User:Chris Halsky
Contents
1. The Ploy
2. Super Simple Salvage Split Solution
3. Evergreen Skill Plan
4. Ship breakdown
5. My mission ships
6. L4 mission log
7. Gallery
8. PvE fitting guide
The Ploy
Super Simple Salvage Split Solution
- If dedicated salvager runs during fleet - they get double share for all missions
- If dedicated salvager stays after fleet is finished - they get double share for all missions
- If someone runs missions, and then goes salvaging - they get double share for all missions
- If no dedicated salvager - bookmarks are donated to shared folder, at least 30 minutes before despawn
Evergreen Skill Plan
Evergreen Skill Plan is my take on skills that you should train in the beginning. Feel free to modify it according to your taste - I find it a bit better than Pyramid Skill Plan - it covers more or less the same skills, but in different order.
My general recommendation is to train Short Skill Plan, then Root skills. After that select your tank type and main weapon system, put both skill lists into queue, and start training from shortest skills - starting from short skills gives you the most gain in short time, and you'll gradually improve tank/weapon skills. You can also include Support skills list into that if you wish - I trained it after T2 tank. Later you can finish with T2 weapon support skills, and add Drones - for majority of ships at BC+ size drones are useful to have.
What these lists do not include, are skills for specific weapons - train them up to lvl III if you need them, to lvl V + Specialization if you really love them and they will become your main weapons. Don't be afraid to test different weapons systems - you might find that you prefer one over another. I also did not include ship skills - train them when you feel like flying different ships :)
Bottom line: If you need some skills to fly a new ship - train them and have fun, don't let this plan limit what you can do!
Root skills are almost the same as pyramid base - these skills are universally useful, I highly recommend training them first. I know that CPU/PG Management V are long trains, but this really opens up your fitting possibilities.
Root
Root Skills - a must for every pilot [12d20h]
Expand this box to view a Skill queue to use in-game
Thermodynamics I Thermodynamics II Mechanics III Jury Rigging I Jury Rigging II Jury Rigging III Weapon Upgrades III Thermodynamics III CPU Management V Power Grid Management V Weapon Upgrades IV
T2 Tank skills - you don't need to train both types of tanks in the beginning. If you focus mainly on one type of tank, feel free to ignore the second one, and train it later. T2 tank skills are very useful - I recommend having them trained when you start flying in BCs.
T2 Shield
Skills for T2 Shield Tank. If you fly mainly shield tanked ships - it's a must [15d5h]
Expand this box to view a Skill queue to use in-game
Energy Grid Upgrades I Energy Grid Upgrades II Shield Upgrades II Shield Management II Tactical Shield Manipulation II Mechanics III Shield Operation III Shield Compensation I Shield Compensation II Shield Upgrades III Energy Grid Upgrades III Shield Compensation III Shield Management III Tactical Shield Manipulation III Mechanics IV Shield Operation IV Hull Upgrades IV Shield Upgrades IV Energy Grid Upgrades IV Shield Compensation IV Shield Management IV Tactical Shield Manipulation IV
T2 Armor
Skills for T2 Armor Tank. If you fly mainly Armor tanked ships - it's a must [25d13h]
Expand this box to view a Skill queue to use in-game
Repair Systems I Repair Systems II Mechanics III Armor Layering I Repair Systems III Energy Grid Upgrades I Energy Grid Upgrades II Energy Grid Upgrades III Mechanics IV Repair Systems IV Hull Upgrades IV Energy Grid Upgrades IV Mechanics V Repair Systems V Hull Upgrades V
T1 Weapon systems - again, at first you do not have to train everything. If you choose one weapon system you like the most, train support skills for that system first. For Launchers and Turrets you also need to add specific skills - I have not included them here, since that depends a lot on your preference and play style.
