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 and smaller. It should be mentioned that most ships with a [[battleship|battleship]] sized hull and larger regenerate shields too slowly to be as effective with a passive tank.
 
  
Passive shield tanking is one of three [[Shield Tanking|shield tanking strategies]]; the other being active and buffer shield tanking.  
+
:''The article 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. It assumes that the reader knows the fundamental principles of [[Shields:_How_They_Work|how shields work]].''
  
== Theory  ==
+
==The Basics==
 +
This section gives a quick overview of passive shield tanking techniques. A more [[#The_Details|detailed discussion]] follows.
  
=== Principles  ===
+
There are three fundamental approaches to shield tanking:
 +
*Active – uses modules that draw on the ship's capacitor to improve shield performance,
 +
*Passive – uses modules that do not draw on the ship's capacitor; mostly to improve shield recharge rate,
 +
*Buffer – uses modules that do not draw on the ship's capacitor; mostly to increase the shield's capacity and resistance.
  
There are several important principles at work to determine how much damage your shield can tank passively without breaking:
+
These are discussed and compared in the E-UNI course on [[Shield_Tanking|Shield Tanking]].
*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  ===
+
===When to Use Shields===
 +
The general article on [[Shields:_How_They_Work|Shields]] covers the advantages and disadvantages of shields as a means of defense. Shields and armor should NEVER be mixed in tanking for combat. In general, you should consider a shield tank whenever one or more of these conditions holds true:
  
Following these principles, we can look for fittings that influence the quality of a passive shield tank.
+
*your ship has a bonus that favors shields over armor,
 +
*your ship has a shortage of low slots or a surplus of mid slots,
 +
*you need to favor modules that improve weaponry (which tend to fill low slots),
 +
*you have less need for modules that support tackling and scanning (which tend to fill mid slots),
 +
*your skills are biased towards shields.
  
*Shield Amount
 
**Power Diagnostic Unit (low)
 
**Shield Extender (mid)
 
**Core Defense Field Extender (rig)
 
  
*Shield Regeneration Time
+
{{Example |  Example: The Caldari Moa
**Power Diagnostic Unit (low)
+
[[File:QSG_caldari_moa.png|thumb|left|upright=1.0|alt=caldari moa cruiser in fight]]
**Shield Power Relay (low)
+
*Bonus: 4% to all shield resistances
**Shield Flux Coil (low)
+
*Five mid and four low power slots
**Shield Recharger (mid)
+
*Bonus to medium hybrid turrets: 5%
**Core Defense Field Purger (rig)
+
*Five turret hardpoints
 +
*Fifteen m3 drone capacity{{clear}}
  
*Shield Resistances
+
[[File:QSG_moa_attributes.png|thumb|right|upright=4.0|alt=caldari moa attributes]]
**Damage Control (low)
 
**Shield Resistance Amplifier (mid)
 
**Shield Hardener (mid)
 
**Screen Reinforcer (rig)
 
  
=== Snowballing  ===
+
With low drone capacity, bonus to turrets and five guns, this looks to be a close combat ship. The bonus to shield resistances is a difficult benefit to ignore, and it has enough mid power slots to accomodate a shield tank.}}
  
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, the calculation for passive shield regeneration rate is multiplicative; the more fittings you add that affect shield regeneration rate the greater effect each fitting has.  
+
===The Passive Tank===
 +
The Passive approach to shield tanking:
 +
*depends on the natural recharge rate of the shield
 +
*uses modules and rigs that boost the recharge rate
 +
*uses modules that increase the capacity of the shield, which in turn also boosts the recharge rate
 +
*prefers modules that do not draw power from the capacitor.
  
Let's look at the example of a [[Hurricane]]:
+
The pilot should keep in mind that a shield tank is a defense. The ship has an purpose, and resources in support of that purpose must also be fitted. Too much defense can be as much of a mistake as too little.
  
All numbers here are without skills taken into account. Mods are all T2.  
+
==== Strategy ====
 +
To construct a shielding system that will grow back at least as fast as it takes damage. This approach will works best in situations where damage is more or less constant, or growing slowly, preferably over a longer period of time. It will also work in situations where the pilot can remove the ship from combat periodically to let the shields recharge.
  
Base shield: '''4297 hp'''
+
==== Tactics ====
 +
These methods either limit damage to a manageble constant, or they provide time for the shield to rebuild itself.
  
