Difference between revisions of "Golem"
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<onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!-- Template marker : DON'T EDIT LINE --> | <onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!-- Template marker : DON'T EDIT LINE --> | ||
− | + | <!----------------------------------------------------------- | |
− | + | * SHIP ATTRIBUTES SECTION (last update : 2023-06-14) | |
− | + | ------------------------------------------------------------- | |
− | + | * on editing the attributes, please make sure that you don't | |
− | + | * leave/mistype any tags required. please follow the same | |
− | + | * format below and edit only the values (after the = sign). | |
− | + | -------------------------------------------------------------> | |
− | + | | shipid=28710 | |
− | + | | shipimg=Golem.jpg | |
− | + | | shipname=Golem | |
− | + | | class= Marauder | |
− | + | | grouping=Marauders | |
− | + | | hulltype=Raven Class | |
− | + | | faction=Caldari State | |
− | + | | variations= {{Ship|Raven}}, {{Ship|Raven Navy Issue}}, {{Ship|Raven State Issue}} | |
− | + | | tech=2 | |
− | + | ||
− | + | | powergrid=8,500 MW | |
− | {{Ship|Raven Navy Issue}}, | + | | cpu=715 tf |
− | {{Ship|Raven State Issue}} | + | | capacitor=6,325 GJ |
− | + | ||
− | + | | highs=8 | |
− | + | | turrets=0 | |
− | + | | launchers=4 | |
− | + | | mediums=7 | |
− | + | | lows=4 | |
− | + | ||
− | + | | mass= 157,000,000 kg | |
− | + | | volume= 470,000 m³ | |
− | + | ||
− | + | | cargohold=1,225 m³ | |
− | + | | extraholdtype= | |
− | + | | extrahold= | |
− | + | ||
− | + | | dronebay=75 m³ | |
− | + | | bandwidth=25 Mbit/sec | |
− | + | ||
− | + | | quote= Unwavering resolve gives rise to unstoppable force. | |
− | + | | quote_attribution= Admiral Yakiya Tovil-Toba | |
+ | | info= Geared toward versatility and prolonged deployment in hostile environments, Marauders represent the cutting edge in today’s warship technology. While being thick-skinned, hard-hitting monsters on their own, they are also able to use Bastion technology. Similar in effect to capital reconfiguration technology, when activated the Bastion module provides resistance to electronic warfare and the ability to withstand enormous amounts of punishment, at the cost of being stationary. | ||
+ | | bonuses= '''Marauders bonuses (per skill level):'''<br> | ||
+ | 7.5% bonus to Shield Booster amount<br> | ||
+ | 10% bonus to Target Painter effectiveness<br> | ||
+ | '''Caldari Battleship bonuses (per skill level):'''<br> | ||
10% bonus to Cruise Missile and Torpedo max velocity<br> | 10% bonus to Cruise Missile and Torpedo max velocity<br> | ||
5% bonus to Cruise Missile and Torpedo explosion velocity<br> | 5% bonus to Cruise Missile and Torpedo explosion velocity<br> | ||
− | + | '''Role Bonus:'''<br> | |
− | |||
− | |||
− | |||
100% bonus to Heavy Missile, Cruise Missile and Torpedo damage<br> | 100% bonus to Heavy Missile, Cruise Missile and Torpedo damage<br> | ||
100% bonus to Tractor Beam range and velocity<br> | 100% bonus to Tractor Beam range and velocity<br> | ||
70% reduction in Micro Jump Drive reactivation delay<br> | 70% reduction in Micro Jump Drive reactivation delay<br> | ||
− | + | • Can fit Bastion modules<br> | |
− | + | ||
− | + | | structurehp=7,700 HP | |
− | + | ||
− | + | | armorhp=6,700 HP | |
− | + | | armorem=50 | |
− | + | | armortherm=58.75 | |
− | + | | armorkin=34.38 | |
− | + | | armorexp=10 | |
− | + | ||
− | + | | shieldhp=8,800 HP | |
− | + | | shieldem=0 | |
− | + | | shieldtherm=40 | |
− | + | | shieldkin=47.5 | |
− | + | | shieldexp=50 | |
− | + | ||
− | + | | maxvelocity=100 m/sec | |
− | + | | inertia= 0.77 | |
− | + | | warpspeed= 3 AU/s | |
