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Ignoble Son
3dge of D4rkness SoulWing Alliance
107
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Posted - 2013.03.27 05:22:00 -
[1] - Quote
TheBluBerry wrote:DJINN Marauder wrote:Take dmg mods off and put a pg upgrade maybe? damage mods go on high slots, so he can still keep them on and add the pg expansion.
No they don't a d no you can. If you want to run a survivable shield tank with a plaster on it you got to do it sans Dmg mods. |
Ignoble Son
3dge of D4rkness SoulWing Alliance
107
|
Posted - 2013.03.27 05:25:00 -
[2] - Quote
Rifter7 wrote:yeah but its a shield tank.. the whole point of going shield tank is so you can stack the hell out of damage mods..
Yes, for a rail fit, not blasters. |
Ignoble Son
3dge of D4rkness SoulWing Alliance
107
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Posted - 2013.03.27 05:32:00 -
[3] - Quote
Oops, I edited post # 17. Sorry about the first go around on that one. |
Ignoble Son
3dge of D4rkness SoulWing Alliance
107
|
Posted - 2013.03.27 06:38:00 -
[4] - Quote
Jason Pearson wrote:Idiots who don't know how to tank.
"Wahh you don't need more damage mods, more shields!" You have no ******* clue, quite obviously. Damage Modifiers increase the rate of fire by 95%, its a noticeable difference and also gives that extra 10% damage (If you run the top module), this is a massive difference when it comes to tank fights. DPS over Tank.
That RoF 95% is a typo actually only increases by 5%, as stated in the item description.
And why would you use a light extender that is only worth 700 HP when you can get 900 points EHP by using a passive resistance amplifier for -15% damage intake instead? Not only that but you have to recover the lost shield taken by damage, but you never have to recover the EHP from the passive resister.
Use passive resisters they are better in every respect and cost less PG. |
Ignoble Son
3dge of D4rkness SoulWing Alliance
107
|
Posted - 2013.03.27 06:52:00 -
[5] - Quote
Rifter7 wrote:stacking penaltys probably. third mod gets 50ish % so its only like 7% of 5000
not to mention the 100 and 89ish percent of the 2 originals get to buff 5700 hp.
Active mods do not work the same as passive mods. You would have to have both of your active mods going at once, and even then the second active mod would only be at 87% (not 50). While you are just running around with no active mods active, the passive is going to be at full power, which is 900 EHP that you never have to recover and costs you 0 PG. Trust me man this is the way to go. |
Ignoble Son
3dge of D4rkness SoulWing Alliance
107
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Posted - 2013.03.27 06:58:00 -
[6] - Quote
Well I stand corrected then. |
Ignoble Son
3dge of D4rkness SoulWing Alliance
107
|
Posted - 2013.03.27 07:19:00 -
[7] - Quote
Jason Pearson wrote:Ignoble Son wrote:Jason Pearson wrote:Idiots who don't know how to tank.
"Wahh you don't need more damage mods, more shields!" You have no ******* clue, quite obviously. Damage Modifiers increase the rate of fire by 95%, its a noticeable difference and also gives that extra 10% damage (If you run the top module), this is a massive difference when it comes to tank fights. DPS over Tank. That RoF 95% is a typo actually only increases by 5%, as stated in the item description. And why would you use a light extender that is only worth 700 HP when you can get 900 points EHP by using a passive resistance amplifier for -15% damage intake instead? Not only that but you have to recover the lost shield taken by damage, but you never have to recover the EHP from the passive resister. Use passive resisters they are better in every respect and cost less PG. I don't know man, seems a lot faster than 5%, either way it's amazing. Because stacking penalties, I've already suggested using two 15% Resistances, the extra light extender raises the eHP considerably due to the resists there already. I mean, three resists just wouldn't work out well.
Yah but only very seldomely are you actually using three resists at one time (remember you have to activate them). And even if the second resist is taking a hit at 87% that puts you only 13% off for a maximum of 20 seconds, with a down time of 20 seconds.
Also as I said before you never have to recover the lost HP from a passive resister as you would have to, through boosting with the extra shield extender. Equipping the light shield extender instead of the passive resister does nothing bust make your booster that much more inefective. |
Ignoble Son
3dge of D4rkness SoulWing Alliance
107
|
Posted - 2013.03.27 08:00:00 -
[8] - Quote
Jason Pearson wrote:Ah you're on about actives, yet posted about Passives.
Actives are great but they're two different tanks. See I prefer focusing on my movement, map and firing, Active Hardeners (And three at that) are just a nuisance.
I find two Passive ward amplifiers are enough, I run a tank with nearly 6000 HP with about 25% resists that are constantly on as they are passive and a converse booster, I don't lose them very often either and find that 25% is enough (What's that like 7500 shield eHP?)
How do you mean "movement". Do you use chaises?
I just created the build you suggested it works out to be 7914.24 EHP with a chaise and shield control maxed, and you can even equip a scattered neutron blaster to it. I'll give it a try and see how I like it. |
Ignoble Son
3dge of D4rkness SoulWing Alliance
107
|
Posted - 2013.03.27 08:04:00 -
[9] - Quote
Hum, also I was able to equip a proto booster rather than an advanced. |
Ignoble Son
3dge of D4rkness SoulWing Alliance
107
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Posted - 2013.03.27 08:09:00 -
[10] - Quote
Never mind I get what you mean buy movement now, your using a damage mod in your second low slot right? |
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Ignoble Son
3dge of D4rkness SoulWing Alliance
107
|
Posted - 2013.03.27 08:34:00 -
[11] - Quote
Jason Pearson wrote:Just to clear it up, yes I use a 10% damage mod in the low, by movement I meant actual tank placement, checking exit routes and such, that's something that seems to separate tankers aswell, by their ability to know when to move and such. But yeah, that's a lot of eHP and we can still fit a Proto Blaster to it ^_^
Thanx.
Like I said I'll give it a try see how I like it. |
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