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Critique My Domi

Author
Novah Soul
#1 - 2013-03-19 00:58:32 UTC
Hey all;

Having recently lost my SNI in the Minmatar Epic (wasn't as careful as I should have been, lesson learned), I decided to get a Domi. I remember using them roughly a year ago with relative success, but used a heavily tanked dual-LAR setup at that time.

With the addition of DDAs I tried the following setup, so far having moderate success:

[Dominix, Mission]

2x Drone Link Augmentor I
4x 350mm Prototype Gauss Gun (Antimatter Charge L)

2x Omnidirectional Tracking Link I
3x Cap Recharger II

2x Armor Thermic Hardener II
Armor Kinetic Hardener II
Core B-Type Large Armor Repairer
3x Drone Damage Amplifier II

Large Nanobot Accelerator I
2x Large Capacitor Control Circuit I

5x Garde I
5x Warden I
15x Hobgoblin II

With skills/implants I'm looking at a 488 dps tank against Serps, and dealing 648 dps.

I first got a Damsel in Distress, and one of the waves took me down to 50% armor... needless to say I was a bit surprised/concerned.

Anything I can do to make this fit better? Here is a link to my current skills: http://eveboard.com/pilot/Novah_Soul

Thank you in advance.

A man is known by the quality of his friends. - Lex Luthor

Narcotics Dealer
G U N D A M
#2 - 2013-03-19 01:20:39 UTC
i think sentry domi with a micro jump drive is the go now because u can just warp off in the mission to avoid all the npc damage and just blitz them from range
Jovat
Science and Trade Institute
Caldari State
#3 - 2013-03-19 02:22:33 UTC  |  Edited by: Jovat
Looks like some low skills with the t1 omnis. Faction omnis are worth it, get those.

Replace the cap rechargers with... anything. target painter, 2 tracking computers for example.
Replace one of the hardeners with a reactive armor hardener. There's no stacking penalty and it automatically reacts to whatever you're currently being targeted with.

Replace all the rigs with semiconductor memory cells. Or at least the CCC with semiconductor memory cells. Your max recharge will be marginally lower, but unless you're at 25% cap for 20 minutes, semiconductors will be better.

Some people will suggest that a shield navy domi is better because it can reach higher paper dps. I think using tracking computers provides better and more flexible damage projection while the reactive armor hardener is better for pve. And it allows you to use a target painter, which hits both your guns and your drones while increasing your threat to keep rats off your drones. The long cycle time sucks though.

Train for a t2 drone link aug, and you can use 5 guns instead of 4 and reach most of the rats in a mission space.

Switch gun and tracking computer for a LMJD for missions that are just a little too hard to tank outright (bonus angel room, for example)
Cambarus
The Baros Syndicate
#4 - 2013-03-19 02:39:25 UTC
Narcotics Dealer wrote:
i think sentry domi with a micro jump drive is the go now because u can just warp off in the mission to avoid all the npc damage and just blitz them from range

Please don't do this, you lose literally half the effectiveness of the domi by sitting 100km away.
Zhilia Mann
Tide Way Out Productions
#5 - 2013-03-19 05:46:37 UTC
Cambarus wrote:
Narcotics Dealer wrote:
i think sentry domi with a micro jump drive is the go now because u can just warp off in the mission to avoid all the npc damage and just blitz them from range

Please don't do this, you lose literally half the effectiveness of the domi by sitting 100km away.


Well... maybe. For newer players I could see something like this working nicely:

[Dominix, tanky sentry entry mjd]
Imperial Navy Large Armor Repairer
Armor Thermic Hardener II
Armor Kinetic Hardener II
Armor Kinetic Hardener II
Drone Damage Amplifier II
Drone Damage Amplifier II
Capacitor Power Relay II

Large Micro Jump Drive
Cap Recharger II
Cap Recharger II
Omnidirectional Tracking Link II
Omnidirectional Tracking Link II

