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User:Hirmuolio Pine/sandbox2: Difference between revisions

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In general if you are expecting to have Logistical support (friends to rep your armor) then you want to buffer tank more towards resistance, because the higher your resistances the more effective logistic reps are. While if you don't expect logistical support you only care about the Effective Hit Points, so whatever combination gives you more effective hit points is the best option.
In general if you are expecting to have Logistical support (friends to rep your armor) then you want to buffer tank more towards resistance, because the higher your resistances the more effective logistic reps are. While if you don't expect logistical support you only care about the Effective Hit Points, so whatever combination gives you more effective hit points is the best option.
Typically used for PvP, the buffer tank is based around the principle of having high damage resistance and as many hit points as possible, thus increasing the Effective HitPoints (EHP) of the ship. The concept behind this is simple, add enough EHP to your ship to outlast your opponent through the use of active and/or passive resistance modules, which complement the Armor Plate modules that add raw hit points.
Buffer Tanks use shield extenders and resistance modules (like the Adaptive Invulnerability Field, and damage control) to maximize the ship's EHP (Effective Hit Points) without concern for recharge. This type of shield tanking is often used in PvP fleet fits.


== Active tanking==
== Active tanking==
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Similarly, weapon systems that drain your ship's capacitor will effectively disable your active tanking modules. As above, your tank will fail and you will die horribly. In this case, the Capacitor Booster can be used on an otherwise capacitor stable fitting to provide emergency power to prevent being drained and destroyed.
Similarly, weapon systems that drain your ship's capacitor will effectively disable your active tanking modules. As above, your tank will fail and you will die horribly. In this case, the Capacitor Booster can be used on an otherwise capacitor stable fitting to provide emergency power to prevent being drained and destroyed.
Active tanking is most commonly used for solo activities such as mission/complex running, ratting, and solo PvP. Active Shield tanking differs from Passive Shield tanking in that it uses active Resistance and Shield Booster modules to actively repair damage done to the ship.
You should be careful to include enough resistance and buffer to keep your Booster modules from being overwhelmed by incoming damage; frequently this means packing resistance modules (either passive or active) that compensate for the specific types of damage you expect to be receiving.
This type of fitting takes a lot of capacitor to sustain your capacitor hungry Shield Hardener and Booster modules so it should ideally include modules such as Cap Rechargers to balance out and maintain capacitor stability. Unlike the Passive Shield tank Shield Power Relays are not recommended because they cripple your capacitor recharge rate making capacitor stability difficult to achieve. Shield Flux Coils still suck for the same reasons mentioned previously.
Active Tanking uses energy from the ship's capacitor to run a Shield Booster module which repairs damage to shields. Active shield tanks are stronger against higher bursts of damage but tend to drain the pilot's capacitor over time resulting in the tank 'breaking' during long engagements and are vulnerable to capacitor warfare (tactics which drain a ship's capacitor actively, such as Nosferatu and Energy Neutralizers, see the [[Capacitor Warfare Guide]]).
Capacitor stability is important because it allows you to leave your Tank modules turned on without ever worrying about running out of capacitor. So long as incoming damage is less than what your shield booster modules and passive recharge rate can handle your ship should be able to sustain that level of damage indefinitely. This is commonly referred to as Perma-tanking. If incoming damage exceeds your recharge capacity you will gradually run out of Hit Points and die. This is commonly referred to as having a broken tank.
For PvP purposes a Capacitor Booster can be used to temporarily supplement capacitor output to allow for short bursts of heavy tanking. The primary drawback to this approach is that unlike the capacitor stable fitting described above, when you run out of charges to run your Capacitor Booster, you quickly run out of capacitor, your tank will fail and you will die horribly.
Similarly, weapon systems that drain your ship's capacitor will effectively disable your active tanking modules. As above, your tank will fail and you will die horribly. In this case, the Capacitor Booster can be used on an otherwise capacitor stable fitting to provide emergency power to prevent being drained and destroyed.


