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Incursion Fitting: Vanguard: Difference between revisions

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===Tank===
===Tank===
The goal for an Incursion tank is above 70% resists for all types and above 50,000 EHP for a BC when all modules are active. Refer to link above for other ships. It is best to get the resists up, and then add to EHP. The first module on an Incursion ship should be a Damage Control Unit II. This provides bonuses to all resists for Shield, Armor, and Hull when active. Essentially every fit uses one of these. Next use rigs and active hardeners to even out resistances.  For a shield ship this usually means an EM Ward Field II and a Medium Anti-Thermal Screen Reinforcer I rig. Finally add modules which boost all resistances until one is over 70% for all. For a shield ship this usually means adding 2 Adaptive Invulnerability Field II. (Note, only one Damage Control Unit can be active at a time, hence adding more than one to your ship will not help.) Some ships might only need one if you have high enough skills, like the [[Drake]], but this is a good place to start.
The goal for an Incursion tank is above 70% resists for all types and above 50,000 EHP for a BC when all modules are active. Refer to link above for other ships. It is best to get the resists up, and then add to EHP. The first module on an Incursion ship should be a Damage Control Unit II. This provides bonuses to all resists for Shield, Armor, and Hull when active. Essentially every fit uses one of these. Next use rigs and active hardeners to even out resistances.  For a shield ship this usually means an EM Ward Field II and a Medium Anti-Thermal Screen Reinforcer I rig. Finally, add modules which boost all resistances until all four are over 70%. For a shield ship this usually means adding 2 Adaptive Invulnerability Field II. (Note, only one Damage Control Unit can be active at a time, hence adding more than one to your ship will not help.) Some ships might only need one if you have high enough skills, like the [[Drake]], but this is a good place to start.


Once resistances are above 70%, it is time to add to EHP. There are two ways to do this one is through rigs and the other is modules. Which a pilot goes with in the end depends on how they balance with other considerations, such as damage, speed, and signature radius. A good way to start is to add the rigs and then use modules to top it off. Again using the shield example, 2 Medium Core Defense Shield Extenders and a Large Shield Extender II suffice. Once a pilot is comfortable with a ship and has improved skills, tweaking these modules is acceptable, keeping in mind the general principles mentioned above.
Once resistances are above 70%, it is time to add to EHP. There are two ways to do this one is through rigs and the other is modules. Which a pilot goes with in the end depends on how they balance with other considerations, such as damage, speed, and signature radius. A good way to start is to add the rigs and then use modules to top it off. Again using the shield example, 2 Medium Core Defense Shield Extenders and a Large Shield Extender II suffice. Once a pilot is comfortable with a ship and has improved skills, tweaking these modules is acceptable, keeping in mind the general principles mentioned above.