To keep your ship alive in EVE, you must have a tank. You can do this two different ways. You can shield tank, or you can armor tank. To decide which one is right for you, take a look at your character’s skills. The two categories you’re going to want to look at are Engineering and Mechanics. If you have more skill points in Engineering, shield tanking is probably best for you. If you have more skill points in Mechanics, go with armor tanking.
When dealing with shield tanking, there are some skills to pay attention to. Every ship has resistances to the four damage types dealt in the Eve universe. There’s EM, Kinetic, Explosive, and Thermal. So, the four most important skills to have for shield tanking are: EM Shield Compensation, Kinetic Shield Compensation, Explosive Shield Compensation, and Thermic Shield Compensation. These skills boost your resistances to each type of damage. Some other important skills to have are: Shield Compensation, Shield Management, Shield Operation, Shield Upgrades, and Tactical Shield Manipulation.
Shield Compensation reduces the capacitor need for shield boosters, which is important because shield boosters take up a lot of capacitor power. Shield Management gives a bonus to your shield capacity, meaning more shield strength. Shield Operation is a crucial skill to have because it allows you to use shield boosters and other basic shield modules. It also gives you a bonus to shield recharge rate. Shield Upgrades allow you to use modules like shield extenders and rechargers.
Tactical Shield Manipulation is another very important skill to have because it allows you to use shield hardeners and it reduces the chance of damage penetrating the shield when it falls below 25%. Some other skills that will help you are: Energy Management and Energy Systems Operation.
Energy Management regulates your ship's overall capacity and gives a bonus to the capacitor's capacity. Energy Systems Operation allows you to operate your ship's capacitor, including the use of capacitor boosters. This skill also reduces your capacitor's recharge time.
Another important aspect of shield tanking is what modules you use. Each ship has a certain number of high power, medium power, and low power slots. When it comes to shield tanking, concentrate on the medium power slots. Modules such as shield hardeners, extenders, shield booster, boost amplifiers, and resist amplifiers are all modules that will be fitted on a medium power slot. Which ones you use are the key. You have to find a balance between how much your resistances are and how fast your shield recharges. Here is a list of all shield modules that will be useful to you:
Armor tanking is a bit different. Instead of focusing so much on shield strength and resistances, you look at armor strength and resistances. While shield tankers have shield boosters and boost amplifiers, armor tankers have armor repairers, but one thing both shield and armor tankers have in common is the need for CPU!
While shield tankers focus on Engineering, armor tankers are all about Mechanics. This is the skill category to take a look at when armor tanking. The most important skills to have for armor tanking are: EM Armor Compensation, Explosive Armor Compensation, Kinetic Armor Compensation, Thermic Armor Compensation, Hull Upgrades, and Repair Systems.
The first four are pretty self explanatory. They give damage resistance to each type of damage, just like in shield tanking. Hull Upgrades allows you to maintain your ship’s armor and install hull upgrades such as cargo expanders and inertial stabilizers. It also gives a bonus to your armor strength. Repair Systems is very important because it allows you to operate armor or hull repair modules. It also gives a reduction in repair systems duration.
Some other skills to have for armor tanking are: Energy Grid Upgrades, Energy Management, and Energy Systems Operation.
Energy Grid Upgrades allows you to install power upgrades such as capacitor batteries and power diagnostic units. It also gives a reduction in CPU needs of modules requiring the skill.
Energy Management and Energy Systems Operation are also used in shield tanking. Energy Management gives a bonus to your capacitor’s capacity and Energy Systems Operation allows you to use modules such as capacitor boosters.
Once you have the right skills, you need the right modules. This is where armor tanking differs greatly from shield tanking. Before we talked about different powered slots on your ship. Shield tankers concentrate on medium power slots. Well, armor tankers concentrate on low power slots. Here is a list of the most important modules in armor tanking. Armor hardeners, Energized plating, and resistance plating all give a bonus to damage resistance. Armor plates give an increase to your armor strength. Armor repair systems, are in my opinion the most important module in armor tanking. It allows you to repair your armor. Damage Controls give a bonus to resistances for shield, armor and hull.
