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{{ | {{Abyssal Deadspace links}} | ||
'''Abyssal Deadspace''' is a mysterious area of isolated space which players can enter to try to complete time-limited PvE combat challenges in order to obtain lucrative rewards. | '''Abyssal Deadspace''' is a mysterious area of isolated space which players can enter to try to complete time-limited PvE combat challenges in order to obtain lucrative rewards. | ||
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== Abyssal mechanics == | == Abyssal mechanics == | ||
Running Abyssals can be fun and profitable, but it is ''very'' important that pilots grasp the core mechanics involved, as--unlike most PvE combat in | Running Abyssals can be fun and profitable, but it is ''very'' important that pilots grasp the core mechanics involved, as--unlike most PvE combat in EVE--failure means the certain loss of both ship and pod. | ||
=== Entry === | === Entry === | ||
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* A single Tech 1, Tech 2, Navy Faction or Pirate Faction cruiser; [[Strategic Cruisers|T3 Strategic Cruisers]] cannot enter | * A single Tech 1, Tech 2, Navy Faction or Pirate Faction cruiser; [[Strategic Cruisers|T3 Strategic Cruisers]] cannot enter | ||
* Up to two destroyers, at the cost of 2 filaments | * Up to two destroyers, at the cost of 2 filaments; Unlike cruisers, [[Tactical Destroyers|T3 variants of destroyers]] are allowed | ||
* Up to three frigates, at the cost of 3 filaments | * Up to three frigates, at the cost of 3 filaments | ||
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Activation can be carried out anywhere in space, as long as the following conditions are satisfied: | Activation can be carried out anywhere in space, as long as the following conditions are satisfied: | ||
* No Gates, Stations or [[Mobile_structures#Mobile_Depots|mobile depots]] at less than '''1000 km'''. | * No Gates, Stations or [[Mobile_structures#Mobile_Depots|mobile depots]] at less than '''1000 km'''. | ||
* No other Abyssal trace at less than '''1000 km'''. | * No other Abyssal trace at less than '''1000 km'''. | ||
* Not in a [[deadspace]] pocket. | |||
* The player does not have a capsuleer log-off timer active. | * The player does not have a capsuleer log-off timer active. | ||
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{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
! Security !! | ! Security !! No suspect flag !! Suspect flag | ||
|- | |- | ||
| {{ColorSecurityRating|1.0}} || - || - | | {{ColorSecurityRating|1.0}} || - || - | ||
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|{{ColorSecurityRating|0.5}} || T0, T1, T2, T3, T4, T5, T6 || - | |{{ColorSecurityRating|0.5}} || T0, T1, T2, T3, T4, T5, T6 || - | ||
|} | |} | ||
{{expansion past| | |||
Tier 4 and 5 (T6 didn't exist yet) abyssal filaments used to always give players a suspect timer by default when used, regardless of system security. The suspect flag mechanics were reworked following the Nov. 4, 2022 patch to the security scaling system shown above. | |||
}} | |||
=== Abyssal layout === | === Abyssal layout === | ||
An Abyssal Deadspace instance is composed of three pockets, | An Abyssal Deadspace instance is composed of three pockets, frequently called "rooms" by players. Each pocket contains enemies and a gate to the next pocket; you will always spawn anywhere from 35-70 km away from the gate and the enemies will be sitting at 0 on it. The gate only unlocks once all enemies in the pocket are cleared. | ||
The enemies in the pocket are randomly selected from a range of spawns appropriate to the tier of the filament used. Higher tier filaments take you to pockets with (much) more dangerous enemies. Some pockets may contain enemies who are in combat against each other. However, none of these factions will be allied with you. You must fight your own way out. | The enemies in the pocket are randomly selected from a range of spawns appropriate to the tier of the filament used. Higher tier filaments take you to pockets with larger spawns, (much) more dangerous enemies and a larger variety of said enemies. Some pockets may contain enemies who are in combat against each other in lore. However, none of these factions will be allied with you. You must fight your own way out. | ||