350mm Prototype Gauss Gun, Caldari Navy Iron Charge L
350mm Prototype Gauss Gun, Caldari Navy Iron Charge L
350mm Prototype Gauss Gun, Caldari Navy Iron Charge L
350mm Prototype Gauss Gun, Caldari Navy Iron Charge L
350mm Prototype Gauss Gun, Caldari Navy Iron Charge L
Drone Link Augmentor II

Large Ionic Field Projector I
Large Capacitor Control Circuit I
Large Auxiliary Nano Pump I


Garde II x5
Warden II x5

600 DPS at 86+25 (CN Iron and Warden IIs, which are well within range period) or 870 DPS with Garde IIs and CN Uranium (which is 41+25, so about matches the Gardes' 45+12). Targets to 109, so no issue there. The damn thing is even cap stable without the guns (or MJD). It's not the Domi I'd run, but I can see the appeal to start with it.
Inkarr Hashur
Skyline Federation
#6 - 2013-03-19 05:54:54 UTC
On a scale of 1 to 10 I give it

NotNavyDomi / 10
FapFap McLotionhand
Storm Hunters
#7 - 2013-03-19 05:55:04 UTC
Cambarus wrote:
Narcotics Dealer wrote:
i think sentry domi with a micro jump drive is the go now because u can just warp off in the mission to avoid all the npc damage and just blitz them from range

Please don't do this, you lose literally half the effectiveness of the domi by sitting 100km away.


It'll be more like 80 really. Most of the rats will be like 20km or so away on warp in. Just face them and jump and it should put you about 80km on the other side which is about the range of curators. should be able to put out about 750ish dps from there and swap to gardes when they close in under 45km. Not the hottest numbers on the planet but not far off from what he was getting in his nightmare.

[u]I SPACE, NO ONE CAN HEAR YOU FAP!!!!!!!!! FAPAPFAPFAPFAP[/u]

Jovat
Science and Trade Institute
Caldari State
#8 - 2013-03-19 06:04:58 UTC
If you're armor tanking you need a reactive armor hardener.

If you're using a microjump drive you need at least two drone link aug.

And for PVE, you're not going to need warden's. Certainly not with two omnis.

And all that cap recharge is unnecessary.

And again, cap control circuits are bad. Semiconductors are good. For some reason everyone thinks its the other way around.

Sensor booster is better than the targeting range rig, by far. Most of the time, stuff is in targeting range, and then can switch to scan resolution for faster targeting.

Zhilia Mann
Tide Way Out Productions
#9 - 2013-03-19 06:51:02 UTC
Jovat wrote:
If you're armor tanking you need a reactive armor hardener.

If you're using a microjump drive you need at least two drone link aug.

And for PVE, you're not going to need warden's. Certainly not with two omnis.

And all that cap recharge is unnecessary.

And again, cap control circuits are bad. Semiconductors are good. For some reason everyone thinks its the other way around.

Sensor booster is better than the targeting range rig, by far. Most of the time, stuff is in targeting range, and then can switch to scan resolution for faster targeting.


I agree with about half of this. The other half is... odd. Somewhere between missing the point and outright wrong.

RAH is not needed; specific hardeners are still better.

MJD without 2 DLAs is fine with good skills. Set your damn drones to aggressive.

Wardens are specifically for going after kin-weak enemies at range, not for general use; did you really want to use Curators on Guristas?

That cap recharge is indeed unneeded, but there's comfort in cap stability. If we're going for wildly unstable fits we might as well go shield gank; it's an objectively better mission fit anyhow.

CCCs beat SMCs under almost all circumstances, including this Dominix, if the goal is to sustain key modules forever. If the goal is to just run everything long enough SMCs win. I prefer CCCs. I guess you don't. That's fine.

Sensor booster is indeed better than the rig; my bad. Swapping a cap recharger for a sebo and the rig for a CCC is hands down a better option.
Jovat
Science and Trade Institute
Caldari State
#10 - 2013-03-19 10:26:04 UTC  |  Edited by: Jovat
If you think specific hardener's are better, you don't really understand the RAH. It maxes out at 60% of one resist and adjust to fit the profile. And it doesn't have stacking penalties. It's better than any one specific hardener, and it plays better with any of them. Max tank is 2 mission specific and one RAH, which works out because most missions have only one or two damage types.

