Introduction to PvE: Gallente Ships
|This is a depcrecated class syllabus, intended as historical record for the teaching department.
Creating syllabi is no longer our process for new classes, and no classes in the syllabus library are considered current. They are here for historical purposes only, as well as an optional starting point for designing new classes. Please do not assume any of the classes you find here have slides, or have even been taught for many years. If you do use information in a syllabus, ensure that you have brought it up to date with contemporary EVE.
Gallente Ship Design
Gallente PvE Strategy
- Key to PvE tanking is sustainability as missions can take a long time
- Key difference to PvP is that you know what kind of damage you will see in a mission by reading the relevant mission guide (I use Eveinfo). This means you can fit specific resistances to match damage types and have higher resistances than if you need to Omni – tank (i.e. try and resists all damage types)
Example : I am offered the Level 3 mission ‘Massive Attack’. On Eve-info (or eve-survival.org) it says I will encounter Sansha NPC’s who will do EM and Thermal damage so I fit EM and Thermal Hardeners to my ship. Database also says I should do EM damage so I fill my drone bay with EM damage drones (Mediums = Infiltrators). Note : All T1 hybrid guns do Kinetic and Thermal damage types.
Fundamentals of Armor Tanking
- Minimising damage taken by having good resistance to damage
- Capacitor to adequately maintain your repairers (does not necessarily mean permanently)
- Enough of a buffer to take initial damage (buffer = hitpoints)
- From cruiser upwards you need to understand resistances and damage to be successful in PvE
- Don’t forget that. More tank = Less damage dealt = less ISK / hour
- The faster you can kill your enemies the less tank you need for a room of NPC’s
- Resistances are much more energy efficient than repping, i.e. it is generally better to take less damage than to rep it at a higher rate
- There are passive resistance modules for armor that require no cap to sustain but there is no such thing as a passive armor tanking (such as is possible with Shields) as Armor has no natural re-charge rate. *There is only active tanking (repping) and taking damage
- There are four different types of damage (Explosive, Kinetic, EM and Thermal)
- Every ship has a base resist to each of the four damage types (Gall 10/35/35/60)
- Example : you have a 60% resist to EM damage, if you take an EM hit of 100 HP your tank will reduce it to 40 HP (i.e. you resisted 60% of the damage)
- Each module after the first which affects a given resistance type has a stacking penalty, penalties are approximately (1.00, 0.87, 0.57, 0.28, 0.11)
- Resistances can be calculated by hand like this
Adjustment% = (100 - Current resistance%) x module adjustment x stacking penalty
New resistance = Current resistance + Adjustment%
- The easy way is to use Quickfit to calculate your resistances by fitting your modules and then clicking on the ‘Ship’ tab in the Equipment page and checking the modified resistances
- Remember the difference between 80% and 90% resistance is significant – double the damage!
- You can never reach 100%!
- Having a reasonable understanding of stacking helps you choose the best modules
Resistance and Tanking Modules
- Active hardener modules :
- Hardeners – 1 per damage type, take a fair amount of Cap, 50% resist
- DC – omni effect + boosts structure / shields resistances, 10%, no stack
- Passive hardener modules (all impacted by Armor Compensation)
- Passive hardeners, no cap 37.5% -
- EANM (Energized Adaptive Nanomembrane), passive omni effect fitting, +10%
- Their effectiveness can be improved by training the ‘Armor Compensation’ skills
- Basically they just add hit-points as a buffer
- Armor repairers
- Repairing cycles of up to 15 secs (depending on size)
- Tech II are affordable and 40% more effective, worth considering
- Repair systems skill shortens cycle i.e. increases effectiveness and also capuse
For details on the best set-up use Quickfit or read some of my postings on the forums regarding different PvE tank setups and analysis of different omni-tanks
Key Gallente Skills
Note that this is not a comprehensive list of important skills you should train. There may be important ones left out of this listing.
Mechanics (Armor Tanking)
- Repair systems – 5% reduction in repair system duration (shortens cycle)
- Hull Upgrades – 5% bonus to Armor hitpoints per level
- Mechanics – 5% bonus to structure hitpoints
- Armor compensation - To passive armor hardeners: 5% bonus per skill level (4 skills)
- Drones – number of drones you control, need to get to V
- Combat Drone Operation - 5% Bonus drone damage of light and medium drones /lvl
- Drone interfacing - 20% bonus to drone damage, drone mining / level
- Scout Drone Operation - drone control range increased by 5000 meters per skill level.
- Heavy Drone Operation - 5% Bonus to heavy drone damage per level.
- Gallente Drone specialization - 2% bonus to racial drone damage per level (Tech 2)
- Gunnery - 2% Bonus to weapon turrets' rate of fire per skill leve
- Weapon Upgrades - 5% reduction per skill level in the CPU
- Advanced Weapon Upgrades - Reduces PG needs of turrets by 2% per skill level.
- Controlled bursts - 5% reduction in capacitor need of weapon turrets per skill level.
- Small / Medium /Large Hyb Turret – 5% damage per level
- Rapid Firing - 4% bonus per skill level to weapon turret rate of fire.
- Motion Prediction - . 5% bonus per skill level to weapon turret tracking speeds.
Energy Grid and Cap
- Power Grid Management - 5% Bonus to ship's powergrid output per skill level.
- Capacitor Management - 5% bonus to capacitor capacity per skill level
- Capacitor Systems operation - 5% reduction in capacitor recharge time per skill level.