Other important modules to use for armor tanking are: Capacitor batteries, capacitor boosters, capacitor power relays, capacitor rechargers, and power diagnostic units.
Capacitor batteries and capacitor boosters both give a bonus to your ship’s capacitor capacity. Capacitor power relays increase your capacitor recharge time at the expense of your shield boosting capabilities. But no worries, if you are armor tanking, you have no need for shield boosters. Capacitor rechargers boost your capacitor recharge rate and power diagnostic units give a bonus to your shield and capacitor.
So, as you can see, whether you’re shield tanking or armor tanking, you need skills and modules. Also, you need a strategy. There’s a way to defeat everything, and a way to protect yourself from everything. But, you can’t protect yourself from everything all at once. Modules and skills can provide a good tank but having a strategy can keep you alive when your tank might not. Always stay one step ahead of your opponent. But, with the skills and modules we’ve talked about, you have a good start on becoming an excellent shield or armor tanker. Fly safe!
I'm sorry, but the article is frankly horrible. It is shallow at best, incomplete in places and incorrect at worst.
First off, the kind of tank that goes on your ship is decided by the *ship*. You skill for the tank you want to use as part of skilling for the ship.
Resistance bonusses, bonusses to repair/shield boost amount and especially number of med (-> shield) resp. lowslots (-> armor) as well as special circumstances decide if the ship will be armor or shield tanked.
There are two ways to tank in general: active and passive.
Active tanking is defined by the use of shield boosters resp. armor repairers.
Passive tanking means to install shield extenders or armor plates alongsides resistance mods to create a buffer tank the enemy has to chew through. A special case of passive shield tanking is regen tanking, meaning you shorten the shield regeneration time such that you get a useful regeneration out of your shields, thus tanking incoming damage not only by buffering but also over time.
Active tanking (both shield and armor) and passive shield regen tanking is prevalent mainly in PvE situations and acceptable in small gangs, where incoming DPS (Damage per second) is relatively low and reppers resp. boosters can cope.
Passive buffer tanking is how you fit a large gang or fleet ship. There is no way (with very few exceptions of faction/faction fit ship) a subcapital ship can tank the damage output of even 3 enemy DD (damage dealers) (which is easily in the neighborhood of 800+ DPS per enemy DD BS or 500+ DPS per enemy DD HAC) so you want to have a chance to warp out, meaning you need a buffer to give you the time needed. Passive buffer tanking is useless in PvE situations where DPS is low but the exposure length is great.
Regardless of active/passive tanking, there's certain pro's and cons to shield resp armor tanking.
Shield tanking usually means faster ships, faster response from boosters (at the beginning of the cycle, not at the end like armor reppers). Shield tanks allow for full use of lowslots for damage modules. On the negative side, shield tanking means trading medslots between E-War capabilities, point, web, MWD/AB, ECCM and cap booster.
Armor tanking means trading lowslots between damage modules and tank as well as much longer response times on the armor repper module but allows for free medslots to install MWD/AB, cap booster, point, web, ECCM etc. Also, the shield is a welcome buffer that shows you when you start taking damage and should get out.
Due to the fact that all fleet ships can be acceptably armor tanked but some very popular fleet ships (namely amarr ships) can't be shield tanked (and still function in a fleet), the need for MWD, cap booster and sensor boosters in a 0.0 fleet mean that most 0.0 fleets are armor tanked (meaning they need only 1 kind of logistics).
Special note should be taken of remote rep (aka spider tank) setups. Here, every ship brings along a remote repper (usually only one kind because the entire fleet is tanked one way and usually armor tanked at that). The ship carries a little buffer and much resistances locally but no local repper of it's own. The idea is to survive just long enough for your fleetmates to lock you up and remotely repair you. Unlike local reppers, this kind of setup scales very well with increased gang sizes and is very viable in fleets of nearly any size - but also very difficult to pull off, especially in larger fleets.
Also, one should never mix shield and armor tanks. The reson is that overall, the ship will either tank worse than a single kind of tank or will be useless for anything else (or both).
