Difference between revisions of "Stray Amarr Carrier"

From EVE University Wiki
Jump to: navigation, search
m
m (Format to "Uniwiki:Mission formatting guidelines". Remove {{survival copy}}.)
 
(3 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{survival copy}}{{NPCTableCSS}}{{MissionLinks}}
+
{{NPCTableCSS}}{{MissionLinks}}
 +
{{Missiondetails
 +
|Name=
 +
|Level= 5
 +
|Type= Encounter
 +
|Objective=
 +
|Faction1= Amarr Empire
 +
|DamageToDeal1=
 +
|DamageToResist1=
 +
|WebPoint= All Frigates
 +
|EWAR= Energy Neutralizer Sentries, NOS, Tracking Disrupter
 +
|ShipSizeLimit=
 +
|ShipSuggestion= (1) Maelstrom w/ Passive Tank and (1) Maelstrom with Shield Transporters but recommend more DPS
 +
|Rewards=
 +
|StandingLoss=
 +
|Extra=
 +
}}Space type: Normal Space, No Gates
  
{{Missiondetails}}name=Stray Amarr Carrier, Level 5
+
=== Warp-In ===
 
 
Faction: Amarr<br>
 
Mission type: Encounter<br>
 
Space type: Normal Space, No Gates<br>
 
Web/Scramble: All Frigates<br>
 
Extras: Energy Neutralizer Sentries, NOS, Tracking Disrupter<br>
 
Damage dealt: EM 66%, Therm 33%<br>
 
Recommended damage dealing: EM/Therm (Therm against Fighters)<br>
 
Recommended ships: (1) Maelstrom w/ Passive Tank and (1) Maelstrom with Shield Transporters but recommend more DPS<br>
 
 
 
Direct warp into normal space. No Gates.
 
 
 
===Warp-In===
 
 
Ships at 20-75k unless you choose to warp to within a different distance
 
Ships at 20-75k unless you choose to warp to within a different distance
  
{{image url="http://i609.photobucket.com/albums/tt174/climb22033/StrayCaldariCarrier5-1.jpg" title="Ships relative to Warp-in Beacon" alt="Ships relative to Warp-in Beacon"}}<br>
+
[https://i609.photobucket.com/albums/tt174/climb22033/StrayCaldariCarrier5-1.jpg Ships relative to Warp-in Beacon]
 
+
{{NPCTableHead|Initial forces}}
8 x Frigates (Divine Imperial Imran/Napat*/Paladin/Valok) orbits of 4-16k, '''Web/Scramble, *30% Tracking Disrupter'''
+
{{NPCTableRow|Fighter|5|Imperial Fighter (Carrier Support Group 1)|note= Orbits at 3k}}
7 x Cruisers (Divine Imperial Ambrose*/Basil*/Champion/Justicar) orbits of 7-32k, '''*NOS'''
+
{{NPCTableRow|Elite Frigate|8|Divine Imperial Imran/Napat*/Paladin/Valok|note= Orbits of 4-16k, * Napat has Tracking Disruptor|point= scram|ewar= Web|ewar2= TD}}
7 x Battleships (Imperial Dominator*^^/Martyr*/Imperial Templar Martyr) orbits of 17-49k, '''*NOS (^^Trigger)'''
+
{{NPCTableRow|Elite Cruiser|7|Divine Imperial Ambrose*/Basil*/Champion/Justicar|note= Orbits of 7-32k, * Ambose/Basil do NOS|ewar= Neut}}
1 x Carrier (Imperial Redeemer) '''NOS'''
+
{{NPCTableRow|Battleship|7|Imperial Dominator*^^/Martyr*/Imperial Templar Martyr|note= Orbits of 17-49k, * Dominator/Martyr do NOS|trigger= Dominator triggers reinforcement|ewar= Neut}}
5 x Fighters (Imperial Fighter) Carrier Support Group 1, orbits at 3k
+
{{NPCTableRow|Carrier|1|Imperial Redeemer|trigger= Damage level triggers Carrier spawns|ewar= Neut}}
12 x Amarr Cruise Missile Batteries
+
{{NPCTableRow|Sentry|12|Amarr Cruise Missile Battery}}
 +
|}
  
