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User talk:Erise ardain: Difference between revisions

Discussion page of User:Erise ardain
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Depends on resistance modules, plates or repairers to keep your ship alive. Comes in two verieties, buffer and active armor tank. Buffer tank relies on increasing [[EHP]] by using modules and rigs increasing resistance and total armor HP. Used mostly in PVP (where incoming damage is much higher than active tank can repair and you want to survive long enougth so you gang will eliminate targets, or enougth time to run away) and in WH ops, when you rely on your gangmates to repair you.  
Depends on resistance modules, plates or repairers to keep your ship alive. Comes in two verieties, buffer and active armor tank. Buffer tank relies on increasing [[EHP]] by using modules and rigs increasing resistance and total armor HP. Used mostly in PVP (where incoming damage is much higher than active tank can repair and you want to survive long enougth so you gang will eliminate targets, or enougth time to run away) and in WH ops, when you rely on your gangmates to repair you.  
Pros:
* uses mostly low slots, so you have mid slots free for utility mods and/or cap rechargers
* active tank is overall more efficient
Cons:
* no natural armor regen
* plates and armor rigs reduce ship's maximal speed
* less space for damage/tracking mods


More here:
More here:[[Armour_tank]]


===== Active armor tank  =====
==== Shield tank  ====


Depends on using repairer and hardening modules to counter stream of incoming damage. Rarely used in PVP because PVP dmg tends to be bursty (a lot of dmg in short amount of time) so in worst case ship's armor can be melted before repper can cycle. Suitable for PVE when stream of incoming dmg is rather steady and not that big.  
Depends on your shield as primary defence. Comes in threee varieties, active, passive, and buffer. Active relies on boosting your shield resists and repairing incoming damage, buffer on increasing [[EHP]] and passive relies on boosting your shield total regen rate
 
Pros:
===== Buffer armor tank  =====
* shield naturaly regenerates
 
* no speed penalty
Used mostly in PVP and WH, depends on increasing total [http://wiki.eveuniversity.org/EHP#EHP EHP] of ship by increasing resists and armor HP by plates
* free lowslots for dmg mods
 
Cons:
==== Shield tank ====
* ln case of passive/buffer tank, huge signature radius penalty, easier to hit
* less space for utility modules


Modules used:
More here [[Shield_tanking]]


*[http://wiki.eveonline.com/en/wiki/Medium_Shield_Booster_I Shield Booster] and [http://wiki.eveonline.com/en/wiki/Shield_Boost_Amplifier_I Shield Boost Amplifier] - first one repairs certain amount of shield's HP, second boosts repaired amount.
*[http://wiki.eveonline.com/en/wiki/Invulnerability_Field_I Shield Hardener] - comes in omni (Invunerability) and dmg specific varietes, this is active module increasing shield resistances.
*[http://wiki.eveonline.com/en/wiki/Explosion_Dampening_Amplifier_I Resistance amplifier] - passive version of above, doesn't have "omni" version and have lesser resists, it's very rarely used xcept when u need tank that's immune to cap drain
*[http://wiki.eveonline.com/en/wiki/Medium_Shield_Extender_I Shield Extender] - increases shield's HP and ship sig radius, so it's a bit easier to hit
*[http://wiki.eveonline.com/en/wiki/Shield_Recharger_I Shield Recharger] - increases passive shield regeneration rate
*[http://wiki.eveonline.com/en/wiki/Shield_Power_Relay_I Shield Power Relay] - increases passive shield regen rate, at cost of decreasing cap regen


==== Damage Control  ====
==== Damage Control  ====