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Chemical Property
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Posted - 2010.09.05 08:38:00 -
[1]
I have about 2 million skillpoints and in 4 days i will drive the dominix. In my skill plan are better drone skills and t2 armor repairers. I need though some suggestions about cap-stabling it without having to spend all my med-slots filled with capacitor rechargers...
Any help?
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Ringo Jeicha
Caldari State War Academy
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Posted - 2010.09.05 11:13:00 -
[2]
Rofl, and how do you intend not to lose that in your first L4? --- Braaaiiinnnsssssssssss |

Chemical Property
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Posted - 2010.09.05 11:21:00 -
[3]
I asked for help...if you cannot help me dont reply
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Joss56
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Posted - 2010.09.05 11:31:00 -
[4]
Hi, I've started 2months ago and i had the same problem than you but apparently it's common to all gallente. All i can tell you for the moment is that Gallente ships suffer about their capacitor recharge rate more than any other type, unless you are full skilled engineering i think you'll have to keep those middle slots full of Cap recharger's II
You can also rigg two capacitor recharge type 1 (2x15%) and even like this you'll have to skill quickly your engineering skills 
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Makko Gray
Gallente Nexus Aerospace Corporation The Volition Cult
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Posted - 2010.09.05 11:51:00 -
[5]
Edited by: Makko Gray on 05/09/2010 11:55:22 In the firt istance I'd suggest you take a look at this Dominix Fitting article on evelopedia and make work on the skills to use all the mods (though t2 guns are not of big importance on a Dominix). For just starting out the fits should give you a good tank to begin getting used to level 4 missions. The other skills I'd make sure I had not indicated on those fits are drone skills - at the very minimum you want to be able to field 5 T1 heavy drones and T2 mediums and lights.
With the basics you should be able to survive level 4 missions. After that getting skills you want to get up to level 4 early are Gallente Battleship and Drone Interfacing as these will give you massive damage increases. Support skills such as Drone Durability, Navigation and Sharpshooting will also help. As Dominix fits usually use active harders you can ignore the mechnic based armor compensation skills at this stage but getting a few levels of Hull Upgrades will give you more of a armor buffer in case you get in trouble and also allow you to use Damage Control II module if you can't already (which can help your tank if you want more tank). Energy Management and Energy Systems Operation are also a great skills to train as they will give you more overall capacitor and better capacitor recharge respectively so get as many levels in this as you can. You'll probably want all these skills to level 5 eventually but which ones and in which order will be determined by other factor than just your mission ship. You also want to aim for T2 heavy drones and sentry drones depending on which you prefer.
As for making it cap stable without all you mids being filled with capacitor rechargers I wouldn't worry about that when just getting started, as you get more skilled and more confident you can drop down to a single repairer fit.
Personally I kept with a dual rep fit and standard with T2 heavy drones which I used for a while, the big tank gives you a fairly nice safety net if you get to much agro or shoot the wrong triggers. Now though I tend to use a single rep T2 sentry fit which is quicker but more hands on.
Edit regarding cap and cap stability: Your ship does not have to be cap stable with everything running to be a good mission ship, for a Domi specifically I would only aim for cap stability without any guns (as most Domi damage is drones) or propulsion mods running, as long as you can perma run your armor reps under those conditions you're sorted. Then you can gun guns or propulsion mods for short periods before switching off to let cap recover.
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Seraph Castillon
Gallente
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Posted - 2010.09.05 12:01:00 -
[6]
Edited by: Seraph Castillon on 05/09/2010 12:06:23 The first setup below is basicly a standard overtanked Dominix. It is where most low skill point characters start. It will allow you to tank just about any mission, but due to the fact that it is all focussed on tank it won't give the best killing speed. Fit guns as your skills allow it.
The second setup below is what you will be working towards. 80% of the tank is stripped off and exchanged for DPS. Don't try this before you know what you're doing, know the missions and know what to expect.
A note on your med-slots: the only thing that should be in there besides cap rechargers are Omnidirectional Tracking Links. Dominix mission fits do not come with AB's or anything like that.
A note on drones: ignore what the above poster said. Do not train for T2 heavy drones. Train for sentries instead.
The skills you will need first are: Mechanic V Hull Upgrades V Repair Systems IV
Recommended Capacitor Skills: Energy Systems Operation V Energy Management IV
Long term goals: T2 Rails T2 Sentries Gunnery/Drone support skills IV/V Advanced Weapon Upgrades V
[Dominix, PvE Dual LAR Setup] Damage Control II Armor Kinetic Hardener II Armor Kinetic Hardener II Armor Thermic Hardener II Armor Thermic Hardener II Large Armor Repairer II Large Armor Repairer II
Cap Recharger II Cap Recharger II Cap Recharger II Cap Recharger II Cap Recharger II
[empty high slot] [empty high slot] [empty high slot] [empty high slot] [empty high slot] Drone Link Augmentor I
Large Auxiliary Nano Pump I Large Auxiliary Nano Pump I Large Capacitor Control Circuit I
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[Dominix, PvE - Double Sentry Rig] Federation Navy Magnetic Field Stabilizer Federation Navy Magnetic Field Stabilizer Imperial Navy Large Armor Repairer Armor Kinetic Hardener II Armor Kinetic Hardener II Armor Thermic Hardener II Armor Thermic Hardener II
Cap Recharger II Cap Recharger II Cap Recharger II Omnidirectional Tracking Link I Omnidirectional Tracking Link I
Drone Link Augmentor I 350mm Railgun II, Antimatter Charge L 350mm Railgun II, Antimatter Charge L 350mm Railgun II, Antimatter Charge L 350mm Railgun II, Antimatter Charge L 350mm Railgun II, Antimatter Charge L
Large Sentry Damage Augmentor I Large Sentry Damage Augmentor I [empty rig slot]
Garde II x5 Hammerhead II x5 Hobgoblin II x5
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Makko Gray
Gallente Nexus Aerospace Corporation The Volition Cult
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Posted - 2010.09.05 12:49:00 -
[7]
Originally by: Seraph Castillon A note on drones: ignore what the above poster said. Do not train for T2 heavy drones. Train for sentries instead.
