Difference between revisions of "Passive shield tanking"

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This article discusses the proper use of a passive shield tank as intended for a PvE setting.
 
  
The principles explained here apply to many ships of [[battlecruiser|battlecruiser]] hull size or smaller. It should be mentioned that most battleship shields regenerate too slowly to be effective with a passive tank.
+
{{hatnote|This page covers the use of shields as a passive tanking strategy. As such, it focuses on the advantages of passive tanking and the process of fitting a ship to use a passive tank. For basic information about how shields work, see [[Shields]].}}
 +
'''Passive shield tanking''' (often shortened to simply ''passive tanking'') is a method of tanking that relies on the ability of shields to recharge without the need for active modules. Instead, passive shield tanks rely on modules that increase this recharge rate, as well as the absolute amount of shield hit points a ship has.
  
 +
The goal of a passive shield tank is enable a ship's shield to regenerate as quickly as it takes damage. Passive shield tanks work best in situations where damage is either fairly constant, or slowly increasing over a long period of time. It can also work in situations where the pilot is able to remove the ship from combat periodically to let their shields recharge. As such, passive shield tanking is most appropriate for use in PvE situations, where incoming damage is fairly predictable.
  
== Theory  ==
+
In particular, passive shield tanks can be effective on ships built for kiting or long-range combat tactics, both of which keep shield damage relatively low. As above, it can also be used when employing hit-and-run tactics as well.
  
=== Principles  ===
+
== Shield recharge rate ==
 +
{{main|Shields#Shield Recharge Rate}}
 +
The shield regeneration rate increases by more than double as the shield takes damage. Since this change is a percentage, a ship that starts with a higher average regeneration rate will get a bigger boost in its optimum rate. In addition, since the shield regeneration ''time'' is constant, a larger shield will regenerate more hit points per second.
  
There are several important principles at work to determine how much damage your shield can tank passively without breaking:
+
For example, these are all Caldari ships. Many Caldari ships prefer shield tanks.
*Shield resistance reduces incoming damage by a percentage, and is determined separately for each of the four damage types.
 
*Shield regeneration is non-linear, meaning how quickly it regenerates changes depending on how much shield you currently have. It's very close to, if not the same as the [[Capacitor_Recharge_Rate|capacitor regeneration]] curve and maxes at approximately 2.4x the base amount.
 
*Shield regeneration time is the time it takes shields to regenerate from 0% to 100% and does not change, even if the total amount of shield a ship has changes. Thus increasing the total shield amount also increases shield regeneration rate.
 
  
=== Characteristics  ===
+
{| class="wikitable sortable" style="text-align: center; text-size: 90%"
 +
|- style="background-color:#222222;"
 +
! scope="col" style="width: 150px; text-align:left;" | Ship Type
 +
! scope="col" style="width: 100px;" | Shield Capacity (hp)
 +
! scope="col" style="width: 100px;" | Shield Regeneration Time (sec)
 +
! scope="col" style="width: 100px;" | Average Regeneration Rate (C/T)
 +
|-
 +
|style="text-align: left;"|{{sh|Kestrel}} (frigate)|| 500 || 650 || 1.3
 +
|-
 +
|style="text-align: left;"|{{sh|Corax}} (destroyer)|| 950 || 625 || 1.5
 +
|-
 +
|style="text-align: left;"|{{sh|Moa}} (cruiser)|| 2500 || 1250 || 2.0
 +
|-
 +
|style="text-align: left;"|{{sh|Drake}} (battlecruiser)|| 5250 || 1400 || 3.75
 +
|-
 +
|style="text-align: left;"|{{sh|Raven}} (battleship)|| 7000 || 2500 || 2.8
 +
|}
  
Following these principles, we can look for fittings that influence the quality of a passive shield tank.
+
Without any modules, and assuming the pilots had the same skills, the {{sh|Drake}} would rebuild its shield almost three times faster than the Kestrel. The Raven would rebuild about twice as fast as the Corax, but slower than the Drake. All other things being equal, the Drake, with its large shield capacity and very fast recharge time, would make the best candidate for a passive shield tank.
  
*Shield Amount
+
These cruisers and battlecruisers provide a representative sample comparison of ships by faction.
**Power Diagnostic Unit (low)
 
**Shield Extender (mid)
 
**Core Defense Field Extender (rig)
 
  
*Shield Regeneration Time
+
{| class="wikitable sortable" style="text-align: center; text-size: 90%;"
**Power Diagnostic Unit (low)
+
|- style="background-color: #222222;"
**Shield Power Relay (low)
+
! scope="col" style="width: 100px; text-align:left"| Faction
**Shield Flux Coil (low)
+
! scope="col" style="width: 100px;" | Ship Type
**Shield Recharger (mid)
+
! scope="col" style="width: 100px;" | Shield Capacity (hp)
**Core Defense Field Purger (rig)
+
! scope="col" style="width: 100px;" | Shield Regeneration Time (sec)
 +
! scope="col" style="width: 100px;" | Average Regeneration Rate (C/T)
 +
|-
 +
|style="text-align:left"|{{sh|Drake}} || Battlecruiser || 5250 || 1400 || 3.8
 +
|-
 +
|style="text-align:left"|{{sh|Hurricane}} || Battlecruiser || 4250 || 1400 || 3.0
 +
|-
 +
|style="text-align:left"|{{sh|Brutix}} || Battlecruiser || 4000 || 1400 || 2.8
 +
|-
 +
|style="text-align:left"|{{sh|Harbinger}} || Battlecruiser || 3000 || 1400 || 2.1
 +
|-
 +
|style="text-align:left"|{{sh|Moa}} || Cruiser || 2500 || 1250 || 2.0
 +
|-
 +
|style="text-align:left"|{{sh|Stabber}} || Cruiser || 1600 || 1250 || 1.3
 +
|-
 +
|style="text-align:left"|{{sh|Thorax}} || Cruiser  || 1200 || 1250 || 1.0
 +
|-
 +
|style="text-align:left"|{{sh|Omen}} || Cruiser || 1200 || 1250 || 1.0
 +
|}
  
*Shield Resistances
+
The Caldari and Minmatar tend to have the larger shield capacities and higher shield recharge rates. Thus it is not surprising that ships of these factions are more likely to be shield tanked.
**Damage Control (low)
 
**Shield Resistance Amplifier (mid)
 
**Shield Hardener (mid)
 
**Screen Reinforcer (rig)
 
  
=== Snowballing  ===
+
== Combat situations ==
  
Actively improving passive shield regeneration with modules and rigs has a snowball effect. With most systems in EvE there are diminishing returns, referred to as [[stacking penalties]], when additional fittings affect a specific attribute. On the other hand, passive shield regeneration rate is multiplicative; the more fittings you add that affect shield regeneration rate the greater effect each fitting has.  
+
Because a passive tank depends on the shield's recharging, it works best in situations where the damage is constant or builds slowly over time. It works least well in situation where the shield will take a large amount of damage in a very short time. Passive tanking can be used, then in situations where the pilot can "kite" the enemies to control how much damage comes in – or in situations where the pilot is using long range weapons and depending on speed to keep away from enemy fire.
  
Let's look at the example of a [[Hurricane]]:
+
In fleet situations the assigned combat role may be a factor. If the ship is to be tackling other ships, for example, its mid power slots may be needed for e-war modules, and it may be exposed to high, brief peaks of damage - so an armor tank will likely be preferable.
  
All numbers here are without skills taken into account. Mods are all T2.  
+
== Modules and rigs ==
 +
The following influence the passive shield tank.
  
