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Skrofl
Posted - 2008.04.21 18:14:00 - [1]
 

Hello all

Im asking the lot of you Dominix pilots, what skills would you say are cruical for this ship? Just finished the training for Tech II armor repairer, and im abit unsure where to go next? Currently training to Tech II hardeners. Please help out!


Ecky X
SniggWaffe
FREE KARTTOON NOW
Posted - 2008.04.21 18:34:00 - [2]
 

Put 4-5mil SP in drones, and maybe train medium T2 guns for PvP.

Forgo
Gallente
Cartographers Union
Posted - 2008.04.22 08:30:00 - [3]
 

Edited by: Forgo on 22/04/2008 09:03:16
Edited by: Forgo on 22/04/2008 08:38:11
Theres quite a bit that I think are needed to really have the dominix work well:


for the ship itself these are primary:

Anything relating to cap/power/cpu, (engineering 5, energy sys op 5, energy management 5, as well as electronics 5 for adding cpu)

as many of the mechanic skills that relate to the armor reps and hardeners as you can, as high as you can. (mechanic 5, hull upgrades 5, repair systems 5, compensation skills 3 or more, rigging/salvage skills optional but easy and nice to have)

Drone skills high, most focus after the prior two skill sets by far. aim for drones 5, scout drone 5, drone interfacing at least 4 (I'd save rank 5 until after you get at least level 3 in every other drone skill, save from fighters/adv drone interfacing.) Heavies can be skipped IMO with a focus on sentries.

ship secondaries would consist of:
navigation skills (evasive manuvering, nav and ab skills as high as you can)and also spaceship command (agility)

gunnery skills - with the Dominix, they really are optional, get enough for basic medium guns if you don't already have decent drones (light/medium tech 2's) and can be completely neglected while the ship skills are finessed if you can use at least medium tech 2's IMO. For lower level missions/ratting could probably get away with light / medium tech 1's for a bit.

In reality all of the above skills minus the drones should be done 1st for any gall pilot as they will enhance all gall ships to their fullest, and where they need them most.

This is of course for the PVE dom necessities, if PVP is the plan, then all of the above plus extra shield skills, (amount recharge ect), EW, and of course massive gunnery skills.

Also wanted to add that while this list looks intensive it really isnt, your looking at about 1.5 mil sp in engineering, 300k in electronics, under 1 mil in mechanic, under 1 mil in nav, and 1 mil in drones by the time you hit the drone interfacing 5 mark.

So only 5 mil or so total for an effective and relatively safe dom. (after the spaceship command skills ofc)

At that sp split I pulled all ships in blockade level 4 and made it without death. Granted it was ugly, and took forever (the 1 mil in drones was why...more is better ofc), but having the cap and tank skills will let you keep your Dom more than the drones will. Which is why those skills are my consideration of primary.

IceWarriors
Minmatar
Republic University
Posted - 2008.04.22 20:13:00 - [4]
 

Edited by: IceWarriors on 22/04/2008 20:16:32
Originally by: Forgo
Edited by: Forgo on 22/04/2008 09:03:16
Edited by: Forgo on 22/04/2008 08:38:11
Theres quite a bit that I think are needed to really have the dominix work well:


for the ship itself these are primary:

Anything relating to cap/power/cpu, (engineering 5, energy sys op 5, energy management 5, as well as electronics 5 for adding cpu)

as many of the mechanic skills that relate to the armor reps and hardeners as you can, as high as you can. (mechanic 5, hull upgrades 5, repair systems 5, compensation skills 3 or more, rigging/salvage skills optional but easy and nice to have)

Drone skills high, most focus after the prior two skill sets by far. aim for drones 5, scout drone 5, drone interfacing at least 4 (I'd save rank 5 until after you get at least level 3 in every other drone skill, save from fighters/adv drone interfacing.) Heavies can be skipped IMO with a focus on sentries.

ship secondaries would consist of:
navigation skills (evasive manuvering, nav and ab skills as high as you can)and also spaceship command (agility)

gunnery skills - with the Dominix, they really are optional, get enough for basic medium guns if you don't already have decent drones (light/medium tech 2's) and can be completely neglected while the ship skills are finessed if you can use at least medium tech 2's IMO. For lower level missions/ratting could probably get away with light / medium tech 1's for a bit.

