Difference between revisions of "Angel Sound"

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[[Category:Guides]]
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{{EpicMissionArcBoilerintro}} {{AngelEpicArcNav}}
[[Category:Missioning]]
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<blockquote>
[[Category:PvE]]
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''"Normally, we would launch a whole campaign to remove CONCORD scum from our space, but my superiors want to see you handle this situation."''
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</blockquote>
  
{{uwc}}{{Cleanup}}
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'''Angel Sound''' is the [[Angel Cartel]] Epic Arc which takes place in the Angel controlled [https://evemaps.dotlan.net/map/Curse Curse] Null Security Region.
{{EpicMissionArcBoilerintro}}
 
  
== '''Dooobles' Angel Epic Arc Guide'''<br>  ==
+
== Overview ==
 +
You will fight:
 +
* Frigates
 +
* Destroyers
 +
* a few Cruisers
  
This guide will explain how to get through the Angel Epic Arc. The rewards include a Domination Target Painter (120-130Mil,) a Cynabal Blueprint Copy (~180M,) &nbsp;a Concord tag from the last encounter (~10M,) and about 43M in agent rewards. &nbsp;You also get a huge standing increase to the Angel Cartel. &nbsp;I went from -9.39 to -2.76. &nbsp;You will also lose about .25 standing with the Minmatar Republic. &nbsp;
+
You will get:
 +
* 1x Domination Target Painter for completing Wrath of Angels
 +
* 1x Cynabal Blueprint Copy (one run) and +30% base Angel Cartel Faction Standing (with no derived standings) from completing the final Mission
 +
* ~65M ISK
 +
* ~15% Archangels and Dominations Corporation Standings
  
=== '''General Notes'''  ===
+
You will lose:
 +
* 2.4% Minmatar Republic Faction Standing
 +
* minor amount of Guristas Pirates Faction Standing
  
This Epic Arc takes you into 0.0 space. There are game mechanics that do not exist in high security or low security space. The most notable mechanic to be aware of is "warp bubbles." If you don't know what one is you should become familiar with them and how they can affect a warp-in on a gate. In 0.0 space you need to constantly be aware of local, of your d-scan, about where you are going, and how you plan on sling-shotting around possible bubbles. YOU WILL PROBABLY LOSE SHIPS AND PODS. I recommend an empty clone and a cheap fit destroyer for these missions, as of recent changes an interceptor could be a viable option due to buble immunity.
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== Starting Agents ==
Most guides and sites recoomend an assault frigate.
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{| class="wikitable"
A cheap fit destroyer worked better for the missions and was just about as clunky as an AB fit AF in terms of escaping camps. &nbsp;I also used a cloak/mwd Rifter sometimes. &nbsp;Be aware of the range and tracking benefits of different ammo. &nbsp;Bring both long and short range ammo.&nbsp;
+
|+ Angel Sound Starting Agents
The maulus fit was an experiment that worked very well, it is slower compared to the thrasher but cheaper and less demanding skill wise.
+
|-
It offers high speed for camp evading and an engagment range of ~75km for the missions,
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! Agent<ref name="Standing"></ref> !! Corporation<ref name="Standing"></ref> !! Faction<ref name="Standing"></ref> !! System !! Region !! Mission
 +
|-
 +
| Aton Hordner || Republic Security Service || Minmatar Republic || Egbinger<ref name="LocationMinmatar"></ref> || Molden Heath || [[The Balance of Power]]
 +
|-
 +
| Arajna Ashia || Amarr Navy || Amarr Empire || Sendaya<ref name="LocationAmarr"></ref> || Derelik || [[Mistaken Identity]]
 +
|-
 +
| Ellar Stin || Dominations || Angel Cartel || Konora<ref name="LocationAngel"></ref> || Metropolis || [[Headhunted]]
 +
|}
  
 +
<small><references>
 +
<ref name="Standing">You need at least -2.00 Standing with all and at least 3.00 Standing with the Agent, their Corporation or Faction.</ref>
 +
<ref name="LocationMinmatar">Minmatar Shipyards Beacon.</ref>
 +
<ref name="LocationAmarr">Abandoned Research Station Sigma Nine Beacon.</ref>
 +
<ref name="LocationAngel">The Coward Ellar Stin Beacon.</ref>
 +
</references></small>
  