Abyssal NPCs leave no wrecks to loot or salvage. | Abyssal NPCs leave no wrecks to loot or salvage, and have no bounties. | ||
=== Loot === | === Loot === | ||
[[File:Triglavian Bioadaptive Cache.jpg|thumb|200px|'''Triglavian Bioadaptive Cache''' contains the loot for each pocket.]] | [[File:Triglavian Bioadaptive Cache.jpg|thumb|200px|'''Triglavian Bioadaptive Cache''' contains the loot for each pocket.]] | ||
[[File:Triglavian extractionNodes.jpg|thumb|200px|'''Triglavian Extraction Nodes''' also contains | [[File:Triglavian extractionNodes.jpg|thumb|200px|'''Triglavian Extraction Nodes''' also contains additional loot.]] | ||
Each pocket also contains a structure called the "Triglavian Bioadaptive Cache" which has a scant 300 hit points and which, once destroyed, drops | Each pocket also contains a structure called the "Triglavian Bioadaptive Cache" which has a scant 300 hit points and which, once destroyed, drops most of the loot for that pocket. | ||
In all but the easiest (Tier 0) Abyssals, there are also "Triglavian Extraction Nodes" and "Triglavian Extraction | In all but the easiest (Tier 0) Abyssals, there are also "Triglavian Extraction Nodes" and "Triglavian Extraction SubNodes" which also contain additional loot. These extra cans are often placed far away from the conduit, have a limited loot pool (Survey Databases, Zero-Point Condensate and Crystalline Isogen-10), and sometimes will contain nothing inside of them at a random chance, so going after these should only be done if you have ample time to spare in your run. | ||
Cache wrecks can be salvaged for Triglavian materials, though the time- and ISK-efficiency of doing this is dubious. | Cache wrecks can be salvaged for Triglavian materials, though the time- and ISK-efficiency of doing this is dubious. | ||
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=== Time and space limits === | === Time and space limits === | ||
'''The deadspace instance is stable for only 20 minutes. If you are still in the pocket after 20 minutes your ship and your pod will be immediately destroyed'''. | '''The deadspace instance is stable for only 20 minutes. If you are still in the pocket after 20 minutes your ship and your pod will be immediately destroyed'''. | ||
Note: 3 May 2024 [https://www.eveonline.com/news/view/exploit-notification-extending-abyssal-timers Exploit Notification - Extending Abyssal Timers] | |||
You must clear the three pockets and exit within the allocated time, or you will lose both your ship and your pod. The third pocket gate returns you to the location in space where you activated the filament. To finish the Abyssal run within the 20-minute limit, you must achieve a faster average pocket clear time than 6.66 minutes. | You must clear the three pockets and exit within the allocated time, or you will lose both your ship and your pod. The third pocket gate returns you to the location in space where you activated the filament. To finish the Abyssal run within the 20-minute limit, you must achieve a faster average pocket clear time than 6.66 minutes. | ||
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[[File:Triglavian_gates.jpg|thumb|750px|center|Three types of gates you will encounter are: Triglavian Origin Conduit, Triglavian Transfer Conduit, and Triglavian Proving Conduit. These gates will be folded closed until all enemies have been destroyed, after which they will (quite spectacularly) open and energize. A gate with a triangle in the center means you still have more pockets to go! (Note that at the time of writing, fall 2021, the Proving Conduit does not appear; its mechanic has been replaced by the Triglavian Proving Grounds.)]] | [[File:Triglavian_gates.jpg|thumb|750px|center|Three types of gates you will encounter are: Triglavian Origin Conduit, Triglavian Transfer Conduit, and Triglavian Proving Conduit. These gates will be folded closed until all enemies have been destroyed, after which they will (quite spectacularly) open and energize. A gate with a triangle in the center means you still have more pockets to go! (Note that at the time of writing, fall 2021, the Proving Conduit does not appear; its mechanic has been replaced by the Triglavian Proving Grounds.)]] | ||
{| style="border: 1px solid #333333; padding: 0 | {| style="border: 1px solid #333333; padding: 0;" | ||
| style="padding: 0;" | [[image:Icon_warning.png|56px|link=]] | | style="padding: 0;" | [[image:Icon_warning.png|56px|link=]] | ||
