Tanking 101
From UniWiki
Contents |
Class Information
General Information
- Duration: 1.5 hours
- Location: Docked, on Mumble and Class.E-Uni
Teaching Goals
- introduce tanking concepts
- understand what tanking modules are available, and when to use them
- understand difference between shield and armour tanks
- understand difference between active, buffer, passive shield, and logi tanks
- know how to choose a tank appropriate to your mission
Student requirements:
- Mumble registration and access - make sure you have Mumble sorted out and operational well before the class begins. Use this guide for set-up: http://wiki.eveuniversity.org/Mumble
- Access to the Class.E-UNI in-game chat channel
Class Contents
Introduction
Introduction to Tanking:
Tanking = absorbing damage = staying alive
Thus:
- Shield tanking = using shields as primary damage soak - primarily mid slot
- Armor tanking = using armor as primary damage soak - primarily low slot
- Hull tanking = using hull as primary damage soak. Hulk only!
Also sometimes hear:
- Range tanking = keeping out of range
- Speed tanking = avoiding damage by moving fast
- won't talk much about these
Key concepts:
- hit points
- resistances
=> effective hit points
EHP = hit points * resistances
- Increase tank by adding raw HP
- Increate tank by adding resistances
- Repair
Resistance makes each raw HP worth more.
4 types of tank
- buffer tank, active tank, passive tank, remote tank
- buffer tank = pure damage absorption - PvP
- active tank = spend cap to directly repair tank - PvE, solo PvP
- passive tank = tank using native shield recharge - PvE
- remote tank = active tank from 3rd party (eg logistics) - PvE, PvP
Buffer tank
- used in large-scale and small-scale PvP
- maximise EHP via combination of raw HP and resistances
Why buffer?
- In PvP, tank usually matters because you are primary
- self-repair is too slow - use buffer to survive longer
- repair after the battle (remote rep or stations)
Buffer tanking modules:
- Shield:
- Shield extender (eg MSE, LSE II)
- Active hardener (photon scattering field, adaptive invulnerability field)
- Armour:
- Armour plates (200mm, 1600mm Rolled Tungsten)
- Resistance modules (EANM II)
- All:
- DCU
- Micro auxiliary power core: for fitting MSE/400mm on frigates
Active tank
- primarily PvE
- use active repair module to replenish tank
- focus on resistance over raw hp
- bias towards resistance makes repair more effective
- requires cap!
Why active?
- In PvE, you get a lot of total damage, but applied more slowly
- can also work in small PvP engagements
Key concept:
- repair rate, measured in hp/s
Active tanking modules:
- Shield:
- Active hardener
- Shield booster (small shield booster, XL shield booster II)
- Shield boost amplifier (SBA, SBA II)
- Power diagnostic system (PDS II)
- Armour:
- Active hardener (...)
- Armour repairer (...)
- All:
- DCU
Passive shield tank
- primarily PvE
- maximise natural shield recharge
Example: drake, rattlesnake, myrmidon
Why passive?
- can mount very effective tank
- effort-free (no cap drain, etc)
- can be made totally cap-free - useful vs heavy neuting
- drawback: uses both mid and low slots
Passive tanking modules:
- Active hardener
- Passive hardener (MSA II)
- no cap, less CPU, smaller bonus
- Shield Power Relay (SPR II)
- Power Diagnostic System (PDS II)
- No DCU!
- Core Defense Field Purger (rig)
Aside: passive vs active
- Passive vs active modules
- Active => requires activation, uses cap, can be overheated
- Passive vs active shield tank
- Shield only
- Often uses active resistance modules
Remote tank
- Fleets
- PvP, incursions, sleepers (wormholes)
- Remote Repair BS gang
- Logistics
Why remote?
- fleet can carry more repair than single ship can
- keep those modules running
- Logis have massive cap vs hp bonus
- Post-battle repair of drones, or if no stations nearby
Remote tanking modules:
- Shield:
- Hardeners
- Remote shield transfer (LST II)
- Armour:
- Resistance modules
- Remote armour repair (RAR II)
- Both:
- DCU
- Remote hull repair (RHR)
- Energy transfer
Other Thoughts
PvP vs PvE
PvE:
- known damage types -> specific resistances
- damage over time -> repair
- NOT sleepers, incursions
PvP:
- omni-tank - equal tank vs all resistances
- usually burst damage - too fast to rep
- 1v1 sometimes uses repair
Capacitor and Tanking
Active repair requires cap - your cap is part of your tank!
Cap stability?
- simple cap stability
- energy transfer
- used by logis, RRBS
- capacitor boosting
- more cap when needed
- MUCH faster than normal cap regen
- uses cap booster changes - bulky
Situations where boosting is useful:
- 1v1 PvP
- fleet PvP - use ET instead?
- fastest way to run L4 missions
Finish
Any questions?