===Resists===
===Resists===
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Because of stacking penalties, and the way resistances multiply together, it is not possible to be 100% resistant to a damage type.
Because of stacking penalties, and the way resistances multiply together, it is not possible to be 100% resistant to a damage type.
It's often more sensible to increase the resistances of your ship than to increase the total number of shield points. The damage reduction of resistance modules is a constant where as the shield buffer reduces with each attack. The fitting requirements for resistance modules are often less than the fitting requirements for Shield Extenders. The one drawback is [[Stacking_penalties|stacking penalties]] these will inhibit the effectiveness of additional resistance modules but do not apply to Shield Extenders.


===Armor tanking===
===Armor tanking===
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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.  
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.  
=== Passive Shield Tanking ===
Unlike Armor hit points, shields will recharge themselves after taking damage. The Passive Shield tank is designed to maximize this natural recharge rate without the use of active Shield Booster modules. The concept behind the Passive Shield Tank is deceptively simple: find a ship with a relatively high natural recharge rate (Shield HP / Recharge time = Average recharge rate), then add as many additional shield hit points to your ship as possible using shield extenders. Because the recharge time for a given ship is a fixed amount no matter how many points of shields you have, adding multiple shield extenders not only adds a lot of buffer, it indirectly increases the recharge rate because more Hit Points are being recharged in the same amount of time. Now add passive modules that increase the recharge rate even further, such as Shield Rechargers, Shield Power Relays and Power Diagnostic Systems; and you have a monster sized Buffer tank that regenerates very quickly without using any capacitor making your defense invulnerable to weapons that drain the capacitor. Shield Flux Coils also increase recharge rate, but should be avoided because they also lower your shield hit points, which is self defeating for the same reason adding Shield Extenders improves your recharge rate.
As the name implies, a fully passive tank does not require any modules that need to be “turned on” to function, and therefore does not require capacitor. The drawback to Passive Shield tanking is the number of modules required to pull it off, which leaves very little room to fit other useful modules such as damage improvement and tackling equipment, which makes this fitting of limited use outside of mission running and bait ships.
Passive Shield Tank relies on the fact that shields will naturally recharge themselves over time. This is achieved by increasing the resistance to various damage types, increasing the natural recharge rate (by adding recharge rate bonuses), and increasing the overall size of the shield (because recharge rate is proportional to shield capacity).
Note: This fitting is more about raw hit points than it is damage resistance, but if you have enough fitting room, Shield resistance amplifiers can be added to provide a little damage reduction. Some people use Adaptive Invulnerability Fields and Shield Hardeners to improve damage resistance, but these are active modules that require capacitor, thus making your Passive Shield tank not quite passive any more. This can be problematic because the Shield Power Relays you depend on to increase your shield recharge rate also totally gimp your capacitor recharge rate. For this reason careful balancing is necessary to make the Passive Shield Tank effective. When done correctly, however, Passive Shield tanking can be used to handle tough missions with a single ship.
It is generally advised  '''NOT''' to mix modules that increase shield recharge rate with modules that repair shield damage.
==== Understand Shield Recharge Rate ====
It is valuable to understand the mechanics for shield recharge rate before you continue. All ships have some shields, and all shields have a recharge rate so this concept applies to every ship shuttle and pod in Eve, and thus to every pilot who undocks, and is similar to the recharge rate of a ship's energy capacitor.  In fact it is the same as your capacitor's recharge rate.
In a ship's information screen, on the attributes tab, under the shield heading, is listed the total shield amount of the hull, and the shield recharge time. The recharge time expresses how long it will take to go from 0% shields to roughly 98% shields when the ship is sitting idle in space and no one is repairing the shields or damaging them. That last ~2% of your shields will take much longer.
But shields do not recharge at a constant rate. Imagine a ship with a 440 shield and a shield recharge time of 440 seconds. To find out how many shield points you regain per second you might divide: 440 shields / 440 seconds = 1.0 shields per second.
That is close but not quite correct. The ''average'' shield recharge rate is going to be 1.0 shields per second but sometimes it will be higher, and sometimes it will be lower.
The ''actual'' behavior is that when the shield is near 0% or 100% it replenishes slower. The ''peak recharge'' rate will be 2.5 times the average rate and will occur when the shields are damaged to 25% of shield maximum capacity.
Shield recharge rates above ~98% shield is extremely low. For ships with small shield capacity it is essentially non-existant. The shield recharge rate also drops sharply after 25%. Once shields have been damaged beyond 25% the passive tank "breaks" and the ship dies shortly.




