Skills Optional

Now... There are some optional skills that we recommend. These are not as important as the core skills, but they help none the less.

Drones
Scout Drone Operation to level 5
 * If you get this up to level 5, your drone control range is extended by 25km.

Combat Drone Operation to level 5 Amarr Drone Specialization to level 4
 * This skill will increas your damage for Light and Medium drones by 25% at level 5.

Caldari Drone Specialization to level 4

Gallente Drone Specialization to level 4

Minmatar Drone Specialization to level 4 Drone Durability to level 5
 * In essence, pick one to specialize in and get it to level 4.  Training to level 5 is a bit overkill, but then again, this is eve.  If you want to spend the extra time to train it to level 5, then by all means.  There are plenty of other skills that can be trained.

Drone Interfacing to level 5

Drone Navigation to level 5

Drone Sharpshooting to level 5 Electronic Warfare Drone Interfacing to level 5
 * Make your drones harder to kill, deal more damage, move faster to apply damage, and shoot from further away.  These four skills are imperative to skill up.  Faster drones that apply more damage = faster clear times on sites.
 * This one is a little less imperative to skill up, however if you want more drone control range, put this to level 5 and you can have 15km more range.

Leadership
Leadership to level 5 Wing Commander to level 5 Fleet Commander to level 5
 * This is required for being a Squad Commander.  If you wish to tag, you need this at a minimum.
 * This is required to be a Wing Commander.  This is the minimum to be an FC.
 * Want to boost for the fleet?  You'll need this to a minimum of 4, but while you're at it, may as well go to 5.

Navigation
Acceleration Control to level 5 Afterburner to level 5 Evasive Maneuvering to level 5 Fuel Conservation to level 5 High Speed Maneuvering to level 5 Navigation to level 5 Warp Drive Operation to level 5
 * Speed boost to AB and MWD.  5% here.
 * Let's just tweak this knob here and HOLY CRAP, 50% longer cycle times.  Nice!  Getting this to level 5 will make the cycle times have an extra 50% length, so essentially, it has less capacitor needs.
 * Faster align times.  Stop lagging on the gates!
 * Less capacitor need for Afterburners.  Very useful for basi and scimi pilots.
 * This will bring the capacitor usage for this down by 5% per level.  If you've got a crappy cap recharge rate, I highly advise you get this skill.  *cough* Seta Seijiro *cough*
 * You Fly faster.  End of story.


 * So, the fleet is going to land on the site before you and align before you and you're last.  How does that make you feel?

Science
Science to level 5 Cybernetics to level 5 Hacking to level 5 Biology to level 5
 * If you want to MTAC-P / MTAC-D, you're going to need to get a small tractor beam.  Small Tractor Beam II requires Science V.
 * If you want the best implants in the game, get this skill to level 5.  Then you can use them.
 * Needed to a minimum of 4 to do a certain VG site.  (higher the level, the faster and easier the hacking is)
 * If you use drugs, this skill is going to help you a lot.  No...  not drugs in real life, in the game you noob.  Get with a program.

Spaceship Command
Spaceship Command to level 5 Amarr Battleship to level 5
 * First person to tell me that this is mandatory is high.  Battleship hulls require level 4.  Tech 2 hulls require level 5 and advanced spaceship command to level whatever.  This skill helps with ship agility, ie: align times.  It is a highly recommended skill.

Caldari Battleship to level 5

Gallente Battleship to level 5

Minmatar Battleship to level 5 Logistics to level 5
 * Now... If you want to train all of them to level 5, go for it, but I'd stick to 1 or 2 of them so you get the best out of your pirate hull.
 * If you pilot a Basilisk or a Scimitar, your best bet is to look at getting this skill to level 5.  Obtaining level 5 in this skill allows you to fly the Logistics ships upside down.  Well, not really, but it makes them much better.