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| Line 172: |
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| When you fit shield extenders and shield rigs, this makes you bigger. | | When you fit shield extenders and shield rigs, this makes you bigger. |
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| ===Hull tanking===
| | Shields heal themselves over time at a natural recharge rate. Armor and Hull damage taken is going to sit there until it is repaired. |
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| Hull Tanking: Focuses on reinforcing the structure of your ship to withstand and/or repair damage. Generally, hull tanking is not considered to be very viable, as hull repairers are relatively inefficient.
| | After shields are exhausted there is still some armor and hull remaining, leaving a little more room for error. |
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| ===Remote repairing===
| | Active shield boosters repair faster than active armor repairers, meaning you can effectively tank more incoming DPS |
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| Spider Tanking: Focuses on a fleet tactic in which ships mount remote armor repair modules so they can repair each other.
| | Shield tank modules & rigs don't affect your speed or maneuverability, thus keeping you fast and agile. |
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| === Spider Tanking ===
| | Low slots are left free for damage modules, etc. |
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|
| In simple terms, Spider tanking involves the use of a Buffer and/or highly resistant tank that is repaired remotely by other ships in your squad who are in turn repaired by remote repair modules on your ship. This is an advanced technique that requires a good deal of coordination to function effectively.
| | There's a smaller range of different modules to choose from when shield tanking than when armor tanking, giving you less choice in how to fit your ship. |
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| | Although shield boosters repair faster than armor repairers, they are also less capacitor efficient. |
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| | Shield tank modules & rigs can increase your signature radius, that attribute of every ship that affects how fast other people target you, and how easy it is to hit you with turrets & missiles. |
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| | Passive resistance modules are less effective than the armor equivalents, and there is no single passive resistance module that boosts all shield resistances at once. |
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| | Shield tanking modules are almost exclusively fit in mid slots, competing with tackling, EWAR, and propulsion modules. |
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| | Unlike Armor Repairers, Shield Boosters give the boost at the beginning of the cycle time instead of at the end, meaning you can wait until you need the shields to activate the shield booster instead of activating it in anticipation of needing it, as is commonly done with armor repairers. |
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| | === Shield tanking modules === |
| | *Shield extenders |
| | ** Shield extenders increase ships shield HP by a flat number. |
| | ** The extenders also make the ships signature radius larger making it easier to hit. |
| | ** "Oversized" modules are often used. Medium on frigates, large on cruisers/battlecruisers. |
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| | *Damage control |
| | ** This passive module increases the ship's shield, armor and hull resist. |
| | ** This module is not stacking penalized with most other resist modules. Only the reactive armor hardener is stacking penalized with damage control. |
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| | * Shield hardeners |
| | ** These active modules increase shield resist to single damage type. |
| | ** Adaptive invulnerablility field increases resist to all damage types but less than type specific modules. The name is misleading and the module does not adapt to damage like the reactive armor hardener. |
| | ** Higher resist bonus than on shield resistance amplifiers |
| | * Shield resistance amplifiers |
| | ** Passive modules that increase resist to single damage type. |
| | ** Easier to fit than active hardeners but considerably lower resist bonus. |
| | ** The resist bonus increases with apropriate shield compnsation skill. |
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| | * Shield power relays |
| | ** Increase the passive shield recharge rate at the cost of reduced capacitor recharge rate. |
| | ** Low slot module. |
| | ** This module defines a passive shield tank. Since the relay modules fit in low slots, this means more Extenders may be fitted alongside them. On the other hand, this also means no low slot weapon upgrade modules for high damage. This will limit the situations where a passive tank may be used. |
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| | * Shield flux coils |
| | ** Increase the passive shield recharge rate at the cost of shield capacity. |
| | ** The reduced shield capacity reduces the shield recharge rate but the recharge rate bonus on flux coils is larger than on power relays resulting in higher recharge rate. |
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| | * Shield rechargers |
| | ** Shield Rechargers are passive mid slot modules which provide a modest increase to the shield recharge rate. |
| | ** If there is fitting room for shield extender then that may be a better choice. |
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| ==Armor Module Reference==
| | * Shield boosters |
| {| border="1" cellpadding="5" cellspacing="0"
| | ** These modules repair, or ''boost'', your ship's shield. |
| |+(Ranges are for tech1 – tech2 versions)
| | ** The repair happens at the beginning of the module cycle. |
| |----
| |
| !colspan="2" rowspan="2"|Module Type