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** 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.  
** 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.  


===Hull tanking===
* Shield implants
** Slot 6: Zainou 'Gnome' Shield Upgrades SU-6XX series reduces shield extender powergrid needs by a few %. Rarely used.
** Slot 7: Zainou 'Gnome' Shield Management SM-7XX series bonus to shield capacity. Useful for buffer and passive tanks.
** Slot 8: Zainou 'Gnome' Shield Emission Systems SE-8XX series reduced capacitor need for remote shield repair equipment. Useful for logistics fits.
** Slot 9: Zainou 'Gnome' Shield Operation SP-9XX series increases shield recharge rate. useful for passive tanks.
** You can also pick up the 'Crystal' pirate implant set for a large amount of ISK.  This is a set of 6 implants that fit in slots 1-6, and taken together will increase your active shield boosting rates to fantastic levels. The 'Crystal' set comes in high-grade, mid-grade, and low-grade versions, low-grade being for the poor people out there that can't afford the real deal. You can mix and match from different grade sets for a final boost bonus somewhere in between the two values stated on the presentation.


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.
* Medical booster
** The "Blue Pill" range of boosters adds bonuses to the repair amount of shield boosters.  
** "Mindflood" boosters can also come in handy, as they increase capacitor capacity, which in turn boosts cap recharge rate and allows shield boosters and active shield hardeners to run longer.  


===Remote repairing===
=== Shield skills===
The following skills are required to field a full Tech 2 Shield tank:


Spider Tanking: Focuses on a fleet tactic in which ships mount remote armor repair modules so they can repair each other.  
*{{sk|Shield Management}}
** 5% increase in shield capacity per level.
** Required for shield boost amplifiers.


=== Spider Tanking ===
*{{sk|Energy Grid Upgrades}}
** 5% PG per level. Required for shield power relays and power diagnostic units.


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.
*{{sk|Shield Upgrades}}
** 5% reduction in shield extener PG usage.
** Required for resistance amplifier, shield recharger modules.


*{{sk|Shield Operation}}
** 5% reduction in shield recharge time per level.
** Required for shield boosters and maximize shield recharge.


*{{sk|Tactical Shield Manipulation}}
** Reduces damage bleeding to armor through shields-.
** Required for shield hardeners. No good reason for training beyond IV unless you want to use certain capital modules.


* {{sk|EM Shield Compensation}}, {{sk|Thermal Shield Compensation}}, {{sk|Kinetic Shield Compensation}}, {{sk|Explosive Shield Compensation}}
** Increases the specific resist of the passive shield resistance amplifiers.
** Training the four damage type-specific shield compensation skills is less important. The passive Shield Amplifier modules benefit most from them, but are not widely used, but active resistance modules (like Adaptive Invulnerability Fields) get no benefit at all. These skills are:


* {{sk|Shield Compensation}}
** 2% reduced capacitor usage for shield boosters.


* {{sk|Shield Emission Systems}}
** 5% reduced capacitor usage for remote shield boosters.


* {{sk|Shield Rigging}}
** Reduces the drawbacks of shield rigs.


*{{sk|Hull Upgrades}}
** 5% hull HP per level. Required for damage control.




===Hull tanking===


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.


===Remote repairing===


Spider Tanking: Focuses on a fleet tactic in which ships mount remote armor repair modules so they can repair each other.


=== Spider Tanking ===


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.


