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Shield tank versus Armor tank: School me

Author
Argumentum ad Populum
Pator Tech School
Minmatar Republic
#1 - 2017-01-13 05:35:36 UTC
I've quickly learned that the first answer to nearly every EVE question is: "It depends."

I understand the difference between shields and armor (and structure). I understand how each of them is regained/repaired. I know that it's better to go "all in" on one rather than to try and do both.

What I'm not getting is how to determine which one I should be pumping up and why.

1) Is one preferred over the other for PvP? PvE? Why?

2) Do the different races get different bonuses for one or the other?

3) Do different factions lean toward one or the other for mission rewards?

4) What are the exceptions to the rules?
mkint
#2 - 2017-01-13 06:02:42 UTC
Strictly speaking, it doesn't usually matter. Sometimes a ship will have a thicker armor buffer or shield buffer, so that's sort of a nudge for a buffer tank (PVP tank that relies on ehp to delay death rather than active reps for long engagements.) Other than that, it's a competition for slots. Shields go in mid slots, armor goes in low slots. You have to decide which modules are most important to get your loadout to do what you want it to do, and which ones you can afford to sacrifice for your tank. Sometimes fleet doctrines will come into play as well that might drive an off-faction tank.

Every now and then you end up with off-faction tank that works well, especially with Minmatar, but generally it's gallente/amarr for armor, and caldari/min for shield.

As far as the nuances of using them: active shield tanks tend to have higher burst tank, but because of the cap costs a lower sustained tank, while an active armor tank will usually be cap stable. I believe an armor buffer tank will tend to require fewer mods to reach the ehp you might want, but the mods chew up a lot of fitting resources. Armor may tend to have lower agility, shields a bigger sig radius (and thus easier to hit in combat.) And most of these nuances won't really mean much to you as a rookie. ;)

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

YeuxVerts Belle
Royal Amarr Institute
Amarr Empire
#3 - 2017-01-13 08:16:27 UTC
Hi,

mkint already gave you some quite useful information. The basic choice is usually made by counting the number of midslots and lowslots available on the ship, along with any hull bonuses related to tank.

Argumentum ad Populum wrote:
1) Is one preferred over the other for PvP? PvE? Why?

No. It depends on the ship itself for PvE, and the fleet's doctrine for PvP and incursions.

Argumentum ad Populum wrote:
2) Do the different races get different bonuses for one or the other?

Amarr and Gallente favor armor, Caldari favor shield, Minmatar favor shield a bit but allows both depending on the ship.

Argumentum ad Populum wrote:
3) Do different factions lean toward one or the other for mission rewards?

No. Mission reward is strictly based on the success of the mission. Some people favor shield for missions because the ship is faster to align and the low slots are used to increase damage and damage projection. Even so, armor mission ships are not rare.

Argumentum ad Populum wrote:
4) What are the exceptions to the rules?

I've noted two exceptions only :

1- Ships that have more slots of one kind but want to use it for something other than tank. For example, the caldari scorpion is an ECM ship with a lot of midslots, but it's often seen armor tanked to use those many midslots for ECM. Oppositely, the machariel is an ship that is stronger with armor (because of many low slots), but it is often seen fitted for shield to go with shield incursions, because the low slots are used to increase damage and damage projection.

2- The other types of tank : signature/speed ('ceptors in particular), range tanking (e-war ships and snipers), hull tanking (orca, freighters). But even signature tanking and range tanking goes hand in hand with a more conventionnal tank.

The above message presents my opinions on the topic at hand. If there is a conflict between my views and reality, consider reality to be correct until proven otherwise.

