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- Greetings loved ones, it is I, a DAMN PATRIOT, back again with the OFFICIAL BRAVE SKILL PLAN v2.0, now with 200% more FREEDOM.
- This is a complete combat plan for all BRAVE pilots who want to train all major BRAVE Doctrines, including Harpies, Cormorants, Talwars, Caracals, Moas, ANIs, Interceptors, Bombers, EAGLES, Cerberus’s’s, and finally Tengus(soon)™. Along the way you will also acquire PVE skills in order to fund your PVP fun, the ability to fly all t1 cruisers and weapon systems, a solid bank of support skills, and more fun than your virgin noob ass can handle.
- The philosophy I follow when designing any skill plan is to train for ships. Although the plan spans over 400 days, every few weeks you will acquire the skills to fly a brand new ship. You won’t find yourself waiting around for something to do as you train to the last ship, because you’ll be flying new ships every day. Have fun.
- Basic instructions before starting plan:
- A: Remap your attributes to Perception (MAX:27)/Intelligence (21) by:
- 1. Click character icon in top left or press alt+a
- 2. Click attributes
- 3. Click remap now
- 4. Subtract points from all skills
- 5. Max points into Perception
- 6. Remaining points into Intelligence
- This is the absolute best remap for newbies by far, and will cut 10% off your training time while allowing you to rapidly acquire a variety of skills in rapid succession without worrying about grouping them together in lame and boring ways.
- B: Run with +1 or +2 implants always. +1s free from DOJO brah.
- Running with +2 implants in the primary and secondary slot will cut your training time by a further 10%, totes worth. +3 implants in the primary attributes of most skills only will give you another 3% (35 + 10 full days over the next year.) In order to save ISK and allow yourself to get repeatedly podded without worrying about that ISK, use +3 or +2 in your currently training skill’s primary attribute (view info on the skill), and +2 or +1 in the secondary attribute. +1 implants are free from BRAVE DOJO, the only time you should not be running them is when you plan to get podded more than 5 times in the next hour.
- NEWBIE SKILLS
- We start you off with a slew of the most basic skills with which you will enjoy your neocom going “Doo doo doo” repeatedly for about 2 days straight. You’ll immediately be able to get into the fight with BRAVE tackle frigates, including Atrons, Condors, Rifters, and more.
- Cybernetics I
- Gallente Frigate I
- Hull Upgrades I
- Small Hybrid Turret I
- Propulsion Jamming I
- Afterburner I
- Afterburner II
- Afterburner III
- High Speed Maneuvering I
- Small Hybrid Turret II
- Target Management I
- Signature Analysis I
- Warp Drive Operation I
- Drones I
- Drone Avionics I
- Small Projectile Turret I
- Capacitor Systems Operation I
- Repair Systems I
- Missile Launcher Operation I
- Rockets I
- Leadership I
- Long Range Targeting I
- Shield Upgrades I
- Evasive Maneuvering I
- Minmatar Frigate I
- Caldari Frigate I
- Rapid Firing I
- Sharpshooter I
- Controlled Bursts I
- Motion Prediction I
- Electronic Warfare I
- Energy Grid Upgrades I
- Weapon Upgrades I
- Missile Bombardment I
- Shield Management I
- Target Painting I
- Weapon Disruption I
- Capacitor Management I
- Tactical Shield Manipulation I
- Acceleration Control I
- Target Management II
- Signature Analysis II
- Fuel Conservation I
- Warp Drive Operation II
- Drones II
- Drone Avionics II
- Small Projectile Turret II
- Capacitor Systems Operation II
- Repair Systems II
- Rockets II
- Missile Launcher Operation II
- Light Missiles I
- Rapid Launch I
- Target Navigation Prediction I
- Gallente Frigate II
- Energy Grid Upgrades II
- Gallente Frigate III
- Great, now you’ve got a ton of basic skills, and hopefully you’ve already died and killed in your baller ass frigate. Now it’s time to discover the absolute best way for a newbro to make ISK in BRAVE sovereign space: exploration. Search the wiki for exploration to learn how, and drop by the BRAVE DOJO Channel in game and in mumble to ask for someone to guide you through it.
- Survey I
- Electronics Upgrades I
- Astrometrics I
- Survey II
- Astrometric Rangefinding I
- Evasive Maneuvering II
- Caldari Frigate II
- Electronics Upgrades II
- Caldari Frigate III
- Astrometrics II
- Acceleration Control II
- Mechanics III
- Drones III
- Light Drone Operation I
- Light Drone Operation II
- Survey III
- Archaeology I
- Salvaging I
- Archaeology II
- Salvaging II
- Drone Avionics III
- Missile Launcher Operation III
- Missile Projection I
- Electronics Upgrades III
- Hacking I
- Hacking II
- Astrometrics III
- Astrometric Acquisition I
- Astrometric Acquisition II
- Amarr Frigate III
- Light Drone Operation III
- Archaeology III
- Hacking III
- Salvaging III
- CPU Management IV
- Cloaking I
- Cloaking II
- Cloaking III
- Oh you are a pro explorer now? Awesome. Time to get your penis on by being a dick to enemy fleets: it’s time to train Electronic Warfare, or EWAR skills. With just a small frigate such as a Maulus or Griffin, you can render much more powerful hostile ships impotent, like cagali cagali’s manhood.