=== Shield Implants ===
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 shield transporter modules on your ship. However, this is an advanced technique that requires a good deal of coordination to function effectively, and is better left for discussion later in this guide.
There are various shield implants available on the market. These can be interesting for various shield fits. This is especially true for passive tanks, where the tank can be increased by 6% for just a few million.
 
*Slot 6: Zainou 'Gnome' Shield Upgrades SU-6 series... Reduces shield extender power needs by a few %. Rarely used
*Slot 7: Zainou 'Gnome' Shield Management SM-7 series... Bonus to shield capacity. Useful for buffer and passive tanks
*Slot 8: Zainou 'Gnome' Shield Emission Systems SE-8 series... Reduced capacitor need for remote shield repair equipment. Useful for logistics fits
*Slot 9: Zainou 'Gnome' Shield Operation SP-9 series... Increases shield recharge rate. useful for passive tanks
*Slot 10: Siege Warfare Mindlink; technically not a direct shield implant, but increases the effectiveness of shield leadership skills in fleets.
 
You can also pick up the 'Crystal' pirate implant set for a large amount of ISK.  This is a set of 6 implants that fit in slots 1 to 6, and taken together will increase your shield boosting rates to fantastic levels - such as this Sleipnir ''(link in chat: http://i.imgur.com/hwsM51F.jpg)'' which tanks nearly 1900 DPS of incoming damage, and that's without overheating or using a booster.  The 'Crystal' set comes in high-grade, mid-grade, and low-grade versions, low-grade being for the poor people out there that can't afford the real deal.  You can mix and match from different grade sets for a final boost bonus somewhere in between the two values stated on the presentation.  (See [[Implants#Advanced_Attribute_Enhancer_Reference|here]] for boost percentages.)
 
=== Boosters ===
*The "Blue Pill" range of boosters adds bonuses to the repair amount of shield boosters.
*"Mindflood" boosters can also come in handy, as they increase capacitor capacity, which in turn boosts cap recharge rate and allows shield boosters and active shield hardeners to run longer.
 
== Shield tanking Strategies ==
Shield tanking comes in three types.
 
*'''Active shield tanks'''
 
*'''Buffer shield tanks''' use shield extenders and resistance modules (like the Adaptive Invulnerability Field, and damage control) to maximize the ship's EHP (Effective Hit Points) without concern for recharge. This type of shield tanking is often used in PvP fleet fits.
 
*'''Passive shield tanks'''
 
=== Active Tanking ===
Active tanking is most commonly used for solo activities such as mission/complex running, ratting, and solo PvP. Active Shield tanking differs from Passive Shield tanking in that it uses active Resistance and Shield Booster modules to actively repair damage done to the ship.
You should be careful to include enough resistance and buffer to keep your Booster modules from being overwhelmed by incoming damage; frequently this means packing resistance modules (either passive or active) that compensate for the specific types of damage you expect to be receiving.
 
This type of fitting takes a lot of capacitor to sustain your capacitor hungry Shield Hardener and Booster modules so it should ideally include modules such as Cap Rechargers to balance out and maintain capacitor stability. Unlike the Passive Shield tank Shield Power Relays are not recommended because they cripple your capacitor recharge rate making capacitor stability difficult to achieve. Shield Flux Coils still suck for the same reasons mentioned previously.
 
Active Tanking uses energy from the ship's capacitor to run a Shield Booster module which repairs damage to shields. Active shield tanks are stronger against higher bursts of damage but tend to drain the pilot's capacitor over time resulting in the tank 'breaking' during long engagements and are vulnerable to capacitor warfare (tactics which drain a ship's capacitor actively, such as Nosferatu and Energy Neutralizers, see the [[Capacitor Warfare Guide]]).
 
Capacitor stability is important because it allows you to leave your Tank modules turned on without ever worrying about running out of capacitor. So long as incoming damage is less than what your shield booster modules and passive recharge rate can handle your ship should be able to sustain that level of damage indefinitely. This is commonly referred to as Perma-tanking. If incoming damage exceeds your recharge capacity you will gradually run out of Hit Points and die. This is commonly referred to as having a broken tank.
 