Lan Wang
Princess Aiko Hold My Hand
Safety. Net
#4 - 2017-01-13 08:40:13 UTC
when shield slaves release shield tanking will be a bigger thing

Domination Nephilim - Angel Cartel

Calm down miner. As you pointed out, people think they can get away with stuff they would not in rl... Like for example illegal mining... - Ima Wreckyou*

Mala Zvitorepka
Karthen-Woight
#5 - 2017-01-13 09:17:19 UTC  |  Edited by: Mala Zvitorepka
For missions, you mostly use racial tank = shield for caldari and minmatar, armor for amarr and gallente.
Different npcs deal different damage, which can influence tank selection. If you fight sanshas (= anti-amarr npcs), they deal EM/therm and armor tank works better because you have good base EM resists. While angels (= anti-minmatar npcs) mostly deal exp/kin and here shield tank works better. This fits racial tanks nicely.

For solo PVP, I believe most fits use armor tank, because midslots are more valuable, though shield tank on kiters is viable.
For fleet PVP it depends on the fleet, both are used.
For PVP you need to omni-tank, generally. Kin and therm resists are usually more important than EM and explosive.
Hakawai
State War Academy
Caldari State
#6 - 2017-01-13 09:24:05 UTC  |  Edited by: Hakawai
You don't really know enough to ask the right questions yet.

I suggest you start by taking at look at the Eve University wiki, starting here:
http://wiki.eveuniversity.org/Tanking

You shouldn't read it all yet - just "cherry pick" at first. I think it's the most efficient way to get you to where you can ask the right questions.

Most of the information above is excellent, but, for example, I hope you noticed the distinction in mkint's post between active and passive tanking. Even where the choice between Shield or Armor tanking is easy, it's not the whole picture :)

Another "it depends" example that affects tanking choice is that most dps-enhancing modules are low-slot. That means, for example, that a Gallente droneship, most of which are "natural" armor tankers (more low than mid slots, better armorl HP and perhaps better resists for armor), might use up a lot of low slots with "Drone Damage Amplifiers" and find it makes sense to fit a "mid-slot" shield tank after all.

For a new player , the choices are basically:

  1. Go with simple fits for a month or so
  2. Do as other people advise, without necessarily understanding why
  3. Learn enough so you can make informed decisions- but no more, or you never get from studying back to playing :)


Of course you can wish there were good, simple answers, but in EVE good is rarely simple.

My impression is you're not comfortable with the first two, and you aren't going to get a good, simple answer about tank fitting. That link is one way to do the third option - but don't drown in the details :)
Ralph King-Griffin
New Eden Tech Support
#7 - 2017-01-13 09:38:30 UTC
Amarr favor buffer , gallente active armor.
Nothing strict about this it's just how some of the bonuses are handed out.
I have perfectly serviceable active armor Amarr boats and brick tanked Gallente so there's plenty you can do.
Kousaka Otsu Shigure
#8 - 2017-01-13 09:45:25 UTC
Surprised no one linked http://wiki.eveuniversity.org/Tanking..

- When you look at ship Traits, when you see tanking skills like 4% shield resists per level or X% armor repair cap reduction, then you play around those traits

- We (usually) don't mix armor and shield tanking on one ship cause you only have enough capacitor to run reps for one, usually. That and damage increasing modules are low slot modules and rigs.

- Shield reps gain hp at the start of the cycle, armor reps gain hp at the end of the cycle

- pvp tanking is usually buffer tank (highest possible hp, with ~med resists), pve tanking is usually 2 high resists (to match the enemy weapons systems, ex. lasers is Em/T) and a local repairer (usually cap sustainable at 3 minutes or so).

- Amarr and gallente are armor tanked, minmatar and caldari shield tanked... usually. Surprise your pvp opponent by
switching tank types, or go hull(structure) tank for that 'suprise muthafuka' feeling.

- There is a thing called range tanking, which is really just sniping enemies from afar. A combination of the Mobile Depot, a micro jump drive, locking range modules, weapons range extending modules, and a buncha damage increasing modules are used.

- Then there's signature tanking (dodging mechanics in other games) that is a combination of ship speed and ship signature, where instead of taking a full 100% damage, you lower it (think glancing blows in rpg) or avoid it completely. Frigates, small sig, good speed vs. Battleships, large sig and slow speeds.