Base shield: '''4297 hp'''
+
{| class="wikitable sortable" style="margin: 1em auto 1em auto; text-align: center;"
 +
! scope="col" | Unit
 +
! scope="col" | Slot
 +
! scope="col" style="width: 100px;" | Capacitor Drain
 +
! scope="col" style="width: 100px;" | Effect
 +
! scope="col" | Notes
 +
|-
 +
|{{co|wheat|Shield Extender}} || mid || - || Capacity ||  increases Signature Radius
 +
|-
 +
|{{co|wheat|Power Diagnostic System}} || low || low || Recharge Rate and Capacity || small benefit
 +
|-
 +
|{{co|wheat|Shield Power Relay}} || low || - || Recharge Rate || reduces capacitor recharge rate
 +
|-
 +
|{{co|wheat|Shield Flux Coil}} || low || -  || Recharge Rate || lowers capacity
 +
|-
 +
|{{co|wheat|Shield Recharger}} || mid || - || Recharge Rate || small benefit
 +
|- 
 +
|{{co|wheat|Damage Control}} || low || small  || Resistances || limit of one per ship
 +
|-
 +
|{{co|wheat|Shield Resistance Amplifier}} || mid || small  || Resistances || stacking penalty
 +
|-
 +
|{{co|wheat|Shield Hardener}} || mid || small  || Resistances || stacking penalty
 +
|-
 +
|{{co|wheat|Core Defense Field Purger}} || rig ||  - || Recharge Rate || increases Signature Radius
 +
|-
 +
|{{co|wheat|Core Defense Field Extender}} || rig || -  || Capacity || increases Signature Radius
 +
|-
 +
|{{co|wheat|Screen Reinforcer}} || rig || -  || Resistances || increases Signature Radius, stacking penalty
 +
|}
  
Base regen duration: '''1400 s'''
+
=== Initial fit ===
 +
The usual starting point is to try to fill several low slots with Shield Power Relay modules, several mid slots with Shield Extender modules, and to fit all three rig slots with Defense Field Purger rigs. Of course, this will need to be modified to fit slot availability, resists and other considerations, but it is a good place to start.
  
Base peak regen rate: '''7.7 hp/s'''
+
With that in mind, although {{Co|#EEFFCC|Shield Power Relays}} reduce capacitor recharge rate, they have no stacking penalties, and they are the most powerful modules in terms of increasing shield regeneration.
  
<br>
+
{{Co|#EEFFCC|Shield Extenders}} increase the capacity of the shield, and, because recharge ''time'' is a constant, this in turn increases the recharge rate. These modules have a Signature Radius penalty associated with them, and they impact on the power grid, but they have no stacking penalties, and their benefits outweigh these costs. In addition, it is often possible to "upsize" Shield Extenders ... putting Large Shield Extenders on a Cruiser, for example, or Medium Extenders on a Frigate. The increased buffer will also allow the ship to survive for a while even if incoming dps is higher than the recharge. This way the pilot can kill the dps enough to survive further.
  
Peak regen rate with <br>
+
Finally, {{Co|#EEFFCC|Defense Field Purger rigs}} are almost always more effective than Defense Field Extender rigs in a passive shield fit. The extender increases the capacity of the shield, which does have the effect of also increasing its recharge rate. However, the Purger directly increases the recharge rate by enough to make a difference. The Purger does, however, have a larger impact on Signature Radius.
  
{| width="366" cellspacing="1" cellpadding="1" border="1" align="left" style=""
+
{{Color box
|-
+
| color= #222222
! scope="col" | Mods<br>
+
| border= #FFEEEE
! scope="col" | &nbsp;Regen rate<br>
+
| A tank built from these modules will greatly increase the shield recharge rate, will somewhat increase the shield capacity, will have no stacking penalties, will increase the ship's Signature Radius, and will reduce the Capacitor's recharge time (but will not draw directly on the Capacitor for power).
! scope="col" | regen rate increase
 
|-
 
| 1 shield power relay
 
| 10.1 hp/s
 
| (+2.4)
 
|-
 
| 2 shield power relays<br>
 
| 13.28 hp/s
 
| (+3.18)
 
|-
 
| 3 shield power relays
 
| 17.48 hp/s
 
| (+4.2)
 
|-
 
| 4 shield power relays
 
| 23 hp/s
 
| (+5.52)
 
|-
 
| 5 shield power relays
 
| 30.26 hp/s
 
| (+7.26)
 
|-
 
| 6 shield power relays
 
| 39.82 hp/s
 
| (+9.56)
 
|-
 
| 6 spr's + 1 purger rig
 
| 49.77 hp/s
 
| (+9.95)
 
|-
 
| 6 spr's + 2 purger rigs
 
| 62.22 hp/s
 
| (+12.45)
 
|-
 
| 6 spr's + 3 purger rigs
 
| 77.77 hp/s
 
| (+15.55)
 
|}
 
  
<br>
+
Without the use of modules that incur stacking penalties, the calculation for passive shield regeneration rate is multiplicative; the more fittings added, the greater effect each fitting has.
 +
}}
  
<br>
+
=== Possible alterations ===
 +
* Most ships have "damage holes", a type of damage from which they are not well defended. A specific damage type shield hardener may need to be equipped to cover such holes. Hardener modules for other types of damage may be added to account for the primary damage types expected in the encounter. Keep in mind the stacking penalties that arise if a second hardener module is used to alter the same type of damage.
 +
* If the pilot's skills are not sufficient to install T2 modules, substitutions may be in order. You will have to experiment with T1 modules ... or you may find it better to just wait until your skills improve.
 +
* Once your tanking modules are set, check to see if your ship's capacitor is stable. If it isn't, and the amount is significant, consider swapping one or two Shield Power Relays for Shield Flux Coils. If you have to swap more than two Shield Relays for Flux Coils, consider putting back all but one of the Shield Power Relays and adding a Capacitor Power Relay.
  
The last rig adds 6.5 times more than the first power relay.  
+
=== Example ===
 +
[[File:QSG_hurricane_shield.png|thumb|upright=1.8|alt= Minmatar Hurricane shield attributes]]
 +
Consider the [[Hurricane]], a Minmatar Battlecruiser.
 +
* Base shield capacity: 4250 hp
 +
* Base recharge time: 1400 sec
 +
* Average regeneration rate = 4250 / 1400 = 3.0 hp/s
 +
* Base peak regen rate = 2.5 x 3.0 = 7.5 hp/s
  
A hurricane with a purger rig alone (without any other mod) has only a regen rate of '''9.59 hp/s''' ('''+1.89 hp/s''' compared to base)
+
* Note that the Hurricane's shields are weakest for EM, followed by Thermal, damage.
  