− | + | | warptime= 16.76 s | |
− | + | ||
− | + | | targetrange=123.5 km | |
− | + | | maxlockedtargets=10 | |
− | + | | sigradius=450 m | |
− | + | | scanres=140 mm | |
− | + | | sensortype=Gravimetric | |
− | + | | sensorvalue=23 points | |
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− | + | | reqskills= * {{RequiredSkill|Caldari Battleship|V}} | |
− | + | ** {{RequiredSkill|Spaceship Command|IV}} | |
− | + | ** {{RequiredSkill|Caldari Battlecruiser|III}} | |
− | + | *** {{RequiredSkill|Spaceship Command|III}} | |
− | + | *** {{RequiredSkill|Caldari Cruiser|III}} | |
− | + | **** {{RequiredSkill|Spaceship Command|II}} | |
− | + | **** {{RequiredSkill|Caldari Destroyer|III}} | |
− | + | ***** {{RequiredSkill|Caldari Frigate|III}} | |
+ | ****** {{RequiredSkill|Spaceship Command|I}} | ||
+ | * {{RequiredSkill|Marauders|I}} | ||
+ | ** {{RequiredSkill|Energy Grid Upgrades|V}} | ||
+ | *** {{RequiredSkill|Power Grid Management|II}} | ||
+ | *** {{RequiredSkill|Science|I}} | ||
+ | ** {{RequiredSkill|Advanced Weapon Upgrades|V}} | ||
+ | *** {{RequiredSkill|Weapon Upgrades|V}} | ||
+ | **** {{RequiredSkill|Gunnery|II}} | ||
+ | ** {{RequiredSkill|Spaceship Command|V}} | ||
+ | | totaltraintime=115d 11h 59m 20s | ||
+ | |||
+ | | forumlinks= | ||
+ | | wikireferences= | ||
+ | | externallinks= | ||
+ | | highlights1=High Amount of High Slots | ||
+ | | highlights2=High Amount of Medium Slots | ||
+ | | highlights3= | ||
+ | | highlights4= | ||
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE --> | }}</onlyinclude> <!-- Template marker : DON'T EDIT LINE --> | ||
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− | ==Summary== | + | == Summary == |
− | The '''Golem''' is the Caldari [[ | + | The '''Golem''' is the Caldari [[Marauder]]. It is a heavily modified Raven hull that makes use of a [[Bastion Module]] in order to greatly increase its combat performance. It makes great use of Torpedoes or Cruise missiles in conjunction with the bonus to Target Painters, either weapon system is viable however the schools of thought are very competitive. However, they can both agree that this Marauder is an active shield tanked battleship and is ''very'' effective in level 4 mission running. |
− | Until recently, the Golem was | + | Until recently{{Verify|title= Is this still true?}}, the Golem was the least favoured Marauder, capsuleers often favoring the Vargur or the pirate battleship the Machariel. Luckily with Rubicon and the changes to Target Painter cycle times, as well as the Marauders' new bonus to micro jump drives, the Golem has become a more popular choice than in the past. |
− | ==Skills== | + | == Skills == |
* {{Sk|Cruise Missiles}}, and {{Sk|Torpedoes}} should be trained to V, and {{Sk|Cruise Missile Specialization}}/{{Sk|Torpedo Specialization}} to at least I to fit T2 Launchers, which do more damage, along with providing the ability to use T2 ammo types. | * {{Sk|Cruise Missiles}}, and {{Sk|Torpedoes}} should be trained to V, and {{Sk|Cruise Missile Specialization}}/{{Sk|Torpedo Specialization}} to at least I to fit T2 Launchers, which do more damage, along with providing the ability to use T2 ammo types. | ||
* {{Sk|Missile Launcher Operation}}, {{Sk|Rapid Launch}}, {{Sk|Warhead Upgrades}}, skills that increase DPS and are thus vital to all missile-based damage dealing ships, should all be trained to at least IV. | * {{Sk|Missile Launcher Operation}}, {{Sk|Rapid Launch}}, {{Sk|Warhead Upgrades}}, skills that increase DPS and are thus vital to all missile-based damage dealing ships, should all be trained to at least IV. | ||
