SHIP DEFENCE

I'm writing this article with the intentions of helping players new to combat. Some players
who have been playing for some time may find parts of this to be of no use to them but
remember this is aimed at beginners to intermediate players entering into combat and may
have no prior knowledge of this area of eve, even if they have been playing as a industry
character etc for some time.

In this "guide" I will be specifically be looking at ship defense as the tittle states. In
particular the different ways to defend your self, the equipment you can use and how they
work as well as the skills you can learn to better your defense I will also be covering
combat terminology as i see this to be a integral part of understanding combat and been
able to talk with corp mates about adjusting how you defend your self.

TERMINOLAGY

TANK - tank is one of the most common terms used in combat. Tank is your defense When
some one says "nice tank" they mean nice defense

Armour/Shield tank - This refers to how you tank your ship, weather you use modules that
harden your ships amour or shields this will be covered later in this guide

Passive/ Active tank - These terms refer to how your tank works weather you have to
activate modules or if it just works on its own. This also will be explained in grater detail
later in this guide.

Cap - The energy inside your ship capacitor that can be used to activate modules to help
in defending your self.

Resistances - the 4 resistances on your ship are electro magnetic (EM) , explosive (exp) ,
thermal (therm) , kinetic (kin). these are wrote as a % and take away the given % from the
end damage your ship receives when been attacked. you will also see resistances
abbreviated to "res".

Note: remember there are 4 damage types that correspond with the 4 resistance types.
60/10/25/45 - This how you will often see pilots write there resistances in order they are
EM, EXP, KEN, THERM note though

Speed tank - This is some thing i will not be covering in this guide but I still thought it was
worth a mention as a possibility , speed tanking is a system were by you set your ship up
to go faster than missiles move as well as faster than projectiles and hybrids can track

PVE - Player Vs Environment this is fighting non player characters (NPC`S) and usually
falls down to ratting in belts or missions

PVP - Player Vs Player , this is what it says on the tin 2 or more people who are actual
players fighting it out all the way up to 100 man fleets.

Understanding Ship Types

What i mean by understanding ship types is how do you know weather a ship should be a
amour or shield tanker? For the purposes of identifying in game with what i am saying in
this section i will be using the caldari battleship known as the Raven.
There are a few ways to deciding how to tank your ship and hear are the easiest. The first
way is to info the ship you wish to fly and go to attributes and look at the overall amour
and shield amounts. You will find that in most cases one value will be higher. In the case
of the ravens it has 6641 amour and 7500 shield leading us to believe it is a shield tanker.
The second method is to look at the ships low and medium slot configuration You can find
this by pulling up the "show info" window the ship you with to fly and clicking on the
fittings tab. If a ship has more medium slots I would be inclined to think that it is a shield
tanker. If it has more low slots I would be inclined to think it is a amour tanker. In the case
of the raven it has 6 medium slots and 5 lows leading us to believe it is a shield tanker
With both the above methods you should be able to work out pretty much any ships
"prepared" option of tanking. Note that this is not always the case and there are always
setups out there that will go contrary to what a ship is intended to do. If your in any doubt
though a good rule of thumb is this:

Caldari: shield tanks

Gallente: amour tank

Amarr: amour tank

Minmatar: amour / shield tank


Note that the mimitar can use both tanks and different ships favor different tanks. The
shield tanking ships typically have a bonus to shield boost amount


Shield Tanks

With such a large subject it is hard to know were to start, so I guess I'll start at the
beginning, skills. the modules you use can and will make a massive difference to how you
tank but a large part you will find comes down to skills if you don't have the base skills
behind you, you will find you wont be able to fit certain mods or use them properly. were
as at the other end of the scale having certain skills at lvl5 giving you that extra 2% can
make the difference to who wins or looses the fight, or weather you stay in a mission or
have to warp in and out all the time. I'm not a big fan of bullet points or lists but i think this
will be the easiest way to organize this I will give the name and a short description
afterwards and try and explain what it will mean to you on the ground what your tanking.
This is also alphabetical and in no way reflects importance.

