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How to ? : The fine art of tanking

Author
Kyan Anstian
Native Freshfood
Minmatar Republic
#1 - 2012-09-25 10:49:27 UTC
Hi, i'm a complete newbie, and i don't understand how you tank a ship.

I mean, okay i know you go in the fitting panel and all. But what should you fit ? I know that there are differents ways to tank, that can mostly be listed as buffer, active, and avoidance (not taking damage by kiting, speed tanking, orbiting under guns, etc.).

Problem is that i don't know how resists compares to actual hp. Is it best to have a good buffer/regen, or have better resists ? Is there some kind of balance to aim for ? How does EHP works ?

In what kind of situation should i favor resist over raw hp/regen, or the opposite ?

Thanks for your answers o/


PS : if i made some errors, it's because i'm not a native english speaker. Feel free to be a grammar nazi, i need to learn.
Belthazor4011
Battle BV Redux
#2 - 2012-09-25 10:59:30 UTC
Well this link should explain the basics. Because there are indeed many options to go with tanking its easier to discuss a specific race or even ship with you because most ships favor one kind of tanking over the other.
Idicious Lightbane
Garoun Investment Bank
Gallente Federation
#3 - 2012-09-25 11:08:57 UTC  |  Edited by: Idicious Lightbane
Generally speaking you will want resists over more buffer if you have logistics along, as their reps will be much more effective if you have high resists. You will still want a buffer so the logi's can start repping you before you die, but the emphasis is on high resists.
If you don't have logi along higher EHP will let you last longer even if your resists are lower.

Buffer and resists/buffer is almost always preferred in gangs, as when you're fighting another gang they will most likely be able to alpha you through your rep cycles.

Active tanking can be a good strategy when you are flying solo, and choose your fights so you can tank the incoming damage for a long enough period that the hp your reps add will most likely be more than if you fit a buffer. An XL-ASB tank is a great example of this as it will in most circumstances provide more hp than another buffer module would.

Edit for clarity:

This was refering to pvp, in pve you will always want an active tank high enough to tank the incoming damage.
Ireland VonVicious
Vicious Trading Company
#4 - 2012-09-25 11:30:12 UTC
Is this for missions? Solo pvp? Group pvp?

Need more details.
Barrogh Habalu
Imperial Shipment
Amarr Empire
#5 - 2012-09-25 13:07:13 UTC  |  Edited by: Barrogh Habalu
It's hard to explain since there are many things to consider (though try those articles, wherever you can find them).

I suggest you to get a fitting program, either EFT aka EVE Fittig Tool or PYFA. Play around with them and you'll be able to compare different fits. I started with google-ing existing fits to figure out why do people use them and how exactly they work (after flying for a few days with low-SP fits that can be found in EVE University Wiki... and not only there tbh).

Also, since I mentioned EFT and all... I'd like to suggest you to stay away from faction/deadspace/officer stuff. For now.
Kyan Anstian
Native Freshfood
Minmatar Republic
#6 - 2012-09-25 19:48:32 UTC
Thanks for your answers.

I may have badly expressed myself, i know what is tanking. I know their differences. I just don't know how to do it. For example, let's say you have a ship with 5 med slots and 2 low slot. It's obviously a shield tanking ship, altough it can be nanoed. But how many slots should you dedicate to tanking over these five mids ? In theses slots, how many do you dedicate to increased HP, and to resists ?

I'm confronted with a lack of proportions. I can't see the difference between "enough" and "lacking". And anyway what is the goal ? Should you aim for max EHP, or max resists, or max regen ? I think there is a balance to be reached between those, but i don't know how to recognize it. That's my current problem.

So i think i'm looking for a broad definition, not a particular context like missioning (where active tanking is king), solo pvp (where differents setups are viable), or group (where resists tend to be better with enough buffer to allow a logi to catch you).