MJD without 2 DLA means you have to leave your drones behind and watch them get popped if aggro goes weird, or you bring them with you and they ignore anything you're trying to hit at range. Further, you're at the mercy of your drones AI there and can't focus fire on specific enemies to trigger/avoid triggers. You should be controlling your drones, not turning them on and hoping they do the right thing. With great skills control range is 84km... which means you're sitting there, waiting, for rats to crawl towards you. First its slow. Second, it means you're goal of avoiding damage by being at range is getting compromised. Third, things like sentry and cruise missile batteries won't advance, they'll just pummel you from beyond your control range.

Wardens are useless for most PVE because kin weak enemies are nearly as weak at explosive, so you're better off with bouncers, which have a much higher damage and better tracking for that range. For EM/Th weak, Curators is better, with the second best tracking. Wardens are okay if you need to hit something much further than MJD range I guess, but hitting at 150km+ isn't that common in PVE. If you do want to hit this far, you're going to need more than two DLA!

I can't see any value in cap stability unless you're doing the AFK permarep thing. Which is silly and sacrifices an enormous amount of damage projection, which in turn hurts survivability. As for shield gank, I've tried it, and in my opinion it's less flexible (partly because of no RAH, partly because of the resist profile) and doesn't have much higher completion times because the damage projection of the rails are more helped by tracking computers and a target painter, along with being able to swap things like micro jump drive for crazy high damage rooms or ECCM for jammers or a MWD for those damn missions with long gates. So, I don't see lower completion times with shield.

CCCs almost never beat SMC unless its the difference between cap stable and not cap stable, and cap stable is your goal. If you're running a cap unstable fit (and you should) then the only scenario where CCC beats SMC is if you're hovering near max reacharge, 25% of cap, for 20 minutes or longer... somehow. In all other scenarios, the cap buffer for unstable fits allows longer tanking for the bursts of activity and a larger window of high recharge, leading to larger effective recharge rates.
John DaiSho
Quam Singulari Industry
Roid Suckers
#11 - 2013-03-19 11:29:46 UTC
[Dominix Navy Issue, Lvl 4]
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Large Armor Repairer II
Reactive Armor Hardener
Drone Damage Amplifier II
Energized Adaptive Nano Membrane II

Large Micro Jump Drive
Omnidirectional Tracking Link II
Omnidirectional Tracking Link II
Omnidirectional Tracking Link II
Sensor Booster II
Cap Recharger II

425mm Railgun II, Antimatter Charge L
425mm Railgun II, Antimatter Charge L
425mm Railgun II, Antimatter Charge L
425mm Railgun II, Antimatter Charge L
Drone Link Augmentor I
Drone Link Augmentor I

Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I


Garde II x5
Curator II x5
Bouncer II x5
Hobgoblin II x5


This is what I use for some days now. Bouncers are the most used drones, curators against EM-weak enemies and gardes against anything that manages to get nearer than 60km.

Bouncers do 700 DPS with All5s at 104+42, so basically always in optimal.
Gardes and guns loaded with T1 antimatter does 1k DPS

The only thing it lacks is speed if you need to loot some mission item and it is not in proper MJD range. If you salvage with your own Noctis thats not a problem, though.
Angelique Duchemin
Team Evil
#12 - 2013-03-19 12:40:23 UTC
I think the biggest problem with your Domi is that it's angry

The very sun of heaven seemed distorted when viewed through the polarising miasma welling out from this sea-soaked perversion, and twisted menace and suspense lurked leeringly in those crazily elusive angles of carven rock where a second glance shewed concavity after the first shewed convexity.

FapFap McLotionhand
Storm Hunters
#13 - 2013-03-19 12:53:47 UTC


IT'S NOT ANGRY. IT'S JUST NOT AMUSED.

[u]I SPACE, NO ONE CAN HEAR YOU FAP!!!!!!!!! FAPAPFAPFAPFAP[/u]

Kodama Ikari
Thragon
#14 - 2013-03-19 15:02:59 UTC  |  Edited by: Kodama Ikari
Jovat wrote:

Replace the cap rechargers with... anything. target painter, 2 tracking computers for example.
Replace one of the hardeners with a reactive armor hardener. There's no stacking penalty and it automatically reacts to whatever you're currently being targeted with.