Now if we add large shield extenders to the same setup we have:
+
Why put a passive tank on a Hurricane? As an L3 Security Mission runner:
 +
* It has good shield capacity and a high recharge rate
 +
* It has six low slots – 3 for Shield Power Relays and 3 for offensive modules
 +
* For mission running the mid slots can be dedicated to propulsion and shields
 +
* Bonuses to medium projectile turrets and six turret hardpoints support artillery for PVE
 +
* Increases in signature radius matter less in PVE
  
{| width="370" cellspacing="1" cellpadding="1" border="1" align="left" style=""
+
=== Shield Power Relays ===
|-
+
[[File:QSG_shieldpowerrelayII_attributes.png|thumb|alt= shield power relay II attributes]]
! scope="col" | Mods<br>
+
Shield power relays increase the recharge time directly. They have no stacking penalty, but they do reduce the recharge rate of the capacitor.  
! scope="col" | Regen rate<br>
 
! scope="col" | Regen rate increase
 
|-
 
| 6 spr's + 3 purg + 2 lse<br>
 
| 125.28 hp/s
 
| (+47.51)
 
|-
 
| 6 spr's + 3 purg + 2 lse<br>
 
| 172.79 hp/s
 
| (+47.51)
 
|-
 
| 6 spr's + 3 purg + 3 lse<br>
 
| 220.3 hp/s
 
| (+47.51)
 
|-
 
| 6 spr's + 3 purg + 4 lse<br>
 
| 267.81 hp/s
 
| (+47.51)
 
|}
 
  
<br>
+
* Shield Power Relay II
 +
* Recharge time bonus: -24%
 +
* No shield support skills
 +
* (''Penalty: Capacitor Recharge Rate -35%'')
  
<br>
+
The first module reduces the Recharge Time by 24%, from 1400 sec to 1400 - 336 = 1064 sec
<br>
+
This gives a new Average Recharge Rate of 4250/1064 = 4.0 hp/sec
 +
And a new Peak Recharge Rate of 2.5 x 4.0 = 10.0 hp/s
  
Each extender adds the same amount of regen rate BUT that precise amount is because the regen duration is already modified by the relays and purgers.
+
Repeating the calculation:
  
A base hurricane with a single large shield extender has a regen rate of '''12.36 hp/s '''('''+4.66 hp/s''' compared to base)
+
{| class="wikitable" style="margin: 1em auto;  text-align: center;"
 +
|- style="background-color:#222222;"
 +
! scope="col" | Modules
 +
! scope="col" style="width: 50px;" | 1
 +
! scope="col" style="width: 50px;" | 2
 +
! scope="col" style="width: 50px;" | 3
 +
! scope="col" style="width: 50px;" | 4
 +
! scope="col" style="width: 50px;" | 5
 +
! scope="col" style="width: 50px;" | 6
 +
|-
 +
|Recharge Time|| 1064.0 || 808.6 || 614.3 || 466.9 || 354.9 || 269.7
 +
|-
 +
|Peak Regeneration Rate <small>(rounded)</small>|| 10.0 || 13.1 || 17.3 || 22.8 || 30.0 || 39.3
 +
|}
  
The skills (''shield operation'' and ''shield management'') also add a lot because of the snowballing effect.  
+
While this illustrates the power of the module, fitting six of them to a ship would be unrealistic. Three modules is a common fit, with the other slots used for other purposes. Thus, with no other skills or fittings, three Shield Power Relays would increase the ''{{Co|#fFFEEEE|Peak}}'' Recharge Rate to 17.3 hitpoints per second.  
  
<u>On a full spr, large extenders, and purgers setup the skills add:</u>
+
For comparison, a medium Phased Plasma projectile does about 18 hp base shield damage plus 24 hp type damage; a medium Lead Hybrid charge does about 10 hp base shield damage plus 16 hp type damage.
  
{| width="374" cellspacing="1" cellpadding="1" border="1" align="left" style=""
+
=== Shield Extenders ===
|-
+
[[File:QSG_largeshieldextII_attributes.png|thumb|alt=large shield extender II attributes]]
! scope="col" | Shield management
+
Shield extenders add hitpoints to the Capacity of the shield. The do not have stacking penalties, but they do increase the Signature Radius of the ship.
! scope="col" | Regen rate
 
! scope="col" | Regen rate increase
 
|-
 
| 0
 
| 267.81 hp/s
 
| +0
 
|-
 
| 1
 
| 281.21 hp/s
 
| +13.39
 
|-
 
| 2
 
| 294.6 hp/s
 
| +13.39
 
|-
 
| 3
 
| 307.99 hp/s
 
| +13.39
 
|-
 
| 4
 
| 321.38 hp/s
 
| +13.39
 
|-
 
| 5
 
| 334.77 hp/s
 
| +13.39
 
|}
 
  
<br>
+
* Large Shield Extender II
 +
* Shield Capacity Bonus: 2600 hp
 +
* No shield support skills
 +
* (''Penalty: Signature Radius 25 m'')
  
<br>
+
Base recharge time: 1400 sec
 +
Shield Capacity: 4250 + 2600 = {{Co|#EEFFCC|6850}} hp
 +
Average regeneration Rate = 6850 / 1400 =  4.9 hp/s
 +
Peak Recharge Rate = 2.5 x 4.9 = 12.3 hp/s
  
<br>
+
The original base Peak Recharge Rate was 7.6 hp/s. So adding a large shield extender increases the recharge rate by 4.7 hp/s; an increase of 62%.
  
<br>
+
=== Core Defense Purger rigs ===
 +
[[File:QSG_coredeffieldpurger_attributes.png|thumb|alt=core defense field purger rig attributes]]
 +
These rigs produce a percentage increase in Shield Recharge Rate. They have no stacking penalty, but they do increase the Signature Radius of the ship.
  
<br>
+
* Medium Core Defense Field Purger I
 +
* Recharge Rate Bonus: -20%
 +
* No shield support skills
 +
* (''Penalty: Signature Radius 10%'')
  
<br>
+
Since these are usually the last items to be fitted, this example will build on a fit that includes one Large Shield Extender II and three Power Shield Relay IIs.
  
<br>
+
The bare ship had:
 +
* Base shield capacity: 4250 hp
 +
* Base recharge time: 1400 sec
 +
* Average regeneration rate = 4250 / 1400 = 3.0 hp/s
 +
* Base peak regeneration rate = 2.5 x 3.1 = 7.6 hp/s
  
This skill raises shield hp's, so it adds a fixed amount like the shield extender mod.
+
After one Large Shield Extender II (see above):
 +
* Shield capacity: {{Co|#EEFFCC|6850 hp}}
  
Going from 0 to 4 in ''shield management'' adds '''53.56 hp/s''' in our example hurricane fit.  
+
Three Power Shield Relay II (see above):
 +
* Modules reduce recharge time @ -24%
 +
* Shield capacity: 6850 hp
 +
* Peak Recharge Rate = Shield Capacity/Recharge Time x 2.5
  
<u>On the same setup with shield management at 5, shield operation adds:</u>
+
{| class="wikitable" style="margin: 1em auto 1em auto; " style="text-align: center"
 
+
! scope="col" | Modules
{| width="385" cellspacing="1" cellpadding="1" border="1" align="left" style=""
+
! scope="col" width="50" | 1
|-
+
! scope="col" width="50" | 2
! scope="col" | Shield operation
+
! scope="col" width="50" | 3
! scope="col" | Regen rate
+
|-  
! scope="col" | Regen rate increase
+
|Recharge Time || 1064 || 808.6 || {{Co|#EEFFCC|614.3}}
|-
+
|-  
| 0
+
|Peak Regeneration Rate || 16.1 || 21.2 || 27.9
| 334.77 hp/s
 
| +0
 
|-
 
| 1
 
| 352.39 hp/s
 
| +17.62
 
|-
 
| 2
 
| 371.96 hp/s
 
| +19.57
 
|-
 
| 3
 
| 393.84 hp/s
 
| +21.88
 
|-
 
| 4
 
| 418.46 hp/s
 
| +24.62
 
|-
 
| 5
 
| 446.36 hp/s
 
| +27.9
 
 
|}
 
|}
  
<u></u>
+
The Core Defense Purger Rigs impact on Recharge Rate in the same way that the Power Shield Relays do ... by reducing the Recharge Time by a percentage.
<br>
 
<u>Short summary of skill effects:</u>
 
No skill: '''267.81 hp/s '''
 
Both at lvl 4: '''401.72 hp/s '''
 
Both at lvl 5: '''446.36 hp/s '''
 
 
 
<br>
 
<br>
 
<br>
 
<br>
 
<br>
 
 
 
 
 
'''As you can see, there's little use trying to go half passive. It starts to work when you add lots of modules and have well trained passive tanking skills.'''
 
