Dominix

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Dominix
Dominix
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.
High slots 6
Medium slots 5
Low slots 7
Rig slots 3
Power output 9000 MW
CPU output 600 tf
Turret slots 6
Launcher slots 0
Max targets 7
Shield capacity 5469
Shield resists
(EM/EXP/KIN/THERM)
0/50/40/20
Armor HP 6211
Armor resists
(EM/EXP/KIN/THERM)
50/10/35/35
Capacitor 5000
Drones 375 m3
Drone Bandwidth 125 Mbit/sec
Cargo 600 m3
Max Speed 120 m/s
Insurance Cost 18,750,000 ISK
Insurance Payout 62,500,000 ISK
Updated to Booster Patch
Required Skills
Primary Gallente Battleship I
Secondary N/A
Tertiary N/A
View Ships by Type


Contents

[edit] Overview

A big, ugly drone boat. Though not as powerful as it once was, the Dominix is still one of the few viable solo battleships due to its impressive tanking ability. A properly fit Dominix can take on almost any other ship one-on-one and win, and can usually tank anything else up to a small gang long enough to run away or for help to arrive. These traits make it ideal for both small gang work and ratting.

These same traits, however, make the Dominix a terrible choice for fleet work, where its reliance on drones and/or blasters for DPS is a severe disadvantage. If you're looking for a good Gallente fleet battleship, use the Megathron.

If you're interested in Mining in a Dominix, see this analysis on Dominix Mining

[edit] Bonuses

[edit] Recommended Skill Packs

  • Support - Fitting 1
  • Support - Drones 2
  • Support - Capacitor 1
  • Tanking - Armor 2
  • Ships - Gallente - Battleship - Dominix

Also, to use Medium Nosferatu II's or Medium Energy Neutralizer II's, you have to have Energy Emission Systems to IV, which is not in any of the skillpacks. Most "traditional" Dominix fittings have some of these modules on them.

[edit] Fittings

[edit] PvP

[edit] Killdozer BlackOps Dominix

Approved Blackops Fitting
Highs
1x Heavy Unstable Power Fluctuator I
1x Medium Energy Neutralizer II
3x Medium Nosferatu II
1x Improved Cloaking Device II
Mids
1x Quad LiF Fueled I Booster Rockets
1x Warp Disruptor II
1x Stasis Webifier II
1x Sensor Booster II w/ Scan Resolution
1x Heavy Capacitor Booster II w/ Cap Booster 800s
Lows
2x Large Armor Repairer II
1x Armor Kinetic Hardener II
1x Armor Thermic Hardener II
1x Armor Explosive Hardener II
1x Energized Adaptive Nano Membrane II
1x Damage Control II
Drones
7x Ogre II
6x Berserker II
10x Warrior II
Rigs
2x Auxiliary Nano Pump I
1x Nanobot Accelerator I
Implants
Hardwiring - Inherent Implants 'Noble' ZET100 (3% reduction in repair system time)
Hardwiring - Inherent Implants 'Noble' ZET400 (3% bonus to repair systems amount)

Tanks 1000 DPS with rigs.

This is of course very skill intensive, especially with the T2 heavy drones, but worth it. It can tank more damage than anything else except capital and command ships while still dishing out a respectable amount of whoopass itself. This will cost you about 120 mio excluding the hull (82m in rigs, 26m in modules, 12m in drones). If you have Biology trained to III consider using Exile boosters; pop a pill when you get into a fight for a large bonus to repair amount for 30 minutes.

The key to cope with the recent Nos nerf is to not let your own cap get too high. Unless the fight looks really tight, wait with activating the cap booster until you hit 30%, that way you can maximize the use of your Nosferatus. If you're a fan of micromanaging, activate the modules in the order: Nos -> Booster -> Neutralizer to get the most out of them.

Against small ships it's important to stagger the activations of the two neutralizers. Switch one on, then wait 6 seconds, then the other one. Only that way you can guarantee they'll never have enough cap to use an armor repairer or MWD.

[edit] Blaster Dominix

Highs
6x Electron/Ion Blaster Cannon I or IIs
Mids
1x Quad LiF Fueled I Booster Rockets
1x Warp Disruptor
1x Stasis Webifier
2x Wildcard (ECCM and an extra web is a decent choice)
Lows
2x 1600mm Reinforced Rolled Tungsten Plate
1x Armor Explosive Hardener II
2x Magnetic Field Stabilizer II
1x Energized Adaptive Nano Membrane II
1x Damage Control II
Drones
5x Ogre II
5x Berserker II
10x Warrior II or your choice of light drone
5x Vespa EC-600 or your choice of medium drone
Rigs
Trimark Armor Pumps, as many as you can afford

This is the basic template for a blaster dominix. Tackle and web, get up close, sic heavy drones and blow the hell out of your target. It is essentially the neutron gank mega's little brother; it does slightly less dps and has less armor hp but your extra drones can allow you more tactical options should you need to lose a tackle or something. The blaster cannons will vary based on your skills, drone selection is a personal preference, and the lowslot balance between armor hp, resists, and dps is entirely up to you. However you decide to fit one of these things and whatever your support skills dps will be quite impressive, between 700 and 1000.

