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Revision as of 08:53, 17 March 2023 by ArinBot (talk | contribs) (Replace rare unicode character with {{SkillAlphaBar}})
See also: Skills and learning

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):

Skill (Multiplier) Purpose Alpha Limit
Armor Layering (3x) Skill at installing upgraded armor plates efficiently and securely. ▨▨▨▨
Capital Remote Armor Repair Systems (10x) Allows use of capital-sized remote armor repair modules. ▨▨▨▨▨
Capital Remote Hull Repair Systems (10x) Allows use of capital-sized remote hull repair modules. ▨▨▨▨▨
Capital Repair Systems (8x) Allows use of capital-sized local hull and armor repair modules. ▨▨▨▨▨
EM Armor Compensation (2x) Bonus to EM armor plating. ◼◼▨▨▨
Explosive Armor Compensation (2x) Bonus to explosive armor plating. ◼◼▨▨▨
Hull Upgrades (2x) Bonus to armor hit points. Also enables certain modules, like Expanded Cargoholds and Inertial Stabilizers. ◼◼◼◼◼
Kinetic Armor Compensation (2x) Bonus to kinetic armor plating. ◼◼▨▨▨
Mechanics (1x) Bonus to structure hit points. ◼◼◼◼◼
Remote Armor Repair Systems (2x) Allows use of remote armor repair modules. ◼◼◼▨▨
Remote Hull Repair Systems (2x) Allows use of remote hull repair modules. ◼◼▨▨▨
Repair Systems (1x) Allows use of local hull and armor repair modules. ◼◼◼◼◼
Thermal Armor Compensation (2x) Bonus to thermal armor hardeners. ◼◼▨▨▨

Skill Details

  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 plates make a ship more massive, negatively affecting acceleration, agility, and the effects of propulsion modules. Anyone regularly fitting armor buffer tanks, especially on smaller ships, should consider training this skill.



  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
  I required for: Tech 1 and Faction Capital Remote Armor Repairers
  IV required for: Capital Remote Armor Repairer II
  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
  I required for: Capital Remote Hull Repairer I
  IV required for: Capital Remote Hull Repairer IV



  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
  I required for: Tech 1 and Faction Capital Armor Repairers; Tech 1 Capital Hull Repairers
  IV required for: Capital Armor Repairer II; Capital Hull Repairer II



  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;   Thermal 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
  I required for: Tech 1 and Faction Damage Controls; Inertial Stabilizers I; Overdrive Injector System I; Nanofiber Internal Structure I; Expanded Cargohold I; Reinforced Bulkheads I; Tech 1 and Faction Small Armor Repairers; Small Ancillary Armor Repairer; Small Hull Repairers;   Hull Upgrades;   Repair Systems; Advanced Small Ship Construction
  II required for: Tech 1 and Faction Medium Armor Repairers; Medium Ancillary Armor Repairer; "Basic" Resistance Platings;   Advanced Industrial Ship Construction
  III required for: Tech 1 and Faction Large Armor Repairers; Large Ancillary Armor Repairer; Capital Ancillary Armor Repairer; Medium Hull Repairers; Small Armor Repairer II;   Advanced Medium Ship Construction;   Armor Layering;   Caldari Defensive Systems;   Jury Rigging;   Remote Armor Repair Systems;   Remote Hull Repair Systems;   Salvaging
  IV required for: Medium Armor Repairer II; 'Meditation' Medium Armor Repairer I;   Nanite Operation
  V required for: Large Armor Repairer II; Large and Capital Hull Repairers;   Amarr Defensive Systems;   Amarr Starship Engineering;   Assault Frigates;   Astronautic Engineering;   Caldari Starship Engineering;   Capital Repair Systems;   Capital Ship Construction;   Gallente Defensive Systems;   Gallente Starship Engineering;   Mechanical Engineering;   Minmatar Defensive Systems;   Minmatar Starship Engineering;   Outpost Construction;   Rocket Science
  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
  I required for: Tech 1 and Faction Small Remote Armor Repairers; Tech 1 and Faction Capital Remote Armor Repairers; Small Ancillary Remote Armor Repairer, Capital Remote Ancillary Armor Repairer
  II required for: Tech 1 and Faction Medium Remote Armor Repairers; Medium Ancillary Remote Armor Repairer
  III required for: Tech 1 Large Remote Armor Repairers; Small Remote Armor Repairer II; Tech 1 Armor Maintenance Bots
  IV required for: Medium Remote Armor Repairer II; Large Remote Armor Repairer II; Tech 2 Armor Maintenance Bots
  V required for: Capital Remote Armor Repairer II;   Capital Remote Armor Repair Systems
  Notes: Level IV is required to use T2 large remote armor reppers. This skill is also 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
  I required for: Small Remote Hull Repairer I
  II required for: Medium Remote Hull Repairer I
  III required for: Large Remote Hull Repairer I; Tech 1 Hull Maintenance Bots
  IV required for: Tech 2 Hull Maintenance Bots
  V required for: Capital Remote Hull Repairer I; Tech 2 Remote Hull Repairers;   Capital Remote Hull Repair Systems



  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
  I required for: Tech 1 and Faction Small/Medium/Large Armor Repairers; Tech 1 Hull Repairers; Small/Medium/Large Ancillary Armor Repairers
  II required for: Small/Medium/Large Hull Repairer II;   Remote Armor Repair Systems
  III required for: Small Armor Repairer II
  IV required for: Medium/Large Armor Repairer II; Large 'Reprieve' Vestment Reconstructor I; 'Meditation' Medium Armor Repairer I
  V required for: Capital Hull Repairers;   Capital Repair Systems
  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.



  Thermal Armor Compensation

5% bonus to thermal 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.