In reality all of the above skills minus the drones should be done 1st for any gall pilot as they will enhance all gall ships to their fullest, and where they need them most.

This is of course for the PVE dom necessities, if PVP is the plan, then all of the above plus extra shield skills, (amount recharge ect), EW, and of course massive gunnery skills.

Also wanted to add that while this list looks intensive it really isnt, your looking at about 1.5 mil sp in engineering, 300k in electronics, under 1 mil in mechanic, under 1 mil in nav, and 1 mil in drones by the time you hit the drone interfacing 5 mark.

So only 5 mil or so total for an effective and relatively safe dom. (after the spaceship command skills ofc)

At that sp split I pulled all ships in blockade level 4 and made it without death. Granted it was ugly, and took forever (the 1 mil in drones was why...more is better ofc), but having the cap and tank skills will let you keep your Dom more than the drones will. Which is why those skills are my consideration of primary.


I only recently have gotten my cap skills to 5/4 level and the difference has been minimal at best.
what is the point of repair systems 5? its not like you need it for LAR II
What is the point of compensation skills if your going to be to be using Active Hardeners in PVE?


Edit: Also know that I think about it i didnt have t2 hardeners for the longest time with no problem. Getting t2 ogres, and Drone Interfacing 5 as soon as you can is imo the way to go after you can fit your Domi standard tank

Skrofl
Posted - 2008.04.22 21:13:00 - [5]
 

Thanks for the replies so far, really helpful and its good to have a few points and something to go for. Got all my learningskills at lvl IV at the moment, so wont bother much about those anymorem will start working on some of those thats pointed out here.

Cheers!

Forgo
Gallente
Cartographers Union
Posted - 2008.04.22 21:45:00 - [6]
 

Edited by: Forgo on 22/04/2008 21:56:19
Originally by: IceWarriors
Edited by: IceWarriors on 22/04/2008 20:16:32


I only recently have gotten my cap skills to 5/4 level and the difference has been minimal at best.
what is the point of repair systems 5? its not like you need it for LAR II
What is the point of compensation skills if your going to be to be using Active Hardeners in PVE?


Edit: Also know that I think about it i didnt have t2 hardeners for the longest time with no problem. Getting t2 ogres, and Drone Interfacing 5 as soon as you can is imo the way to go after you can fit your Domi standard tank



Yeah true the differences really aren't necessary at level 5 on those as much as nice to have. But they do add alot to the versitality of the dominix.

Cap skills to those levels allow running things like smartbombs, ew mods, nuets, guns ect alot easier later on, without breaking the tank. and lets face it cap is probably the most important thing to your ship, without it nothing works.

repair systems 5, not necessary but that extra 5% reduction in the cycle time adds to the tank capacity. Again not really a must have but helps your survivability over time by a bit, and allows cycling the reps to be a more feasible option when you need to.

The compensation skills mainly,
t2 eanm with good compenstaions skill gives very nice all around passive resistance.
I always go for that mod vs a damage control in my lows. Combined with active hardeners and the other skills mentioned and 1 lar is all you need to perma tank the dom.

Basically they are listed because they all allow for more options with the dom, and...every other ship you fly using armor tanking.

In my opinion anyhow the ship skills should always be the 1st focus, max the survivability, and you wont lose the ship/mods/drones as often. Especially on a drone ship where some bugginess with the drones on occasion can get you into very sticky situations where the max tank is what can save you most.