Base regen duration: '''1400 s'''
+
*Kiting: by running from the enemy, and stringing them out "like the tail on a kite", and then slowing to match their speed, the pilot brings the enemy ships in one at a time, thus keeping shield damage constant.
 +
*Long range combat: by using speed to stay beyond the range of enemy ships, and applying long range weaponry, the pilot keeps shield damage low.
 +
*Acton breaks: through "hit and run" attacks, or by means of natural breaks in the fighting, the pilot allows the shields time to rebuild.
  
Base peak regen rate: '''7.7 hp/s'''
+
==The Details==
 +
A passive shield tank fit wants to meet the goals listed above. On the other hand various other concerns, including such as stacking penalties, pilot skill levels, power slot availability, will impact on the final choice of modules and rigs.
  
<br>
+
===Shield Recharge Rate===
 +
As you know, the Shield Regeneration Rate [[Shields:_How_They_Work|increases by more than double]], based on Shield Capacity, 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 faster. What this means in practice is that modules that increase the shield capacity also increase its regeneration rate.
  
Peak regen rate with <br>
+
For example, these are all Caldari ships. Many Caldari ships prefer shield tanks.
  
{| width="366" cellspacing="1" cellpadding="1" border="1" align="left" style=""
+
{| class="wikitable sortable" style="text-align:center; text-size:90%"
|-
+
! scope="col" width="150px" style="background-color:#222222; text-align:left" | Ship Type
! scope="col" | Mods<br>
+
! scope="col" width="100px" style="background-color:#222222;" | Shield Capacity (hp)
! scope="col" | &nbsp;Regen rate<br>
+
! scope="col" width="100px" style="background-color:#222222;" | Shield Regeneration Time (sec)
! scope="col" | regen rate increase
+
! scope="col" width="100px" style="background-color:#222222;" | Average Regeneration Rate (C/T)
|-
+
|-  
| 1 shield power relay
+
|style="text-align:left"|Frigate Kestrel|| 500 || 650 || 1.3
| 10.1 hp/s
+
|-
| (+2.4)
+
|style="text-align:left"|Destroyer Corax || 950 || 625 || 1.5
|-
+
|-
| 2 shield power relays<br>
+
|style="text-align:left"|Cruiser Moa|| 2500 || 1250 || 2.0
| 13.28 hp/s
+
|-
| (+3.18)
+
|style="text-align:left"|Battlecruiser Drake || 5250 || 1400 || 3.75
|-
+
|-
| 3 shield power relays
+
|style="text-align:left"|Battleship Raven|| 7000 || 2500 || 2.8
| 17.48 hp/s
+
|}
| (+4.2)
+
 
|-
+
Without any modules, and assuming the pilots had the same skills, the 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.
| 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>
+
These cruisers and battlecruisers provide a representative sample comparison of ships by faction.
  
<br>
+
{| class="wikitable sortable" style="text-align:center; text-size:90%"
 +
! scope="col" width="100px" style="background-color:#222222; text-align:left"| Faction
 +
! scope="col" width="100px" style="background-color:#222222;" | Ship Type
 +
! scope="col" width="100px" style="background-color:#222222;"| Shield Capacity (hp)
 +
! scope="col" width="100px" style="background-color:#222222;"| Shield Regeneration Time (sec)
 +
! scope="col" width="100px" style="background-color:#222222;"| Average Regeneration Rate (C/T)
 +
|-
 +
|style="text-align:left"|Caldari Drake || Battlecruiser || 5250 || 1400 || 3.8
 +
|-
 +
|style="text-align:left"|Minmatar Hurricane || Battlecruiser || 4250 || 1400 || 3.0
 +
|-
 +
|style="text-align:left"|Gallente Brutix || Battlecruiser || 4000 || 1400 || 2.8
 +
|-
 +
|style="text-align:left"|Amarr Harbinger || Battlecruiser || 3000 || 1400 || 2.1
 +
|-
 +
|style="text-align:left"|Caldari Moa || Cruiser || 2500 || 1250 || 2.0
 +
|-
 +
|style="text-align:left"|Minmatar Stabber || Cruiser || 1600 || 1250 || 1.3
 +
|-
 +
|style="text-align:left"|Gallente Thorax || Cruiser  || 1200 || 1250 || 1.0
 +
|-
 +
|style="text-align:left"|Amarr Omen || Cruiser || 1200 || 1250 || 1.0
 +
|}
  
The last rig adds 6.5 times more than the first power relay.  
+
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.
  
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)
+
===Combat Situations===
  
Now if we add large shield extenders to the same setup we have:
+
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.
  
