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Tanking: Difference between revisions

From EVE University Wiki
Armor tanking: Rewrote section with more details and slight grammar tweaks. Added new sections on Natural Resists and "Rainbow -1". Also redid most Module descriptions. Did not totally overhaul the content this time though.
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==Armor tanking==
==Armor tanking==


Armor tanking emphasizes the use of the low slot modules to increase armor hit points, resistance to damage and repair damage done to it. Regardless of the approach taken to armor tanking, it is wise to understand that armor on T1 hulls has an inherent weakness to explosive damage and plan your resistance modules accordingly. Armor tanking ships most commonly have high number of low slots to spare.
Armor tanking emphasizes the use of Low slot modules to increase armor hit points, resistance to damage, and gain the ability to repair damage taken by armor. Regardless of the approach taken to armor tanking, understand that armor on T1 hulls has an inherent weakness to Explosive damage, and usually a mild weakness to Kinetic damage, and thus you should plan your resistance modules accordingly.  


Armor tank generally has much stronger buffer than shield ships. There are additional kinds of armor tanking modules than shield tanking modules, most notably energized adaptive membrane and reactive armor hardener, which do not have shield counterparts.
Armor-tanked ships generally have much stronger buffers than shield-tanked ships. This is aided by Armor having near-universally higher base damage resistances than shields (albeit with the opposite order of strengths and weaknesses), and several modules which increase armor hitpoints and resistances which have no shield equivalents.


Armor tanking modules are quite light on CPU usage but use lots of powergrid instead. Low slot using armor modules also leave all the mid slots free for various [[Propulsion equipment|propulsion modules]], [[Electronic warfare|electronic attack]] modules, capacitor modules or application modules. This freedom on mid slots makes armor tanked fits versatile. But using low slot for armor, prevents you from using damage modules resulting in lower damage output.
Armor Repairers are more capacitor-efficient than Shield Boosters (in terms of HP recovered per GJ Capacitor used), and they repair large amounts of HP on every cycle. However, they also cycle very slowly, meaning that they effectively restore less HP per second than shield boosters; and the HP gained is applied at the ''end'' of the module cycle (rather than the ''beginning'' as it is for shield boosters), meaning that a pilot must anticipate when the repairs will be needed several seconds in advance.


Armor repairers are more efficient at using capacitor but on the other hand a single armor repairer, repairs considerably less HP than corresponding shield booster. Armor repairs also apply the repair at the end of the module cycle requiring pilot to anticipate when the repair is needed.  
Armor tanking modules generally do not use nearly as much CPU as shield tanking modules. (Some armor tanking modules even consume no CPU at all!) However, Armor Plates and Armor Repairers use much, much more Powergrid than any shield-tanking modules. Furthermore, because armor tanking modules take up Low slots, they leave their ship's Mid slots free for capacitor modules, [[Electronic Warfare]] modules, and damage application modules, which gives armor-tanked ships much more utility and versatility than shield-tanked ships. However, in exchange, because armor takes up low slots, and damage-increasing modules also take up low slots, armor-tanked ships generally have lower potential damage output than shield-tanked ships.


Once your armor is gone your ship has only hull left. This leaves very little safety margin on armor ships. Combined with delayed repair cycles makes it possible for armor ships to easily die in between repair cycles.
Once a ship's armor is depleted, only its hull stands between it and death. This means that, in theory, armor-tanked ships have smaller safety margins than shield-tanked ships. However, this is also fact that Gallente ships are well aware of and, in fact, designed around: Gallente ships commonly feature bonuses to local armor repair modules, and Gallente ships also have the thickest hulls of any ships.


Armor plates and armor rigs give penalty to ship mass. This reduces the speed bonus from propulsion modules and makes the ship less agile.
Armor Plates have a unique penalty to them: increased ship mass. This penalty reduces ship agility (acceleration and alignment time), and reduces the speed bonus gained from [[Propulsion equipment]]. Armor Rigs also (usually) reduce ship max speeds. As a result, heavily armored ships tend to be significantly slower than heavily shielded ships.