EM Compensation - This gives a 3% per skill lvl bonus to passive em shield hardening
mods that i will cover later in more depth. This basically means the bonus this module
gives to your ships res will be greater than normal

Energy Grid Upgrades - This allows you to use modules suck as cap batteries and power
diagnostic systems (PDSs) that i will cover later each skill level reduces the CPU fitting
costs of these modules

Energy Management - 5% extra capacity to the capacitor on your ship per skill level, in
layman's terms you get 5% extra energy added to your ship per level. More cap means you
will be able to run certain modules for longer allowing you to stay longer in the fight. Also
having more cap but keeping the same recharge time will increase the amount of cap
regenerated per second

Energy Systems Operations - 5% reduction to recharge time of your capacitor per skill
level, this means that your cap comes back quicker after you have used it allowing you
again to stay in the fight for longer.

Explosive Shield Compensation - See EM compensation

Kinetic Shield Compensation - See EM compensation

Shield Compensation - reduces the amount of cap used by shield boost modules by 2%
per level making your ship more efficient leaving you more cap to use for other things or
last longer.

Shield Management - 5% extra shields per skill level. This means your tank is bigger taking
longer for your enemy to get through . Also having more shields but keeping the same
recharge time will increase the amount of shields regenerated per second

Shield Operation - This skill gives you 5% reduction to shield recharge time this allows
your shields to recharge quicker between your enemy's attacks. This skill also enables
you to use shield boosters which i will cover in detail later.

Tactical Shield Manipulation - As your shields go down you start to take minor damage to
your armor once you reach your last 25% of your shield. With this skill you reduce that
amount by 20% per level until at level 5 you take no damage to your armor till every last
point of shields are taken.

Thermic Shield Compensation - See EM compensation
Having these skills trained to a basic level will enable you to last longer while taking
damage and in some cases reduce the damage you take in the first place.
Before i move on to modules I will talk about the concept behind fitting ship, by doing this
I hope to explain why I include certain modules in the section about modules. With a
shield tank the main intention is to use your mid slots to tank your ship with modules that
toughen your shields by increasing your resistances reducing the damage you take. As
well as this your mid slots should include some form of shield regeneration, in most cases
this will be a shield booster but as I will talk about later there are other modules you can
use as well. In your low slots your intentions are to complement your established mid slot
tank with either modules to increase your cap / cap recharge rate or modules that increase
your shield recharge rate. By doing this your creating a way to protect your self from
damage while aiding it in becoming sustainable.

Follows is a table of some resistance amounts and the effect it has on tanking
% Res Increase to Shield / Armor HP Increase to max dps tankable
0 0% 0%
10 11% 11%
20 25% 25%
30 43% 43%
40 67% 67%
50 100% 100%
60 250% 250%
70 333% 333%
80 500% 500%
90 1000% 1000%

Notice that as resistance increases both your effective total shield / armor hit points
increases at the same time as the amount of damage your boosters / repairers can
recover. The percentages were rounded and found by the following formula % increase =
100 / (1 – res %). So take a ship with 5,000 shield hit points. Fit a shield booster that
restores 100 shield points. Fit modules to increase all of its resistances to 70%.
According to the chart above, the ship will have 16,650 effective shield points and will be
able to tank 333 points of damage per second (dps).

Modules

Some of the modules used in shield tanking, you will find are also can be used in armor
tanking. These modules are energy modules effecting your cap. Some shield tanking
modules come in different sizes this is because they are made for different ship types, but
they all do the same job. Also with each module there are "named" versions. Each named
version get progressively better at increasing the attribute they are used for until you
reach tech2 versions of each module. The top named version is in most cases as good as
the tech2 as far as increasing the said attribute but the tech2`s can take up more fitting
space (cpu/grid).
Again these modules are listed in no order of importance.