{| width="370" cellspacing="1" cellpadding="1" border="1" align="left" style=""
+
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. Thus, an armor tank is likely to be preferable.
|-
 
! scope="col" | Mods<br>
 
! 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>
+
===Modules and Rigs for Passive Shield Tanking===
  
<br>
+
The following influence the passive shield tank. Marked modules (†) are especially useful.
<br>
 
  
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.  
+
{| class="wikitable sortable" style="margin: 1em auto 1em auto; " style="text-align: center"
 +
! scope="col" width="100px" | Unit
 +
! scope="col" width="100px" | Slot
 +
! scope="col" width="100px" | Capacitor Drain
 +
! scope="col" width="100px" | Effect
 +
! scope="col" width="100px" | Notes
 +
|-
 +
|[https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Shield:Shield_Extenders † Shield Extender] || mid || - || Capacity ||
 +
|-
 +
|[https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Modifications:Rigs:Shield_Rigs Core Defense Field Extender] || rig || - || Capacity || increases Signature Radius
 +
|-
 +
|[https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Shield:Shield_Boosters Shield Booster] || mid || medium || Capacity || uses batteries stored in cargo
 +
|- 
 +
|[https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Engineering_Equipment:Power_Diagnostic_Systems Power Diagnostic System] || low || low || Recharge Rate and Capacity || small benefit
 +
|-
 +
|[https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Shield:Shield_Power_Relays † Shield Power Relay] || low || - || Recharge Rate || reduces capacitor recharge rate
 +
|-
 +
|[https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Shield:Shield_Flux_Coils Shield Flux Coil] || low || -  || Recharge Rate || lowers capacity
 +
|-
 +
|[https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Shield:Shield_Rechargers Shield Recharger] || mid || - || Recharge Rate || small benefit
 +
|-
 +
|[https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Modifications:Rigs:Shield_Rigs † Core Defense Field Purger] || rig ||  - || Recharge Rate || increases Signature Radius
 +
|- 
 +
|[https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Hull_&_Armor_:Damage_Controls Damage Control] || low || small  || Resistances || limit of one per ship
 +
|-
 +
|[https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Shield:Shield_Resistance_Amplifiers Shield Resistance Amplifier] || mid || small  || Resistances || stacking penalty
 +
|-
 +
|[https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Shield:Shield_Hardeners Shield Hardener] || mid || small  || Resistances || stacking penalty
 +
|-
 +
|[https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Modifications:Rigs:Shield_Rigs Screen Reinforcer] || rig || -  || Resistances || increases Signature Radius, stacking penalty
 +
|}
  
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)
+
====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, [[Stacking_penalties|stacking penalties]] and other considerations, but it is a good place to start.
  
The skills (''shield operation'' and ''shield management'') also add a lot because of the snowballing effect.  
+
[[Stacking_penalties|Stacking penalties]] are particularly troublesome. In short, some kinds of modules are reduced progressively in effectiveness if they affect the same attribute. For shield attributes, this means:
  
<u>On a full spr, large extenders, and purgers setup the skills add:</u>
+
*Penalized: Shield resistances; Shield boost
 +
*Not Penalized: Shield recharge rate; Shield hit points
  
{| width="374" cellspacing="1" cellpadding="1" border="1" align="left" style=""
+
The penalty will only apply to the module's impact on the affected attribute, and will progress as follows:
|-
 
! scope="col" | Shield management
 
! 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>
+
:1st mod: 100.0% effectiveness
 +
:2nd mod: 86.9% effectiveness
 +
:3rd mod: 57.1% effectiveness
 +
:4th mod: 28.3% effectiveness
 +
... and so on – the weakest module is penalized first, the strongest is not penalized at all.
  
<br>  
+
With that in mind, although <span style="color:#eeffcc">Shield Power Relays</span> reduce capacitor recharge rate, they have no stacking penalties, and they are the most powerful modules in terms of increasing shield regeneration.
  
<br>  
+
<span style="color:#eeffcc">Shield Extenders</span> increase the capacity of the shield, and 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 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.
  
<br>  
+
Finally,<span style="color:#eeffcc"> Defense Field Purger rigs</span> 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.
  
<br>
+
{{Color box | color=#222222 | border=#ffeeee | content 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).}}
  
<br>
+
====Possible Alterations====
  
<br>
+
*Most ships have "damage holes", a type of damage from which they are not well defended. A specific damage type shield hardner 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 hardner 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, and 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 more Shield Power Relays for Shield Flux Coils. If you have to swap more than two Shield Relays for Shield Coils, consider putting back all but one of the Shield Relays and adding a Capacitor Power Relay.
  
This skill raises shield hp's, so it adds a fixed amount like the shield extender mod.  
+
==Full Scale Example: Minmatar Hurricane==
 +
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.
  
