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Golem lvl4 fit pls

Author
JerrySujo
Caldari Provisions
Caldari State
#1 - 2016-12-19 08:29:27 UTC
Hello,
returning player here.
Could you please share some cheap (tech 2 if possible) lvl4 fit for Golem ?
Just some minimum to start with, I can upgrade modules later, when I make some ISK.
Preferably cruise missiles.
Used to run lvl4 in Tengu long time ago, but would like to try Golem now.
Do I have to wait for Marauders lvl 5 or can I start with lvl 4 ?
All other skills should be at max I believe.
How does it work nowadays ? Something like:
- warp in - drop MTU - bastion ON - kill all BS, then BC and Cruisers - release drones, let them finish Frigates while looting/salvaging.


Thanx a lot.
Donnachadh
United Allegiance of Undesirables
#2 - 2016-12-19 14:16:29 UTC  |  Edited by: Donnachadh
Just one of many possible fits.

Most here will not like this because no AB, MWD or MJD but I never found any need for them.
Simply point at the gate to the next room and kill as you slowly truck your way to that gate. Usually get through the NPC about the time you get to the gate. But you could always add one if needed.

If you add tractor or salvager you will be short on CPU so some adjustments would be needed to account for that. Never worried about it myself I either have a salvage character or friends / corp mates along that handled that part.

Shield hardeners would be changed as needed for each mission.


[Golem, Golem Mission T2]

Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II

Target Painter II
Target Painter II
Shield Boost Amplifier II
X-Large Shield Booster II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Field II

Cruise Missile Launcher II
Cruise Missile Launcher II
Cruise Missile Launcher II
Cruise Missile Launcher II
Bastion Module I

Large Warhead Rigor Catalyst II
Large Warhead Rigor Catalyst II

Hobgoblin II x2
Light Shield Maintenance Bot II x2
Hobgoblin II x5
Light Shield Maintenance Bot II x5


Mobile Tractor Unit x1
Inferno Fury Cruise Missile x2000
Mjolnir Fury Cruise Missile x2000
Nova Fury Cruise Missile x2000
Scourge Fury Cruise Missile x2000
Anize Oramara
WarpTooZero
#3 - 2016-12-19 15:19:23 UTC
Never not fit a MJD to a marauder. Also learn to triangulate. Other than that it's hard to undertank a Marauder unless you run a polarized build.

I'd say a 3 slot tank (so cheap DED Large SB, T2 Invul and cap booster) and as much application and damage modules as will fit. A single wing of salvage drones and the rest light drones. I prefer Hyperspatials for rigs but if you;re doing full clear and salvage might as well go for T2 Rigors. Get a Paint or two and some Missile guidance comps.

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

Chainsaw Plankton
FaDoyToy
#4 - 2016-12-19 15:31:17 UTC
I fell in love with the pithum c-type medium shield booster after looting one from a 4/10, as a bonus if you disconnect it should run long enough for you to get back in game. also frees up a ton of fitting room compared to an xl booster so you can easily swap around other mods, and with bastion you can get away with a 2-3 slot tank leaving all sorts of room for prop mods and painters

@ChainsawPlankto on twitter

Myriad Blaze
Common Sense Ltd
Nulli Secunda
#5 - 2016-12-19 22:39:21 UTC
I experimented with Golem fits recently and found a fit that works for me.

For Rigs I'd suggest a Large Warhead Rigor Catalyst I and a Large Bay Loading Accelerator II. The single T1 Rigor is good enough when paired with my 2 Republic Fleet Target Painters and the increase in Rate of Fire is needed for DPS (if you would us a +damage rig instead, you would get diminished returns because of the BCS in your lows). I tried 2 Rigor + 1 Target Painter with less DPS, which meant I couldn't one shot almost nothing which didn't make my happy.

For lows I'd suggest 4 BCS. If you have the ISK go for 3 CN BCS + 1 T2 BCS (a fourth CN BCS isn't worth it, because of diminished returns). I tried 3 BCS plus a T2 Damage Control, but the extra EHP is not needed and you will miss the DPS from the fourth BCS.

Midslots is were you'll find the most diversity between fits. I tried several different approaches here. There are some basic decisions to make, which will affect your outcome. All things considered, you should go for an active tank. This means you'll need a shield booster. And I would suggest to pair that with a shield boost amplifier. Most fits I found on the web are using a X-Large Shield Booster II. The problem with that is it's tremendous thirst for energy, which is why some people also add a Heavy Cap Booster. Furthermore the XL shield booster uses a lot of powergrid and cpu, which might limit your other fitting choices.

An alternative is using a Medium Shield Booster (+ amplifier) instead (like Chainsaw already mentioned). I'd suggest to go for a Pithum type shield booster even if it's somewhat blingy. Personally I paired this with a deadspace amplifier, but I'm considering to downgrade the amplifier to T2 which should be enough. This setup is much more efficient compared to the XL shield booster and imho superior.

