User:Cassiel Seraphim/Sandbox3

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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] Electromagnetic resistance  0%Thermal resistance20%Kinetic resistance40%Explosive resistance50% An EM hole and a weak thermal resist.
Resist bonused battleships [2] Electromagnetic resistance20%Thermal resistance36%Kinetic resistance52%Explosive resistance60% Weak EM and thermal resists, but no resist holes.
Vargur Electromagnetic resistance25%Thermal resistance30%Kinetic resistance40%Explosive resistance50% Slightly lower EM and thermal resists, but no resist holes.
Scimitar Electromagnetic resistance75%Thermal resistance60%Kinetic resistance40%Explosive resistance50% No resist holes.
Basilisk Electromagnetic resistance  0%Thermal resistance80%Kinetic resistance70%Explosive resistance50% An EM hole.
Legion Electromagnetic resistance  0%Thermal resistance20%Kinetic resistance70%Explosive resistance87,5% An EM hole and weak thermal resists.
Loki (resist bonus) Electromagnetic resistance80%Thermal resistance60%Kinetic resistance52%Explosive resistance60% No resist holes.
Proteus Electromagnetic resistance  0%Thermal resistance60%Kinetic resistance85%Explosive resistance50% An EM hole.
Tengu Electromagnetic resistance  0%Thermal resistance80%Kinetic resistance70%Explosive resistance50% An EM hole.
Tengu (resist bonused) Electromagnetic resistance20%Thermal resistance84%Kinetic resistance76%Explosive resistance60% 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.

Icon ship.png Ship class Incursion sites Effective shield hit points
10k
20k
30k
40k
50k
60k
70k
80k
Large ship Battleships Vanguards Vanguards
 
Assaults Assaults
 
Headquarter sites Headquarters
 
Medium ship Command Ships Vanguards Vanguards
 
Assaults Assaults
 
Headquarter sites Headquarters
Medium ship Strategic cruisers Vanguards Vanguards
Assaults Assaults
Headquarter sites Headquarters
Medium ship Basilisks [2] Vanguards Vanguards
Assaults Assaults
Headquarter sites Headquarters
Medium ship Scimitars [2] Vanguards Vanguards
Assaults Assaults
Headquarter sites 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 Resist-bonused ships Navy / Fleet Issue
Icon mid slot.png Adaptive Invulnerability Field II Adaptive Invulnerability Field II

Adaptive Invulnerability Field II Adaptive Invulnerability Field II
EM Ward Amplifier II EM Ward Amplifier II

Adaptive Invulnerability Field II Adaptive Invulnerability Field II

Adaptive Invulnerability Field II Adaptive Invulnerability Field II
Icon mid slot.png Freed up mid slot

Adaptive Invulnerability Field II Adaptive Invulnerability Field II

Adaptive Invulnerability Field II Adaptive Invulnerability Field II
Icon mid slot.png Freed up mid slot

Icon low slot.png Module icon damage control tech2.png Damage Control II Icon low slot.png Freed up low slot Module icon damage control tech2.png Damage Control II
Icon rigs.png Large Core Defense Field Extender I Core Defense Field Extender I

Large Core Defense Field Extender I Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I Anti-Thermal Screen Reinforcer I

Large Core Defense Field Extender I Core Defense Field Extender I

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

Large Core Defense Field Extender I Core Defense Field Extender I

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

Resists Electromagnetic resistance69,5%Thermal resistance70,0%Kinetic resistance72,8%Explosive resistance77,4% Electromagnetic resistance64,0%Thermal resistance71,2%Kinetic resistance73,9%Explosive resistance78,3% Electromagnetic resistance65,2%Thermal resistance70,0%Kinetic resistance72,8%Explosive resistance77,4%
Resist profile when you're overheating your defensive modules. Electromagnetic resistance72,8%Thermal resistance74,5%Kinetic resistance76,9%Explosive resistance80,8% Electromagnetic resistance69,4%Thermal resistance75,5%Kinetic resistance77,8%Explosive resistance81,5% Electromagnetic resistance69,2%Thermal resistance74,5%Kinetic resistance76,9%Explosive resistance80,8%
Resist profile if all your defensive modules run out of capacitor and turn off. Electromagnetic resistance43,1%Thermal resistance44,0%Kinetic resistance40,0%Explosive resistance50,0% Electromagnetic resistance41,2%Thermal resistance53,0%Kinetic resistance49,6%Explosive resistance58,0% Electromagnetic resistance35,0%Thermal resistance44,0%Kinetic resistance40,0%Explosive resistance50,0%
Regular ships
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.
Resist-bonused ships
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.
Navy / Fleet Issue
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 three common ways to upgrade your tank to free up more slots for additional offensive modules to increase your applied damage.

While it's possible to use these setups on ordinary tech one hulls it makes little sense to put several hundreds of millions, if not billions, worth of deadspace modules and rigs on anything but the efficient pirate faction battleships. Just remember that your best initial upgrade option is still investing in your favourite pirate faction battleship, even if it's just with any of the regular setups with tech one rigs.