Replace all the rigs with semiconductor memory cells. Or at least the CCC with semiconductor memory cells. Your max recharge will be marginally lower, but unless you're at 25% cap for 20 minutes, semiconductors will be better.



OP isn't really getting enough milage out of the guns as it is to justify dropping cap rechargers for tracking computers. Furthermore, with t1 guns and t1 sentries, the cap recharge will probably be more handy as lower dps means you'll need to run the tank longer. Secondly, switching the CCCs to SMCs is also something i would reserve for people that know each mission fairly well and are well over the 800 dps mark. Plus, the SMC's bonus in running the max-tank longer is undercut pretty hard if you're using a prop mod or starting a mission at less than 90% (say due to warp drive activation). Other suggestions are good though (faction omnis, MO SKILLZ, MJD for missions that give you trouble). Also target painter works but the cycle time always irritated me so i prefer another mod.

My own suggestions: Upgrade the t2 hardeners to faction. I think you save on capacitor and its not too expensive, plus they overload better. BTW overloading hardeners (yes in pve) can be EXTREMELY useful when your tank is being overcome.

Rigs: I prefer aux nano pumps to nanobot accelerators. The aux pump improves both the repair rate and cap efficiency, while the accelerator only increases the repair rate. The nanobot accelerator becomes more useful when a second aux pump would be stacking penalized, or where cap is a complete non-issue. Yes, I am aware that the max-tank is slightly better with an accelerator than a nano pump, but the difference is small and the cap savings large. I would also lose the targeting range rig and use a sensor booster instead when you happen to need it (this is really up to your preference however).

Jovat wrote:
If you think specific hardener's are better, you don't really understand the RAH. It maxes out at 60% of one resist and adjust to fit the profile.

Does it actually adjust to the profile, or does it split evenly according to the ratio of damage recieved? 30/30 isn't that impressive, but if its adjusting to the angel profile, or better yet focusing on the type thats applying more damage (ex: rats shoot 50kin/50therm but RAH adjusts more towards thermal because you have weaker resists there, hence taking more applied damage from that type).

Jovat wrote:

Wardens are useless for most PVE because kin weak enemies are nearly as weak at explosive, so you're better off with bouncers, which have a much higher damage and better tracking for that range.
This is just wrong. Bouncers and Wardens have the same tracking. Serpentis and Guristas are the only significant kinetic-weak rats i know of, but Serpentis have explosive as their top resist. Guristas have explosive as their second highest, with kinetic still performing 50% better than explosive (on low-tier BS, its more like 60-70% better on high-tier BS or elites).
Jovat
Science and Trade Institute
Caldari State
#15 - 2013-03-19 17:17:06 UTC  |  Edited by: Jovat
Kodama Ikari wrote:

OP isn't really getting enough milage out of the guns as it is to justify dropping cap rechargers for tracking computers. Furthermore, with t1 guns and t1 sentries, the cap recharge will probably be more handy as lower dps means you'll need to run the tank longer. Secondly, switching the CCCs to SMCs is also something i would reserve for people that know each mission fairly well and are well over the 800 dps mark. Plus, the SMC's bonus in running the max-tank longer is undercut pretty hard if you're using a prop mod or starting a mission at less than 90% (say due to warp drive activation). Other suggestions are good though (faction omnis, MO SKILLZ, MJD for missions that give you trouble). Also target painter works but the cycle time always irritated me so i prefer another mod.


T1 sentries, somehow didn't notice... train t2 sentries before anything else. They're the difference between running a droneboat and not. Maybe with the terrible damage projection of T1 sentries you might need some permarep thing, but that goes away after a month of training.

Kodama Ikari wrote:
Jovat wrote:
If you think specific hardener's are better, you don't really understand the RAH. It maxes out at 60% of one resist and adjust to fit the profile.