{{ShipFitting|
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{{:Pirate epic arc advice}}
ship=Thrasher|
 
shipTypeID=16242|
 
fitName=Thrasher Epic Arc|
 
fitID=Thrasher-Epic-Arc|
 
high1name=250mm Light Artillery Cannon II|
 
high1typeID=2905|
 
high2name=250mm Light Artillery Cannon II|
 
high2typeID=2905|
 
high3name=250mm Light Artillery Cannon II|
 
high3typeID=2905|
 
high4name=250mm Light Artillery Cannon II|
 
high4typeID=2905|
 
high5name=250mm Light Artillery Cannon II|
 
high5typeID=2905|
 
high6name=250mm Light Artillery Cannon II|
 
high6typeID=2905|
 
high7name=250mm Light Artillery Cannon II|
 
high7typeID=2905|
 
high8name=open|
 
mid1name=Medium Shield Extender II|
 
mid1typeID=3831|
 
mid2name=Limited 1MN Microwarpdrive I|
 
mid2typeID=5973|
 
mid3name=Sensor Booster I|
 
mid3typeID=1973|
 
low1name=Gyrostabilizer I|
 
low1typeID=520|
 
low2name=Tracking Enhancer I|
 
low2typeID=1998|
 
charge1name=Targeting Range Script x1|
 
charge1typeID=29009|
 
charge2name=Phased Plasma S x1|
 
charge2typeID=184|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Small Ancillary Current Router I|
 
rig1typeID=31358|
 
rig2name=Small Ancillary Current Router I|
 
rig2typeID=31358|
 
rig3name=Small Projectile Collision Accelerator I|
 
rig3typeID=31680|
 
difficulty=1|
 
warsop=A|
 
warsopReason=|
 
version=RUBI 1.0|
 
shipDNA=16242:2905;7:1973;1:3831;1:5973;1:520;1:1998;1:31358;2:31680;1:184;1:29009;1::|
 
skills=|
 
notes=}}  {{ShipFitting|
 
ship=Maulus|
 
shipTypeID=609|
 
fitName=Maulus Drone Boat|
 
fitID=Maulus-Drone-Boat|
 
high1name=Drone Link Augmentor I|
 
high1typeID=23527|
 
high2name=Drone Link Augmentor I|
 
high2typeID=23527|
 
mid1name=Limited 1MN Microwarpdrive I|
 
mid1typeID=5973|
 
mid2name=Small F-S9 Regolith Shield Induction|
 
mid2typeID=8521|
 
mid3name=Low Frequency Sensor Suppressor I|
 
mid3typeID=5299|
 
mid4name=Low Frequency Sensor Suppressor I|
 
mid4typeID=5299|
 
low1name=Overdrive Injector System I|
 
low1typeID=1244|
 
low2name=Drone Damage Amplifier I|
 
low2typeID=4393|
 
low3name=Local Hull Conversion Nanofiber Structure I|
 
low3typeID=5561|
 
drone1name=Warrior II x6|
 
drone1typeID=2488|
 
drone2name=open|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Targeting Range Dampening Script x1|
 
charge1typeID=29015|
 
charge2name=open|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Small Anti-EM Screen Reinforcer I|
 
rig1typeID=31716|
 
rig2name=Small Auxiliary Thrusters I|
 
rig2typeID=31105|
 
rig3name=Small Inverted Signal Field Projector I|
 
rig3typeID=31262|
 
difficulty=1|
 
warsop=A|
 
warsopReason=|
 
version=RUBI 1.0|
 
shipDNA=609:23527;2:5299;2:5973;1:8521;1:1244;1:4393;1:5561;1:31105;1:31262;1:31716;1:2488;6:29015;1::|
 
skills=|
 
notes=Much slower compared to the thrasher, Mission 4, 6 and  8 will be very slow with this setup but doable.}}
 
