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Revision as of 16:36, 14 December 2016 by Djavin novienta (talk | contribs) (Overview: Reformatted skill links with Template:sk, added "Required for" to Hull Upgrades.)

Overview

The Armor category contains the key skills for Passive and Active Armor Tanking.

Most combat pilots will want to train at least some of the Armor Tanking skills.

The following are the skills in the Armor section (in alphabetical order):


Armor Layering

Skill at installing upgraded armor plates efficiently and securely, reducing the impact they have on agility and speed. Grants a 5% reduction to armor plate mass penalty per level..
 Attributes:
 Multiplier: 3x
 Price: 1M ISK
 Alpha max level: I
 Prerequisites: Mechanics III
 Notes:



Armor Resistance Phasing

Improves control over, and flow between, nano membranes that react to damage by shifting resistances. Reduces duration time of Reactive Armor Hardeners by 10% per level.
 Attributes:
 Multiplier: Armor Resistance Phasing
 Price: <span style="cursor: help;" title="The skillbook for this skill costs Armor Resistance Phasing ISK">Armor Resistance Phasing ISK
 Alpha max level: <span style="cursor: help;" title="Alpha pilot can train and use this skill to at most level Unknown">Unknown
 Prerequisites: Hull Upgrades IV, Mechanics I
 Notes:



Capital Remote Armor Repair Systems

Operation of capital sized remote armor repair systems. 5% reduced capacitor need for capital remote armor repair system modules per skill level.
 Attributes:
 Multiplier: 10x
 Price: 10M ISK
 Alpha max level: Alpha pilot can not train this skill.
 Prerequisites: Remote Armor Repair Systems V
 Notes:



Capital Remote Hull Repair Systems

Operation of remote capital class remote hull repair systems. 5% reduced capacitor need for capital class remote hull repair system modules per skill level.
 Attributes:
 Multiplier: 10x
 Price: 10M ISK
 Alpha max level: Alpha pilot can not train this skill.
 Prerequisites: Remote Hull Repair Systems V
 Notes:



Capital Repair Systems

Operation of capital armor/hull repair modules. 5% reduction in capital repair systems duration per skill level.
 Attributes:
 Multiplier: 8x
 Price: 20M ISK
 Alpha max level: Alpha pilot can not train this skill.
 Prerequisites: Mechanics V, Hull Upgrades V, Repair Systems V
 Notes:



EM Armor Compensation

5% bonus to EM resistance per level for Armor Coatings and Energized Platings
 Attributes:
 Multiplier: 2x
 Price: 150k ISK
 Alpha max level: II
 Prerequisites: Hull Upgrades IV
 Notes: This doesn't help active hardeners at all but can really help passive hardeners, which see some use in PvP fits. A PvP-focused armor-tanking pilot should train this skill and the three other 'X Armor Compensation' skills to III or IV in the medium-long term.



Explosive Armor Compensation

5% bonus to explosive resistance per level for Armor Coatings and Energized Platings
 Attributes:
 Multiplier: 2x
 Price: 150k ISK
 Alpha max level: II
 Prerequisites: Hull Upgrades IV
 Notes: This doesn't help active hardeners at all but can really help passive hardeners, which see some use in PvP fits. A PvP-focused armor-tanking pilot should train this skill and the three other 'X Armor Compensation' skills to III or IV in the medium-long term.