Next you need to decide whether you want a prop mod and which kind. My suggestion is to take a MWD. A cheap one (Cold Gas) is perfectly ok. Sure, the Marauder has a bonus for MJDs. But the prop mod on a mission runner Golem is for getting to the acceleration gate quickly. And a MWD is much better for this than a MJD. It's viable to go for no prop mod, but you would have to endure slowboating to the occasional acceleration gate sitting at 54km. If you go without a prop mod you'll have an additional slot for a tank mod. You might want to play it safe and do this, in case you are unsure about your tank.

If you followed my suggestion about rigs, you should fit two target painters. My suggestion here is to get Republic Fleet Target Painters when you have the ISK. You need one painter to max damage against BS, two painters for BC, Cruisers and Destroyers, two painters plus Precision Cruise Missiles for Frigates (Precision Cruise Missiles are slightly better on Cruisers, too).

This leaves you with 2 slots for resistance mods (3 slots without a prop mod). Now you need to decide whether you want an omni tank or a mission specific tank, if that is good enough for you. Going for an omni tank requires a sacrifice. Either you use a Large Anti-EM Screen Reinforcer, sacrificing one of the rigs I recommended, or you use an EM Resistance Amplifier to plug that EM hole in your shield. In addition you either need a deadspace adaptive invuln (which is very expensive), a T2 adaptive invuln plus a damage control (sacrificing a BCS and thus damage) or 2 T2 adaptive invulns (which means either sacrificing one of the recommended rigs or the prop mod, plus getting a noticeable drain in cap energy).

As an alternative you could use a mission specific tank. 2 mid slots are enough to get a good tank for all available missions. The obvious drawback is having a mission specific weakness in your shield that could be exploited by gankers, if you're unlucky. For a mission specific tank you could use shield hardeners, one of each type in total, using 2 per mission (I'd suggest to take Dread Guristas Shield Hardeners which are quite cheap) plus one adaptive invuln for the occasional Dread Pirate Scarlet mission. If you have the necessary skills for it you could also use Resistance Amplifiers instead of the hardeners. I'd suggest to use Pithum-B, which are surprisingly cheap (with the exception of the EM one). With the respective skills at L5 these amplifiers give the same bonus as the hardeners but don't use cap.

High slots is easy. 4 T2 Cruise Missile Launchers and a Bastion mod is standard. My suggestion for the remaining 3 slots is using T2 salvagers. The tractor beam on your MTU should be good enough (using the Packrat variant gives you a noticeable better tractor beam which is worth the higher cost, imho).

Drones should be T2 Hobgoblins and Warriors. Salvager drones aren't needed if you go with 2 or 3 Salvager II mods. Personally I prefer to bring a second flight of Hobgoblin II as replacements just in case.

Ammo should always be mission specifc. After pre-loading launchers with Furies, I only bring 350 Furies plus 150 Precisions for reload. So far this was enough for every mission. Bringing more ammo means leaving loot behind in some missions.


(The following fitting overview is typed by hand, as I don't have EFT available atm.)

[Golem]

CN Ballistic Control System
CN Ballistic Control System
CN Ballistic Control System
Ballistic Control System II

Republic Fleet Target Painter
Republic Fleet Target Painter
Shield Boost Amplifier II
Pithum Type Medium Shield Booster
Cold Gas MWD
Mission Specifc Resistance Amplifier
Mission Specifc Resistance Amplifier

Cruise Missile Launcher II
Cruise Missile Launcher II
Cruise Missile Launcher II
Cruise Missile Launcher II
Bastion Module I
Salvager II
Salvager II
Salvager II

Large Warhead Rigor Catalyst I
Large Bay Loading Accelerator II

Hobgoblin II x5
Hobgoblin II x5
Warrior II x5


Mobile Tractor Unit “Packrat” x1
Mission Specific Fury Cruise Missile x350
Mission Specifc Precision Cruise Missile x150
Donnachadh
United Allegiance of Undesirables
#6 - 2016-12-20 14:48:35 UTC
In the end mission fits are all about personal preferences, given that I do have some questions for others.

Anize Oramara wrote:
Never not fit a MJD to a marauder..

Why? In the context of this discussion it simply is not good enough to make this statement, explain why you you think a MJD is a REQUIRED part of a Golem fit so the OP can better understand your logic and reasons.

Myriad Blaze wrote:
It's viable to go for no prop mod, but you would have to endure slowboating to the occasional acceleration gate sitting at 54km.

As long as you get to the gate in about the same time it takes you to clear out the pocket what does it matter how fast your are going? Yes I am aware of missions like recon 1 or cargo delivery where you can complete them on speed alone but why would you slow yourself down with a BS and MWD when you can use a shuttle or even better a MWD fit interceptor?
Ion Kirst
KIRSTONE ALLIANCE
#7 - 2016-12-20 18:39:16 UTC
As was mentioned a few times, there are many fits for the Golem, Try different combos and see which works best for you.