Going from 0 to 4 in ''shield management'' adds '''53.56 hp/s''' in our example hurricane fit.  
+
Consider the [[Hurricane]], a Minmatar Battlecruiser.
 +
[[File:QSG_hurricane_shield.png|thumb|right|upright=2.0|alt=Minmatar Hurricane shield attributes]]
 +
*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
  
<u>On the same setup with shield management at 5, shield operation adds:</u>
+
*Note that the Hurricane's shields are weakest for EM, followed by Thermal, damage.
  
{| width="385" cellspacing="1" cellpadding="1" border="1" align="left" style=""
+
Why put a passive tank on a Hurricane? As an L3 Security Mission runner:
|-
+
*It has good shield capacity and a high recharge rate
! scope="col" | Shield operation
+
*It has six low slots – 3 for Shield Power Relays and 3 for offensive modules
! scope="col" | Regen rate
+
*For mission running the mid slots can be dedicated to propulsion and shields
! scope="col" | Regen rate increase
+
*Bonuses to medium projectile turrets and six turret hardpoints support artillary for PVE
|-
+
*Increases in signature radius matter less in PVE
| 0
 
| 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>
+
===Shield Power Relays===
<br>
+
Shield power relays increase the recharge time directly. They have no stacking penalty, but they do reduce the recharge rate of the capacitor.  
<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>
+
[[File:QSG_shieldpowerrelayII_attributes.png|thumb|alt=shield power relay II attributes]]
<br>
+
*Shield Power Relay II
<br>
+
*Recharge time bonus: -24%
<br>
+
*No shield support skills
<br>
+
*(''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
  
'''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.'''
+
Repeating the calculation:
  
===Passive Shield Tanking and PvP===
+
{| class="wikitable" style="margin: 1em auto 1em auto;  text-align: center " 
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]].
+
! scope="col" width="50" style="background-color:#222222;" | Modules
 +
! scope="col" width="50" style="background-color:#222222;"  | 1
 +
! scope="col" width="50" style="background-color:#222222;" | 2
 +
! scope="col" width="50" style="background-color:#222222;"  | 3
 +
! scope="col" width="50" style="background-color:#222222;" | 4
 +
! scope="col" width="50" style="background-color:#222222;" | 5
 +
! scope="col" width="50" style="background-color:#222222;"  | 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
 +
|}
  
== In practice  ==
+
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 ''<span style="color:#ffeeee">Peak</span>'' Recharge Rate to 17.3 hitpoints per second.
  
=== Mods  ===
+
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 power relays  ====
+
===Shield Extenders===
 +
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.
  
<u>Pro:</u> Relays reduce your regen time, they start being useful if you have many.  
+
[[File:QSG_largeshieldextII_attributes.png|thumb|alt=large shield extender II attributes]]
 +
*Large Shield Extender II
 +
*Shield Capacity Bonus: 2600 hp
 +
*No shield support skills
 +
*(''Penalty: Signature Radius 25 m'')
  
<u>Cons:</u> Relays kill your cap regen rate
+
Base recharge time: 1400 sec
 +
Shield Capacity: 4250 + 2600 = <span style="color:#eeffcc">6850</span> hp
 +
Average regeneration Rate = 6850 / 1400 =  4.9 hp/s
 +
Peak Recharge Rate = 2.5 x 4.9 = 12.3 hp/s
  
==== Shield flux coils  ====
+
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%.
  
<u>Pro:</u> Coils reduce your regen time but less than relays, they start being useful if you have many.  
+
===Core Defense Purger Rigs===
 +
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.
  
<u>Cons:</u> Coils have no drawback except being weaker than relays.  
+
[[File:QSG_coredeffieldpurger_attributes.png|thumb|alt=core defense field purger rig attributes]]
 +
*Medium Core Defense Field Purger I
 +
*Recharge Rate Bonus: -20%
 +
*No shield support skills
 +
*(''Penalty: Signature Radius 10%'')
  
==== Shield extenders  ====
+
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.
  
<u>Pro:</u> Extenders add to your shield hp's. So they both gives you an hp buffer AND raise your regen rate.  
+
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 regen rate = 2.5 x 3.1 = 7.6 hp/s
  
<u>Cons:</u> Extenders raise your sig radius, making you take more damage from npc's.
+
After one Large Shield Extender II (see above):
 +
*Shield capacity: <span style="color:#eeffcc">6850 hp</span>
  
==== Shield rechargers  ====
+
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>Pro:</u> Rechargers reduce your regen duration, like power relays and flux coils.  
+
{| class="wikitable" style="margin: 1em auto 1em auto; " style="text-align: center"
 +
! scope="col" width="50" | Modules
 +
! scope="col" width="50" | 1
 +
! scope="col" width="50" | 2
 +
! scope="col" width="50" | 3
 +
|-
 +
|Recharge Time || 1064 || 808.6 || <span style="color:#eeffcc">614.3</span>
 +
|-
 +
|Peak Regeneration Rate || 16.1 || 21.2 || 27.9
 +
|}
  
<u>Con:</u> Rechargers have no drawback except being weaker than relays and coils.  
+
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.
  