Spawn 1:<br>
+
{{NPCTableHead|Reinforcement}}
5 x Battleships (Imperial Templar Dominator) orbits at 17k
+
{{NPCTableRow|Battleship|5|Imperial Templar Dominator|note= Orbits at 17k}}
 +
|}
  
Carrier Spawns:<br>
+
{{NPCTableHead|Carrier Spawns}}
 
+
{{NPCTableSeparator|Carrier shields reduced to 60%}}
{{image url="http://i609.photobucket.com/albums/tt174/climb22033/StrayAmarrCarrier5-2.jpg" title="Damage Spawn Points" alt="Damage Spawn Points"}}<br>
+
{{NPCTableRow|Fighter|5|Imperial Fighter (Carrier Support Group 2)}}
 
+
{{NPCTableRow|Sentry|3|Amarr Energy Neutralizer II|ewar= Neut}}
**When you've destroyed 40% of the Carrier’s shields, there spawns:**<br>
+
{{NPCTableSeparator|Carrier shields reduced to 5%}}
5 x Fighters (Imperial Fighter) Carrier Support Group 2
+
{{NPCTableRow|Fighter|5|Imperial Fighter (Carrier Support Group 3)}}
3 x Amarr Energy Neutralizer IIs
+
{{NPCTableRow|Sentry|3|Amarr Energy Neutralizer IiI|ewar= Neut}}
 
+
{{NPCTableSeparator|Carrier armor reduced to 60%}}
**When you've destroyed 95% of the Carrier's shields, there spawns:**<br>
+
{{NPCTableRow|Fighter|5|Imperial Fighter (Carrier Support Group 4)}}
5 x Fighters (Imperial Fighter) Carrier Support Group 3
+
{{NPCTableSeparator|Carrier armor reduced to 5%}}
3 x Amarr Energy Neutralizer IIIs
+
{{NPCTableRow|Fighter|5|Imperial Fighter (Carrier Support Group 5)}}
 
+
{{NPCTableSeparator|Carrier hull reduced to 50%}}
**When you've destroyed 40% of the Carrier's armor, there spawns:**<br>
+
{{NPCTableRow|Fighter|5|Imperial Fighter (Carrier Support Group 6)}}
5 x Fighters (Imperial Fighter) Carrier Support Group 4
+
|}
 
 
**When you've destroyed 95% of the Carrier's armor, there spawns:**<br>
 
5 x Fighters (Imperial Fighter) Carrier Support Group 5
 
 
 
**When you've destroyed 50% of the Carrier's hull, there spawns:**<br>
 
5 x Fighters (Imperial Fighter) Carrier Support Group 6
 
  
 
'''Tips:'''<br>
 
'''Tips:'''<br>
- Mission occurs in normal space, so you can always warp to distances and to bookmarks farther away from the NPCs.<br>
+
* Mission occurs in normal space, so you can always warp to distances and to bookmarks farther away from the NPCs.
- Your first warp attempt will be a forced Warp to 0. Even if you select Warp to 100 you will arrive at the Warp-In Beacon<br>
+
* Your first warp attempt will be a forced Warp to 0. Even if you select Warp to 100 you will arrive at the Warp-In Beacon.
- Try selecting warp, canceling your warp, then warping to your desired distance<br>
+
* Try selecting warp, canceling your warp, then warping to your desired distance.
- Warping to within 100km leaves plenty of distance that spreads out the aggro <br>
+
* Warping to within 100km leaves plenty of distance that spreads out the aggro.
- Cruise Missile Batteries have a maximum range of 170km, and the Carrier’s NOS has a maximum range of 150km<br>
+
* Cruise Missile Batteries have a maximum range of 170km, and the Carrier’s NOS has a maximum range of 150km.
- Fighters will immediately attack your drones when they spawn from the Carrier, but this can be used to your advantage<br>
+
* Fighters will immediately attack your drones when they spawn from the Carrier, but this can be used to your advantage.
- Small Drones are invulnerable to the Fighters, as long as they are moving/attacking; and they are a great way to draw-off the Fighters aggro. Have your small drones attacking the carrier when the fighters spawn.<br>
+
* Small Drones are invulnerable to the Fighters, as long as they are moving/attacking; and they are a great way to draw-off the Fighters aggro. Have your small drones attacking the carrier when the fighters spawn.
- The Fighters are only be able to hit Large and Medium drones <br>
+
* The Fighters are only be able to hit Large and Medium drones.
- Mission is flagged complete when the Carrier and Fighters are destroyed. You do not need to destroy the Cap Ship Maint Array<br>
+
* Mission is flagged complete when the Carrier and Fighters are destroyed. You do not need to destroy the Cap Ship Maint Array.
  