Unlike shields, armor has no passive regeneration of any kind. Armor repairers are the only way to get armor back.
Here is a sample cruiser fitted with an armor tank:
 
Here is a typical cruiser fitted with an armor tank:
{{Color box | color=#222222 | border=#ffeeee |  
{{Color box | color=#222222 | border=#ffeeee |  
'''Ship''': Amarr [[Maller]]
'''Ship''': Amarr [[Maller]]
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*[[Turrets#Energy_turrets|Medium Energy Turrets]] or [[Nosferatu]] x 5
*[[Turrets#Energy_turrets|Medium Energy Turrets]] or [[Nosferatu]] x 5
'''Mid Slots'''
'''Mid Slots'''
*10MN [[Afterburner]] or 50MN Microwarpdrive
*Pilot Choice (Cap Battery; Stasis Webifier, etc.)
*Pilot Choice
*Pilot Choice
*Pilot Choice
*[[Afterburner]]
'''Low Slots'''
'''Low Slots'''
*[[Tanking#Armor_tanking_modules|Armor Plates]] x 2
*[[Tanking#Armor_tanking_modules|Armor Plates]] x 2
*[[Tanking#Armor_tanking_modules|Reactive Armor Hardener]]
*[[Tanking#Armor_tanking_modules|Reactive Armor Hardener]]
*[[Tanking#Armor_tanking_modules|Energized Adaptive Nanomembrane]]
*[[Tanking#Armor_tanking_modules|Multispectrum Energized Membrane]]
*[[Turrets#Related_modules_summary|Heat Sink]]
*[[Turrets#Related_modules_summary|Heat Sink]]
*[[Tanking#Armor_tanking_modules|Damage Control]]
*[[Tanking#Armor_tanking_modules|Damage Control II]]
'''Rigs'''
'''Rigs'''
*[[Tanking#Armor_tanking_modules|Medium Trimark Armor Pump]] x 3
*[[Tanking#Armor_tanking_modules|Medium Trimark Armor Pump]] x 3
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This ship has six low level fitting slots. This is typical of armor tanked ships - and with only three mid slots, a shield fit would be difficult in any case.
This ship has six low level fitting slots. This is typical of armor tanked ships - and with only three mid slots, a shield fit would be difficult in any case.


The ship has a bonus for medium energy turret damage, so the five turret slots will most likely be fitted that way. Additionally, this ship could easily accommodate five nosferatu modules for [[capacitor warfare]].  
The ship has a bonus for medium energy turret damage, five High slots, and five Turret slots; so usually, these slots will be filled with lasers. Alternatively however, these high slots could be used for [[capacitor warfare]] (Neutralizers to drain an enemy, or Nosferatus to power its other modules).
 
One mid slot will likely be a propulsion module. The other two are not needed to support the armor tank and can be used to support the pilot's goal, whatever it may be. For PvP, they are commonly fit for [[tackling]], however they may alternatively be fit with modules for capacitor stability.
 
The low slot fittings provide the bulk of the tank. The base of the tank will be either one or two Armor Plates, or one or two Armor Repairers. Armor-tanked Cruisers will usually fit a single 1600mm Plate, however the Maller is special in that it has enough power to be able to fit ''two'' 1600mm Plates. After that, the other low slots will usually be fitted with resistance modules.
*A Damage Control II is a nearly-mandatory module because of its amazing efficiency, and because it strengthens your hull (thus helping avoid the 'smaller safety margin' issue).
*One or two Multispectrum Energized Membranes. MEMs, or "Multispecs" (formerly known as Energized Adaptive Nano Membranes, or "ENAMs"), passively improve all armor damage resistance, and are a staple of armor-tanked ships. It is generally inefficient to fit more than two MEMs.
**There is a second version of the MEM, the Multispectrum Armor Coating (formerly known as Adaptive Nano Platings, or "ANP"s). These are weaker than MEMs, but do not consume any CPU to fit, and so are popular on ships with limited fitting space.
*A Reactive Armor Hardener. The RAH is a completely unique armor tanking module. On its own, when active, it gives a modest resistance to all incoming damage. However, every time the module cycles, it records all the damage your armor sustained during its cycle, and then it ''adjusts its resistance bonuses'' to match the damage sustained. If your ship is sustaining damage of all four types, the RAH becomes basically just another MEM. However, if your ship is only sustaining two types of damage, or especially only ''one'' type of damage, then a Reactive Armor Hardener becomes one of the most powerful defensive modules in the game.
In addition to the armor modules, this sample Maller also has one Heat Sink, to increase the damage of its laser turrets. Most armor-tanked ships would like to fit two Heat Sinks (or equivalent), however with the Maller's two massive plates, it runs out of slots.