Unless you intend to PvP as well, sentries use in PvP is more limited than heavy drone use due to them being stationary. But with a sentry rig you will get more damage out of them than heavies and you don't have the travel time so they are generally better for missions, but you'll have to consider range and tracking more.
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Chemical Property
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Posted - 2010.09.05 15:22:00 -
[8]
Edited by: Chemical Property on 05/09/2010 15:26:26 Thanks for the assistance guys, that truly helped. Also, shall i consider updating my proplusion skills for a faster ship? And shall i train t2 guns? For the dominix i don't think it is necessary but still it would help some...
My character sheet: http://eveboard.com/pilot/Chemical_Property
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Seraph Castillon
Gallente
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Posted - 2010.09.05 15:27:00 -
[9]
Skills in the Navigation group aren't really essential to mission running in a Dominix. You'll need them for PvP though, I guess you'll be wanting to get into that at some point :p
T2 Guns: yes, definitely, but drones first.
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wr3cks
Reliables Inc Majesta Empire
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Posted - 2010.09.05 21:26:00 -
[10]
Edited by: wr3cks on 05/09/2010 21:27:03 It depends a bit on how you run missions. Personally, I think missions are boring as hell, and I try to have to pay as little attention as possible. A dual LAR dominix is a great ship for this (only one that's better: passive ishtar).
So, I grab stage aggro, set reppers+hardeners going, release drones, and go back to websurfing or w/e.
Here's the fit, roughly (forgive the lack of EFT formatting): Low slots: EANM, 2x LAR, 2 of each hardener -- You may want to use a suitcase at first, but EANM will do more for your tank once you know what you're doing. Mids: AB and rest cap rechargers. For particularly nasty missions (WC) you may need all rechargers. Highs: 2x salvager, 2x tractor, drone link aug; so you can alt-tab back and tractor/salvage a few things. Rigs: 2x CCC, 1x Aux Nano Pump
Skills: Repair Systems Op 4, Energy Systems Op 5, Energy Management 4
RSO to 5 makes you less cap stable (as do Nanobot rigs). You can possibly switch a CCC for either a nanobot or another aux pump if you drop the AB and/or have management 5.
I don't think guns are particularly worth bothering with on a mission dominix -- the whole point is to be lazy and afk these boring missions.
With the above setup and skills (all T2 low slots and mids, but only T1 heavy drones+interfacing 4) I was able to solo level 4s pretty handily without having to pay too much attention. With a couple of the harder missions you have to be careful to quickly reduce incoming DPS and possibly overheat for a cycle or two, but it's really not rocket science. I really wouldn't bother with guns, though. $.02
Edit: whoops, you do need one gun to grab aggro. Use iron ammo and a 350 or whatever.
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Lost Greybeard
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Posted - 2010.09.07 02:39:00 -
[11]
Originally by: Chemical Property Edited by: Chemical Property on 05/09/2010 15:26:26 Thanks for the assistance guys, that truly helped. Also, shall i consider updating my proplusion skills for a faster ship? And shall i train t2 guns? For the dominix i don't think it is necessary but still it would help some...
My character sheet: http://eveboard.com/pilot/Chemical_Property
If you are planning on using the dominix for everything, navigation skills are an OK investment, though I'd stress the ones that let you align and warp fast and cheap over those that make you faster at sub-warp. If you're just mission running with it, you're mostly going to be sitting there and bricking it while your drones and sentries do all the work, so no navigation skills are necessary.
T2 large guns, likewise, are entirely unnecessary for PvE. For PvP, you'll want the option to surprise people expecting the standard neut/drone fit. And to fit a megathron when you get bored with watching drones dance.
A primary concern (I know I'm repeating some other posters, but meh) with the Dominix is cap stability, in both PvE and PvP. For PvP fits, you'll want boosters, and for PvE fits, you'll want rechargers. Running out of cap is a good way to die fast as an armor tank. So get your capacitor upgrades skills up, as well as the usual core capacitor skills. You can't do wrong with grabbing a BPO for cap booster charges of whatever size you find appropriate and having it researched and handy, either.
//Short version: PvP guns yes nav maybe, PvE guns no nav no. Both: capacitor is king.
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