T1 Missiles
Support skills for missiles launchers. Good for start.[9d]
Expand this box to view a Skill queue to use in-game
Missile Launcher Operation II Rapid Launch I Target Navigation Prediction I Missile Bombardment I Missile Bombardment II Rapid Launch II Target Navigation Prediction II Missile Launcher Operation III Missile Projection I Missile Projection II Missile Bombardment III Rapid Launch III Target Navigation Prediction III Missile Launcher Operation IV Guided Missile Precision I Warhead Upgrades I Guided Missile Precision II Warhead Upgrades II Guided Missile Precision III Warhead Upgrades III Missile Launcher Operation V
T1 Turrets
Support skills for turrets. Good for start. [8d45h]
Expand this box to view a Skill queue to use in-game
Surgical Strike I Controlled Bursts II Surgical Strike II Trajectory Analysis II Motion Prediction III Rapid Firing III Sharpshooter III Controlled Bursts III Surgical Strike III Trajectory Analysis III Gunnery IV Sharpshooter IV Rapid Firing IV Controlled Bursts IV
T1 Drones
Drone skills. Basic skillset useful for everyone - but check which size of drones is needed [9d19h]
Expand this box to view a Skill queue to use in-game
Drone Avionics II Light Drone Operation I Light Drone Operation II Drones II Drones III Medium Drone Operation I Medium Drone Operation II Drone Avionics III Light Drone Operation III Medium Drone Operation III Drones IV Drone Navigation I Drone Durability I Drone Navigation II Drone Durability II Drone Navigation III Drone Durability III Drones V Drone Sharpshooting I Drone Interfacing I Heavy Drone Operation I Drone Sharpshooting II Drone Interfacing II Heavy Drone Operation II Drone Sharpshooting III Drone Interfacing III Heavy Drone Operation III
Support skills. This list might grow, but in my opinion that's minimum of support skills you need - they are useful for all different ships and tasks, and having them will be beneficial.
Support
General support skills
Expand this box to view a Skill queue to use in-game
Advanced Weapon Upgrades I Advanced Weapon Upgrades II Advanced Weapon Upgrades III Capacitor Management IV Capacitor Systems Operation IV Energy Grid Upgrades II Energy Grid Upgrades III Acceleration Control I Acceleration Control II Acceleration Control III Evasive Maneuvering II Evasive Maneuvering III Fuel Conservation I Fuel Conservation II Fuel Conservation III High Speed Maneuvering II High Speed Maneuvering III Signature Analysis III Long Range Targeting III Navigation IV Thermodynamics IV Warp Drive Operation III Target Management IV
T2 Wepons support skills - if you have found your favourite weapon system, train specific weapon skill to V, and then specialization - you will be able to use T2 variant of such weapon. Additionally, finish training support skill to lvl V. Below skill list do not contain every support skill - train to V if you wish :)
T2 Missiles
Missiles support skills. Train these if you go towards T2 launchers
Expand this box to view a Skill queue to use in-game
Missile Bombardment IV Rapid Launch IV Warhead Upgrades IV Guided Missile Precision IV Target Navigation Prediction IV Missile Projection IV
T2 Turrets
Turret support skills. Train these if you go towards T2 turrets
Expand this box to view a Skill queue to use in-game
Motion Prediction IV Surgical Strike IV Gunnery V Trajectory Analysis IV Motion Prediction V Surgical Strike V Trajectory Analysis V
T2 Drones
Drones skills. Train these if you fly drone boat.
Expand this box to view a Skill queue to use in-game
Drone Avionics IV Drone Navigation IV Light Drone Operation IV Medium Drone Operation IV Drone Durability IV Drone Sharpshooting IV Drone Interfacing IV Heavy Drone Operation IV Light Drone Operation V Medium Drone Operation V Heavy Drone Operation V
Rigs and Compensations skills get their own category. Most of them are not useful - for example EX shield amplifiers are almost not used, so it doesn't make sense to train them. If you use rigs from specific category (for example Shield rigs) - train these. The same with Compensation skills - if you use specific module (for example EM shield resistance amplifier is quite common) train only specific skill.
