Dominix
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
Medium S95a Remote Shield Booster
Drone Link Augmentor II
Drone Link Augmentor II
100MN Afterburner II
Large Micro Jump Drive
F-90 Positional Sensor Subroutines
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 Semiconductor Memory Cell I
Large Auxiliary Nano Pump I
Large Auxiliary Nano Pump I
Garde II x5
Bouncer II x5
Hobgoblin II x5
Vespa EC-600 x5
Optimal Range Script x1
Antimatter Charge L x1
Uranium Charge L x1
Tungsten Charge L x1
- PvE fit focusing on Sentry Drones and using a Micro Jump Drive or the small signature of Sentries (+ shield reps) to minimize incoming damage.
- 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 aligns in 17.6 s with AB on (11.8 s off). The cap will last for 5 min 15 s (not running AB or RSB).
- Damage varies between 833 dps at 54 + 20 km using the Garde II drones and Uranium ammo and 712 dps at just above 100km with Bouncer II drones and Tungsten ammo.
- Fit mission specific hardeners in place of the EANMs if you have problems with the tank.
- The Hobgoblins can be used for small ships that get close, but the best defense might be to use the Micro Jump Drive to move away. Remember to recall your drones before you activate it!
- The ship is not bonused for weapons, so any weapon can be fitted as preferred. Best is to either get something with a range of 20 - 30 km with good tracking to deal with small drones or frigates or weapons that match your drones' range.
- Requires Weapon Upgrades V, otherwise use meta modules (start with Damage Control) or fit other guns.
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.
Dual 250mm Prototype Gauss Gun
Dual 250mm Prototype Gauss Gun
Dual 250mm Prototype Gauss Gun
Dual 250mm Prototype Gauss Gun
Dual 250mm Prototype Gauss Gun
Dual 250mm Prototype Gauss Gun
Experimental 100MN Afterburner I
Cap Recharger II
Cap Recharger II
Cap Recharger II
Cap Recharger II
Damage Control II
Drone Damage Amplifier II
1600mm Reinforced Steel Plates II
Large Armor Repairer II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Energized Explosive Membrane II
Large Capacitor Control Circuit I
Large Auxiliary Nano Pump I
Large Auxiliary Nano Pump I
Ogre I x5
Garde I x5
Hammerhead II x5
Hobgoblin II x5
Antimatter Charge L x5000
Lead Charge L x5000
- Basic brawling fit
- Solid armor tank, reps around 350 damage/s
- Should be cap stable (switch an Auxiliary Nano Pump for another Capacitor Control Circuit, if necessary)
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
Heavy Unstable Power Fluctuator I
Drone Link Augmentor II
Drone Link Augmentor II
Large Micro Jump Drive
100MN Afterburner II
Heavy Capacitor Booster II
Omnidirectional Tracking Link II
Omnidirectional Tracking Link II
Damage Control II
1600mm Reinforced Rolled Tungsten Plates I
Energized Adaptive Nano Membrane II
Armor Kinetic Hardener II
Armor Thermic Hardener II
Armor Explosive Hardener II
Drone Damage Amplifier II
Large Trimark Armor Pump I
Large Trimark Armor Pump I
Large Trimark Armor Pump I
Garde II x10
Warrior II x10
Hornet EC-300 x5
Valkyrie II x5
Navy Cap Booster 800 x1
- A neuting fit that put emphasis on the tank at the price of lower dps.
- As fitted, with all skills at V and before boost, this ship has 136 K EHP (154 K EHP with resist mods overheated), flies at 320 m/s (420 m/s overheated) and align in 17.9 s with AB on (12.2 s off). Cap stable as long as you don't run out of Navy Cap boosters 800.
- Damage varies between 554 dps at 63 + 12 km with Garde II to 148 dps with Warrior II
- Will neut 100 cap units per s
- The use of the micro jump drive and of the afterburner are debated. This combination allow for better positioning, including the possibility of extraction if you are pointed (won't work if you get scrambled). MWD, target painter, sensor booster or ECCM modules can also be used.
Heavy Unstable Power Fluctuator I
Heavy Unstable Power Fluctuator I
Heavy Unstable Power Fluctuator I
Heavy Unstable Power Fluctuator I
Drone Link Augmentor II
Drone Link Augmentor II
Large Micro Jump Drive
100MN Afterburner II
Heavy Electrochemical Capacitor Booster I
Omnidirectional Tracking Link II
Omnidirectional Tracking Link II
Damage Control II
1600mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Large Anti-Explosive Pump I
Large Trimark Armor Pump I
Large Trimark Armor Pump I
Garde II x10
Warrior II x10
Hornet EC-300 x5
Valkyrie II x5
Navy Cap Booster 800 x1
- A neuting fit which has a lower tank than the previous fit, but significantly more dps.
- As fitted, with all skills at V and before boost, this ship has 108 K EHP (no overheating possible), flies at 319 m/s (419 m/s overheated) and align in 18 s with AB on (12.1 s off). Cap stable as long as you don't run out of Navy Cap boosters 800.
- Damage varies between 751 dps at 63 + 12 km with Garde II to 201 dps with Warrior II
- Will neut 100 cap units per s
- See above for the discussion on the AB and MJD
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.