Maybe it comes with experience, and then i should buy 50 rifters and go in low sec or in RvB. Well, i think i'll definetly do it someday. Hopefully sooner than later.
Zhilia Mann
Tide Way Out Productions
#7 - 2012-09-25 20:05:28 UTC
Kyan Anstian wrote:
I'm confronted with a lack of proportions. I can't see the difference between "enough" and "lacking". And anyway what is the goal ? Should you aim for max EHP, or max resists, or max regen ? I think there is a balance to be reached between those, but i don't know how to recognize it. That's my current problem.

So i think i'm looking for a broad definition, not a particular context like missioning (where active tanking is king), solo pvp (where differents setups are viable), or group (where resists tend to be better with enough buffer to allow a logi to catch you).


The problem is that there is no answer without context. Your ship, your friends (if any), and your enemies all matter to properly answer the question.
Goldensaver
Maraque Enterprises
Just let it happen
#8 - 2012-09-25 20:55:02 UTC
Kyan Anstian wrote:
Thanks for your answers.

I may have badly expressed myself, i know what is tanking. I know their differences. I just don't know how to do it. For example, let's say you have a ship with 5 med slots and 2 low slot. It's obviously a shield tanking ship, altough it can be nanoed. But how many slots should you dedicate to tanking over these five mids ? In theses slots, how many do you dedicate to increased HP, and to resists ?

I'm confronted with a lack of proportions. I can't see the difference between "enough" and "lacking". And anyway what is the goal ? Should you aim for max EHP, or max resists, or max regen ? I think there is a balance to be reached between those, but i don't know how to recognize it. That's my current problem.

So i think i'm looking for a broad definition, not a particular context like missioning (where active tanking is king), solo pvp (where differents setups are viable), or group (where resists tend to be better with enough buffer to allow a logi to catch you).

Maybe it comes with experience, and then i should buy 50 rifters and go in low sec or in RvB. Well, i think i'll definetly do it someday. Hopefully sooner than later.


Sounds an awful like a Hookbill, Hawk, or Caracal. I'll go over fits that I have for those later...

Personally, I have a "minimum standard", and a few "always" modules. I'm sorry, but I have to state a certain situation. In Solo/small gang pvp, you need a minimum of 2 modules in the mids, depending on ship. For PvP you can always assume that a point (warp scrambler or disruptor) are always needed, and a propulsion mod such as a MWD or Afterburner. After that, midslots become tank or utility. Tank can't hurt, but neither can utility. Depending on your ship/weapons, you may need a webifier to slow the target. Or you might want tracking disruptors to make other turrets (and soon to be missiles) ineffective against you. Depending on your ships size you want a 2 slot tank, or a 6 slot tank.

For lowslots, I'd not suggest using up more than 60-75% of your slots for tank.
For Midslots, I'd suggest capping at 50% of your slots for tank.

This is circumstantial.

I have a Hawk that has a web, scram, AB, and 2 M-ASB's. In this case, 40% of my slots are tank, but both rigs are anti-em rigs, and I have comparatively low EM/Explosive resists.

I have a Hookbill that has a long point, MWD, 2 TD's, and a free slot for whatever I think I need, be it a SeBo, or tank, or something else. It's a kiting fit made to keep away from the damage.

Hell, I've got a Cormorant fit with an Armour Plate in the low for tank, and no damage mods. Circumstances change, and fits have to be adaptable like them.

My PvE Carebear Raven fit has 4-5 mids dedicated to tanking, out of 6, with 1 XL-SB (it's an old fit), 2-3 mission specific hardeners, and a shield boost amp, and the last slot or two for a prop, TP, web, or Cap booster for WTF moments.