Example ships by tanking type:
Shield active tank: Raven (because it's the mission runners ship of choice, PvE means active tanking and the Raven is a better shield than armor tanker)
Shield buffer tank: Fleet Rokh (because the Rokh is a great fleet sniper but a horrible armor tank. It's pretty much the only shield tanked battleship in nullsec fleets)
Shield regen tank: Nighthawk, Drake (because the natural shield regen rate on battlecruiser hulls makes for a great basis for a shield regen tank. The nighthawk especially has *one of* the best damage over time tanks out there if shield regen tanked)
Armor active tank: Hyperion (that rep bonus makes for a decent active tanking platform, especially for lowsec gatecampers)
Armor buffer tank: Abaddon (because the high base armor and the ships resistance bonusses make a great basis and the ridiculous power drain of the cap-unbonusses lasers means active tanking needs two capboosters)
Real pilots hull tank.
+1 Arc
I'm in complete agreement.
With all due respect to the article writer, if you don't know what you're talking about, you really shouldn't have written an article like this.
The fourth sentence will be painful to read for anyone that has spent any amount of time in EVE. The simple truth is (as theArcangel stated) that the ship is the deciding factor on what tank you use.
Where's the rating system for articles? lol
I don't want to insult the writer but this article is terrible. It's like it actually goes out of its way to be incorrect. A cursory search on google turns up much better results. And so everyone knows I'm not just being critical, I'll pick the article to pieces and point out where it goes wrong. I could pick apart the article's poor grammar and abuse of phrases like "shield strength" where they mean "shield hitpoints" but that wouldn't help anyone that had read it. Instead, I'll stick to correcting the most glaringly obvious errors and providing additional information. By the way, my name is Nyphur, I wrote the comprehensive Tanking guide in EON issue 2, I created the Tanking spreadsheet in 2005 and have run eve-tanking.com for years. I'm sort of an expert.
Paragraph 1 - "To decide which one is right for you, take a look at your character’s skills. ... If you have more skill points in Engineering, shield tanking is probably best for you. If you have more skill points in Mechanics, go with armor tanking."
That's a horrible approach to take, deciding which you should do based on what skills you already have trained. The decision on whether to armour or shield tank should be based on the ship you're flying. Caldari and Minmatar ships tend to be good at shield tanking while Amarr and Gallente ships are almost always better armour tanked. The big decider is number of slots available for the tank. Shield modules use mid slots and armour modules use low slots. Ships with more mid slots than low slots are much better at shield tanking while those with more lows than mids tend to be better at shield tanking. For example, since caldari ships have more shield hitpoints and more mid slots than low slots, they are better off shield tanked. But try shield tanking an amarr ship like an Armageddon with its 4 mid slots and it'll be much less effective than an armour tank on the same ship (with 8 low slots).
Paragraph 2 - "So, the four most important skills to have for shield tanking are: EM Shield Compensation, Kinetic Shield Compensation, Explosive Shield Compensation, and Thermic Shield Compensation. These skills boost your resistances to each type of damage."
This is just plain wrong. The shield compensation skills don't increase your resistances at all. They increase the resistance bonus given by PASSIVE shield resistance amplifiers - the ones that don't require capacitor (such as Kinetic Deflection Amplifier I) but tend to have lower resistances than active hardeners (like Ballistic Deflection Field I). They also increase the resistance bonus given by active shield hardeners but only while they're offline. That is of no practical use since when offline an active shield hardener only gives 1% resistance instead of its nomral 50%. The shield compensation skills are practically useless unless you're developing a completely passive tanked ship that doesn't have enough capacitor to run active hardeners. That is a very rare case.
Paragraph 6 - "You have to find a balance between how much your resistances are and how fast your shield recharges."
This is completely nonsense, you don't have to find some kind of balance between recharge rate and resistances. There are two types of shield tank - active and passive. An active shield tank involves using hardeners to increase the shield's resistance and a shield booster to repair any damage done. A passive shield tank involves increasing the shield's resistance as before but this time the shield booster is removed and modules that increase the shield's recharge rate are used. Some hardeners or resistance amplifiers and some shield Extenders in the mid slots and shield power relays in the low slots are your best choices here.
