Difference between revisions of "Golem"
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|info=Geared toward versatility and prolonged deployment in hostile environments, Marauders represent the cutting edge in today’s warship technology. While especially effective at support suppression and wreckage salvaging, they possess comparatively weak sensor strength and may find themselves at increased risk of sensor jamming. Nevertheless, these thick-skinned, hard-hitting monsters are the perfect ships to take on long trips behind enemy lines.<br><br>Developer: Lai Dai <br><br>Lai Dai have always favored a balanced approach to their mix of on-board systems, leading to a line-up of versatile ships but providing very little in terms of tactical specialization. | |info=Geared toward versatility and prolonged deployment in hostile environments, Marauders represent the cutting edge in today’s warship technology. While especially effective at support suppression and wreckage salvaging, they possess comparatively weak sensor strength and may find themselves at increased risk of sensor jamming. Nevertheless, these thick-skinned, hard-hitting monsters are the perfect ships to take on long trips behind enemy lines.<br><br>Developer: Lai Dai <br><br>Lai Dai have always favored a balanced approach to their mix of on-board systems, leading to a line-up of versatile ships but providing very little in terms of tactical specialization. | ||
− | |bonuses=<b>Caldari Battleship Skill Bonus:</b><br>10% bonus to cruise missile and torpedo velocity | + | |bonuses=<b>Caldari Battleship Skill Bonus:</b><br>10% bonus to cruise missile and torpedo velocity, 5% bonus to cruise missile and torpedo explosion velocity per level<br><b>Marauders Skill Bonus:</b><br>7.5% bonus to Shield Boost amount, 10% bonus to effectiveness of target painters per level<br><b>Role Bonus:</b><br>100% bonus to cruise missile and torpedo damage, 100% bonus to range and velocity of tractor beams, 70% reduction in Micro Jump Drive reactivation delay |
|structurehp=7,700 HP | |structurehp=7,700 HP |
Revision as of 21:34, 1 December 2013
RELATED UNI-WIKI REFERENCES
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Geared toward versatility and prolonged deployment in hostile environments, Marauders represent the cutting edge in today’s warship technology. While especially effective at support suppression and wreckage salvaging, they possess comparatively weak sensor strength and may find themselves at increased risk of sensor jamming. Nevertheless, these thick-skinned, hard-hitting monsters are the perfect ships to take on long trips behind enemy lines. SHIP BONUSES
Caldari Battleship Skill Bonus:
Ship Attributes
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Summary
You can write a summary for Golem here.
Skills
- Cruise Missiles, and Torpedos should be trained to V, and Cruise Missile Specialization/Torpedo Specialization to at least I to fit T2 Launchers, which do more damage and can be substantially cheaper than meta 4 variants, along with providing the ability to use T2 ammo types.
- Missile Launcher Operation, Rapid Launch, Warhead Upgrades, skills which 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 Electronics skills required for adequately fitting most ships. Weapon upgrades and Advanced Weapon Upgrades should be trained to V and IV respectively 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, Combat Drone Operation V, Drone Interfacing IV and Gallente Drone Operation I/Minmatar Drone Operation 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 use of the T2 Damage Control module.
Fitting
No tagged fittings for Golem.
Tactics
No sub-article about Golem roles or piloting tactics. You can write them here.
Notes
You can write additional notes for Golem here.