- Power Grid Management IV
- Electronic Warfare II
- Frequency Modulation I
- Target Painting II
- Weapon Disruption II
- Propulsion Jamming II
- Frequency Modulation II
- Rockets III
- Electronic Warfare III
- Frequency Modulation III
- Long Distance Jamming I
- Long Distance Jamming II
- Long Distance Jamming III
- Long Range Targeting II
- Shield Upgrades II
- Minmatar Frigate II
- Rapid Firing II
- Controlled Bursts II
- Motion Prediction II
- Sharpshooter II
- Weapon Upgrades II
- Hull Upgrades II
- Light Missiles II
- Rapid Launch II
- Missile Bombardment II
- Target Navigation Prediction II
- Minmatar Frigate III
- High Speed Maneuvering II
- Small Projectile Turret III
- Small Hybrid Turret III
- Capacitor Systems Operation III
- Repair Systems III
- Astrometric Rangefinding II
- Shield Management II
- Capacitor Management II
- Tactical Shield Manipulation II
- Missile Projection II
- Armor Layering III
- Gunnery III
- God you’re a fucking dick, jamming and damping all those helpless dudes. Time to learn how to fly all the destroyers, including the dank ass Talwar and the obnoxious fucking Cormorant. Congratulations, you have trained your first main BRAVE doctrine ships.
- Amarr Destroyer I
- Amarr Destroyer II
- Gallente Destroyer I
- Gallente Destroyer II
- Caldari Destroyer I
- Caldari Destroyer II
- Caldari Destroyer III
- Caldari Destroyer IV
- Minmatar Destroyer I
- Minmatar Destroyer II
- Minmatar Destroyer III
- Minmatar Destroyer IV
- Missile Launcher Operation IV
- Warhead Upgrades I
- Warhead Upgrades II
- Missile Projection III
- Amarr Destroyer III
- Science IV
- Capacitor Management III
- Thermodynamics I
- Thermodynamics II
- Thermodynamics III
- Rapid Firing III
- Controlled Bursts III
- Motion Prediction III
- Sharpshooter III
- Hull Upgrades III
- Rapid Launch III
- Missile Bombardment III
- Target Navigation Prediction III
- Light Missiles III
- Hull Upgrades IV
- Caldari Frigate IV
- Oh you are a pro destroyer pilot you say, well you won’t believe what I have in store for you. Finish the all important fitting skills of PG V and CPU V in order to fit out your next most powerful ship: t1 logistics cruisers, including the Moa doctrine Scythe, and the Augoror Navy Issue doctrine Augoror. T1 logi are hands down the most powerful noob ships in the game (except for my trademark newbgeddons lol #rekt)
- Power Grid Management V
- CPU Management V
- Energy Grid Upgrades III
- Energy Grid Upgrades IV
- Minmatar Cruiser I
- Minmatar Cruiser II
- Minmatar Cruiser III
- Shield Emission Systems I
- Shield Emission Systems II
- Shield Emission Systems III
- Shield Emission Systems IV
- Shield Management III
- Shield Management IV
- Shield Operation III
- Shield Operation IV
- Shield Upgrades III
- Shield Upgrades IV
- Tactical Shield Manipulation III
- Tactical Shield Manipulation IV
- Capacitor Systems Operation IV
- Capacitor Management IV
- Minmatar Cruiser IV
- Remote Armor Repair Systems I
- Remote Armor Repair Systems II
- Remote Armor Repair Systems III
- Explosive Armor Compensation I
- Explosive Armor Compensation II
- Kinetic Armor Compensation I
- Kinetic Armor Compensation II
- Thermic Armor Compensation I
- Thermic Armor Compensation II
- Armor Layering I
- Armor Layering II
- EM Armor Compensation I
- EM Armor Compensation II
- Amarr Cruiser I
- Amarr Cruiser II
- Capacitor Emission Systems I
- Capacitor Emission Systems II
- Capacitor Emission Systems III
- Amarr Cruiser III
- Amarr Cruiser IV
- Wow so logi very reps much broadcast. You’re the HERO that HERO needs, but not the one it deserves or something. Enjoy repairing your space bros and being the most powerful newbie force multiplier in EVE. Next let’s get you doing some real damage, it’s time to train for the basic main DPS of BRAVE’s Moa doctrine.