Does it actually adjust to the profile, or does it split evenly according to the ratio of damage recieved? 30/30 isn't that impressive, but if its adjusting to the angel profile, or better yet focusing on the type thats applying more damage (ex: rats shoot 50kin/50therm but RAH adjusts more towards thermal because you have weaker resists there, hence taking more applied damage from that type).


It adjusts based on what you're receiving the most of at the time, so it will change as you kill rats dealing different damage types. Even if it was just a split profile, 30/30 is very impressive in one mod. That's the same as a deadspace eanm without stacking penalties. Against something like Gurista's that do only one type of damage, it's crazy good, giving 60% unpenalized.

Kodama Ikari wrote:
Jovat wrote:

Wardens are useless for most PVE because kin weak enemies are nearly as weak at explosive, so you're better off with bouncers, which have a much higher damage and better tracking for that range.

This is just wrong. Bouncers and Wardens have the same tracking. Serpentis and Guristas are the only significant kinetic-weak rats i know of, but Serpentis have explosive as their top resist. Guristas have explosive as their second highest, with kinetic still performing 50% better than explosive (on low-tier BS, its more like 60-70% better on high-tier BS or elites).


Looking at the resist profile of Gurista's I guess they do have a place. Bouncer's are usually better though given the base damage multiplier of 1.68 vs 1.44

Serpentis I never noticed, because they were always within range of gardes on PVE I run. But specifically I failed to notice OP was running with T1 sentries, where you probably need wardens to hit at range.
Cambarus
The Baros Syndicate
#16 - 2013-03-19 18:28:35 UTC
FapFap McLotionhand wrote:
Cambarus wrote:

Please don't do this, you lose literally half the effectiveness of the domi by sitting 100km away.

should be able to put out about 750ish dps from there and swap to gardes when they close in under 45km.

Both of these statements are true.
Kodama Ikari
Thragon
#17 - 2013-03-19 19:25:26 UTC
Jovat wrote:

Looking at the resist profile of Gurista's I guess they do have a place. Bouncer's are usually better though given the base damage multiplier of 1.68 vs 1.44

Serpentis I never noticed, because they were always within range of gardes on PVE I run. But specifically I failed to notice OP was running with T1 sentries, where you probably need wardens to hit at range.


Well, there's the occasion where serpentis ships are trying to get to garde range but they aren't quite there yet. Also, Bouncer's do 15% more raw damage more than wardens. Guristas have 20 more resistance to explosive than to kinetic. When they have 40% kinetic resistance they'll have 60% explosive resistance, which once you do the math means they take 50% more damage from kinetic. Even a frig with 0% kinetic resistance and 20% explosive resistance will then take 25% more damage from kinetic. There is no reason to bring bouncers over wardens against guristas. Sorry to harp on this.
Fade Azura
Weaponized Autists Cartel
#18 - 2013-03-20 06:49:24 UTC
Hi

Some Advice from an old veteran at using the Dominix in missions

Switch to a shield tank and upgrade to a Navy domi ... the slot layout for the Domi is excellent for a heavy DPS + shield tank and the ships bonus's do not conflict with the layout but favor it. Armor tanking a domi is fine at lower skill levels if thats what you are forced to do but the shield version will always have more potential output due to the layout and bonus's

Also to do good dps in a dominix in pve t2 sentries are essential ... once you get good with them you will hardly use anything else.

if you dont have the skills yet then train them .... if you want to be serious business in a domi then that is your path.

My experience with a dominix in pve extends from doing 100's of lvl 4's ( I have 9.0 standing or higher with all 4 factions navies(Amarr,Caldari,Gallente, and Minmatar) to Incursions(dozens) to wormholes(had a pos setup in a wormhole for over a year) to nullsec anomolies and probeable sites ..currently i rat in my home regions of Fade and Deklein which is serpentis and guristas and have made lots of billions of iskies using a domi in pve scenario's.

I used to use armor a very long time ago when my skills were lower but after i had maximized my skillset for a dominix a sentry+shield tank became the obvious choice.

I settled on a variation of this fit after the drone damage modules came out. focusing on a setup built for maximum dps and minimum tank to get the job done.