Rigs
Rigging skills. Train them only if you use these rigs, and you have to - it doesn't matter otherwise
Expand this box to view a Skill queue to use in-game
Drones Rigging I Drones Rigging II Drones Rigging III Energy Weapon Rigging I Energy Weapon Rigging II Energy Weapon Rigging III Hybrid Weapon Rigging I Hybrid Weapon Rigging II Hybrid Weapon Rigging III Projectile Weapon Rigging I Projectile Weapon Rigging II Projectile Weapon Rigging III Launcher Rigging I Launcher Rigging II Launcher Rigging III Astronautics Rigging I Astronautics Rigging II Astronautics Rigging III Shield Rigging I Shield Rigging II Shield Rigging III Armor Rigging I Armor Rigging II Armor Rigging III
Compensation
Compensation skills. Train them only if you use these modules, and you have to - it doesn't matter otherwise
Expand this box to view a Skill queue to use in-game
EM Shield Compensation I Explosive Shield Compensation I Kinetic Shield Compensation I Thermal Shield Compensation I EM Shield Compensation II Explosive Shield Compensation II Kinetic Shield Compensation II Thermal Shield Compensation II EM Shield Compensation III Explosive Shield Compensation III Kinetic Shield Compensation III Thermal Shield Compensation III
EM Armor Compensation I Explosive Armor Compensation I Kinetic Armor Compensation I Thermal Armor Compensation I EM Armor Compensation II Explosive Armor Compensation II Kinetic Armor Compensation II Thermal Armor Compensation II EM Armor Compensation III Explosive Armor Compensation III Kinetic Armor Compensation III Thermal Armor Compensation III
Is that plan good? I don't really know. I find split for 2 different tank types and T1/T2 split of weapon systems to be eaiser to manage than pyramid. It's not complete - it does not include every skill (byt the time you are at that point, you should have good feeling what to train) and does not have EWAR/Tackle/Logi skills - by design, as I find their inclusion in basic skill plan for new players to be mistake. These skills are important - but I've seen new players training EWAR, because it's in the pyramid, before training any weapon skills - which is a mistake. If you want to specialize in these roles - Pyramid Skill Plan is your friend.
Ship breakdown
Faction | Ship | Ship Class | Tank | Major Weapon | Additional weapon | |
---|---|---|---|---|---|---|
Kestrel | Frigate | Shield | Light Missiles Rockets |
|||
Merlin | Frigate | Shield | Small Hybrid Turrets | |||
Cormorant | Destroyer | Shield | Small Hybrid Turrets | |||
Corax | Destroyer | Shield | Light Missiles Rockets |
|||
Caracal | Cruiser | Shield | Light/Heavy/Assault Missiles | Light Drones | ||
Moa | Cruiser | Shield | Medium Hybrid Turrets | Light Drones | ||
Drake | Battle Cruiser | Shield | Heavy/Assault Missiles | Light Drones | ||
Ferox | Battle Cruiser | Shield | Medium Hybrid Turrets | Light Drones | ||
Naga | Battle Cruiser | Shield | Large Hybrid Turrets | |||
Tormentor | Frigate | Armor | Small Energy Turrets | |||
Punisher | Frigate | Armor | Small Energy Turrets | |||
Coercer | Destroyer | Armor | Small Energy Turrets | |||
Dragoon | Destroyer | Armor | Light Drones | |||
Maller | Cruiser | Armor | Medium Energy Turrets | Light Drones | ||
Omen | Cruiser | Armor | Medium Energy Turrets | Light/Medium Drones | ||
Prophecy | Battle Cruiser | Armor | Light/Medium/Heavy Drones | |||
Harbinger | Battle Cruiser | Armor | Medium Energy Turrets | Light/Medium Drones | ||
Oracle | Battle Cruiser | Armor | Large Energy Turrets | |||
Tristan | Frigate | Armor | Small Hybrid Turrets | |||