| |
| !colspan="3"|Fitting
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| !colspan="2"|Bonuses
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| !rowspan="2"|Notes
| |
| |----
| |
|
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|
| | * Shield boost amplifiers |
| | ** Passive mid slot modules that increase shield booster repair ammount. |
| | ** About same fitting requirement as a medium shield booster makes these impractical for sub battleship hulls. |
| | ** The repair increase is without additional capacitor usage. If capacitor is limiting then a boost amplifier can be used instead of second shield booster. |
| | ** Doubles the module damage from overheating. |
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|
| !Cap
| | * Ancillary shield booster |
| !PG
| | ** The Ancillary Shield Booster works in the same way as a normal Shield Booster does: it transfers capacitor energy into shield HP, but it repairs a lot more shield HP per cycle than a normal Shield Booster does. |
| !CPU
| | ** Repairs around 40% more than a normal shield booster |
| !Resist
| | ** Can be loaded with cap boosters. While the module has cap boosters loaded it uses no capacitor at all. |
| !Armor
| | ** After the cap boosters run out the ancillary shield booster uses over three times more capacitor than a normal shield booster. |
| | ** Reloading the cap boosters takes one minute. During this time the ancillary shield booster can not be used. |
| | ** The size of used cap booster has no effect. The smallest useable cap booster should always be used to maximize number of cycles. With smallest navy cap boosters the ancillary shield booster always fits 10 charges. |
| | ** This module is used to get very high active repair for short duration. More than one ancillary shield booster can be fitted. |
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|
| |----
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| !Damage Control
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| |1
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| |25-30
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| |10-15%
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| |
| |Also adds 7.5-12.5% shield and 50-60% structure resists
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| |----
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| !rowspan="2"|Armor plates
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| |100-
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| |8-18
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| |5-30
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| |263-1050
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| |
| |----
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|
| |800-
| | * Remote shield boosters |
| |
| | ** Use capacitor to repair shields of single target. |
| |23-28
| | ** You must target lock the ship to be repaired, and that your cannot repair your own ship with a remote shield booster. |
| |200-500
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| |
| |2100-4200
| |
| |
| |
| |----
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| !rowspan="3"|Resistance plating
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| |Adaptive
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| |1
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| |8-15%
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| |
| |
| |
| |
| |----
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| |Regenerative
| | ** Power diagnostics system |
| |
| | ** Low slot engineering module. Small percentage increase to shield capacity, capacitor capacity, powergrid output, shield recharge rate and capacitor recharge rate. |
| |1
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| |6-8%
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| |
| |
| |----
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|
| |Specific
| | ** Capacitor power relay |
| |
| | ** Not exactly a shield module. Passive low slot engineering module that increase capacitor recharge rate at the expense of reduced shield booster repair ammount. Thse modules are generally avoided on active shield tanked ships. The penalty does not apply to remote shield boosters. |
| |1
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| |20-26%
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| |Damage-type specific
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| |----
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| !rowspan="3"|Energized plating
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| |Adaptive (EANM)
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| |1
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| |30-36
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| |15-20%
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| |
| |
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| |----
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| |Regenerative
| | * Rigs |
| |
| | ** Core defense field extenders increase shield capacity by a percentage ammount. |
| |1
| | ** Core defense field purgers increase the shield recharge rate. It is however, a lot more effective than a Shield Recharger, and is a staple on almost all passively-tanked ships. |
| |25-30
| | ** Screen Reinforcers increases a ship resistance to single type of damage. The most commonly used is the anti-EM and anti-thermal reinforcers as the shields are naturally vulnurable to these damage types. |
| |
| | ** Core defense capacitor safeguards make a shield booster run more efficiently reducing the cap requirement |
| |13%-15%
| | ** Core defense operational solidifiers make the shield boosters run faster, increasing tank but also capacitor use. Unlike its armour equivalent, usually ignored in favour of a boost amplifier module. |
| |
| | ** Core defense charge economizers reduce the powergrid need of shield extenders. Rarely used except in some very large buffers to pvp fits. Much cheaper than the general PG upgrade rig. |