Shield Boosters - This is a active tanks first line of defense this repairs your shields when
activated. This module has a cycle time and in each cycle will burn X amount of cap
replacing shields in the process

Shield Boost Amplifiers - This module increases the amount that a shield booster repairs
per cycle.

Shield Extenders - These modules increase your overall amount of shields you have on
your ship.

Shield Flux Coils - these modules increase your ships natural recharge rate in exchange
for overall shield amount.

Shield Hardeners - These modules give a large boost to your ships resistances once they
are activated. The increase is portrayed as a %. The hardener works on the portion of the
shield not already covered. That means with a base resistance of 60%, a hardener only
effects 40% of the shields. So in this case a hardener that gives 50% resistance will yield a
total resistance of 80%, the math behind this is 100 * (0.5 + (0.4 * 0.5)). Additional bonuses
to resistance will be stacking penalized. Stacking penalties are calculated separately for
each resistance type.

Shield Power Relays (SPR`s) - These modules work like shield flux coils by increasing
shield recharge rate, except this module reduces cap recharge rate.

Shield Rechargers - This module also increases your shield recharge rate but only by a
small amount, but has no down side to them.

Shield Resistance Amplifiers - These modules increase your ships resistances by a small
amount but do not need activating. The increase is portrayed as a %. The effective
resistance after fitting the module is calculated in the same way as Shield Hardeners.

Damage Control (DC) - This module increases your ships armor, shield and structure
resistances but by a small amount Only one of these modules can be used on a ship at
any one time. It is important to note that the resistance offered by damage controls is NOT
penalized by stacking.

Capacitor Batteries - These modules increase the amount of cap that your ship has by a
set amount.

Capacitor Boosters - These modules inject extra energy into your ship when it needs it
most, it does this by been used in conjunction with cap charges of various sizes.

Capacitor Flux Coils - This module decreases your ships cap recharge time, but reduces
the overall cap amount you can store.

Capacitor Power Relays - This module decreases your ships cap recharge time but
reduces your ships shield boost modules shield boost amount.

Capacitor Rechargers - This module decreases your ships cap recharge time but by a
smaller amount with no attribute based penalty penalty. However taking up a mid slot with
a capacitor recharger can be disadvantageous to your tank as we will find out.

Power Diagnostic Systems (PDS/PDU) - This module has a multiple of advantages. The
PDS increases cap amount and shield amount, while reducing recharge amounts on both.
Also increases your ships power grid helping with fitting other modules.

Reactor Control Unit (RCU) - This module increases your ships power grid amount.
Rigs

Anti-EM Screen Reinforcer – Increases your ship's shield's resistance to EM damage.

Anti-Explosive Screen Reinforcer – Increases your ship's shield's resistance to Explosive
damage

Anti-Kinetic Screen Reinforcer – Increases your ship's shield's resistance to Kinetic
damage

Anti-Thermal Screen Reinforcer – Increases your ship's shield's resistance to Thermal
damage

Core Defence Capacitor Safeguard – Decreases the amount of capacitor used by shield
boosters. This is especially useful when combined with a Core Defence Operational
Solidifier rig because the combination nets a 6% increase in capacitor drain as opposed to
the 18% increase in capacitor drain of the Core Defence Operational Solidifier (figures are
rounded and based off of T1 rigs).

Core Defence Charge Economizer – Decreases the amount of power grid required to fit
shield upgrades. I (kwisatz) have yet to find a good use for this rig.

Core Defence Field Extender – Increases the amount of shields on the ship. It is best used
on actively shield tanked ships to increase total hit points.

Core Defence Field Purger – Decreases the regeneration time of the shields. It is an
essential module on any passively shield tanked ship.

Core Defence Operational Solidifier – Decreases the cycle time of shield boosters. This
results in an 18% increase in the amount of damage your ship can tank and the amount of
capacitor / second used by your shield booster (figures are rounded and based off of T1
rigs).

