Difference between revisions of "Angel Vigil"

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[[Category:PvE]]
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{{CMBSiteInfo
[[Category:Exploration]]
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|name=Angel Vigil
[[Category:Exploration Complex]]
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|type=unrated
==Locating & Difficulty==
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|rating=Unrated
This is a type of hidden combat site that can be scanned down with scanner probes, and can be found in high-security systems around Aldrat. It's gate allows Battlecruisers or smaller to enter, and a (well equipped) Battlecruiser or HAC is my sugestion for what you should bring. ''Work In Progress, contributions are welcome.''
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|location=High
 +
|ship limit=Battlecruiser
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|faction=Angel
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|signature strength=2.5% in High
 +
}}
  
On warp in, you arrive at an acceleration gate.
+
'''Angel Vigil''' is a unrated [[combat sites|combat site]] that can be found via [[exploration]] by scanning down signatures with scanner probes in high-security systems. Its gate allows Battlecruisers or smaller to enter, and a (well equipped) Battlecruiser or HAC is suggested to bring into the site. (Addition: after completing in a Hurricane Dooobles notes that resists over 60% exp/kinetic, robust T2 tank with substantial buffer, exp/kinetic dmg dealing, web, and tracking gear are ESSENTIAL; the incoming damage is very high and the mobs kite.) The largest ship allowed to enter is a Command Ship (T2 Battlecruiser).
===First pocket===
 
8-10 turrets, lots of BCs and smaller, no web or scram that I noticed. The 'Gistatis Smuggler Guardian' spawns a wave of reinforcements. I usually kill off the BCs and frigs/destys first, then finish the turrets. To unlock the gate, shoot the 'Smuggler's Gate' stucture. It'll spawn 3 BCs and 3 frigs, kill them. Gate unlocked. Miners: This pocket seemed to have a lot of Plag and Pyroxes, maybe 30 rocks all up. Just a note.
 
===Second pocket===
 
4 missile turrets, 2 stasis turrets, lots of BCs and smaller. '''Turrets trigger large waves'''. First focus on lowering the number of enemys in the pocket. The incomming damage is quite substantial so something with a decent tank, or warp-outs are nessacery. You will be webbed down to ~50% velocity or less, so speed tanking isn't a good idea. After the area is cleared of most of the enemys, shoot one of the stasis turrets. You should get a spawn of a decent chunk more BCs and frigs. It seems like there's a chance for each turret (including the missile turrets) to spawn waves (stasis 1 spawned a wave, stasis 2 didn't, missile 1 did, etc). This pocket can easily become tank-melting if you target the turrets early on and kill several of them. After all the turrets are gone and everything's dead, shoot 'Pat's Shipyard' for the final spawn and kill him off.
 
  
==Escalation: The Big Blue==
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{{MessageBox
There is a chance on killing Pat to recieve an escalation, which is a series of hidden sites in different systems and (in this case) ending in a final site in low-sec. There is a significantly higher chance to recieve faction items and implants from these.
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|On warp in:
===Stage 1===
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|''Previous Explorers have commented that one of the gates requires a passkey.  Alternatively, it can be bypassed by convincing the commander to unlock it.  The overseer guards his shipyard vigorously.''}}
Warp in on some wrecked structures and a about 10 frigs/destys. Start shooting things, and eventually a wave of 4-5 BCs and some elite frigs (web/scram) will show up. Kill the BCs to spawn the next wave of 4 BCs, 1 a Domination. Killing the faction BC of that wave gives you the next location (or a dead end if you're unlucky).
+
 