Shield recharges based on the same equation as your capacitor recharges, so it generates more hitpoints as the percentage of your shield HP you have left decreases. This peaks at about 32%, when your shield is regenerating fastest. As it drops further, the recharge rate sharply dercreases so if your shield gets below 25% while passive tanking, your tank has failed and you should get out of there as quickly as possible.
Paragraph 8-9 - "The most important skills to have for armor tanking are: EM Armor Compensation, Explosive Armor Compensation, Kinetic Armor Compensation, Thermic Armor Compensation, Hull Upgrades, and Repair Systems."
The first four are pretty self explanatory. They give damage resistance to each type of damage, just like in shield tanking. "
Ignoring the blunder on paragraph 7 where the writer said armour tanking was different and then went on to explain how it's exactly the same, this paragraph is again wrong. As explained above, the compensation skills don't directly increase resistances. They increase the resistance bonus given by passive hardeners (useful only when using passive hardeners) and by active ones when offline (essentially useless). For armour tanking, these skills are actually not worthless because armour has a nice module called the Energized Adaptive Nano Membrane I. This is a PASSIVE armour hardener that gives a bonus to all four armour resistances. The tech 2 version gives a 20% bonus and with all compensation skills at level 5, that bonus is increased by 1/4 to 25%. Not the biggest bonus, which is why people tend to train these to 3 or 4. The most important skills for armour tanking would be Hull Upgrades and Repair systems. Also note that a Hull Upgrades is needed to use armour modules like armour plates, resistance membranes and active hardeners. At level 5 you get access to tech 2 armour modules that have a significant boost over the tech 1 versions.
Paragraph x - "Other important modules to use for armor tanking are: Capacitor batteries, capacitor boosters, capacitor power relays, capacitor rechargers, and power diagnostic units."
Never use a power diagnostic unit with an armour tanked ship. They give a bonus to capacitor amount, capacitor recharge rate, powergrid, shield amount and shield recharge rate but they take up a valuable low slot. If you need capacitor badly enough to throw away a low slot that could be used for a hardener, use a capacitor power relay. Power diagnostic systems are primarily a shield-tanking module used by active shield tankers. Since capacitor power relays give a nerf to your shield boost amount, shield tankers can't really afford to use them in their low slots to generate more capacitor for their tank. Instead, they use power diagnostic systems because that increases their capacitor recharge rate AND gives them some shield hitpoints.
Paragraph y - "Capacitor batteries and capacitor boosters both give a bonus to your ship’s capacitor capacity."
They most certainly do not. Capacitor boosters are mid-slot modules you load with charges and activate to give your capacitor a quick boost. They provide no bonus to capacitor capacity, only allow you to "inject" charges into your capacitor. For example, a medium capacitor booster I can be loaded with 1 cap 800 charge or 2 cap 400 charges. When activated, the 800 charge instantly increases your current capacitor armount by 800 (and similarly the 400 charge would increase it by 400). These charges are quite big and are a limited resource, spares must be kept in your cargo hold.
The article should also have mentioned that Damage Control modules are not stacking penalised, so even if you have three hardeners buffing up a specific resistance type, it's still completely 100% effective. For more information on the "stacking penalty", do a quick google search. It's also the only low slot module that will increase shield resistances, making it a must-have for all shield tankers. The only thing good about this guide is that presumably the writer wasn't paid for it. Here are a few better resources:
http://www.eve-online.com/guide/en/g61_4.asp
http://wiki.eveonline.com/wiki/Tanking
http://www.allabouteveonline.net/Player%20Guides/A%20COMPREHENSIVE%20NEW%20PLAYER%20GUIDE%20TO%20TANKING.pdf
If I could give out my tanking guide from EON issue 2, I would. There's more to tanking in EVE than is covered in these articles and I think my EON guide was pretty comprehensive. Maybe some day I'll write up a new comprehensive guide for my website. I hope this reply has at least helped anyone that was confused by the original article.
EDIT: Looks like I was beaten to the punch while writing this post :). Hope people find it useful.
I'm just noting here. That if I have skills trained in engineering I be better of with shield tanking and so picking a ship that are fit to shield tank. As opposed to "only" look at the ship and then decide. That could mean that I pick a ship with armor tanking and doing so have to train other skills for that.
That is also a way to read that part in the article.