 
 
===Passive Shield Tanking and PvP===
 
Passive tanking is generally not advised for PvP pursuits. PvP altercations tend to consist of high damage concentration for a brief period of time and will almost always break a passive tank. For more information regarding tanking in PvP see [[Armour Tanking]], [[Shield Tanking]], and [[Smurfprime's Guide to Basic Tanking|The Guide to Basic Tanking]].
 
 
 
== In practice  ==
 
  
=== Mods  ===
+
Three Core Defense Purger Rigs:
 +
* Rigs reduce recharge time @ -20%
 +
* Shield capacity: {{Co|#eeffcc||6850}} hp
 +
* Starting Recharge Time: {{Co|#EEFFCC|614.3}} sec
 +
* Peak Recharge Rate = Shield Capacity/Recharge Time x 2.5
  
==== Shield power relays  ====
+
{| class="wikitable" style="margin: 1em auto; text-align: center;"
 +
! scope="col" | Rigs
 +
! scope="col" style="width: 50px;" | 1
 +
! scope="col" style="width: 50px;" | 2
 +
! scope="col" style="width: 50px;" | 3
 +
|-
 +
|Recharge Time || 491.4 || 393.1 || 314.4
 +
|-
 +
|Peak Regeneration Rate|| 34.8 || 43.6 || 54.4
 +
|}
  
<u>Pro:</u> Relays reduce your regen time, they start being useful if you have many.  
+
So with this fit in place, an no pilot shield skills, the Peak Shield Regeneration Rate will be 54.4 hp/sec.
  
<u>Cons:</u> Relays kill your cap regen rate
+
== Skills ==
 +
{{sk|Shield Management}}: ''5% bonus to shield capacity per skill level''
  
==== Shield flux coils  ====
+
{{sk|Shield Operation}}: ''5% reduction in shield recharge time per skill level''
  
<u>Pro:</u> Coils reduce your regen time but less than relays, they start being useful if you have many.  
+
Any pilot considering a passive shield tank would want to train these to at least Level IV. At that level, their effect would be considerable.
  
<u>Cons:</u> Coils have no drawback except being weaker than relays.  
+
'''Shield Management @ Level IV'''
 +
[[File:QSG hurricane passive fit.png |thumb|upright=3.0]]*20% increase in Shield Capacity
  
==== Shield extenders  ====
+
This would increase the Base Shield Capacity to: 4250 + 0.20 x 4250 = 5100 hitpoints
  
<u>Pro:</u> Extenders add to your shield hp's. So they both gives you an hp buffer AND raise your regen rate.
+
''It would also increase the benefit of the Large Shield Extender II by 20%: 2600 + 0.20 x 2600 = 3120''
  
<u>Cons:</u> Extenders raise your sig radius, making you take more damage from npc's.
+
Making the total shield capacity: 5100 + 3120 = {{Co|#EEFFCC|8220 hitpoints}}
  
==== Shield rechargers  ====
+
'''Shield Operation @ Level IV'''
 +
* 20% decrease in Shield Recharge Time
  
<u>Pro:</u> Rechargers reduce your regen duration, like power relays and flux coils.  
+
This would decrease the Base Shield Recharge Time: 1400 - 1400 x 0.20 = 1120
  
<u>Con:</u> Rechargers have no drawback except being weaker than relays and coils.
+
And that value would be used in the three Shield Relay computations followed by the 3 Core Purger Rig computations
  
==== Shield rigs (extenders and purgers)  ====
+
* Relay @ -24%
  
<u>Pro:</u> shield rigs add to the shield hp's or reduce the regen duration.  
+
:851.2, 646.9, 491.6
  
<u>Cons:</u> They raise your sig radius, making you take more damage from npc's.  
+
* Purger @ -20%
 +
:393.2, 314.5, 251.6
  
==== Powerdiagnostics  ====
+
giving a final Recharge Time of: {{Co|#EEFFCC|251.6 seconds}}
  
<u>Pro:</u> Powerdiags add to the shield hp, reduce the shield regen duration, add to the capacitor hp and reduce the capacitor regen duration.  
+
These two values compute the final Peak Recharge Rate.
  
<u>Cons:</u> Their effect is lower than the other mods.  
+
Recharge Time: 251.6 sec
 +
Average Recharge Time = 8220/251.6 = 32.7
 +
Peak Recharge Rate:  32.7 x 2.5 = 81.7 hp/sec
 +
{{Clear}}
 +
{{Color box
 +
| color= #222222
 +
| border=#FFEEEE
 +
|  If you have come this far, it may be worthwhile pausing to think about what all this might mean. Keep in mind, first, that the shield begins recharging at the Average Rate and then builds towards the Peak Rate, which it only achieves when the shield is 75% gone. That means that these numbers are not very helpful in combat, they simply give a way of comparing a passive fit against a more active one, or against armor.
  
=== Ships  ===
+
Passive fits more or less assume that you will be kiting, or at least firing from longer range, and that by so doing, you will not come under intense bursts of heavy fire. In other words, the shield needs time to rebuild itself as you fight.
  
Most ships smaller than a battleship can be passive shield tanked, even armor bonused ships like the Myrmidon.
+
The advantage of this approach lies in its avoidance of stacking penalties, which gives you more benefit per module fitted, and which in turn should give you extra strength in areas other than defense. This may come from having room to fit an additional module, or by savings in power or CPU that let you install more highly rated equipment.
 
 
Battleships and larger are better with active tanking. The reason being that cruisers and battlecruisers can fit the largest shield extenders available, so battleships have difficulties increasing their shield amount enough to reach good regen rates. There are, of course, exceptions such as the [[rattlesnake]] or [[rokh]], because they have shield resistance bonuses.
 
 
 
=== Overtanking  ===
 
 
 
If you fill all of your low and middle slots with a passive tank, you don't have any propulsion, utility, or damage mods. This is typically less than an ideal setup. There is often a sweet spot between tank and gank/usability. The trick is to decide an amount of dps to tank and reach it with the fewest possible mods, dedicating the remaining slots to damage, speed, and/or utility.
 
 
 
It's also very important to remember that PvE tanking is against specific damage types, so there's no need to try to omnitank unless you're facing sleepers.
 
 
 
=== Fitting tips  ===
 
 
 
What to choose between all those modules, what combination is the best? Instead of making convoluted excel sheets, your best bet is to fire up EFT and try. (if you don't know EFT, look here)
 
 
 
The base idea is to fill all low slots with shield power relays, all mid slots with the bigger shield extenders you can use and use 3 purger rigs. (For PVE purger rigs are better than extender rigs in all cases)
 
 
 
I've yet to see a fit under battleship size where a shield recharger is better tank-wise than an extender or an hardener.
 
 
 
So, when the above is done, remove one extender and add an hardener for the primary damage type of the NPC's you'll be facing. See if the tank amount is higher.
 
 
 
If yes, remove another extender and add another of the same hardener. If it's better, remove yet another extender and add an hardener for the secondary damage type of those NPC's.
 
 
 
If the second hardener for the primary damage type tanks less than an extender, swap it for an hardener of the secondary damage type.
 
 
 
Now look at your cap, if it's stable you're good to go. If not, swap a shield power relay for a shield flux coil, see if it's stable now. Continue swapping relays for coils until you're stable.
 
 
 
Sometimes, if you have to swap more than two relays for coils, you may try putting all the relays back except one and add a capacitor power relay.
 
 
 
I usually use low range, high damage weapons (autocannons) which means I need an afterburner to dictate range. Being able to perma run said afterburner often mitigates enough incoming damage due to speed to justify the tank reduction for cap stability.
 
