Triglavian Invasion (Chapter 1 & 2)

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Chapter 1 Keyart
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"A Triglavian Invasion is underway in your vicinity! Join the fight and help drive the invaders out, or relocate immediately if you are unprepared for battle. Any technology or equipment left by the invaders will be yours to loot."


Triglavian Invasions are a new type of PvE content introduced with the Invasion update in May 2019. The new content sees the Triglavian Collective taking over constellations of known space, and sending out patrols in these systems that will attack capsuleers. Attention: It is not even safe to warp from gate to gate - there may be a very strong fleet camping at a gate and destroy your ship.

With the release of the final chapter of the Triglavian Invasion, this content is no longer in the game. Visit the chapter 3 page for information on the current Invasion.


Encounters

The skybox of a system under Triglavian invasion

The systems under Triglavian invasion will have wandering fleets of Triglavian ships. These fleets will attack player owned Upwell structures and hang around celestial objects or in deep space.

The fleets can call for reinforcements during fights. Fleet size and composition depends on the system status.

Triglavians that are on a warpable celestial can be located by a skilled d-scanner. But for serious Triglavian hunting you will want a dedicated combat prober.

Enemy types

There are six types of ships found in Triglavian fleets: the Damavik, Kikimora, Vedmak, Rodiva, Drekavac, and Leshak. All of these enemies deal Thermal and Explosive damage (usually around 60/40 TH/EX), and almost all of them have remote armor repair abilities. They have thin shields, thick armor, and are weakest to Thermal > Explosive > Kinetic > EM. However, beyond these constants, there are several named variations of each enemy type. Each name represents a specific extra ability that ship has. Not every variation exists for every ship size, but every size has several variants that appear.

Many of these name variations also appear on ships found in Abyssal Deadspace. While these name prefixes have the same meanings, the Triglavian ships found in the Abyss have greatly different stats than the invaders.

  • Anchoring - Warp scrambling
  • Tangling - Stasis webifying
  • Starving - Energy neutralizing
  • Ghosting - Tracking/guidance disruption
  • Renewing - Stronger remote repairs, lower DPS
  • Liminal - Additional high-damage EM/Kinetic missile attack. These missiles are more powerful than their disintegrators, and mean that invasions deal omni damage.
  • Harrowing - Target painting
  • Blinding - Sensor dampening
  • Raznaborg - Scout ships, found roaming in small groups outside of Invasion systems. Based on the Liminal variant, but can also come in other named variants. Slower, shorter-ranged, and more fragile than other invading ships.
  • Sudenic - no special meaning
  • Zorya's - Higher damage, much higher HP. Additional ability based on size:
    • Damavik: Warp Scrambling
    • Kikimora/Vedmak: EM/Kinetic Missile
    • Drekavac/Leshak: strong Energy Neutralizing

Invasion sites

The invaded constellation will also spawn Conduit sites. These will appear as combat anomalies in the probe window. Once a ship initiates warp to a site, the site will also appear as a beacon on the overview. When completed, the site will not disappear from the probe scanner, but the beacon will be renamed to "Sealed [site name]".

These sites will reward DED Loyalty Points and ISK, and the destroyed Triglavians can be looted and salvaged. Destroyed Triglavian ships can drop, among other things, significant amounts of Triglavian Survey Databases; and Triglavian Salvage is required to build the Tech II Triglavian hulls, and the Mimesis Implant set.

Prior to the November 26, 2019 update, there was a third type of site, the World Arc Proving Ground. On November 26, 2019, the World Arc site was removed, and replaced with the Observatory Flashpoint site.

Minor conduit

  • Payout: 1k DED LP + 15 mil ISK per pilot, with a max of 45 mil ISK. Reduced payout (per pilot) with more than 3 pilots.
  • 3x waves of mostly frigates/destroyers. 1-3 Cruisers or Battlecruisers per wave. (10-15 rats of various types)
  • Frigates/destroyers orbit at 3-8km. Cruisers/battlecruisers orbit at 12-20km.
  • DPS output is rather high, recommended 2+ T2 logistics cruisers
  • Properly fit Marauders can tank these sites without the need for remote logistics assistance.
  • Chance of Zorya's Damavik (warp scrambles) spawning on 1st or 2nd Wave
  • Chance of Zorya's Drekavac (Neut) spawning on 2nd Wave
  • Chance of Zorya's Leshak (Neut) spawning on 3rd Wave. Leshak orbits at 40km.
  • While not required Command Bursts will make running the site much safer.

Major Conduit

  • Payout: 1.6k DED LP + 20 mil ISK, with a max of 160 mil ISK. Reduced payout (per pilot) with more than 8 pilots. Greatly reduced total payout with more than 21 pilots.
  • 3 main waves. Three additional portals open as the site progresses, spawning additional waves. Early waves are mostly frigates/destroyers, and scale up to include cruisers, Drekavacs, and Leshaks. Wave compositions also depend on the current stage of the invasion; 'Observatories Active' and 'Forces Withdrawing' will see more Leshaks than 'Conduits Stabilized'. Wave triggers are unpredictable.
  • Enemies from the main conduit will starburst out to ~400km after spawning before warping back on top of pilot that has aggro and engaging at close range. Enemies from the three additional portals will warp directly to the attacking fleet. Warp-in landing spots are random but within the ships' weapon range. Rats may yellowbox their target while still warping in.
  • Multiple Leshaks may spawn of different varieties. Leshaks orbit their target at 40-45km.
  • DPS output is rather high, recommend 3+ T2 logistics cruisers.
  • While not required Command Bursts on a properly bonused hull will make running the site much safer.
  • Site can be further reinforced by Roaming Fleets warping in from elsewhere in the system. Roaming Fleets are around 15-20 random ships. If one Roaming Fleet warps in, it is very likely that two or three additional reinforcement waves will warp in over the next few minutes. (This can mean that a Flashpoint can be Sealed, and payouts given, while their are still ships on grid.)

