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Eve ISK Guide – Become an Eve Billionaire!

May 27th, 2010 admin No comments

Eve ISK Guide – Get Rich in Eve Online

Fed up of being poor in Eve Online? Need ISK for that next upgrade or new ship? Don’t want to be one of those losers who actually pays for ISK? I don’t blame you. But there is a great Eve Online ISK Guide that can help you with your ISK issues.

Eve ISK Guide – Eve Billionaire

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Eve ISK Guide – Why you should get Eve Billionaire

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  • Learn a about niche markets in Eve Online and how they can help you make massive profits
  • Learn everything you will ever need to know about trade skills in Eve including how you should train and use them to dominate markets
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For more information on this great Eve ISK Guide, click here.

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Eve ISK Guide – Exploration Guide

April 13th, 2010 admin No comments

Eve ISK Guide – Exploration, Getting Started

You first need to know the equipment needed and the skills they require. Here is a list of the equipment and the skills they require taken from one of our Eve accounts. For now the tutorial will only contain items / equipment necessary to FIND an exploration site. Not what to do once you get there…. that information is coming at a later date.

1) Eve ISK Guide – Ship

Gallente: Helios – Covert Ops ship
Skills: Covert Ops, Gallente Frigate V
For different races choose your race at Frigate V.

2) Eve ISK Guide – Equipment

Item: Covert Ops Cloaking Device II – Allows you to Warp while cloaked
Skills: Electronics V, Cloaking IV

Item: Scan Probe Launcher I – Allows for launching of scan probes.
Skills: Astrometrics I

3) Eve ISK Guide – Items – Probes (Goes into more detail later in this tutorial)

Quest Probe – Astrometrics I
Persuit – Astrometrics II
Comb – Astrometrics III
Sift – Astrometrics IV

Here are the list of signals and the type of site to expect. Read this and understand it before choosing a signal to hone in on.

UNKNOWN: Combat sites. Can be found with ANY PROBE TYPE – Can also turn out to be any type of site.
GRAVIMETRIC: Hidden asteroid belts
MAGNETOMETRIC: Archaeology/Salvage profession sites
RADAR: Hacking profession sites
LADAR: Gas Cloud sites

COMBAT: These tend to involve lots of shooting. Currently there’s very little reward in the initial sites you find, and the 0.0 ones in particular are REALLY hard. However, each combat site has a chance of escalating, which will give you a time-limited bookmark in your journal to the next site in the “escalation chain” – the journal entries are stored in the “Expeditions” tab. This site will in turn have another chance of escalating you to the next site, and so on. If you reach the “final” site in each chain, you may be rewarded with some faction loot. Also, a word of warning – leaving an expedition site before completing it may result in your expedition being terminated there and then.
UPDATE: These sites can now be found with internal sensors.

MINING: These generally have roids better than you’d expect in whatever security status (high, low, 0.0) you’re in. Some sites are better than others. Often they’ll be guarded by Rogue Drones or other pirates, and normal belt rats may spawn too. Asteroids in these sites do not respawn – once they’re gone, they’re gone

HACKING: These will have a bunch of Hacking structures in. Hacking targets look like cans in your overview, but have models that look like structures. If you try to open one, it will tell you you need proper tools. Target it and activate a Codebreaker module on it and your ship will try to hack it. If it succeeds, you can open the can and loot it. This is chance-based, so it may take several cycles to succeed. Hacking sites drop Datacores, Data Interface BPCs, Decryptors and other invention gubbins

ARCH/SAL: Short for “Archaeology/Salvage”, these generally contain some Archaeology cans and some Salvage cans. Again, they look like cans on the overview but have other modules, and tell you you need tools to open them. Generally, anything that sounds like a broken ship (eg, Derelict) needs to be salvaged, while anything that sounds like wreckage (eg, Ruins) needs to be Analyzed (archaeology). Doing a “Show Info” on a can should tell you what tools you need to access it. These sites drop lots of rig parts, the occasional T2 rig BPC and Invention skillbooks

GAS CLOUDS: These are used for Booster-related stuff

We hope this gives you a good idea of what you’ll need and what you can expect if you choose to get into exploring. For exploration in more detail with easily to follow guides check out the Eve Online Guide. You can get it by clicking the button below:

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Eve ISK Guide – Manufacturing Skills

April 11th, 2010 admin No comments

Eve ISK Guide – Industry Skill

This skill is the number one must have skill for all forms of manufacturing. This skill not only gives you the ability to build but for each level, it also reduces the amount of time it takes for items to go from minerals to finished product. While you can begin building at level 1, it is highly recommended that budding industrialists wait until level 4 before starting. Level 5 is optimum and should be a top priority in the skill training schedule.