One mid slot will likely be a propulsion module. The other two are not needed to support the armor tank and can be used to support the pilot's goal, whatever it may be. They are frequently fitted for [[tackling]].
The rigs are Trimark Armor Pumps which, increase increase armor HP. They are generally the most popular rig for buffer-tanked armor ships, however some fits will use Resistance-boosting rigs in stead. Active-tanked armor ships will usually use either Capacitor Control Circuits (for more cap regen), or a mix of Auxiliary Nano Pumps and Nanobot Accelerators (to improve the strength of their armor repair modules).


The low slot fittings provide the bulk of the tank. Armor plates are the base. The other slots are usually filled with armor support modules. There are a variety of these (and for that matter, there are fits that use only plates). This example includes a single heat sink module which improves energy weapon performance. A player will want to experiment and adjust the balance to his or her liking.
A Maller fit similar to this on can be viewed at [https://www.eveworkbench.com/fitting/maller/555bebb8-cdd0-4547-bb2c-08d6c4709780 EVE Workbench]. Other ships that often benefit from passive shield fits include the: [[Thorax]] (cruiser), [[Vexor]] (cruiser),[[Myrmidon]] (battlecruiser), [[Oracle]] (battlecruiser), [[Dominix]] (battleship) and [[Apocalypse]] (battleship).


The rigs are trimark armor pumps which increase the armor strength but reduce ship speed. They are arguably the most popular rig for armor tanked ships, but they may be replaced by offensive rigs if you wish to trade defense for damage potential.
===Racial Resistances===
''see also: [[Natural Resistances#Tech I armor resistances]]''


The three drones should be chosen to match expected NPC damage types.
One major feature of choosing resistance modules, which was not mentioned in the discussion of the Maller, was that different races' Tech 1 ships have different base armor resistances. This is explained in the article on [[Natural Resistances]], however for a discussion of tanking, there are four major takeaways:
*Amarr ships can generally get sufficient resistances off of only MEMs, Damage Control, and RAH
*Gallente ships generally need to run one Explosive Membrane, Coating, or Hardener
*Caldari ships are generally not armor-tanked at all, however on the rare occasion that they are, they generally need an Explosive, and possibly a Kinetic, resist module
*Minmatar ships generally need to run both an Explosive and a Kinetic resist module, or in extreme cases run full "Rainbow -1"
The reason for these takeaways is that one of the general goals in resistance modules is to have all four of your ship's resistances be at some fairly equal high value; and because different races have different base values, different amounts of effort are required to even the numbers.


A Maller fit similar to this on can be viewed at [https://www.eveworkbench.com/fitting/maller/555bebb8-cdd0-4547-bb2c-08d6c4709780 EVE Workbench]. Other ships that often benefit from passive shield fits include the: [[Thorax]] (cruiser), [[Vexor]] (cruiser),[[Myrmidon]] (battlecruiser), [[Oracle]] (battlecruiser), [[Dominix]] (battleship) and [[Apocalypse]] (battleship).
===Rainbow -1===
"Rainbow" tanking refers to an attempt to maximize damage resistance by running one pure resistance module for each of the four damage types. This is generally only done on Battleships or Capital Ships, because of the large number of slots require to do it. However, because of how base resistances, rainbow tanking is generally not quite the most efficient way to maximize resistances. What is generally more efficient is "Rainbow -1": One Membrane or Hardener for each of Explosive, Kinetic, and Thermal, and then a single Multispectrum Energized Membrane. This strategy takes advantage of armor's naturally high EM resistance, improves the other three resistances to match, then uses a single Multispec to further improve everything. This has the added advantage of only applying 1 layer of Stacking Penalties to most resists and no Stacking Penalties at all to the EM resist, and synergizes very well in a fleet setting with [[Command Bursts|Armored Command Bursts]].