Observatory Flashpoint

  • Site begins with two acceleration gates, choosing to either attack the Triglavians, or to attack the empire whose territory is under attack. Once one side is chosen (by destroying ships of one faction), the site is locked in to that path and the other gate is destroyed.
  • Payout (attacking Triglavians): approximately 2.5k LP + 150mil ISK per pilot, with a max of about 1.25bil ISK. Triglavian ship wrecks can contain Survey Databases as further loot.
  • Payout (attacking Empire): Approximately 187mil ISK per pilot, with a max of about 1.5bil ISK. Certain Empire ship wrecks can produce T2 Salvage.
  • Reduced payout (per pilot) with more than 8 pilots. Reduced total fleet payout with more than 15 pilots. Greatly reduced total payout with more than 21 pilots, meaning that if two fleets attempt to contest a single Flashpoint, all pilots involved will suffer critically reduced payouts.
  • Site spawns in the Foothold System, during the Observatories Active and Forces Withdrawing phases. Site spawns in both High and Lowsec. Payouts increased by 60%+ in Lowsec.
  • Completing this site does not End the invasion. Site respawns 90 minutes after the final structure is destroyed. Two copies of this site spawn, on independent respawn timers.
  • After taking the gate, there will be a large (invulnerable) structure (the Observatory), and waves of either Triglavian or Empire ships will spawn. After killing the first wave, a single Dreadnought will warp in to the site. Dreadnought will land at a random location roughly 70km away from the Observatory, in a random direction. This can result in the Dreadnought landing at between 30km and 100km away from the warp-in point.
  • Damage and EWAR will be very, very heavy in this site. Empire ships will use empire EWAR (Amarr: heavy neutralizers; Gallente: sensor damps; Minmatar: long-range webs+paints; Caldari: ECM) and remote repair ships. Multiple logistics cruisers or battleships and full defensive and Skirmish Command Bursts are extremely recommended.
  • Different waves of enemies will independently select targets, meaning that multiple ships can be hit at the same time. If two fleets are present in a site, or if one fleet splits up, waves of enemy ships may warp between the fleets to split up and engage them separately. This also means that entering an active site alone can be very dangerous.
  • Triglavians will target and kill Capsules.
  • Liminal Zirnitra will not change targets once it chooses one. Empire Dreadnoughts will change targets somewhat at random. Dreadnoughts deal less than HAW damage, but have extremely high tracking (other than the Caldari Phoenix, which uses Rapid Torpedoes). Dreadnoughts will cycle in and out of Siege Mode (2 minutes out, 3 minutes in), granting EWAR resistance and +425% damage (which brings them up to HAW DPS levels, but anticapital Alpha levels due to their very slow 12s fire rates). Upon entering their 3rd Siege cycle (14 minutes on grid), Dreadnoughts will also Overheat for +15% damage.
  • All Empire ships (including dreads) have T2 Resists (-50%/-25%). However, oddly, the Gallente ships have Kinetic/Thermal Armor resistance, but Explosive/Kinetic Shield resistance.
  • Liminal Zirnitra deals 58/42% EX/TH damage, and can deal a Wrecking shot of 101,188 damage (before Overheat). However, Liminal Zirnitra does not have the missile attack of other Liminal invaders, and unlike all other Triglavian ships its damage does not spool up over time.
    • Empire Dreadnoughts deal 58/42% of their racial damage types (Nag: Kin/Ex, Moros: Kin/Th, Rev: EM/Th, Phoenix: pure EM). Naglfar, Moros, and Revelation can deal Wrecking shots of 115,636 damage (before Overheat).
  • Observatory structure becomes vulnerable upon dreadnought death. When structure becomes vulnerable, two 'Overcharge' pylons will appear 30km away from the structure. These pylons project 6km fields which give +100% outgoing weapons damage. Also at this time, a friendly Dreadnought (a Zirnitra if an Empire dread was killed; an empire dread if a Zirnitra was killed) will warp in to the site and provide supportive fire (either firing on remaining hostile ships, or on the Observatory itself). Under certain unknown circumstances, the friendly Dreadnought may target player ships in stead.
  • Destroying the structure ends the site, triggers payout, and causes all remaining enemies to warp out.
  • Dreadnought and Structure wrecks project 100km-radius Warp Disruption fields, disallowing all attempts to warp off grid prior to the wrecks being salvaged.
  • Dreadnought and Structure wrecks can contain skillbooks, blueprints, and components for the Zirnitra, and can contain Zorya's officer modules. Zirnitra components drop from attacking the Liminal Zirnitra. Attacking Empire dreads gives Dreadnought Systems Diagrams, which can be fed into a Triglavian loot cache (found after the CONCORD Observatory has been destroyed) to receive Zirnitra blueprints.

System effects

Effect Perimeter Adjacent Foothold
Miner cycle time bonus 10% 25% 45%
Drone speed penalty 20% 35% 50%
Drone damage penalty 20% 35% 50%
Ship agility bonus 10% 25% 45%
Ship hull HP penalty 15% 25% 40%

These effects do NOT decline as the invasion is run and are present at full strength for the duration of the invasion.

External links