The general thing though, is that you'll have to adapt your fit for how you intend to fly the ship. Some can get by on 1 slot tanks, some need 5 slot tanks to succeed.
Cage Man
Fusion Enterprises Ltd
Fraternity.
#9 - 2012-09-26 00:19:02 UTC
The best thing any new player can do is join a good corp with the same goals as you, ie PVE, PVP, industry, etc. They will guide you and you will learn a LOT quicker. Sadly RVB is not that great a place to get advice\guidance for new PVP'ers. Maybe it used to be, but that is not the case now, my opinion anyway, experiences will vary I am sure.
Maybe look at Agony and eve uni to get some PVP experience\guidance.
I am sure DCM will pop his head at some stage and recommend FW also :)
Tarinara
Doomheim
#10 - 2012-09-26 00:59:03 UTC  |  Edited by: Tarinara
Well - let's see if maybe I can show some active/passive set-ups and maybe show some context by example. As a Raven is normally considered your a-typical active tanked ship, let's start with a perma-run active tank ( and this is just *one* way of doing it. Everyone has their preferred method/mods. Also all numbers quoted are for my 'Toon which flies the Raven. Your actual milage may vary. ):

[Perma-Run Raven]
[Low]
Capacitor Flux Coil II x4
Damage Control II <- not a *requirement*. this is just my own personal choice here

[Mid]
X-Large Shield Booster II
[empty med slot]
Adaptive Invulnerability Field II
Cap Recharger II
Shield Boost Amplifier II x2

[Rigs]
Large Capacitor Control Circuit I x3

The empty mid slot gets a mission/damage specific active hardener. The XL booster pumps out 1,071.31 hp/5s. It takes a lot of damage to break the shield ( think Angel bonus room ). The 'magic' happens through the 3 CCC's, cap recharger and the flux coils keeping you cap stable at 45%. You turn the booster on and forget it.

Next is a pulsed booster Raven:

[Pulsed Raven]
[Low]
Ballistic Control System II x3 <- for illustration purposes only. not relevant to your tank
Power Diagnostic System II x2

[Mid]
X-Large Shield Booster II
[empty med slot]
[empty med slot]
Adaptive Invulnerability Field II
Shield Boost Amplifier II

[Rigs]
Large Capacitor Control Circuit I x3

As before, the 2 empty mid slots get filled with mission/damage hardeners. You drop a Boost Amp in favor of the 2nd hardener to cut down the incoming damege. With this config the XL booster only pumps out 816 hp/5s *AND* your cap only lasts for roughly 2 minutes 25 seconds. The 2 PDS's add about 1,000 hp to your shield and of course adds their appropriate bonuses. The main thing with this set-up is you try to mitigate a larger portion of your incoming damage with the 2 hardeners and then use the shield booster ( sparingly ) as needed for the initial bursts of heavy incoming damage ( usually BS's in missions ).

Now for the passive side - we'll show a full-on passive drake ( boring and seen a ka-gillion times, I know. skip if desired ):

[Passive Drake]
[Low]
Shield Power Relay II x4

[Mid]
Shield Recharger II x2
Large Shield Extender II x2
[empty med slot]
[empty med slot]

[Rigs]
Medium Core Defense Field Purger I / Medium Core Defense Field Extender I ( in any combination/configuration )

As with the active tank, empty slots are filled with damage specific Shield Resistance Amps. In the case of the rigs: I've seen ( and done ) all kinds of configurations of the shield rigs. More extender rigs for a bigger buffer, more purgers for more regen. Depends on how you feel like running and what works for you. At least in a PvE world, the shield on this thing runs pretty much forever on L3's and I happen to use it on one L4 that has NOS/Neuting.

This is a set-up that one corp I was in used doing sleepers when I lived in W-Space:

[Dubya Drake]
[Low]
Power Diagnostic System II x2
Shield Power Relay II
Damage Control II

[Mid]
Cap Recharger II
Adaptive Invulnerability Field II
EM Ward Field II
Large Shield Extender II x3

[High]
Medium S95a Partial Shield Transporter

[Rigs]
Medium Core Defense Field Extender I x2
Medium Core Defense Field Purger I

I included the remote shield repper only to show partially why the power regen mods. We ran shield fleets and remote repped whoever was getting sleeper love. We ran with the EM hardener to help shore up our EM hole in the shield and the Invul to boost everything else. The DC II again just happens to be my personal preference. That was pretty much an open slot to use as you saw fit.