| |----
| | ** For active shield fits capacitor will be a major concern and many will rely on a capacitor control circuit I to make the tank work. |
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| |Specific
| | ===Hull tanking=== |
| |
| |
| |1
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| |25-30
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| |33-38%
| |
| |
| |
| |Damage-type specific
| |
| |----
| |
| !Armor hardeners
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| |Specific
| |
| |30cap/20sec
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| |1
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| |33-36
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| |50-55%
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| |
| |
| |Damage-type specific, can be overloaded for 20% more resist
| |
| |----
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| !rowspan="3"|Armor repairers
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| |Small
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| |40cap/6sec
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| |5-6
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| |5-6
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| |
| |
| | +60-80
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| |rowspan="3"|Repairers can be overloaded for 10% more repair and 15% increased speed
| |
| |----
| |
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|
| |Medium
| | Hull Tanking: Focuses on reinforcing the structure of your ship to withstand and/or repair damage. Generally, hull tanking is not considered to be very viable, as hull repairers are relatively inefficient. |
| |160cap/12sec
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| |150-173
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| |25-28
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| |
| | +240-320
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| |----
| | ===Remote repairing=== |
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|
| |Large
| | Spider Tanking: Focuses on a fleet tactic in which ships mount remote armor repair modules so they can repair each other. |
| |400cap/15sec
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| |2000-2300
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| |50-55
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| | +600-800
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|
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|
| |----
| | === Spider Tanking === |
| !rowspan="3"|Remote Reppers
| |
| |Small
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| |59-54cap/5-4.5sec
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| |7-8
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| |20-24
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| |
| |
| | +80-96
| |
| |rowspan="3"|While the T2 versions use less cap per activation, the shorter cycle time means they still use more cap overall.
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| Remote reppers can be overloaded for 15% increased speed
| | In simple terms, Spider tanking involves the use of a Buffer and/or highly resistant tank that is repaired remotely by other ships in your squad who are in turn repaired by remote repair modules on your ship. This is an advanced technique that requires a good deal of coordination to function effectively. |
| |----
| |
| | |
| |Medium
| |
| |118-108cap/5-4.5sec
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| |150-165
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| |30-36
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| |
| |
| | +160-192
| |
| | |
| |----
| |
| | |
| |Large
| |
| |252cap/5-4.5sec
| |
| |600-660
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| |40-48
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| |
| |
| | +320-384
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| | |
| |}
| |
| | |
| = Shield Tanking =
| |
| Shield Tanking focuses on maximizing your shields' ability to withstand and/or repair damage.
| |
| | |
| == Advantages ==
| |
| *Shields heal themselves over time at a natural recharge rate. Armor and Hull damage taken is going to sit there until it is repaired.
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| *After shields are exhausted there is still some armor and hull remaining, leaving a little more room for error.
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| *Active shield boosters repair faster than active armor repairers, meaning you can effectively tank more incoming DPS
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| *Shield tank modules & rigs don't affect your speed or maneuverability, thus keeping you fast and agile.
| |
| *Low slots are left free for damage modules, etc.
| |
| | |
| == Disadvantages ==
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| *There's a smaller range of different modules to choose from when shield tanking than when armor tanking, giving you less choice in how to fit your ship.
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| *Although shield boosters repair faster than armor repairers, they are also less capacitor efficient.
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| *Shield tank modules & rigs can increase your signature radius, that attribute of every ship that affects how fast other people target you, and how easy it is to hit you with turrets & missiles.
| |
| *Passive resistance modules are less effective than the armor equivalents, and there is no single passive resistance module that boosts all shield resistances at once.
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| *Shield tanking modules are almost exclusively fit in mid slots, competing with tackling, EWAR, and propulsion modules.
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| | |
| == Common Shield Tanking Ships ==
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| The Caldari and Minmatar are the two races that offer ships with shield-tanking bonuses.
