Engineers Heavy Duty or Resistance Augmented Shield Booster?

I run an FDL with rank 5 thermal bi-weaves and 6 rank5 resistance augments. With diminishing returns it puts thermal and explosive capped at 75 and kinetic at 70. I got a good secondary effect on my thermal shields boosting the bi-weaves to about 935. For pve I think resistances are far more efficient than bigger shields. You don't have to worry about ridiculous recharge rates. I've been running this setup for about a week now, I can go to high intensity conflict zones and tank hordes of ships without a care in the world, shields barely budge with so much mitigation and regeneration.
 
Yes, bi-weaves with thermal resist, and a bunch of resistance -augmented boosters makes PVE much more fun. :)
 
The general consensus is that thermal resistance mods plus a shield cell bank will be better overall than heavy duty mods plus a shield cell bank because the total capacity in your shield cells is actually greater than the increased capacity would you get from the heavy duty mods. As a result you get more "value" out of each shield cell use because incoming damage is continually reduced by the thermal resistances while a series of heavy duty mods will have normal resistance rates and each shield cell just does a straight recharge. There may be a "sweet spot" for any given ship where a balance between some combination of thermal resistance mods (which given diminishing returns when they stack) plus some number of heavy duty mods and a certain size of SCBs that becomes optimal so it is not always necessarily the best to go with all resistance mods. However the calculations involved to determine what will actually give you an optimal result by balancing all of these factors is rather complex and the short answer is that if you're using a SCB then resistance mods will generally be better over the course of an extended combat where you need to use your SCB. To keep everything as simple as possible I just use thermal mods on my shield generator and the two shield boosters on my Python and run a small SCB in my multirole build and I haven't needed any more than that so far.
 
I'd already got 1/2 way down the line before i discovered this meta ..... in my Fer de Lance i've got a bi-weave G5 reinforced and then 4 G5 heavy-duty boosters.... running 1640Mj of shields .... means, with careful pip management i can take on assassination missions and ignore the wingmates ... i have 2 macros setup which alternative between 4 pips to sys and 1 to eng/wep and then a 4 to wep and 2 to sys .... so i do gunning passes alternating ....

But i have heard very good things about going resist
 
I run an FDL with rank 5 thermal bi-weaves and 6 rank5 resistance augments. With diminishing returns it puts thermal and explosive capped at 75 and kinetic at 70. I got a good secondary effect on my thermal shields boosting the bi-weaves to about 935. For pve I think resistances are far more efficient than bigger shields. You don't have to worry about ridiculous recharge rates. I've been running this setup for about a week now, I can go to high intensity conflict zones and tank hordes of ships without a care in the world, shields barely budge with so much mitigation and regeneration.

Thanks for the tip. I also have an FdL so I'll try your load out.

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The general consensus is that thermal resistance mods plus a shield cell bank will be better overall than heavy duty mods plus a shield cell bank because the total capacity in your shield cells is actually greater than the increased capacity would you get from the heavy duty mods. As a result you get more "value" out of each shield cell use because incoming damage is continually reduced by the thermal resistances while a series of heavy duty mods will have normal resistance rates and each shield cell just does a straight recharge. There may be a "sweet spot" for any given ship where a balance between some combination of thermal resistance mods (which given diminishing returns when they stack) plus some number of heavy duty mods and a certain size of SCBs that becomes optimal so it is not always necessarily the best to go with all resistance mods. However the calculations involved to determine what will actually give you an optimal result by balancing all of these factors is rather complex and the short answer is that if you're using a SCB then resistance mods will generally be better over the course of an extended combat where you need to use your SCB. To keep everything as simple as possible I just use thermal mods on my shield generator and the two shield boosters on my Python and run a small SCB in my multirole build and I haven't needed any more than that so far.

Very thoughtful explanation. Thank you.
 
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