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m Djavin novienta moved page Passive Shield Tank to Passive shield tanking |
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{{hatnote|This page covers the use of shields as a passive tanking strategy. As such, it focuses on the advantages of passive tanking and the process of fitting a ship to use a passive tank. It assumes that the reader knows the fundamental principles of [[Shields|how shields work]].}} | |||
{{hatnote|This page covers the use of shields as a passive tanking strategy. As such, it focuses on the advantages of passive tanking and the process of fitting a ship to use a passive tank. It assumes that the reader knows the fundamental principles of [[Shields | '''Passive shield tanking''' (often shortened to simply ''passive tanking'') is a method of tanking that relies on the ability of shields to recharge without the need for active modules. Instead, passive shield tanks rely on modules that increase this recharge rate, as well as the absolute amount of shield hit points a ship has. | ||
The goal of a passive shield tank is enable a ship's shield to regenerate as quickly as it takes damage. Passive shield tanks work best in situations where damage is either fairly constant, or slowly increasing over a long period of time. It can also work in situations where the pilot is able to remove the ship from combat periodically to let their shields recharge. As such, passive shield tanking is most appropriate for use in PvE situations, where incoming damage is fairly predictable. | |||
In particular, passive shield tanks can be effective on ships built for kiting or long-range combat tactics, both of which keep shield damage relatively low. As above, it can also be used when employing hit-and-run tactics as well. | |||
==Shield Recharge Rate== | |||
The shield regeneration rate [[Shields|increases by more than double]] as the shield takes damage. Since this change is a percentage, a ship that starts with a higher average regeneration rate will get a bigger boost in its optimum rate. In addition, since the shield regeneration ''time'' is constant, a larger shield will regenerate more hit points per second. | |||
== | |||
The | |||
For example, these are all Caldari ships. Many Caldari ships prefer shield tanks. | For example, these are all Caldari ships. Many Caldari ships prefer shield tanks. | ||
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Without any modules, and assuming the pilots had the same skills, the Drake would rebuild its shield almost three times faster than the Kestrel. The Raven would rebuild about twice as fast as the Corax, but slower than the Drake. All other things being equal, the Drake, with its large shield capacity and very fast recharge time, would make the best candidate for a passive shield tank. | Without any modules, and assuming the pilots had the same skills, the {{sh|Drake}} would rebuild its shield almost three times faster than the Kestrel. The Raven would rebuild about twice as fast as the Corax, but slower than the Drake. All other things being equal, the Drake, with its large shield capacity and very fast recharge time, would make the best candidate for a passive shield tank. | ||
These cruisers and battlecruisers provide a representative sample comparison of ships by faction. | These cruisers and battlecruisers provide a representative sample comparison of ships by faction. | ||
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The Caldari and Minmatar tend to have the larger shield capacities and higher shield recharge rates. Thus it is not surprising that ships of these factions are more likely to be shield tanked. | The Caldari and Minmatar tend to have the larger shield capacities and higher shield recharge rates. Thus it is not surprising that ships of these factions are more likely to be shield tanked. | ||
==Combat Situations== | |||
Because a | Because a passive tank depends on the shield's recharging, it works best in situations where the damage is constant or builds slowly over time. It works least well in situation where the shield will take a large amount of damage in a very short time. Passive tanking can be used, then in situations where the pilot can "kite" the enemies to control how much damage comes in – or in situations where the pilot is using long range weapons and depending on speed to keep away from enemy fire. | ||
In fleet situations the assigned combat role may be a factor. If the ship is to be tackling other ships, for example, its mid power slots may be needed for e-war modules, and it may be exposed to high, brief peaks of damage - so an armor tank will likely be preferable. | In fleet situations the assigned combat role may be a factor. If the ship is to be tackling other ships, for example, its mid power slots may be needed for e-war modules, and it may be exposed to high, brief peaks of damage - so an armor tank will likely be preferable. | ||
==Modules and rigs== | |||
The following influence the passive shield tank. | The following influence the passive shield tank. | ||
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===Initial Fit=== | |||