Let the skills decide shield/armor tanking then pick that ship that are made for shield/armor tanking respectively. What to look for in the ships are in the article after you have looked at what skills one have.
It still doesn't make much practical sense. The time it takes to train for a certain ship is huge compared to the time it takes to train the important shield/armour tanking skills to 4.
I just thought it was amusing that an article focused on tanking included a picture of an Intercepter.
I don't think it's a bad article, it's just a badly titled and badly focused one. While remaining informative it misses the thing it needed to explain the most.
It's like people here said, you plan your skills for the ship you have or for the ship you want to fly.
What? No mention about speed tanking?
It wasn't informative. It was blatantly incorrect on many MANY counts, abused phrases like "shield strength" instead of using "shield hitpoints" and didn't cover basic stuff that people would know after playing EVE for a week. It's like they went in-game, collected information from the various skill descriptions and somehow managed to make it WORSE. You can find out more info than was in this article yourself by opening the market to the skills tab. Any one of a dozen sites that pop up on a quick google (some I linked in a post above) explain all of these concepts correctly and simply.
This article does more harm than good for people looking for information. If anyone has read this article and thinks it's at least partly informative, I STRONGLY urge them to forget the whole thing and just read the links I posted. Not only are they much more informative, but they're actually correct and not just guess-work from someone who clearly hasn't played EVE for very long.
WOW... just.... wow...
I don't even know where to begin on how bad this article is. Please, if you're going to post articles to be used to help people learn to play the game do some research first.
1) You don't pick what type of tanking you're going to do based on your current skills... You pick it based on what types of ships you plan to fly. Minmatar and Caldari tend to be best at Shield tanking (though there are a few armor tanking minnie ships). Amarr and Gallente are typically armor tankers (though there are a few amarr ships which do well with a buffer shield tank rather than an armor tank)
2) Armor & Shield compensation skills do not directly affect your resistances. They, as mentioned by another poster, increase the resistance bonus given to you by passive resistance modules. If you use active resistance modules (hardeners) like the Invuln field and other dmg specific hardeners then the compensation skills are utterly useless. The *armor* compensation skills are of more use to armor tankers because they tend to use EANM's and other passive hardeners a lot more than shield tankers typically do. In either case they're one of the lowest priority tanking skills (armor or shield) that a player should worry about learning. They give marginal benefit for time invested and should only be trained to top out an already solid character build.
3) You should NEVER worry about a balance between shield hp and shield recharge (and same for armor) For PVE you should max out your recharge rate and worry less about total hitpoints. For PVP there's a fairly complex formula but it boils down to finding out what will help you last longest in a fight... more hp or more recharge... generally more hp wins on that equation but there are a few exceptions to that rule.
I hope anyone reading this and planning to play EVE pays attention to the responses to this article because if they try to follow its advice they will have nothing but problems in EVE.
In future please take the time to research articles before writing them.
A total misleading article.
Type of ships and the quantitiy of med / low slots -> modules -> skills required.
Best way to learn which ship is best for shield or armor tanking is by playing around the Eve Fitting Tool aka EFT.
IMO as a learning newbie, this article failed badly under the EvE standard.
i stooped reading after this
by that logic i have to tank a raven on armour because i got more skills on Mechanics
dear joanie spalletta if you want to make a article about eve-online pm several eve players and ask them to point out some things so you can make a accurate research ( or play eve 3-4 months )
kthxbye
I have to agree. With several years of play under my belt, it isn't the skills that make the difference, it's the ship. The ship will tell you how it needs to tank, based on it's available slots and its beginning resistances. The four shield and armor skills for compensation are useless to active tankers. I run a tough tank, but have these at lvl 1 or 2! They just aren't useful for an active tank.
It looks like anyone in this thread would be happy to write informative and in-depth articles. Ask away! We're all quite knowledgeable.
Armor vs Shield...........
Hmmm, now this is an interesting topic in of itself. As to the differences in either, I am going to have to say that no matter what you want, where you want to go and such, the first thing that you want to look at is where you want to be (carebear or pirate, transporter or mission runner, ect) and then work towards your plan for your ship. From there you can then look at the different types.