  
== Mission Chain: ==
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== External links ==
 +
* [http://games.chruker.dk/eve_online/mission_view.php?id=229 Games Chruker Angel Sound Guide]
 +
* [https://www.youtube.com/watch?v=OUS8EM3I9Kk Angel Cartel Epic Arc in a Malediction by Killtec]
 +
* [https://www.youtube.com/watch?v=ikOtLTBPdlM Angel Cartel Epic Arc in a Malediction by Reload]
  
You begin this chain by visiting one of the below agents. &nbsp;Pretty much everyone should have access to one of these agents, but you may have to grind a bit to be able to get the mission. &nbsp;Some of the missions can be accepted and completed remotely. &nbsp;Always check if you can request or complete the next mission remotely, it can save you much unnecessary travel through dangerous places.&nbsp;Some of the missions have choices, I have only outlined the chain I completed to receive my Cynabal blueprint copy.
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[[Category:Epic Arcs]]
 
 
==== '''Starting Agents:''' ====
 
Aton Hordner works for Republic Security Services in Egbinger<br>Arajna Ashia works for the Amarr Navy in Sendaya<br>Ellar Stin is in the Dominations branch of the Angel Cartel and is based in Konora
 
 
 
==== '''Mission 2:''' ''New Opportunities''&nbsp;(Agent Abdiel Verat in K-QWHE)  ====
 
 
 
The agent wants you to go check out a wormhole. Travel to the location. Check it out man... groovy. Return to the agent to receive your reward. Travelling is very different in null. Try to approach gates from odd angles. Warp to celestials near gates and d-scan them to check for camps. Always be aware of local and your grid. &nbsp;
 
 
 
==== '''Mission 3: '''''Fight or Flight''&nbsp;-&gt;&nbsp;''Serpentis Fill-in''  ====
 
 
 
This mission presents you with a choice. &nbsp;I chose the less combat intensive mission to make it as quick as possible. &nbsp;This is a courier mission. &nbsp;You want to make sure that you do NOT get killed while transporting the cargo or you will not be able to complete the mission. &nbsp;I've heard the cool-down for this epic arc is 3 months but have not confirmed that. &nbsp;Regardless, you should transport this cloaked and take utmost care while travelling with it. &nbsp;It is small (2m3) so you can fit it in a cov-ops or cloaked frig. &nbsp;When you get to the drop off container you have to right click it and choose open cargo and put the delivery in. &nbsp;You can not hold the left mouse button to bring up the little "cargo" context dial for some reason. &nbsp;Right clicking the drop-off container and dragging the delivery into the building's cargo is confirmed to work. &nbsp;You can complete this mission remotely, just start a conversation with the agent from your mission journal. &nbsp;Always check if you can request or complete the next mission remotely, it can save you much unnecessary travel.
 
 
 
==== '''Mission 4: '''''Ride to the Rescue''&nbsp;  ====
 
 
 
You travel to a destination and warp in on a battle that is finishing up between the Angels and their enemies. &nbsp;There will be 4-5 ships leftover, most likely two frigates, a cruiser, a battlecruiser, and Yukiro Demense. &nbsp;Yukiro is the objective. &nbsp;Completion should be easily obtained in a long range destroyer. &nbsp;Be careful, Yukiro and the battlecruiser&nbsp;can tag team you pretty quick if you don't pay attention. &nbsp;You can bring a salvager to this mission and salvage all those wrecks but I didn't want to risk getting probed down or attacked. &nbsp;Are you checking if you can turn this in remotely?
 
 
 
==== '''Mission 5: '''''The Best Kind of Revenge&nbsp;''  ====
 
 
 
In case you weren't picking up what the good agent was laying down... the best kind of revenge is destruction. &nbsp;Bring a long range destroyer out to a location and kill two mercenary cruisers that can tear you up if you get close. &nbsp;I used the trash fit arty thrasher listed under general notes and set orbit to 40. &nbsp;You can probably safely ignore the missile batteries. &nbsp;When the mercenaries die you get a group of 5-6 frigates. &nbsp;When those die you also get a wave of "rookie" ships that are easy to kill. &nbsp;
 
 
 
==== '''Mission 6: '''''Wrath of Angels''&nbsp;  ====
 
 
 
Kill Yukiro again. He receives fairly strong reps from the nearby Remote-Repair facility; make sure you have Large Collidable Structures turned on in your overview settings, and destroy this first. This will also destroy the nearby Missile Batteries, making Yukiro fairly easy to kill. Check if you can turn this in and get next mission remotely.
 
