These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Ships & Modules

 
  • Topic is locked indefinitely.
 

Navy Issue Domi level 4 mission fits

Author
Zorai Miraden
Center for Advanced Studies
Gallente Federation
#1 - 2011-12-01 02:22:21 UTC
I'm looking for some good fits for a Navy Issue Domi for running level 4 missions. I'm particulary interested in which turrets are likely the best ones for me to have for missions, other than the faction, officer, T2 ones, I don't want to buy the really expensive turrets right now as I'll replace them the T2 in a few weeks. Also which ammo would be the best for me to use. Other then T2 turrets I can fit about any other t2 module I may need.
I544CJON35 Aldent
Incursion Omega
Cosmos Origins
#2 - 2011-12-01 05:25:54 UTC
I use the Navy Domi. This is the fit I use:

Highs:
Drone Link Augmentor x1
350mm prototype Gauss Guns x5

Mids:
Cap Recharger II x3
Tracking Computer II x2 one with an optimal script, the other with a tracking script. I swap out the optimal script for a second tracking one when needed.
Omnidirectional Tracking Link x1

Lows:
Large Armor Repair II x1
Armor Hardeners (mission specific) x4
Magnetic Field Stabilizer II x2

Rigs:
Capacitor Control Curcuit I x1
Large Hybrid Collision Accelerator I x1
Large Auxillary Nano Pump I x1

Drones:
Garde I x5
Warden I x5
Hammerhead II x5
Hobgoblin II x5

This is from off the top of my head, though I'm 95% sure I'm right. It tanks really well.

In my experience I've tried to take a Cap Recharger off for something else, like a tracking link or otherwise, but I always ran really skimpy on cap, and had to warp out a few times. The 3 rechargers seems to be optimal.

I also use Caldari Navy Antimatter. With full skills you can get near 1500 DPS per volley with your guns.
Zorai Miraden
Center for Advanced Studies
Gallente Federation
#3 - 2011-12-01 05:46:27 UTC
That's something interesting to think about.

My standard Domi fit usually involved a double rep tank, lots of cap recharging. Turrets on the basic Domi didn't seem to be very helpful so I used other utilities there like tractor beams and salvagers. Fitting good turrets was always a problem with the base domi so I was hoping the Navy issue would perform better.

I think I can use the large T2 ammo. Would any types of that be worth using on missions?
I544CJON35 Aldent
Incursion Omega
Cosmos Origins
#4 - 2011-12-01 06:24:23 UTC
Zorai Miraden wrote:
That's something interesting to think about.

My standard Domi fit usually involved a double rep tank, lots of cap recharging. Turrets on the basic Domi didn't seem to be very helpful so I used other utilities there like tractor beams and salvagers. Fitting good turrets was always a problem with the base domi so I was hoping the Navy issue would perform better.

I think I can use the large T2 ammo. Would any types of that be worth using on missions?


I personally haven't used the T2 ammo, it's something like 70ish days until i can, so I stick with the faction stuff. From a chalkboard standpoint I think the long range T2 ammo would come into more use. and be a better help in the long run. I'd use the short range T2 ammo if i was using blasters.

I'm not sure if you've trained this, but Surgical Strike helps increase dmg significantly for turrets.
Zorai Miraden
Center for Advanced Studies
Gallente Federation
#5 - 2011-12-01 06:59:54 UTC
I've actually got large Hybrid turret 5, and surgical strike 5. I just missed training the medium hybrid prereqs.

I try to avoid using the faction stuff, one because you're painting a giant target on yourself using them, and two because I can use the T2 mods which are just as good but cheaper. But that's just a matter of skills.

Thanks for the tips on the turrets and ammo to use. One of the things I've been trying to understand is which turrets and ammo would make the best general purpose mission guns.
Darcel Black
The Scope
Gallente Federation
#6 - 2011-12-01 12:17:42 UTC  |  Edited by: Darcel Black
I use the Navy Domi for missions, but now I do incursions for money. Anyway, here are my fits:

AFK Setup:

Hi's:

4x guns of your choice
2x Drone Link Augmentor I

Mid:
6x Cap Recharger II

Low:
2x LAR II
4x T2 Hardeners
1x EANM II

Rigs:
1x CCC I
2x Large Auxiliary Nano Pump I

For AFKing I will just normally use T2 Ogre's. Obviously the tank is massive, and it is a permarun setup.

