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Golem Fitting Advice

Author
Arthur Aihaken
CODE.d
#1 - 2016-08-16 10:22:34 UTC
I've posted a few Golem fits in the past as well as shared some fits with players that inquired. Rather than rehash fits, I thought I'd share some general guidelines when fitting Golems. First and foremost, why the Golem? Aside from being a step-up from a Raven Navy Issue and other missile-based platforms, the Golem is probably the best all-around Marauder.

It can apply 100% damage to the weakest resistance(s) of any NPC, regardless of Empire space. With the right fit it can deliver between 75-100% of rated DPS all the way from 1km all the way out to 200km, with a simple swap of ammunition. This makes it incredibly versatile, and it will generally outperform all other Marauders (while it doesn't benefit from critical hits, missiles will always hit their targets).

So here are a few things to consider and avoid with respect to fitting your Golem in order to maximize performance.

• Skills are essential. You'll ultimately want V's in everything pertinent with few (if any) IV's. While implants and Faction modules can offset skill deficiencies, the Golem shines when these are used instead to augment capabilities.
• If you're equipping anything other than T2 cruise launchers with Fury ammunition, you're doing it wrong. Cruise missiles can and will outperform torpedoes in all but a handful of mission scenarios. This does come with a caveat, however: even with ridiculous amounts of damage application, it is almost always best to switch to Precision ammunition or utilize flights of light drones against small targets (frigates and drones). Smart bombs aren't generally advisable due to the inherent risks.
• If you're running your Golem cap stable, you're definitely doing it wrong. The Golem has an insane shield tank (particularly when in Bastion mode), and 9 missions out of 10 it will be over-tanked. Contrary to popular belief, you don't need to utilize Deadspace XL shield boosters or adaptive invulnerabilities, and this not only significantly reduces your fitting costs - but your gank potential. I've found that a combination of a large Gist X-Type shield booster, T2 shield amplifier and large capacitor battery is more than sufficient to perma-run your shield for the vast majority of scenarios.
• A Faction or Deadspace MWD is essential, and both are relatively cheap. Despite being geared towards a MJD, you will rarely need one except in missions where you're blitzing (in which case it can be swapped in for the MWD). Utilizing both is just wasting a valuable mid-slot.
• You will want at least +5 (ideally +6) missile implants: CM-605/6, MP-705/6, GP-805/6, TN-905/6 and RL-1005/6. Crystal implants are generally overkill on a Golem and Genolutions are fine, but they don't really add anything earth-shattering. I like Ascendancies to boost the lackluster warp speed, but the 1-5 slots are really personal preference. You should also use at least three (3) Faction BCS and a fourth T2 BCS (the Faction variant only adds about 40 damage and is generally not worth the extra expenditure).
• A T2 auto-targeting module can be beneficial, but it does draw power and range is limited to 60km. I've found that setting the "Auto Target Back" to 12 targets in General Settings almost achieves the same effect.

Things get a little more complicated with respect to damage application, but here are are a few guidelines.

• You will almost never need more than a pair of T2 precision-scripted MGCs and a T1 or T2 rigor for fixed damage application. If you opt to utilize a pair of T1/T2 rigors then you only need a single T2 precision-scripted MGC. Never, ever use MGEs.
• You will never need more than a pair of Faction target painters (max) to apply optimal damage application, and in many instances you can get away with a single Faction target painter. Two target painters are ideal if you split your launchers into pairs, but many times you'll lack enough damage with two launchers to completely destroy the target anyway.
• Stasis webs and grapplers are roughly equivalent to a target painter in terms of damage application, but lack the range and other benefits and thus generally considered a waste of a mid slot.

In terms of performance, this is what you can generally expect:

• Destroyers, battlecruisers and slow-moving cruisers and frigates will be taken out in a single volley.
• Elite cruisers will be taken out in two volleys.
• Battleships will be taken out in three to four volleys (occasionally Elite or Drone battleships require an extra volley).
• Frigates will be taken out in one to two volleys with Precision.

It's hard (though not impossible) to obtain the majority of battleship kills in 3 volleys, but this typically requires a T2 large warhead calefaction rig, four Faction BCSs and CM-605/6 implant. Since a lucky shield boost can often negate this it's often not worth the additional expenditure. Most battleships will pop with 3 volleys, the exceptions being some named, Elite, Drone and Gurista battleships. My own preference is to boost the rate of fire with a T2 large loading bay accelerator as it gives me the option of dropping the 4th BCS, but once you get to the point where you've maxed out your skills and implants we're talking about really small (and occasionally insignificant) changes with juggling modules around. Faction modules will have a huge impact as the few % point difference is cumulative.

Anyway, hope you enjoy and possibly gleam a tip or two from this. Fly safe.

I am currently away, traveling through time and will be returning last week.