The usual starting point is to try to fill several low slots with Shield Power Relay modules, several mid slots with Shield Extender modules, and to fit all three rig slots with Defense Field Purger rigs. Of course, this will need to be modified to fit slot availability, stacking penalties and other considerations, but it is a good place to start. | The usual starting point is to try to fill several low slots with Shield Power Relay modules, several mid slots with Shield Extender modules, and to fit all three rig slots with Defense Field Purger rigs. Of course, this will need to be modified to fit slot availability, stacking penalties and other considerations, but it is a good place to start. | ||
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{{Color box | color=#222222 | border=#ffeeee | A tank built from these modules will greatly increase the shield recharge rate, will somewhat increase the shield capacity, will have no stacking penalties, will increase the ship's Signature Radius, and will reduce the Capacitor's recharge time (but will not draw directly on the Capacitor for power).}} | {{Color box | color=#222222 | border=#ffeeee | A tank built from these modules will greatly increase the shield recharge rate, will somewhat increase the shield capacity, will have no stacking penalties, will increase the ship's Signature Radius, and will reduce the Capacitor's recharge time (but will not draw directly on the Capacitor for power).}} | ||
===Possible Alterations=== | |||
*Most ships have "damage holes", a type of damage from which they are not well defended. A specific damage type shield hardener may need to be equipped to cover such holes. Hardener modules for other types of damage may be added to account for the primary damage types expected in the encounter. Keep in mind the stacking penalties that arise if a second hardener module is used to alter the same type of damage. | *Most ships have "damage holes", a type of damage from which they are not well defended. A specific damage type shield hardener may need to be equipped to cover such holes. Hardener modules for other types of damage may be added to account for the primary damage types expected in the encounter. Keep in mind the stacking penalties that arise if a second hardener module is used to alter the same type of damage. | ||
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*Once your tanking modules are set, check to see if your ship's capacitor is stable. If it isn't, and the amount is significant, consider swapping one or two Shield Power Relays for Shield Flux Coils. If you have to swap more than two Shield Relays for Flux Coils, consider putting back all but one of the Shield Power Relays and adding a Capacitor Power Relay. | *Once your tanking modules are set, check to see if your ship's capacitor is stable. If it isn't, and the amount is significant, consider swapping one or two Shield Power Relays for Shield Flux Coils. If you have to swap more than two Shield Relays for Flux Coils, consider putting back all but one of the Shield Power Relays and adding a Capacitor Power Relay. | ||
== | ===Example=== | ||
Without the use of modules that incur stacking penalties, the calculation for passive shield regeneration rate is multiplicative; the more fittings added, the greater effect each fitting has. | Without the use of modules that incur stacking penalties, the calculation for passive shield regeneration rate is multiplicative; the more fittings added, the greater effect each fitting has. | ||
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So with this fit in place, an no pilot shield skills, the Peak Shield Regeneration Rate will be 54.4 hp/sec. | So with this fit in place, an no pilot shield skills, the Peak Shield Regeneration Rate will be 54.4 hp/sec. | ||
== | ==Skills== | ||
{{ sk | Shield Management}}: ''5% bonus to shield capacity per skill level'' | {{ sk | Shield Management}}: ''5% bonus to shield capacity per skill level'' | ||
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The advantage of this approach lies in its avoidance of stacking penalties, which gives you more benefit per module fitted, and which in turn should give you extra strength in areas other than defense. This may come from having room to fit an additional module, or by savings in power or CPU that let you install more highly rated equipment.}} | The advantage of this approach lies in its avoidance of stacking penalties, which gives you more benefit per module fitted, and which in turn should give you extra strength in areas other than defense. This may come from having room to fit an additional module, or by savings in power or CPU that let you install more highly rated equipment.}} | ||
== Final Fit == | |||
Thus, a Minmatar Hurricane fitted for this particular skilled, passive tank would have a Peak Shield Regeneration rate of approximately 82 hp/sec. Again, for comparison, a medium Phased Plasma projectile does about 18 hp base shield damage plus 24 hp type damage; a medium Lead Hybrid charge does about 10 hp base shield damage plus 16 hp type damage. | Thus, a Minmatar Hurricane fitted for this particular skilled, passive tank would have a Peak Shield Regeneration rate of approximately 82 hp/sec. Again, for comparison, a medium Phased Plasma projectile does about 18 hp base shield damage plus 24 hp type damage; a medium Lead Hybrid charge does about 10 hp base shield damage plus 16 hp type damage. | ||