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| *Caldari ships are generally shield tanked, with the primary exceptions being plated [[Blackbird]]s and [[Scorpion]]s.
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| *Some Minmatar ships are commonly seen shield tanked, such as the [[Rifter]], [[Jaguar]], [[Stabber]], [[Vagabond]], [[Cyclone]], [[Sleipnir]], and [[Maelstrom]].
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| | |
| The Gallente and Amarr design ships which are mostly armor tanked. There are a few exceptions, and also a few ships which can mount shield buffer tanks for PvP.
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| *A few Gallente ships can be well shield tanked, such as the [[Myrmidon]] and the [[Ishtar]] which often use ''passive shield tanks'' in PvE. Some Gallente ships, such as the [[Brutix]] can fit viable shield buffer tanks for PvP.
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| *Amarr ships are almost all better suited for armor tanks, but the [[Arbitrator]], [[Curse]] and [[Harbinger]] can mount good PvP buffer shield tanks.
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| | |
| == Shield Tanking Modules ==
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| === Shield Extenders ===
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| Shield Extenders are a mid slot mod are pretty straightforward -- they add base shield points. Remember that as increasing shield capacity also effectively increases shield recharge rate, they are also useful on passively tanked shields. As a drawback they increase the ship's signature radius which makes you faster to target and somewhat easier to hit with bigger weapons and for more damage. They also use significant power grid to fit. You can easily oversize these modules; try fitting medium shield extenders to frigates and large ones to cruisers or battlecruisers.
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| === Damage Control ===
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| A Damage Control module gives a significant boost to any ship's durability by giving resistance bonuses to armor, shields and hull. This is the only module to increase hull resistances, which makes it very valuable in any tank. It is an passive module that is relatively easy to fit. These resistance bonuses don't incur stacking penalties with other shield tanking modules, making it very effective when combined with other hardeners and resistance amplifiers. If you fit only one tanking module to your PvP ship, the DC is the module to use.
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| | |
| === Shield Hardeners ===
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| Shield Hardeners require varying amounts of CPU and only one MW of power grid to fit, but do almost nothing to improve resistances when they are not activated. Like all active modules they will not run when you don't have enough energy in your capacitor to run them, or when you cannot activate them (such as when docked or cloaked).
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| | |
| === Adaptive Invulnerability Field ===
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| Among the Shield Hardeners, but worth mentioning separately, is the Adaptive Invulnerability Field which grants a bonus to resistance of all four damage types with one module. Although it requires more capacitor and more CPU to fit than the damage specific hardeners, it is still a very useful module.
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| | |
| === Resistance Amplifiers ===
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| There are four damage-type specific resistance amplifiers -- these are used to boost one of the 4 resistances. They use no capacitor and require less CPU than active shield hardeners, and can thus be quite useful.
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| | |
| The Basic modules use less CPU than the normal variants and no power grid, but are much less effective. They are useful if you're unable to fit a standard Resistance Amplifier.
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| | |
| Shield Dampening Amplifiers have two varieties: those that require more CPU and one Power Grid and have higher resistances, and those that have lower CPU requirements and no Power Grid and provide lower resistances.
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| | |
| The EM/Thermal/Kinetic/Explosive Shield Compensation skills will increase the benefit gained from these passive amplifiers.
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| | |
| === Shield Power Relays ===
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| Shield Power Relays are low-slot modules, and they trade away capacitor recharge rate, for an increase in the ''shield recharge'' rate – or more regained shield HP/sec. Note that they are exclusively used in an extensive Passive Shield tank, and even then on ships which have the many slots required. The reason for this is the hampered capacitor: this slows Shield Booster use, as well as to some extent, the longevity of active Shield Hardeners.
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| | |
| This module defines a passive shield tank. Since the relay modules fit in low slots, this means more Extenders may be fitted alongside them. On the other hand, this also means no low slot weapon upgrade modules for high damage. This will limit the situations where a passive tank may be used (see section on shield tanking strategy).