==== Shield rigs (extenders and purgers)  ====
+
Three Core Defense Purger Rigs:
 +
*Rigs reduce recharge time @ -20%
 +
*Shield capacity: <span style="color:#eeffcc">6850</span> hp
 +
*Starting Recharge Time: <span style="color:#eeffcc">614.3</span> sec
 +
*Peak Recharge Rate = Shield Capacity/Recharge Time x 2.5
  
<u>Pro:</u> shield rigs add to the shield hp's or reduce the regen duration.  
+
{| class="wikitable" style="margin: 1em auto 1em auto; " style="text-align: center"
 +
! scope="col" width="50" | Rigs
 +
! scope="col" width="50" | 1
 +
! scope="col" width="50" | 2
 +
! scope="col" width="50" | 3
 +
|-
 +
|Recharge Time || 491.4 || 393.1 || 314.4
 +
|-
 +
|Peak Regeneration Rate|| 34.8 || 43.6 || 54.4
 +
|}
  
<u>Cons:</u> They raise your sig radius, making you take more damage from npc's.  
+
So with this fit in place, an no pilot shield skills, the Peak Shield Regeneration Rate will be 54.4 hp/sec.
  
==== Powerdiagnostics  ====
+
===Shield Skills===
 +
[[File:QSG hurricane passive fit.png |thumb|right|upright=4.0|alt=xxxxxxxx]]
 +
{{ sk | Shield Management}}: ''5% bonus to shield capacity per skill level''
  
<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.
+
{{ sk | Shield Operation}}: ''5% reduction in shield recharge time per skill level''
  
<u>Cons:</u> Their effect is lower than the other mods.  
+
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.
  
=== Ships  ===
+
'''Shield Management @ Level IV'''
 +
*20% increase in Shield Capacity
  
Most ships smaller than a battleship can be effective with a passive shield tank, even ships with armor bonuses like the [[Myrmidon]].  
+
This would increase the Base Shield Capacity to: 4250 + 0.20 x 4250 = 5100 hitpoints
  
Battleships and ships with larger hulls are often better with active tanking. The reason being that cruisers and battlecruisers can fit the largest shield extenders available, so battleships have difficulty increasing their shield amount enough to reach relatively comparable regeneration rates. There are notable exceptions such as the [[Rattlesnake]] and [[Rokh]], because of their slot layout and innate shield resistance bonuses.
+
''It would also increase the benefit of the Large Shield Extender II by 20%: 2600 + 0.20 x 2600 = 3120''
  
=== Overtanking  ===
+
Making the total shield capacity: 5100 + 3120 = <span style="color:#eeffcc"> 8220 hitpoints</span>
  
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.
+
'''Shield Operation @ Level IV'''
 +
*20% decrease in Shield Recharge Time
  
It's also very important to remember that PvE tanking is often against specific damage types, so there's usually no need to omni-tank except in certain situations such as when you're facing [[Sleepers]] in Wormhole Space or incursion rats.
+
This would decrease the Base Shield Recharge Time: 1400 - 1400 x 0.20 = 1120
  
=== Fitting tips  ===
+
And that value would be used in the three Shield Relay computations followed by the 3 Core Purger Rig computations
  
When setting up a new ship, The EvE Fitting Tool ([[EFT]]) is an invaluable utility that will give you information and insight into how effective your setup is going to be before you try it out in-game.
+
*Relay @ -24%
  
For the passively regenerative tank the basic idea is to fill several low slots with Shield Power Relay modules, several mid slots with Shield Extender modules, and finally to fit usually all three rig slots with Defense Field Purger rigs. Note that for a passive tank purger rigs are almost always more effective than extender rigs.
+
:851.2, 646.9, 491.6
  
Most often Extenders and Hardeners are preferable to Shield Recharger Modules when fitting a battlecruiser or smaller sized hull. Hardener modules should be added specifically for the primary damage type of the NPC's you'll be facing. Always double check the Effective Health Points ([[EHP]]) when fitting and aim to get the highest possible value by swapping Extenders, Hardeners and other modules.
+
*Purger @ -20%
 +
:393.2, 314.5, 251.6
  
Once your tanking modules are set make sure your ship's capacitor is stable. If it isn't, consider swapping one or more Shield Power Relays for Shield Flux Coils. If you have to swap more than two Shield Relays for Shield Coils, consider putting all the Shield Relays back except one and adding a Capacitor Power Relay.
+
giving a final Recharge Time of: <span style="color:#eeffcc">251.6 seconds</span>
  
=== Example fits  ===
+
These two values compute the final Peak Recharge Rate.
  