Hull Upgrades

Skill at maintaining your ship's armor and installing hull upgrades like expanded cargoholds and inertial stabilizers. Grants a 5% bonus to armor hit points per skill level.
 Attributes:
 Multiplier: 2x
 Price: 85k ISK
 Alpha max level: V
 Prerequisites: Mechanics I
 I required for: Tech 1 and Faction Resistance Platings; 50/100mm Tech 1 and Faction Armor Plates; Tech 1 and Faction Damage Controls; Inertial Stabilizers I; Expanded Cargohold I; Nanofiber Internal Structure I; Overdrive Injector System I
 II required for: 200/400mm Tech 1 and Faction Armor Plates; Overdrive Injector System II; Expanded Cargohold II; Inertial Stabilizers II
 III required for: 800/1600mm Tech 1 and Faction Armor Plates; Tech 1 and Faction Armor Hardeners; Tech 1 and Faction Energized Platings; Reactive Armor Hardener; 50/100mm Tech 2 Armor Plates
 IV required for: 200mm Tech 2 Armor Plates; Tech 2 Resistance Platings; Damage Control II; 25000mm Tech 1 Armor Plates;  EM Armor Compensation;  Explosive Armor Compensation;  Kinetic Armor Compensation;  [[Skills:Thermic Armor Compensation]]
 V required for: 400/800/1600/25000mm Tech 2 Armor Plates; Tech 2 Armor Hardeners; Tech 2 Energized Platings;  Capital Repair Systems
 Notes: The raw armor hitpoints bonus from this skill is very useful. Level IV lets you use T2 Damage Controls (making this an essential train for any PvP fitting); level V lets you use T2 Energized Adaptive Nano Membranes, so to fit a full T2 armor tank you will probably need to train this to V. Which you should probably do anyway for the hitpoints bonus.



Kinetic Armor Compensation

5% bonus to kinetic resistance per level for Armor Coatings and Energized Platings
 Attributes:
 Multiplier: 2x
 Price: 150k ISK
 Alpha max level: II
 Prerequisites: Hull Upgrades IV
 Notes: This doesn't help active hardeners at all but can really help passive hardeners, which see some use in PvP fits. A PvP-focused armor-tanking pilot should train this skill and the three other 'X Armor Compensation' skills to III or IV in the medium-long term.



Mechanics

Skill at maintaining the mechanical components and structural integrity of a spaceship. 5% bonus to structure hit points per skill level.
 Attributes:
 Multiplier: 1x
 Price: 30k ISK
 Alpha max level: V
 Prerequisites: None
 Notes: The basic skill for this whole category. Mechanics is a quick train and comes with a nice bonus -- although hull tanking of any kind is unwise, most of the time, extra structure is more overall EHP and may make the difference in a close fight. You need level IV to use T2 medium armor repairers, and level V to use T2 large ones.



Remote Armor Repair Systems

Operation of remote armor repair systems. 5% reduced capacitor need for remote armor repair system modules per skill level.
 Attributes:
 Multiplier: 2x
 Price: 100k ISK
 Alpha max level: III
 Prerequisites: Mechanics III, Repair Systems II
 Notes: Level IV is required to use T2 large remote armor reppers. Although people often prefer the meta 4 'Solace' repper, the skill is still useful for reducing reppers' cap requirements. Key for anyone who flies in RR battleship gangs or flies an armor logistics ship.



Remote Hull Repair Systems

Operation of remote hull repair systems. 5% reduced capacitor need for remote hull repair system modules per skill level.
 Attributes:
 Multiplier: 2x
 Price: 125k ISK
 Alpha max level: II
 Prerequisites: Mechanics III
 Notes:



Repair Systems

Operation of armor/hull repair modules. 5% reduction in repair systems duration per skill level.
 Attributes:
 Multiplier: 1x
 Price: 45k ISK
 Alpha max level: V
 Prerequisites: Mechanics I
 Notes: The required skill for local armor repairers. You need level IV to use T2 large armor repairers. This is an important skill for anyone who uses active armor tanking, and since it's a short train you may as well take it to V.



Thermic Armor Compensation

5% bonus to thermal resistance per level for Armor Coatings and Energized Platings
 Attributes:
 Multiplier: Thermic Armor Compensation
 Price: <span style="cursor: help;" title="The skillbook for this skill costs Thermic Armor Compensation ISK">Thermic Armor Compensation ISK
 Alpha max level: <span style="cursor: help;" title="Alpha pilot can train and use this skill to at most level Unknown">Unknown
 Prerequisites: Hull Upgrades IV
 Notes: This doesn't help active hardeners at all but can really help passive hardeners, which see some use in PvP fits. A PvP-focused armor-tanking pilot should train this skill and the three other 'X Armor Compensation' skills to III or IV in the medium-long term.


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