 
 
==== '''Mission 7:''' ''Dominus''  ====
 
 
 
Go talk to a Domination Agent. &nbsp;These guys are the shadowy overlords of the Angel organization. &nbsp;Sweet reward for travelling to him and chatting it up.&nbsp;
 
 
 
==== '''Mission 8: '''''The Lesser of Two ''(Kadeja Dulche in K-QWHE) -&gt; ''Situation Normal''  ====
 
 
 
Choose Situation Normal and rejoice in your easy mission. &nbsp;Long range destroyer owns this solo little cruiser's face. &nbsp;Don't get careless.. it could kill you if you give it the chance. &nbsp;You have to bring the code the engineers drop over to the communications array and drop it in the station cargo the same way as you did for Serpentis Fill-in. &nbsp;The context dial thing seems not to work.
 
 
 
==== '''Mission 9:''' ''Breaking the lock''  ====
 
 
 
Warp into three successive pockets. &nbsp;Each pocket has a building you have to destroy. &nbsp;The 1st pocket has 4 destroyers, the 2nd has 5, and the 3rd pocket has 6. &nbsp;I was very glad I was in a destroyer for this, the artillery killed them before they got close. &nbsp;If they get within 20km they can bring the pain. &nbsp;Keep your distance and they go down easily.
 
 
 
==== '''Mission 10:''' ''Fear of Angels&nbsp;''  ====
 
 
 
You've actually been such a raging pirate that you've attracted the attention of CONCORD special forces. &nbsp;Some agent is trying to gun you down. &nbsp;Strip the artilleries off your destroyer and load up auto-cannons or your short range equivalent. &nbsp;The agent will orbit you at 9km, neut you, and do pretty decent damage from her interceptor. &nbsp;Loot the tag she drops, it is worth 9-10m. &nbsp;Turn in mission.
 
 
 
If using the Maulus, orbit at drone maximum range with MWD enabled.<br>
 
 
 
== Victory is yours: Important Considerations<br> ==
 
 
 
Now that you have obtained your delicious rewards you probably want to get them to high-sec to sell. &nbsp;The target painter, blue-print, and tag from the concord agent take up about 6m3. &nbsp;You can fit that in a cov-ops ship if you can fly one and think you can make it without getting caught... there is quite a bit you stand to lose if you do get caught. &nbsp;You could also create a courier contract for the items. &nbsp;If you do that you probably want to move the target painter to the same station as the blueprint and CONCORD tag and set up a courier contract. &nbsp;Luckily both stations are in the same system so you don't' have to risk a gate jump. &nbsp;Remember to make the collateral worth MORE than the contents of the contract. &nbsp;I recommend a collateral of 500m as of September 21, 2010.  The Concord Tag's value is confirmed at 10 mil even.
 

Latest revision as of 23:00, 4 November 2023

"Normally, we would launch a whole campaign to remove CONCORD scum from our space, but my superiors want to see you handle this situation."

Angel Sound is the Angel Cartel Epic Arc which takes place in the Angel controlled Curse Null Security Region.

Overview

You will fight:

  • Frigates
  • Destroyers
  • a few Cruisers

You will get:

  • 1x Domination Target Painter for completing Wrath of Angels
  • 1x Cynabal Blueprint Copy (one run) and +30% base Angel Cartel Faction Standing (with no derived standings) from completing the final Mission
  • ~65M ISK
  • ~15% Archangels and Dominations Corporation Standings

You will lose:

  • 2.4% Minmatar Republic Faction Standing
  • minor amount of Guristas Pirates Faction Standing

Starting Agents

Angel Sound Starting Agents
Agent[1] Corporation[1] Faction[1] System Region Mission
Aton Hordner Republic Security Service Minmatar Republic Egbinger[2] Molden Heath The Balance of Power
Arajna Ashia Amarr Navy Amarr Empire Sendaya[3] Derelik Mistaken Identity
Ellar Stin Dominations Angel Cartel Konora[4] Metropolis Headhunted
  1. ^ a b c You need at least -2.00 Standing with all and at least 3.00 Standing with the Agent, their Corporation or Faction.
  2. ^ Minmatar Shipyards Beacon.
  3. ^ Abandoned Research Station Sigma Nine Beacon.
  4. ^ The Coward Ellar Stin Beacon.


