Difference between revisions of "Golem"

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<!-----------------------------------------------------------
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* SHIP ATTRIBUTES SECTION (last update : 2023-06-14)
* SHIP ATTRIBUTES SECTION (last update : 10.08.2011)
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* on editing the attributes, please make sure that you don't
* on editing the attributes, please make sure that you don't  
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* leave/mistype any tags required. please follow the same
* leave/misstype any tags required. please follow the same  
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* format below and edit only the values (after the = sign).
* format below and edit only the values (after the = sign).
+
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| shipid=28710
+
| shipimg=Golem.jpg
|shipid=28710
+
| shipname=Golem
|shipimg=Golem.jpg
+
| class= Marauder
|shipname=Golem
+
| grouping=Marauders
|caption=Golem
+
| hulltype=Raven Class
|class=Marauder
+
| faction=Caldari State  
|grouping=Marauders
+
| variations= {{Ship|Raven}}, {{Ship|Raven Navy Issue}}, {{Ship|Raven State Issue}}
|hulltype=Raven Class
+
| tech=2
|faction=Caldari State
 
|race=Caldari
 
|roles=unspecified
 
|variations={{Ship|Raven State Issue}}, {{Ship|Raven}}, {{Ship|Raven Navy Issue}}
 
|tech=2
 
 
|ecmprio=2 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
 
 
|powergrid=6,500 MW
 
|cpu=715 tf
 
|capacitor=5,625 GJ
 
|highs=7
 
|turrets=0
 
|launchers=4
 
|mediums=7
 
|lows=4
 
 
|mass=105,200,000 kg
 
|volume=486,000 m&#179;
 
|cargohold=1,225 m&#179;
 
 
|dronebay=75 m&#179;
 
|bandwidth=75 Mbit/sec
 
 
|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 per level<br>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 per level<br>7.5% bonus to effectiveness of target painters per level<br><b>Role Bonus:</b><br>100% bonus to cruise missile and torpedo damage<br>100% bonus to range and velocity of tractor beams
 
 
|structurehp=7,300 HP
 
|shieldhp=8,200 HP |shieldem=0 |shieldexp=50 |shieldkin=48 |shieldtherm=40
 
|armorhp=7,300 HP |armorem=50 |armorexp=10 |armorkin=34 |armortherm=59
 
 
|maxvelocity=105 m/s
 
|inertia=0.12
 
|warpspeed=3 AU/s
 
|warptime=17.5 s
 
 
|targetrange=90 km
 
|sigradius=575 m
 
|maxlockedtargets=10
 
|sensortype=Gravimetric
 
|sensorvalue=14 points
 
|scanres=73 mm
 
 
|reqskills=*Caldari Battleship V<small>47d 9h 46m</small>
 
**Spaceship Command IV<small>1d 1h 8m</small>
 
**Caldari Cruiser IV<small>5d 5h 42m</small>
 
*Marauders I<small>1h 23m</small>
 
**Spaceship Command V<small>5d 22h 13m</small>
 
**Energy Grid Upgrades V<small>11d 20h 26m</small>
 
**Advanced Weapon Upgrades V<small>35d 13h 20m</small>
 
|totaltraintime=107d 2h 1m
 
 
|forumlinks=
 
|wikireferences=
 
|externallinks=[http://wiki.eveonline.com/en/wiki/Golem Golem on Eve Online Wiki]<br>
 
 
|highlights1=High Amount of High Slots
 
|highlights2=High Amount of Medium Slots
 
|highlights3=
 
|highlights4=
 
  
 +
| powergrid=8,500 MW
 +
| cpu=715 tf
 +
| 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>
 +
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 Tractor Beam range and velocity<br>
 +
70% reduction in Micro Jump Drive reactivation delay<br>
 +
•&nbsp;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
 +
 +
| 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=
 
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==Summary==
+
== Summary ==
''You can write a summary for Golem here.''
+
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|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 ==
 +
* {{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.
 +
* Along with the requisite [[Skills:Engineering#Engineering|Engineering]] and [[Skills:Electronic Systems|Electronic Systems]] skills required for adequately fitting most ships. {{Sk|Weapon Upgrades}} and {{Sk|Advanced Weapon Upgrades}} should be trained to V (as this is a requirement anyways) to help alleviate fitting problems.
 +
* {{Sk|Guided Missile Precision}}, {{Sk|Target Navigation Prediction}} and {{Sk|Target Painting}} to at least IV to combat smaller targets and gain access to the T2 [[Target Painter]] module.
 +
* {{Sk|Missile Projection}} and {{Sk|Missile Bombardment}} to at least IV and ideally V to maximize the range at which all missiles travel.
 +
* {{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 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.
 +
* 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 ==
 +
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 ==
 +
{{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])
 +
 
