know many people will not need this, but I wanted to make it available just in case. This is a four day plan to have a helpful cyno alt. First off I use Gallente pilots, as the Velator has the PG/CPU to handle a cargo expander, cyno, cloak, and MWD with the minimal core skills, allowing a single fit to work for the character in a ship that never goes away. You may as why the MWD and Cloak, but that's strictly for using the MWD trick to avoid hostiles, and gate rats.

Remap Settings: 24 Intelligence  21 Memory
Implants: +3 Intelligence and Memory

Skill Plan
Cybernetics 1
Afterburner 3
High Speed Maneuvering 1
Hull Upgrades 2
Electronics 5
Cynosural Field Theory 2
Infomorph Psychology 2

This is the bare minimum, but works out quite well. You can always train the skills higher if you want of course, but this setup keeps the character way under 900,000 SP, and can be done in just a little over 4 days.

I hope this has brought some insight to some pilots, and train safe. o/

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