Skrofl
Posted - 2008.04.23 21:04:00 - [7]
 

Cheers for the replies so far. I only have around 1 million skillpoints in drones and im attempting level 4 missions. I got Tech II repairers, which help, but im damaging far from how much i want to damage. Im unsure of how good sentries are, compared to Tech II heavy drones. Some guides say skip sentries and go directly to Tech II heavies, while other again recommends to go for sentries primary. Any advices? Im using the droneguide from Keitaro Baka
* http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=734343

but would like some personal opinions around this.

Kristrina Belaure
Caldari
Cosmic Cimmerians
Posted - 2008.04.23 21:24:00 - [8]
 

Edited by: Kristrina Belaure on 23/04/2008 21:37:32
Originally by: Skrofl
Cheers for the replies so far. I only have around 1 million skillpoints in drones and im attempting level 4 missions. I got Tech II repairers, which help, but im damaging far from how much i want to damage. Im unsure of how good sentries are, compared to Tech II heavy drones. Some guides say skip sentries and go directly to Tech II heavies, while other again recommends to go for sentries primary. Any advices? Im using the droneguide from Keitaro Baka
* http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=734343

but would like some personal opinions around this.
Sentries are good for if you want the damage on the target from the moment you launch them, as they have a long range compared to other drones,
dps wise, i tried this using eve fitting tool and the most dps you will loose is about 25(5 dps / drone), in a fleet engagement, unless your the one thats going to go in and tank, as a long range drone boat you would rather use sentries and combine them with long range guns so that once the target is down you can recall instantly and be ready to warp off

William Darkk
Gallente
Garoun Investment Bank
Posted - 2008.04.23 23:21:00 - [9]
 

Originally by: Kristrina Belaure
Edited by: Kristrina Belaure on 23/04/2008 21:37:32
Originally by: Skrofl
Cheers for the replies so far. I only have around 1 million skillpoints in drones and im attempting level 4 missions. I got Tech II repairers, which help, but im damaging far from how much i want to damage. Im unsure of how good sentries are, compared to Tech II heavy drones. Some guides say skip sentries and go directly to Tech II heavies, while other again recommends to go for sentries primary. Any advices? Im using the droneguide from Keitaro Baka
* http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=734343

but would like some personal opinions around this.
Sentries are good for if you want the damage on the target from the moment you launch them, as they have a long range compared to other drones,
dps wise, i tried this using eve fitting tool and the most dps you will loose is about 25(5 dps / drone), in a fleet engagement, unless your the one thats going to go in and tank, as a long range drone boat you would rather use sentries and combine them with long range guns so that once the target is down you can recall instantly and be ready to warp off


Sentries will usually beat heavies of the same tech level in DPS. The thing is that sentries can't move, so if you need or want to move you can't use them. In PVP you want to move.

Forgo
Gallente
Cartographers Union
Posted - 2008.04.24 02:53:00 - [10]
 

Edited by: Forgo on 24/04/2008 02:55:02
The key thing on sentries that I like anyhow is they dont move. For pve they out dps heavies by a bit since heavies take so long to move around. Sentries are great as well for sniping in pve, which basically means you can sit out 70k, aggro with any gun, launch sentries and kill most of the group before you are even hit, scoop, next group repeat ect.

No travel time needed. :)

Seraphll
SOE Cartel
Wormholes Holders
Posted - 2008.04.24 03:34:00 - [11]
 

Don't bother with LAR II's. Just get Vestment Reconstructors, they are better and use less of your ship's resources.
T2 Hardeners are however worth it.

Skrofl
Posted - 2008.04.24 08:52:00 - [12]
 

Originally by: Seraphll
Don't bother with LAR II's. Just get Vestment Reconstructors, they are better and use less of your ship's resources.
T2 Hardeners are however worth it.


Well, already trained and currently using the TechII armor repairers. And concerning the drone use, my level 4 mission is basicly aggro one group, have them to orbit me and then blast them away. This for saving time for salvaging etc. Im lazy, and greedy, bad combo.


Imaos
Posted - 2008.04.24 09:23:00 - [13]
 

Originally by: Skrofl
Originally by: Seraphll
Don't bother with LAR II's. Just get Vestment Reconstructors, they are better and use less of your ship's resources.
T2 Hardeners are however worth it.


Well, already trained and currently using the TechII armor repairers. And concerning the drone use, my level 4 mission is basicly aggro one group, have them to orbit me and then blast them away. This for saving time for salvaging etc. Im lazy, and greedy, bad combo.



That takes more time than killing the enemy on approach and fly along the the line of wrecks with your salvager. In the case where you can kill all of a swarm before they can reach you it safes about half the time and needs less tank.

Imaos

Kusha'an
Gallente
The Scope
Posted - 2008.04.24 13:06:00 - [14]
 

Originally by: Skrofl
Cheers for the replies so far. I only have around 1 million skillpoints in drones and im attempting level 4 missions. I got Tech II repairers, which help, but im damaging far from how much i want to damage. Im unsure of how good sentries are, compared to Tech II heavy drones. Some guides say skip sentries and go directly to Tech II heavies, while other again recommends to go for sentries primary. Any advices? Im using the droneguide from Keitaro Baka
* http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=734343

but would like some personal opinions around this.
Drone aggro. Some missions have groups of rats that don't aggro unless attacked. Sentries stick right by your ship as long as you don't move. Using sentries only and no guns, the rats will aggro one of your sentries eventually. Pull it in, replace it immediately, rinse and repeat. Or DON'T replace it, and watch the remaining 4 sentries chew up the current targeted rat WITHOUT ANY AGGRO AT ALL. Then replace it when the current target is eliminated, retarget new rat, rinse and repeat.

If you tried the same thing with Tech II heavies, they would be slaughtered one by one as they slowly flew back to your ship.

Sentry tactics are superior to heavy drone tactics.

Ghalid
Gallente
The Sycorax Syndicate
The Cooperative
Posted - 2008.04.25 23:52:00 - [15]
 

Originally by: Seraphll
Don't bother with LAR II's. Just get Vestment Reconstructors, they are better and use less of your ship's resources.
T2 Hardeners are however worth it.


LAR II = 800hp / 15s
Vestment Reconstructors = 720hp / 15s

I think I'm missing something.

Emroth
Gallente
Beach Boys
Atlas Alliance
Posted - 2008.04.26 19:46:00 - [16]
 

Originally by: Ghalid
Originally by: Seraphll
Don't bother with LAR II's. Just get Vestment Reconstructors, they are better and use less of your ship's resources.
T2 Hardeners are however worth it.


LAR II = 800hp / 15s
Vestment Reconstructors = 720hp / 15s

I think I'm missing something.


Indeed, thats a whopping 10% increase, handy over time.

Chainsaw Plankton
IDLE GUNS
IDLE EMPIRE
Posted - 2008.04.28 04:34:00 - [17]
 

2 large armor reps is a huge overtank for most missions Laughing

especially considering most of the domi fits i come up with tank over 1000 kin/therm damage Laughing
(about double whats needed)

Domi has enough of a drone bay for t2 heavies and sentries!

my say is drop the sentries and pick stuff off with your sentries + railguns as they approach, frigs that get in close take care of with some t2 lights/meds, and the close up bs launch the ogres

Kusha'an
Gallente
The Scope
Posted - 2008.04.29 14:19:00 - [18]
 

Originally by: Chainsaw Plankton
2 large armor reps is a huge overtank for most missions Laughing

especially considering most of the domi fits i come up with tank over 1000 kin/therm damage Laughing
(about double whats needed)

Domi has enough of a drone bay for t2 heavies and sentries!

my say is drop the sentries and pick stuff off with your sentries + railguns as they approach, frigs that get in close take care of with some t2 lights/meds, and the close up bs launch the ogres
A good strategy. But something that hasn't been mentioned is how to use tactics to ensure you don't have to use more than one LAR (most of the time).

