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Vanguard setups

Below is a standard setup for your tank in our fleets. These fits are probably considered overtanked by many public communities and they are in fact overtanked for the most part. There are several reasons for it, mainly it is for safety, to give us a larger buffer and more leeway to save ships if things go wrong. We are not as concerned about pushing for efficiency above safety.

We also recommend fits that are flexible in terms of being able to do vanguards, assaults and even headquarter sites with the same ship. So some seemingly superfluous rigs are there to enable the ships to just swap out a few midslots and go from vanguards to headquarter sites.

Resist profiles

A lot of ships share a standard resist profile, so they share the same resist holes and have the same issues and weaknesses. Understanding what innate weaknesses a ship has is key to knowing how to best raise it to the desired high average resists mentioned above.

Below is a list of different resist profiles for various ship classes as well as a few specific ships with deviating profiles. The last column lists the obvious weaknesses of the class/hull, which will help you determine how to best achieve the desired resist profile. It also helps new waitlist managers as it tells them what to look for.

Ship Base resist profile Comments
Regular/faction battleships [1]    0% 20% 40% 50% An EM hole and a weak thermal resist.
Resist bonused battleships [2]  20% 36% 52% 60% Weak EM and thermal resists, but no resist holes.
Vargur  25% 30% 40% 50% Slightly lower EM and thermal resists, but no resist holes.
Scimitar  75% 60% 40% 50% No resist holes.
Basilisk    0% 80% 70% 50% An EM hole.
Legion    0% 20% 70% 87,5% An EM hole and weak thermal resists.
Loki (resist bonus)  80% 60% 52% 60% No resist holes.
Proteus    0% 60% 85% 50% An EM hole.
Tengu    0% 80% 70% 50% An EM hole.
Tengu (resist bonused)  20% 84% 76% 60% Weak EM resists.
  1. ^ Includes regular battleships, navy and fleet issue battleships as well as pirate faction battleships.
  2. ^ Like the Rokh and other ships with 4% per level resist bonuses. The values are assuming maximum skills, so the full +20% better resists.

Effective shield hit points

You can judge your tank by many means, but for Incursions the best way to measure your tank is to look at effective shield hit points (ESHP), as opposed to damage per second repaired (DPS-tank) or the generic effective hit points (EHP). This is because a lot of ships have significant armour and hull hit points, so the effective hit points value can be quite misleading on a battleship with a damage control for example, as the EHP-value skyrockets compared to a ship without a damage control fitted, but very little of it applies to the actual ESHP.

Below is a rough guide to acceptable values when it comes SEHP, but remember that you need to factor in things like resists vs buffer [1] as well as speed and signature. So don't casually compare a ship's effective shield hit points against this without taking that into your consideration.

  Ship class Incursion sites Effective shield hit points
10k
20k
30k
40k
50k
60k
70k
80k
Large ship Battleships   Vanguards
 
  Assaults
 
  Headquarters
 
  Command Ships   Vanguards
 
  Assaults
 
  Headquarters
  Strategic cruisers   Vanguards
  Assaults
  Headquarters
  Basilisks [2]   Vanguards
  Assaults
  Headquarters
  Scimitars [2]   Vanguards
  Assaults
  Headquarters

    Legend:   Unsafe (too low)   Situational (depends on the pilot/fleet)   Safe (solid tank)   Overtanked (wasting potential)

  1. ^ A ship with high resists is much easier to repair compared to a ship with all buffer in terms of shield extenders. This is because each hit point is worth a lot more when factoring in resists.
  2. ^ a b Basilisks and Scimitars have vastly different signatures, thus warrants having different guidelines.

Standard battleship setups

The main goal of these fits are to remain as cheap as possible while still being safe enough to run with minimal skills and rigged in a way that they can easily refit for vanguards as well as assaults and headquarter sites. Staying as cheap as possible is also useful for times of war.