===Stage 2===
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{{clear}}
Nothing... nothing... nothing... Oh, finally some small ships and then a few seconds later some BCs. Although, odly, Angels and Drones! Also, some of the BCs web/scram. Attacking the Drones spawns another wave or frigates and destys. Another wave of mixed ships will arrive with a faction BC and 2 other BCs. Again, the faction will give you either the next location or a dead end.
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== Walkthrough ==
===Stage 3===
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==== First Room ====
Warp in to 4 elite BCs, 4 normal BCs and 4 elite frigs. TP, no web/scram. 1 of the elite BCs appears to be the trigger, spawning 4 BCs (1 Domination) and 3 more elite frigs.  
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===Stage 4 '''LOW-SEC'''===
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The gate in the first room can be unlocked either by using an Angel Gold Tag or by killing the Gistatis Smuggler Commander in the Gate Spawn. It is possible to trigger the Gate Spawn preemptively by shooting the smuggler gate.
A bunch of frigs/destys, then some BCs warp in. Blow them up. Add Large Colidable Strcutures to your overview if it's not disabled. Shoot the 'Angel Drug Lab-angels in the sky' (or something, I forget) untill it's in structure and an Angel Transporter will apear and try to run. At this time, more ships warp in. I suspect that I made a mistake by not engaging the other ships, as they warped out and all I got from the transport was 16 blue pills. Also, the drug lab drops generic t1 junk and some misc ammo and is -not worth killing-. And that's it. I did get a Domination BCU from the 3rd stage, but the trip into low-sec seemed like an entire waste of time.
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 +
{{NPCTableHead|Initial Defenders}}
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{{NPCTableRow|Cruiser|3|Gistum Liquidator/Marauder}}
 +
{{NPCTableRow|Battlecruiser|3|Gistatis Primus}}
 +
{{NPCTableRow|Commander Battlecruiser|1|Gistatis Smuggler Guard|trigger=Reinforcements}}
 +
{{NPCTableRow|Sentry|10|Angel Tower Sentry}}
 +
|}
 +
 
 +
{{NPCTableHead|Reinforcements}}
 +
{{NPCTableRow|Destroyer|3|Gistior Shatterer}}
 +
{{NPCTableRow|Cruiser|2|Gistum Crusher|ewar=TP}}
 +
{{NPCTableRow|Battlecruiser|2|Gistatis Tribuni/Praefectus}}
 +
|}
 +
 
 +
{{MessageBox
 +
|Message on Gate Spawn:
 +
|Gist ships have just come through the gate. <br><br> Smuggler Commander: Must I do EVERYTHING myself around here? I'll have all you maggots thrown into the slave pens after this is over.
 +
|collapsed=yes}}
 +
 
 +
{{NPCTableHead|Gate Spawn}}
 +
{{NPCTableRow|Frigate|2|Gistii Impaler}}
 +
{{NPCTableRow|Battlecruiser|2|Gistatis Tribuni}}
 +
{{NPCTableRow|Battlecruiser|1|Gistatis Smuggler Commander|trigger = Unlocks Acceleration Gate upon death}}
 +
|}
 +
 
 +
{{MessageBox
 +
|Message on Smuggler Commander death:
 +
|The acceleration gate is now open for all to use.
 +
|collapsed=yes}}
 +
 
 +
{{NPCTableHead|Structures}}
 +
{{NPCTableRow|Accl Gate|1|Acceleration Gate|note = }}
 +
{{NPCTableRow|Structure|1|Smuggler Gate|trigger = Attacking triggers the Gate Spawn}}
 +
{{NPCTableRow|Structure|6|Cargo Container|destructible = yes|drop=T1 Ammo}}
 +
{{NPCTableRow|Asteroid|30|Plagioclase}}
 +
{{NPCTableRow|Asteroid|16|Pyroxeres}}
 +
{{NPCTableRow|Asteroid|45|Veldspar}}
 +
|}
 +
 
 +
==== Second Room ====
 +
----
 +
{{NPCTableHead|Initial Defenders}}
 +
{{NPCTableRow|Destroyer|6-7|Gistior Defiler/Haunter}}
 +
{{NPCTableRow|Cruiser|2-3|Gistum Centurion/Phalanx}}
 +
{{NPCTableRow|Battlecruiser|3-4|Gistatis Legionnaire/Primus}}
 +
{{NPCTableRow|Sentry|2|Angel Stasis Tower|ewar=Web|trigger = Attacking triggers Stasis Spawn}}
 +
{{NPCTableRow|Sentry|2|Angel Light Missile Battery|trigger = Attacking triggers Battery Spawn}}
 +
{{NPCTableRow|Sentry|2|Angel Heavy Missile Battery|trigger = Attacking triggers Battery Spawn}}
 +
|}
 +
 
 +
{{MessageBox
 +
|On Stasis Tower destruction:
 +
|Pat Wead: You allowed them to destroy one of our Stasis towers, you numbskulls! Second division,
 +
get your asses in here NOW!
 +
|collapsed=yes}}
 +
 
 +
{{MessageBox
 +
|On Battery Tower destruction:
 +
|Pat Wead: And now you let them destroy one of our missile batteries! Inconceivable!
 +
|collapsed=yes}}
 +
 
 +
{{MessageBox
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|On Stasis Spawn and Battery Spawn:
 +
|More Gist ships have warped in!
 +
|collapsed=yes}}
 +
 