Here are some example fits and tank comparisons between passive shield and active armor/shield. Skills are All lvl 5.  
+
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
  
{{Fittings
+
{{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.
|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
+
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.
|name=Rifter, PVE - Shield P
 
|high=
 
150mm Light AutoCannon II<br>
 
150mm Light AutoCannon II<br>
 
150mm Light AutoCannon II<br>
 
'Malkuth' Rocket Launcher I<br>
 
|mid=
 
Experimental 1MN Afterburner I<br>
 
Explosive Deflection Amplifier II<br>
 
Medium F-S9 Regolith Shield Induction<br>
 
|low=
 
Shield Power Relay II<br>
 
Shield Power Relay II<br>
 
Gyrostabilizer II<br>
 
|rigs=
 
Small Core Defense Field Purger I<br>
 
Small Core Defense Field Purger I<br>
 
Small Core Defense Field Purger I<br>
 
|drones=
 
|charges=
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
|notes=tank: 72 dps vs angels (cap stable)<br>
 
damage: 119 dps
 
}}
 
  
{{Fittings
+
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.}}
|name=Rupture, PVE - Armor A
 
|high=
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
SV-2000 Assault Missile Bay<br>
 
SV-2000 Assault Missile Bay<br>
 
|mid=
 
Experimental 10MN Afterburner I<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>
 
Energized Adaptive Nano Membrane II<br>
 
Capacitor Power Relay II<br>
 
|rigs=
 
Medium Auxiliary Nano Pump I<br>
 
Medium Capacitor Control Circuit I<br>
 
Medium Capacitor Control Circuit I<br>
 
|drones=
 
Warrior II x5<br>
 
|charges=
 
|recommended1=
 
|recommended2=
 
|recommended3=
 
|notes=tank: 187/229 vs angels (cap lasts 2m3s)<br>
 
Damage: 323 dps
 
}}
 
  
{{Fittings
+
=== Final Fit ===
|name=Rupture, PVE - Shield P
 
|high=
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
425mm AutoCannon II<br>
 
SV-2000 Assault Missile Bay<br>
 
SV-2000 Assault Missile Bay<br>
 
|mid=
 
Experimental 10MN Afterburner I<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>
 