For PvP purposes a Capacitor Booster can be used to temporarily supplement capacitor output to allow for short bursts of heavy tanking. The primary drawback to this approach is that unlike the capacitor stable fitting described above, when you run out of charges to run your Capacitor Booster, you quickly run out of capacitor, your tank will fail and you will die horribly.
 
Similarly, weapon systems that drain your ship's capacitor will effectively disable your active tanking modules. As above, your tank will fail and you will die horribly. In this case, the Capacitor Booster can be used on an otherwise capacitor stable fitting to provide emergency power to prevent being drained and destroyed.
 
Here is an example of a [[Stabber/Fittings#PvE_T2_Shield|Minmatar Stabber]] cruiser fitted with an active shield tank.
 
=== Buffer Tanking ===
*Typically used for PvP, the buffer tank is based around the principle of having high damage resistance and as many hit points as possible, thus increasing the Effective HitPoints (EHP) of the ship. The concept behind this is simple, add enough EHP to your ship to outlast your opponent through the use of active and/or passive resistance modules, which complement the Armor Plate modules that add raw hit points.
*Buffer Tanks use shield extenders and resistance modules (like the Adaptive Invulnerability Field, and damage control) to maximize the ship's EHP (Effective Hit Points) without concern for recharge. This type of shield tanking is often used in PvP fleet fits.
 
=== Passive Shield Tanking ===
{{main|Passive shield tanking}}
Unlike Armor hit points, shields will recharge themselves after taking damage. The Passive Shield tank is designed to maximize this natural recharge rate without the use of active Shield Booster modules. The concept behind the Passive Shield Tank is deceptively simple: find a ship with a relatively high natural recharge rate (Shield HP / Recharge time = Recharge rate), then add as many additional shield hit points to your ship as possible using shield extenders. Because the recharge time for a given ship is a fixed amount no matter how many points of shields you have, adding multiple shield extenders not only adds a lot of buffer, it indirectly increases the recharge rate because more Hit Points are being recharged in the same amount of time. Now add passive modules that increase the recharge rate even further, such as Shield Rechargers, Shield Power Relays and Power Diagnostic Systems; and you have a monster sized Buffer tank that regenerates very quickly without using any capacitor making your defense invulnerable to weapons that drain the capacitor. Shield Flux Coils also increase recharge rate, but should be avoided because they also lower your shield hit points, which is self defeating for the same reason adding Shield Extenders improves your recharge rate.


As the name implies, a fully passive tank does not require any modules that need to be “turned on” to function, and therefore does not require capacitor. The drawback to Passive Shield tanking is the number of modules required to pull it off, which leaves very little room to fit other useful modules such as damage improvement and tackling equipment, which makes this fitting of limited use outside of mission running and bait ships.


Passive Shield Tank relies on the fact that shields will naturally recharge themselves over time. This is achieved by increasing the resistance to various damage types, increasing the natural recharge rate (by adding recharge rate bonuses), and increasing the overall size of the shield (because recharge rate is proportional to shield capacity).


Note: This fitting is more about raw hit points than it is damage resistance, but if you have enough fitting room, Shield resistance amplifiers can be added to provide a little damage reduction. Some people use Adaptive Invulnerability Fields and Shield Hardeners to improve damage resistance, but these are active modules that require capacitor, thus making your Passive Shield tank not quite passive any more. This can be problematic because the Shield Power Relays you depend on to increase your shield recharge rate also totally gimp your capacitor recharge rate. For this reason careful balancing is necessary to make the Passive Shield Tank effective. When done correctly, however, Passive Shield tanking can be used to handle tough missions with a single ship.


==== Understand Shield Recharge Rate ====
It is valuable to understand the mechanics for shield recharge rate before you continue. All ships have some shields, and all shields have a recharge rate so this concept applies to every ship shuttle and pod in Eve, and thus to every pilot who undocks, and is similar to the recharge rate of a ship's energy capacitor.  In fact it is the same as your capacitor's recharge rate.