Both types of tanking have their pro's and con's as was stated previously in this post and is truly impossible to say which is better only because certian ways of tanking work for pvp and won't for pve and the other way around. Please if you want a good way of looking at everything just remember the basic word for all of eve PLAN, PLAN, PLAN.
I'm in complete agreement.
With all due respect to the article writer, if you don't know what you're talking about, you really shouldn't have written an article like this.
The fourth sentence will be painful to read for anyone that has spent any amount of time in EVE. The simple truth is (as theArcangel stated) that the ship is the deciding factor on what tank you use.
Where's the rating system for articles? lol
Agreed, please get your facts right before you try to distort them. This article is way WAY off.
I would suggest before posting additional articles about Eve that the MMORPG.com staff consult people who actually play Eve and have some idea of what they're talking about.
Aside from all the inaccuracies already mentioned, omission of speed and buffer tanking tactics and concepts makes this article almost completely useless for pvp. I would say remote reps too but that's a bit advanced.
before reading thru all the comments in this thread, i have to "wtf" at the first sentence... you don't decide you're going to shield or armor tank based upon you skills.
you decide way before that point, what type of ships you're going to fly, which race, multi race, etc... THEN, based upon the line of ships you're flying, THAT dictates what skills you need to fly.
if my skills lean towards shield tanking initially, but the ships i'll be wanting to fly give armor tanking bonuses; then, i'd have to be an idiot to train for shield tanking, or try to shield tank on that ship.
SOMEONE needs to be doing some fact checking on these articles. more and more they're making mmorpg.com look like a noob joke.
I read the first sentence and went WTF too ...
U realy dont decide via SP on what you will do ,shield ,armor or speed tanking,you decide it along with what ship you fly,for exemple im not going to armor tank a raven.
And what do you do if you fly minmatar ships,you only limit yourself to flying less then half since minmatar ships are mixed,some need to armor tank,some need to shield tank and some need to speed tank.
Id rather take advice from a newbie then this guide,sorry.
Tanking is for sissies.
Get up in their face and pew pew everything before they can kill you.
Disposable Catalysts FTW?
The OP deserves a bit of credit for trying, but like Arcangel says, the article is terribly lacking. It's commonly known that tanking is divided between active and buffer tanking, which in turn is divided in shields and armour based on the combination of your ship and skills. Not to mention that you don't always need a tank at all, because ewar, raw speed or raw dps can keep you alive instead.
1) Skip the original article.
2) Read theArcangel's post.
3) Profit!
I re-read it twice before replying with my thoughts, also read all the comments above.
The article wouldn't be that bad if it didn't have completely wrong information (Compensation Skills for example, but everyone else covered that above). If this was read by someone considering starting, or someone who has only been playing a short time, or (lol) someone who buys a character - it would be relatively informative and supply enough basic information on tanking to be worthwhile.
For those of us that have been playing EvE for some time - of course it's a slap in the face. I won't go into detail as that has already been done above.
Letter to the Editor: Come on! Anyone who has been around MMORPG.com for any amount of time knows posting an article about EvE is going to get views and going to be critiqued much more so than an article based on a different game. Sorry, but I feel you - the editor - have almost as much responsibility for the enraged fanbois above as the writer.

gl hf o7
Lets just chalk this one up to a Holiday hangover or perhaps just a hangover..
I don't recall Jon Wood, being or claiming to omnipotent, and anyting other than human..
That said, in the greatest respect, He is an EVE Noob, fresh off the EVE learning cliff, and I beleive you were pushed off by, hopefully, someone in a starter corp... If your in a player corp please let me know whom they are, I would like to war dec, and get few kills under my belt..
I'll join ya.
Yeah..as to on-topic, I second the idea of the article-writer consulting us before posting!
This wasn't written by Jon. It was written by the EVE correspondent - of which one of the requirements stated "Must be an active player and knowledgeable about your assigned game." Source
The errors shown in the article aren't merely down to opinion - they are fundamentally wrong, and that's what people are complaining about.
