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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