General Advice

Pirate Epic Arcs take place in Null Security Regions. This means:

  • Warp Disruption Fields created by Interdictors and Mobile Warp Disruptors can and will be used against you.
  • You may be hunted down by capsuleers roaming the region. Capsuleers know in which systems the Epic Arc takes place.
  • There are few NPC stations, making docking up for repairs or safety difficult.
  • Local markets may be inaccessible when in player structures, very expensive or not stocked.

Preparation - fitting your ship

The main challenge of the Epic Arc are not hostile hostile NPCs, but hostile capsuleers. The pirate Epic Arc missions can only be done with a T1/T2 Frigates or T1/T2/T3 Destroyers due to Acceleration Gates being ship type restricted.

Consider the following:

  • An Interceptor can be fit to ignore Warp Disruption Fields. Having this ability will grant you a major advantage.
  • If you decide against using an Interceptor and go for another ship type, consider bringing a Mobile Depot and a Travel fit to switch to.
  • You will not be able to fight your way out of a gate camp. Focus on being hard to catch, consider using a Microwarpdrive and getting your align time as low as possible.
  • Due to the aforementioned difficulty of resupply consider bringing a generous amount of ammunition. If you have room, bring ammunition for a variety of engagement distances.
  • If you have the Thermodynamics skill trained, bring Nanite Repair Paste to repair heat damage.
  • Name your ship in a way that does not give away you are doing an Epic Arc. If you name the ship "Epic Arc Runner" others know exactly what you are here for - and what you are fit for. They will gladly expedite your way home.
  • Don't fly what you can't afford to lose.
  • If you want to tip things in your favour, pay the region a visit in a fast, cheap frigate. Make tactical gate, instant-undock and safe spot bookmarks in all systems in which the Epic Arc takes place.
  • For the Smash and Grab arc: Spy Games requires you to either have a Tractor Beam and a weapon system capable of dealing damage at over 16 km or capable of dealing over 150 DPS to break through the forcefield.
  • For the Angel Sound arc: The entire arc features sizeable combat portions against a variety of enemy ships with high resistances. Plan ahead according to the path you wish to take and double up on ammunition.

Execution - maneuvers on grid

  • Focus on the objectives. Many missions do not require you to kill everything. The less time you spend in a mission pocket, the less time you spend being stuck in one location.
  • Your main defense is staying mobile - if anything reduces your speed or prevents you from warping out, kill it first.
  • Some missions include enemy ship combinations that can be quite punishing, especially for newer players. Don't be afraid to kill a few, dock up, repair, rinse, and repeat.

Execution - utilizing information warfare

You will have to travel through hostile space constantly. Being aware of what happens in the systems surrounding you and on your path will help you not being caught.

  • Use tools such as zkillboard, EVE Gatecheck and Dotlan to stay up-to-date on what's happening. Do not activate a mission pocket or go through systems without checking if there was any activity along the way.
  • When in a system, keep an eye on local, but never speak. You don't want to give away the fact that you're active.
  • D-Scan is your lifeline. Do a 360 scan every few seconds while running your missions. Look for combat scanner probes first and foremost - they are the only way hostile capsuleers can find you inside a mission deadspace pocket. Also keep an eye out for other ships so you know who's active in the system. If you see Assault Frigates or Interceptors they're most likely doing the Epic Arc themselves, hunting you or both.

General tips and tricks

  • Once you accept a mission you should minimize the agent conversation window instead of closing it. This way, once your objectives are complete the window will pop back up, giving you a clear indication that your work is done.
  • Many of the missions can be handed in or accepted without docking; be sure to always do "Start Conversation" with the agent to see if you can talk to them remotely.


External links