I bet right about now, Jon has his hand on his head and is wondering how to deal with this astounding fuckup. lol
I did not expect something like this from mmorpg.com ,all mistakes already pointed .Can we hope a fix to article
I was just going to point out the same thing with the compensation skills as Nyphur already did. I have been trying out the passive shield tanking versus active shield tanking for a while, and can honestly say that it was hard to read this article, which presented almost no useful information, and inspired me to post for my first time, simply to point that out.
Thanks to those that provided more intel on tanking. You are appreciated.
The OP deserves a bit of credit for trying, but like Arcangel says, the article is terribly lacking. It's commonly known that tanking is divided between active and buffer tanking, which in turn is divided in shields and armour based on the combination of your ship and skills. Not to mention that you don't always need a tank at all, because ewar, raw speed or raw dps can keep you alive instead.
That's like saying the kid who failed a class in school deserves credit for trying despite failing to the meet the standard. Or me telling my boss I should still get paid (IRL) if I fail to fix some broken piece of comms equipment because, hey, I tried.
This article doesn't just fail to meet the standard I'd expect the biggest non-game-specific MMO site on the internet to hold themselves to, it shows an obvious lack of any kind of research. The author asking anyone who's played Eve more than a month for feedback before posting could have improved this article to an acceptable level.
In response to the op's tthread......miners and traders are screwed if they have use thier skills to figure out thier Tanking skills LOL!! If...IF they train more industry skills than combat that is. LOL
Nah, Mael has one of the best tank amongst BS. And it's a shield tank... Yes, it's not a buffer but still shield.
He should of just check eve online forums. It had one of the most complete tanking guides of the game in it that i have seen so far. It is very informative and everyone should go check it out.
http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=319967
Link above to the eve online forum post.
What I don't understand is, with the wealth of information about different types of tanking in Eve on the net, how could anyone write such a poorly thought out article? I don't want to discourage people from writing guest articles, but please know at least something about your topic. This author knew just about nothing about the topic. Almost anyone after playing the 14 trial should have a better grasp of tanking in Eve than this author.
I know it is hard to review articles writtten by guests with so many MMO's out there, but this one was just so wrong in just about everything it is almost inexcusable that this slipped through.
I've never been one for posting on forums but this article, for a lack of a better word, made me sign up for account so I could say something. Nothing that is written in it is correct . I don't need to expound on it since others have already. I can't belive this discraseful pieece of trash is still posted.
When you pick correpondents please check how long did they actually played that game...especially for older mmos and not only the writing skills...
At this stage, the only question that remains is : when is this article going to be thoroughly edited ?
Bonus question : how long has the correspondent been playing EvE ?
While some of the Information is ok, and the spirit of this write good.
I have to agree with many here that the tanking type is decided by the ship first and foremost, then Skills.
Galente and Amar have primarily Armor tanking Ships
Caldari and Minmatar have primarily Shield tanking Ships (albeit Minmatar can be more flxible than others)
And engineering power related Skills is equally important to both Armor or Shield tanking, so to draw a clear Engineering=Shiled tank and Mechanics=Armor tank line, can be a bit misleading.
All in all, there is many skills involved to efficiently Tank in EVE, and one has to expect several months of gameplay before reaching the efficient levels.
Then again EVE is a very slow paced, long term Character leveling game (and while I know some may not like the term "leveling", EVE is a Level based game in my opinion, it is just that you don't see the number of your levels, but in essence, the longer you play the more skills you have and the more skills you have the higher your level is).
Whomever wrote this article never has played EVE in any serious way.
First off, there are TWO types of shield tanking, Active, and Passive. The vaguely described method here is the active one.
Also, which method of tank to use, Armor, or Active Shield or Passive Shield is determined by the SHIP and it's slot arrangements. More midslots? Ship is a shield tank. More low slots? Its an armor tank. Does it get skill bonuses to shield resists AND has lots of low and midslots? Then it can be a Passive Shield Tank.
The article also doesn't at all touch on other uses of tank, such as BUFFERED armor tanks which are commonly used on battleships, that don't have any local repair, but use remote repair from other fleet battleships to maintain tank, nor on DOOMESDAY tank. The author clearly has never left highsec nor pvp'ed.
I question if they ever left the station.
I am indeed surprised that this article was published too, because it has so many errors in it that, even though many ppl posted about it before me, they still missed the one written in the very first line:
"To keep your ship alive in EVE, you must have a tank."