 +
{{NPCTableHead|Stasis Spawn}}
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{{NPCTableRow|Elite Frigate|6-7|Arch Gistii Nomad/Ruffian|ewar = TP }}
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{{NPCTableRow|Cruiser|4-6|Gistum Centurion/Liquididator/Marauder/Phalanx}}
 +
{{NPCTableRow|Battlecruiser|4-6|Gistatis Legionnaire/Primus}}
 +
|}
 +
 
 +
{{NPCTableHead|Battery Spawn}}
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{{NPCTableRow|Elite Frigate|2|Arch Gistii Ambusher/Raider}}
 +
{{NPCTableRow|Destroyer|4-6|Gistor Defacer/Defiler/Seizer/Shatterer/Trasher}}
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{{NPCTableRow|Battlecruiser|5-6|Gistatis Legionnaire/Primus}}
 +
|}
 +
 
 +
{{MessageBox
 +
|On Overseer Spawn:
 +
|Pat Wead: Alright, that's it. You barge in here uninvited, mess with my subordinates, and now you have the nerve to attack my shipyard! I see I'll have to take care of our little problem myself ... <br><br> Pat Wead and his cohorts have exited the shipyard, ready for action.
 +
|collapsed=yes}}
 +
 
 +
{{NPCTableHead|Gate Spawn}}
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{{NPCTableRow|Frigate|3|Wead Fighter (Arch Gistii Ambusher/Raider)}}
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{{NPCTableRow|Battlecruiser|2-3|Wead Guardian (Gistatis Primus/Tribuni)}}
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{{NPCTableRow|Commander Cruiser|1|Pat Wead (Domination Depredator)|note = Escalation Trigger|cargo = Faction modules and T2 salvage, possible implants}}
 +
|}
 +
 
 +
{{NPCTableHead|Structures}}
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{{NPCTableRow|Structure|1|Pat's Shipyard|note = Attacking triggers Overseer Spawn}}
 +
|}
 +
 
 +
 
 +
== Strategy ==
 +
Before shooting any tower, focus on lowering the number of enemies in the pocket. The incoming damage is quite substantial so something with a decent tank, or warp-outs are necessary. You will be webbed down to ~10% velocity or less (14.0 m/s in a BC), so speed tanking isn't possible. After the area is cleared of most of the enemies, shoot one of the stasis towers. This pocket can easily become tank-melting if you target the turrets before clearing the initial ships. After all the turrets are gone and everything's dead, shoot 'Pat's Shipyard' for the final spawn and kill him off. There are multiple cargo containers in the pocket (containing a small amount of ammo, one had faction ammo). A large number of Veldspar asteroids are in this pocket.  
 +
 
 +
Pat Wead dropped a Low-Grade Halo Beta when I ran this. (*Pat Wead drop for Dooobles Sept 22, 2010 - Domination 220mm autocannon, Domination Copper tag, 1000 Angel faction ammo)
 +
 
 +
-Update 15 Feb 23 - Pat Wead dropped Mid-grade Halo Omega (valued at 329M isk, 220M isk Jita).
 +
 
 +
'''Blitzing this pocket is possible but fairly impractical.'''  Shoot Pat's Shipyard and kill Pat. You will probably want to kill all initial ships as you will be moving at the snail's pace of 14 m/s and the damage will be significant. Then kill stasis towers and Wave B. Ignoring missile turrets and Wave A will still allow you to complete the site and qualify for a potential escalation.
 +
 
 +
Blitz info edit:
 +
As stated above you only need to shoot the smugglers gate in the first pocket once to spawn gate keeper (smuggler commander) and the gate is open once he is destroyed. Do it quickly as his DPS is quite high.
 +
 
 +
In second room I suggest heading towards Pat's shipyard (obviously slowly due to webs) and take out the dessies and cruisers first (remove the dps). Once they are gone, shoot the shipyard to spawn Pat's wave as the bc's and Pat's wave don't have enough DPS to break a decent tank. Destroy the weed frigates and bc's while you wait for Pat to get closer. Once Pat is close, take him out and scoop wreck, and hopefully receive escalation. While slow boating to wreck (which is usually only 5000m away if done correctly) shoot other ships at your discretion - but never the towers. I find this easy to do in a Loki with a DC2, Anti-Explosive Shield Hardener 2, shield boost amp 2 and med shield booster running. Even though it seems a slow way to do the mission, it is still faster than shooting everything.
 +
 
 +
== Rewards ==
 +
For the initial exploration site (two pockets)
 +
*5M isk in bounties  + loot, salvage, possible implant. 
 +
*Asteroids for mining listed in each pocket.  
 +
*Commander can drop Domination faction modules or implants.
 +
 