 
 
=== Example fits  ===
 
 
 
Here are some example fits and tank comparisons between passive shield and active armor/shield. Skills are All lvl 5.  
 
 
 
{{Fittings
 
|name=Rifter, PVE - Armor A
 
|high=
 
150mm Light AutoCannon II<br>
 
150mm Light AutoCannon II<br>
 
150mm Light AutoCannon II<br>
 
Rocket Launcher II<br>
 
|mid=
 
Experimental 1MN Afterburner I<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
|low=
 
Small Armor Repairer II<br>
 
Armor Explosive Hardener II<br>
 
Energized Adaptive Nano Membrane II<br>
 
|rigs=
 
Small Anti-Explosive Pump I<br>
 
Small Projectile Collision Accelerator I<br>
 
Small Capacitor Control Circuit I<br>
 
|drones=
 
|charges=
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
|notes=tank: 51/57 dps vs angels (cap lasts 2m18s)<br>
 
damage: 112 dps
 
 
}}
 
}}
  
{{Fittings
+
== Final fit ==
|name=Rifter, PVE - Shield P
+
Thus, a Minmatar Hurricane fitted for this particular skilled, passive tank would have a Peak Shield Regeneration rate of approximately 82 hp/sec. Again, for comparison, a medium Phased Plasma projectile does about 18 hp base shield damage plus 24 hp type damage; a medium Lead Hybrid charge does about 10 hp base shield damage plus 16 hp type damage.
|high=
+
A complete fit might look like this:
150mm Light AutoCannon II<br>
+
{{ShipFitting|
150mm Light AutoCannon II<br>
+
ship=Hurricane|
150mm Light AutoCannon II<br>
+
shipTypeID=24702|
'Malkuth' Rocket Launcher I<br>
+
fitName=PvE T2 Passive Shield Tank|
|mid=
+
fitID=PvE-Passive-Shield-Tank|
Experimental 1MN Afterburner I<br>
+
high1name=650mm Artillery Cannon II|
Explosive Deflection Amplifier II<br>
+
high1typeID=2921|
Medium F-S9 Regolith Shield Induction<br>
+
high2name=650mm Artillery Cannon II|
|low=
+
high2typeID=2921|
Shield Power Relay II<br>
+
high3name=650mm Artillery Cannon II|
Shield Power Relay II<br>
+
high3typeID=2921|
Gyrostabilizer II<br>
+
high4name=650mm Artillery Cannon II|
|rigs=
+
high4typeID=2921|
Small Core Defense Field Purger I<br>
+
high5name=650mm Artillery Cannon II|
Small Core Defense Field Purger I<br>
+
high5typeID=2921|
Small Core Defense Field Purger I<br>
+
high6name=650mm Artillery Cannon II|
|drones=
+
high6typeID=2921|
|charges=
+
high7name=Rapid Light Missile Launcher II|
|recommended1=
+
high7typeID=1877|
|recommended2=
+
mid1name=10MN Afterburner II|
|recommended3=
+
mid1typeID=12058|
|notes=tank: 72 dps vs angels (cap stable)<br>
+
mid2name=Large Shield Extender II|
damage: 119 dps
+
mid2typeID=3841|
}}
+
mid3name=EM Shield Hardener II|
 
+
mid3typeID=2301|
{{Fittings
+
mid4name=Thermal Shield Hardener II|
|name=Rupture, PVE - Armor A
+
mid4typeID=2303|
|high=
+
low1name=Shield Power Relay II|
425mm AutoCannon II<br>
+
low1typeID=1422|
425mm AutoCannon II<br>
+
low2name=Shield Power Relay II|
425mm AutoCannon II<br>
+
low2typeID=1422|
425mm AutoCannon II<br>
+
low3name=Shield Power Relay II|
SV-2000 Assault Missile Bay<br>
+
low3typeID=1422|
SV-2000 Assault Missile Bay<br>
+
low4name=Gyrostabilizer II|
|mid=
+
low4typeID=519|
Experimental 10MN Afterburner I<br>
+
low5name=Gyrostabilizer II|
Cap Recharger II <br>
+
low5typeID=519|
Cap Recharger II<br>
+
low6name=Gyrostabilizer II|
|low=
+
low6typeID=519|
Medium Armor Repairer II<br>
+
drone1name=Hobgoblin II x6|
Medium Armor Repairer II<br>
+
drone1typeID=2456|
Armor Explosive Hardener II<br>
+
drone2name=open|
Energized Adaptive Nano Membrane II<br>
+
drone3name=open|
Capacitor Power Relay II<br>
+
drone4name=open|
|rigs=
+
drone5name=open|
Medium Auxiliary Nano Pump I<br>
+
charge1name=Republic Fleet Phased Plasma Mx1|
Medium Capacitor Control Circuit I<br>
+
charge1typeID=21922|
Medium Capacitor Control Circuit I<br>
+
charge2name=Caldari Navy Inferno Light Missile x1|
|drones=
+
charge2typeID=27371|
Warrior II x5<br>
+
charge3name=open|
|charges=
+
charge4name=open|
|recommended1=
+
charge5name=open|
|recommended2=
+
rig1name=Medium Core Defense Field Purger I|
|recommended3=
+
rig1typeID=31802|
|notes=tank: 187/229 vs angels (cap lasts 2m3s)<br>
+
rig2name=Medium Core Defense Field Purger I|
Damage: 323 dps
+
rig2typeID=31802|
}}
+
rig3name=Medium Core Defense Field Purger I|
 
+
rig3typeID=31802|
{{Fittings
+
difficulty=2|
|name=Rupture, PVE - Shield P
+
warsop=A|
|high=
+
warsopReason=|
425mm AutoCannon II<br>
+
version=RET 1.1|
425mm AutoCannon II<br>
+
shipDNA=24702:2921;6:8027;1:2281;1:2297;1:3841;1:12058;1:519;3:1422;3:31802;3:2456;6:193;1:212;1::|
425mm AutoCannon II<br>
+
skills=Minmatar Frigate IV</li><li>Minmatar Cruiser III</li><li>Spaceship Command IV</li><li>Minmatar Battlecruiser II</li><li>Gunnery III</li><li>Sharpshooter IV</li><li>Small Projectile Turret V</li><li>Small Artillery Specialization IV</li><li>Capacitor Systems Operation V</li><li>Capacitor Management IV</li><li>Power Grid Management V</li><li>CPU Management V</li><li>Electronics Upgrades V</li><li>Long Range Targeting IV</li><li>Signature Analysis IV</li><li>Medium Projectile Turret V</li><li>Medium Artillery Specialization I</li><li>Missile Launcher Operation V</li><li>Shield Upgrades IV</li><li>Tactical Shield Manipulation IV</li><li>Afterburner IV</li><li>Energy Grid Upgrades IV</li><li>Target Management V</li><li>Advanced Target Management I</li><li>Navigation IV</li><li>Evasive Maneuvering III</li><li>Warp Drive Operation III</li><li>Hull Upgrades IV</li><li>Shield Management IV</li><li>Mechanic V</li><li>Gunnery V</li><li>Rapid Firing IV</li><li>Motion Prediction IV</li><li>Trajectory Analysis IV</li><li>Weapon Upgrades IV</li><li>Mechanic III</li><li>Jury Rigging III</li><li>Shield Rigging I</li><li>Scout Drone Operation V</li><li>Drones V</li><li>Gallente Drone Specialization I|
425mm AutoCannon II<br>
+
notes=This is a passive shield tanked PvE fit suitable for L3 Security Missions</li><li>The mid slot hardeners should be swapped to match the damage type appropriate to the enemies the pilot expects to encounter. </li><li>With one shield hardener running, the capacitor is stable. A second hardener will run the capacitor down in about fifteen minutes. </li><li>If skills are insufficient for power, consider swapping a gyrostabilizer for an Auxilliary Power Control.</li>}}
SV-2000 Assault Missile Bay<br>
+
* This is a highly skilled fitting. Weapons and modules can be scaled back to meet pilot skills. Watch dps and shield recharge rate and try to balance the decline.
SV-2000 Assault Missile Bay<br>
+
* The mid slot hardeners should be swapped to match the damage type appropriate to the enemies the pilot expects to encounter.
|mid=
+
* With one shield hardener running, the [[Capacitor#Stability|capacitor is stable]]. A second hardener will run the capacitor down in about fifteen minutes. Since this fit is intended for L2/L3 Security Missions, that should not be a problem. If it becomes a concern, consider replacing one of the low slot gyrostabilizers with a Capacitor Flux Coil.
Experimental 10MN Afterburner I<br>
+
* Low slot modules can be replaced by Auxiliary Power Controls, Capacitor Flux Coils, and/or Power Diagnostic Systems as needed.
Large Shield Extender II<br>
 
