Difference between revisions of "Mass Drivers (Amarr)"
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===Gate Pocket=== | ===Gate Pocket=== | ||
− | + | [https://i609.photobucket.com/albums/tt174/climb22033/MassDrivers5am-1.jpg Gate Pocket - All lead to Pocket 1]<br> | |
Upon Warp-In you find yourself surrounded by eight gates whose relative positions form the shape of a cube around your ship. Each gate takes you into the same pocket, but each one leaves you at different position in relation to the centralized NPC targets. | Upon Warp-In you find yourself surrounded by eight gates whose relative positions form the shape of a cube around your ship. Each gate takes you into the same pocket, but each one leaves you at different position in relation to the centralized NPC targets. | ||
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Ships 35-60km away, all aggro immediately:<br> | Ships 35-60km away, all aggro immediately:<br> | ||
− | + | [https://i609.photobucket.com/albums/tt174/climb22033/MassDrivers5am-2.jpg Pocket 1 - Warp-in landing spots]<br> | |
6 x Frigates (Divine Imperial Paladin/Valok/Napat*) '''Web/Scramble, *30% Tracking Disrupter, (*Trigger 1)''' | 6 x Frigates (Divine Imperial Paladin/Valok/Napat*) '''Web/Scramble, *30% Tracking Disrupter, (*Trigger 1)''' |
Revision as of 16:57, 13 November 2021
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name=Mass Drivers, Level 5
Faction: Amarr
Mission type: Encounter
Space type: Deadspace with gates
Web/scramble: Stasis Tower, All Frigates
Extras: Energy Neutralizer Sentries, NOS, Tracking Disrupter
Damage dealt: EM 55%, Therm 45%
Recommended damage dealing: EM, Therm
Recommended ships: (1) Maelstrom w/ Passive Tank, and (1) Maelstrom w/ 4 Shield Transporters, but recommend more DPS if you want to complete this mission within the 1.3 hour time bonus
Gate Pocket
Gate Pocket - All lead to Pocket 1
Upon Warp-In you find yourself surrounded by eight gates whose relative positions form the shape of a cube around your ship. Each gate takes you into the same pocket, but each one leaves you at different position in relation to the centralized NPC targets.
Pocket 1
The landing sites are in the same configuration as the original gates and form a cube around the NPC targets.
Initial Group:
Ships 35-60km away, all aggro immediately:
Pocket 1 - Warp-in landing spots
6 x Frigates (Divine Imperial Paladin/Valok/Napat*) Web/Scramble, *30% Tracking Disrupter, (*Trigger 1) 4 x Cruisers (Divine Imperial Justicar/Champion) orbits at 14k/32k 3 x Battlecruisers (Imperial Templar Phalanx) orbits at 22k 9 x Battleships (Imperial Templar Dominator/Judgment/Diviner*/Martyr^^) *NOS, (^^Trigger 2) 1 x Amarr Heavy Missile Battery 3 x Amarr Cruise Missile Battery 1 x Amarr Stasis Tower 2 x Amarr Energy Neutralizer Sentry II 1 x Amarr Energy Neutralizer Sentry III
Spawn 1a:
3 x Battlecruisers (Imperial Templar Seer) orbits at 22k, NOS, 8% Tracking Disrupter (Trigger 1b)
Spawn 1b:
4 x Battlecruisers (Imperial Templar Justicar) orbits at 10k, (Trigger 1c)
Spawn 1c:
4 x Battlecruisers (Imperial Champion/Imperial Templar Justicar) orbits at 22k/10k
Spawn 2a:
5 x Battleships (Imperial Templar Dominator/Ultara) orbits at 17k/49k, (Trigger 2b)
Spawn 2b:
5 x Battleships (Imperial Templar Torah/Ultara) orbits at 44k/49k
Tips:
- Use a Passive Tank or plan a capacitor that receives an extra 80 units/sec
- Neutralizer Sentries re-target if you reach 100km but rarely hit past that
- Lower gates land you slightly farther from the Initial Group’s center than the upper gates
- Maximum damage dealing of all ships in initial group 2356 hp/s (EM: 57%, TH: 43%)
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