 +
== Escalation ==
 +
This site can escalate to [[The Big Blue (expedition)]].
 +
{{MessageBox|Expeditions: [[The Big Blue (expedition)]]
 +
|Scanning through Pat Wead´s logs reveals that this druglord was surprisingly well connected, long lists of buyers and sellers throughout the neighboring regions would make this document a dream read of any law enforcement agent in the galaxy, if only all the vital parts were not in some completely alien code. No matter how much you let your central computer chew on this stuff, you get no feedback on any names or places, except perhaps one... this seems to be a hasty entry from almost a year back, not in code. At least the coordinates do reflect a true point in space.}}
 +
 
 +
[[Category:Unrated Complexes]]

Latest revision as of 22:54, 15 February 2023

Site Details
Angel Vigil
Type Unrated Complex
Rating Unrated
Found in High
Max ship size Battlecruiser
Faction Angel Cartel
Best damage to deal Explosive damage ExKinetic damage Kin
Damage to resist Explosive damage ExKinetic damage Kin
Sig. strength 2.5% in High

Angel Vigil is a unrated combat site that can be found via exploration by scanning down signatures with scanner probes in high-security systems. Its gate allows Battlecruisers or smaller to enter, and a (well equipped) Battlecruiser or HAC is suggested to bring into the site. (Addition: after completing in a Hurricane Dooobles notes that resists over 60% exp/kinetic, robust T2 tank with substantial buffer, exp/kinetic dmg dealing, web, and tracking gear are ESSENTIAL; the incoming damage is very high and the mobs kite.) The largest ship allowed to enter is a Command Ship (T2 Battlecruiser).

On warp in:
Previous Explorers have commented that one of the gates requires a passkey. Alternatively, it can be bypassed by convincing the commander to unlock it. The overseer guards his shipyard vigorously.

Walkthrough

First Room

The gate in the first room can be unlocked either by using an Angel Gold Tag or by killing the Gistatis Smuggler Commander in the Gate Spawn. It is possible to trigger the Gate Spawn preemptively by shooting the smuggler gate.


Initial Defenders
WD EWAR L


Cruiser 3 x Cruiser Gistum Liquidator/Marauder
Battlecruiser 3 x Battlecruiser Gistatis Primus
Commander Battlecruiser 1 x Commander Battlecruiser Gistatis Smuggler Guard Reinforcements
Sentry 10 x Sentry Angel Tower Sentry


Reinforcements
WD EWAR L


Destroyer 3 x Destroyer Gistior Shatterer
Cruiser 2 x Cruiser Gistum Crusher Target Painter
Battlecruiser 2 x Battlecruiser Gistatis Tribuni/Praefectus
Message on Gate Spawn:
Gist ships have just come through the gate.

Smuggler Commander: Must I do EVERYTHING myself around here? I'll have all you maggots thrown into the slave pens after this is over.


Gate Spawn
WD EWAR L


Frigate 2 x Frigate Gistii Impaler
Battlecruiser 2 x Battlecruiser Gistatis Tribuni
Battlecruiser 1 x Battlecruiser Gistatis Smuggler Commander Unlocks Acceleration Gate upon death
Message on Smuggler Commander death:
The acceleration gate is now open for all to use.


Structures
WD EWAR L


Acceleration Gate 1 x Acceleration Gate
Structure 1 x Smuggler Gate Attacking triggers the Gate Spawn
Structure 6 x Cargo Container T1 Ammo
Asteroid 30 x Plagioclase
Asteroid 16 x Pyroxeres
Asteroid 45 x Veldspar

Second Room


Initial Defenders
WD EWAR L


Destroyer 6-7 x Destroyer Gistior Defiler/Haunter
Cruiser 2-3 x Cruiser Gistum Centurion/Phalanx
Battlecruiser 3-4 x Battlecruiser Gistatis Legionnaire/Primus
Sentry 2 x Sentry Angel Stasis Tower Attacking triggers Stasis Spawn Stasis Webifier
Sentry 2 x Sentry Angel Light Missile Battery Attacking triggers Battery Spawn
Sentry 2 x Sentry Angel Heavy Missile Battery Attacking triggers Battery Spawn
On Stasis Tower destruction:
Pat Wead: You allowed them to destroy one of our Stasis towers, you numbskulls! Second division,

get your asses in here NOW!

On Battery Tower destruction:
Pat Wead: And now you let them destroy one of our missile batteries! Inconceivable!
On Stasis Spawn and Battery Spawn:
More Gist ships have warped in!


