EVE Online Character Skill Planner
Estimate queue time from attributes, remaps, implants, rank targets, Alpha/Omega status, and ship-role training priorities.
| Level | Rank 1 SP | Rank 5 SP | Use Case |
|---|---|---|---|
| I | 250 | 1,250 | Unlock only |
| II | 1,415 | 7,075 | Quick prereq |
| III | 8,000 | 40,000 | Usable baseline |
| IV | 45,255 | 226,275 | Strong core |
| V | 256,000 | 1,280,000 | Specialization |
| Profile | High Pair | Best Queues | Tradeoff |
|---|---|---|---|
| Per / Will | 27 / 21 | Ships, guns, missiles | Weak support |
| Int / Mem | 27 / 21 | Engineering, armor, shields | Weak weapon push |
| Mem / Int | 27 / 21 | Industry, drones, refining | Less flexible |
| Cha / Will | 27 / 21 | Trade, leadership, social | Niche queue |
| Balanced | Near even | Mixed newbro plans | Not fastest |
| Role | Main Pair | Core Skills | Target |
|---|---|---|---|
| Frigate tackle | Per / Will | Navigation, frigates, propulsion jamming | III-IV |
| Cruiser doctrine | Per / Will | Weapon system, cruiser, tank basics | IV |
| Covert scanner | Int / Mem | Astrometrics, hacking, cloaking | III-IV |
| Mining barge | Mem / Int | Mining, reprocessing, industry, barge | IV |
| Logistics cruiser | Int / Mem | Capacitor, remote reps, cruiser | IV-V |
| Context | Speed | Queue Use | Planner Flag |
|---|---|---|---|
| Alpha route | Half model | Short core blocks | Watch 5M cap |
| Omega route | Full model | Long specializations | Use +4/+5 if safe |
| No implants | Base only | Risky space, PvP clones | Lower SP/hour |
| +3 implants | Strong value | Alpha-safe planning | Good default |
| +5 implants | Max speed | Parked training clone | Omega-oriented |
| Skill Families | Typical Primary | Typical Secondary | Planning Advice |
|---|---|---|---|
| Spaceship command and most weapons | Perception | Willpower | Batch ship hulls, gunnery, missiles, and specialization together. |
| Engineering, shields, armor, navigation support | Intelligence | Memory | Useful before doctrine training because these skills touch every ship. |
| Drones, industry, resource processing | Memory | Intelligence | Pairs well with mining, production, and drone boat routes. |
| Trade, social, fleet leadership | Charisma | Willpower | Usually best as a dedicated alt or short block, not a mixed combat remap. |
Planning an EVE character require more than choosing skills. Planning an EVE character requires an understanding of how attribute, remaps, implants, and clone status can impact your training speed. Many people do not account for how these factor interact.
Using a skill planner will help you to avoid wasting the time it takes to learn how all of these factors interact. Attributes impact the rate at which you can train specific type of skills. For instance, perception and willpower are attributes that impact the training speed for combat-related skills.
How to Plan Your EVE Character
On the other hand, intelligence and memory impacts the training speed for engineering, drone and industry related skills. A remap allows you to alter your attribute levels, which can help you to focus your training on specific types of skills. For instance, if an EVE pilot intends to train skills related to weapons they will need to increase their perception attribute.
For pilots that want to train support-related skills, the attribute that should be increased are intelligence. These types of choices can be tested in the skill planner ahead of time to see how they will impact the pilot. Implants increase the training speeds for EVE player, but add another layer of complexity to character planning.
For instance, using a set of three plus implants will increase the training speed for a player, but using higher-level implants requires the use of a training clone for the implants to be effective. Furthermore, EVE Alpha accounts are limited in the amount of training speed that their implants can produce. A skill planner will make certain that EVE players do not choose an implant set that is impossible for an Alpha account, and that the player does not make any mistakes regarding the effectiveness of the implants they plan on using.
Clone status will alter the rate at which an EVE player train. Clone status can be either an Alpha or an Omega account. Training as an Omega will result in the training running at a full rate, but training as an Alpha will run at half the rate than an Omega.
Furthermore, Alpha accounts are limited to five million skill points for passive skills accumulation. As a result, the training will only continue when the EVE player is logged into their account after they reach this five million skill point cap. Both types of training speed can be modeled in the planner to help EVE players understand what type of training speed they have.
The rank and the level of a skill will determine the length of time that it takes for the player to train that specific skill. The higher the rank of the skill, the more longer that it will take for the player to train that skill. Furthermore, training time can be calculated for both the anchor skills and the support skills for a ship.
In addition, the player can subtract the number of unallocated skill points that the player currently has from the total training time required to learn the skill. This training time will provide an EVE player with an accurate estimate of the length of time that it will take for them to learn a specific skill. Remaps impact the rate at which an EVE player trains skills.
For instance, a combat remap will increase the rate at which the player trains ship and weapon skills, but it will decrease the rate at which they train other skills. Industry skills will increase at a rapid rate with an industry remap, but other skills will decrease in the rate at which they get training. These different profiles can be viewed in the skill planner to help the player to understand whether the benefit of a remap are worth the loss of training flexibility for other skills.
Reference tables show the cost of skill points based on rank and level of skills. Additionally, typical attribute pairs is listed for each type of ship. These tables can help an EVE player to avoid making any errors in the estimation of their training time, and to focus on the training plan that they have devised for themselves.
Another consideration for EVE players is the length of time that it will take for them to become skilled in the ship that they would like to train. For instance, a long training queue will be required for players to gain the skills to pilot a battleship. It will take more time than training for a frigate, for example.
While the skill planner will provide the time estimates for each skill, it is up to the EVE player to decide whether these time estimates are worth the amount of time that they will have to wait until they gain the necessary skill for that ship. In addition to time estimates, the other factor to consider are the costs of implants and the costs of skill remaps. Both of these factor add another layer of complexity to the training process.
The skill planner will transform the player’s intentions into a training schedule. The planner will show the EVE player what the numbers indicate will be required to gain the skills that they wish to learn for themselves. By entering the player’s current status into the planner, the player will be able to see the amount of time that will be required for them to learn the skills that they have chosen.
Thus, the skill planner will help the player to remove any guesswork as to the training times that may be required, and provide clarity as to how to best complete their training queue.