Theres... alot of nuances to this topic, but read on! You're in the right track in playing eve! You're doing it right! :D

Archiver, Software Developer and Data Slave

Current Project Status: What can I make with these minerals?

Wombat65Au Egdald
R I S E
#9 - 2017-01-13 11:43:34 UTC
I'm going to add some more details, starting with "signature radius".

Every ship (and other shootable objects in the game) has an invisible bubble surrounding it. This is the ship's "signature". Any shot which hits the signature, hits the ship (or other object), causing it to take damage. The bigger the ship's signature, the easier it is to hit. You can see a ship's signature radius in it's "show info" stats.

Now let's look at "buffer tanks". This involves stacking as many hp's onto the ship's tank as possible For a shield tanked ship, this means fitting shield extenders which increase the number of hp's the ship's shield has. For armour tanked ships, fit armour plates.

Shield tanks don't add any weight/mass to the ship, which means there is no reduction to the ship's maneuverability/agility. Armour plates do add weight/mass to a ship, which does reduce the ship's maneuverability/agility. So far, it sounds like shields are better than armour, but adding more buffer to a shield tank does have a disadvantage, it increases the ship's signature, making the ship a bigger target that's easier to shoot at. Armour buffer has minimal effect on the ship's signature.

There are more ways to tank than just stacking hp's to increase the tank's buffer. You can fit resistance modules which reduce how much damage you take every time you are shot at. There are separate modules for shield and armour resistance, and also shield and armour "rigs" which increase your damage resistance. Very few ships have equal resistance to all types of damage (the Gnosis does and there might be a couple of others). The vast majority of ships will be more resistant to one or two types of damage, and have lower resistance to the other types of damage. it is not possible to get your damage resistance to 100% for any type of damage, the game is programmed to not allow that to happen. Your ship will always take damage, but with high damage resistance, for every 100 points of damage fired at you, that damage will be significantly reduced when it hits you. Increasing your damage resistance has minimal effect on your signature radius.

With a buffer tank, you rely on your tank having a lot of hp's for NPC rats or other players to have to chew through before they make your ship explode. With a resistance tank, it's the same general idea, whoever is shooting at you has to throw a lot of damage at you to grind down your tank. Both options give you more time to either blow them up, run away, or call for help, before your ship dies. Some people could argue that fitting for damage resistance IS a type of buffer tank, but I wanted to draw a distinction between adding raw hp's to a tank and fitting for damage resistance. It is possible to do both at the same time, you could fit a shield extender module and a couple of shield resistance modules at the same time, and the equivalent is also possible with armour plate and armour resistance modules.

While I'm on the topic of damage resistance, we can divide resistance modules into two main groups. Active modules which need to be turned on and use power from your capacitor, and passive modules which are running all the time and do not need power from the capacitor. The active modules will give you more damage resistance than the passive modules, at the cost of draining your capacitor, and the need to remember to turn them on when you are being shot at. The passive modules, you fit them and they are always running, there is no extra drain on your capacitor, but they give you less damage resistance than the active modules. There are separate active and passive damage resistance modules for shields and armour.

Another point to consider. Shields will regenerate over time. You don't have to fit any special modules for this, it's programmed into the game. If your shield takes damage and you win the fight or escape from it, you can just sit in space and your shield will slowly repair itself. Armour never repairs itself. you must fit and use an armour repair module, have another player use a remote armour repair module on you, dock in an NPC station and pay for repairs, or tether to a player owned citadel (most player owned citadels will automatically start repairing your ship for free a little while after you tether to them, no docking needed. This is something the citadel owner needs to turn on or off). There are modules that you can fit to your ship that increase your shield's passive regeneration, meaning your shield will repair itself faster. One disadvantage of using modules that increase your shield's passive regen is that those same modules also reduce your capacitor's rate of regeneration.

