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Shield Modifers

Started By:
Rellimie, Fri 26 Jul, 2019 2:21 AM
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    #1
    Simple question

    Ground:
    Cap2 or ReAll (other modifiers are [Cap]x4)

    Space
    Cp/Rg or ResAll (other modifiers are [Cap]x4)

    Thanks!
    Rellimie
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    #2
    What Shields are you using?
    Bridger
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    #3
    What Shields are you using?
    Currently using the Disco shields both space and ground.
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    #4
    Currently using the Disco shields both space and ground.
    From what I have been playing around with it seems that Reg and Cp/Rg are the way to go with what limited testing I was able to do but I only tested a few Space Shields and have not done anything on Ground.
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    #5
    There is no way to re-spec all ground rep shields yet, but the 2 that can, capx2> resallx2> cap> resall.

    Reason: Ground shields have high recover in regen when unharmed for 3 seconds.



    For space is similar: cp / rg> resall> cap> reg

    Reason: In both scenarios the shield is important to diminish the impact of damage (no matter what type of shield), if you follow resall it will decrease the impact as well, but only energy damage ... so I let you decide what kind of damage it hurts your ship, kinetic, physical, radiation or energy. (if you answer kinetic then my tip is right)

    For space there is still a trait called: Automated Protomatter Conduits which has a regen per second (different from the ship which is six) enough to leave your ship with shields maximized at critical times,

    But some rare shields u can get resall w/o need the shield be epic, when it happen i recommend stay with resall > cap but never against cp/rg.
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    #6
    One other thing to consider is what kind of ship your are flying.

    For my low turn cruisers for example, I prefer the [Cap]x4 [Cp/Rg]. For escorts a [Cap]x2 [Reg]x2 [Cp/Rg] could be a better choice.
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