Difference between revisions of "Golem"

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m (Update for March 2022 Version 20.03 (Road to fanfest). Replace skill links with {{Sk}}. Add {{Cleanup}})
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{{Cleanup|Drone skills in [[#Skills]] need to be checked}}
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<onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!--  Template marker : DON'T EDIT LINE -->
 
  <!-----------------------------------------------------------
 
  <!-----------------------------------------------------------
  * SHIP ATTRIBUTES SECTION (last update : 2019-10-16)
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  * SHIP ATTRIBUTES SECTION (last update : 2022-03-10)
 
  -------------------------------------------------------------
 
  -------------------------------------------------------------
 
  * 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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  | race=Caldari
 
  | race=Caldari
 
  | roles=unspecified
 
  | roles=unspecified
  | variations={{Ship|Raven Navy Issue}}, {{Ship|Raven State Issue}}, {{Ship|Raven}}
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  | variations= {{Ship|Raven}},<br>
 +
{{Ship|Raven Navy Issue}},<br>
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{{Ship|Raven State Issue}}
 
  | tech=2
 
  | tech=2
 
  | ecmprio=2 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
 
  | ecmprio=2 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
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  | bandwidth=25 Mbit/sec
 
  | bandwidth=25 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.<br><br>
 
  | 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.<br><br>
  | bonuses=<b>Caldari Battleship bonuses (per skill level):</b><br>10% bonus to Cruise Missile and Torpedo max velocity<br>5% bonus to Cruise Missile and Torpedo explosion velocity<br><b>Marauders bonuses (per skill level):</b><br>7.5% bonus to Shield Booster amount<br>10% bonus to Target Painter effectiveness<br><b>Role Bonus:</b><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>&bull;&nbsp;Can fit Bastion modules<br>
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  | bonuses= <b>Caldari Battleship bonuses (per skill level):</b><br>
 +
10% bonus to Cruise Missile and Torpedo max velocity<br>
 +
5% bonus to Cruise Missile and Torpedo explosion velocity<br>
 +
<b>Marauders bonuses (per skill level):</b><br>
 +
7.5% bonus to Shield Booster amount<br>
 +
10% bonus to Target Painter effectiveness<br>
 +
<b>Role Bonus:</b><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>
 +
&bull;&nbsp;Can fit Bastion modules<br>
 +
100% bonus to Shield Extender hitpoints<br>
 +
50% bonus to Armor Plate hitpoints<br>
 +
5% Additional  bonus to Reinforced Bulkhead hitpoints
 
  | structurehp=7,700 HP
 
  | structurehp=7,700 HP
 
  | shieldhp=8,800 HP
 
  | shieldhp=8,800 HP
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==Skills==
 
==Skills==
*'''[[Skills:Missiles#Cruise Missiles|Cruise Missiles]]''', and '''[[Skills:Missiles#Torpedos|Torpedos]]''' should be trained to V, and '''[[Skills:Missiles#Cruise_Missile_Specialization|Cruise Missile Specialization]]/[[Skills:Missiles#Torpedo 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.
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* {{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.
*'''[[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.
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* {{Sk|Missile Launcher Operation}}, {{Sk|Rapid Launch}}, {{Sk|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:Electronic Systems|Electronic Systems]]''' 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 (as this is a requirement anyways) to help alleviate fitting problems.
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* 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.
*'''[[Skills:Missiles#Guided Missile Precision|Guided Missile Precision]], [[Skills:Missiles#Target Navigation Prediction|Target Navigation Prediction]]''' and '''[[Skills:Electronic Systems#Target Painting|Target Painting]]''' to at least IV to combat smaller targets and gain access to the T2 '''[[Target Painter]]''' module.
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* {{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.
*'''[[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.
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* {{Sk|Missile Projection}} and {{Sk|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.
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* {{Sk|Drones|V}}, {{Sk|Combat Drone Operation|V}}, {{Sk|Drone Interfacing|IV}} and {{Sk|Gallente Drone Operation|I}}/{{Sk|Minmatar Drone Operation|I}} are all are important for getting as much DPS out of the drone bay as possible.
*'''[[Skills:Shields#Shield Operation|Shield Operation]]''' and '''[[Skills:Shields#Shield Management|Shield Management]]''' should be trained to at least IV to improve shield capacity and recharge rate. While '''[[Skills:Shields#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.
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* {{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.
*'''[[Skills:Shields#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]]'''.
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* {{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]].
*'''[[Skills:Electronic Systems#Electronic Warfare|Electronic Warfare]]''' should be trained to level III to allow training of '''[[Skills:Electronic Systems#Long Distance Jamming|Long Distance Jamming]]''' which increases the optimal range of target painters by 10% per level.
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*' {{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, '''[[Skills:Armor#Hull Upgrades|Hull Upgrades]]''' should be trained to level IV to allow use of the T2 '''[[Shield_Tanking#Damage_Control|Damage Control]]''' module.
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* Finally, {{Sk|Hull Upgrades}} should be trained to level IV to allow use of the T2 [[Shield Tanking#Damage Control|Damage Control]] module.
  
 
==Tactics==
 
==Tactics==
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==Patch History==
 
==Patch History==
 
{{Expansion past|
 
{{Expansion past|
 +
'''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
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* 100% bonus to HP from all Shield Extenders
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* 5% additive bonus to all Reinforced Bulkhead modules, for those with discerning tastes.
 +
 
'''19.01 Releas - 2020-2-23''' - ''"Bastions of War" update'' ([https://www.eveonline.com/article/qo7pm1/patch-notes-version-19-01 Patch Notes])
 
'''19.01 Releas - 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%
 
* Lock range increased by 30%

Revision as of 13:57, 10 March 2022

This article should be cleaned up or improved.
The reason is: Drone skills in #Skills need to be checked


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

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.

Developer: Lai Dai

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.

SHIP BONUSES

Caldari Battleship bonuses (per skill level):
10% bonus to Cruise Missile and Torpedo max velocity
5% bonus to Cruise Missile and Torpedo explosion velocity
Marauders bonuses (per skill level):
7.5% bonus to Shield Booster amount
10% bonus to Target Painter effectiveness
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
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

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)
0.12
Warp Speed
inertia modifier (agility)
3.5 AU/s
Base Time to Warp
base time to warp
15.69 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
123.500 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
94,335,000 kg
Volume
ship volume
486,000 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
34.375
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 one of the premier Caldari Battleships available to experienced and skilled Caldari pilots. 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 a red-headed step child of the other Marauders, capsuleers often favoring the Vargur or the pirate battleship 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 gate to gate; zooming out and measuring a distance with 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.

Bastion+MWD trick allows marauders to warp almost instantly after coming out of bastion. Hover the mouse on the decycling bastion module to see exactly how long it has left. At the 9 second mark, start cycling the MWD for one cycle and start spamming "warp to" hotkey. After the bastion mode ends you will get one second of MWD that accelerates you to near warp speed and the marauder will warp in 2-3 seconds. Additionally the bastion mode makes hostiles unable to activate warp disruption or scram so you will not be pointed when the bastion ends giving you a small window to escape before the points are activated.

Marauders in bastion mode can jump Wormholes as normal and be instantly out of bastion mode on the other side.

Notes

You can write additional notes for Golem here.

Patch History