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Angel Cartel Naval Shipyard: Difference between revisions

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Sivaira Chen (talk | contribs)
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m Corrected that skipping the first gate is only possible for escalations earned from the Haven. Scanned down Naval Shipyards this does not work
 
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{{MessageBox
{{MessageBox
|On warpin:
|On warpin:
|The Angel Cartel has established a firm presence in this Deadspace Complex. They use it as a naval construction base but reports claim that they perform some testing of shield prototype inside. These rumors remain largely unconfirmed. The area is extremely dangerous and the inner pockets are off limits to everyone but the key players in the Angel Cartel.<br><br>DED Threat Assessment: Critical (10 of 10).
|The Angel Cartel has established a firm presence in this Deadspace Complex. They use it as a naval construction base but reports claim that they perform some testing of shield Compact inside. These rumors remain largely unconfirmed. The area is extremely dangerous and the inner pockets are off limits to everyone but the key players in the Angel Cartel.<br><br>DED Threat Assessment: Critical (10 of 10).
|collapsed=no}}
|collapsed=no}}


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|On warpin:
|On warpin:
|This pocket serves as a scanning and identification post for the gatekeepers, habitation for the workers in the complex and a place of commerce for businessmen who mainly deal in technology, energy or mineral resources
|This pocket serves as a scanning and identification post for the gatekeepers, habitation for the workers in the complex and a place of commerce for businessmen who mainly deal in technology, energy or mineral resources
|collapsed=yes}}
|collapsed=yes}}On earned escalations only, the first gate is unlocked, allowing ships to bypass the first room completely via immediately aligning to the gate, activating micro jump drive, and taking the gate. This only applies to earned escalations, not sites that are scanned down.  {{NPCTableHead|Structures}}
 
{{NPCTableHead|Structures}}
{{NPCTableRow|Accl Gate|1|Acceleration Gate|note = 70km}}
{{NPCTableRow|Accl Gate|1|Acceleration Gate|note = 70km}}
{{NPCTableRow|Structure|1|Cargo Rig| destructible = yes|drop = Named modules}}
{{NPCTableRow|Structure|1|Cargo Rig| destructible = yes|drop = Named modules}}
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{{NPCTableRow|Sentry|3- 4|Angel Stasis Tower|ewar=Web}}
{{NPCTableRow|Sentry|3- 4|Angel Stasis Tower|ewar=Web}}
{{NPCTableRow|Sentry|5- 6|Angel Cruise Missile Battery}}
{{NPCTableRow|Sentry|5- 6|Angel Cruise Missile Battery}}
|}  
|}


===2nd pocket===
===2nd pocket===
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|Earlier reports have indicated huge arrays of armor fittings guarded by automatic sentries and patrolling pilots. This deadspace pocket is equipped and staffed to service an entire fleet of ships in record time, whether it be armoring, hull modifications or other types of structural upgrades. The service is expensive, but extremely fast and reliable.
|Earlier reports have indicated huge arrays of armor fittings guarded by automatic sentries and patrolling pilots. This deadspace pocket is equipped and staffed to service an entire fleet of ships in record time, whether it be armoring, hull modifications or other types of structural upgrades. The service is expensive, but extremely fast and reliable.
|collapsed=yes}}
|collapsed=yes}}
 
Docked and Loaded Mammoth structure has 60,000 shield HP with 1700 DPS reps.  Without a high DPS marauder or a few friends its better to skip its drop.
{{NPCTableHead|Structures}}
{{NPCTableHead|Structures}}
{{NPCTableRow|Accl Gate|1|Acceleration Gate|note = 55km}}
{{NPCTableRow|Accl Gate|1|Acceleration Gate|note = 55km}}
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{| style="background:#350000; border:1px solid #333333; padding:0px;"
{| style="background:#350000; border:1px solid #333333; padding:0px;"
| style="padding:0px;" | [[image:Icon_warning.png|56px|link=]]
| style="padding:0px;" | [[image:Icon_warning.png|56px|link=]]
| style="padding:8px;" | '''WARNING:''' The Antimatter Channeler does EXTREMELY HIGH OMNI damage at a long range. A ship with a VERY strong tank (around 1000 DPS tank) is ABSOLUTELY NECESSARY.
| style="padding:8px;" | '''WARNING:''' The Antimatter Channeler deals 12500 omni damage every 60 seconds, with an emphasis on Explosive damage. Combined with the Stasis Towers, the sheer alpha can easily punch through a poorly tanked ship.
|}
|}
 
Stasis Towers have limited engagement range and can be destroyed safely from around 50 km. Overseer’s turrets reach out to 100 km but are subject to the same tracking limits as regular battleships so speed tanking may be helpful.  Its tank is also nothing special, 500 DPS Explosive is enough to crack its shield reps.
{{NPCTableHead|Defending Fleet}}
{{NPCTableHead|Defending Fleet}}
{{NPCTableRow|Destroyer|4|Gistior Defacer/...}}
{{NPCTableRow|Destroyer|4|Gistior Defacer/...}}
{{NPCTableRow|Battlecruiser|16|Gistatis Legatus/...}}
{{NPCTableRow|Battlecruiser|16|Gistatis Legatus/...}}
{{NPCTableRow|Battleship|9|Gist Cherubim/...}}
{{NPCTableRow|Battleship|9|Gist Cherubim/...}}
{{NPCTableRow|Overseer Battleship|1| The Antimatter Channeler|note=This ship can deal extreme damage (EM:2500 EXP:5000 KIN:2500 TERM: 2500) every 60sec at ranges over 100 KM with pinpoint tracking). Has strong shield tank|cargo=23rd Tier Overseer's Personal Efects, possible Domination or Gist X-Type modules, T2 salvage and Machariel BPC (rare)}}
{{NPCTableRow|Overseer Battleship|1| The Antimatter Channeler|note=This ship can deal extreme damage (EM:2500 EXP:5000 KIN:2500 TERM: 2500) every 60sec at ranges over 100 KM with pinpoint tracking). Has strong shield tank|cargo=23rd Tier Overseer's Personal Effects, possible Domination or Gist X-Type modules, T2 salvage and Machariel BPC (rare)}}
{{NPCTableRow|Sentry|4|Angel Stasis Tower|ewar=Web}}
{{NPCTableRow|Sentry|4|Angel Stasis Tower|ewar=Web}}
|}
|}