Incursus | Frigate | Armor | Small Hybrid Turrets | |||
Catalyst | Destroyer | Armor | Small Hybrid Turrets | |||
Algos | Destroyer | Armor | Light/Medium Drones | Small Hybrid Turrets | ||
Vexor | Cruiser | Armor | Light/Medium/Heavy Drones | Medium Hybrid Turrets | ||
Thorax | Cruiser | Armor | Medium Hybrid Turrets | Light/Medium Drones | ||
Brutix | Battle Cruiser | Armor | Medium Hybrid Turrets | Light/Medium Drones | ||
Myrmidon | Battle Cruiser | Armor | Light/Medium/Heavy Drones | |||
Talos | Battle Cruiser | Armor | Large Hybrid Turrets | Light Drones | ||
Breacher | Frigate | Shield | Light Missiles Rockets |
Light Drones | ||
Rifter | Frigate | Shield | Small Projectile Turrets | |||
Thrasher | Destroyer | Shield | Small Projectile Turrets | |||
Talwar | Destroyer | Shield | Light Missiles Rockets |
Light Drones | ||
Rupture | Cruiser | Shield | Medium Projectile Turrets | Light/Medium Drones | ||
Stabber | Cruiser | Shield | Medium Projectile Turrets | Light Drones | ||
Cyclone | Battle Cruiser | Shield | Heavy/Assault Missiles | Light/Medium Drones | ||
Hurricane | Battle Cruiser | Shield | Medium Projectile Turrets | Light/Medium Drones | ||
Tornado | Battle Cruiser | Shield | Large Projectile Turrets |
My mission ships
Lazy Gila
Cheap and easy to fly - for a L4 runner. Manages to run all L4s without big issues - some of them require manual flying, but nothing really bad should happen. Important to note - webs are super dangerous, as it relies heavily on speed tanking.
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Drone Link Augmentor I
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
Federation Navy 10MN Afterburner
Large Shield Extender II
Caldari Navy Large Shield Extender
Caldari Navy Large Shield Extender
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Medium Core Defense Field Purger II
Medium Core Defense Field Purger II
Medium Core Defense Field Purger II
Valkyrie II x2
Hammerhead II x2
Vespa II x4
Infiltrator II x2
Scourge Auto-Targeting Light Missile I x300
Scourge Light Missile x2000
Scourge Fury Light Missile x2000
- Shield Management IV
- Shield Operation IV
- Shield Upgrades IV
- Tactical Shield Manipulation IV
- Caldari Cruiser IV
- Cap stability with AB on is crucial
- Good Drone skills will improve completion times, but are not strictly necessary.
A bit of breakdown:
High slots: RLMLs - I use T2s, but you can load Arbalests if you don't have skills. On Gila missiles are used only to get frigates down - they have very low DPS compared to drones, so it's not super important. Link Augmentor I, as II will push CPU to dangerous areas.
Med slots: All dedicated to tank. Large Shield Extender IIs would be enough, but Caldari version uses less CPU, which helps. AB chosen to be cap stable - you can use any type, but cap stability is very important - you need to move fast all the time, otherwise you will have a bad day.
Low slots: All DPS. I considered briefly Federation variant, but that's bling for not much gain - in the end I skipped it. Take it if you want it.
Rigs: Unfortunately set of Purgers II is required to tank all L4s. Rather expensive, but take them, do not downgrade to Is
Drones: Sets of T2s - I prefer Vespas over all other types, as they have decent DPS, Kinetic is 'good enough' for missions, and Vespas are shield tanked - they survive almost anything.
Cargo: Same story - Kinetic is good enough, and carrying 4 types of missiles is cumbersome. Or I'm too lazy for it :P I usually use normal missiles or Furies, auto-targeting might be useful when damped/jammed - that rarely happens.