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* {{Sk|Drones|V}}, {{Sk|Light Drone Operation|V}}, {{Sk|Medium Drone Operation|V}}, {{Sk|Drone Interfacing|IV}} and {{Sk|Gallente Drone Specialization|I}}/{{Sk|Minmatar Drone Specialization|I}} are all are important for getting as much DPS out of the drone bay as possible. | * {{Sk|Drones|V}}, {{Sk|Light Drone Operation|V}}, {{Sk|Medium Drone Operation|V}}, {{Sk|Drone Interfacing|IV}} and {{Sk|Gallente Drone Specialization|I}}/{{Sk|Minmatar Drone Specialization|I}} are all are important for getting as much DPS out of the drone bay as possible. | ||
* {{Sk|Shield Operation}} and {{Sk|Shield Management}} should be trained to at least IV to improve shield capacity and recharge rate. While {{Sk|Tactical Shield Manipulation}} should be trained to V remove shield penetration chance and to allow the use of the T2 [[Shield Tanking#Shield Boost Amplifiers|Shield Boost Amplifier]] module. | * {{Sk|Shield Operation}} and {{Sk|Shield Management}} should be trained to at least IV to improve shield capacity and recharge rate. While {{Sk|Tactical Shield Manipulation}} should be trained to V remove shield penetration chance and to allow the use of the T2 [[Shield Tanking#Shield Boost Amplifiers|Shield Boost Amplifier]] module. | ||
− | * {{Sk|Shield Upgrades}} should be trained to IV to allow the use of T2 [[Shield Tanking#Shield Hardeners|Shield Hardeners]], [[Shield Tanking#Dampening Amplifiers and Basic Dampening Amplifiers|Resistance Amplifiers]], [[Shield Tanking#Shield Boosters|Shield Boosters]], [[Shield Tanking#Shield | + | * {{Sk|Shield Upgrades}} should be trained to IV to allow the use of T2 [[Shield Tanking#Shield Hardeners|Shield Hardeners]], [[Shield Tanking#Dampening Amplifiers and Basic Dampening Amplifiers|Resistance Amplifiers]], [[Shield Tanking#Shield Boosters|Shield Boosters]], [[Shield Tanking#Shield Power Relays|Shield Power Relays]], [[Shield Tanking#Shield Extenders|Shield Extenders]] and [[Shield Tanking#Shield Rechargers|Shield Rechargers]]. |
− | *' {{Sk|Electronic Warfare}} should be trained to level III to allow training of {{Sk|Long Distance Jamming}} which increases the optimal range of target painters by 10% per level. | + | * ' {{Sk|Electronic Warfare}} should be trained to level III to allow training of {{Sk|Long Distance Jamming}} which increases the optimal range of target painters by 10% per level. |
* Finally, {{Sk|Hull Upgrades}} should be trained to level IV to allow the use of the T2 [[Shield Tanking#Damage Control|Damage Control]] module. | * Finally, {{Sk|Hull Upgrades}} should be trained to level IV to allow the use of the T2 [[Shield Tanking#Damage Control|Damage Control]] module. | ||
− | ==Tactics== | + | == Tactics == |
− | The Micro Jump Drive will be primarily used for getting gate to gate; zooming out and measuring a distance with your finger and thumb from your ship to 100km out can help you gauge where you need to jump in order to put gates that are outside of 15km in range a second. | + | The Micro Jump Drive will be primarily used for getting between gate to gate; zooming out and measuring a distance with your finger and thumb from your ship to 100km out can help you gauge where you need to jump in order to put gates that are outside of 15km in range a second. Inside of 15km, you're better off approaching. |