The difference between active and passive shield tanking

Active and passive tanking are very different ways of shield tanking. Each method has
different ways of setting up your ship and each method has its pros and cons In passive
shield tanking your aim is to rely on your ships own recharge rate to be greater than the
damage you are taking on. This method means you don't have to rely on cap meaning you
don't have to worry about ships "nosing" or "nueting" you. On the down side though once
your ship is taking more damage than it can recharge your dead. In a active tank you rely
on cap to activate modules to recharge your shields as well as run your shield resistance
modules. This method is very hands on and a lot of players prefer thins method for that
reason. On the down side if a ship "noses" or "nuts" you stealing your cap then you will
be unable to activate your modules. That is the basic differences between the two main
types of shield tanking.

Active Shield Tanking

In active shield tanking as stated above you use your cap to activate modules that
regenerate your shields. The basic premise with active tanking is that you use your mid
slots for modules that increase your resistances, shield amount and shield recharge. In
the case of your resistances your aiming to get each one to be as equal as possible. In
some of your low slots you should dedicate to cap recharge.
Remember that this is me building up a tank for purposes of this guide and I'm pretty sure
people will disagree with my choice of modules, but at the end of the day the principals
remain the same. In the case of the raven it has 6 mid slots and 5 low slots. These many
slots allow you to build up a nice tank. first off we will look at the mid slots. the first thing
we will need is a shield booster. In the case of a raven this should always be a extra large
(XL). secondly I am going to fill the second and third slot with shield boost amplifiers
giving a massive boost to the XL shield booster were already using. In the forth slot I will
be putting a Photon Scattering Field which is a dedicated EM hardener due to the fact all
shield tankers have a weakness which is there EM resistance which is 0% in all but a few
ships. In the firth and sixth slot I will be putting two Invulnerability Fields that will increase
all my resistances by a %. As you can see I have built up a tank that has a high shield
boost amount as well as close to equal resistances that are as high as possible without
been a hindrance to my tank. As far as low slots are concerned I wouldn't take up all your
lows with cap mods as you will want to put on modules such as BCSs so in 2/3 of your low
slots i would put PDS or capacitor power relays. PDS have less of a boost to cap but have
no draw back. In the case of capacitor power relays they give a massive cap increase but
reduce your shield boost amount. what you have to work out is the shield boost cap
amount ratio. Is what your getting out eating your cap faster than it can regenerate
Although a DCU is a good module, you have to ask your self as a shield tanker can you
use your low slots better? the answer as a shield tanker is usually yes. However, the
damage control will make your armor and hull last longer in combat when your shields are
depleted buying critical time for remote repairs, the arrival of more friendly ships, and the
destruction of enemy ships.

Passive Shield Tanking

With passive tanking your relying primarily on 3 things, shield regeneration, shield
resistances and shield amount. With your ship been passive you will rely on your ship
recharging its shields as quick as possible between missile volleys and salvos of rails.
With high resistances that amount of shield that will be needed to regenerated back will be
drastically reduced making life a lot easier and lastly a decent amount of overall shields so
that you can be easily overpowered (out dps`ed). A perfect sip for this purpose is the
drake due to its high resistances, resistance bonuses, good shield regeneration and a
good slot layout allowing you to build up a nice passive tank and is the favorite of many
mission runners and pvpers alike for this reason. However as i said i would be doing all
setups based on a raven it would not be fair to switch ship types.
First of all we will look at the mid slots on the raven. A command setup for a passive tanks
mid slots is 2 large shield extenders, 2 hardeners usually 1 em and 1 invulnerability and 2
shield rechargers this is commonly referred to as the 2/2/2 passive setup. The problem wit
the 2/2/2 passive setup when looking at a raven is that you have low resistances making
hardeners more of a priority and been a battleship shield amount a reduced issue which
leads me into the second most command setup the 3/3 passive shield setup which is 3
hardeners usually 1 em and 2 invulnerability and 3 shield Large shield extenders this
setup allows you to increase your already low em resistance and then lift your other
resistances as well while also increasing your shield amount. what i will be using is a
variation on the 3/3 setup with 3 hardeners and 3 shield rechargers as shield amount of a
raven is less of a issue. In the low slots of a raven you would be tempted to keep 2 slots
for damage modules while with your remaining 3 put in shield power relays and as of time
of printing shield power relays do NOT have any stacking penalty meaning you would get
your full moneys woth out of them. Although a DCU is a good module, you are almost
always better served by a module that increases the damage dealt by your weapons, a
shield power relay, a shield flux coil, or a power diagnostic system.