 +
Brand new Role bonuses have been added to all battleships (excluding the Praxis).
 +
* 50% bonus to HP from all Armor Plates
 +
* 100% bonus to HP from all Shield Extenders
 +
* 5% additive bonus to all Reinforced Bulkhead modules, for those with discerning tastes.
 +
 
 +
'''19.01 Release - 2020-2-23''' - ''"Bastions of War" update'' ([https://www.eveonline.com/article/qo7pm1/patch-notes-version-19-01 Patch Notes])
 +
* Lock range increased by 30%
 +
* Sensor strength increased by 8
  
==Skills==
+
'''18.04 Release - Build: 1706308 - 2020-04-15''' - ''"Surgical Strike" Update'' ([https://www.eveonline.com/article/q8tteh/patch-notes-for-18-04-release Patch Notes])
*'''[[Skills:Missiles#Cruise Missiles|Cruise Missiles]]''', and '''[[Skills:Missiles#Torpedos|Torpedos]]''' should be trained to V, and '''[[Skills:Missile_Launcher_Operation#Cruise_Missile_Specialization|Cruise Missile Specialization]]/[[Skills:Missiles#Torpedo 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.
+
* Increased Scan Resolution by 30% for Marauders and Black Ops
*'''[[Skills:Missiles#Missile Launcher Operation|Missile Launcher Operation]], [[Skills:Missiles#Rapid Launch|Rapid Launch]], [[Skills:Missiles#Warhead Upgrades|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 '''[[Skills:Engineering#Engineering|Engineering]]''' and '''[[Skills:Electronics#Electronics|Electronics]]''' skills required for adequately fitting most ships. '''[[Skills:Gunnery#Weapon Upgrades|Weapon upgrades]]''' and '''[[Skills:Gunnery#Advanced Weapon upgrades|Advanced Weapon Upgrades]]''' should be trained to V and IV respectively to help alleviate fitting problems.
 
*'''[[Skills:Missiles#Guided Missile Precision|Guided Missile Precision]], [[Skills:Missiles#Target Navigation Prediction|Target Navigation Prediction]]''' and '''[[Skills:Electronics#Target Painting|Target Painting]]''' to at least IV to combat smaller targets and gain access to the T2 '''[[Target Painter]]''' module.
 
*'''[[Skills:Missiles#Missile Projection|Missile Projection]]''' and '''[[Skills:Missiles#Missile Bombardment|Missile Bombardment]]''' to at least IV and ideally V to maximize the range at which all missiles travel.
 
*'''[[Skills:Drones#Drones|Drones V]], [[Skills:Drones#Combat Drone Operation|Combat Drone Operation V]], [[Skills:Drones#Drone Interfacing|Drone Interfacing IV]]''' and '''[[Skills:Drones#Gallente Drone Operation|Gallente Drone Operation I]]/[[Skills:Drones#Minmatar Drone Operation|Minmatar Drone Operation I]]''' are all are important for getting as much DPS out of the drone bay as possible.
 
*'''[[Skills:Engineering#Shield Operation|Shield Operation]]''' and '''[[Skills:Engineering#Shield Management|Shield Management]]''' should be trained to at least IV to improve shield capacity and recharge rate. While '''[[Skills:Engineering#Tactical Shield Manipulation|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.
 
*'''[[Skills:Engineering#Shield Upgrades|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]]'''.
 
*'''[[Skills:Electronics#Electronic Warfare|Electronic Warfare]]''' should be trained to level III to allow training of '''[[Skills:Electronics#Long Distance Jamming|Long Distance Jamming]]''' which increases the optimal range of target painters by 10% per level.
 
*Finally, '''[[Skills:Mechanics#Hull Upgrades|Hull Upgrades]]''' should be trained to level IV to allow use of the T2 '''[[Shield_Tanking#Damage_Control|Damage Control]]''' module.
 
  
==Fitting==
+
'''October 2019 Release - 2019-10-15.1'''
''No tagged fittings for Golem.''
 
