How Armor Tanking Got Its Groove Back: The AAR and You
I’ve been partial to armor tanking since I first got into Eve. Part of it, from a very very mild RP perspective, was that shields don’t make any f*cking sense to me. Even in other Sci-Fi arenas (granted, I’ve never really been a big Trekkie), the idea of “putting up the shields” just came across as magic space-mojo nonsense. What exactly is a shield I ask my imaginary space-nerd trekkie friend? “Oh, well, you know, obviously its a, err- (adjusts glasses) projected focused energy source that err–(coughs uncomfortably) acts as an energy buffer for the, uh, spaceship”. Fantastic; again, all I get is space-mumble-jumble nonsense that I couldn’t even try to attach pseudo-science to.
Armor tanking on the other hand, I could always get behind. Its a tangible real thing, and I can wrap my head around it; insanely gigantic metal plates stopping insanely gigantic metal bullets? Yep, makes sense to me.
So with all the love and attention that shield tanking received over the past 6 months or so, I started to get pretty excited when CCP Fozzie started dropping little hints here and there about possible changes/buffs to armor tanking, which finally culminated in glorious nerdgasm here:
Lets take a look at what this will mean for active armor tanking fanboys like myself (Note: I should mention that all math below is based on the equation of “tankable DPS = hitpoints-per-second rep amount x (1-average resits)”. Resists are negative so for instance, 75% resists are 1 minus -.75, which is 1.75. Inquiries to the #tweetfleet and elsewhere on the “hp/s-to-tankable-DPS” equation yielded mixed answers, so I’m sure I don’t have to ask for someone to vehemently correct me if I’m wrong here ;) ).
Exhibit A will be a triple-rep Myrmidon. Currently, a Myrm with a standard DC, 2 EANMs, and three medium armor repairers tank in the lows, complimented by 2 medium nanobot accelerators and one medium auxiliary nano pump for rigs, puts up a pretty impressive burst-style 1,185.62 DPS tank; overheated, that goes up to a ridiculous 1,534.23 DPS tank. Now if you want to get downright silly, top-skilled Legion boosts and +6 implants will get this up to an absurd 2,585.45 DPS tank, or (wait for it) 3,346 DPS over-heated. Sweet tap-dancing Hilmar.
Now, lets gaze into the crystal-ball of awesomeness and take a gander at the future, incorporating the new Ancillary Armor Repairer. These will come out with a built-in “one per ship” fitting restriction, but as Fozzi points out in his post, that doesn’t stop you from fitting one in addition to normal armor reppers. Now lets take a look at those Myrm numbers again, assuming the stats published are what we see in-game, and swapping out one medium repairer for one AAR (also assuming I’m not terrible at :math:).
At a base, the AAR while not loaded with cap boosters will have 3/4ths the rep amount of a T1 repper; loaded, it will have 2.25x that of a standard t1. That now gives our boosted and implanted Myrm a 2,208.41 DPS/ 2,715.41 DPS heated tank while unloaded, and while loaded, an 3,178.09 DPS tank or 3,685.06 DPS overheated. For comparison, that’s more than a standard dual-rep Megathron can boast under the same conditions (although you can be sure that Mega will way out-last your own damage mitigation as well as WAY out-damage you).
The downside of course is a very long reload time, but, like the ASB, what this will encourage and require is a higher situational awareness of the fight you’re in: when do you need that extra burst and when can you maintain with just your two standard reppers while the AAR reloads? This will require a whole different mindset for traditional armor tankers, even if you’re used to active reps, but especially for the “blunt-object hunk-of-metal”-style tankers out there.
I’m definitely excited about what these new fits this will open up, and can’t wait to get a Sisi build of them going to mess around with.
Edit: Again, let me know if that equation is wonky, but regardless…wow.