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Which skills for level 4 mission Dominix?

Author
Cal Rust
The Scope
Gallente Federation
#1 - 2015-12-09 16:25:25 UTC
I have just logged on after years and im looking to run level 4 missions in a drone based Dominix.

Currently im running level 3 mission in a probably quite poorly fitted Myrmidon drone boat. Which im currently finding i cant take as much damage than i would like.

This is the fit im looking to run. Something similar to this atleast.
http://eve.battleclinic.com/loadout/70588-Affordable-L4-Mission-Running-Dominix-Low-Skill-Requirements.html

Which i need some skills to be able to run which im in the proccess of training, but everywhere i read people say that to fly a ship effectively you want to increase supplementary skills.

What skills are needed/desirable to more effectivly fly this?(and my current Myrmidon which is a similar setup)

Here are some of my skill levels in what i think might be relivant areas:
Repair Systems 3
Mechanics 1
Drone Avionics 3
Drone Durability 1
Drone Interfacing 5
Drone Navigation 3
Drone SharpShooting 4
Drones 5
Heavy Drone Operation 1
Light Drone Operation 3
Medium Drone Operation 3
Sentry Drone Interfacing 2
CPU Management 3
Capacitor Systems Operation 1
Energy Grid Upgrades 3
Power Grid Management 3
Weapon Upgrades 4
Drones Rigging 3
Jury Rigging 2
Battleship 2

Any help would be greatly appreciated. Basically still a noob at this game P
Ginnie
Doomheim
#2 - 2015-12-09 17:14:54 UTC  |  Edited by: Ginnie
IMHO, if that is the ship you want to fly, then I would work on the Mastery levels detailed in the ship info. It's the middle tab along the top.

I know not every pilot uses all of the Mastery skills under each level, but its not a bad road map for planning out what skills you want to use. You can always elect to not train a particular skill if you think it will be worthless based on how you want to fit the ship.

It sounds plausible enough tonight, but wait until tomorrow. Wait for the common sense of the morning.

Celthric Kanerian
Viziam
Amarr Empire
#3 - 2015-12-09 20:11:06 UTC
I'd recommend you get all the skills listed to the minimum of 4 before setting foot in a battleship. Also you 'll need sentry / heavy drones to 5 and learn the racial spec to 4 too.

Also you 'll need to be able to use t2 armor.

After all that get Weapons upgrade to 5, followed by Advanced Weapons upgrade to 5.

(Sorry for errors, wrote this on a smartphone.)
Chainsaw Plankton
FaDoyToy
#4 - 2015-12-09 22:27:17 UTC
my problem with mastery is that there are a few skills in there that just don't help much. but over all it is a pretty decent roadmap.

My alt is about as damn good as you can get for a pve (at least imo) domi but only has mastery level 1.

skills that seem to be an issue
drone durability: yea sure that could probably be higher, it is pretty nice, but for a domi imo it doesn't matter too much for pve. sentry drones should be in scoop range so I'm not really worried about drone aggro. and the 50% HP bonus from gal bs 5 is a much stronger hP bonus anyways. I'm training that to 4 now for an unrelated reason.
additional note on drones: I typically use sentries and lights. Although heavy drones can be very useful at times, especially with the domi tracking bonus and a tracking link or two, however I try to only use them for short range targets as they are slow. I don't really like medium drones, the way they get npc aggro and their speed/damage/tracking interact feels a bit limiting.

Armor layering: I'm not going to fit a plate on a PVE domi.
armor comps: I'll mostly stick to active hardeners for pve. although having those at 4 is a pretty decent idea. EANMs are nice. Also that character primarily flies shield setups.

Battleship Navigation: this one is pretty decent to train up

Core Spaceship operation: another good area to train.

target management: good area to train, although I'm behind on that character with the racial sensor comp skills.

tackling: doesn't matter much on a pve bs imo.

Looking at your skills
Hull upgrades 5 <- t2 hardeners
mechanics 4 or 5 can't remember what exactly you need where
repair systems 4

Drone avionics higher is better, not sure how much priority it gets based on the rest of what you have
Drone durability higher is better, but as I said earlier not a priority
Drone navigation higher is better, but not a priority
Drone sharpshooting should be good at 4 for now
Light drone op Id go to 4, and then 5 when you can, good to have at 5 for killing elite frigs
Sentry drone op 4 with some priority. sentries are the workhorse drone for a mission domi, and lesser extent myrmidon.
eventually you will want to learn the racial drone specs for access to t2 drones. for most things you can get by with navy drones, but eventually t2 drones are typically better.

