Location, Location, Level 5

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Part 1 of 5

Faction: Amarr
Mission type: Encounter
Space type: Deadspace with Gate
Web/Scramble: All Frigates
Extras: Amarr Energy Neutralizer Sentry IIIs, NOS, Tracking Disrupter
Damage dealt: EM 58% / Therm 42%
Recommended damage dealing: EM/Therm
Recommended ships: (1) Maelstrom w/ Passive Tank and (1) Maelstrom w/ Shield Transporters but recommend more DPS

Acceleration Gate into Deadspace

Single Pocket

Initial Group

Contact’s ship is present at Warp-In at 15km away. But 20 seconds later you are notified in Local that, Oh sh--, “It’s a Trap!”
The Contact's ship vanishes and instead an Amarr Fleet uncloaks near the same spot. Ships are 25-40km to the right of Warp-In

Your position at warp-in

3 x Frigates (Divine Imperial Bahir) orbits at 10km, Web/Scramble, 25% Tracking Disrupter, --Trigger 1--
3 x Cruisers (Divine Imperial Ambrose/Basil) orbits at 7-19km, NOS
12 x Battleships (Imperial Templar Dominator*/Torah/Martyr^^) orbits of 17-49km, *Trigger 2, ^^Trigger 3
5 x Amarr Cruise Missile Batteries --Each is a Trigger--
1 x Amarr Stasis Tower
3 x Amarr Energy Neutralizer Sentry IIIs

- Spawn 1

3 x Frigates (Divine Imperial Imran) orbits at 4km, Web/Scramble

- Spawn 2

2 x Battleships (Imperial Templar Dominator/Martyr) orbits at 17-49km

- Spawn 3

3 x Battleships (Imperial Templar Martyr) orbits at 49km

Each Missile Battery is a Trigger

Triggered ships spawn at the Warp-In Beacon when the following Batteries are destroyed

View of Batteries from warp-in beacon


Battery 1 (Top) - Spawns:

5 x Battleships (Imperial Templar Ultara/Dominator) orbits of 17-49km

Battery 2 (Left) - Spawns:

3 x Battleships (Imperial Templar Judgment) orbits at 49km, Trigger
- Spawn 2a
6 x Battlecruisers (Imperial Templar Phalanx) orbits at 22km, Trigger
- Spawn 2b
5 x Battleships (Imperial Templar Judgment) orbits at 49km Objective Complete

Battery 3 (Middle) - Spawns:

3 x Battleships (Imperial Templar Diviner) orbits at 21km, NOS, 10% Tracking Disrupter

Battery 4 (Right) - Spawns:

5 x Battlecruisers (Imperial Champion/Templar Justicar) orbits at 9-22km

Battery 5 (Bottom) - Spawns:

5 x Battlecruisers (Imperial Equalizer/Avenger) orbits of 9-22km


Part 2 of 5

See The Hard Way (2 of 5)

Comments [Hide comments]
Comment by JohnnyNeumonnic
2009-04-01 03:17:46
This mission is very doable if done correctly, but you can lose a ship in seconds if done wrong. If you can tank 1814 hp/s, and if you destroy the ships in the right order, the damage should never exceed this number.

But, unlike most missions, DO NOT SHOOT ANY OF THE MISSILE BATTERIES FIRST! Should you quickly destroy the missile batteries first, you will find yourself surrounded amidst a huge spawn, just 2km from your warp-in point. And they can instantly deal 4184 hp/sec of damage. (something I learned… the hard way…)

The following suggested sequence can keep the number of concurrent ships to a minimum. Destroy in the order of:

1) Stasis Tower
2) 3 Energy Neutralizer Sentries (only if you don’t use a passive tank)
3) Destroy 2 of 3 Frigates
4) Destroy all of the Cruisers
5) Destroy all but one of each type of Battleship
6) Destroy the final Frigate (Trigger), and the three new Frigates that spawn
7) Destroy any remaining Torah Battleships, followed by the final Dominator Battleship (Trigger)
8) Destroy the resulting spawn of 2 Battleships.
9) Destroy the final Martyr Battleship (Trigger), followed by its spawn of 3 Battleships.
Now onto the Missile Batteries:
10) Only shoot one Battery at a time and destroy its spawn. Do any order you like but
11) Only the Battery 2 (Left-side) Spawns needs to be destroyed to get "Objective Complete". The others are optional.

An alternate option to reduce damage is to warp into the pocket and immediately cloak. Retreat to over 55km away from the Battleships, which is outside their optimal range. And by uncloaking there, the missile batteries don’t seem to aggro as an additional benefit.
Comment by ZeeRover
2009-12-10 01:20:48
Done the Gallente version of this missions a few times now, and I agree with many of your suggestions. Do not shoot the missile batteries, did that once and had to take an insanely long warp-in warp-out approach to get the dps down to a more manageable level (in a ship that could permatank nearly 3000 dps).

I now follow a sequence similar to yours. Apart from not shooting the neut towers, and taking all frigates and spawns first as 3) & 4), and taking out close range battleships first.
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