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===Tank=== | ===Tank=== | ||
Every PvP ship (and every other ship in fact) should fit a tank to ensure you can survive as long as possible. For PvP it is best to build a buffer tank, which means to ignore any repair modules and just fit to have as many EHP as possible. All PvP ships also should if possible be fit for an Omni-Tank, which means that you should build to be able to resit all damage types equally, because you do not know what damage types you are going to be faced with in PvP combat. Generally if you have Logi it is a good Idea to fit your tank to have as much of the tank based on resists as possible so the logi heals are more effective, but don't sacrifice (much) actual EHP for this, the most important thing is to be able to survive as long as possible. More information can be found at [[Smurfprime's Guide to Basic Tanking]], it could use a little cleaning up at the moment but the information there is quite good. Most PvP fleets will try to fit 1 type of tank (either shield or armor) to match the logi that is coming along on the fleet, but for noobs on patrol and other beginner fleets it is not as much of a concern as we often do not have logi. | Every PvP ship (and every other ship in fact) should fit a tank to ensure you can survive as long as possible. For PvP it is best to build a buffer tank, which means to ignore any repair modules and just fit to have as many EHP as possible. All PvP ships also should if possible be fit for an Omni-Tank, which means that you should build to be able to resit all damage types equally, because you do not know what damage types you are going to be faced with in PvP combat. Generally if you have Logi it is a good Idea to fit your tank to have as much of the tank based on resists as possible so the logi heals are more effective, but don't sacrifice (much) actual EHP for this, the most important thing is to be able to survive as long as possible. More information can be found at [[Smurfprime's Guide to Basic Tanking]], it could use a little cleaning up at the moment but the information there is quite good. Most PvP fleets will try to fit 1 type of tank (either shield or armor) to match the logi that is coming along on the fleet, but for noobs on patrol and other beginner fleets it is not as much of a concern as we often do not have logi. Most Caldari ships shield tank, Gallente and Amar Armor tank, and Minmatar often can do either. | ||
====Shield==== | ====Shield==== | ||
Shield tanks use shield extenders (often more than 1), and active resist modules, to add EHP. Getting shield skills to 3 is generally enough to get started, but you will want to train to 4 as soon as you can so you can fit a Tech II tank. The resist bonus skills only apply to passive modules, and are often ignored because of this, so leave them for now. | Shield tanks use shield extenders (often more than 1), and active resist modules, to add EHP. Getting shield skills to 3 is generally enough to get started, but you will want to train to 4 as soon as you can so you can fit a Tech II tank. The resist bonus skills only apply to passive modules, and are often ignored because of this, so leave them for now. | ||
The important skills are: | |||
*Shield Management: Adds 5% per level to the amount of shields on your ship. | *Shield Management: Adds 5% per level to the amount of shields on your ship. | ||
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====Armor==== | ====Armor==== | ||
Armor tanks use Armor Plates for more HP and either Energised Plating or Resistance Platings to add Resists. There is also layered plating to add a % boost to HP, which is usually only worth fitting to larger ships. Armor resist bonus modules are more often trained, as they apply to the most commonly used armor resist modules. Armor modules will slow you down slightly and make your ship less agile, so dont fit plates that are too large or it may slow you too much to be effective. | Armor tanks use Armor Plates for more HP and either Energised Plating or Resistance Platings to add Resists. There is also layered plating to add a % boost to HP, which is usually only worth fitting to larger ships. Armor resist bonus modules are more often trained, as they apply to the most commonly used armor resist modules. Armor modules will slow you down slightly and make your ship less agile, so dont fit plates that are too large or it may slow you too much to be effective. Again getting to 3 in Hull upgrades is probably enough to start, but aim to get to 4 and get the other skills as soon as you can. | ||
The important skills are: | |||
*Hull Upgrades - 5% per level to armor hit points. Requirement for fitting most of the armor modules. | |||
*Armor Layering - 5% less mass penalty per level for armor plates, means you don't get slowed down as much. | |||
*EM Armor Compensation - 5% bonus per level to EM resistance for Armor Coatings and Energized Platings | |||
*Explosive Armor Compensation - 5% bonus per level to Explosive resistance for Armor Coatings and Energized Platings | |||
*Kinetic Armor Compensation - 5% bonus per level to Kinetic resistance for Armor Coatings and Energized Platings | |||
*Thermic Armor Compensation - 5% bonus per level to Thermic resistance for Armor Coatings and Energized Platings | |||
===Propulsion=== | ===Propulsion=== | ||