You can also take the passive drake set-up from above, swap out the passive resist amps for active hardeners and run that way. Some people like/learned to do it that way. *And* you can take a Raven, set it up with Extender/EM rigs and run it passively in the same manner as a drake.

Hopefully this some-what long list helps illustrate *how* you can tank, ways you can vary things and in the case of those Raven examples: actual numbers showing how the mods work together towards your final 'tank'.

edit: spelling failz
Velarra
#11 - 2012-09-26 16:30:54 UTC  |  Edited by: Velarra
Tarinara wrote:


[Perma-Run Raven]
[Low]
Capacitor Flux Coil II x4
Damage Control II <- not a *requirement*. this is just my own personal choice here

[Mid]
X-Large Shield Booster II
[empty med slot]
Adaptive Invulnerability Field II
Cap Recharger II
Shield Boost Amplifier II x2

[Rigs]
Large Capacitor Control Circuit I x3

The empty mid slot gets a mission/damage specific active hardener. The XL booster pumps out 1,071.31 hp/5s. It takes a lot of damage to break the shield ( think Angel bonus room ). The 'magic' happens through the 3 CCC's, cap recharger and the flux coils keeping you cap stable at 45%. You turn the booster on and forget it.

.....

Hopefully this some-what long list helps illustrate *how* you can tank, ways you can vary things and in the case of those Raven examples: actual numbers showing how the mods work together towards your final 'tank'.


Do you ever mix that above Raven in traditional pve encounters along-side something like a Naga? Or are you sharing it purely in the interest of mechanics examples?
Tarinara
Doomheim
#12 - 2012-09-26 17:22:04 UTC
I usually mission solo, so it's just the Raven. It was partially to illustrate how you can mix-an-match modules ( comparing it to the pulsed set-up ), but also to show one extreme of active tanking. That's been one of the cookie cutter set-ups for a Raven for years now. Your DPS output suffers because of it though, so your missions at least will take longer to complete. And the tank on that thing is a beast that way. I just did a Sansha Pirate Invasion last night - very touchy positional and aggro wise. You can blow your position somehow with that tank, pick up 2 BS groups shooting at you and that thing never even breaks a sweat. That's with the relevant shield skills at lvl5 and the resist skills at 4 BTW. And I only run a vanilla Raven and t2 mods tops - no CNR, no X-Type hardeners/boosters ( again: personal reasons for that. Blink ).

Hopefully what was apparent from the pulsed setup was dropping the cap regen mods in favor of damage mods ( 3 BCS in the lows plus a TP in one mid ) and an extra hardener. You loose the convenience of not having to worry about your shield to increase your damage output. You trade off one thing for another and see if the setup still works for you.

It comes down to how you actually like to play and what you feel comfortable flying. On some missions I won't use a pulsed and go with a perma-run. Too many moving parts to pay attention to with a pulsed and I'll usually end up either not paying attention to the shields until it's at the 'Oh CRAP!' point; or I click it on, start targeting new NPC's, running drones around and then look back after I've drained the cap. Ugh
Bugsy VanHalen
Society of lost Souls
#13 - 2012-09-26 19:24:59 UTC  |  Edited by: Bugsy VanHalen
Well I won't get into fits, but I will try to help.

You seem a little confused on what type of tanking different modules affect.

You are right about active tanking or buffer tanking. these are your two basic types.

Buffer tanking is the easiest to fit be it armor or shield. your ehp is your buffer. EHP is effective HP. this is basically your actual armor, shield, and hull, HP added together assuming your enemies will target the weakest resist.