Armor Tanks

As with shield tanking i will also start at the skills used in armor tanking. The modules
you use can and will make a massive difference to how you tank but a large part you will
find comes down to skills if you don't have the base skills behind you, you will find you
wont be able to fit certain mods or use them properly. were as at the other end of the scale
having certain skills at lvl5 giving you that extra 2% can make the difference to who wins
or looses the fight, or weather you stay in a mission or have to warp in and out all the time.
I'm not a big fan of bullet points or lists but i think this will be the easiest way to organize
this I will give the name and a short description afterwards and try and explain what it will
mean to you on the ground what your tanking. This is also alphabetical and in no way
reflects importance.

Energy Management - 5% extra capacity to the capacitor on your ship per skill level, in
layman's terms you get 5% extra energy added to your ship per level. More cap means you
will be able to run certain modules for longer allowing you to stay longer in the fight. Also
having more cap but keeping the same recharge time will increase the amount of cap
regenerated per second

Energy Systems Operations - 5% reduction to recharge time of your capacitor per skill
level, this means that your cap comes back quicker after you have used it allowing you
again to stay in the fight for longer.

Em Armor Compensation - This gives a 3% per skill lvl bonus to passive em armor
hardening mods that i will cover later in more depth. This basically means the bonus this
module gives to your ships res will be greater than normal.

Exp Armor Compensation - See em armor compensation

Hull upgrades - This skill gives you 5% extra armor amount per level. Also this skill allows
you to use modules such as armor hardeners

Kinetic Armor compensation - See em armor compensation

Mechanic - This skill increases your structure amount by 5% per level and is also the basic
requirement for armor repairers which I will cover later

Repair Systems - This skill is also another requirement for amour repairers but also
reduces the activation time of armor repairers allowing you to tank quicker helping not to
be over powered by damage (out dps`ed)

Thermic Armor Compensation - See em armor compensation
There are other skills under the heading "Mechanic" but have nothing to do with individual
tanking of your ship and in some cases have more to do with industry.
Follows is a table of some resistance amounts and the effect it has on tanking
% Res Increase to Shield / Armor HP Increase to max dps tankable
0 0% 0%
10 11% 11%
20 25% 25%
30 43% 43%
40 67% 67%
50 100% 100%
60 250% 250%
70 333% 333%
80 500% 500%
90 1000% 1000%

Notice that as resistance increases both your effective total shield / armor hit points
increases at the same time as the amount of damage your boosters / repairers can
recover. The percentages were rounded and found by the following formula % increase =
100 / (1 – res %). So take a ship with 5,000 shield hit points. Fit a shield booster that
restores 100 shield points. Fit modules to increase all of its resistances to 70%.
According to the chart above, the ship will have 16,650 effective shield points and will be
able to tank 333 points of damage per second (dps).

Modules

Some of the modules used in armor tanking, you will find are also can be used in shield
tanking. These modules are energy modules effecting your cap. Some shield tanking
modules come in different sizes this is because they are made for different ship types, but
they all do the same job. Also with each module there are "named" versions. Each named
version get progressively better at increasing the attribute they are used for until you
reach tech2 versions of each module. The top named version is in most cases as good as
the tech2 as far as increasing the said attribute but the tech2`s can take up more fitting
space (cpu/pwg).

Again these modules are listed in no order of importance.