Explosive Deflection Amplifier II<br>
 
|low=
 
Shield Power Relay II<br>
 
Shield Power Relay II<br>
 
Shield Power Relay II<br>
 
Shield Power Relay II<br>
 
Shield Power Relay II<br>
 
|rigs=
 
Medium Core Defense Field Purger I<br>
 
Medium Core Defense Field Purger I<br>
 
Medium Core Defense Field Purger I<br>
 
|drones=
 
Warrior II x5<br>
 
|charges=
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
|notes=tank: 266 dps vs angels (cap stable)<br>
 
Damage: 323 dps
 
}}
 
 
 
{{Fittings
 
|name=Hurricane, PVE - Armor A
 
|high=
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
XR-3200 Heavy Missile Bay<br>
 
XR-3200 Heavy Missile Bay<br>
 
|mid=
 
Experimental 10MN Afterburner I<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
Cap Recharger II<br>
 
|low=
 
Medium Armor Repairer II<br>
 
Medium Armor Repairer II<br>
 
Armor Explosive Hardener II<br>
 
Armor Explosive Hardener II<br>
 
Armor Kinetic Hardener II<br>
 
Energized Adaptive Nano Membrane II<br>
 
|rigs=
 
Medium Auxiliary Nano Pump I<br>
 
Medium Auxiliary Nano Pump I<br>
 
Medium Capacitor Control Circuit I<br>
 
|drones=
 
Warrior II x4<br>
 
Valkyrie II x1<br>
 
|charges=
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
|notes=Tank: 358/443 dps vs angels (cap lasts 4m21)<br>
 
Damage: 457 dps
 
}}
 
  
{{Fittings
+
=== More example fits ===
|name=Hurricane, PVE - Shield P
+
Certain ships are often fit out with passive tank. Rather than copy those fits here, this article links to their Wiki pages, where you can see the full information for each ship.
|high=
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
XR-3200 Heavy Missile Bay<br>
 
XR-3200 Heavy Missile Bay<br>
 
|mid=
 
Experimental 10MN Afterburner I<br>
 
Large Shield Extender II<br>
 
Large Shield Extender II<br>
 
Explosive Deflection Amplifier II<br>
 
|low=
 
Shield Power Relay II<br>
 
Shield Power Relay II<br>
 
Shield Power Relay II<br>
 
Shield Power Relay II<br>
 
Shield Power Relay II<br>
 
Gyrostabilizer II<br>
 
|rigs=
 
Medium Core Defense Field Purger I<br>
 
Medium Core Defense Field Purger I<br>
 
Medium Core Defense Field Purger I<br>
 
|drones=
 
Warrior II x4<br>
 
Valkyrie II x1<br>
 
|charges=
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
|notes=tank: 541 dps vs angels (cap stable)<br>
 
Damage: 531 dps<br>
 
If you swap a relay for a second gyro II,<br>
 
tank: 443 dps vs angels (cap stable)<br>
 
Damage: 610 dps<br>
 
}}
 
  
More ship examples will be added later.
+
* Caldari [[Drake]]: battlecruiser - level 3 mission runner, wormhole pve explorer
 +
* Caldari [[Caracal]]: cruiser - level 2 mission runner
 +
* Gallente [[Myrmidon]]: battlecruiser - level 3 mission runner
 +
* Minmatar [[Hurricane]]: battlecruiser - level 3 mission runner
 +
* Minmatar [[Rupture]]: cruiser - level 2 mission runner
 +
* Minmatar [[Stabber]]: cruiser - level 2 mission runner
 +
* Minmatar [[Rifter]]: frigate - level 1/2 mission runner
  
[[Category:Guides]][[Category:PvE]][[Category:Tank]]
+
[[Category:Fitting]][[Category:Fittings]]

Latest revision as of 13:23, 11 January 2023

It has been suggested that this article or section be merged with Tanking  to Tanking . ( Discuss )
This page covers the use of shields as a passive tanking strategy. As such, it focuses on the advantages of passive tanking and the process of fitting a ship to use a passive tank. For basic information about how shields work, see Shields.

Passive shield tanking (often shortened to simply passive tanking) is a method of tanking that relies on the ability of shields to recharge without the need for active modules. Instead, passive shield tanks rely on modules that increase this recharge rate, as well as the absolute amount of shield hit points a ship has.

The goal of a passive shield tank is enable a ship's shield to regenerate as quickly as it takes damage. Passive shield tanks work best in situations where damage is either fairly constant, or slowly increasing over a long period of time. It can also work in situations where the pilot is able to remove the ship from combat periodically to let their shields recharge. As such, passive shield tanking is most appropriate for use in PvE situations, where incoming damage is fairly predictable.

In particular, passive shield tanks can be effective on ships built for kiting or long-range combat tactics, both of which keep shield damage relatively low. As above, it can also be used when employing hit-and-run tactics as well.

Shield recharge rate

Main article: Shields#Shield Recharge Rate

The shield regeneration rate increases by more than double as the shield takes damage. Since this change is a percentage, a ship that starts with a higher average regeneration rate will get a bigger boost in its optimum rate. In addition, since the shield regeneration time is constant, a larger shield will regenerate more hit points per second.

For example, these are all Caldari ships. Many Caldari ships prefer shield tanks.

Ship Type Shield Capacity (hp) Shield Regeneration Time (sec) Average Regeneration Rate (C/T)
CaldariKestrel (frigate) 500 650 1.3
CaldariCorax (destroyer) 950 625 1.5
CaldariMoa (cruiser) 2500 1250 2.0
CaldariDrake (battlecruiser) 5250 1400 3.75
CaldariRaven (battleship) 7000 2500 2.8

Without any modules, and assuming the pilots had the same skills, the CaldariDrake would rebuild its shield almost three times faster than the Kestrel. The Raven would rebuild about twice as fast as the Corax, but slower than the Drake. All other things being equal, the Drake, with its large shield capacity and very fast recharge time, would make the best candidate for a passive shield tank.

These cruisers and battlecruisers provide a representative sample comparison of ships by faction.

Faction Ship Type Shield Capacity (hp) Shield Regeneration Time (sec) Average Regeneration Rate (C/T)
CaldariDrake Battlecruiser 5250 1400 3.8
MinmatarHurricane Battlecruiser 4250 1400 3.0
GallenteBrutix Battlecruiser 4000 1400 2.8
AmarrHarbinger Battlecruiser 3000 1400 2.1
CaldariMoa Cruiser 2500 1250 2.0
MinmatarStabber Cruiser 1600 1250 1.3
GallenteThorax Cruiser 1200 1250 1.0
AmarrOmen Cruiser 1200 1250 1.0

The Caldari and Minmatar tend to have the larger shield capacities and higher shield recharge rates. Thus it is not surprising that ships of these factions are more likely to be shield tanked.