===Armor tanking modules===
===Armor tanking modules===
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|[[File:Icon energized membrane.png|link=|]]
|[[File:Icon energized membrane.png|link=|]]
|'''{{co|wheat|Layered Energized Membranes membranes}}''' are passive modules that increase ship's armor by a percentage amount. These are rarely used as a plate and resist module are usually better than this module.
|'''{{co|wheat|Energized membranes}}''' are passive modules which increase armor resists. The resist bonus is increased by Armor Compensation skills.
 
Energized Membranes come in 5 types: one for each type of damage, and one Multispectrum which moderately resists all damage.
|-
|-


|[[File:Icon adaptive nano plating.png|link=|]]
|[[File:Icon adaptive nano plating.png|link=|]]
|'''{{co|wheat|Layered coatings}}''' are passive modules that increase ship's armor by a percentage amount. These are less effective than the energized membrane variant but are much easier to fit. These are rarely used as a plate and resist module are both better than this module.
|'''{{co|wheat|Resistance coatings}}''' are passive modules which increase armor resists. The resist bonus is increased by Armor Compensation skills. Resistance Coatings give smaller bonuses than Energized Membranes, and are generally much cheaper to buy, however they do not cost CPU to fit and so are very useful on ships with limited fitting space.
 
Resistance Coatings come in 5 types: one for each type of damage, and one Multispectrum which moderately resists all damage.
|-
|-


|[[File:Icon armor thermal hardener.png|link=|]]
|[[File:Icon armor thermal hardener.png|link=|]]
|'''{{co|wheat|Armor hardeners}}''' are active modules that boost one of the four armor resistances: EM, Thermal, Kinetic or Explosive.<br>Compared to membranes, they use capacitor (not much though) and slightly more CPU, but offer a large boost in effectiveness.
|'''{{co|wheat|Armor hardeners}}''' are active modules which significantly increase one of the four armor resistances. They consume small amounts of Capacitor energy to run, and slightly more CPU to fit than Energized Membranes. They can also be [[Overheating|Overheated]] for a further increase in strength, however they do not benefit from Armor Compensation skills.
|-
 
|[[File:Icon energized membrane.png|link=|]]
|'''{{co|wheat|Energized membranes}}''' are passive resist modules that moderately increase the armor resists. The resist bonus is smaller than on active hardeners but greater than on resistance platings. There are damage type specific modules that increase only one resist type and an adaptive membrane that increases all resist types. The name "adaptive" is misleading and the resist bonus is static. The resist bonus is increased by corresponding Armor Compensation skill.
 
It is good to note that only T2 energized adaptive nano membrane is generally worth using. Both meta 4 and T2 adaptive nano platings have better stats and lower requirements than any of the meta adaptive energized membranes.
|-


|[[File:Icon adaptive nano plating.png|link=|]]
(Active) Armor Hardeners come in 4 types: one for each type of damage.
|'''{{co|wheat|Resistance coatings}}''' are passive resistance modules that increase the armor resistances. They require practically nothing to fit, only 1 PG. They offer lower resist bonus than energized membranes or active hardeners. There are both type specific modules that increase only one resist type and a multispectrum coating that increases all resist types. The resist bonus is increased by the corresponding Armor Compensation skill.
|-
|-
   
   
|[[File:Icon module damage control.png|link=|]]
|[[File:Icon module damage control.png|link=|]]
|'''{{co|wheat|Damage control}}''' is a passive module that increases ship's shield, armor and hull resists. This module is not stacking penalized with most other resist modules. Only the reactive armor hardener is stacking penalized with damage control.
|'''{{co|wheat|Damage control}}''' is a passive module that increases a ship's shield, armor, and hull resists. This module is not stacking penalized with most other resist modules. Only the Reactive Armor Hardener is stacking penalized with damage control.
|-
|-


|[[File:icon_reactive_armor_hardener.png|link=|]]
|[[File:icon_reactive_armor_hardener.png|link=|]]
|'''{{co|wheat|Reactive armor hardener}}''' is a active module that increases armor resists. it gives in total 60% resist bonus split across all four damage types. When you first activate the module the resists are evenly split to 15% per damage type. As you receive armor damage the RAH will adjust its resist at the end of cycle by increasing the resist against two highest received damage types and reducing the resist against rest of the damage types. The resists shift by 6% per cycle. This module is not stacking penalized with other modules except for Damage Control.
|'''{{co|wheat|Reactive armor hardener}}''' is a active module that increases armor resists. it gives in total 60% resist bonus split across all four damage types. When you first activate the module the resists are evenly split to 15% per damage type. As you receive armor damage, the RAH will adjust its resist at the end of each cycle by increasing the resist against the highest received damage types, and reducing the resist against the other damage types. The resists shift by 6% per cycle per resist which is changing. This module is not stacking penalized with other modules except for Damage Control.
|-
|-