[edit] Dominix of Apostate Punishment

EFT Textblock

Classic Jihad Fitting
Highs
6x Anode Mega Neutron Particle Cannon I (Caldari Navy Antimatter L (8 rounds per turret))
Mids
2x Target Painter I
1x Tracking Computer I (Tracking Speed)
1x Warp Scrambler I
1x 100MN MicroWarpdrive I
Lows
5x Linear Flux Stabilizer I
2x Reactor Control Unit I
Drones
5x Garde I

So your Battlecriuser skills stink? Still want to punish the wicked all by your lonesome? Try this baby - it solos lightly tanked exhumers in .7, but unfortunately costs twice as much to lose as the Brutix - my cost was 10m at current Jita prices. To use, find a target, hit approach and activate your MWD, Set everything to Prefire, when you get to 3000m launch your drones and target. Once your target is complete all of your modules will activate and your drones should begin attacking, if they dont mash an "engage target" hotkey to get them on task.

[edit] PvE

[edit] Generic belt ratting Dominix

Highs
1x Prototype Cloaking Device or other cloak of your choice
1x Small Tractor Beam
2x Salvager
2x wildcard (heavy nos/neut, more tractors/salvagers)
Mids
1x named or T2 Afterburner
3x Cap Recharger II
1x wildcard (another CR II (if you are not using CCC's), omnidirectional tracking link, drone nav computer, stasis web)
Lows
4x T2 rat-specific hardener
1x Damage Control II
1x Large Armor Repairer II
1x wildcard (CPR, another LAR, EANM, 1600mm plate, take your pick)
Rigs (optional)
1x Auxiliary Nano Pump I
2x Capacitor Control Circuit I
Drones
The usual mix of rat-specific drones, plus 5x Warrior II (to get inties to fuck off)
NOTE: Be sure to bring extra of each drone type in case you have a stroke of the stupid and somehow lose a drone or two to the rats. You wouldn't believe how much DPS difference 1 drone makes when you count on drones for 100% of your damage.

Generic belt ratting Dominix. There are approximately seven billion variations of this basic fitting, see "rolling your own" below.

Simply fit your tank to accommodate whatever it is you're ratting and bring your specific drone for your specific rat. This is crucial as one drone will cut down one type of rat faster than the other, and using the wrong drones will result in killing the rat taking about seven times as long.

Permaruns the LAR with good skills and enough cap mods/CCC rigs (depending on said skills).

Completely t1 version works too, although you'll need some named gear, halfway decent skills and probably a cap mod for your wildcard low to make it work.

[edit] Cap stable dual rep plex/mission Domi

Credit: DaiTengu

Highs
1x Small Tractor Beam
2x Salvager
2x Large "Notos" Explosive Charge (for webbing/scrambling frigates)
1x Cloak of your choice
Mids
5x Cap Recharger II
Lows
2x Large Armor Repairer II
2x Armor Explosive Hardener II
1x Armor Kinetic Hardener II
1x Armor Thermic Hardener II
1x EANM II
Rigs
2x Capacitor Control Circuit
1x Auxiliary Nano Pump
Drones
10x Ogre II (Berserker II would be good if it's an Angel Complex)
5x Hammerhead II
10x Warrior II

This setup isn't cheap, as the rigs will run about 60m by themselves. It is however, a massive rapehorse when it comes to exploration sites. I'll probe out a site with my covops, bookmark it, and then come back with this setup. About 70% of the time you will only need one rep running, so you can use the extra cap to fire off the smartbombs and get rid of the pesky frigates. I've tanked 8+ battleships with this, along with 4 cruisers and a bunch of frigates. I have shitty cap skills, so it may be possible to replace one or two of the cap rechargers with other midslot items (Analyzers or codebreakers) if your cap skills are better. You can also replace the Cloaking device with another tractor beam, salvager, or another smartbomb if you're not afraid of hostiles probing you out.

I run this with Ogre IIs, as I can't quite use Berserker IIs yet. The Ogre IIs do slightly more damage overall to Angels over Berserker Is.

Tankwise... well, that depends on what you're going up against. You're looking at about 750dps permatanked against Drones, the same against Angels, and if you fit 2x each of T2 EM and Thermal hardeners, you can tank a whopping 1400 dps against Sansha.