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| | |
| === Shield Flux Coils ===
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| Shield Flux Coils are low-slot modules which trade the maximum shield capacity for an increase in the [[shield recharge rate]]. However, the reduction in capacity is minor, because of a paradoxical effect between maximum capacity and the regained HP/sec. This offsets the module's usefulness significantly. There are rarely situations where damage is so low that this module's tiny increase of HP/s is more useful, as compared to extra buffer HP (which indirectly increases shield recharge also) without the flux coil. They fit in a low-slot, but are outclassed by the more common Shield Power Relay. Thus, neither module competes with the slots for resistance modules and shield extenders.
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| | |
| === Shield Rechargers ===
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| Shield Recharger modules are mid-slot modules which provide a modest increase to the shield recharge rate.
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| | |
| === Shield Boosters ===
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| These modules repair, or ''boost'', your ship's shield amount. The better modules are more efficient, and may cycle somewhat faster. Shield boosters are not very efficient, giving somewhere near 1 shield for 1 unit of capacitor for the meta 0 version and 1.5 shield for 1 unit of capacitor for the tech 2 version.
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| | |
| Unlike Armor Repairers, Shield Boosters give the boost at the beginning of the cycle time instead of at the end, meaning you can wait until you need the shields to activate the shield booster instead of activating it in anticipation of needing it, as is commonly done with armor repairers.
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| | |
| Shield boosters are not usually recommended on Uni fleet operations, because while they typically cycle fairly quickly, they do not give large boosts to shields for each cycle and they are hard on your capacitor. If your ship is called primary, it's likely that the booster won't keep up with the incoming damage. Similarly, passive tanks that emphasize shield recharge rate likely won't keep up with the incoming damage. Fitting shield hardeners or resistance amplifiers with shield extenders and being prepared to warp out if you take fire is the recommended strategy.
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|
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| Shield boosters can be useful in PvE activities. Typically you can reduce the incoming damage by eliminating some of the NPC ships to slow the incoming damage. This combined with ''pulsing'' the shield booster on and off (or setting Auto-Repeat to off) and/or using a capacitor booster and other capacitor modules can help pilots establish a balance point between the incoming damage and the capacitor energy used to run the shield booster. This is an active strategy and does require more focus than a passive tanking PvE strategy but can bring other benefits in fitting.
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|
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| === Shield Boost Amplifiers ===
| |
| These modules improve the efficiency of Shield Boosters. Given that they occupy a valuable mid-slot, they are infrequently seen on cruiser sized and smaller hulls, but are more commonly seen on battlecruisers and battleships in PvE activities. These modules have a stacking penalty and typically no more than two is ever appropriate on any ship. Tech II gives 36% increase compared to a 30% for tech I. Note that they will boost the Ancillary Shield Booster as well.
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|
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|
| === Ancillary Shield Boosters ===
| |
| The Ancillary Shield Booster works in the same way as a normal Shield Booster does: it transfers capacitor energy into shield hit-points (HP), but it repairs a lot more shield HP per cycle than a normal Shield Booster does. It has an efficiency of around 1 shield unit to 1 capacitor unit, and this means it would use a huge amount of capacitor per cycle. However, the main advantage of the Ancillary Shield Booster is that it is able to use Cap Booster Charges as a direct source of cap energy. The size of the charge depends on the size of Shield Booster. It always uses 1 charge per cycle, and when the cap booster charges are spent, only then does it use the ship's capacitor. The maximum number of charges an Ancillary Shield Booster can hold is 10. The recharge amount doesn't depend on the charge size, so '''always''' load the smallest possible charges to give the largest number of cycles per reload. Due to the short cycle time the Ancillary Shield Booster depletes within 20 to 40 seconds depending on the module size. After the charges are depleted you can run the Ancillary Shield Booster without charges (it then uses your ship's capacitor) or you can reload it. But here is the biggest drawback of the module, the reloading time is 60 seconds. Currently only a tech 1 version is available. The quick transfer of cap energy to shield HP has made this popular in PVP.