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|[[File:Icon armor repairer i.png|link=|]]
|[[File:Icon armor repairer i.png|link=|]]
|'''{{co|wheat|Ancillary armor repairers}}''' are similar to normal armor repairers. These modules can be loaded with nanite repair paste to drastically increase the repair amount. With paste the ancillary armor repairers repair considerably (1.25x) more than normal T2 armor repairers. Each cycle consumes nanite paste (1 for small, 4 for medium, 8 for large). Once the paste runs out the module can be used without paste. Without paste the ancillary armor repairers repair considerably (0.75x) less than T2 normal armor repairers. Reloading the paste takes one minute. During this time the module can not be used.
|'''{{co|wheat|Ancillary armor repairers}}''' ("Ancils") are similar to normal armor repairers. These modules can be loaded with Nanite Repair Paste to drastically increase the repair amount for the first 8 cycles it is used. With paste the ancillary armor repairers repair considerably (~1.7x) more than normal T2 armor repairers. Each cycle consumes nanite paste (1 for small, 4 for medium, 8 for large). Once the paste runs out the module can still be used, however without paste the ancillary armor repairers repair considerably (~0.6x) less than T2 normal armor repairers. Reloading the paste takes one minute. During this time the module can not be used. As such, it is commonly recommended that pilots Disable Auto-Reload for ancillary armor repair modules, so that the module does not spontaneously become unavailable at an inopportune moment.
 
Ancillary Armor Repairers are almost exclusively used in PvP to provide strong burst of active tanking. Usage in PvE is generally not recommended due to the added cost of nanite paste the unsustainability of the repair strength. (However this said, Ancils are still popular in [[Abyssal Deadspace]].)


Ancillary Armor Repairers are almost exclusively used in PvP to provide strong burst of active tanking. Usage in PvE is not recommended due to the high cost of nanite pastes and unreliable sustainable repairs.
Because of the limited number of full-strength cycles the module can perform, Ancillary Armor Repairers should always be run [[Overheating|Overheated]]; and because of their extremely powerful repair cycles, Ancils are often only activated for single cycles at a time.
|-
 
|[[File:Icon energized membrane.png|link=|]]
|'''{{co|wheat|Layered Energized Membranes}}''' are passive modules that increase ship's armor by a percentage amount. These are very rarely used, as a plate and resist module are usually better than this module.
|-
 
|[[File:Icon adaptive nano plating.png|link=|]]
|'''{{co|wheat|Layered Coatings}}''' are passive modules that increase ship's armor by a percentage amount. These are less effective than the energized membrane variant but do not cost CPU to fit. These are almost never used, as plates and resistance modules are more effective in almost all cases.
|-
|-


|[[File:Icon remote armor repair i.png|link=|]]
|[[File:Icon remote armor repair i.png|link=|]]
|'''{{co|wheat|Remote armor repair systems}}''' consume capacitor to remotely repair armor on single target. The repair again happens at the end of the cycle. This can make it hard to repair targets if they die before the repair lands. Long optimal range, short falloff range. As a result the effectiveness drops rapidly if the target is beyond optimal range.
|'''{{co|wheat|Remote armor repair systems}}''' consume capacitor to remotely repair armor on single target. The repair again happens at the end of the cycle. This can make it hard to repair targets if they die before the repair lands. Fairly short range when not fitted to a dedicated Logistics Frigate or Logistics Cruiser. Relatively long optimal range but short falloff range; as a result the effectiveness drops rapidly if the target is beyond optimal range.
|-
|-


