The Hard Way
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Part 2 of 5 (Part 1 covered here: Location Location (Amarr))
Space type: Deadspace with Gate
Acceleration Gate into Deadspace
Single Pocket
Initial Group (25-80km)
Reinforcement 1
WD | EWAR | L
| ||
---|---|---|---|---|
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6 x Elite Cruiser Divine Imperial Champion/Justicar ![]() |
Reinforcement 2
WD | EWAR | L
| ||
---|---|---|---|---|
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4 x Battleship Imperial Templar Diviner ![]() ![]() |
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Reinforcement 3
WD | EWAR | L
| ||
---|---|---|---|---|
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6 x Battleship Imperial Templar Martyr ![]() |
On occasion, additional ships spawn after smaller ships destroyed
Variation spawn
WD | EWAR | L
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---|---|---|---|---|
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4 x Frigate Divine Imperial Bahir | |||
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5 x Destroyer Imperial Templar Caius/Crusader | |||
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7 x Battlecruiser Imperial Templar Seer/Justicar/Champion |
Amarr Relay Station spawns (150,000 HP)
Hack the Communications Hub with a Codebreaker I module to retrieve the objective
Tips:
- Use a Passive Tank or plan a capacitor that receives an additional 100 units/s
- Maximum damage dealing of initial group if it gets into range is 2790 hp/s (EM 56%, Therm 44%)
Part 1 of 5 Location Location (Amarr) > * > Part 3 of 5 Prison Bust
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