CPU Management 3 -> 5 with priority. fitting skills are huge
Capacitor Systems Operation 1 getting this up is good
Energy Grid Upgrades 3 I forget exactly what this is for, probably can mostly ignore it?
Power Grid Management 3 -> 5 with priority. fitting skills are huge
Weapon Upgrades 4 good, t2 damage mods are awesome!
Drones Rigging 3 should be fine, drone rigs hurt CPU, but overall I tend to not fit them so wouldn't worry about it too much
Jury Rigging 2 fine, you don't need any rigging skills to fit rigs now so I wouldn't worry about it at all
Battleship 2 another one I'd work on getting up. damage + optimal + tracking bonuses are all on this skill.

All this considered I'd probably work on the myrmidon in the short run while some of this stuff trains up. Practice flying around, using micro jump drives, learn how NPC aggro works, try a few different setups to see what you like. That domi fit you posted isn't too bad, but you might want to change some stuff depending on what you learn in the meantime.

Personally I like to focus on DPS and utility, so most of my ships do a lot of dps and I can react to what happens. I can survive with minimal tank because I can position myself or manually pilot to reduce incoming damage, or even complete the mission and warp out while still taking a lot of damage. Other people like to focus on tank and cap stability so they can get up in the middle of a mission and not worry because they have to go take care of something.

I'd aim for something like this. I'm not really sure what I'd put in the rig slots. aux nano pumps seem like an alright idea. Overall it seems to have a bit of extra fitting room so you could step up on some things. If things start to feel too easy you can try swaping things around, like try dropping the damage control for an extra damage mod, or maybe get rid of the micro jump drive and fit bigger guns. If you don't like the cap booster you could swap for a cap recharger and use the empty rig slots for CCC rigs for better cap regen. Also play with different drones. gardes are high damage but short ranged, where wardens will probably shoot past your lock range.

[Myrmidon, lv3s mjd]
Drone Damage Amplifier II
Drone Damage Amplifier II
F85 Peripheral Damage System I
Prototype Armor Kinetic Hardener I
Prototype Armor Thermal Hardener I
Medium Armor Repairer II

50MN Y-T8 Compact Microwarpdrive
Medium Micro Jump Drive
Medium Electrochemical Capacitor Booster I, Cap Booster 800
Omnidirectional Tracking Link II, Optimal Range Script
Omnidirectional Tracking Link II, Optimal Range Script

200mm Prototype Gauss Gun, Lead Charge M
200mm Prototype Gauss Gun, Lead Charge M
200mm Prototype Gauss Gun, Lead Charge M
200mm Prototype Gauss Gun, Lead Charge M
Drone Link Augmentor I

Medium Processor Overclocking Unit I

Hobgoblin II x5
Hornet II x5
Hammerhead II x5
Federation Navy Garde x4
Cap Booster 800 x11
Antimatter Charge M x1101
Lead Charge M x1000
Iron Charge M x1000

@ChainsawPlankto on twitter

Linna Excel
Center for Advanced Studies
Gallente Federation
#5 - 2015-12-10 03:37:17 UTC
Get micro jump drive operations to at least 1. I'm coming back into the game and frankly, you need to be able to hope around in a slow ship like the dominix.

Don't forget armor skills. You should be equipped with 2 faction specific hardeners for every mission. Get those skills to 2-3 ASAP. T2 reppers is a must for domis.
RavenPaine
RaVeN Alliance
#6 - 2015-12-10 04:43:02 UTC
Think of your skill levels as if they were a grade on a report card.

Level V makes you an 'A' student
Level III makes you a 'C' student
Level I means you *took the class* but may not be passing it.

The skills you listed:
Apply them to your Domi and you should find you're doing about a D+ in Dominix Operations
You don't need more skills, so much as you need BETTER skills. Train the ones you have up to higher levels and you will be able to feel the difference immediately.

I'd recommend the BS skill to IV right away
Then the drone skills to IV's
Then the drone support skills to IV and V

Chainsaw and some other posters said basically the same thing. Read that advice carefully and also read the skill descriptions as you queue them up. Comprehending the affect of skills is a good thing to learn.


Last thought:
Prioritizing skills in order is somewhat subjective, but in the long run, you need them all. Levels I through IV aren't really big time sinks. When you commit to V's, that's where you want to think it out a little.

Cal Rust
The Scope
Gallente Federation
#7 - 2015-12-11 09:17:22 UTC
Thanks for the help guys.

This has given me a good roadmap for skill development, i wasnt sure how useful the mastery skills were but im now working towards getting tier 2 armour equips and microjump.