Other Notes: Fit is over CPU - I need EE-603 for it. If you want to avoid having implant, then Arbalests are required. Fit is perfectly fine with Navy Drones, and you can even Meta-down shield modules - but I would recommend taking Damage Control II in low slot. Overall if tank is not compromised, you will be fine in all missions - maybe slower with such changes. I tested all L4s with shield skills on IV - so max skills are not needed by any means.
Black Gila
Quote |
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Gila is innefficient mission runner |
I cannot leave that without reaction :) It looks like this:
Black Eagle Drone Link Augmentor
Heavy Missile Launcher II
Heavy Missile Launcher II
Heavy Missile Launcher II
Heavy Missile Launcher II
Pithum A-Type Medium Shield Booster
Sentient Sensor Booster
Domination Shield Boost Amplifier
Sentient Drone Navigation Computer
Republic Fleet 10MN Afterburner
Republic Fleet Large Cap Battery
C3-X 'Hivaa Saitsuo' Ballistic Control System
Sentient Drone Damage Amplifier
Sentient Drone Damage Amplifier
Medium EM Shield Reinforcer II
Medium Thermal Shield Reinforcer II
Medium Core Defense Operational Solidifier II
'Augmented' Hammerhead x2
'Augmented' Infiltrator x2
'Augmented' Valkyrie x2
'Augmented' Vespa x2
'Subverted' JVN-UC49 x1
Inferno Fury Heavy Missile x1000
Scourge Fury Heavy Missile x1000
Scourge Precision Heavy Missile x1000
Scourge Heavy Missile x1000
That's a completely different beast. Active tank, to get 2 utility med slots, Heavy Missiles for more DPS, and bling all over the place, to make it fit on CPU. It also assumes you have at least Med-grade Hydra set (and High-grade being better) to fix application of missiles and drones and heavy missile hardwirings. It can spit out 916 DPS with Hammerheads and Fury missiles, has adequate tank and looks great in black SKIN. Costs 6 Billions together with implants, so be careful :P I do not recommend that ship, unless you obey rule 0 (Fly what you can afford to lose), and losing 2B ship and 4B pod is not a big deal for you.
For cheaper option (probably more reasonable too) swap Heavy Missiles to RLMLs - then you can take 3x DDA II in low slots, Drone Link Augmentor II in high slot, and replace sensor booster with Omni Tracking link - that way Hydras are not needed, and it uses up 99.37% of available CPU, which works ok. Also take T2 drones, not Augs. That lowers the price to 750-ish M, and DPS to 760.
Land Speeder
Big, bad and ugly. This Machariel chews through rats, flies fast and is super fun to play. Probably overtanked, a bit blingy, requires EE-605. It's my second most used ship after Gila, but requires your attention - no coffee breaks during missions :)
800mm Repeating Cannon II
800mm Repeating Cannon II
800mm Repeating Cannon II
800mm Repeating Cannon II
800mm Repeating Cannon II
800mm Repeating Cannon II
800mm Repeating Cannon II
Auto Targeting System I
Domination Shield Boost Amplifier
Pithum C-Type Multispectrum Shield Hardener
'Marketeer' Tracking Computer
Domination 500MN Microwarpdrive
Pith A-Type X-Large Shield Booster
Domination Shield Boost Amplifier
Damage Control II
Republic Fleet Gyrostabilizer
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Tracking Enhancer II
Large EM Shield Reinforcer II
Large Thermal Shield Reinforcer II
Large Projectile Collision Accelerator I
Hornet II x5
Vespa II x10
Barrage L x10000
Hail L x10000
Tracking Speed Script x1
Optimal Range Script x1
Ploy
Stupidly tanked Praxis, for running Epic Arcs. It can run all of them, doesn't require perfect skills (Shield skills at IV) and is designed to survive every mission in Epic Arcs. Some (Studio 1) are tricky, but all of them are doable solo. Tested here.