Combat situations

Because a passive tank depends on the shield's recharging, it works best in situations where the damage is constant or builds slowly over time. It works least well in situation where the shield will take a large amount of damage in a very short time. Passive tanking can be used, then in situations where the pilot can "kite" the enemies to control how much damage comes in – or in situations where the pilot is using long range weapons and depending on speed to keep away from enemy fire.

In fleet situations the assigned combat role may be a factor. If the ship is to be tackling other ships, for example, its mid power slots may be needed for e-war modules, and it may be exposed to high, brief peaks of damage - so an armor tank will likely be preferable.

Modules and rigs

The following influence the passive shield tank.

Unit Slot Capacitor Drain Effect Notes
Shield Extender mid - Capacity increases Signature Radius
Power Diagnostic System low low Recharge Rate and Capacity small benefit
Shield Power Relay low - Recharge Rate reduces capacitor recharge rate
Shield Flux Coil low - Recharge Rate lowers capacity
Shield Recharger mid - Recharge Rate small benefit
Damage Control low small Resistances limit of one per ship
Shield Resistance Amplifier mid small Resistances stacking penalty
Shield Hardener mid small Resistances stacking penalty
Core Defense Field Purger rig - Recharge Rate increases Signature Radius
Core Defense Field Extender rig - Capacity increases Signature Radius
Screen Reinforcer rig - Resistances increases Signature Radius, stacking penalty

Initial fit

The usual starting point is to try to fill several low slots with Shield Power Relay modules, several mid slots with Shield Extender modules, and to fit all three rig slots with Defense Field Purger rigs. Of course, this will need to be modified to fit slot availability, resists and other considerations, but it is a good place to start.

With that in mind, although Shield Power Relays reduce capacitor recharge rate, they have no stacking penalties, and they are the most powerful modules in terms of increasing shield regeneration.

Shield Extenders increase the capacity of the shield, and, because recharge time is a constant, this in turn increases the recharge rate. These modules have a Signature Radius penalty associated with them, and they impact on the power grid, but they have no stacking penalties, and their benefits outweigh these costs. In addition, it is often possible to "upsize" Shield Extenders ... putting Large Shield Extenders on a Cruiser, for example, or Medium Extenders on a Frigate. The increased buffer will also allow the ship to survive for a while even if incoming dps is higher than the recharge. This way the pilot can kill the dps enough to survive further.

Finally, Defense Field Purger rigs are almost always more effective than Defense Field Extender rigs in a passive shield fit. The extender increases the capacity of the shield, which does have the effect of also increasing its recharge rate. However, the Purger directly increases the recharge rate by enough to make a difference. The Purger does, however, have a larger impact on Signature Radius.

A tank built from these modules will greatly increase the shield recharge rate, will somewhat increase the shield capacity, will have no stacking penalties, will increase the ship's Signature Radius, and will reduce the Capacitor's recharge time (but will not draw directly on the Capacitor for power).

Without the use of modules that incur stacking penalties, the calculation for passive shield regeneration rate is multiplicative; the more fittings added, the greater effect each fitting has.

Possible alterations

  • Most ships have "damage holes", a type of damage from which they are not well defended. A specific damage type shield hardener may need to be equipped to cover such holes. Hardener modules for other types of damage may be added to account for the primary damage types expected in the encounter. Keep in mind the stacking penalties that arise if a second hardener module is used to alter the same type of damage.
  • If the pilot's skills are not sufficient to install T2 modules, substitutions may be in order. You will have to experiment with T1 modules ... or you may find it better to just wait until your skills improve.
  • Once your tanking modules are set, check to see if your ship's capacitor is stable. If it isn't, and the amount is significant, consider swapping one or two Shield Power Relays for Shield Flux Coils. If you have to swap more than two Shield Relays for Flux Coils, consider putting back all but one of the Shield Power Relays and adding a Capacitor Power Relay.

Example

Minmatar Hurricane shield attributes

Consider the Hurricane, a Minmatar Battlecruiser.

  • Base shield capacity: 4250 hp
  • Base recharge time: 1400 sec
  • Average regeneration rate = 4250 / 1400 = 3.0 hp/s
  • Base peak regen rate = 2.5 x 3.0 = 7.5 hp/s
  • Note that the Hurricane's shields are weakest for EM, followed by Thermal, damage.

Why put a passive tank on a Hurricane? As an L3 Security Mission runner:

  • It has good shield capacity and a high recharge rate
  • It has six low slots – 3 for Shield Power Relays and 3 for offensive modules
  • For mission running the mid slots can be dedicated to propulsion and shields
  • Bonuses to medium projectile turrets and six turret hardpoints support artillery for PVE
  • Increases in signature radius matter less in PVE

Shield Power Relays

shield power relay II attributes

Shield power relays increase the recharge time directly. They have no stacking penalty, but they do reduce the recharge rate of the capacitor.

  • Shield Power Relay II
  • Recharge time bonus: -24%
  • No shield support skills
  • (Penalty: Capacitor Recharge Rate -35%)

The first module reduces the Recharge Time by 24%, from 1400 sec to 1400 - 336 = 1064 sec This gives a new Average Recharge Rate of 4250/1064 = 4.0 hp/sec And a new Peak Recharge Rate of 2.5 x 4.0 = 10.0 hp/s

Repeating the calculation:

Modules 1 2 3 4 5 6
Recharge Time 1064.0 808.6 614.3 466.9 354.9 269.7
Peak Regeneration Rate (rounded) 10.0 13.1 17.3 22.8 30.0 39.3

While this illustrates the power of the module, fitting six of them to a ship would be unrealistic. Three modules is a common fit, with the other slots used for other purposes. Thus, with no other skills or fittings, three Shield Power Relays would increase the Peak Recharge Rate to 17.3 hitpoints per second.

For comparison, a medium Phased Plasma projectile does about 18 hp base shield damage plus 24 hp type damage; a medium Lead Hybrid charge does about 10 hp base shield damage plus 16 hp type damage.

Shield Extenders

large shield extender II attributes

Shield extenders add hitpoints to the Capacity of the shield. The do not have stacking penalties, but they do increase the Signature Radius of the ship.

  • Large Shield Extender II
  • Shield Capacity Bonus: 2600 hp
  • No shield support skills
  • (Penalty: Signature Radius 25 m)
Base recharge time: 1400 sec
Shield Capacity: 4250 + 2600 = 6850 hp
Average regeneration Rate = 6850 / 1400 =  4.9 hp/s
Peak Recharge Rate = 2.5 x 4.9 = 12.3 hp/s

The original base Peak Recharge Rate was 7.6 hp/s. So adding a large shield extender increases the recharge rate by 4.7 hp/s; an increase of 62%.

Core Defense Purger rigs

core defense field purger rig attributes

These rigs produce a percentage increase in Shield Recharge Rate. They have no stacking penalty, but they do increase the Signature Radius of the ship.

  • Medium Core Defense Field Purger I
  • Recharge Rate Bonus: -20%
  • No shield support skills
  • (Penalty: Signature Radius 10%)

Since these are usually the last items to be fitted, this example will build on a fit that includes one Large Shield Extender II and three Power Shield Relay IIs.