Now for my active playing fit:

Hi's:

4x guns of your choice
2x Drone Link Augmentor I

Mids:
100MN AB II
3x Cap Recharger II
2x Fed Navy Omnidirectional Tracking Link

Lows:
LAR II
4x T2 Hardeners
EANM II
Cap Power Relay II

This time again with heavies or sentries. For me this is cap stable (with guns off if you are using rails), and for some missions you might not need the AB so you can take another omni or maybe a TP or something.
Kasutra
No Vacancies
No Vacancies.
#7 - 2011-12-01 22:16:25 UTC
If you're AFK-missioning anyway, I'd just stick with the regular potato. You don't AKF much better with an extra midslot (and the CPU/Grid to go with it) and extra buffer.

So I'd recommend a full gank. Highs full of guns (probably 350mms), sentries + sentry damage augmentor, magstabs, omnilinks (we have T2 ones now!), tracking CPU(s), and a cap injector.
Assuming an armor tank, that is. Some people like to shield tank the thing, but I find that it doesn't leave enough room for omnis.
Zhilia Mann
Tide Way Out Productions
#8 - 2011-12-01 22:32:08 UTC
I544CJON35 Aldent wrote:
I personally haven't used the T2 ammo, it's something like 70ish days until i can, so I stick with the faction stuff. From a chalkboard standpoint I think the long range T2 ammo would come into more use. and be a better help in the long run.


Check your patch notes. Javelin (did you remember that Javelin is railgun ammunition too and not just unguided missiles?) now provides an actual reason to use T2 rails where there really wasn't much of one before. High damage plus a tracking bonus should make a significant difference under the right circumstances. Spike is... meh. If you seriously find yourself needing it in a mission I'd suggest looking at what else went wrong.

For blasters, you also got it backward. Void damage looks great on paper, but it can barely track same size targets -- and you're not seriously going to be webbing anything with your mission Dominix. Null, on the other hand, does a great job extending your very limited blaster range to a semi-useful sphere.
Liang Nuren
No Salvation
Divine Damnation
#9 - 2011-12-01 22:38:00 UTC
I was looking at 425mm rail shield domis last night and it looks pretty exciting. You should be able to hit 1250 (!!) DPS with a rail domi.

-Liang

I'm an idiot, don't mind me.

Mavnas
The Scope
Gallente Federation
#10 - 2011-12-02 15:58:40 UTC
Zorai Miraden wrote:
That's something interesting to think about.

My standard Domi fit usually involved a double rep tank, lots of cap recharging. Turrets on the basic Domi didn't seem to be very helpful so I used other utilities there like tractor beams and salvagers. Fitting good turrets was always a problem with the base domi so I was hoping the Navy issue would perform better.

I think I can use the large T2 ammo. Would any types of that be worth using on missions?


Turrets on your standard domi with maxed out skills will be over half your DPS (assuming you're applying their EFT damage successfully).

Onlyasandwich
NewsRadio
#11 - 2011-12-02 18:10:00 UTC
I put together a few navy domi fits in anticipation of crucible. Shield gank can hit some impressive numbers, but I ultimately found armor domi more practical with actual applied dps, engagement range, and price.

My fit:

Highs:
Drone Link Aug II
5X 425 Railgun II

Mids:

2X Fed Navy Omni (if you have drone rigging V, can switch these for tech II)
3X Tracking computer II (1 can be switched out for utility mod - sebo, etc)

Lows:

Imperial Navy Large armor rep
2X Armor Kin Hardener II
Armor Therm Hardener II
3X Mag Stab II

Rigs:

Large Sentry Damage Aug I
Large Aux Nano pump I
Large Anti-Exp pump I (Switch for whatever if you like, but I like the tanking flexibility for missions)

This fit does need a cheap PG implant to squeeze in.

Puts out 970 dps with faction antimatter at 43+42 with rails, 45.6+12 with Gardes. Very effective at applying damage at all ranges due to omnis and TC's. TC's let you spit antimatter even further when needed, and DLA let's you engage bouncers/wardens at proper range as well.

Switching hardeners as needed lets you tank on average around 400 for up to 11 minutes. This is more than enough tank given the dps, though you definitely need to be paying attention.

Only a handful of faction mods, and those few are relatively cheap. Always nice to avoid the "gank me" sign.
Fenri1
Dirt And Other Commodities Corp
#12 - 2011-12-05 11:41:25 UTC
I'm looking for easy improvements in my current Navy Domi setup.
I am currently training towards T2 Sentry drones - don't have them yet.
I'm sure that my Rigs, at least, are far from optimal - they are based off an older Dominix setup I was running with dual Repairers where I needed all the recharge I could get.

