Difference between revisions of "Dominix"
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Revision as of 20:49, 4 December 2013
RELATED UNI-WIKI REFERENCES
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The Dominix is one of the old warhorses dating back to the Gallente-Caldari War. While no longer regarded as the king of the hill, it is by no means obsolete. Its formidable hulk and powerful weapons batteries means that anyone not in the largest and latest battleships will regret ever locking horns with it. SHIP BONUSES
Gallente Battleship Skill Bonus:
Ship Attributes
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Summary
The Dominix (aka Domi) is the one of two T1 battleship drone carriers, with a bonus to drone damage and hit points. It has the 125mb bandwidth required to field a full flight of heavy or sentry drones (which is not unique among t1 battleships) and a 375m3 drone bay large enough to carry several flights of heavies, sentries, mediums and/or lights. The Dominix's ability to choose damage types by switching drones makes it an attractive level 4 mission runner. With its 5 mid slots and 7 low slots, the Dominix is normally armor tanked. Compared to the Amarrian Armageddon, the Dominix has bonuses towards drone tracking and optimal - this helps a little with normal drones, but is most useful when using sentry drones.
Since Dominixes get a lot of their damage from drones, some high slots are often used for utility modules instead of weapons. One or two drone link augmentors will be required to make the most of the Dominix's maximum range with sentries. Remote repair Dominixes are also common. The Dominix lacks a bonus towards any particular type of weapon, so which guns (if any) are fitted are up to the pilot's taste. This flexibility, along with the ability to carry utility drones such as EWAR or repair, and the low price, also make the Dominix a popular pick for PvP. For capacitor warfare, however, the Armageddon has better bonuses towards it.
The Dominix is sometimes humorously called the "Space Potato" because of its squat and round appearance.
Skills
Further information about additional or recommended skills to pilot Dominix for a specific or it's common role(s) can be written here.
Fitting
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
Drone Link Augmentor II
Drone Link Augmentor II
Drone Link Augmentor II
F-90 Positional Sensor Subroutines
Large Micro Jump Drive
100MN Afterburner II
Omnidirectional Tracking Link II
Omnidirectional Tracking Link II
Large Armor Repairer II
Damage Control II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Large Auxiliary Nano Pump I
Large Auxiliary Nano Pump I
Large Processor Overclocking Unit I
Hammerhead II x5
Hobgoblin II x5
Garde II x5
Bouncer II x5
Vespa EC-600 x5
Targeting Range Script x1
Antimatter Charge L x3
Caldari Navy Thorium Charge L x3
Caldari Navy Iron Charge L x3
- Acceleration Control III
- Afterburner IV
- Armor Rigging I
- Combat Drone Operation IV
- Controlled Bursts III
- Drone Durability III
- Drone Interfacing IV
- Drone Navigation IV
- Drone Sharpshooting IV
- Drones V
- Electronics IV
- EM Armor Compensation III
- Energy Grid Upgrades III
- Energy Management IV
- Energy Systems Operation IV
- Engineering V
- Evasive Maneuvering III
- Explosive Armor Compensation III
- Fuel Conservation III
- Gallente Battleship IV
- Gallente Cruiser IV
- Gallente Drone Specialization II
- Gallente Frigate IV
- Gunnery V
- Heavy Drone Operation IV
- Hull Upgrades V
- Jury Rigging I
- Kinetic Armor Compensation III
- Large Hybrid Turret IV
- Long Range Targeting III
- Mechanic V
- Medium Hybrid Turret III
- Micro Jump Drive Operation I
- Minmatar Drone Specialization II
- Motion Prediction IV
- Navigation IV
- Rapid Firing IV
- Repair Systems IV
- Scout Drone Operation V
- Sentry Drone Interfacing IV
- Sharpshooter IV
- Signature Analysis III
- Small Hybrid Turret III
- Spaceship Command IV
- Surgical Strike III
- Targeting IV
- Thermic Armor Compensation III
- Trajectory Analysis III
- Warp Drive Operation III
- Weapon Upgrades IV
- PvE fit focusing on Sentry Drones
- With all skills at V and before boosts, this ship has 70.4 K EHP, flies at 366 m/s (481 m/s overheated) and align in 17.6 s with AB on (11.8 s off). Gallente battleships are so slow... The cap will last for 3 min 7 s.