I don't use a MJD, because if I'm in Bastion, I'm can't move anyway, and never had a reason to move around in a mission, except to get to another gate. I might fit an AB, depending on the mission.

So I'll add my fit too. (some of the fits are starting to look similar.)

rigs
2 x Rigor II

Highs
4 x Cruise Launcher II, Fury missiles
2 x Tractor II
Salvager II
Bastion

Mids
Pith X-type XL SB (could easily do with less, but I don't want too.)
2 x Invul. Fld II
Heavy Stasis Grappler
2 x Rep. TP
MGC II

Lows
4 x Caldari BCUs

Drones
10 x Lt. Tech IIs (I rarely use them.)

She puts out 1104dps with 8285 volley, and tanks 3038hp/4s. (Yes, I have some implants.)

I've tried many different fits over the years, and this is my current one. I think it is the best (for me, right now.)

-Kirst

Always remember Tovil-Toba, and what was done there.

Myriad Blaze
Common Sense Ltd
Nulli Secunda
#8 - 2016-12-20 23:16:56 UTC
Donnachadh wrote:
In the end mission fits are all about personal preferences, given that I do have some questions for others.

Myriad Blaze wrote:
It's viable to go for no prop mod, but you would have to endure slowboating to the occasional acceleration gate sitting at 54km.

As long as you get to the gate in about the same time it takes you to clear out the pocket what does it matter how fast your are going? Yes I am aware of missions like recon 1 or cargo delivery where you can complete them on speed alone but why would you slow yourself down with a BS and MWD when you can use a shuttle or even better a MWD fit interceptor?

I assume you're neither using Bastion often nor are you looting/salvaging with a MTU then.
Chainsaw Plankton
FaDoyToy
#9 - 2016-12-21 04:00:18 UTC
most of the missions where you need to burn to a gate you don't really need bastion, and in most cases you only want to loot what you can cherry pick as it is better to go grab another mission rather than sitting around waiting for loot.

Myriad Blaze wrote:
I experimented with Golem fits recently and found a fit that works for me.

An alternative is using a Medium Shield Booster (+ amplifier) instead (like Chainsaw already mentioned). I'd suggest to go for a Pithum type shield booster even if it's somewhat blingy. Personally I paired this with a deadspace amplifier, but I'm considering to downgrade the amplifier to T2 which should be enough. This setup is much more efficient compared to the XL shield booster and imho superior.

you should fit two target painters. My suggestion here is to get Republic Fleet Target Painters when you have the ISK. You need one painter to max damage against BS, two painters for BC, Cruisers and Destroyers, two painters plus Precision Cruise Missiles for Frigates (Precision Cruise Missiles are slightly better on Cruisers, too).

This leaves you with 2 slots for resistance mods (3 slots without a prop mod). Now you need to decide whether you want an omni tank or a mission specific tank, if that is good enough for you. Going for an omni tank requires a sacrifice. Either you use a Large Anti-EM Screen Reinforcer, sacrificing one of the rigs I recommended, or you use an EM Resistance Amplifier to plug that EM hole in your shield. In addition you either need a deadspace adaptive invuln (which is very expensive), a T2 adaptive invuln plus a damage control (sacrificing a BCS and thus damage) or 2 T2 adaptive invulns (which means either sacrificing one of the recommended rigs or the prop mod, plus getting a noticeable drain in cap energy).

Ammo should always be mission specifc. After pre-loading launchers with Furies, I only bring 350 Furies plus 150 Precisions for reload. So far this was enough for every mission. Bringing more ammo means leaving loot behind in some missions.

pithum c-type is under 30 mil, hardly blingy

I just run a single invuln, bastion adds 30% resists that doesn't stack, plus gives a 100% shield boost bonus. This puts your tank into overkill mode, heck I could probably use a small shield booster for all missions. Also I'd never use a rig slot for a resist rig on a general mission boat.

I usually just carry ~500 of every damage type and swap out as needed. I also carry prop mods in cargo, typically will swap it out in station if I'm going on a mission where it helps. Can refit in mission but now that you can't refit with a weapons timer less useful.

As for rigs, I don't have any sort of scientific reasoning to lead me in any specific direction. I was never one to play with missile spreadsheets. Rigors are good for all around damage projection, although with the insane number of free mids on a golem you have all sorts of room for MGCs and TPs so rigors aren't a must have. Missile velocity rigs are good for torp fits, getting your missiles to be defender immune, and adding a ton of range to the don't have to volley count range. And then warp speed rigs are another good all around pick, although if you are going to fly a marauder I'm not sure warp speed is that important of a stat, but it still isn't a bad stat and like I said rigors aren't needed.

@ChainsawPlankto on twitter