- Caldari Cruiser I
- Caldari Cruiser II
- Caldari Cruiser III
- Medium Hybrid Turret I
- Medium Hybrid Turret II
- Medium Hybrid Turret III
- Gunnery IV
- Surgical Strike I
- Trajectory Analysis I
- Trajectory Analysis II
- Surgical Strike II
- Surgical Strike III
- Rapid Firing IV
- Weapon Upgrades III
- Weapon Upgrades IV
- Acceleration Control III
- Evasive Maneuvering III
- Fuel Conservation II
- Fuel Conservation III
- Warp Drive Operation III
- Target Management III
- Trajectory Analysis III
- Signature Analysis III
- Long Range Targeting III
- Medium Hybrid Turret IV
- Caldari Cruiser IV
- Congratulations, you’re now a certified badass F1 monkey. Remember, always lock targets from the fleet broadcast window, and press F1 and stuff. Don’t get bombed out there. We’re going to do a quick train of the rest of the t1 cruisers and weapon systems, and then push into some missile support skills so that we can fly Caracals, well known as the most annoying ship in the game. (well, one of them.)
- Gallente Destroyer III
- Gallente Cruiser I
- Gallente Cruiser II
- Gallente Cruiser III
- Medium Energy Turret I
- Medium Energy Turret II
- Medium Energy Turret III
- Medium Projectile Turret I
- Medium Projectile Turret II
- Medium Projectile Turret III
- Heavy Missiles I
- Heavy Missiles II
- Heavy Assault Missiles I
- Heavy Assault Missiles II
- Missile Launcher Operation V
- Guided Missile Precision I
- Guided Missile Precision II
- Rapid Launch IV
- Warhead Upgrades III
- Guided Missile Precision III
- Missile Bombardment IV
- Heavy Missiles III
- Heavy Missiles IV
- Heavy Assault Missiles III
- That was quicker, even though we had to train a whole new set of support skills for missiles. You’ll find that skills in EVE (and this plan) build on each other very quickly, so that you often only have to train 1 or 2 skills to cross over into an entirely different ship. Next up, we’ll be training for one of the most fun ships in the game: interceptors. Tech II light missiles will also make your Talwar OP, set you up for more frigate fun, and let you ball out of control with anti-frigate Rapid Light Missile Caracals.
- Mechanics IV
- Light Missiles IV
- Light Missiles V
- Light Missiles Specialization I
- Light Missiles Specialization II
- Light Missiles Specialization III
- Caldari Frigate V
- Evasive Maneuvering IV
- Evasive Maneuvering V
- Interceptors I
- Interceptors II
- Interceptors III
- Interceptors IV
- Drones Pt. 1
- Now we’re on to the first phase of drone skills: a pretty big investment in training time, but nearly all ships use them to some degree, and they’ll make your main doctrine ships much more powerful. You’ll also unlock the powerful Vexor Navy Issue, which will allow you to destroy the Sanshas menace with Heavy drones - Ogres and Praetors. Concord will pay you for that shit, then you can buy more pvp ships to welp. The circle of liiiife.
- Drones IV
- Drones V
- Drone Durability I
- Drone Durability II
- Drone Interfacing I
- Drone Interfacing II
- Drone Navigation I
- Drone Navigation II
- Drone Navigation III
- Drone Sharpshooting I
- Drone Sharpshooting II
- Amarr Drone Specialization I
- Amarr Drone Specialization II
- Gallente Drone Specialization I
- Gallente Drone Specialization II
- Caldari Drone Specialization I
- Minmatar Drone Specialization I
- Heavy Drone Operation I
- Heavy Drone Operation II
- Heavy Drone Operation III
- Amarr Drone Specialization III
- Drone Avionics IV
- Drone Interfacing III
- Drone Sharpshooting III
- Target Management IV
- Drone Navigation IV
- Gallente Cruiser IV
- Tech 2 Hybrid Turrets
- Ah, your first Cruiser sized tech 2 weapon system, medium hybrid turrets. Continuing to improve the DPS of your Moa, we’ll be grabbing t2 Hybrid turrets, which will allow you to fire advanced ammo and F1 even harder.
- Medium Hybrid Turret V
- Motion Prediction IV
- Medium Blaster Specialization I
- Medium Blaster Specialization II
- Medium Blaster Specialization III
- Sharpshooter IV
- Medium Railgun Specialization I
- Medium Railgun Specialization II
- Medium Railgun Specialization III
- Tech 2 Armor tank, Augoror Navy Improvement
- We’re going to spend a little time getting you up to DPS par with the Augoror Navy doctrine, with hull upgrades V giving you a T2 armor tank, and improving your energy turret skills. We’ll also throw in some support skills.