|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
+
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.
|name=Hurricane, PVE - Armor A
+
A complete fit might look like this:
|high=
+
{{ShipFitting|
425mm AutoCannon II<br>
+
ship=Hurricane|
425mm AutoCannon II<br>
+
shipTypeID=24702|
425mm AutoCannon II<br>
+
fitName=PvE T2 Passive Shield Tank|
425mm AutoCannon II<br>
+
fitID=PvE-Passive-Shield-Tank|
425mm AutoCannon II<br>
+
high1name=650mm Artillery Cannon II|
425mm AutoCannon II<br>
+
high1typeID=2921|
XR-3200 Heavy Missile Bay<br>
+
high2name=650mm Artillery Cannon II|
XR-3200 Heavy Missile Bay<br>
+
high2typeID=2921|
|mid=
+
high3name=650mm Artillery Cannon II|
Experimental 10MN Afterburner I<br>
+
high3typeID=2921|
Cap Recharger II<br>
+
high4name=650mm Artillery Cannon II|
Cap Recharger II<br>
+
high4typeID=2921|
Cap Recharger II<br>
+
high5name=650mm Artillery Cannon II|
|low=
+
high5typeID=2921|
Medium Armor Repairer II<br>
+
high6name=650mm Artillery Cannon II|
Medium Armor Repairer II<br>
+
high6typeID=2921|
Armor Explosive Hardener II<br>
+
high7name=Rapid Light Missile Launcher II|
Armor Explosive Hardener II<br>
+
high7typeID=1877|
Armor Kinetic Hardener II<br>
+
mid1name=10MN Afterburner II|
Energized Adaptive Nano Membrane II<br>
+
mid1typeID=12058|
|rigs=
+
mid2name=Large Shield Extender II|
Medium Auxiliary Nano Pump I<br>
+
mid2typeID=3841|
Medium Auxiliary Nano Pump I<br>
+
mid3name=EM Ward Field II|
Medium Capacitor Control Circuit I<br>
+
mid3typeID=2301|
|drones=
+
mid4name=Thermic Dissipation Field II|
Warrior II x4<br>
+
mid4typeID=2303|
Valkyrie II x1<br>
+
low1name=Shield Power Relay II|
|charges=
+
low1typeID=1422|
|recommended1=
+
low2name=Shield Power Relay II|
|recommended2=
+
low2typeID=1422|
|recommended3=
+
low3name=Shield Power Relay II|
|notes=Tank: 358/443 dps vs angels (cap lasts 4m21)<br>
+
low3typeID=1422|
Damage: 457 dps
+
low4name=Gyrostabilizer II|
}}
+
low4typeID=519|
 +
low5name=Gyrostabilizer II|
 +
low5typeID=519|
 +
low6name=Gyrostabilizer II|
 +
low6typeID=519|
 +
drone1name=Hobgoblin II x6|
 +
drone1typeID=2456|
 +
drone2name=open|
 +
drone3name=open|
 +
drone4name=open|
 +
drone5name=open|
 +
charge1name=Republic Fleet Phased Plasma Mx1|
 +
charge1typeID=21922|
 +
charge2name=Caldari Navy Inferno Light Missile x1|
 +
charge2typeID=27371|
 +
charge3name=open|
 +
charge4name=open|
 +
charge5name=open|
 +
rig1name=Medium Core Defense Field Purger I|
 +
rig1typeID=31802|
 +
rig2name=Medium Core Defense Field Purger I|
 +
rig2typeID=31802|
 +
rig3name=Medium Core Defense Field Purger I|
 +
rig3typeID=31802|
 +
difficulty=2|
 +
warsop=A|
 +
warsopReason=|
 +
version=RET 1.1|
 +
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::|
 +
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|
 +
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>}}
 +
*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_Management_101#What_is_.22cap_stable.22.3F_Do_I_want_it.3F|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 [https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Engineering_Equipment:Capacitor_Flux_Coils Capacitor Flux Coil].
 +
*Low slot modules can be replaced by [https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Engineering_Equipment:Auxiliary_Power_Controls Auxilliary Power Controls], [https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Engineering_Equipment:Capacitor_Flux_Coils Capacitor Flux Coils], and/or [https://wiki.eveonline.com/en/wiki/Item_Database:Ship_Equipment:Engineering_Equipment:Power_Diagnostic_Systems Power Diagnostic Systems] as needed.
  
{{Fittings
+
=== More Example Fits ===
|name=Hurricane, PVE - Shield P
 
|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.
+
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 about each ship.
  
[[Category:Guides]][[Category:PvE]][[Category:Tank]]
+
*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 [[Rupture]]: cruiser - level 2 mission runner
 +
*Minmatar [[Stabber]]: cruiser - level 2 mission runner
 +
*Minmatar [[Rifter]]: frigate - level 1/2 mission runner

Revision as of 11:40, 3 July 2015

Template:Work in Progress


The article 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. It assumes that the reader knows the fundamental principles of how shields work.

The Basics

This section gives a quick overview of passive shield tanking techniques. A more detailed discussion follows.

There are three fundamental approaches to shield tanking:

  • Active – uses modules that draw on the ship's capacitor to improve shield performance,
  • Passive – uses modules that do not draw on the ship's capacitor; mostly to improve shield recharge rate,
  • Buffer – uses modules that do not draw on the ship's capacitor; mostly to increase the shield's capacity and resistance.

These are discussed and compared in the E-UNI course on Shield Tanking.

When to Use Shields

The general article on Shields covers the advantages and disadvantages of shields as a means of defense. Shields and armor should NEVER be mixed in tanking for combat. In general, you should consider a shield tank whenever one or more of these conditions holds true:

  • your ship has a bonus that favors shields over armor,
  • your ship has a shortage of low slots or a surplus of mid slots,
  • you need to favor modules that improve weaponry (which tend to fill low slots),
  • you have less need for modules that support tackling and scanning (which tend to fill mid slots),
  • your skills are biased towards shields.


Example: The Caldari Moa
  • Bonus: 4% to all shield resistances
  • Five mid and four low power slots
  • Bonus to medium hybrid turrets: 5%
  • Five turret hardpoints
  • Fifteen m3 drone capacity
caldari moa attributes

With low drone capacity, bonus to turrets and five guns, this looks to be a close combat ship. The bonus to shield resistances is a difficult benefit to ignore, and it has enough mid power slots to accomodate a shield tank.