'Arbalest' Rapid Heavy Missile Launcher I
'Arbalest' Rapid Heavy Missile Launcher I
'Arbalest' Rapid Heavy Missile Launcher I
'Arbalest' Rapid Heavy Missile Launcher I
'Arbalest' Rapid Heavy Missile Launcher I
'Arbalest' Rapid Heavy Missile Launcher I
Drone Link Augmentor I
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
Missile Guidance Computer II
Large Micro Jump Drive
Copasetic Compact Shield Boost Amplifier
Pith X-Type X-Large Shield Booster
Copasetic Compact Shield Boost Amplifier
Co-Processor II
Co-Processor II
Capacitor Flux Coil II
Capacitor Flux Coil II
Capacitor Flux Coil II
Capacitor Flux Coil II
Ballistic Control System II
Large Capacitor Control Circuit I
Large Capacitor Control Circuit II
Large Capacitor Control Circuit II
Caldari Navy Vespa x6
Caldari Navy Warden x4
Federation Navy Garde x2
Cargo hold: |
---|
1x 500MN Y-T8 Compact Microwarpdrive 1x Caldari Shuttle |
Additionally, you will need Atron (or other frigate) fit for sub-2s align and MWD in your frigate escape bay. With that set all Epic Arcs are yours :)
Future plans
Cerberus - almost made, but lacking skills. Due to last changes without MWD, but with 100MN AB - should be fun when I finally build it.
Nighthawk - in plans, as a booster for mission fleets, and as a test 'How absurdly can you passive tank' - against Serpentis it has more than 1k EHP/s :D
L4 mission log
- ^ That's actually not a full clear. Do not attempt to clear that mission, unless you know what you're doing
Gallery
Out of hundreds of screenshots, few of them are worth saving. Here they are.
Drifting... |
I can't do that, Dave. |
Studio 1 is no more |
Rosulf didn't stand a chance |
Felix, defender of HSC |
Enjoy the fairy lights. |
Go Away ! |
Damsel is saved :) |
Halsky's PvE fitting guide
Note: | This section will be eventually finished. For now do not trust everything what is here, some information might be unchecked |
Preface: I'm terrible writer, and also not the best ship-fitter there is. But I've seen my share of bad fits, which were obviously wrong - so I decided to make short guide of how I do PvE fits, in hope that it will help someone. There are other fitting guides which might be better - check all sources, and run your fit through other people - you will make mistakes, and there's nothing wrong in it.
Table of contents:
What you need?
T1, T2, Meta?
Fit purpose
Ship selection
Order of importance
Tank
Weapons
DPS & Utility
Meta and Bling
Bad Wiki page: https://wiki.eveuniversity.org/High_slot
What you need?
1. Patience trained to lvl 5 - making fits is easy, making good fits takes a lot of practice
2. Pyfa - absolutely crucial. Fitting window in game is terrible, making new fit there is not fun at all
3. General knowledge what modules are in game. I will try to explain a bit, and link relevant Wiki pages, but the more you know = the less you have to check
T1, T2, Meta?
When fitting a ship, you should always use the proper Meta level of modules. It's extremely hard to define 'proper' from previous sentence :) I recommend fitting using T2 modules everywhere, and then downgrading to Meta (never T1) after your fit is almost ready - sometimes due to skills, sometimes due to fitting requirements. You can also upgrade to Faction/Deadspace modules in few cases - some deadspace modules are dirt cheap and offer way better performance than T2s
Fit purpose
Before making any fit, you need to know what you will need it for. The same ship will be fitted completely different for PvE and PvP - and using even good fit, but for wrong purpose, will make it much worse.
What I can explain here, are PvE only fits - mission running in HiSec. That's very small part of Eve, but most players start here, and everyone has their preferences regarding ship - I thought it makes sense to babble about fitting in that narrow context.
Ship selection
Starting from this section, I will include example for each step - so you can follow along.