Damage Control (DC) - This module increases your ships armor, shield and structure
resistances but by a small amount Only one of these modules can be used on a ship at
any one time. It is important to note that the resistance offered by damage controls is NOT
penalized by stacking.

Capacitor Batteries - These modules increase the amount of cap that your ship has by a
set amount.

Capacitor Boosters - These modules inject extra energy into your ship when it needs it
most, it does this by been used in conjunction with cap charges of various sizes.

Capacitor Flux Coils - This module decreases your ships cap recharge time, but reduces
the overall cap amount you can store.

Capacitor Power Relays - This module decreases your ships cap recharge time but
reduces your ships shield boost modules shield boost amount.

Capacitor Rechargers - This module decreases your ships cap recharge time but by a
smaller amount with no penalty.

Power Diagnostic Systems (PDS/PDU) - This module has a multiple of advantages. The
PDS increases cap amount and shield amount, while reducing recharge amounts on both.
Also increases your ships power grid helping with fitting other modules.

Reactor Control Unit (RCU) - This module increases your ships power grid amount.

Armor Hardeners - These modules increase armor resistances in exchange for cap.

Armor Plates - These modules increase the amount of armor that you have while
increasing your ships mass

Armor Repair Systems - This module is the first line of defense on a active armor tank and
repair damage armor in exchange for cap

Energized Plating - These modules are passive modules that increase your ships
resistances but not as much as active modules due to there lack of cap consumption

Hull Repair Systems - These modules repair your ships structure in exchange for cap.
However this is a slow precess and best avoid for tanking except by very experienced
pilots. As the saying goes "only real men armor tank"
Rigs

Anti-EM Pump – Increases armor's resistance to EM damage.

Anti-Explosive Pump – Increases armor's resistance to Explosive damage.

Anti-Kinetic Pump – Increases armor's resistance to Kinetic damage.

Anti-Thermic Pump – Increases armor's resistance to Thermal damage.

Auxiliary Nano Pump – Increases the amount of hit points your armor repairers restore
each cycle. They are a good way to increase the amount of dps your ship can tank without
increasing the draw on the capacitor.

Nanobot Accelerator – Decreases the cycle time for armor repairers. This increases the
amount of damage your ship can tank by a greater amount than the Auxiliary Nano Pump.
However, the reduced cycle time cause your armor repairer to use capacitor points faster.
Remote Repairer Augmentor – Reduces the amount of capacitor used by remote armor
and hull repairers.

Trimark Armor Pump – Increases the amount of armor on your ship. It is especially useful
when fitted on passive armor tanked ships.
Note: Armor Rigs will reduce your ship's top speed by 9% (Armor Rigging 1) to 5% (Armor
Rigging 5).
The difference between active and passive armor tanking
There are many differences between active and passive armor tanking. The main
differences are that in a active tank you use active modules to repair your damaged armor,
hoping to be able to constantly repair over a period of time. Were as passive armor
tanking is a matter of armor amount with no form or repair.

Active Armor Tanking

In active armor tanking as stated above you use your cap to activate modules that
regenerate your armor. The basic premise with active tanking is that you use your mid
slots for modules that increase your cap. With your low slots your aiming to put in
modules that repair your armor, armor amount and armor resistances. In the case of your
resistances your aiming to get each one to be as equal as possible.
Remember that this is me building up a tank for purposes of this guide and I'm pretty sure
people will disagree with my choice of modules, but at the end of the day the principals
remain the same. For the purposes of armor tanking I will be using a magathron battleship
to create a tank with. First off I will look at your low slots were the main tanking modules
will be. Unlike shield boosters you do not get XL armor repairers, for that reason i always
like to duel rep my armor tanks allowing twice as much armor to be repaired at any given
time with large armor repairers (LARs). Secondly i will be adding a explosive armor
hardener to increase the ships incredibly low exp resistance. This low esp resistance is
the same in almost all armor tanks. After that I will be adding 2 Energized adaptive nano
membranes (EANM`s) which are passive multispectral armor hardeners raising all your
armor resistances. My forth modal i will fit is a DCU to increase your ships shield and
armor resistances as well as your structure for those occasional "mishaps" we all have. i
would allow your 7th slot to be used by a damage mod or if you feel you need 2 you can
drop the DCU which will still give you an ample tank. In your mid slots you have to take
into account things such as optimal ranges etc so some of your mids will automatically be
taken up with a afterburner/mwd and a web, leaving you 2 mid slots. In these 2 mid slots i
would put 2 cap rechargers for pve and 1 cap recharger and 1 cap booster for pvp. This
you give you a large repairing tank that has equalized resistances that will be relatively
high as well as a way to regenerate your cap as an active armor tank is notorious for
burning cap.