Slots Regular ships [1] Resist-bonused ships [2] Navy / Fleet Issue [3]
    Adaptive Invulnerability Field II

  Adaptive Invulnerability Field II
  EM Ward Amplifier II

  Adaptive Invulnerability Field II

  Adaptive Invulnerability Field II
  Freed up mid slot

  Adaptive Invulnerability Field II

  Adaptive Invulnerability Field II
  Freed up mid slot

    Damage Control II   Freed up low slot   Damage Control II
    Core Defense Field Extender I

  Core Defense Field Extender I
  Anti-Thermal Screen Reinforcer I

  Core Defense Field Extender I

  Anti-EM Screen Reinforcer I
  Anti-Thermal Screen Reinforcer I

  Core Defense Field Extender I

  Anti-EM Screen Reinforcer II
  Anti-Thermal Screen Reinforcer I

Resists  69,5% 70,0% 72,8% 77,4%  64,0% 71,2% 73,9% 78,3%  65,2% 70,0% 72,8% 77,4%
   72,8% 74,5% 76,9% 80,8%  69,4% 75,5% 77,8% 81,5%  69,2% 74,5% 76,9% 80,8%
   43,1% 44,0% 40,0% 50,0%  41,2% 53,0% 49,6% 58,0%  35,0% 44,0% 40,0% 50,0%
  1. ^ This fit is intentionally overtanked. It's supposed to be a fit you can run even before you get all your support skills to V, before you've maxed out skills like Shield Management and gotten a decent buffer on your ship. The amplifier isn't quite as effective as the active hardener, but good enough and serves to give some cap relief.
  2. ^ Ships with resist bonuses like the Rokh, especially if they also have good base shield hit points, can use a different setup to free up a midslot. The resists given are based on a generic 4% resist bonus per level, assuming a ship level of IV. If your skills are low, just leave the damage control on or simply fit your ship like you would a regular ship.
  3. ^ Navy and Fleet Issue ships have much higher base stats than regular ships, so they rarely need the extender rigs to boost their shield hp buffer. Some will still have one, for more flexibility when doing assault and headquarter sites. This variant could be adopted to normal ships as well, unless they have very low base hit points.

Advanced battleship setups

There are several ways to improve your fits, especially with some of the more efficient but costly deadspace modules and tech two rigs. Below are just examples of two common ways to upgrade your tank to free up more slots for additional offensive modules to increase your applied damage.

Slots Weighted resists [1] Balanced resists [2]
    Pithum C-Type Adaptive Invulnerability Field

  Adaptive Invulnerability Field II
  Freed up mid slot

  Pithum C-Type Adaptive Invulnerability Field

  EM Ward Amplifier II
  Freed up mid slot

    Freed up low slot   Damage Control II
    Core Defense Field Extender II

  Anti-EM Screen Reinforcer II
  Freed up rig slot

  Core Defense Field Extender II

  Anti-Thermal Screen Reinforcer II
  Freed up rig slot

Resists  65,8% 64,9% 73,7% 78,1%  69,9% 71,1% 68,8% 74,0%
   71,8% 71,8% 78,9% 82,4%  73,4% 75,0% 73,1% 77,6%
   35,0% 20,0% 40,0% 50,0%  46,9% 48,0% 40,0% 50,0%
  1. ^ This variant is mostly suited for vanguard and assault sites where the threat of neuting is small and the incoming damage is slightly skewed towards more torpedoes, thus kinetic and explosive resists are slightly more important. The anti-EM rig ensures that in the case of being completely neuted out, you still have at least some EM-resists even if both invulnerability fields gets shut down.
  2. ^ For sites where heavy neuting is common, like in headquarter and mothership sites, a more balanced setup might be favoured. The damage control module also adds some additional buffer to your armour and structure in case the higher alpha punches through your shields before reps land. The combination of the anti-thermal rig and EM amplifier allows for a high, balanced, resist profile even when completely neuted out.

Strategic cruiser setups

The resist profiles of strategic cruisers vary quite a lot compared to other ships. As such there are many ways to fit them and their low signature and high agility can allow for many compromises. But in general they should plug certain holes and here's a few examples of one way of attaining the desired resist profiles for these ships.

Slots Legion [1] Loki [2]
    Pithum C-Type Adaptive Invulnerability Field

  Adaptive Invulnerability Field II
  Freed up mid slot

  Pithum C-Type Adaptive Invulnerability Field

  EM Ward Amplifier II
  Freed up mid slot

    Freed up low slot   Damage Control II
    Core Defense Field Extender II

  Anti-EM Screen Reinforcer II
  Freed up rig slot

  Core Defense Field Extender II

  Anti-Thermal Screen Reinforcer II
  Freed up rig slot

    Legion Defensive - Augmented Plating   Legion Defensive - X
Resists  -% -% -% -%  -% -% -% -%
   -% -% -% -%  -% -% -% -%
   -% -% -% -%  -% -% -% -%
  1. ^ ...
  2. ^ ...