That's the first step in making a fit - choose what you want to fly today :) Take a look at Wiki page, and read it - it's worth knowing what are exact stats of that ship. Important things to notice:
- Ship bonuses - that section usually tells you what is the purpose if the ship, what weapon you should use, and sometimes what tank works best on it
- HP amount - for Structure, Armor and Shield. If ship is not directly bonused to specific tank, HP amount is good indicator
- Slot layout - especially for High slots - how much space do we have
- Summary - sometimes very good info is written there, with hints regarding ship uses/fits
Example |
To keep things simple for you, and interesting for me I'll pick a ship I never fitted or flown before - Cyclone. What do we know about it from Wiki?
|
Order of importance
My approach for fitting PvE ships in general follows this order of importance:
- Tank
- Weapons
- Utilities
- Everything else
Why? PvE engagements are 'long', drawn in time - you spend several minutes shooting and being shot at by rats. If you can safely tank the encounter, then you will succeed (at least in missions) - increasing DPS/application will shorten time spent, which in turn means more ISK/h - but if you die, no amount of DPS will save you :) Wespons are important, as you want to shoot rats back - otherwise you will just float in space being angry at them. Utilities serve the sole purpose of making your weapons better - improving application any way possible, to increase your 'effective' DPS. There's not much besides that for PvE ships.
Tank
There are several types of Tank available, but only some of them are good for PvE. In general, we have:
- Shield tank - Active: We have shield boosters, which repair our shields when activated. Good for PvE, but you have to be careful about your Capacitor
- Shield tank - Passive: We do not have boosters, but we utilize high recharge rate of shields - this tank is very nive for PvE, but limited to small amount of ships
- Shield tank - Buffer: We have large amount of shield HP, but no way of recharging. It's bad for PvE, as it requires Logi ships
- Armor tank - Active: Similar to active shield tank, very good for PvE
- Armor tank - Buffer: Again, similar to shield buffer, useful in fleets with Logi, not in solo PvE
- Hull tank - Buffer: Same story, not for PvE :)
Additionally, I consider these as a valid method of tanking, or at least it makes sense to think about that this way:
- Speed tank - if we have ship which is always moving fast (with Afterburner, not MWD), it's harder to hit by rats - so it receives less incoming DPS. If you plan to use speed tank, be aware that you MUST move fast, otherwise you might explode a bit
- DPS tank - if you can remove enemy ships very fast, then you receive less DPS. In other words, you sacrifice some tanking capabilities to increase DPS, in hope that you will kill them first. I do not recommend fitting for DPS tank anything smaller than Battleships
- Range tank - if you plan your engagements at long range, enemies also cannot hit you. It's worth having in mind, as it means that using short range weapons will put more stress on your tank capabilities
So how do you fit your tank?
First - you need to know how much do you need. I usually aim for 100 EHP/s for T1 Cruisers, 250 EHP/s for T1 Battlecruisers and 500 EHP/s for T1 Battleships - for L2/L3/L4 missions respectively. I also tend to 'overtank' my ships - it's easier to remove some tank if I see it's too much, than to struggle with missions and warp out several times. These values assume you're not actively speed tanking, and you're not sniping from extreme ranges - if that's true, you can try to lower your tank a bit.
Which tank you want to choose?
Active Shield tank
Passive Shield tank
Active Armor tank
Active Shield tank
When fitting active shield tank, you want to have:
- Damage control module - I always start my fits with this. It provides resist bonuses to shield, armor and hull, which increases your EHP - you can think about removing it later, but it's always a good first step
- Shield booster - take proper size for your ship, and slap it on
- Shield boost amplifier - increases your booster efficiency. Start with one, see where it goes
- Shield resists - the better they are, the more effective your shield booster is. Multispectrum shield hardeners increase your resists for all damage types - I prefer them instead of refitting for each mission with damage-specific hardeners, but that's also an option
- Shield resists - I prefer to have equal shield resists for all damage types - so called Omni-tank. It can be fixed with shield hardeners, shield resistance amplifiers or shield rigs
- Empty mid slot - remember to leave one mid slot empty (at least) - you want to have a prop mod there
To be finished later - have fun :)