Eve ISK Guide – Mass Production Skill

For each level this skill is trained, you are allowed +1 factory. At Level 5, you can operate 6 factories simultaneously, and thus should be one of your top skill training priorities, especially when you consider that most T1 ships take 3+ hours to build.

Eve ISK Guide – Advanced Mass Production Skill

Introduced with the release of RMR, this skill picks up where Mass Production leaves off giving you +1 factory per level. At level 5, this skill combined with Mass Production 5 will allow you to operate 11 factories simultaneously.

Eve ISK Guide – Production Efficiency Skill

Also known as PE, this skill reduces the amount of minerals it takes to build items. If you look on a blueprint original or copy, you will see under Bill of Materials a list of minerals needed to build each single run of the item. If you have any PE skill level under 5, you will also see how many minerals it will take for you to build according to your PE level. BPO vs BPC

Blueprint Originals (aka BPO) are those that have no limit to the number of production runs and can also be researched for Mineral Efficiency (ME) and Production Efficiency (PE). Right of the market BPO have 0 research done on them. To increase ME and PE, one would have to invest time in training Lab Operations Skill and Science Skill or hire someone with those skills to do the research for you. The general rule of thumb is the higher the ME the less minerals required and the higher the PE the less time it takes to build. BPC (aka blueprint copies) are limited in the number of production runs can be made before the bpc is destroyed. BPC are copies made from a BPO and thus cannot be researched. The advantages of having a BPO are you never have to worry about running out of production build blueprints and you can ME and PE research them to your preference. The disadvantage is that they vary in price range from a few thousand isk to some such as battleships costing a few billion. The disadvantage of BPC are that they are limited in how many you can build before you need to purchase a new one. How you approach purchasing BPO and BPC is up to you and your wallet.

Eve ISK Guide – RMR Factories

RMR brought a huge change to how factories are operated. When you bring up the factory screen, choose MANUFACTURING from the drop down menu. Then in the location box, choose the station you wish to build at. On the bottom half of the screen you will then see a list of factories in that station along with those that are ready (NOW) for build orders. After selecting a factory, at the bottom right hand corner of the screen you will find the install button, choose that and a small ingame popup screen will appear, where you then choose the blueprint to install, the hanger where your materials are located (input) and the hanger where you want them to be delivered (output). Special Note * when you go to choose your blueprint to install, it will show you every single blueprint that is loose in your hanger or corps hanger if you have corp hanger access. So it is best if you keep all that you are not building with at the moment stored in cargo or station cans kept in your hanger. This will save you a ton of headaches. After you have chosen your input/output, you will then choose how many runs you wish to build followed by pressing the OK button. You will then be greeted with the material and build costs quote screen where you can review how much material is needed for the build as well as how much the factory job fees with be. Fees are based on the factory job rental plus time needed and vary from job to job. After reviewing the quote screen, choose INSTALL and your build begins. Unfortunately, the factory installation screens are slow right now and sometimes appear to hang. CCP is aware of this issue and are looking into it so for now if this happens just press the button a second time and wait 30 seconds as that usually clears up the installation lag. Build status is located in the JOBS tab on the factory screen. Just choose your search and hit go and it will bring up your chosen search string. The green READY status means it is ready for pickup. Simply highlight the ready build by clicking on it in the JOBS window and in the lower right corner the DELLIEVER button will appear, choose that and your build pops out in the output hanger you specified when starting the job.

With the right skills and knowledge of basic factory operation, you will be well on your way to becoming a T1 building master. And don’t forget to train those skills to level 5, because you cannot begin T2 builds without them.

For more great Eve ISK Guides like the one above, check out the Eve ISK Guide by clicking here! Or……

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