Here is a link to some fits for a Gallente Myrmidon battlecruiser. it has several fits that use passive shield regen modules in the low slots. http://wiki.eveuniversity.org/Myrmidon/Fittings

Note that the passive shield fittings shown there use Minmatar artillery weapons instead of hybrid weapons more normally used on Gallente ships. Minmatar projectile turrets (autocannon and artillery) do not need any power from the capacitor to work, hybrid turrets do. When you reduce your capacitor's ability to recharge itself, paying attention to how many modules you have which need power from the capacitor is important. Also note that while Gallente ships are normally armour tanked, it is possible to fit a viable shield tank onto many of them. the same is true for every other race, Just because Caldari ships are normally shield tanked, doesn't mean you can't armour tank them.
ergherhdfgh
Imperial Academy
Amarr Empire
#10 - 2017-01-13 11:53:29 UTC
Some really good info in this thread so far. I just wanted to add on a few points.

Range is a huge part of how much damage you take in many cases and thus range tank can be a thing. Caldari have several ships with range bonuses in one way or another but every race uses range to mitigate damage. Galentte and Amarr drone boats can also be very good at this.

Signature radius / speed tanking is also a thing that you should be aware of. I'll just leave it there for now you can look more into that on your own since it involves how you pilot along with how you fit.

Beyond that the base resist profile for pretty much all T1 ships has zero or nearly zero for EM on shields and zero or nearly zero Explosive resist on armor. As a result you typically don't want to use shield tank against races that do heavy EM damage and you don't want to armor tank against any race that does heavy explosive damage.

Want to talk? Join Cara's channel in game: House Forelli

Memphis Baas
#11 - 2017-01-13 14:16:39 UTC
Argumentum ad Populum wrote:
[...] to determine which one I should be pumping up and why.


1) Is one preferred over the other for PvP? PvE? Why?
If you're solo, whatever you want. If you're in a fleet, the fleet composition (what ships to bring) is at the discretion of the FC (fleet commander), and he/she typically has to arrange for repairs for the fleet, in the form of a logistics wing, so he'll likely decide shield logistics or armor logistics, and then the entire fleet has to match that decision.

2) Do the different races get different bonuses for one or the other?
Races have trends, but sometimes individual ships in a race's lineup are exceptions. The shields vs. armor decision depends on the slots on the ship: many mid slots = shields, many low slots = armor. Equal numbers, or lack of either = your choice. To fit a shield tank into mid slots, you may have to take out important modules like warp scrambler, afterburner/mwd, jammers / electronic warfare, etc. To fit an armor tank into low slots you may have to take out important modules like damage enhancers (gyrostabilizers, for example), cargo expanders, or various powergrid, cpu, or capacitor enhancers.

3) Do different factions lean toward one or the other for mission rewards?
Missions are given out randomly from a pool of available missions. A faction may have a slight preference for missions that send you against their local enemies (Caldari vs. Guristas pirates, for example), but you'll still see plenty of missions against (neutral) mercenaries, rogue drones, the other pirate cartels, and sometimes even against "spies", "slavers", or "terrorists" from the other empires.

4) What are the exceptions to the rules?[/quote]
Minmatar have more ships than the other races that offer equal numbers of low and med slots. Rather than "versatility" or "options", though, this typically results in Minmatar pilots being forced to train both shields and armor, and both missiles and drones, to take full advantage of their ship lineup. So, because the armor and shield skills also give you raw hitpoints and a little bit of resilience, it may be worth training both, even if only one of them is your preferred defense.
Argumentum ad Populum
Pator Tech School
Minmatar Republic
#12 - 2017-01-13 15:20:39 UTC
As always, thanks to everyone for all the helpful info! Tons of useful insights and lots to think about.

Hakawai wrote:
You don't really know enough to ask the right questions yet.

