Difference between revisions of "Gone Berserk (Level 4)"
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* Spawn composition and distance may vary with each wave. | * Spawn composition and distance may vary with each wave. | ||
* To manage aggro, work on a single wave, then kill the next Crusader. Flag the Cruisers at the beginning to make it easier to keep an eye on the triggers. | * To manage aggro, work on a single wave, then kill the next Crusader. Flag the Cruisers at the beginning to make it easier to keep an eye on the triggers. | ||
− | * The mission is flagged completed once you have killed the EoM Death Lord from specific chain. It is hard to identify which chain leads to the mission object so you may have to clear all chains. | + | * The mission is flagged completed once you have killed the EoM Death Lord from the specific chain. It is hard to identify which chain leads to the mission object so you may have to clear all chains. |
+ | * Deathlord (last wave) uses missile over 100km range | ||
{{NPCTableHead|Initial defenders}} | {{NPCTableHead|Initial defenders}} |
Revision as of 23:33, 14 March 2022
Missions |
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Mission Reports |
Mission Guides |
Special Missions |
Helpful Links |
Level | 4 |
Type | Encounter |
Faction | Equilibrium of Mankind |
Best damage to deal | Kin |
Damage to resist | Kin Th |
Warp disruption | Elite frigates |
Mission briefing |
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We have reports of terrorists wreaking havoc in <system>. Our convoys have been attacked, as well as some outlying outposts; they seem to be intent on causing as much damage as possible. I'd like you to take care of them as quickly as possible. And be aware that they may not all be gathered together when you arrive... if so, you will be able to pick them off as they warp in to the rendezvous point. |
Video: [Sentry Dominix], [Gila, 31-03-2021]
Single ungated pocket. You can [Fleet] warp to preferred distance. Auto aggro from Initial Group and spawns.
- The initial formation is composed of three groups with a Cruiser and a Battleship in each.
- Each Cruiser killed will trigger a spawn wave.
- Each wave is composed of four spawns for a total of 12 spawns.
- Reminder: set your drones to passive to avoid triggering a swarm. AI of this mission seems to be different from most missions, as scooping sentry drone to bay and re-releasing them will not move aggro from drone to ship. An active hostile module is necessary to keep aggro at ship.
- Spawn composition and distance may vary with each wave.
- To manage aggro, work on a single wave, then kill the next Crusader. Flag the Cruisers at the beginning to make it easier to keep an eye on the triggers.
- The mission is flagged completed once you have killed the EoM Death Lord from the specific chain. It is hard to identify which chain leads to the mission object so you may have to clear all chains.
- Deathlord (last wave) uses missile over 100km range
Initial defenders
WD | EWAR | L
| ||
---|---|---|---|---|
3 x Cruiser EoM Crusader | ||||
3 x Battleship EoM Hydra |
Reinforcement wave 1 (x3)
WD | EWAR | L
| ||
---|---|---|---|---|
2 x Cruiser EoM Death Knight |
Reinforcement wave 2 (x3)
WD | EWAR | L
| ||
---|---|---|---|---|
0-2 x Frigate EoM Saboteur | ||||
1 x Battleship EoM Hydra |
Note: Frigates do not spawn every time.
Reinforcement wave 3 (x3)
WD | EWAR | L
| ||
---|---|---|---|---|
1 x Battleship EoM Hydra | ||||
1 x Battleship EoM Ogre |
Reinforcement wave 4 (x3)
WD | EWAR | L
| ||
---|---|---|---|---|
1 x Battleship EoM Death Lord |
Loot & Salvage
Loot: ± 9.9 Mil ISK
Bounties: ± 10 Mil ISK
Salvage: ± 1.8 Mil ISK
Mining
44 Veldspar asteroids (33- 118km).
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