 
{{Missionrelated}}
 
{{Missionrelated}}
[[Category:Mission reports]]
+
 
 +
[[Category:Security missions]]

Latest revision as of 11:54, 5 December 2022


Level 5
Type Encounter
Faction Amarr Empire
Best damage to deal Electromagnetic damage EMThermal damage Th
Damage to resist Electromagnetic damage EMThermal damage Th
Warp disruption All Frigates
EWAR Energy Neutralizer Sentries, NOS, Tracking Disrupter
Ship suggestion (1) Maelstrom w/ Passive Tank and (1) Maelstrom with Shield Transporters but recommend more DPS

Space type: Normal Space, No Gates

Warp-In

Ships at 20-75k unless you choose to warp to within a different distance

Ships relative to Warp-in Beacon

Initial forces
WD EWAR L


Fighter 5 x Fighter Imperial Fighter (Carrier Support Group 1) Orbits at 3k
Elite Frigate 8 x Elite Frigate Divine Imperial Imran/Napat*/Paladin/Valok Orbits of 4-16k, * Napat has Tracking Disruptor Warp Scrambler Stasis Webifier Tracking Disruptor
Elite Cruiser 7 x Elite Cruiser Divine Imperial Ambrose*/Basil*/Champion/Justicar Orbits of 7-32k, * Ambose/Basil do NOS Energy Neutralizer
Battleship 7 x Battleship Imperial Dominator*^^/Martyr*/Imperial Templar Martyr Orbits of 17-49k, * Dominator/Martyr do NOS Dominator triggers reinforcement Energy Neutralizer
Carrier 1 x Carrier Imperial Redeemer Damage level triggers Carrier spawns Energy Neutralizer
Sentry 12 x Sentry Amarr Cruise Missile Battery


Reinforcement
WD EWAR L


Battleship 5 x Battleship Imperial Templar Dominator Orbits at 17k


Carrier Spawns
WD EWAR L
Carrier shields reduced to 60%
Fighter 5 x Fighter Imperial Fighter (Carrier Support Group 2)
Sentry 3 x Sentry Amarr Energy Neutralizer II Energy Neutralizer
Carrier shields reduced to 5%
Fighter 5 x Fighter Imperial Fighter (Carrier Support Group 3)
Sentry 3 x Sentry Amarr Energy Neutralizer IiI Energy Neutralizer
Carrier armor reduced to 60%
Fighter 5 x Fighter Imperial Fighter (Carrier Support Group 4)
Carrier armor reduced to 5%
Fighter 5 x Fighter Imperial Fighter (Carrier Support Group 5)
Carrier hull reduced to 50%
Fighter 5 x Fighter Imperial Fighter (Carrier Support Group 6)

Tips:

  • Mission occurs in normal space, so you can always warp to distances and to bookmarks farther away from the NPCs.
  • Your first warp attempt will be a forced Warp to 0. Even if you select Warp to 100 you will arrive at the Warp-In Beacon.
  • Try selecting warp, canceling your warp, then warping to your desired distance.
  • Warping to within 100km leaves plenty of distance that spreads out the aggro.
  • Cruise Missile Batteries have a maximum range of 170km, and the Carrier’s NOS has a maximum range of 150km.
  • Fighters will immediately attack your drones when they spawn from the Carrier, but this can be used to your advantage.
  • Small Drones are invulnerable to the Fighters, as long as they are moving/attacking; and they are a great way to draw-off the Fighters aggro. Have your small drones attacking the carrier when the fighters spawn.
  • The Fighters are only be able to hit Large and Medium drones.
  • Mission is flagged complete when the Carrier and Fighters are destroyed. You do not need to destroy the Cap Ship Maint Array.