Although i understand this setup is above your skill level im sure you can play around in EFT and make a ghetto fit for it. then upgrade as skills allow

I always like to bring gardes + mission/rat specific long range sentries(curators,wardens, or bouncers depending on scenario)
1 set of ogres for cruiser and above that get under my gun and sentries(doesnt happen that much anymore) and a set of hob's for any frigates that dont get 1 volleyd on approach. this way you have nice damage potential no matter the range. The reguler Dominix doesnt have space for the hobs.

I like to use Javelin and or faction antimatter mainly depending on optimal of the enemy(quick reload on rails is nice)

[Dominix Navy Issue, DNI Shield PVE]
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Power Diagnostic System II

Gist C-Type Large Shield Booster
Shield Boost Amplifier II
Adaptive Invulnerability Field II
Kinetic Deflection Field II
Thermic Dissipation Field II
Cap Recharger II

425mm Railgun II, Javelin L
425mm Railgun II, Javelin L
425mm Railgun II, Javelin L
425mm Railgun II, Javelin L
425mm Railgun II, Javelin L
425mm Railgun II, Javelin L

Large Capacitor Control Circuit II
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I


Garde II x5
Warden II x5
Hobgoblin II x5
Ogre II x5

Inherent Implants 'Squire' Energy Management EM-803 to get cap stability(really its not essential most of the time)

5000 Federation Antimatter
5000 Javelin
5000 misc long range faction ammo depending on scenario

I dont like to do alot of pimping on fits because im kind of a cheap ass .. this fit im pretty sure is still well under a billion though which is nothing compared to what alot of people spend. in my area most people use pimped tengu's and vindicators .. i however favor the domi ... i find it to be a nice balance of tank+dps for the cost. sometimes i do throw some serpentis mag stabs on though just because i seem to get alot of them in the fade region.

with good skills this domi does a solid amount of dps .. 1350 with my skills at good ranges and tank like 450 i think vs serps and guristas ... i used to run a heavier tanked version with less dps at first but the extra tank wasnt neccesary most of the time.

that is my advice and tips based on my past experience on using the dominix ... good luck with your missions.
Alticus C Bear
University of Caille
Gallente Federation
#19 - 2013-03-20 21:25:03 UTC
Shield Domi is strong in especially close range missions but if you expect to shoot past 40km then armour Domi has some big advantages.

Those advantages come especially into play with low skills as they revolve around drone mods that are even more important with low skills. Things like sensor boosters and Omni tracking links can really offset lower skills.

[Dominix Navy Issue, Micro Jump Armour]
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Armor Kinetic Hardener II
Armor Thermic Hardener II
Imperial Navy Large Armor Repairer

Large Micro Jump Drive
Federation Navy Omnidirectional Tracking Link
Federation Navy Omnidirectional Tracking Link
Federation Navy Omnidirectional Tracking Link
Sensor Booster II, Targeting Range Script
Heavy Capacitor Booster II, Cap Booster 800

350mm Railgun II, Caldari Navy Antimatter Charge L
350mm Railgun II, Caldari Navy Antimatter Charge L
350mm Railgun II, Caldari Navy Antimatter Charge L
350mm Railgun II, Caldari Navy Antimatter Charge L
Drone Link Augmentor II
Drone Link Augmentor II

Large Drone Control Range Augmentor I
Large Auxiliary Nano Pump I
Large Nanobot Accelerator I


Garde II x5
Hornet II x5
Vespa II x5
Garde II x2
Warden II x5

I went back to missioning briefly to try the new modules micro jump seems to make every mission easy. For really easy missions I even dropped the cap booster for a prop mod for short distance travel.

It has a fair amount faction that can be toned down and the navy domi is definitely worth it.

Gardes do 800dps out at 57km and Wardens will do 600dps out to 150km but drone control range is really the max engagement range and is around 120km
Josef Djugashvilis
#20 - 2013-03-20 21:43:54 UTC
Narcotics Dealer wrote:
i think sentry domi with a micro jump drive is the go now because u can just warp off in the mission to avoid all the npc damage and just blitz them from range


^^^ This, pure and simple.

This is not a signature.

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