Slots Weighted resists Balanced resists All-out offense
Icon mid slot.png Pithum C-Type Adaptive Invulnerability Field Pithum C-Type Adaptive Invuln ...

Adaptive Invulnerability Field II Adaptive Invulnerability Field II
Icon mid slot.png Freed up mid slot

Pithum C-Type Adaptive Invulnerability Field Pithum C-Type Adaptive Invuln ...

Pithum C-Type EM Ward Amplifier Pithum C-Type EM Ward Amplifier
Icon mid slot.png Freed up mid slot

Pithum A-Type Adaptive Invulnerability Field Pithum A-Type Adaptive Invuln ...
Icon mid slot.png Freed up mid slot

Icon mid slot.png Freed up mid slot

Icon low slot.png Icon low slot.png Freed up low slot Module icon damage control tech2.png Damage Control II Module icon damage control tech2.png Damage Control II
Icon rigs.png Large Core Defense Field Extender II Core Defense Field Extender II
Large Anti-EM Screen Reinforcer II Anti-EM Screen Reinforcer II
Icon rigs.png Freed up rig slot
Large Core Defense Field Extender II Core Defense Field Extender II
Large Anti-Thermal Screen Reinforcer II Anti-Thermal Screen Reinforcer II
Icon rigs.png Freed up rig slot
Large Anti-EM Screen Reinforcer I Anti-EM Screen Reinforcer I
Large Burst Aerator II Burst Aerator II

Icon rigs.png Unusable rig slot

Resists Electromagnetic resistance65,8%Thermal resistance64,9%Kinetic resistance73,7%Explosive resistance78,1% Electromagnetic resistance72,6%Thermal resistance71,1%Kinetic resistance68,8%Explosive resistance74,0% Electromagnetic resistance65,6%Thermal resistance62,8%Kinetic resistance72,1%Explosive resistance76,8%
Icon overheating.png Electromagnetic resistance71,8%Thermal resistance71,8%Kinetic resistance78,9%Explosive resistance82,4% Electromagnetic resistance75,6%Thermal resistance75,0%Kinetic resistance73,1%Explosive resistance77,6% Electromagnetic resistance71,7%Thermal resistance69,4%Kinetic resistance77,0%Explosive resistance80,9%
Icon energy neutralizer i.png Electromagnetic resistance35,0%Thermal resistance20,0%Kinetic resistance40,0%Explosive resistance50,0% Electromagnetic resistance51,6%Thermal resistance48,0%Kinetic resistance40,0%Explosive resistance50,0% Electromagnetic resistance30,0%Thermal resistance20,0%Kinetic resistance40,0%Explosive resistance50,0%
Weighted resists
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. Buffing the tank for this kind of setup usually involves a mix of using a second deadspace hardener or a damage control (or even both).
Balanced resists
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. Buffing the tank is as simple as adding a second invulnerability field.
All-out offense
Most commonly used for vanguard sites, this all out offensive setup sacrifices tank for even more gank and utility. While upping your resists for assault and headquarter sites is as simple as adding a second invulnerability field, you'll still be extremely vulnerable to neuting and have a considerably lower buffer due to not having room for a core defense field extender rig.

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]
Icon mid slot.png Pithum C-Type Adaptive Invulnerability Field Pithum C-Type Adaptive Invulnerability Field

Adaptive Invulnerability Field II Adaptive Invulnerability Field II
Icon mid slot.png Freed up mid slot

Pithum C-Type Adaptive Invulnerability Field Pithum C-Type Adaptive Invulnerability Field

EM Ward Amplifier II EM Ward Amplifier II
Icon mid slot.png Freed up mid slot

Icon low slot.png Icon low slot.png Freed up low slot Module icon damage control tech2.png Damage Control II
Rigs Large Core Defense Field Extender II Core Defense Field Extender II

Large Anti-EM Screen Reinforcer II Anti-EM Screen Reinforcer II
Icon rigs.png Freed up rig slot

Large Core Defense Field Extender II Core Defense Field Extender II

Large Anti-Thermal Screen Reinforcer II Anti-Thermal Screen Reinforcer II
Icon rigs.png Freed up rig slot

Subsystem Legion Defensive - Augmented Plating Legion Defensive - Augmented Plating Loki Defensive - X Legion Defensive - X
Resists Electromagnetic resistance-%Thermal resistance-%Kinetic resistance-%Explosive resistance-% Electromagnetic resistance-%Thermal resistance-%Kinetic resistance-%Explosive resistance-%
Icon overheating.png Electromagnetic resistance-%Thermal resistance-%Kinetic resistance-%Explosive resistance-% Electromagnetic resistance-%Thermal resistance-%Kinetic resistance-%Explosive resistance-%
Icon energy neutralizer i.png Electromagnetic resistance-%Thermal resistance-%Kinetic resistance-%Explosive resistance-% Electromagnetic resistance-%Thermal resistance-%Kinetic resistance-%Explosive resistance-%
  1. ^ ...
  2. ^ ...