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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 | 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. 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. Don't take it too literally though, as having a big buffer in the tank stat is also required. To achieve these tanking requirements a Battlecruiser and Tech 2 Tank modules are needed, with Battleships, Faction, Pirate, Tech II and Tech II ships preferred. Note, you are not required to have a [[Full T2 Tank|Full Tech 2 Tank]], but the following skills puts a pilot on that path. | ||
With these facts in mind the minimum requirements are: | With these facts in mind the minimum requirements are: | ||