- Hull Upgrades V
- Medium Energy Turret IV
- Gunnery V
- Controlled Bursts IV
- Signature Analysis IV
- Afterburner IV
- Navigation IV
- Repair Systems IV
- Warp Drive Operation IV
- High Speed Maneuvering III
- Target Navigation Prediction IV
- Missile Projection IV
- Drones Pt. 2
- We’ll round out your drone skills by increasing your Drone control range
- Drone Avionics V
- Drone Sharpshooting IV
- Electronic Warfare IV
- Advanced Drone Avionics I
- Advanced Drone Avionics II
- Advanced Drone Avionics III
- Drone Interfacing IV
- Drone Durability III
- Sentry Drone Interfacing I
- Sentry Drone Interfacing II
- Sentry Drone Interfacing III
- Sentry Drone Interfacing IV
- Frigate Madness: Harpy and Bombers
- From here you are on to two of the most cost efficient ships in the game: assault frigates and bombers, in this case the Harpy and the Manticore. T2 Small Hybrids will also help you up your Cormorant game.
- Electronics Upgrades IV
- Small Hybrid Turret IV
- Small Hybrid Turret V
- Small Railgun Specialization I
- Small Railgun Specialization II
- Small Railgun Specialization III
- Small Blaster Specialization I
- Small Blaster Specialization II
- Small Blaster Specialization III
- Mechanics V
- Assault Frigates I
- Assault Frigates II
- Assault Frigates III
- Assault Frigates IV
- Electronics Upgrades V
- Covert Ops I
- Covert Ops II
- Covert Ops III
- Cloaking IV
- Torpedoes I
- Torpedoes II
- Torpedoes III
- Bomb Deployment I
- Bomb Deployment II
- Bomb Deployment III
- Torpedoes IV
- Covert Ops IV
- Long Range Targeting IV
- Nanite Operation I
- Nanite Operation II
- Nanite Operation III
- Nanite Interfacing I
- Nanite Interfacing II
- Nanite Interfacing III
- FREEDOM
- It’s time. Yes boys and girls the moment you’ve been waiting (Very patiently) for, EAGLE FLEET. Get your first Cruiser V and T2 cruiser, and get ready to deliver some FREEDOM.
- Weapon Upgrades V
- Advanced Weapon Upgrades I
- Advanced Weapon Upgrades II
- Advanced Weapon Upgrades III
- Caldari Cruiser V
- Energy Grid Upgrades V
- Spaceship Command IV
- Spaceship Command V
- Heavy Assault Cruisers I
- Heavy Assault Cruisers II
- Heavy Assault Cruisers III
- Heavy Assault Cruisers IV
- Devil Dogs
- Right after balling out of control with EAGLES, you’ll get T2 Heavy missiles in order to fly the massively overpowered Cerberus and rain down hellfire on unsuspecting noobs. Wait…
- Heavy Missiles V
- Heavy Missile Specialization I
- Heavy Missile Specialization II
- Heavy Missile Specialization III
- Advanced Weapon Upgrades IV
- Real Ultimate Power
- Finally, you’ll be training for the pinnacle of subcap power, the feared T3 cruiser. Useful for both PVP and PVE, the tengu is an expensive, powerful tool which you have finally earned.
- Rapid Firing V
- Trajectory Analysis IV
- Surgical Strike IV
- Warhead Upgrades IV
- Guided Missile Precision IV
- Thermodynamics IV
- Rapid Launch V
- Caldari Strategic Cruiser I
- Caldari Strategic Cruiser II
- Caldari Strategic Cruiser III
- Caldari Strategic Cruiser IV
- Shield Operation V
- Caldari Defensive Systems I
- Caldari Defensive Systems II
- Caldari Defensive Systems III
- Caldari Defensive Systems IV
- Caldari Electronic Systems I
- Caldari Electronic Systems II
- Caldari Electronic Systems III
- Caldari Electronic Systems IV
- Caldari Engineering Systems I
- Caldari Engineering Systems II
- Caldari Engineering Systems III
- Caldari Engineering Systems IV
- Caldari Offensive Systems I
- Caldari Offensive Systems II
- Caldari Offensive Systems III
- Caldari Offensive Systems IV
- Navigation V
- Caldari Propulsion Systems I
- Caldari Propulsion Systems II
- Caldari Propulsion Systems III
- Caldari Propulsion Systems IV
- Caldari Offensive Systems V
- Caldari Defensive Systems V
- And that’s it. You have now mastered 90% of BRAVE’s doctrine ships, and you have a solid base of support skills. From here you can train any number of things, from additional t2/t3 cruisers, to carriers, to dreadnaughts or t2 battleships. Go and be brave my children.
- Go and be brave.
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