I suggest you start by taking at look at the Eve University wiki, starting here:
http://wiki.eveuniversity.org/Tanking

Thanks for the link, it's on my ever-growing reading list.

What are the right questions? Seriously, I'm not trying to be a jackass and I know that I don't even know what I don't know yet. Is it a matter of being more specific? Should I be narrowing my focus to a specific ship or a specific situation? (Or a specific ship in a specific situation?)

Hakawai wrote:
For a new player , the choices are basically:

  1. Go with simple fits for a month or so
  2. Do as other people advise, without necessarily understanding why
  3. Learn enough so they can make informed decisions- but no more, or you never get from studying back to playing :)


Of course you can wish there were good, simple answers, but in EVE good is rarely simple.

My impression is you're not comfortable with the first two, and you aren't going to get a good, simple answer about tank fitting. That link is one way to do the third option - but don't drown in the details :)

I'm moderately comfortable with the first 2. Lol

I'm not so ignorant that I think there are a lot of simple answers in EVE and I'm trying to ramp up to the point where I can start looking for a mentor/corp that can teach me more without feeling like I'm either a burden or just cannon fodder. But it seems like just following what others have done without asking 'Why?' could lead to problems further along.

For example: I already had already seen the terms 'range tanking', 'speed tanking', and 'signature radius' and some of the other things that people have mentioned here. I recognize that those are a bit more advanced than the baseline concepts of Shield-Armor-Hull. I left them out of my original post for that very reason. I figure that a firm understanding of the basics is needed before I move on to the more advanced parts of the game. If I simply copy a fit that I find through a web search or just blindly follow what someone tells me to do without ever getting to the 'Why?', isn't my foundation weak? Better to learn in a cheap frigate, right?

@ Hakawai: I just re-read that and I realize that I come across a bit confrontational. It is not my intent. I really appreciate your reply (and everyones). I am truly just trying to understand things so I don't make too many mistakes.

mkint wrote:
Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Maxim 37: There is no "overkill." There is only "open fire" and "reload."
mkint
#13 - 2017-01-13 17:54:49 UTC
Argumentum ad Populum wrote:
mkint wrote:
Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Maxim 37: There is no "overkill." There is only "open fire" and "reload."

Maxim 68: Negotiating from a position of strength does not mean you shouldn’t also negotiate from a position near the exits.

Let it be simple for now. A frigate can be a really complicated tank (relying on speed, range, sig, maneuvering, target selection) or it can be really simple (a shield booster.) For now fit your shield booster or armor repair to your frigate, then learn how to fly it so well that it can survive pretty much anything. Then step it up to a destroyer where the same fittings work but you have to be better at the tactics, and some new tactics become available (a la Maxim 34: If you’re leaving scorch-marks, you need a bigger gun.) A cruiser needs a stronger tank to begin with because of the inherent drawbacks of being big and slow, so people learning often try to rely on the fitting more than the flying, which I think is a mistake. Even the same tactics used in a frigate can benefit a battleship, if you do it right.

And remember maxim 54: The best way to win a one-on-one fight is to be the third to arrive.

Maxim 6. If violence wasn’t your last resort, you failed to resort to enough of it.

Argumentum ad Populum
Pator Tech School
Minmatar Republic
#14 - 2017-01-13 18:14:27 UTC
mkint wrote:
Maxim 68: Negotiating from a position of strength does not mean you shouldn’t also negotiate from a position near the exits.

Let it be simple for now. A frigate can be a really complicated tank (relying on speed, range, sig, maneuvering, target selection) or it can be really simple (a shield booster.) For now fit your shield booster or armor repair to your frigate, then learn how to fly it so well that it can survive pretty much anything. Then step it up to a destroyer where the same fittings work but you have to be better at the tactics, and some new tactics become available (a la Maxim 34: If you’re leaving scorch-marks, you need a bigger gun.) A cruiser needs a stronger tank to begin with because of the inherent drawbacks of being big and slow, so people learning often try to rely on the fitting more than the flying, which I think is a mistake. Even the same tactics used in a frigate can benefit a battleship, if you do it right.