In a ship's information screen, on the attributes tab, under the shield heading, is listed the total shield amount of the hull, and the shield recharge time. The recharge time expresses how long it will take to go from 0% shields to roughly 98% shields when the ship is sitting idle in space and no one is repairing the shields or damaging them. That last ~2% of your shields will take much longer.


But shields do not recharge at a constant (linear) rate. Imagine a ship with a 440 shield and a shield recharge time of 440 seconds. To find out how many shield points you regain per second you might divide: 440 shields / 440 seconds = 1.0 shields per second.


That is close but not quite correct. The ''average'' shield recharge rate is going to be 1.0 shields per second but sometimes it will be higher, and sometimes it will be lower.


The ''actual'' behavior is that when the shield is near 0% or 100% it replenishes slower. The ''peak recharge'' rate will be approximately 2.5 shields per second and will occur when the shields are damaged to somewhere near 25% of shield capacity remaining. Page 10 of the presentation shows this behaviour graphically.


This imaginary shield tanked ship above takes a constant damage of 5 damage every 8 seconds  It will
slowly lose shields as the incoming damage is greater than the amount of shields recharging.  Somewhere
around 50% shield capacity the shields will start to heal about 5 damage every 8 seconds and the tank
will stabilize at this equilibrium.
...
When a new damage source is then added to the scenario, adding an additional 5 damage every 8 seconds
the ship will begin to lose shields again.  Somewhere around 35% the incoming damage will barely be
more than the ship replenishes and the shield tank will be ''broken'' as the ship falls below it's
''peak recharge'' rate.  From here the ship's recharge rate drops off quickly and the shields will be
exhausted soon.
...
If the original damage source is removed just as the ship is at 30% shields, leaving only 5 damage
every 8 seconds the shields might stabilize again but if the original damage source is removed as
the ship reaches 10% shields the recharge rate will be too low and the ship will continue to lose
shields, and continue into armor and hull damage unless the incoming damage is effectively reduced
to zero. 


Shield recharge rates above ~98% shield is extremely low. For ships with small shield capacity it is essentially non-existant.


As we increase the total shield capacity, the average shield recharge rate will increase


The ship before with 440 shields and a 440 second recharge period is improved to have twice the shield
capacity:  880 shields and a 440 second recharge.  The average shield recharge rate will be
880 / 440 = 2.0 shields per second, and peak recharge will be near 3.8 shields per second.


Similarly improving the shield recharge rate will increase the average shield recharge rate


We double the shield recharge rate instead:  440 shields in 220 seconds. Now
the average shield recharge rate will be 440 / 220 = 2.0 shields per second. Peak recharge increases
as well.


Passive Shield Tanking is a difficult concept and a separate wiki page,[[Passive_Shield_Tank|Passive Shield Tank]], is devoted to fits and utilizing it in combat.


=== Spider Tanking (Shield) ===
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 shield transporter modules on your ship. However, this is an advanced technique that requires a good deal of coordination to function effectively, and is better left for discussion later in this guide.


=== Fitting Strategy ===


It's often more sensible to increase the resistances of your ship than to increase the total number of shield points. The damage reduction of resistance modules is a constant where as the shield buffer reduces with each attack.  The fitting requirements for resistance modules are often less than the fitting requirements for Shield Extenders. The one drawback is [[Stacking_penalties|stacking penalties]] these will inhibit the effectiveness of additional resistance modules but do not apply to Shield Extenders.


Imagine you have a shield booster that repairs 100 points per cycle. If someone
deals you 1000 points of EM damage, to which you have a 10% resistance, will result
in 900 points of shield damage. Your shield booster will repair this in 9 cycles. 
If someone deals you 1000 points of explosive damage to which you have 70%
resistance, you'll only sustain 300 points of shield damage, which the shield
booster will fix in three cycles.
So you would use three times as much energy, and take three times as long to repair
the EM damage because of the lack of resistance.


