Difference between revisions of "Jakela Plantation"
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Needs a Hacker ID Slice to enter which is not consumed in the process. You will face Amarr frigates and cruisers organised in 3 packs. The side groups can be pulled alone, the middle group aggroes the whole room. Received damage is mediocre compared to the next pocjet, but can be dangerous to not properly tanked ships. Kurzum Wingman frigate scram and web your ship, kill them first if possible. One named NPC drops a keycard needed for a COSMOS agent mission. The next gate 84 km from the warp-in point is locked until all NPC ships in the pocket are destroyed. | Needs a Hacker ID Slice to enter which is not consumed in the process. You will face Amarr frigates and cruisers organised in 3 packs. The side groups can be pulled alone, the middle group aggroes the whole room. Received damage is mediocre compared to the next pocjet, but can be dangerous to not properly tanked ships. Kurzum Wingman frigate scram and web your ship, kill them first if possible. One named NPC drops a keycard needed for a COSMOS agent mission. The next gate 84 km from the warp-in point is locked until all NPC ships in the pocket are destroyed. | ||
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{{NPCTableRow|Frigate|3|Kurzor Wingman}} | {{NPCTableRow|Frigate|3|Kurzor Wingman}} | ||
{{NPCTableRow|Elite Frigate|6|Kurzon Elite Fighter}} | {{NPCTableRow|Elite Frigate|6|Kurzon Elite Fighter}} | ||
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Sentrys, cruisers and battleships with autoaggro on warp-in. You will land directly in their midth. The damage output is dangerous, even for a Drake, but at least no scrammin NPC ships in the pocket. The next gate is only 5 km away but is locked as long as there are still NPCs in the pocket. Additionally, you need a Imperial Navy general Insignia II to activate it, which is consumed on useage. No special NPCs or Structures in the pocket. | Sentrys, cruisers and battleships with autoaggro on warp-in. You will land directly in their midth. The damage output is dangerous, even for a Drake, but at least no scrammin NPC ships in the pocket. The next gate is only 5 km away but is locked as long as there are still NPCs in the pocket. Additionally, you need a Imperial Navy general Insignia II to activate it, which is consumed on useage. No special NPCs or Structures in the pocket. | ||
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{{NPCTableRow|Cruiser|5|Kurzpm Enforcer}} | {{NPCTableRow|Cruiser|5|Kurzpm Enforcer}} | ||
{{NPCTableRow|Battleship|3|Kurzon Destroyer}} | {{NPCTableRow|Battleship|3|Kurzon Destroyer}} | ||
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Battleships and cruisers with low respawns. The ships have no bountys and you get Amarr standing hits for killing them. Battleships drop modules, cruiser not. All of them drop Imperial Navy Insignias. Given the fact, the NPCs have very short respawn timers, it is a good place to farm these insignias, but nothing else here is worth your time. | Battleships and cruisers with low respawns. The ships have no bountys and you get Amarr standing hits for killing them. Battleships drop modules, cruiser not. All of them drop Imperial Navy Insignias. Given the fact, the NPCs have very short respawn timers, it is a good place to farm these insignias, but nothing else here is worth your time. | ||
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+ | [[Category:COSMOS sites]] |
Revision as of 17:17, 6 May 2017
Jakela Plantation | |
Type | COSMOS site |
Rating | DED 5/10 |
Found in | Hjoramold |
Max ship size | Battleship |
Pirate faction | Amarr |
Damage to deal | EM Th |
Damage to Resist |
EM Th |
Sig. Strength | Signature |
Jakela Plantation is a static COSMOS deadspace complex found in Hjoramold system. This COMPLEX has no beacon and has to be scanned down with probes. To top it, you also need a Hacker ID Slice to use the first acceleration gate and an Imperial Navy General Insignia II to use the third gate.
Site info
You will face Amarr forces with lasor guns. A reconfiguration of the hardeners to resists EM and thermal damage might be a good idea. The damage output is high, a Drake can get in trouble, at least in the second pocket. The NPCs in the COMPLEX tend to drop poor loot - only ammunition, drones and booster charges. There are some exceptions, though. Many NPCs have bountys, but not all of them.
Rekker's Security Station
Needs a Hacker ID Slice to enter which is not consumed in the process. You will face Amarr frigates and cruisers organised in 3 packs. The side groups can be pulled alone, the middle group aggroes the whole room. Received damage is mediocre compared to the next pocjet, but can be dangerous to not properly tanked ships. Kurzum Wingman frigate scram and web your ship, kill them first if possible. One named NPC drops a keycard needed for a COSMOS agent mission. The next gate 84 km from the warp-in point is locked until all NPC ships in the pocket are destroyed.
WD | EWAR | L
| ||
---|---|---|---|---|
3 x Frigate Kurzor Wingman | ||||
6 x Elite Frigate Kurzon Elite Fighter | ||||
8 x Cruiser Kurzpm Legionnaire | ||||
1 x Cruiser Rekker Malkun |
The Prayer Point
Sentrys, cruisers and battleships with autoaggro on warp-in. You will land directly in their midth. The damage output is dangerous, even for a Drake, but at least no scrammin NPC ships in the pocket. The next gate is only 5 km away but is locked as long as there are still NPCs in the pocket. Additionally, you need a Imperial Navy general Insignia II to activate it, which is consumed on useage. No special NPCs or Structures in the pocket.
WD | EWAR | L
| ||
---|---|---|---|---|
5 x Cruiser Kurzpm Enforcer | ||||
3 x Battleship Kurzon Destroyer | ||||
2 x Sentry Amarr Sentry Gun |
The Plantation
Battleships and cruisers with low respawns. The ships have no bountys and you get Amarr standing hits for killing them. Battleships drop modules, cruiser not. All of them drop Imperial Navy Insignias. Given the fact, the NPCs have very short respawn timers, it is a good place to farm these insignias, but nothing else here is worth your time.