The bare ship had:

  • Base shield capacity: 4250 hp
  • Base recharge time: 1400 sec
  • Average regeneration rate = 4250 / 1400 = 3.0 hp/s
  • Base peak regeneration rate = 2.5 x 3.1 = 7.6 hp/s

After one Large Shield Extender II (see above):

  • Shield capacity: 6850 hp

Three Power Shield Relay II (see above):

  • Modules reduce recharge time @ -24%
  • Shield capacity: 6850 hp
  • Peak Recharge Rate = Shield Capacity/Recharge Time x 2.5
Modules 1 2 3
Recharge Time 1064 808.6 614.3
Peak Regeneration Rate 16.1 21.2 27.9

The Core Defense Purger Rigs impact on Recharge Rate in the same way that the Power Shield Relays do ... by reducing the Recharge Time by a percentage.

Three Core Defense Purger Rigs:

  • Rigs reduce recharge time @ -20%
  • Shield capacity: 6850 hp
  • Starting Recharge Time: 614.3 sec
  • Peak Recharge Rate = Shield Capacity/Recharge Time x 2.5
Rigs 1 2 3
Recharge Time 491.4 393.1 314.4
Peak Regeneration Rate 34.8 43.6 54.4

So with this fit in place, an no pilot shield skills, the Peak Shield Regeneration Rate will be 54.4 hp/sec.

Skills

Shield Management: 5% bonus to shield capacity per skill level

Shield Operation: 5% reduction in shield recharge time per skill level

Any pilot considering a passive shield tank would want to train these to at least Level IV. At that level, their effect would be considerable.

Shield Management @ Level IV

QSG hurricane passive fit.png

*20% increase in Shield Capacity

This would increase the Base Shield Capacity to: 4250 + 0.20 x 4250 = 5100 hitpoints

It would also increase the benefit of the Large Shield Extender II by 20%: 2600 + 0.20 x 2600 = 3120

Making the total shield capacity: 5100 + 3120 = 8220 hitpoints

Shield Operation @ Level IV

  • 20% decrease in Shield Recharge Time

This would decrease the Base Shield Recharge Time: 1400 - 1400 x 0.20 = 1120

And that value would be used in the three Shield Relay computations followed by the 3 Core Purger Rig computations

  • Relay @ -24%
851.2, 646.9, 491.6
  • Purger @ -20%
393.2, 314.5, 251.6

giving a final Recharge Time of: 251.6 seconds

These two values compute the final Peak Recharge Rate.

Recharge Time: 251.6 sec
Average Recharge Time = 8220/251.6 = 32.7
Peak Recharge Rate:  32.7 x 2.5 = 81.7 hp/sec
If you have come this far, it may be worthwhile pausing to think about what all this might mean. Keep in mind, first, that the shield begins recharging at the Average Rate and then builds towards the Peak Rate, which it only achieves when the shield is 75% gone. That means that these numbers are not very helpful in combat, they simply give a way of comparing a passive fit against a more active one, or against armor.

Passive fits more or less assume that you will be kiting, or at least firing from longer range, and that by so doing, you will not come under intense bursts of heavy fire. In other words, the shield needs time to rebuild itself as you fight.

The advantage of this approach lies in its avoidance of stacking penalties, which gives you more benefit per module fitted, and which in turn should give you extra strength in areas other than defense. This may come from having room to fit an additional module, or by savings in power or CPU that let you install more highly rated equipment.

Final fit

Thus, a Minmatar Hurricane fitted for this particular skilled, passive tank would have a Peak Shield Regeneration rate of approximately 82 hp/sec. Again, for comparison, a medium Phased Plasma projectile does about 18 hp base shield damage plus 24 hp type damage; a medium Lead Hybrid charge does about 10 hp base shield damage plus 16 hp type damage. A complete fit might look like this:

PvE T2 Passive Shield Tank
Hurricane: PvE T2 Passive Shield Tank
EFT
[Hurricane, PvE T2 Passive Shield Tank]
650mm Artillery Cannon II
650mm Artillery Cannon II
650mm Artillery Cannon II
650mm Artillery Cannon II
650mm Artillery Cannon II
650mm Artillery Cannon II
Rapid Light Missile Launcher II

10MN Afterburner II
Large Shield Extender II
EM Shield Hardener II
Thermal Shield Hardener II

Shield Power Relay II
Shield Power Relay II
Shield Power Relay II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II

Medium Core Defense Field Purger I
Medium Core Defense Field Purger I
Medium Core Defense Field Purger I


Hobgoblin II x6

Republic Fleet Phased Plasma Mx1
Caldari Navy Inferno Light Missile x1

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Fitting template mid slots label.png
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Fitting template low slots label.png
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Fitting template drone slots label.png
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FITTING DIFFICULTY
EVE VERSION
RET 1.1
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
  • Minmatar Frigate IV
  • Minmatar Cruiser III
  • Spaceship Command IV
  • Minmatar Battlecruiser II
  • Gunnery III
  • Sharpshooter IV
  • Small Projectile Turret V
  • Small Artillery Specialization IV
  • Capacitor Systems Operation V
  • Capacitor Management IV
  • Power Grid Management V
  • CPU Management V
  • Electronics Upgrades V
  • Long Range Targeting IV
  • Signature Analysis IV
  • Medium Projectile Turret V
  • Medium Artillery Specialization I
  • Missile Launcher Operation V
  • Shield Upgrades IV
  • Tactical Shield Manipulation IV
  • Afterburner IV
  • Energy Grid Upgrades IV
  • Target Management V
  • Advanced Target Management I
  • Navigation IV
  • Evasive Maneuvering III
  • Warp Drive Operation III
  • Hull Upgrades IV
  • Shield Management IV
  • Mechanic V
  • Gunnery V
  • Rapid Firing IV
  • Motion Prediction IV
  • Trajectory Analysis IV
  • Weapon Upgrades IV
  • Mechanic III
  • Jury Rigging III
  • Shield Rigging I
  • Scout Drone Operation V
  • Drones V
  • Gallente Drone Specialization I
NOTES
  • This is a passive shield tanked PvE fit suitable for L3 Security Missions
  • The mid slot hardeners should be swapped to match the damage type appropriate to the enemies the pilot expects to encounter.
  • With one shield hardener running, the capacitor is stable. A second hardener will run the capacitor down in about fifteen minutes.
  • If skills are insufficient for power, consider swapping a gyrostabilizer for an Auxilliary Power Control.
  • This is a highly skilled fitting. Weapons and modules can be scaled back to meet pilot skills. Watch dps and shield recharge rate and try to balance the decline.
  • The mid slot hardeners should be swapped to match the damage type appropriate to the enemies the pilot expects to encounter.
  • With one shield hardener running, the capacitor is stable. A second hardener will run the capacitor down in about fifteen minutes. Since this fit is intended for L2/L3 Security Missions, that should not be a problem. If it becomes a concern, consider replacing one of the low slot gyrostabilizers with a Capacitor Flux Coil.
  • Low slot modules can be replaced by Auxiliary Power Controls, Capacitor Flux Coils, and/or Power Diagnostic Systems as needed.

More example fits

Certain ships are often fit out with passive tank. Rather than copy those fits here, this article links to their Wiki pages, where you can see the full information for each ship.

  • Caldari Drake: battlecruiser - level 3 mission runner, wormhole pve explorer
  • Caldari Caracal: cruiser - level 2 mission runner
  • Gallente Myrmidon: battlecruiser - level 3 mission runner
  • Minmatar Hurricane: battlecruiser - level 3 mission runner
  • Minmatar Rupture: cruiser - level 2 mission runner
  • Minmatar Stabber: cruiser - level 2 mission runner
  • Minmatar Rifter: frigate - level 1/2 mission runner