[edit] Variations and other notes

  • Replacing one of the Salvagers with a Small Remote Armor Repair allows you to repair your drones when you are out in deep space for a while. The trade off in salvaging speed is worth it when T2 heavies cost so much. Swapping one of the explosive charges out for an EM charge (Vehemence) can kill some of the ships quicker than 2 explosive.
  • Even with perfect cap skills, this is not cap stable if you remove rechargers, so other midslot items are not an option. However, I'm not even sure that the hardest hacking sites would need a tank like this, so that's okay.
  • Another good highslot option is dropping a salvager for a railgun, just so you can aggress rats in plexes without having to send your drones after them.
  • This setup is amazing for dual-box mission running. I use an alternate highslot configuration of 2x Salvager, 2x Tractor Beam, 1x Drone Link Augmentor, and 1x Civilian Gatling Railgun. Warp into a mission, aggress everything with the railgun, then warp in a lightly tanked DPS ship - in my case, a perma-LSB tank Raven. I also use 3xCCC as this setup is very, very borderline cap stable - using 4-5 active hardeners with two salvagers may result in your tank disappearing at the worst possible time.

[edit] Blood Anomoly Domi

Highs
2x Small Tractor Beam
4x Salvager
Mids
5x Cap Recharger II
Lows
2x Large Armor Repairer II
2x Armor EM Hardener II
2x Armor Thermic Hardener II
Rigs
2x Capacitor Control Circuit
1x Auxiliary Nano Pump
Drones
10x Ogre II
5x Hammerhead II
10x Warrior II

This Domi is purpose built for killing Sanctum and Havens in level 5 upgraded systems. Obviously it can run the lower ones also without difficulty. It will take 1300+ EM dps and almost 1100 Therm dps with perfect skills. Swap in Best named for those T2 skills you don't have yet. It is cap stable with perfect skills at 54%, but you can use some CC implants also. CC4 and CR4 implants are what you want if your skills are lacking.

[edit] Rolling your very own PvE Domi

Different people have different ratting habits, so there are plenty of variations. For example, it is, in fact, possible, with enough isk and skills, and some minor sacrifices, to cram four blasters onto a ratting dominix for those of you fed up with the killing rate of T1 heavy drones.

The Yin and Yang to the dominix:

When flying a domi you have a very hands free ratting ship that has no problem with tank, only dps. If you solve the dps problem by fitting guns you have to cart around ammo, and lose what may be the domi's greatest selling point: the fact that you are immune to solo gankers, and can fend off small gangs long enough for either help to arrive, or for you to warp out.

Since your DPS is what's lacking, it is essential to fit tank that has some serious capacity for a good amount of time. Once your skills hit even a passable level, there's no reason why you can't fit a cap stable tank that can withstand at least 350 dps. You have two options, either dual rep with a lot of cap mods and CCC's, or a single rep with rigs to make it rep more and faster. The single rep setup tanks around 150 dps less than a good dual rep fitting, but is still more than enough to perma-tank any spawn you find if you have good skills. The benefit of only fitting a single rep is that you save a good chunk of powergrid, which allows you to fit a nice array of defensive mods. There is no reason to not roll with an omni tank on a dominix, and in a particularly hot local trading off an EANM II for a 1600mm plate. A domi is capable of being fit with a tank that's 75% or more resists across the board, stable, and with good skills better than 500 dps in either single or dual rep fittings.

This brings about yet another trade off. If you fit for defense, you will not have the highslots left to fit guns. Even in a perfectly skilled dominix with Ogre II's, you are still shy of 500 dps. Fitting guns also makes your boat a lot more hands on, requiring you to fly into range and pay attention to your capacitor. You also lose utility as you won't have the space to fit salvager or tractor beam modules. Having guns also opens you up to gankers.

These problems are solved if you are using more than one account in a system, but for the solo dominix ratter it is recommended that you accept your lackluster dps and fit heavy neuts with a cloak (and a salvager/tractor beam) in your highslots and have a high degree of safety in your ratting system.

It is also worth mentioning that while your ship has some serious killing power, your first priority if gankers actually catch you in a belt is to break their tackle and warp to a safespot where you can cloak. If the only way to do this is to keep fighting until they die or warp away so be it, but if you are able to just neut their point away and leave you should do so. Inevitably backup will be on the way, and if they bring ewar support you will die a slow death. If hostiles are around and have engaged you, if you escape, wait a few minutes after they leave the system before you start ratting again. Be wary for a while and keep an eye on local as they may come back. As a final caveat, be sure to scan near the asteroid belt you were just in before returning even if local is empty. A common tactic gankers use involves them logging off in the belt you just left, waiting a couple of minutes, and logging back on. They will warp back to the exact spot you are now in, giving you no time to run. A 360 scan will avoid this, as you will still see their ship on the scanner despite the system being empty.