
Korvus Falek
Syndicate Society Drop the Hammer
97
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Posted - 2014.11.09 17:25:27 -
[1] - Quote
Just a note, I logged in just to answer your questions. Feel special.
The amp skills affect only the amps, the passive modules. Not Invuls or DCUs.
The shield emissions is a reduction in the use of cap for remote reps on any ship. There is another skill specific to lowering cap use of local reps.
TSM 5 is still a bad idea; unless its been fixed stealthily.
There isnt one for the Invul field, its a flat rate. Add more of them for more effect, but reduced amount for any added past one. The shield resist skills used to affect the active hardeners specific to their type, but that was changed at some point (dont remember when) to only affect the passive modules.
Other stuff: The armor vs shield things are varied, as you mention. There are good and bad to that mass reduction skill. In a wormhole, you dont want to have too much variance in the mass of your fleet when jumping through. Makes the math difficult if everyone has level 5 or zero or in between levels.
Shields have an active general shield resist module, the Resist phasing module was added as somewhat of an equal to that module. Not really, but thats what I like to think =P
As for rigs, we only have the one that increases the amount of reps produced. The other one you speak of reduces the cycle time, which increases cap costs. Pick your poison =P Shields have rigs that reduce recharge rate, making for a stronger passive shield tank. Not to mention, shields regen comparatively to their totals, so the raw shield hp rigs help in that passive tanking as well as regular tank ability.
Going to your fittings, there are benefits and drawbacks to both tanking styles. Armor is usually slower, reps take affect at the end of the cycle, and usually have more utility in the mids. Shields have to balance between utility and tank, but are usually quicker and more agile against armor ships; which for the majority of them is good as there is a minority of missile armor ships; thus boosting the viability of out maneuvering the tracking of their guns. Damn long run on sentence. Anyways...
Hyrbrids use cap and you can most definitely be neuted to the point of not being able to fire them even with a cap booster. The layering skill has minimal impact overall for armor ships, to the point of really not being a determining factor in whether to use a plate or not. The phasing module does not take full effect until a few cycles have passed, so youre losing out on that initial tanking opportunity.
Shields actually have several modules to help in their tanking ability while under neuts. There are a few low slot mods that increase cap regen but reduce shield hp amount. Not good for a passive tank, but an active one its ok. And for rigs, there is one that reduces to the cap usage of all modules that require shield upgrades skill. There is even a skill that reduces the PG requirement of modules that need the shield upgrades skill.
To sum up my reply, you need more experience in EvE overall to fully grasp an understanding of its inner workings. Ill drop fits below that meet your needs in what you said above. Blasters, active tank, (web, point, prop mod) and medium sized ship (Im guessing since you said medium armor rep). Cap stability in pvp is overrated as well, unless youre using a Vengeance, then its likely you will be cap stable even with 1 small neut on you.
[Moa, Active PVP] Damage Control II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Magnetic Field Stabilizer II
Adaptive Invulnerability Field II Faint Epsilon Warp Scrambler I Medium Ancillary Shield Booster, Cap Booster 50 Fleeting Propulsion Inhibitor I Experimental 10MN Microwarpdrive I
Heavy Neutron Blaster II, Void M Heavy Neutron Blaster II, Void M Heavy Neutron Blaster II, Void M Heavy Neutron Blaster II, Void M Heavy Neutron Blaster II, Void M
Medium Anti-EM Screen Reinforcer I Medium Core Defense Field Extender I Medium Hybrid Burst Aerator II
Hobgoblin II x3 Void M x4000 Null M x2500 Cap Booster 50 x100
Tbh, I really dont like the ASB. The ships shield is rather thin, and at 180-ish dps tank, its not viable against several other cruisers, even some frigates. However, the dps output of 700+ unheated is pretty sexy and will melt face....If you can get in range lol..7 minutes of cap is plenty of time for a fight, with the mwd off that is. You have about 1 minute to get into range and turn it off before youre out though.
[Thorax, Active PVP] Magnetic Field Stabilizer II Damage Control II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Medium Armor Repairer II
Experimental 10MN Microwarpdrive I Fleeting Propulsion Inhibitor I Fleeting Propulsion Inhibitor I Faint Epsilon Warp Scrambler I
Heavy Neutron Blaster II, Void M Heavy Neutron Blaster II, Void M Heavy Neutron Blaster II, Void M Heavy Neutron Blaster II, Void M Heavy Neutron Blaster II, Void M
Medium Trimark Armor Pump I Medium Hybrid Burst Aerator I Medium Ancillary Current Router I
Valkyrie II x5
And in this fitting you need a +5% implant (if you have perfect skills). You do less dps (600-ish), have a weaker tank, but you have an extra web (not enough grid for a cap booster).
TBH, and IMO, both fits are pretty ******* ****** and will die. When using an MWD, I dont feel you should active tank (unless your ship has a strong capacitor like the vengeance assault frig).
There are a lot of little things that go with both shield and armor tanking and almost none of those philosophies have little to no overlapping views points on how the ships do things. Pick one you enjoy (I prefer armor tanking really) and go with that instead of min/maxing. |