− | The Golem is widely considered to be the weakest of the | + | The Golem is widely considered to be the weakest of the Marauders. This is due to the delayed damage of missiles and the poor application of cruise missiles and torpedoes. Even with the Golem's bonus to target painter strength and large missile explosion velocity, it struggles to apply damage to destroyers and frigates. The Golem also has the lowest DPS of the Marauders, and its low drone bandwidth means it cannot field drones bigger than lights effectively. While the Golem can be rapid heavy fit to improve its low application, the small clip and long reload time of rapid heavies combined with the lower damage compared to torpedoes means that they are very rarely used. While this may sound overwhelmingly negative, the Golem does still see use in small scale PvP and solo PvE. But for fleet PvP and PvE most groups use one of the other Marauders, and for small scale PvP and solo PvE the Golem is still outshone by the other shield marauder, the [[Vargur]]. |
− | ==Notes== | + | == Notes == |
− | ''You can write additional notes for Golem here.'' | + | ''You can write additional notes for the Golem here.'' |
− | ==Patch History== | + | == Patch History == |
{{Expansion past| | {{Expansion past| | ||
+ | '''Revenant expansion - 2024-11-12''' ([https://www.eveonline.com/news/view/revenant-expansion-notes Expansion Notes]) | ||
+ | * Balance Changes - Marauders | ||
+ | ** 100% bonus to Shield Extender hitpoints removed | ||
+ | ** 150% bonus to Armor Plate hitpoints removed | ||
+ | ** 15% additional bonus to Reinforced Bulkhead hitpoints removed | ||
+ | |||
+ | '''Version 21.06 Release 2024-02-20.1''' [https://www.eveonline.com/news/view/patch-notes-version-21-06 Patch Notes] | ||
+ | * Warp speed for the Marauder Class (Paladin, Golem, Kronos, Vargur) reduced from 3.5 AU/s to 3.0 AU/s. | ||
+ | |||
+ | '''Viridian expansion - 2023-06-13''' [https://www.eveonline.com/news/view/viridian-expansion-notes Expansion Notes] | ||
+ | * Mass 157,000,000 kg (+ 62,665,000 kg) | ||
+ | * Agility for all Marauders has been improved to keep align times at similar values | ||
+ | |||
'''20.03 Release - Build: 2013787 - 2022-03-08''' - ''"Road to Fanfest" Update'' ([https://www.eveonline.com/news/view/patch-notes-version-20-03#Ship-Balancing Patch Notes]) | '''20.03 Release - Build: 2013787 - 2022-03-08''' - ''"Road to Fanfest" Update'' ([https://www.eveonline.com/news/view/patch-notes-version-20-03#Ship-Balancing Patch Notes]) | ||
Brand new Role bonuses have been added to all battleships (excluding the Praxis). | Brand new Role bonuses have been added to all battleships (excluding the Praxis). | ||
− | |||
* 50% bonus to HP from all Armor Plates | * 50% bonus to HP from all Armor Plates | ||
* 100% bonus to HP from all Shield Extenders | * 100% bonus to HP from all Shield Extenders | ||
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''Every Cruiser, Battlecruiser and Battleship now warps faster than before.'' | ''Every Cruiser, Battlecruiser and Battleship now warps faster than before.'' | ||
− | |||
* Warp Speed increased from 2.2 AU/s to 3.5 AU/s (+1.3 AU/s) | * Warp Speed increased from 2.2 AU/s to 3.5 AU/s (+1.3 AU/s) | ||
}} | }} | ||
{{ShipsMatrix|expgroup=battleships}} | {{ShipsMatrix|expgroup=battleships}} | ||
− | [[Category:Ship Database]][[Category:Marauders]] | + | |
+ | [[Category:Ship Database]] | ||
+ | [[Category:Marauders]] |
Latest revision as of 14:37, 13 November 2024
RELATED UNI-WIKI REFERENCES
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Unwavering resolve gives rise to unstoppable force.
SHIP BONUSES
Marauders bonuses (per skill level):
Ship Attributes
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Summary
The Golem is the Caldari Marauder. It is a heavily modified Raven hull that makes use of a Bastion Module in order to greatly increase its combat performance. It makes great use of Torpedoes or Cruise missiles in conjunction with the bonus to Target Painters, either weapon system is viable however the schools of thought are very competitive. However, they can both agree that this Marauder is an active shield tanked battleship and is very effective in level 4 mission running.