It is generally advised  '''NOT''' to mix modules that increase shield recharge rate with modules that repair shield damage.


== Shield Tanking Skill Summary ==
The following skills are required to field a full Tech 2 Shield tank:
*{{sk|Hull Upgrades}} IV: to use a Tech 2 DCU. (Optional)
*{{sk|Energy Grid Upgrades}} IV: to fit Tech 2 Shield Power Relays and Power Diagnostic Systems.
*{{sk|Shield Upgrades}} IV: to fit Tech 2 Resistance Amplifier, Shield Recharger modules and fitting requirements.
*{{sk|Shield Operation}} V: to fit Tech 2 Shield Boosters and maximize shield recharge.
*{{sk|Shield Management}} V: to fit Tech 2 Shield Boost Amplifiers and maximize shield capacity.
*{{sk|Tactical Shield Manipulation}} IV: to fit Tech 2 Shield Hardeners and prevent damage bleed through when your shields get low.


There are seven primary shield tanking skills, and four additional shield specific skills.


#{{sk|Shield Operation}} is the only Rank 1 skill in the set. It improves the natural shield recharge rate and also grants the ability to use Shield Booster modules. Tech 2 units are available between skill level III and V, depending on size.
#{{sk|Shield Management}} is a companion skill to Shield Operation. It improves a ship's maximum shield amount and also grants the ability to use Shield Boost Amplifiers, which magnify the size of shield repair amount for running Shield Boosters.
#{{sk|Shield Upgrades}} grants access to modules that increase a ship's maximum shield amount as well as passive shield hardeners and Shield Rechargers, a module that improves the natural recharge rate of shields, while also making it easier to fit all of these modules by reducing the Power Grid requirement to fit them.
#{{sk|Tactical Shield Manipulation}} stops damage from bleeding through low shields into armor. More importantly it is the prerequisite for Adaptive Invulnerability Fields, the most useful shield resistance modules. The skill requires {{sk|Power Grid Management|III}} and unlocks Tech 2 Adaptive Invulnerability Fields at level IV.
#{{sk|Shield Compensation}} serves as a companion to active shield tanking by reducing the amount of capacitor used for each cycle for shield boosters. Available after training {{sk|Shield Operation|III}}.
#{{sk|Shield Emission Systems}} grants the ability to use remote shield repair modules. Tech 2 units are available between skill level III and IV, depending on size.
#{{sk|Shield Rigging}} allows fitting of rigs that can increase total shields, shield resistances, passive shield recharge rates, and active shield booster cycle rates. Higher levels of the skill allows use of tech 2 rigs and also reduces the signature radius penalty that those rigs incur. You'll also need the basic skill {{sk|Jury Rigging}} to fit rigs.


Training the four damage type-specific shield compensation skills is less important. The passive Shield Amplifier modules benefit most from them, but are not widely used, but active resistance modules (like Adaptive Invulnerability Fields) get no benefit at all. These skills are:


#{{sk|Thermal Shield Compensation}}
#{{sk|EM Shield Compensation}}
#{{sk|Explosive Shield Compensation}}
#{{sk|Kinetic Shield Compensation}}


=== Other Skills ===
*{{sk|Energy Grid Upgrades}} provides access to modules that increase shield recharge rate as well as modules that influence the operation of the ship's capacitor. Power Diagnostic Systems, for example, are low slot modules that provide small increases to shield hit points, shield recharge rate, total capacitor capacity, capacitor recharge rate, and to powergrid available for fitting.
*{{sk|Capacitor Systems Operation}} and {{sk|Capacitor Management}} influence the size and recharge rate of the ship's capacitor which allows a pilot to run active shield tanks longer.
*{{sk|Hull Upgrades}} increases armor hit points, but also provides access to the '''Damage Control''' module, the only low slot module to affect shield resistances.


[[Category:Combat]]
[[Category:Combat]]