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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]] | ||
==== | ==== Shield tank ==== | ||
Depends on | 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: | |||
* shield naturaly regenerates | |||
* no speed penalty | |||
* free lowslots for dmg mods | |||
Cons: | |||
* ln case of passive/buffer tank, huge signature radius penalty, easier to hit | |||
* less space for utility modules | |||
More here [[Shield_tanking]] | |||
==== Damage Control ==== | ==== Damage Control ==== | ||