Until recently[Verify], the Golem was the least favoured Marauder, capsuleers often favoring the Vargur or the pirate battleship the Machariel. Luckily with Rubicon and the changes to Target Painter cycle times, as well as the Marauders' new bonus to micro jump drives, the Golem has become a more popular choice than in the past.
Skills
- Cruise Missiles, and Torpedoes should be trained to V, and Cruise Missile Specialization/Torpedo Specialization to at least I to fit T2 Launchers, which do more damage, along with providing the ability to use T2 ammo types.
- Missile Launcher Operation, Rapid Launch, Warhead Upgrades, skills that increase DPS and are thus vital to all missile-based damage dealing ships, should all be trained to at least IV.
- Along with the requisite Engineering and Electronic Systems skills required for adequately fitting most ships. Weapon Upgrades and Advanced Weapon Upgrades should be trained to V (as this is a requirement anyways) to help alleviate fitting problems.
- Guided Missile Precision, Target Navigation Prediction and Target Painting to at least IV to combat smaller targets and gain access to the T2 Target Painter module.
- Missile Projection and Missile Bombardment to at least IV and ideally V to maximize the range at which all missiles travel.
- Drones V, Light Drone Operation V, Medium Drone Operation V, Drone Interfacing IV and Gallente Drone Specialization I/Minmatar Drone Specialization I are all are important for getting as much DPS out of the drone bay as possible.
- Shield Operation and Shield Management should be trained to at least IV to improve shield capacity and recharge rate. While Tactical Shield Manipulation should be trained to V remove shield penetration chance and to allow the use of the T2 Shield Boost Amplifier module.
- Shield Upgrades should be trained to IV to allow the use of T2 Shield Hardeners, Resistance Amplifiers, Shield Boosters, Shield Power Relays, Shield Extenders and Shield Rechargers.
- ' Electronic Warfare should be trained to level III to allow training of Long Distance Jamming which increases the optimal range of target painters by 10% per level.
- Finally, Hull Upgrades should be trained to level IV to allow the use of the T2 Damage Control module.
Tactics
The Micro Jump Drive will be primarily used for getting between gate to gate; zooming out and measuring a distance with your finger and thumb from your ship to 100km out can help you gauge where you need to jump in order to put gates that are outside of 15km in range a second. Inside of 15km, you're better off approaching.
The Golem is widely considered to be the weakest of the Marauders. This is due to the delayed damage of missiles and the poor application of cruise missiles and torpedoes. Even with the Golem's bonus to target painter strength and large missile explosion velocity, it struggles to apply damage to destroyers and frigates. The Golem also has the lowest DPS of the Marauders, and its low drone bandwidth means it cannot field drones bigger than lights effectively. While the Golem can be rapid heavy fit to improve its low application, the small clip and long reload time of rapid heavies combined with the lower damage compared to torpedoes means that they are very rarely used. While this may sound overwhelmingly negative, the Golem does still see use in small scale PvP and solo PvE. But for fleet PvP and PvE most groups use one of the other Marauders, and for small scale PvP and solo PvE the Golem is still outshone by the other shield marauder, the Vargur.
Notes
You can write additional notes for the Golem here.
Patch History
A long, long time ago... |
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Revenant expansion - 2024-11-12 (Expansion Notes)
Version 21.06 Release 2024-02-20.1 Patch Notes
Viridian expansion - 2023-06-13 Expansion Notes
20.03 Release - Build: 2013787 - 2022-03-08 - "Road to Fanfest" Update (Patch Notes) Brand new Role bonuses have been added to all battleships (excluding the Praxis).
19.01 Release - 2020-2-23 - "Bastions of War" update (Patch Notes)
18.04 Release - Build: 1706308 - 2020-04-15 - "Surgical Strike" Update (Patch Notes)
October 2019 Release - 2019-10-15.1 Every Cruiser, Battlecruiser and Battleship now warps faster than before.
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