  
==Tactics==
+
''Every Cruiser, Battlecruiser and Battleship now warps faster than before.''
''No sub-article about Golem roles or piloting tactics. You can write them here.''
+
* Warp Speed increased from 2.2 AU/s to 3.5 AU/s (+1.3 AU/s)
 +
}}
  
==Notes==
+
{{ShipsMatrix|expgroup=battleships}}
''You can write additional notes for Golem here.''
 
  
{{ShipsMatrix}}
+
[[Category:Ship Database]]
[[Category:Database]][[Category:Ship Database]][[Category:Marauders]]
+
[[Category:Marauders]]

Latest revision as of 14:37, 13 November 2024

EVE University Database
 
Ship Database
Golem
CornerT2h.png
Golem
Caldari State
Caldari State
Marauders
Raven Class
Highlight
High Amount of High Slots
HIGHLIGHTS
Highlight
High Amount of Medium Slots
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES
Unwavering resolve gives rise to unstoppable force.
– Admiral Yakiya Tovil-Toba


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.

SHIP BONUSES

Marauders bonuses (per skill level):
7.5% bonus to Shield Booster amount
10% bonus to Target Painter effectiveness
Caldari Battleship bonuses (per skill level):
10% bonus to Cruise Missile and Torpedo max velocity
5% bonus to Cruise Missile and Torpedo explosion velocity
Role Bonus:
100% bonus to Heavy Missile, Cruise Missile and Torpedo damage
100% bonus to Tractor Beam range and velocity
70% reduction in Micro Jump Drive reactivation delay
• Can fit Bastion modules

Required Skills
Training Time what's this?
115d 11h 59m 20s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Raven
Raven.jpg
Raven
Standard Battleships Raven Class
Icon highlights.pngHigh Amount of High Slots
Icon hi slot.png7 (6/4) Icon mid slot.png7 Icon low slot.png5
Icon powergrid.png11,000 MW Icon cpu.png750 tf
Icon velocity.png113 m/sec
Icon capacity.png830 m³
, Raven Navy Issue
Raven Navy Issue.jpg
CornerTFs.png
Raven Navy Issue
Faction Battleships Raven Class
Icon highlights.pngHigh Amount of High Slots
Icon hi slot.png8 (8/0) Icon mid slot.png7 Icon low slot.png5
Icon powergrid.png12,000 MW Icon cpu.png780 tf
Icon velocity.png123 m/sec
Icon capacity.png800 m³
, Raven State Issue
Raven State Issue.jpg
CornerTFs.png
Raven State Issue
Special Edition Battleships Raven Class
Icon highlights.pngHigh Amount of High Slots
Icon hi slot.png8 (8/2) Icon mid slot.png6 Icon low slot.png6
Icon powergrid.png11,400 MW Icon cpu.png770 tf
Icon velocity.png94 m/sec
Icon capacity.png665 m³

Ship Attributes

Fittings
Powergrid
powergrid
8,500 MW
CPU
cpu output
715 tf
Capacitor
capacitor
6,325 GJ
High
high slots
8
Launchers
launcher slots
4
Turrets
turret slots
0
Medium
medium slots
7
Low
low slots
4
Rig
rigs
2
 
large
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
100 m/sec
Inertia Modifier
inertia modifier (agility)
0.77
Warp Speed
inertia modifier (agility)
3 AU/s
Base Time to Warp
base time to warp
16.76 s
what's this?
Base Time to Warp is essentially the time needed for this ship to align and accelerate until it reaches 75% of its top speed and goes to warp. The time displayed here is the base calculated time with no account for any warp related skills, modules or any other effects.
Drones
Drone Capacity
drone capacity
75 m³
Drone Bandwidth
drone bandwidth
25 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
123.5 km
Max Locked Targets
max. locked targets
10
Gravimetric Sensor
Gravimetric sensor strength
23 points
Sig. Radius
signature radius
450 m
Scan Res.
scan resolution
140 mm
Structure
Structure Hitpoints
structure hitpoints
7,700 HP
Mass
ship mass
157,000,000 kg
Volume
ship volume
470,000 m³
Cargo Capacity
cargo capacity
1,225 m³
Frigate Escape Bay
Frigate Capacity
1 Frigate
Armor
Armor Hitpoints
armor hitpoints
6,700 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
58.75
KIN
kinetic resistance
34.38
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
8,800 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
40
KIN
kinetic resistance
47.5
EXP
explosive resistance
50


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

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