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Upde
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Posted - 2007.06.18 20:56:00 -
[1]
Currently i run L3 missions in a drake with a pretty nice shield tank. I have been thinking of cross training into Gallente ships, but I think you need to armour tank those. So I am not really up to speed on what skills I should be training in order to do that well. Any chance that someone could point me in the right direction of what I should be looking at ?
I have mechanic 3, hull upgrades 3 and repair systems 3 so far, which I assume are needed, but now I am not sure what other skills I should be training up to supplement these ones
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Mona X
Caldari C0VEN
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Posted - 2007.06.18 21:57:00 -
[2]
That's pretty much everything. You could train also EM/thermal/kinetic/explo compensations for some bonus with passive hardeners (EANMs).
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Upde
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Posted - 2007.06.18 22:30:00 -
[3]
Ok, been looking at the mechanic skills and I have seen one called remote repair systems. Is it worth me picking that one up and training it to at least 3 aswell ?
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Krissam
Caldari Danish Space bees
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Posted - 2007.06.18 22:43:00 -
[4]
you can't remote armor repair yourself... it's a skill meant for supporting the tanking gang member by repping him
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HayesDuSid
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Posted - 2007.06.18 23:09:00 -
[5]
You definitely want hull upgrades 5 (more armor is always good, and I believe you need 4/5 for most of the t2 modules that make armor tanking viable instead of shield tanking)
After that repair systems 4 (t2 reppers are much more useful, like most t2 modules, and lower rep time while means more hp/sec restored)
All the compensation skills to 4, because you need them if you want to use passive hardners. And with armor not having a natural regen, its actually more important to use passive hardners than one might think.
Armor rigging 3 is a good plan, if you think you could use armor rigs, most likely though you are going to use energy rigs.
Speaking of energy, get energy system operation 5 and energy management 4. You definitely need them. Sorry if all this seems to require high levels of things, but level 5 of ranked one skills require maybe 6 days (assuming terrible attributes) to train.
The skills here wont even take 3 weeks to train (by my estimates, and assuming you havent trained your learning skills to 5 for the basic ones and 4 for the advanced).
Even if they dont specifically help you right now, you want these skills IMO. Theyre always useful. (So is energy grid upgrades 4, since I KNOW you are going to be fitting capacitor power relays and cap rechargers on the ship, might as well make it use less cpu and be able to fit t2 versions)
Best of luck Upde.
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Msobe
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Posted - 2007.06.19 02:11:00 -
[6]
All the advice you got already is sound.
If you want just the basic armor tank, mechanic, hull upgrades, and repair systems are all you need. Minimum 4, 5 being better, and not that long of an investment. If you go this way, you'll be using active hardeners. For missions a common way to go is 3 hardeners, doubling up on the resist that is weakest, or your rats' primary damage type. Hardeners do take cap, but give much higher resists to targeted damage types than passive mods, until you get into armor compensations.
Training the armor compensations lets passive mods come close to active hardeners in their effectiveness. They add 5% to the passive mods resist bonus (not 5% to that mods resist) per level. (IE, if the mod has a 20% EM resist bonus normally, and you have the EM compensation to 5, the mod gives you 25% EM resist, not 45% as you might guess if you don't know better.) Omni tanks (energized adaptive nano membranes and their ilk) can give you the flexibility of no cap use while boosting all resists. They are mediocre without skills, but become very very handy once you have them trained.
For a new armor tanker, you're probably best hitting the basic skills until they are where you're comfortable, and use hardeners while you decide if you want to spend the time training the compensations up to 4.
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Lynal
Gallente Peregrin Avionics
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Posted - 2007.06.19 10:56:00 -
[7]
Originally by: Mona X That's pretty much everything. You could train also EM/thermal/kinetic/explo compensations for some bonus with passive hardeners (EANMs).
you'll also need energy management V and energy sys ops V so you have the cap capability to run your reppers and hardners for more than half a minute.
the compensation skills really only shine for passive mods, such as EANM II... they don't provide any benefit to hardners when activated... sooo, for pvp the compensation skills are great, but for pve, where hardners are generally considered better than passive mods, they're not so great.
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Lynal
Gallente Peregrin Avionics
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Posted - 2007.06.19 10:59:00 -
[8]
Originally by: Krissam you can't remote armor repair yourself... it's a skill meant for supporting the tanking gang member by repping him
its also kinda useful if you fly a drone boat... saves you the trouble of doing the scoop manuever... not to mention that in a drone boat every time you scoop a drone to save its shields, you lose a big chunk of dps while that drone is heading home, in your bay, and heading back out to your target.
but you are right... as far as tanking... remote repping is not so much needed.
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vostok
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Posted - 2007.06.19 17:28:00 -
[9]
Edited by: vostok on 19/06/2007 17:29:25 for a basic armour tank at a BC level you will want: hull upgrades 4 - hardeners repair systems 1 - med repairer (higher the better) mechanic 1 compensation skills 3/4 - IF you use passive hardeners
for tech 2 tank you will need: hull upgrades 5 - hardeners repair systems 4 - T2 med repairer mechanic 1 compensation skills 3/4
edit: capacitor skills of course help LOL best get those to level 4/5 and remember that the 5% decrease in recharge time for the rank 1 skill gives a bigger boost to rate than the 5% increase to capacitor
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