- Damage varies between 845 dps at 68 + 12 km using the Garde II drones and Caldari Navy Thorium ammo and 680 dps right at the extreme targeting range of 140 km with Bouncer II drones and Caldari Navy Iron ammo.
- The Hammerheads or Hobgoblins can be used for small ships that get close, but the best defence might be to use the Micro Jump Drive to move away. Sentry drones left behing can however be a problem.
- The ship is not bonused for weapons, so any weapon can be fitted as preferred. Best is to get something with a range of 20 - 30 km with good tracking to deal with small drones or frigates. Dual Heavy Pulse, Dual 425mm Autocannons or Neutron Blasters are good choices.
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Drone Link Augmentor II
Drone Link Augmentor II
Drone Link Augmentor II
F-90 Positional Sensor Subroutines
Large Micro Jump Drive
100MN Afterburner II
Omnidirectional Tracking Link II
Omnidirectional Tracking Link II
Damage Control II
1600mm Reinforced Steel Plates II
Imperial Navy Energized Adaptive Nano Membrane
Large Armor Repairer II
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Large Sentry Damage Augmentor I
Large Processor Overclocking Unit I
Large Anti-Explosive Pump I
Hammerhead II x5
Hobgoblin II x5
Garde II x5
Bouncer II x5
Vespa EC-600 x5
Targeting Range Script x1
Caldari Navy Uranium Charge L x3
- A variation on the PvE fit above. Higher EHP, higher Sentry DPS and better weapons for targeting nearby ships.
- With all skills at V and before boosts, this ship has 83.3 K EHP, flies at 343 m/s (451 m/s overheated) and align in 18 s with AB on (12.1 s off). The cap will last for 4 min 22 s.
- Damage varies between 773 dps at 68 + 12 km using the Garde II drones and 676 dps right at the extreme targeting range of 140 km with Bouncer II drones.
- The Hammerheads or Hobgoblins in conjunction with the blaster guns should be used for small ships that get close. Note that while blaster guns have much better tracking than railgun, they won't be able to target close orbiting frigates or small drones by themselves.
- The ship is not bonused for weapons, so any weapon can be fitted as preferred. Best is to get something with a range of 20 - 30 km with good tracking to deal with small drones or frigates. Dual Heavy Pulse, Dual 425mm Autocannons or Neutron Blasters are good choices.
Heavy Unstable Power Fluctuator I
Drone Link Augmentor I
Drone Link Augmentor I
Dual Heavy Anode Pulse Particle Stream I
Dual Heavy Anode Pulse Particle Stream I
Dual Heavy Anode Pulse Particle Stream I
Prototype 100MN Microwarpdrive I
Heavy Capacitor Booster II
Large Micro Jump Drive
Sensor Booster II
Omnidirectional Tracking Link II
Damage Control II
Energized Adaptive Nano Membrane II
Reactive Armor Hardener
Large Armor Repairer II
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Large Auxiliary Nano Pump I
Large Sentry Damage Augmentor I
Large Capacitor Control Circuit I
Hammerhead II x5
Hobgoblin II x5
Bouncer I x5
Vespa EC-600 x5
Garde I x5
Cap Booster 800 x1
Imperial Navy Multifrequency L x3
Imperial Navy Radio L x3
- A lower skill version of the PvE sentry fit, with active tanking.
- As fitted, with all skills at V and before fleet boosts, this ship has 66.5 K EHP, flies at 952 m/s (1360 m/s with MWD overheated) and align in 18.8 s (12.5 s with MWD off).
- With all modules running, the capacitor will last 1 min 46 s. With all attack modules and the large armor repairer running the capacitor is stable. With the MWD and all attack modules (but no reps), the capacitor last 6 min 19 s.
- Damage varies between 608 dps at 40 + 10 km with the Garde sentries and 430 dps at max drone control range (100 km) with Bouncer sentries.
- Will repair 215 EHP/s. The reactive armor hardener will shift the resists to fit what is targeting the ship, increasing the effective repair rate.
- The ship is not bonused for weapons, so any weapon can be fitted as preferred. Best is to get something with a range of 20 - 30 km with good tracking to deal with small drones or frigates. Dual Heavy Pulse, Dual 425mm Autocannons or Neutron Blasters are good choices.