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|
| |
|
| The Ancillary Shield Booster's main features:
| |
| *It works like a Shield Booster
| |
| *It repairs more shield HP than a Shield Booster per cycle (around 1:2.2)
| |
| *It needs high amounts of capacitor if you run out of cap booster charges (around 1:1)
| |
| *It can use Cap Boosters as charges and uses one charge per cycle
| |
| *Its reload time is 60 seconds
| |
|
| |
|
| === Remote Shield Boosters ===
| |
| Remote Shield Boosters operate similarly to local Shield Boosters by converting capacitor energy into shields, except in this case the shields are added to your target (ships, drones, anchored structures, etc). Note that you must target lock the ship to be repaired, and that your cannot repair your own ship with a remote shield booster.
| |
|
| |
|
| They can be more useful in fleet operations than shield booster, for a couple of reasons. First, one RSB can repair many ships. Second, an RSB is generally more efficient than a shield booster. Third, if several ships have them, they can focus their repair power on whatever ship in the fleet is being attacked, giving that ship a great deal of shield repair capability. This tactic is used by [[Cruiser#Logistics|Logistics]] cruisers and several T1 cruisers to try and repair the damage being done to friendly ships; thus the ship is either saved, or at worst survives a while longer, allowing the rest of the fleet some more time to burn through the hostile ships.
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|
| |
|
| Remote repair is also the favoured form of defense in [[Incursions]]; ships will mount a large buffer tank to be repaired by a small number of highly skilled [[Cruiser#Logistics|Logistics]] pilots.
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|
| |
|
| Note that remote repair modules take a significant amount of capacitor to run -- your ship will probably need a cap booster module to use it for any length of time.
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|
| |
|
| === Power Diagnostics Systems ===
| |
| Power Diagnostics Systems are low-slot modules that increase your shield points, capacitor points and power grid while also reducing the recharge time of both shield and capacitor by a small percentage. They are not shield modules, strictly speaking, and can be found in the Engineering equipment section.
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|
| |
|
| === Capacitor Power Relays ===
| |
| These are not a shield tanking module, but I mention them because they have an ''adverse'' effect on shield tanking. Capacitor Power Relays are a low slot module that greatly increases capacitor recharge, which would be an active shield tanker's dream, except that to balance this capacitor power relays apply a penalty to shield boost amount when fitted. As such, they are not recommended for active shield tank fits. Capacitor Power Relays do not penalise passive shield tanks, and the penalty does not apply to Remote Shield Boosters.
| |
|
| |
|
| === Shield Rigs ===
| |
| For shield rigs, {{sk|Jury Rigging|III}} and {{sk|Shield Rigging|I}} are required to fit T1 rigs, though not to use them. All shield rigs bring with them the penalty of an increase signature radius on the ship using them.
| |
|
| |
|
| There are several commonly used shield rigs.
| |
| *Core Defense Field Extender works similarly to a Shield Extender by increasing shield capacity.
| |
| *Core Defense Field Purger works similarly to a Shield Recharger by increasing the shield recharge rate. It is however, a lot more effective than a Shield Recharger, and is a staple on almost all passively-tanked ships.
| |
| *Screen Reinforcers increases a ship resistance to single type of damage. The most commonly used is the Anti-EM Screen Reinforcer I, because typically shields are vulnerable to EM damage.
| |
| **Anti-EM Screen Reinforcer
| |
| **Anti-Explosive Screen Reinforcer
| |
| **Anti-Kinetic Screen Reinforcer
| |
| **Anti-Thermal Screen Reinforcer
| |
| *Core Defense Capacitor Safeguard makes a shield booster run more efficiently reducing the cap requirement, whilst the Core Defense Operational Solidifier makes the booster run faster, increasing tank but also capacitor use. Unlike its armour equivalent, usually ignored in favour of a boost amplifier module.
| |
| *Core Defense Charge Economizer reduces the powergrid need of shield extenders. Rarely used except in some very large buffers to pvp fits. Much cheaper than the general PG upgrade rig.
| |
|
| |
|
| <br> '''Other rigs'''
| |
|
| |
|
| *For Active shield fits capacitor will be a major concern and many will rely on a Capacitor Control Circuit I to make the tank work.
| |
|
| |
|
| === Shield Implants === | | === Shield Implants === |