LolLolLol

Are you accepting applications for the position of subservient lackey? How about boot-licking toady? You seem to speak my language (Schlock) quite fluently.

mkint wrote:
And remember maxim 54: The best way to win a one-on-one fight is to be the third to arrive.

This one seems particularly applicable to the EVE universe, along with maxim 30: A little trust goes a long way. The less you use, the further you'll go.
ergherhdfgh
Imperial Academy
Amarr Empire
#15 - 2017-01-13 22:28:29 UTC
Argumentum ad Populum wrote:

What are the right questions? Seriously, I'm not trying to be a jackass and I know that I don't even know what I don't know yet. Is it a matter of being more specific? Should I be narrowing my focus to a specific ship or a specific situation? (Or a specific ship in a specific situation?)

I can't speak for Hakawai on this but I will tell you how I read this and why I agree with him on it:

To me it was more of a qualifier just letting you know that some of the answers are going to be a bit simplistic and that while most of the advice given is true most of the time, if you follow any of it like gospel truth there are times where it will be poor advice. I would not so much focus on what the "right" questions are as I would just play around with it and get a feel for how it works.

In other words you need experience and focus more on gaining the experience than expecting to get answers that are always true because in Eve everything is situational. There really are very few things in Eve that are true all of the time. So it's not so much knowing the right questions as it is knowing the context and when to apply which answers.
Argumentum ad Populum wrote:

I'm not so ignorant that I think there are a lot of simple answers in EVE and I'm trying to ramp up to the point where I can start looking for a mentor/corp that can teach me more without feeling like I'm either a burden or just cannon fodder. But it seems like just following what others have done without asking 'Why?' could lead to problems further along.

We all started off where you are now. So don't feel like it's just you.

There are no simple answers in Eve but don't feel bad because most other games have some type of ideal method of doing everything, like best in slot gear and best spell rotation, or theoretical maximum DPS numbers etc... None of that exists here. But you should not feel bad about thinking the other way on this at first because that is more typical.

As far as feeling like a burden there is no limited or structured anything in this game. No queable PvP of fixed numbers of characters of the same level with similar gear score or arena ratings or whatever. You and a buddy could get into a fight with another pilot thinking that you have him out numbered only to have 5 of his friends jump into the fight and then you call in 10 corp mates from 3 systems over etc... The way that this works out is that Eve is typically a "the more the merrier" situation.

Also the learning curve on this game is steep and all of us have older players than us to thank for helping us out when we were new and are eager to pay it forward. In Eve all anyone really cares about is if you are fun to play with or not. It is really that simple.
Argumentum ad Populum wrote:

For example: I already had already seen the terms 'range tanking', 'speed tanking', and 'signature radius' and some of the other things that people have mentioned here. I recognize that those are a bit more advanced than the baseline concepts of Shield-Armor-Hull. I left them out of my original post for that very reason. I figure that a firm understanding of the basics is needed before I move on to the more advanced parts of the game. If I simply copy a fit that I find through a web search or just blindly follow what someone tells me to do without ever getting to the 'Why?', isn't my foundation weak? Better to learn in a cheap frigate, right?

Couple things here:
You need experience the only way that you are going to get it is through trying different stuff out. So go ahead and blindly copy the fits. Try it out and then dock and change something. Then try the adapted fit out and then dock again and try something else out. This is the only way that I can think of to actually learn it. So don't think that you need to know before you can try. Just try and eventually you will know.

Range tanking is something that can be combined with other types of tanking. It's not an all or nothing situation and as a newbie it's probably your best bet until you learn a bit more. You will need to fit a prop mod to control range and then maybe some mods to extend the range of your weapons and / or targeting system. You will definitely want to play around with range very early on.
Argumentum ad Populum wrote:

I just re-read that and I realize that I come across a bit confrontational. It is not my intent... I am truly just trying to understand things so I don't make too many mistakes.