Heavy Unstable Power Fluctuator I
Heavy Unstable Power Fluctuator I
Heavy Unstable Power Fluctuator I
Medium Energy Neutralizer II
Medium Energy Neutralizer II
Medium Energy Neutralizer II
Prototype 100MN Microwarpdrive I
Heavy Electrochemical Capacitor Booster I
Heavy Electrochemical Capacitor Booster I
Stasis Webifier II
Warp Disruptor II
Damage Control II
Reactor Control Unit I
Armor Explosive Hardener II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
1600mm Reinforced Rolled Tungsten Plates I
1600mm Reinforced Rolled Tungsten Plates I
Large Trimark Armor Pump I
Large Trimark Armor Pump I
Large Trimark Armor Pump I
Warrior II x5
Hammerhead II x5
Ogre II x5
Bouncer II x5
Vespa EC-600 x5
- Acceleration Control IV
- Afterburner III
- Armor Rigging III
- Combat Drone Operation IV
- Drone Durability III
- Drone Interfacing V
- Drone Navigation V
- Drone Sharpshooting IV
- Drones V
- Electronic Warfare IV
- Electronic Warfare Drone Interfacing III
- Electronics IV
- EM Armor Compensation IV
- Energy Emission Systems IV
- Energy Grid Upgrades II
- Energy Management IV
- Energy Systems Operation IV
- Engineering V
- Evasive Maneuvering IV
- Explosive Armor Compensation IV
- Gallente Battleship IV
- Gallente Cruiser IV
- Gallente Drone Specialization IV
- Gallente Frigate IV
- Heavy Drone Operation V
- High Speed Maneuvering IV
- Hull Upgrades V
- Jury Rigging III
- Kinetic Armor Compensation IV
- Long Range Targeting IV
- Mechanic V
- Minmatar Drone Specialization IV
- Nanite Interfacing III
- Nanite Operation III
- Navigation IV
- Propulsion Jamming IV
- Science IV
- Scout Drone Operation V
- Sentry Drone Interfacing V
- Shield Management IV
- Signature Analysis IV
- Spaceship Command IV
- Targeting IV
- Thermic Armor Compensation IV
- Thermodynamics IV
- Warp Drive Operation III
- An older fit for a neuting battleship
- As fitted, with all skills at V and before boost, this ship has 151.2 K EHP, flies at 851 m/s (1216 m/s overheated) and align in 18.1 s with MWD on (12.2 s off). Cap stable as long as you don't run out of Navy Cap boosters 800 s.
- Will drain 120 cap unit per s
- Damage is only provided by drones, and can reach 475 dps with Ogre II
Heavy Unstable Power Fluctuator I
Heavy Unstable Power Fluctuator I
Heavy Unstable Power Fluctuator I
Heavy Unstable Power Fluctuator I
Heavy Diminishing Power System Drain I
Heavy Diminishing Power System Drain I
100MN Afterburner II
Large Micro Jump Drive
Warp Disruptor II
Fleeting Propulsion Inhibitor I
Large Capacitor Battery II
Damage Control II
1600mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Energized Explosive Membrane II
Drone Damage Amplifier II
Drone Damage Amplifier II
Large Ancillary Current Router I
Large Ancillary Current Router I
Large Semiconductor Memory Cell I
Hammerhead II x5
Ogre II x5
Hobgoblin II x5
Wasp EC-900 x5
Valkyrie II x5
- A variation on the PvP Neut fit above. Lower EHP but significantly higher dps and does not requires cap boosters. The combination of a Micro Jump Drive and an afterburner also opens all kind of tactical possibilities.
- With all skills at V and before boosts, this ship has 95.4 K EHP, flies at 362 m/s (474 m/s overheated) and align in 18 s with AB on (12.1 s off). The cap will last for 4 min 18 s.
- Damage depends on drones and can reach 701 dps with Ogre II.
- The large drone bay allow for a variety of drones in the cargo hold. The selection to the right can be changed to suit the expected tactical situation.
- As above, this fit will drain 120 cap units per s.
Tactics
No sub-article about Dominix roles or piloting tactics. You can write them here.
Notes
This vessel qualifies for the University PYOS and BYOM programs.
Don't forget when using Sentry Drones that without enough drone control range it is not possible to order the Sentry Drones to fire, even if the enemy ship can be locked. Example: locking range:130km; Sentry Drone optimal range:100km; drone control range: 50km. Result: Sentry Drones cannot be ordered to fire on enemy ships that are farther than 50km away from your ship.