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Incursion Fitting: Vanguard: Difference between revisions

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m Requirements: link fix
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The Sansha’s Nation ships deal high amounts of Omni (all types) damage. The key to surviving this is having high resists and a large buffer. Shield & armor repair modules and shield regeneration rate do not matter as the alpha damage is simply too high for a single ship to tank without help. Logistic ships are used in all incursions and provide the healing. All the damage dealers must do is survive long enough for a Logistic ship to heal them.  The objective of these requirements is to ensure survivability as losing a ship is far worse than completing sites slowly due to low damage output.  
The Sansha’s Nation ships deal high amounts of Omni (all types) damage. The key to surviving this is having high resists and a large buffer. Shield & armor repair modules and shield regeneration rate do not matter as the alpha damage is simply too high for a single ship to tank without help. Logistic ships are used in all incursions and provide the healing. All the damage dealers must do is survive long enough for a Logistic ship to heal them.  The objective of these requirements is to ensure survivability as losing a ship is far worse than completing sites slowly due to low damage output.  


All ships should have above 70% resists for all damage types of their tank type. So an Armor Tanked ship needs above 70% resists in Armor EM, Thermal, Kinetic, and Explosive resistances and a Shield Tanked ship needs above 70% resists in Shield EM, Thermal, Kinetic, and Explosive resistances.  Also the ship needs a large buffer of hit points (HP) to survive any alpha. Usually 50,000+ Effective Hit Points (EHP) is sufficient for Battlecruisers (BCs). Battleships (BSs) should aim for more. The main trade off is between EHP and Signature Radius. The chart on [[http://incursions.nexsoft.de/?mode=guide&sid=1|this site]] (External Link) provides good guidelines. To achieve this a Battlecruiser and Tech 2 Tank modules are needed. Note, you are not required to have a [[Full T2 Tank|Full Tech 2 Tank]], but this puts a pilot on that path.
All ships should have above 70% resists for all damage types of their tank type. So an Armor Tanked ship needs above 70% resists in Armor EM, Thermal, Kinetic, and Explosive resistances and a Shield Tanked ship needs above 70% resists in Shield EM, Thermal, Kinetic, and Explosive resistances.  Also the ship needs a large buffer of hit points (HP) to survive any alpha. Usually 50,000+ Effective Hit Points (EHP) is sufficient for Battlecruisers (BCs). Battleships (BSs) should aim for more. The main trade off is between EHP and Signature Radius. The chart on [http://incursions.nexsoft.de/?mode=guide&sid=1 this site] provides good guidelines. To achieve this a Battlecruiser and Tech 2 Tank modules are needed. Note, you are not required to have a [[Full T2 Tank|Full Tech 2 Tank]], but this puts a pilot on that path.


With these facts in mind the minimum requirements are:
With these facts in mind the minimum requirements are: