WH Armor Fleet Basics for Domi Pilots

on Thursday, October 6, 2011
Dominix Navy Issue
For those of you who have never flown in a TTI wormhole fleet, here are the basics. The core ship of a class 5 wormhole Sleeper op is the remote repair (RR) Domi. In an armor friendly wormhole environment, Sleeper sites can be cleared with a fleet of three Domis, if the pilots have the proper skills and equipment (T2 sentries and faction Domis help quite a bit). More Domis are always better as well as one or two DPS ships in the fleet to speed up site clearing.

Before You Warp

Before any op, always check that your drone bay is full and all your modules are fitted and online. Don't assume they are or you'll end up warping to the site only to realize you never replaced the drones you lost two days ago or someone borrowed a module and never put it back.

The fleet commander (FC) will list the energy transfer (ET) assignments. Each Domi in the fleet shares energy with another Domi, thus keeping everyone cap stable. In Rampart, the ET assignments are done by alphabetical order. For example, if code pink, Cynn, and Dick00 Haus are the Domi pilots, the ET assignment will be code pink -> Cynn -> Dick00 Haus -> code pink.

It's helpful to add your fleet mates to the damage watch list. You do this by right clicking their name in the Fleet Window and select Add to Watchlist. This will open a second window which displays their damage. Fleet mates taking damage will flash red in the Watchlist Window.

The fleet should form up so all ships are within 1,000 meters or so. Domis are slow and remote armor reps and energy transfer arrays have limited range. If the fleet warps to a site and is scattered, any ship outside the armor rep range is likely to asplode before it can get back in range.

As fleet commander, I always provide a link to EVE Survival for the type of site were are doing. Like many empire space missions, class 5 sites have triggers to spawn the next wave. I want my fleet pilots to know what the triggers are so we don't accidentally spawn the next wave before we're ready.

Sleeper Guardian
Arriving at the Site

As soon as you drop out of warp, make sure your defensive modules are on and begin targeting all of your fleet mates. Get your ET on your assigned fleet mate and check your watchlist to see who is taking damage. Put two of your remote armor reps on that person. The fleet commander will be calling out targets, so watch your overview and lock the indicated Sleepers. Launch your drones and begin asploding Sleepers.

Cap Management

Even with good energy skills and using ETs, Sleepers can drain your capacitor if you don't manage your modules. Try to run as few remote armor reps as possible. If you are only facing frigates, you only need to run one rep. If you are facing several battleships, you will need to have all of your armor reps on the pilot taking damage. If you are taking damage, finish repping the last pilot who was taking damage and turn all your armor reps off. Be ready to put them on again if you see someone flashing red in the Watchlist.

If you see your cap is going empty, ask to make sure the pilot assigned to ET you has it turned on. You could also be getting energy neutralized by the Sleepers. Let your fleet mates know if you are going on empty. If you go empty, the first priority is to get your ET back online. Next, start turning armor reps on, one at a time until you have enough cap to run the amount you need without going empty again.

Garde Sentry Drone
Drones

The only way an RR Domi does damage is through it's drones. Sleepers will target drones, so make sure you keep an eye on them and pull them in when they take damage. The more drones you lose, the less effective you are. Also make sure your drones are set to passive, so they only attack what you tell them to.

Use the appropriate drone for the range or type of ship you are attacking. Sentries are for cruisers and battleships. Bouncers are carried for targets 35 to 90 km away and Gardes are for targets in the 10 to 35 km range. Hobgoblins are for clearing out frigates.


Other Things to Keep in Mind
  • Make sure you do not move. Watch your distance from fleet mates and let someone know if they are moving.
  • Taking damage. Let your fleet mates know when you are taking damage. There's a lot going on and they may not notice when the Sleepers change targets.
  • D-Scan, D-Scan, D-Scan. Fleet security is everyone's job. Hit D-Scan as often as you can and watch for scan probes and ships. Let the fleet commander know as soon as you see something.
  • You can repair your drones. If your drones take damage, lock it and repair it. It is advisible to wait until you are only fighting one or two sleepers.
  • Pre-lock your targets. The fleet commander will designate two or three targets at a time. Lock as many designated targets as your skills allow so you can begin dealing damage as soon as the first target is destroyed.
  • Everyone shoots the same Sleeper. If you see two Sleepers taking damage, make sure you are shooting at the right one. Ask the fleet commander to re-mark the target if you are unsure.

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