The Passive Tank

The Passive approach to shield tanking:

  • depends on the natural recharge rate of the shield
  • uses modules and rigs that boost the recharge rate
  • uses modules that increase the capacity of the shield, which in turn also boosts the recharge rate
  • prefers modules that do not draw power from the capacitor.

The pilot should keep in mind that a shield tank is a defense. The ship has an purpose, and resources in support of that purpose must also be fitted. Too much defense can be as much of a mistake as too little.

Strategy

To construct a shielding system that will grow back at least as fast as it takes damage. This approach will works best in situations where damage is more or less constant, or growing slowly, preferably over a longer period of time. It will also work in situations where the pilot can remove the ship from combat periodically to let the shields recharge.

Tactics

These methods either limit damage to a manageble constant, or they provide time for the shield to rebuild itself.

  • Kiting: by running from the enemy, and stringing them out "like the tail on a kite", and then slowing to match their speed, the pilot brings the enemy ships in one at a time, thus keeping shield damage constant.
  • Long range combat: by using speed to stay beyond the range of enemy ships, and applying long range weaponry, the pilot keeps shield damage low.
  • Acton breaks: through "hit and run" attacks, or by means of natural breaks in the fighting, the pilot allows the shields time to rebuild.

The Details

A passive shield tank fit wants to meet the goals listed above. On the other hand various other concerns, including such as stacking penalties, pilot skill levels, power slot availability, will impact on the final choice of modules and rigs.

Shield Recharge Rate

As you know, the Shield Regeneration Rate increases by more than double, based on Shield Capacity, 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 faster. What this means in practice is that modules that increase the shield capacity also increase its regeneration rate.

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)
Frigate Kestrel 500 650 1.3
Destroyer Corax 950 625 1.5
Cruiser Moa 2500 1250 2.0
Battlecruiser Drake 5250 1400 3.75
Battleship Raven 7000 2500 2.8

Without any modules, and assuming the pilots had the same skills, the 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.

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)
Caldari Drake Battlecruiser 5250 1400 3.8
Minmatar Hurricane Battlecruiser 4250 1400 3.0
Gallente Brutix Battlecruiser 4000 1400 2.8
Amarr Harbinger Battlecruiser 3000 1400 2.1
Caldari Moa Cruiser 2500 1250 2.0
Minmatar Stabber Cruiser 1600 1250 1.3
Gallente Thorax Cruiser 1200 1250 1.0
Amarr Omen 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. Thus, an armor tank is likely to be preferable.

Modules and Rigs for Passive Shield Tanking

The following influence the passive shield tank. Marked modules (†) are especially useful.

Unit Slot Capacitor Drain Effect Notes
† Shield Extender mid - Capacity
Core Defense Field Extender rig - Capacity increases Signature Radius
Shield Booster mid medium Capacity uses batteries stored in cargo
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
† Core Defense Field Purger rig - Recharge Rate increases Signature Radius
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
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, stacking penalties and other considerations, but it is a good place to start.

Stacking penalties are particularly troublesome. In short, some kinds of modules are reduced progressively in effectiveness if they affect the same attribute. For shield attributes, this means:

  • Penalized: Shield resistances; Shield boost
  • Not Penalized: Shield recharge rate; Shield hit points

The penalty will only apply to the module's impact on the affected attribute, and will progress as follows:

1st mod: 100.0% effectiveness
2nd mod: 86.9% effectiveness
3rd mod: 57.1% effectiveness
4th mod: 28.3% effectiveness

... and so on – the weakest module is penalized first, the strongest is not penalized at all.

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 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 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.

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.

content 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).

Possible Alterations

  • Most ships have "damage holes", a type of damage from which they are not well defended. A specific damage type shield hardner 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 hardner 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, and 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 more Shield Power Relays for Shield Flux Coils. If you have to swap more than two Shield Relays for Shield Coils, consider putting back all but one of the Shield Relays and adding a Capacitor Power Relay.

Full Scale Example: Minmatar Hurricane

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.

Consider the Hurricane, a Minmatar Battlecruiser.

Minmatar Hurricane shield attributes
  • 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 artillary for PVE
  • Increases in signature radius matter less in PVE

Shield Power Relays

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 attributes
  • 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

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 attributes
  • 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

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.

core defense field purger rig attributes
  • 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 regen 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.

Shield Skills

xxxxxxxx

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

  • 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 Ward Field II
Thermic Dissipation Field 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 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 Auxilliary 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 about 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 Rupture: cruiser - level 2 mission runner
  • Minmatar Stabber: cruiser - level 2 mission runner
  • Minmatar Rifter: frigate - level 1/2 mission runner