Highs:
4 x 425mm Railgun II
2 x Drone Link Augmenter I

Mids:
3 x Cap Recharger II
2 x Tracking Computer II (one scripted for optimal, one scripted for tracking)
Omnidirectional Tracking Link II

Lows:
Damage Control II
4 x Mission Specfic Hardners (being in Gallante highsec space, default loadout is 2 * Kinetic Hardener II, 2 * Thermic Hardener II)
Large Armor Repairer II
Magnetic Field Stabilizer II

Rigs:
3 * Large Capacitor Control Circuit I

Drones (subject to change based on mission)
5 * Hobgoblin II
5 * Ogre II
5 * Garde I
5 * Warden I
Tanya Powers
Doomheim
#13 - 2011-12-05 12:53:09 UTC
Liang Nuren wrote:
I was looking at 425mm rail shield domis last night and it looks pretty exciting. You should be able to hit 1250 (!!) DPS with a rail domi.

-Liang



Sad how this one is far better than Hyperion for the same job, well little bit expensive for about the double but performance/flexibility also is about the double Blink
vorneus
Hub2
#14 - 2011-12-05 14:10:43 UTC
Liang Nuren wrote:
I was looking at 425mm rail shield domis last night and it looks pretty exciting. You should be able to hit 1250 (!!) DPS with a rail domi.

-Liang


This.

I freaking love my new 425mm shield domi. It tears through missions in no time, and the old 350mm version did a good job of that to start with. The only annoyance (as always) is slowboating to gates.

I still can't believe people think a CNR performs better in missions than a properly fit, flied and skilled Domi (off topic :P)

-Ed

This one time, I like, totally did some stuff.

Kittamaru
Aliastra
Gallente Federation
#15 - 2011-12-05 16:22:36 UTC
I would not mind seeing a good shield-fit domi setup to be honest - the new stats seem to make such things... incredible...
Kesshisan
#16 - 2011-12-05 21:38:38 UTC
I544CJON35 Aldent wrote:
1500 DPS per volley


This phase made me chuckle. :P

(I think we all know what you meant by it, though.)
Fade Azura
Weaponized Autists Cartel
#17 - 2011-12-09 20:15:45 UTC
Zorai Miraden wrote:
That's something interesting to think about.

My standard Domi fit usually involved a double rep tank, lots of cap recharging. Turrets on the basic Domi didn't seem to be very helpful so I used other utilities there like tractor beams and salvagers. Fitting good turrets was always a problem with the base domi so I was hoping the Navy issue would perform better.

I think I can use the large T2 ammo. Would any types of that be worth using on missions?



After using it a bit and being quite satisfied with its performance i would have to say javelin is great now on anything in the 20kish range (good for missions with close orbitng ships) the tracking bonus really helps and you get alot of excellent hits. it was outperforming faction antimatter by quite a bit in the 25km and closer ranges on moving targets.

The javelin tracking bonus in conjunction with megathron/talos tracking bonus adds a monster tracking bonus to rails on those platforms. 7.5 x 5 = 37.5 for the ship hull and i believe its a 20% bonus for javelin so 57.5% bonus to the tracking all together with no tracking mods =).

not sure about spike have not used it alot as its optimal is so far out there i dont see the need to ever use it with a mission fit.
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#18 - 2011-12-09 21:23:13 UTC
I544CJON35 Aldent wrote:
I also use Caldari Navy Antimatter. With full skills you can get near 1500 DPS per volley with your guns.

*Ahem* DPS per volley is an Oxymoron. There is damage per volley, or Damage Per Second (DPS), but not damage per volley per second.

Secondly, I recommend using *Federation Navy* anti-matter.
It has the exact same stats as Caldari Navy anti-matter, and it is generally much cheaper than Caldari Navy Antimatter.
It seems the reason its cheaper is due to less demand, because everyone tells everyone else to use Caldari Navy Antimatter, when Federation Navy works just as well.
Also, I'd guess you're using a Gallente ship to run missions in Gallente space, meaning you can use your LPs to convert your own ammunition to faction antimatter.
Use Federation Navy Anti-Matter, save money, spread the word, and then when you try to convert fed navy LP to ISK by selling faction ammo, if the word spreads, you'll get more ISK, instead of the way it is now, where caldari navy ammo is often going for 33% more (at least last I checked, which admittedly, was not after the Hybrid buff)