I did not read it that way. I think most of us get that you are just trying to learn.

And again mistakes a.k.a. trial and error are the only way that you are going to learn. Don't try to avoid the mistakes just learn from them.

Want to talk? Join Cara's channel in game: House Forelli

Kousaka Otsu Shigure
#16 - 2017-01-14 06:03:36 UTC
http://schlockmercenary.wikia.com/wiki/The_Seventy_Maxims_of_Maximally_Effective_Mercenaries

Wtf, haha you guys are big time nerds! I like it!

As Ms.I-planted-my-face-on-the-keyboard-for-my-name has said, you gotta experience some of these fits because not everyone has the same Hull Upgrades, Shield Operation, or whatever skill levels that affect tanking. These small chips contribute on whether you can sustain your reps, or hold your AB and reps at the same time, or take multiple 400 damage at a time, etc..

Like when I'm missioning and im in my MJD Sentry Dominix or Rattlesnake, I know that I can't sustain taking Scourge(K) cruise missile hits from Guristas dealing 400~300 damage each with only my passive shield regen, for which I have very low skills supporting it and absolutely no modules to increase it.

I deal with it by:

1. Removing the damage dealing battleships, I lessen the total incoming damage. Very important.
2. Getting resists up, when it goes down to around ~100 damage per missile, my reps can handle it
3. MJD to put 100km between you and the enemy, the long range cruise missiles are delayed even more
4. Deploy Mobile Depot to change modules, while at range fit to max damage, if being overwhelmed fit resists and capacitors

This is my personal train of thought whenever I use this kind of ship. For me, who get socket disconnects and is far far away from the servers, MJDing around and using range is perfect.

One other awesome experience I had is that with the Tengu, getting hit by single digit damage notifications. Such a great ship..

When the test server gets its mirror done this January, hop into it and travel to Poitot (or whatever the test system is right now).

Archiver, Software Developer and Data Slave

Current Project Status: What can I make with these minerals?

Kitty Bear
Deep Core Mining Inc.
Caldari State
#17 - 2017-01-16 11:01:35 UTC  |  Edited by: Kitty Bear
Cant remember which way round it is but

one gives more hp per cap point than the other but cycles slower
active tank:
- one reps at the end of the cycle
- one reps at the start of the cycle

the only other difference is base resistances
both can be setup to permatank most pve content


edit
basic guidelines

if a ship has more midslots than lowslots - shield tank it
if a ship has more base shield hp than armour hp - shield tank it

other general generalisations
Caldari use shield tanks
Amarr & Gallente use armour tanks
Minmattar use duct tape

the above is not set in stone .. you can do what the hell u like with a ship
eg .. a shield tanked Dominix is a thing (and it does quite well)

for pvp
resistances are better than regen
max hp is better than regen

in pvp you can be the recipient of large amounts of damage over a very short timeframe (aka primary)
high resistances mitigate much of that damage
high hp gives a chance to survive it
reps are typically done remotely
Thursday Park-Laine
Queens of the Drone Age
#18 - 2017-01-16 11:35:57 UTC
I prefer armor tank ships for missions because shifting between tank and gank or different resistances is easier. The midslot shield modules can only be traded for more damage application but the lowslot armor modules can be traded for more raw damage. Once I feel comfortable flying a ship I switch from slow and save to fast and furious.
Demonspawn 666
State War Academy
Caldari State
#19 - 2017-01-16 12:05:58 UTC
Real men hull tank

The Dirty Rejects are recruiting!
Come play with me...... I like being played with!

TDR Recruitment

Gregorius Goldstein
Queens of the Drone Age
#20 - 2017-01-16 12:36:55 UTC
Demonspawn 666 wrote:
Real men hull tank


Shield Tank
Armor Tank
Hull Tank

(Sig Tank)
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