One Hundred and Forty Million Skill Points

Months pass and the skill points continue to add up until, suddenly, it is time for another milestone post.  The skill point milestone story so far:

The ongoing attempt to have it all on one character continues.  I keep telling myself there will come a point where I will switch over and start training an alt, Wilhelm having finally trained up all of the skills he could possibly need.

Still not there yet, that’s for sure.

 Spaceship Cmd   36,330,616 (42 of 71)*
 Gunnery         13,915,745 (36 of 39)
 Leadership      12,803,000 (14 of 14)*
 Missiles        10,572,290 (21 of 24)*
 Drones           9,884,163 (19 of 21)*
 Navigation       9,660,314 (13 of 13)*
 Armor            6,899,137 (14 of 14)
 Engineering      5,974,395 (14 of 14)*
 Shields          5,645,390 (11 of 12)*
 Resc Processing  4,569,908 (22 of 28)
 Science          4,408,426 (21 of 39)
 Trade            3,271,765 (9 of 14)
 Electronic Sys   2,900,285 (6 of 15)*
 Targeting        2,306,195 (8 of 8)*
 Scanning         2,045,230 (7 of 7)* 
 Neural Enhance.  1,770,275 (5 of 8)* 
 Subsystems       1,320,000 (10 of 20) 
 Rigging          1,312,395 (10 of 10)* 
 Social           1,130,040 (5 of 9)* 
 Production       1,157,986 (5 of 12) 
 Corp Mgmt        1,108,784 (4 of 7) 
 Planet Mgmt        769,335 (5 of 5) 

 Total         ~140,000,000 (295 of 398)

My focus over the last 10 month or so has been to get my character able to be a booster, either on or off grid, for fleet ops.  That is why there has been a big boost in skill points under Leadership.

Damnation in a POS

Dreams of being an on-grid boost…

Last April, at the 120 million skill point mark, I sat at just over 2.4 million points in Leadership.  Now I am way up to 12.8 million skill points in that category.  I also trained up command ships for the on-grid boosting role in addition to already having all my Tengu skills up to 5 for off-grid boosting.  So I must be a totally excellent fleet booster and sign up for that role in every fleet possible, right?

Um, no.

I have yet to actually fly in the booster role for a number of reasons.  While I sort-of know how to fly the role, the only time they have been asking for boosters have been for important ops, and I’d like a practice run before an op is counting on me.  You also have to invest in the ship and some expensive implants up front and be in that clone with that ship handy and ready to go at the right location.  And, while command ships and on-grid boosting was still a thing when I started down this path, off-grid boost is now all there is.  You go to a safe spot, turn on your links, and keep hitting the directional scanner looking for probes, in case the enemy is trying to scan you down to kill you.  That sounds dull.  I like to be with the fleet so I can at least see what is going on.  Ever the tourist.

Having Wing Command trained up to 5 has helped out a few times at least.  There tends to be a need for that so fleets can be the full 255 pilots.

Otherwise I have spent my training time rounding out my skills, getting things that affect my ships up to level 5.  I got the two missing racial frigates, Minmatar and Gallente, up to level 5, so I can fly all the stealth bombers now.  I am currently training up the sensor compensation skills for each of the races, which explains why targeting got a boost in points this time around.  Targeting may be the first category where I have all the skills to 5, though it is admittedly a small category.

I do have quite a few skills at level 5 at this point.  My skill breakdown is now:

 Level 1  - 3
 Level 2  - 22
 Level 3  - 41
 Level 4  - 82
 Level 5  - 158

Meanwhile, I have been quite enjoying the fact that losing your pod is now pretty much a no-cost issue for me.  Aside from the potential fleet booster role and my training clone, my clones are all implant free, so there is no loss potential on that front.

I have a neural re-map coming up in June.  The last one I did I flattened out all my skills so that anything I trained would be equally fast… or slow.  This time around I think I will go back to being biased towards training ship and weapon skills at the expense of the social and leadership.  I am not sure I need to train into Fleet Command V, which would be all I have left under Leadership.

And then there is the final silly metric that I have been using throughout this series of posts, which is how long it would take me to train to fly a titan.  By the 130 million skill point post, simply flying one was down to two skills, so I changed that up to what it would take to fly a fully fit titan, specifically the Minmatar Ragnarok.

Free wheeling Ragnarok

Free wheeling Ragnarok

When I looked at that I was 130 days and 17 hours away from being able to lock myself away forever in a rusty, angular space coffin.  Super caps are like the Hotel California; you can check out any time you like, but you can never leave.  Not that I will ever opt for that.  I am not yet that much of a bitter vet.

I did not expect that number to change, but then I found I had actually trained a few of the of the skills.  Astrometrics 5 was a big one, though I don’t remember exactly why I trained it.  And then I trained up Jump Portal Generation to 4 so I could operate a black ops battleship, in case we needed one out on a Reavers op.  That seemed important after our misadventure with hot dropping.  Those two skills combined pushed the titan timeline more than 17 days, knocking the number down to 113 days and 12 hours.  The biggest skill in that is still Capital Ships 5, which is close to 70 on its own.

Anyway, my skill training online adventure continues.  The next stop will be 150 million skill points, which I ought to hit around the new year.

5 thoughts on “One Hundred and Forty Million Skill Points

  1. schmono

    Consider remapping a split between the two primary traits of two different lines, e.g., Intelligence and Perception would be Electronics and Guns. The secondary trait bonus isn’t that large and you can flip between trait lines during the year.

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  2. Wilhelm Arcturus Post author

    @tsuhelm – Titans… there are four flavors, one for each empire… are the biggest ships in the game and have been occasionally viewed as an end-game goal for some people. It has a lot of firepower, including the biggest weapon in the game, the doomsday. When titans were first introduced, the doomsday was an area effect weapon that could blow up whole fleets of subcaps remotely. It has since been scaled back and is now a single target beam/projectile weapon that can only target other capital ships. But it still does a huge amount of damage.

    The titan class can also generate a jump bridge on demand to allow sub caps to jump up to 5 light years away.

    The downside is that titans (and super carriers) cannot dock up in stations, so your character has to find a safe spot in space, usually in a POS, to log out. When you commit to a titan, you are committed. They also cost more ISK than I have ever had, even if you just count all the ISK I have ever held and pretended I never spent any of it. And, of course, the skill training plan to fly one is pretty long, so I have used “how long until I can fly a titan?” as a skill point metric for a long time. I back when I first looked at what it would take to merely fly the hull (as opposed to fit it and use the modules) I was over 168 days of training away. Probably more like 300 with the fittings.

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  3. Anonymouse

    I think you should abandon the supercap/titan “silly metric”, and figure out a different “silly metric” to use – for example, fly all subcaps in the game at level 5, or use all weapons in the game at level 5, etc.

    The reason I suggest a change in the “silly metric” is because you know that you are never going to perma-park a well-rounded toon, such as yours, into a supercap, and so, you are not likely to ever be training up those remaining skills.

    These days, as you know, most of the supercap pilots are specialty alts, specifically trained only for the set of skills necessary to optimally fly a supercap.

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