Stasis Spawn
WD EWAR L


Elite Frigate 6-7 x Elite Frigate Arch Gistii Nomad/Ruffian Target Painter
Cruiser 4-6 x Cruiser Gistum Centurion/Liquididator/Marauder/Phalanx
Battlecruiser 4-6 x Battlecruiser Gistatis Legionnaire/Primus


Battery Spawn
WD EWAR L


Elite Frigate 2 x Elite Frigate Arch Gistii Ambusher/Raider
Destroyer 4-6 x Destroyer Gistor Defacer/Defiler/Seizer/Shatterer/Trasher
Battlecruiser 5-6 x Battlecruiser Gistatis Legionnaire/Primus
On Overseer Spawn:
Pat Wead: Alright, that's it. You barge in here uninvited, mess with my subordinates, and now you have the nerve to attack my shipyard! I see I'll have to take care of our little problem myself ...

Pat Wead and his cohorts have exited the shipyard, ready for action.


Gate Spawn
WD EWAR L


Frigate 3 x Frigate Wead Fighter (Arch Gistii Ambusher/Raider)
Battlecruiser 2-3 x Battlecruiser Wead Guardian (Gistatis Primus/Tribuni)
Commander Cruiser 1 x Commander Cruiser Pat Wead (Domination Depredator) Escalation Trigger Faction modules and T2 salvage, possible implants


Structures
WD EWAR L


Structure 1 x Pat's Shipyard Attacking triggers Overseer Spawn


Strategy

Before shooting any tower, focus on lowering the number of enemies in the pocket. The incoming damage is quite substantial so something with a decent tank, or warp-outs are necessary. You will be webbed down to ~10% velocity or less (14.0 m/s in a BC), so speed tanking isn't possible. After the area is cleared of most of the enemies, shoot one of the stasis towers. This pocket can easily become tank-melting if you target the turrets before clearing the initial ships. After all the turrets are gone and everything's dead, shoot 'Pat's Shipyard' for the final spawn and kill him off. There are multiple cargo containers in the pocket (containing a small amount of ammo, one had faction ammo). A large number of Veldspar asteroids are in this pocket.

Pat Wead dropped a Low-Grade Halo Beta when I ran this. (*Pat Wead drop for Dooobles Sept 22, 2010 - Domination 220mm autocannon, Domination Copper tag, 1000 Angel faction ammo)

-Update 15 Feb 23 - Pat Wead dropped Mid-grade Halo Omega (valued at 329M isk, 220M isk Jita).

Blitzing this pocket is possible but fairly impractical. Shoot Pat's Shipyard and kill Pat. You will probably want to kill all initial ships as you will be moving at the snail's pace of 14 m/s and the damage will be significant. Then kill stasis towers and Wave B. Ignoring missile turrets and Wave A will still allow you to complete the site and qualify for a potential escalation.

Blitz info edit: As stated above you only need to shoot the smugglers gate in the first pocket once to spawn gate keeper (smuggler commander) and the gate is open once he is destroyed. Do it quickly as his DPS is quite high.

In second room I suggest heading towards Pat's shipyard (obviously slowly due to webs) and take out the dessies and cruisers first (remove the dps). Once they are gone, shoot the shipyard to spawn Pat's wave as the bc's and Pat's wave don't have enough DPS to break a decent tank. Destroy the weed frigates and bc's while you wait for Pat to get closer. Once Pat is close, take him out and scoop wreck, and hopefully receive escalation. While slow boating to wreck (which is usually only 5000m away if done correctly) shoot other ships at your discretion - but never the towers. I find this easy to do in a Loki with a DC2, Anti-Explosive Shield Hardener 2, shield boost amp 2 and med shield booster running. Even though it seems a slow way to do the mission, it is still faster than shooting everything.

Rewards

For the initial exploration site (two pockets)

  • 5M isk in bounties + loot, salvage, possible implant.
  • Asteroids for mining listed in each pocket.
  • Commander can drop Domination faction modules or implants.

Escalation

This site can escalate to The Big Blue (expedition).

Expeditions: The Big Blue (expedition)
Scanning through Pat Wead´s logs reveals that this druglord was surprisingly well connected, long lists of buyers and sellers throughout the neighboring regions would make this document a dream read of any law enforcement agent in the galaxy, if only all the vital parts were not in some completely alien code. No matter how much you let your central computer chew on this stuff, you get no feedback on any names or places, except perhaps one... this seems to be a hasty entry from almost a year back, not in code. At least the coordinates do reflect a true point in space.