There are two ways of increasing your ehp. raw buffer in the way of shield extenders, armor plates, and reinforced bulkheads. The other is by increasing your resists. Higher resists raise your EHP as more damage is absorbed.. A ship with 20% resists and massive raw HP can have the same EHP as a ship with 80% resists and a much smaller raw HP. Effective HP is the raw incoming Damage that is required to reduce your ship to space dust. Whether the damage is absorbed by raw HP or by resists does not make much difference. If you have logi or some sort of RR/shield rep on you resists are better as they will not only extend the life of your raw EHP but reduce the incoming DPS making it easier for the logi to keep up.

An active tank will generally also want high resists but has much less EHP(buffer) These ships rely on shield boosters or armor repairers(won't get into hull tanking at the moment) to repair the damage as it comes in rather than having a large buffer that takes time to burn through. For an active tank the higher your resists the easier it is the keep your tank full. A shield tank with high resists and a large booster can be more effective than a shield tank with low resists and a X-large booster. Both are still active tanks.

In PVP you generally want to buffer tank. That is get your EHP as high as possible, and generally unless you know the other side is in all amarr ships with lasers you want to omni tank. Which is having resists fairly equal across the board leaving no resist hole for them to exploit. This with either armor or shields using rigs, extenders, armor plates, shield or armor hardeners, etc. In PVP either the fight is over before your reps get a chance to cycle or the incoming DPS is much more than your reps can handle.

In PVE you generally will use an active tank. most missions and other PVE activity the incoming DPS is lower but the fight lasts a lot longer. new NPC will spawn as others are killed off keeping the DPS on you for a long time. In this situation a buffer tank no matter how big it is(usually over 100,000 ehp for a BS) will get worn down before the NPC's are gone. An active tank will repair this incoming damage as it happens keeping your smaller EHP from getting reduced. As long as you have cap you can continue to repair incoming damage. the trick is finding the balance between repairing power and how long your cap will last. This is different for every ship. Generally an active tank that is cap stable, (can continue to run nonstop without draining cap) will not provide enough repair to overcome incoming DPS in many missions and DED sites.

There is one more option with shield tanking, and that is a Passive shield tank. This is very similar to a buffer tank in that it has high ehp, but shields unlike armor will regenerate over time on their own. This regen is slow on most ships but a select few have a high enough shield regen that if it is enhanced can produce an effect much like a shield booster without needing cap to sustain it.

This is what the drake is famous for. The larger capacity a shield has the more HP it will regen as shield regen is generally a % of the over all capacity. There are also modules that directly affect the recharge rate of shields. The famous drake fit involves using 3 large shield extenders and a few active shield hardener (invulnerability II) modules, combined with shield recharge rigs and modules. It is easy even with low skills to get a drake up to 100,000 ehp with a passive shield recharge over 100 hp/second. Considering that an unmodified X-large shield booster I gives is 450 hp every 5 seconds, 600hp/5 sec for TII and 600hp/4secs for Caldari Navy X-large booster, having a drake with 100 hp/sec regen or 500 hp every 5 seconds is very impressive. With max skills I think you can get it close to 200hp/sec. A Drake can tank level 4 missions no problem, but has trouble applying enough DPS to clear the missions quickly.

There is also speed tanking, i.e. reducing incoming DPS by being harder to hit. But that involves far more skill than just fitting the right modules.
Apoctasy
GentIeman Bastards
Something Really Pretentious
#14 - 2012-09-29 15:02:59 UTC
Download EVE FITTING TOOL:
https://forums.eveonline.com/default.aspx?g=posts&t=24359

Import your character.

Win the game. No seriously, EFT is literally the single most important tool for the game
Roime
Mea Culpa.
Shadow Cartel
#15 - 2012-09-29 15:05:41 UTC  |  Edited by: Roime
Basics of tanking: Shield tank, unless you fly in a fleet with logi

Advanced tanking: Put at least one oversized ASB on everything

Thanks CCP

.

Kitty Bear
Deep Core Mining Inc.
Caldari State
#16 - 2012-09-30 14:05:23 UTC
a Tanking 101 guide

it's a little old, but should still be useful.