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===Other Important Skills=== There are many resources to help you figure out what general skills are important to train ([https://wiki.eveuniversity.org/The_Magic_14 EVE University's Magic 14] is well regarded), so the focus here will be on skills outside the usual exploration choices that are often useful for explorers. ====Drones==== There are two basic types of drones that are often used by explorers: light scout drones, and ECM drones. T1 frigates typically have a drone bay large enough to house a flight of light drones, and the Astero has a fairly large drone bay as well. Drones aren't much of an option for T2 frigates, though, because only the Helios has a drone bay, and it can only hold a single drone. Light scout drones basically provide a way to deal some damage in a pinch, especially for exploration ships that don't have an actual weapon fitted. Fitting a weapon requires a high slot, and exploration ships can plan to take up one high slot with a probe launcher and a second one with a cloak... and some ships only have two high slots in the first place. With Drones 1 and Light Drone Operation 1, you can add a little firepower. ECM drones can be used to break an enemy target lock and allow you to warp away to safety. There's no guarantee that it will work, but drones are fairly inexpensive and don't take up any fitting resources, so using them as a possibility of escape at least gives you a chance. These drones are a longer training commitment, requiring Drones 5 and Electronic Warfare 4 before you can train Advanced Drone Avionics 1, which will let you launch ECM drones. If you plan on sticking with a T1 frigate or moving to an Astero, it's worth considering. ====Infomorph Skills==== Jump clones are extremely useful, especially if you want to participate in different activities within Signal Cartel. When you activate a jump clone, you essentially teleport your consciousness into another body in another place. Each level of the Infomorph Psychology skill will give you one additional jump clone to place at a station with a clone bay. You can switch between jump clones every 24 hours, and the Infomorph Synchronizing skill can reduce that interval by one hour per level. The first major benefit of jump clones is that you can transport to almost anywhere in New Eden instantaneously, without having to worry about how many jumps are between your destinations, or the dangers of traveling through possibly hostile areas. If you want to range far and wide exploring, but still be able to get to Zoohen to take part in an event, using a jump clone will let you quickly get to the station, and then go back to where you left off afterwards. The second reason to use a jump clone is to change the implants you are currently using. When you jump to a new clone, you bring your skills with you, but you leave your implants behind. Because you can't remove implants without destroying them, this is the only way to have different implants for different situations, or even to keep a "clean clone" with no implants at all. For example, if you wanted to be part of a hugs fleet, where getting both your ship and your capsule destroyed is almost a certainty, you won't want to bring your expensive implants along to be lost. Jumping into a clean clone, particularly one near where the fleet is forming, will keep your implants safely elsewhere. You might also want to keep clones with different skill hardwiring implants in the locations where you need those skills enhanced. ====Cybernetics==== The Cybernetics skill will allow you to use more powerful implants, for both attribute increases and skill hardwiring. Most lower-level implants can be used with just Cybernetics 1, including attribute enhancements up to +3. Cybernetics 3 is commonly required for mid-level skill hardwirings. Cybernetics 4 is required for most of the upper-level implants, such as +4 attribute implants, and some of the most effective hardwirings. The really elite implants will require Cybernetics 5, such as +5 attribute implants and skill hardwirings like the Blackglass hacking implant. ====Miscellaneous Skills==== There are several skills that can be very useful without much training time at all. These are generally either specific to a certain task, or just used to make your life in New Eden a little easier. Any Signaleer who plans on working with the [[ESR:EvE-Scout Rescue Cache (ESRC)|EvE-Scout Rescue Cache]] program should train Anchoring 1. This only takes a few minutes, and will allow you to sow a cache if you find yourself in a j-space system without one. You don't need the Anchoring skill to tend a cache. The Marketing skill will make it much easier to sell your exploration loot, because each level of the skill will allow you to sell your items at a greater distance from your currently docked station. Training to Marketing 2 will allow you to sell your items in systems within 5 jumps from your current location, and Marketing 3 extends that to 10 jumps. If you don't want to haul your loot back to a SC home station for hauling to a main market hub, some Marketing skill will help you to get better prices without having to visit stations in every system you visit in order to check prices. Another advantage to the Marketing skill is being able to sell your items in a major hub without the risk of flying in a system like Jita, where expensive ships and cargo are often attacked in spite of hisec CONCORD presence. You can dock a few jumps away from the hub, and sell your loot at hub prices from a safer distance. Salvaging can be worth training, as explorers often have opportunities to salvage wrecks during the course of regular exploration activities. If you plan to fit a salvager module, then some levels in the Salvaging skill might serve you well.
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