Smash and Grab

From EVE University Wiki
Jump to: navigation, search

Each epic mission arc is a special series of missions tied together in a dramatic story. These are often more difficult than standard missions of "equivalent" level, but have better narrative and often better rewards. The last mission in each arc gives a significant faction standing boost - with no derived standings changes to other factions - and may also award a valuable item. Each epic arc has at least one branch point where your decision of how to continue will affect both the story and your rewards.

The epic arcs can involve a lot of travel, but many of the missions can be accepted and/or completed remotely to reduce travel time. Epic arc missions do not expire, and each arc can be repeated every three months.

Epic Mission Arcs -- Sisters of EVE | Amarr | Caldari | Gallente | Minmatar | Angels | Guristas

"You might think we're all about loot and plunder, smash and grab tactics, but the Guristas are more than that. We're about power, betrayal, and fear. That is our currency, our lifestyle, our credo."

Smash and Grab is the Guristas epic arc. Like all pirate epic arcs this too takes place in null security space.

Overview

Smash and Grab features enemy NPCs mostly in frigates and some in destroyers and cruisers. rather than the large fleets of cruisers, battlecruisers, and battleships found in the empire arcs. The rewards for Smash and Grab are in line with most of the other epic arcs, often totaling several hundred million ISK, including a Gila BPC and Dread Guristas ECM Multispectral Jammer.

Though most players won't care about their standings with the Guristas, completing this arc can improve standing by several full points. While epic arc faction standing gain does not cause derived standing gains or losses to other factions some missions involve very small Gallente standing loss due to ship kills and possibly as high as 1.209 standing loss with Caldari State due to ship kills.

Preparations

Smash and Grab takes place in null security space, so pilots will want to plan accordingly and be ready to escape any unexpected PvP. As the epic arc might suggest, the Venal region is is controlled by the Guristas pirate faction, so pilots will be able to dock up in systems that have stations if the need arises. But keep in mind that the region has very few NPC stations. While operating in nullsec does mean that warp bubbles may be present, interceptors are a suggested ship for the arc, so they may not end up posing a threat. Pilots should, however, still be familiar with how bubbles work and how they affect both inbound and outbound warps.

Ships and fits

The gated pirate epic arc missions have special ship restrictions. On paper, any T1/T2 frigate or T1/T2/T3 destroyer will meet the mission restrictions.

An interceptor is a popular choice due to its immunity to warp bubbles. A destroyer has superior firepower and tank however, those setups placed a much greater demand on the pilot, and are inherently riskier to fly.

Many of the NPCs hit hard and move fast, so ships will need a decent tank, good propulsion, and perhaps a web -- the last item is especially important if you're flying a close-range setup such as hybrid blasters.


Pirate Arc Thrasher, Artillery ancillary Tank
Thrasher: Pirate Arc Thrasher, Artillery ancillary Tank
EFT
[Thrasher, Pirate Arc Thrasher, Artillery ancillary Tank]
250mm Light 'Scout' Artillery I, Phased Plasma S
250mm Light 'Scout' Artillery I, Phased Plasma S
250mm Light 'Scout' Artillery I, Phased Plasma S
250mm Light 'Scout' Artillery I, Phased Plasma S
250mm Light 'Scout' Artillery I, Phased Plasma S
250mm Light 'Scout' Artillery I, Phased Plasma S
250mm Light 'Scout' Artillery I, Phased Plasma S

Medium Ancillary Shield Booster, Cap Booster 50
Optical Compact Tracking Computer, Tracking Speed Script
5MN Y-T8 Compact Microwarpdrive

Gyrostabilizer II
Gyrostabilizer II

Small Projectile Burst Aerator I
Small Projectile Metastasis Adjuster I
Small Projectile Locus Coordinator I



Cap Booster 50 x1
Tracking Speed Script x2
Phased Plasma S x2
Optimal Range Script x1

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Icon hi slot.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
2018.10.6
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Use MWD to crash gate if you jump into a camp.
  • MWD will also help to burn long distances in missions.
  • Take advantage of your range if incoming DPS is too high.
  • When facing frigates you can split weapons to two groups to kill two frigates in single volley.
  • Downgrade gyrostabilizers to compact if CPU doesn't fit. Swap rigs for CPU rigs if it still won't fit.
  • Bring full set of different range ammo so you can kite in missions that have high dps.
Pirate Arc Thrasher, Artillery Passive Tank
Thrasher: Pirate Arc Thrasher, Artillery Passive Tank
EFT
[Thrasher, Pirate Arc Thrasher, Artillery Passive Tank]
250mm Light 'Scout' Artillery I, EMP S
250mm Light 'Scout' Artillery I, EMP S
250mm Light 'Scout' Artillery I, EMP S
250mm Light 'Scout' Artillery I, EMP S
250mm Light 'Scout' Artillery I, EMP S
250mm Light 'Scout' Artillery I, EMP S
250mm Light 'Scout' Artillery I, EMP S

5MN Y-T8 Compact Microwarpdrive
Medium Shield Extender II
Multispectrum Shield Hardener II

Counterbalanced Compact Gyrostabilizer
Damage Control II

Small Core Defense Field Purger I
Small Core Defense Field Purger I
Small Core Defense Field Purger I