Assuming you are aggroed and within the optimal range of the NPCs:

Use sentries and kill all the BS first, at long range if possible. DPS will drop significantly. Once you're down to a couple of BS and the rest HACs/BC/Cruisers/Frigs, you're home free. It's easy to tank half a dozen frigs while you snipe the bigger ships.

The key is to reduce DPS as quickly as possible.

Reverend Book
Posted - 2008.05.01 21:41:00 - [19]
 

Kusha'an is right about dropping DPS quickly. However, I find that it is often slightly more effective to pick off cruisers and battlecruisers first, as they die faster than the battleships and often outdistance them as they fly to intercept you. By stretching out that window of damage dealing from these ships, you can keep the DPS from getting unbearable

Sentry drones with good skills can pick off cruisers in 2-3 salvos, easy, and BCs don't last much longer. This is also a good strategy for rooms that can cause some lag. The Sentrys do well against the BSs too, and anything that gets under their ranges is fodder for T2 Meds (I find they swarm and track the smaller ships better than heavies). When you need to move, either to keep your wrecks bundled up nice and tidy for salvaging or to get to the next gate, switch to Heavies and mop up. No sense not using every square meter of that drone bay :)

Jurgen Cartis
Caldari
Interstellar Corporation of Exploration
Posted - 2008.05.02 04:04:00 - [20]
 

Originally by: Seraphll
Don't bother with LAR II's. Just get Vestment Reconstructors, they are better and use less of your ship's resources.
T2 Hardeners are however worth it.


LAR IIs repair considerably more than Accommodations. Call me a snob if you will, but I won't fit Accommodation reps to anything except maybe to deal with PG problems (and there I'd start considering faction). I have one ship that uses a T1 rep, that is my Covetor, and that is because it lacks the PG to fit T2 alongside a midslot item.

As for skills, get Drone Interfacing IV (V when you can), and Heavies and Sentries to IV. Then pick one of those drone types and take it to V. Heavies and Sentries both work well. Sentries finish missions faster, but they require active attention. Heavies are often better for AFK'ing missions, as they'll hunt down and kill the little frigs better, and Sentries won't track a frigate orbiting at 5km. My personal preference is for Sentries, my Ogres gather dust in the hangar.

Kusha'an
Gallente
The Scope
Posted - 2008.05.05 14:58:00 - [21]
 

LAR IIs repair 80 more damage per cycle, or 8 dps more. If you think that's a lot, then by all means use them. However, the previous point about using T2 hardeners makes Mechanic V necessary, so there's no point in not fitting a LAR II because by then you should have good cap skills anyway.

Onashinnen
Posted - 2008.05.06 12:48:00 - [22]
 

Edited by: Onashinnen on 06/05/2008 12:49:23
For a player who isn't 10m SP into their char, every point repaired counts.

Period.

Kusha'an
Gallente
The Scope
Posted - 2008.05.08 13:54:00 - [23]
 

Originally by: Onashinnen
Edited by: Onashinnen on 06/05/2008 12:49:23
For a player who isn't 10m SP into their char, every point repaired counts.

Period.
That's just one opinion, and I can personally attest to its lack of accuracy.Rolling Eyes

Gossef
Caldari
Nosferatu Security Foundation
Posted - 2008.05.21 09:58:00 - [24]
 

On my Dominix I'm using almost pure tank for every mission (5x Cap Recharger II in meds, 2 LAR II, dmg control II, 4 Hardener II's in lows, 2 CCC rigs and 1 rep amount rig) and for high slots I sometimes use medium artillery (works nice alongside sentries and don't eat cap) or a mix of salvagers, tractors and drone range (the command range thingy).

Jay Kell
Posted - 2008.05.21 12:33:00 - [25]
 

Capacitor and fitting skills.

If you want to use sentries, you'll want sentry damage rigs, so no cap rigs, so you need good cap / fit skills.

If you want to use heavies, you'll need a good active tank to survive while they do their thing, so you need good cap / fit skills.

