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Onezen
The Scope
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Posted - 2008.02.25 09:09:00 -
[1]
Seems like I keep seeing T2 EANM's recomended over T2 active hardeners on a PvP ship build.
aside from one being passive and one being active, what's the advantage of EANM's II's?
It seems like I can get much better resists with T2 actives.
Specifically, I'm building a PvP Myrmidon with 220 Scout AC's and T2 med drones on her.
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Central Scrutinizer
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2008.02.25 09:15:00 -
[2]
It comes down to how many slots you can dedicate to hardeners.
You generally have plates, a DCU, damage mods, maybe a repairer. That usually doesn't leave room for you to use actives unless you accept holes in your resistances.
*signature removed - please email us to find out why (include a link) - Jacques([email protected]) |

Sokratesz
Rionnag Alba Triumvirate.
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Posted - 2008.02.25 09:29:00 -
[3]
If your compensation skills are good (lvl 4 or better), 2x EANM-II + DCU is often preferred over 3x hardeners, esecially on ships with alot of HP. Added advantage is that EANM'II dont use cap and dont have to be activated.
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Erotic Irony
0bsession
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Posted - 2008.02.25 09:29:00 -
[4]
the passives are nos proof, benefit from the compensation skills, and don't require micromanagement allowing you to focus on your mwd & rep and staying on targets
the corollary is the racials offer better single resists and can be overheated ___ Eve Players are not very smart. Support Killmail Overhaul
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Wet Ferret
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Posted - 2008.02.25 09:33:00 -
[5]
It's because with armor compensation skills trained up, two EANM2s provide nearly as much resists as having one of each type of T1 hardener. And at no cap cost!
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ThatCpp
Gallente Knights Of the Black Sun
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Posted - 2008.02.25 09:51:00 -
[6]
The main reason I use EANM II's is cos with decent compensation skills you could get by with 2 of those instead of 3xhardeners which saves you a slot for either damage mod or plate.
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Onezen
The Scope
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Posted - 2008.02.25 10:05:00 -
[7]
Man, I totally forgot about those compensation skills.
I had bought the books a month or so ago and tossed them in a corner of my hangar and promptly forgot about them.
D'OH!
thanks for the reminder gents.
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Riho
Mercenary Forces
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Posted - 2008.02.25 10:09:00 -
[8]
same reason why shield tankers use invuls instead of seperate hardeners more ---------------------------------- This is Me |

Cpt Branko
Surge. Night's Dawn
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Posted - 2008.02.25 10:10:00 -
[9]
Originally by: Onezen Seems like I keep seeing T2 EANM's recomended over T2 active hardeners on a PvP ship build.
aside from one being passive and one being active, what's the advantage of EANM's II's?
It seems like I can get much better resists with T2 actives.
Specifically, I'm building a PvP Myrmidon with 220 Scout AC's and T2 med drones on her.
Specifically on a Myrmidon (a tank ship really), the 3x T2 hardener + DC II +2x MAR II tank is very very good, because the Myrmidon doesn't really benefit too much for damage mods and it does give you a better tank against the more common damage types. Tri-hardening a Myrmidon is quite good.
Mind you, the hardeners also have the advantage that you can heat them (particularly if taking extra damage of a single variety, such as someone using hammer IIs/Ogres on you where you can heat the thermal hardener to get a so much better resist vs therm, for instance), which gives you more combat options.
However, given that the EM resists will be lowered next patch to 50% base, you might want to do the EANM tank anyway.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Sokratesz
Rionnag Alba Triumvirate.
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Posted - 2008.02.25 10:34:00 -
[10]
Thinking this over a little more, it appears that unless you know what you are gonna fight (pve..) or dont need damage mods (cap ships / drone boats) the single resist hardeners are seldom used. Makes you wonder if invul fields / eanm need a nerf in amount of resist given.
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Cpt Branko
Surge. Night's Dawn
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Posted - 2008.02.25 10:39:00 -
[11]
Edited by: Cpt Branko on 25/02/2008 10:39:45
Originally by: Sokratesz Thinking this over a little more, it appears that unless you know what you are gonna fight (pve..) or dont need damage mods (cap ships / drone boats) the single resist hardeners are seldom used. Makes you wonder if invul fields / eanm need a nerf in amount of resist given.
Well, the reason I'll use EANMs instead of hardeners on most of my ships isn't tank - with compensations to IV my tank IS noticeably worse then a tri-hardened one.
It's the fact that I must have at least one damage mod to do any noticeable amount of damage. Flying a Minmatar dual-damage bonused ship means you're not complementing the ship's role without at least one gyrostab II.
Furthermore, all the T1 armour tankers have three resist holes (and a not so awesome fourth resist after the new patch) which means they'd require dedicating four slots to hardening it all to a satisfying level. Which is six slots together with a dual-rep tank, and on many ships leaves no room for damage mods.
The T2 ships (with less resist holes) typically use hardeners to patch up the holes and maybe a EANM+DC II to top it off.
Basically, it's too many resist holes make hardening undesirable, in my view; the ships with less resist holes use hardeners (or, more specifically, a mix of everything which I assume is the desirable thing) just fine.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |

Sokratesz
Rionnag Alba Triumvirate.
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Posted - 2008.02.25 10:45:00 -
[12]
Keeping that in mind, it would be nice if CCP introduced a distribution in T1 resist like there is with T2: based on racial profile. Give race gets a given % of resist to distribute and this is done so based on racial profile.
For example, Minmatar T1 shield could(should) look like this:
EM: 40% THE: 40% KIN: 30% EXP: 10%
For '120%' total. Its easy to motivate given that EM and THE are their racial enemies and EXP is their own racial type.
Caldari for example could be rebalanced to this:
EM: 0% THE: 60% KIN: 20% EXP: 40%
Same reasons, THE is their racial enemy and KIN itself is their racial damage. This would bring some more variation to T1 resists when properly applied to both shield and armour according to racial profiles, and would make single resist hardeners a bit more useful as there will be more specific holes depending on race.
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Magazaki
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Posted - 2008.02.25 13:17:00 -
[13]
Originally by: Sokratesz ...
This distribution currently exists for armor, as a flat 10%. I think that introducing this for shields would be a rather good thing. The amount is something CCP could figure out.
There's also something else. The current system used for this is unbalanced at the moment, with Minmatar benefitting the most (60->70 EM = 25% reduction in explosive damage on all their ships) and amarr the less (10->20% EXP = 11.2% reduction in Explosive damage on all their ships.
If you added the same bonus on the shields, this would (pretty much) cancel out this imbalance, as the best resist on armor is the worst on shield and vice versa. (Minnies would benefit the most on armor but the least on shield, Amarr would benefit the most on shield the least on armor) -----sig-----
Originally by: Kaemonn:Signature
Originally by: kieron: off duty You dont have to swallow!
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