Difference between revisions of "Golem"

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(→‎Skills: clean up, replaced: [[Skills:Missile_Launcher_Operation#Cruise_Missile_Specialization → [[Skills:Missiles#Cruise_Missile_Specialization)
(→‎Skills: clean up, replaced: [[Skills:Mechanics#Hull Upgrades → [[Skills:Armor#Hull Upgrades)
Line 97: Line 97:
 
*'''[[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]]'''.
 
*'''[[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]]'''.
 
*'''[[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.
 
*'''[[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.
+
*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.
  
 
==Fitting==
 
==Fitting==

Revision as of 13:02, 19 November 2013

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 Skill Bonus:
10% bonus to cruise missile and torpedo velocity per level
5% bonus to cruise missile and torpedo explosion velocity per level
Marauders Skill Bonus:
7.5% bonus to shield boost amount per level
7.5% bonus to effectiveness of target painters per level
Role Bonus:
100% bonus to cruise missile and torpedo damage
100% bonus to range and velocity of tractor beams

Required Skills
  • Caldari Battleship V47d 9h 46m
    • Spaceship Command IV1d 1h 8m
    • Caldari Cruiser IV5d 5h 42m
  • Marauders I1h 23m
    • Spaceship Command V5d 22h 13m
    • Energy Grid Upgrades V11d 20h 26m
    • Advanced Weapon Upgrades V35d 13h 20m
Training Time what's this?
107d 2h 1m
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
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
, 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

Ship Attributes

Fittings
Powergrid
powergrid
6,500 MW
CPU
cpu output
715 tf
Capacitor
capacitor
5,625 GJ
High
high slots
7
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
105 m/s
Inertia Modifier
inertia modifier (agility)
0.12
Warp Speed
inertia modifier (agility)
3 AU/s
Base Time to Warp
base time to warp
17.5 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
75 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
90 km
Max Locked Targets
max. locked targets
10
Gravimetric Sensor
Gravimetric sensor strength
14 points
Sig. Radius
signature radius
575 m
Scan Res.
scan resolution
73 mm
Structure
Structure Hitpoints
structure hitpoints
7,300 HP
Mass
ship mass
105,200,000 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
7,300 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
59
KIN
kinetic resistance
34
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
8,200 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
40
KIN
kinetic resistance
48
EXP
explosive resistance
50


Summary

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Skills

Fitting

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Tactics

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Notes

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