It is basically incorrect, and gives a completely wrong POV on EVE to start with.
By what the Author says, she means as "a tank" only a way to increase your ship's armour or shield hitpoints, resistances, and repair/regeneration capabilities, and that's at least incorrect, since there are other types of "tank" which she didn't mention, and don't mean you do anything to your armor or shield. The first ones that surface to my mind are:
- speed tank (you go so fast that your tranversal prevents guns to track you, and missiles explosion velocity isn't enough to hit you)
- EW tank (shutting out an enemy's targeting ability with ECM, or cutting down his targeting range with damps, or lowering his gun's tracking/range with tracking disruptors... the enemy simply won't do damage to you anyhow)
- gank tank (you do so much damage that your enemy hasn't even got time to land a couple hits that he's already burning... a bit extreme?)
- hull tank (it's somewhere between fact and legend... often going together with gank tank... for tough guys only!
)
On the other hand, "to keep your ship alive" you have other means, including:
- not engaging enemies/slipping through their hands (using warp core stabilizers, speed, cloak, whatever...)
- distance, AKA being out of enemy's range (snipers usually have no tank, stealth bombers too, etc)
- being in Empire without wardecs, not going to belts in 0.8 and below and avoiding combat missions (well you still could meet one suicide ganker, but then you probably have something he wants and should have actually fit a tank)
It's maybe a bit harsh to shoot on the article writer as she could have played EVE for a while and written the article with the best intentions in mind, but the problem with this game is that it's very complex, and has so many sides that also long term players don't usually make definitive sentences on it, but mostly use "could be" and "AFAIK" as common interpunction in their talks... so this could be a case of excessive enthusiasm on her side, writing an article a bit too early about such a difficult and vital EVE topic.
I'd humbly suggest the author or the MMORPG staff to put offline the article and ask one of the previous posters (who have a lot more experience than me) some advice to correct it and maybe transform it in a series of articles as it should actually be.
It reads as if the writter had "borrowed" someone's character then had to ask a few questions in order to play and simply tried to rewrite how they were told to use the character. The write up is close to how you would explain the game to someone who's never played but has access to a developed character, but even then it's horrible.
Anyone following that "shield vs armor tanking" guide (?) would end up hating the game since nothing would make sense from what they thought they knew.
Garbage - dump the ficticious guide and have someone knowledgable write it.
p.s. no mention of Transversal Velocity!?!? I mean, it is supposed to be about Tanking...
seriously, it doesn't matter. i've only been reading the correspondent articles for eve and coh and they seem to be equally hit and miss... you MIGHT get some really basic information from an article that isn't totally rubbish... but don't hold your breath on it.
i'm skeered to look at the correspondent articles for other games... if they follow this trend, they'll either be useless fluff, or totally incorrect babblings of someone who proclaims themself to be an expert but is lying, or just an eternal-noob.
stop the madness already.
I felt so bad for people having to read that article that I felt compelled to start a series of articles on tanking. Part 1 is a bit of an intro and talks about armour tanking. Part 2 will look at shield tanking and I think part 3 will cover alternative tanking techniques like speed tanking, outranging enemies etc. and tips and tricks (haven't decided yet). Hope you like it!:
http://www.massively.com/2009/01/05/eve-evolved-the-art-of-tanking-armour-tanking/
Well done Nyphor, excellent article. The big problem with short articles on tanking in Eve, you are just scratching the surface of the topic, but you get too in depth and you lose most of your readers.
True enough. I was going to do a single article on shield vs armour but decided to go for a multi-part guide. As a general rule, I limit multi-part guides to two or three but it's really a matter of trying to fit all the material into as few posts as possible. There's a lot to tanking that it's hard to fit it all in. After trying to find links for my earlier post here, I realised there was a distinct lack of good public guides on tanking. My own tanking guide wasn't anywhere but EON issue 2 so I decided it was time to make one everyone can see. Writing for massively affords me that opportunity nicely, which is why I love writing my weekly column there.
WOW! I feel bad for the writer of the article.
I really hope this site gets someone better at writing helpful articles on Eve.