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Das Fenster
Amarr Federal Express LLC
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Posted - 2011.06.24 00:52:00 -
[1]
I'm having a hard time figuring out what the incentive is for me to use 1x Large Shield Extender II and 1x Invulnerability Field II over say, 2x Large Shield Extender II's on a Curse.
I keep seeing the invuln's being recommended for such a fitting and sometimes even 2x Extenders + and Invuln II but I do not have enough room for that with my required fitting. I lose approx 2k EHP when I do one of each. I do like seeing those resist numbers so high on my shield, especially as an Amarr pilot but I just can't seem to decide which I like better.
Anyone have any input on this? Thanks
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William I Wolfen
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Posted - 2011.06.24 01:12:00 -
[2]
It mostly depends on how many slots and how much PG/CPU you have available... Just chose what best fits around the rest of your setup and yields the most EHP.
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ELECTR0FREAK
Eye of God
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Posted - 2011.06.24 01:57:00 -
[3]
Edited by: ELECTR0FREAK on 24/06/2011 02:02:20
You've got to consider other factors too aside from EHP.
Large Shield Extender II Pros:
- No stacking penalty
- Passive module, does not need to be activated (thus uses no cap)
- Benefits from high Shield Management skills
- Slightly improved passive shield recharge rate
Large Shield Extender II Cons:
- 25m larger signature radius. On cruisers, this is not insignificant and can be equivalent to ~17% more incoming damage for a Curse when fired upon by large (battleship) weapons.
- High Powergrid requirements
- Cannot be overloaded
Invulnerability Field II Pros:
- No boost to signature radius
- No hefty powergrid requirement
- Can be overloaded in emergencies
Invulnerability Field II Cons:
- Must be activated to function
- Uses some cap while running and thus can fail under heavy nos/neut (but then again this is a Curse we're talking about, so you may be able to mitigate that problem)
- Stacking penalized
Discoverer of the Original Missile Damage Formula |
Abdiel Kavash
Caldari Paladin Order Fidelas Constans
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Posted - 2011.06.24 02:42:00 -
[4]
If you are running in a fleet with logistics, you generally want resistances over EHP. Sure, you need a decent EHP buffer for the logis to lock you up, but after that your HP pool is meaningless. But every point of resistance reduces the incoming DPS and therefore also reduces the amount of work logis have to do to keep you alive. ---
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Das Fenster
Amarr Federal Express LLC
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Posted - 2011.06.24 02:44:00 -
[5]
Edited by: Das Fenster on 24/06/2011 02:44:51 Okay I had forgotten about the sig radius side effect from the extenders. Ill run with the invuln for a bit and see the how the diminished sig radius effects + increased resistance helps. Thanks for the input.
I generally fight solo or maybe have one other with me running logi so that makes perfect sense.
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ELECTR0FREAK
Eye of God
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Posted - 2011.06.24 03:02:00 -
[6]
Originally by: Abdiel Kavash If you are running in a fleet with logistics, you generally want resistances over EHP. Sure, you need a decent EHP buffer for the logis to lock you up, but after that your HP pool is meaningless. But every point of resistance reduces the incoming DPS and therefore also reduces the amount of work logis have to do to keep you alive.
^ 'tis a good point. Added to my list.
Discoverer of the Original Missile Damage Formula |
Tony SoXai
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Posted - 2011.06.24 03:05:00 -
[7]
Whichever one gives better ehp if you're solo.
Whichever one gives better resists if you're in a gang with logistics.
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