If you want to field a rack of railguns, you'll need good cap / fit skills.

Once cap recharge is maxed out (or close to it) you'll have great flexibility in your fitting and tactics for PvE and PvP. Most of these skills are relevant for the other ships you'll want to fly as well.

Just my 0.02 ISK

Guvante
Dreddit
Posted - 2008.05.21 18:58:00 - [26]
 

Originally by: Kusha'an
Originally by: Onashinnen
Edited by: Onashinnen on 06/05/2008 12:49:23
For a player who isn't 10m SP into their char, every point repaired counts.

Period.
That's just one opinion, and I can personally attest to its lack of accuracy.Rolling Eyes


You are not looking at all possibilities from your response.

Take the following PvE example:
Warp into a section of a mission and accidentally aggro whole room
Even with your Dual tank they are breaking your tank, and 4 of them are scramblers
With T2 over named mods you are repping 16 HP/sec more
Say they are breaking a named tank by 100 HP/sec and you have 1600 armor (Random numbers), you have 16 seconds to kill the small guys and warp, plus your hull and shield buffers.
With T2 they are breaking your tank by 84 HP/sec, which means you have 19 seconds to warp out, 3 seconds is the difference between 25% Hull and death and then some. And that is with an extremely broken tank, with a slightly broken tank it could give you ample time to kill the damage dealers even, or possibly make your tank not broken.


Basically it is correct to say that LAR2's are by no means necessary, but if you have the skills, even the small HP boost can mean the difference between having to rep some hull and having to replace your ship+mods. Embarassed

Nummb
Amarr
Posted - 2008.05.23 14:49:00 - [27]
 

Originally by: Skrofl
Hello all

Im asking the lot of you Dominix pilots, what skills would you say are cruical for this ship? Just finished the training for Tech II armor repairer, and im abit unsure where to go next? Currently training to Tech II hardeners. Please help out!




Interesting replies so far, here is my take. Train the skills that offer the best bang for buck so to say.

Each lvl of Battleship trained gives you a Special Ability: 5% bonus to Large Hybrid Turret damage and 10% bonus to drone hitpoints and damage per skill level. That is huge right there, getting BS to lvl 4 is imo a must before flying lvl 4's and you should get it to 5 as soon as you can.

The next big one is Drone Interfacing, a 20% bonus to drone damage, drone mining yield per level. Again, if you are going to be a serious drone user and fly the Dominix then this needs to be at 5.

I am a big believer in sentry drones, they are easier to get to T2 than Heavies and you don't need any racial skills. Sentry Drone Interfacing 5 unlocks all races T2 sentries.

This will give you some training for increasing your damage. Next look at training and fitting blasters. Let the sentries kill the long distance NPC's and blaster the ones that get to close.

Dajsan Xerzd
EXTERMINATUS.
Posted - 2008.05.29 11:11:00 - [28]
 

Originally by: Jay Kell
Capacitor and fitting skills.

If you want to use sentries, you'll want sentry damage rigs, so no cap rigs, so you need good cap / fit skills.

If you want to use heavies, you'll need a good active tank to survive while they do their thing, so you need good cap / fit skills.

If you want to field a rack of railguns, you'll need good cap / fit skills.

Once cap recharge is maxed out (or close to it) you'll have great flexibility in your fitting and tactics for PvE and PvP. Most of these skills are relevant for the other ships you'll want to fly as well.

Just my 0.02 ISK


I wouldn't quite aggree with this, usually the way to go is to split up, 1x sentry dam rig and 2 CCC then fit 1/2x drone tracking mods that boost both heavies and sentries damage considerably.

royal killer
Amarr
Shadows Of The Federation
Posted - 2008.05.30 15:03:00 - [29]
 

If you have EFT, you can try getting a nice T2 fitted Dominix set up, then just right click somewhere empty in the window and ''Change affecting skill'' (same with the mods) and there you can see wich skills would be good to train for what mod or the ship to make it better Cool I've done that.


 

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