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Traze Cushranada
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Posted - 2008.06.23 17:29:00 -
[1]
The skills state that: To active armor hardeners: 3% bonus per skill level to Armor EM resistance when the modules are not active To passive armor hardeners: 5% bonus per skill level to Armor EM resistance
I do not understand what point it is to have the active hardener bonus come into effect when the module is not active. Is that a typo? Or is this skill really for people who passive tank?
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Equen
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Posted - 2008.06.23 17:30:00 -
[2]
The point is you still get a (small) bonus when you're out of cap.
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Traze Cushranada
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Posted - 2008.06.23 17:33:00 -
[3]
Thats it huh? Ok, thanks.
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Bronson Hughes
The. Conspiracy
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Posted - 2008.06.23 17:46:00 -
[4]
They are mainly for people who use passive hardeners. The bonus to active hardeners that aren't running is just gravy. -------------------- "I am hard pressed on my right; my centre is giving way; situation excellent; I am attacking." - Ferdinand Foch at the Battle of the Marne |

Venkul Mul
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Posted - 2008.06.23 17:55:00 -
[5]
Originally by: Bronson Hughes They are mainly for people who use passive hardeners. The bonus to active hardeners that aren't running is just gravy.
Note that it is not so small gravvy. At full Skill it is the equivalent of a ENAM (15%) when inactive, whit the added option to go active.
A ENAM with max skill get to 18,75%, so unless you go T2 or faction they are a good comparison with the ENAM.
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Calvin Okone
LSP Industries
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Posted - 2008.06.23 17:55:00 -
[6]
So this does nothing to help active tankers?
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Galliana Foresta
Fleeting Moments of Insanity
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Posted - 2008.06.23 18:18:00 -
[7]
Edited by: Galliana Foresta on 23/06/2008 18:22:22
Originally by: Calvin Okone So this does nothing to help active tankers?
Of course it does - it just doesn't help active active hardeners.
Active tankers use passive hardeners, too, you know.
HIRING|KB|PRESS
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Tenuo
Native Freshfood
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Posted - 2008.06.23 18:19:00 -
[8]
Edited by: Tenuo on 23/06/2008 18:19:42 It increases resistance of EANM with everyone uses ;)
Active hardeners have a 1% bonus when not activated, with max comp skills it becomes 1,25%. _______________________________________________________________________________ EVE Online: The Hand-holding Age The truth about balance is that it doesn't exist. |

Elhina Novae
Destruction Reborn CORPVS DELICTI
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Posted - 2008.06.23 19:55:00 -
[9]
Originally by: Tenuo Edited by: Tenuo on 23/06/2008 18:19:42 It increases resistance of EANM with everyone uses ;)
Active hardeners have a 1% bonus when not activated, with max comp skills it becomes 1,25%.
EANM II with max compensation skills: 22,5% resists
But active hardeners gets a "raw" 3% bonus, so at max skill, Active hardener not activated would give you 16% resistance Somebody set up us the bomb |

Istvaan Shogaatsu
Guiding Hand Social Club
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Posted - 2008.06.23 20:33:00 -
[10]
Originally by: Elhina Novae EANM II with max compensation skills: 22,5% resists
25% actually.
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Athamai
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Posted - 2008.06.24 03:46:00 -
[11]
It'll give you 1% per skill level to EANM II's resists. At max it'll be 25% as the other poster stated.(20% * 1.25 = 25%) I haven't had a use for passive single resist hardners.
Originally by: Traze Cushranada The skills state that: To active armor hardeners: 3% bonus per skill level to Armor EM resistance when the modules are not active To passive armor hardeners: 5% bonus per skill level to Armor EM resistance
I do not understand what point it is to have the active hardener bonus come into effect when the module is not active. Is that a typo? Or is this skill really for people who passive tank?
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Elhina Novae
Destruction Reborn CORPVS DELICTI
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Posted - 2008.06.24 04:50:00 -
[12]
Edited by: Elhina Novae on 24/06/2008 04:51:06 Edited by: Elhina Novae on 24/06/2008 04:51:00
Originally by: Istvaan Shogaatsu
Originally by: Elhina Novae EANM II with max compensation skills: 22,5% resists
25% actually.
EDIT: I need to go back too school Somebody set up us the bomb |

Rykanator
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Posted - 2008.06.24 11:46:00 -
[13]
Mate, its a great skill for ships that are very cap sensetive say smaller than BS amarr ship's if u use a Deadspace energised plate you can get some where between 55-60% resists on that module nice no? especialy when its not draining your cap like armor hardeners
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Calvin Okone
LSP Industries
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Posted - 2008.06.24 12:03:00 -
[14]
Yeah I was going to say then it probably would be better (if you have max armor compensation skills) to use specific passive hardeners along with an EANM II. So if I am fighting Serpentis I should use a passive thermal, and a passive kinetic + a EANM II? |