|[[File:Icon remote armor repair i.png|link=|]]
|[[File:Icon remote armor repair i.png|link=|]]
|'''{{co|wheat|Ancillary remote armor repair systems}}''' are the remote counterpart of local ancillary armor repairers. Like the local ancillary armor repairers These can be loaded with nanite repair paste for increased repairs. But once the paste runs out they will repair less than normal remote repairers.
|'''{{co|wheat|Ancillary remote armor repair systems}}''' are the remote counterpart of local ancillary armor repairers. Like the local ancillary armor repairers These can be loaded with nanite repair paste for 8 cycles of increased repairs. However, once the paste runs out they will repair less than normal remote repairers.
|-
|-


|[[File:Module icon armor rig tech1.png|link=|]]
|[[File:Module icon armor rig tech1.png|link=|]]
|'''{{co|wheat|Rigs}}'''  
|'''{{co|wheat|Rigs}}'''  
* Trimark armor pump increases the raw HP by a percentage, at the cost of reduced maximum speed. They are popular in PvP fits and thus are generally expensive due to the high demand.
* Trimark Armor Pumps increases the raw HP by a percentage, at the cost of reduced maximum speed.
* Anti-damage type rigs increase damage resist to single damage type, at the cost of reduced maximum speed.
* Anti-damage type rigs increase damage resist to single damage type, at the cost of reduced maximum speed.
* Auxiliary nano pump increases a ship's armor repairer repair amount per cycle. Increases the power grid use for local armor reps.
* Auxiliary Nano Pumps increases a ship's armor repairer repair amount per cycle. Increases the power grid use for local armor reps.
*Nanobot accelerator speeds up armor repair module cycle times at the cost of armor repairers' power grid use. In theory this is more effective for active armor tanks than the Auxiliary Nano Pump, but note that shorter cycle time also results in higher capacitor use.
* Nanobot Accelerator speeds up armor repair module cycle times at the cost of armor repairers' power grid use. In theory this is more effective for active armor tanks than the Auxiliary Nano Pump, but note that shorter cycle time also results in higher capacitor use.
Tech II Armor Rigs tend to all be very expensive because of the rarity of one component (Intact Armor Plates) which they all use.
|-
|-


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|[[File:Icon exile.png|link=|]]
|[[File:Icon exile.png|link=|]]
|'''{{co|wheat|Exile}}''' medical booster greatly increases the ship's active armor repair amount, however they carry a chance to reduce your Armor hitpoints, Repair amount, or capacitor capacity.
|'''{{co|wheat|Exile}}''' medical booster greatly increases the ship's active armor repair amount, however they carry a chance to reduce your Armor hitpoints, capacitor capacity, turret tracking, or missile damage application.
|-
|-


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*{{sk|Hull Upgrades}}  
*{{sk|Hull Upgrades}}  
** 5% armor HP per level
** 5% armor HP per level
** Required for armor plates, hardeners, membranes and resist plates.
** Required for armor plates, hardeners, membranes, and resist plates.
*{{sk|Mechanics}}
*{{sk|Mechanics}}
** 5% hull HP per level
** 5% hull HP per level
** Reqruired for armor repairers
** Required for armor repairers
*{{sk|Repair Systems}}
*{{sk|Repair Systems}}
** 5% reduction in armor repair module cycle duration. It should be noted that a reduction in activation time increase the capacitor need of the module.
** 5% reduction in armor repair module cycle duration. It should be noted that a reduction in activation time increases the capacitor need of the module.
** Required for armor repairers
** Required for armor repairers
* {{sk|EM Armor Compensation}}, {{sk|Thermal Armor Compensation}}, {{sk|Kinetic Armor Compensation}}, {{sk|Explosive Armor Compensation}}
* {{sk|EM Armor Compensation}}, {{sk|Thermal Armor Compensation}}, {{sk|Kinetic Armor Compensation}}, {{sk|Explosive Armor Compensation}}
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** 5% redution in mass penalty of armor plates per level.
** 5% redution in mass penalty of armor plates per level.
* {{sk|Resistance Phasing}}
* {{sk|Resistance Phasing}}
** 10% reduction in cycle time and capacitor usage of reactive armor hardener per level.
** 10% reduction in cycle time and 15% reduction in capacitor usage of Reactive Armor Hardener (and Capital Flex Armor Hardener) per level.


==Shield tanking==
==Shield tanking==