Passive Armor Tanking


Passive armor tanking is nothing like passive shield tanking as your armor does not repair
its self. With passive armor tanking the principle is that you have a very large amount of
armor, with high resistances over them. Your aim is to let your enemy "chip" away at your
armor while you shoot them hopping that they die before they get through your armor.
This style has its pros and cons. With this setup you don't have to worry about cap for
your tank only for your guns meaning as well you have all 4 mid slots free on your
megathron. But will all the extra armor you will not move very fast at all making getting
into your optimal range and chasing / fleeing a serious issue as well as needing external
support of some type to repair you between conflicts.
The low slots i will use are very much the same as the active tank. however instead of 2
large armor repairers I will put on 2 1600mm armor plates giving me a massive boost to my
armor amount. Next on i will put a explosive armor hardener to increase your extremely
lacking exp resistance. After that i will put to energized adaptive nano membranes
(EANM`s) to increase your over all resistance. Forth I will put on a DCU to increase all your
resistances in case you do run out of armor it will mean your structure will not just
crumple like a a knife through butter. if you are not worried about damage amount you can
use your last low slot for a 3rd EANM to again increase your resistances further.

Difference Between PVP And PVE Setups

There are only 2 main differences when setting up a ship for either PVE or PVP. The first is
how you gain your cap. in PVE with both shield and armor tanks use a passive method of
cap regain as this costs you a lot less than cap boosters saving you a lot or isk. Were as in
PVP to keep your tank running for along time you should always use cap boosters as this
will help with long fights as well as when you are been nosed /nueted. This point is most
prominent in armor tanks as a MUST. Shield tankers can get away with this however it is
advised in certain setups and roles. The second main difference is resistance hardeners.

In PVE you know what enemy is coming towards you, so fit hardeners that match the
damage they deal. There is no point increasing a resistance that the enemy will not be
dealing; it is a waste of a slot. In PVP your enemy can and will throw all damage types at
you so increase your lowest resistance (EM in shield tankers, EXP in armor tankers) then
increase all your other resistances equally as you can with multi spectral hardeners. You
can in some cases guess what damage certain enemy will be doing it you know they use
lasers or rails. Below is a quick list of damage types to protect against in PVE:

Angel Cartel - EXP / EM

Amarr Navy - EM / Thermal

Blood - EM / Thermal

Caldari Navy - Kinetic / Thermal

Gallente - Kinetic / Thermal

Guristas - Kinetic / Thermal

Khanid - EM / Thermal

Mercenary - EM / Thermal / Kin

Mordus - Kinetic / Thermal

Sanshas - EM / Thermal

Serpentis - Kinetic / Thermal




I hope this guide has increased your understanding of how to protect your self form attack
when encountering various situations. As well how to setup your ships. How the modules
work and how they work together to combine a strong exterior to your ship. The pros and
cons of using different modules, setups and styles. Hopefully this guide has given you
some insight into the vast world that is eve and has excited you to go out and try these
principles for your self and you never know some day you might be writing a guide on
"how to...." in the near future to help younger players than your self to understand and to
love the game that we all so enjoy playing.

Maximus Babbarus.


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