7shining7one7
Don Rico's Massive Rainbow Storage
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Posted - 2008.06.24 12:29:00 -
[15]
Edited by: 7shining7one7 on 24/06/2008 12:34:39 how to use eanms:
eanms cover 2 of the resists moderately while giving the ability to enforce 2 primary dmg types very efficiently, and without using cap to run active hardeners (which is actually quite substantial when firing guns, repping and mwd'ing and whatnot)
or to cover all resists on a previously equal but fairly low basis.
to use eanm II's properly, you really need the compensation skills maxed out, if you do not you do not get the resists high enough for it to be somewhat comparable to actives, and thus you should not do it.
how to use them is 2x eanm II's, then 2 regular energized II's 1 for each of the two primaries.
example: kin/therm tanking. = 2x eanm II, 1 energized kinetic II, 1 energized thermic II
or to do the omni somewhat subpar allround resists: 2x eanm II to cover the primary dmg types if they are allready high, and then 2 energized 1 for each of the low ones, which would be explosive/em.
from here you can go, dc II and armor repairer II, or no dc II and dual repper.
dc II adds a nice bit of extra resist and gives your hull vastly more strength, but it will then be a single repper fit.
if you need to cover 3 damage types while sacrificing the 4th somewhat, you can do 1 eanm II (not two, the stacking penalty will ruin your fit), and 3 actives, 1 for each type you want to cover. and continue as above.
eanm II's + energized were very cool pre nerf because if you had 7 low slots it allowed you to fit 2x eanm II's, 3 single resist energized, a dc II and a repper, and get all 4 resists around 80 or so in an omni fit. or go dual rep and skip the dc II or a hardener, and get it somewhat lower, but more armor repped per cycle to compensate.
since the em nerf, em resist don't get covered at all anymore, so you have to cover both the dreaded explosive 10%, aswell as the em.
as a result most people cover the explo that just rips them apart, and then enforce the allready strong ones, kin and therm. leaving EM pretty low, the lesser of two evils you could say, because enforcing the EM you would get pwned in a matter of half a minute due to the lack of explosive coverage.
as a result, many people have nowadays returned to active hardeners, in particularly the deadspace ones, due to the eanm + energized combo just not quite being able to get there anymore due to the resist nerf, so one might say that as you understand now, the 10% resist voided much eanm II usage radically, as opposed to active hardeners.
energized still has a moderate use, but since they even at maxed compensation give slightly lower resist boost than the actives, they fall somewhat short relative to previous where you could cram in a 80% omni fit with eanm + energized + dc II + single repper.
ofc most people do plates today anyways so..
that is why people argued against the 10% em nerf.. however one must consider all the factors including that amarr needed it, because granted did you fit a corpus x-type em hardener the em resist would be quite high indeed.
and so the nerf was good amarr got boosted, and now we just have to use moar deadspace stuff to achieve the same things, which isn't all that bad anyways. but t2 eanm and such kinda died with 10% em nerf, because you will allways have a very weak spot that the enemy can find if you use energized/eanm II's dc II combo.
where is eanm II's still useful?
command ships, hacs, and so on.. it is still quite useful on ships that have allready very high resists, you can make some nice fits if you experiment a little bit.
pve: excellent since you only have to cover 2 resists anyways, and thus don't need to use actives and can run a dual rep with significant less cap usage, or run a single rep far longer.
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7shining7one7
Don Rico's Massive Rainbow Storage
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Posted - 2008.06.24 12:54:00 -
[16]
Edited by: 7shining7one7 on 24/06/2008 13:01:36 i have all armor tanking skills maxed out, so i know what i am talking about, and i hope this helps you in understanding how to use eanms.
cheers 
protip: nowadays fit em higher rather than explo, bit of a gamble though cause if someone pours explo on you you'll fall down go BOOM, but then again, the way things are now, if you got weak em and you meet a fleet of amarrians, you are definately dead in a lazoromgwtfbbq melted sort of fashion.. so.. it's a tradeoff ;)
also amarrians are just pure sex against nano boats nowadays, plowing through the low em resists on the shields like a knife through butter.
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Elissianus
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Posted - 2008.06.24 15:16:00 -
[17]
Extremely useful post (2nd one above) 
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Calvin Okone
LSP Industries
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Posted - 2008.06.24 18:48:00 -
[18]
Thanks! This was some really good info. I have all armor comp up to level 5 except for EM - which I will begin training for in a month or so. |
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