Depleted Uranium S x5000
Phased Plasma S x2500
EMP S x2500

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Icon hi slot.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
January 2019
ALPHA CAN USE
YES
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Compared to an Ancillary Shield Booster/Tracking Computer fit, this fit exchanges DPS, range, signature radius, and burst healing for much more buffer and a longer lasting tank.
  • Use MWD to crash gate if you jump into a camp.
  • Take advantage of your range if incoming DPS is too high.
  • When facing frigates you can split weapons to two groups to kill two frigates in single volley.
  • Consider carrying a spare set of Autocannons for the final mission in Angel Cartel epic arc, as the frigate in that mission moves fast and occasionally carries a web that makes it hard for artillery to track well.
  • Swapping the Damage Control II for a Power Diagnostic System II offers marginally higher EHP/s at the expense of buffer. It also opens up enough CPU to fit either a T2 Gyrostabilizer or an Arbalest Compact Light Missile Launcher.
  • Swap the Damage Control II for a Power Diagnostic System II to get everything to fit. If there is still not enough CPU, then swap the Shield Extender to a Meta version.
  • Bring full set of different range ammo so you can kite in missions that have high dps.


Regardless of the chosen ship and fitting, pilots should carry the following items in their cargo hold:

  • Nanite Repair Paste or Cap Booster chargers (if the fit requires them)
  • Nanofibers
  • Warp Core Stabilizers
  • Damage modifiers (Ballistic Controls, Magnetic Field Stabilizers, etc.)
  • Warp Disruptor/Scrambler
  • For Guristas arc a Mobile depot is required to refit due to low number of stations.

For some missions pilots may feel the need to swap out agility for tank, or vice versa. While traveling home with loot, warp stabilizers may provide some peace of mind. For pilots who are supremely confident in their piloting skills and don't mind the risk, there are fights to be had in Curse, so those pilots may wish to bring a warp scrambler/disruptor. However, PVP is strongly discouraged during this arc. Losing a mission item will result in failure, and pilots must wait three months to start the arc over again.

General Tactics

  • Think of this like a PVP mission with some PVE sprinkled in. The big difference here is that you're not going to be PVP'ing head-on -- you're going to be PVP'ing by out-piloting, outsmarting, and avoiding your enemies.
  • Periodically check your star map for ship kills, pod kills, and jumps in the last hour. Compare these systems against your mission route to see if you can avoid those systems, or wait until the action has subsided.
  • Keep an eye on local, but never speak. You don't want to give away the fact that you're active.
  • The D-scan button is hotkeyed these days, so there's no excuse not to mash it constantly. Do a 360 scan every few seconds while running your missions. Look for combat scanner probes first and foremost (this is the only way pirates can find you inside a mission's deadspace pocket), but also keep an eye out for other ships so you know who's active in the system. You'll see lots of assault frigates and interceptors flown by other missioners and those hunting them.
  • Some missions include waves of frigates and destroyers that can be quite punishing. Don't be afraid to cherry pick a few, dock up, repair, rinse, and repeat.
  • 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.

Starter Agents

Pick any one of these agents below. Those running this arc should be well versed in the mechanics of effective standing already so all you need is 3.0 effective standing with the stating agent, the agent's corporation or the agent's faction. You will also need to have over -2.00 standing with the agent, agent's corporation and agent's faction.

All these agents will lead you directly to the first chapter.

Arment Caute

  • 3.00 standing with either Federal Intelligence Office or- Gallente Federation
  • Mission name: Enemy of my Enemy
  • Location: Orvolle System (Beacon in space: Arment Caute's Lachesis)
  • Mission type: Report to given agent.

Atma Aulato

  • 3.00 standing with either Ytiri or Caldari State
  • Mission name: Turning Coat
  • Location: Obe System (Beacon in space: Atma Aulato's [shiptype])
  • Mission type: Report to given agent.

Yada Vinjivas

  • 3.00 standing with either Guristas (corp) or Guristas (faction)
  • Mission name: Recruitment Drive
  • Location: Taisy System (Beacon in space: Yada Vinjivas's [shiptype])
  • Mission type: Report to given agent.

Walkthough

The epic arc can be split to three distinct achapters with two different paths for the last chapter. Many of the missions can be accepted and completed remotely.

Chapter 1: Probation

  1. Intelligence Mining
  2. Planning the Operation
  3. A Sabotage 101
  1. B Brassy Faced Bastard
  2. Upward Momentum

Chapter 2: For Fun and Profit

  1. Miscommunication
  2. Fuel Gauge
  3. Knockout Punch
  4. Culling the Weak

Chapter 3: Internal Security (Irichi Path)

  1. Threat Assessment
  2. Dread Pirates
  3. Rabbit Hole
  4. Passing the Buck

Chapter 3: Internal Security (Kori Path)

  1. Smoke and Mirrors
  2. Foxfire
  3. Spy Games

Rewards

At the end of Mission 7 you should have a nice reward:

  • Reward: 1 Dread Guristas ECM Multispectral Jammer


At the end of Mission 11b or 12a you should have your final mission reward:

  • Reward: 1 one run Gila blueprint copy + Guristas Pirates faction standing (30% base faction standing increase)

Each mission will also give Guristas corporation standings.


Be careful getting your loot out. It was a lot of work to get through all this and it would be a pity to lose your rewards on your way back to highsec.

External Links/Guides

Complete Guide on EVE Files

EVE-Survival