| style="padding: 8px;" |'''WARNING:''' Any ship and capsule should be considered potentially lost the moment a player enters Abyssal Deadspace. Abyssals are unforgiving to inexperienced, ill-equipped or foolhardy pilots. If your ship is lost inside the site, you will lose your capsule, clone, and any implants equipped as well. Running Abyssals can be a fun and profitable challenge, but '''do not enter Abyssal Deadspace with a ship or with implants that you [[Golden_Rules#Be_able_to_afford_a_loss|cannot afford to lose]].''' | | style="padding: 8px;" |'''WARNING:''' Any ship and capsule should be considered potentially lost the moment a player enters Abyssal Deadspace. Abyssals are unforgiving to inexperienced, ill-equipped or foolhardy pilots. If your ship is lost inside the site, you will lose your capsule, clone, and any implants equipped as well. Running Abyssals can be a fun and profitable challenge, but '''do not enter Abyssal Deadspace with a ship or with implants that you [[Golden_Rules#Be_able_to_afford_a_loss|cannot afford to lose]].''' | ||
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|- | |- | ||
! Weather !! Penalty !! Bonus | ! Weather !! Penalty !! Bonus | ||
|- | |||
| '''Dark''' || [[File:Icon target range.png|32px]] -30/50/70% Turret Optimal and Falloff Range || [[File:Icon velocity.png|32px]] +50% Maximum Velocity | |||
|- | |- | ||
| '''Electrical''' || [[File:Icon resist em.png|32px]] -30/50/70% EM Resist || [[File:Icon capacitor capacity.png|32px]] -50% Capacitor Recharge Time | | '''Electrical''' || [[File:Icon resist em.png|32px]] -30/50/70% EM Resist || [[File:Icon capacitor capacity.png|32px]] -50% Capacitor Recharge Time | ||
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|- | |- | ||
| '''Gamma''' || [[File:Icon resist exp.png|32px]] -30/50/70% Explosive Resist || [[File:Icon shield.png|32px]] +50% Shield HP | | '''Gamma''' || [[File:Icon resist exp.png|32px]] -30/50/70% Explosive Resist || [[File:Icon shield.png|32px]] +50% Shield HP | ||
|} | |} | ||
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'''Maximum Velocity bonus (Dark):''' Enemies and player drones will only use the bonused attribute of "Maximum Velocity" when chasing. When in their desired range, they will use their normal, un-bonused "Orbit Velocity". Players, however, are able to control how much of their max velocity they are using, and thus can fully benefit from this bonus. | '''Maximum Velocity bonus (Dark):''' Enemies and player drones will only use the bonused attribute of "Maximum Velocity" when chasing. When in their desired range, they will use their normal, un-bonused "Orbit Velocity". Players, however, are able to control how much of their max velocity they are using, and thus can fully benefit from this bonus. Better pay extra attention to those Tachyon clouds, though! | ||
'''Capacitor recharge time bonus (Electrical):''' This bonus effectively grants not a 50% bonus, but rather 100%, as it halves capacitor recharge time, thereby doubling the capacitor recharge rate. NPCs receive essentially no benefit from this bonus, but players are able to leverage the additional capacitor regen to great effect. | '''Capacitor recharge time bonus (Electrical):''' This bonus effectively grants not a 50% bonus, but rather 100%, as it halves capacitor recharge time, thereby doubling the capacitor recharge rate. NPCs receive essentially no benefit from this bonus, but players are able to leverage the additional capacitor regen to great effect. Ship fits for this tier can afford to run many more cap-hungry tank mods than usual and still have little problem, and as such Electrical is generally considered one of the easiest weathers. | ||
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'''Scan resolution bonus (Exotic):''' Largely irrelevant, be aware that NPCs will lock you faster, enjoy locking NPCs faster. | '''Scan resolution bonus (Exotic):''' Largely irrelevant, be aware that NPCs will lock you faster, enjoy locking NPCs faster. The kinetic damage bonus is generally more of a boon. | ||
=== Localized Effects === | === Localized Effects === | ||
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Localized Clouds: | Localized Clouds: | ||
* Filament Cloud (orange): Penalty to Shield Booster boosting (-40%) and reduction to shield booster duration (-40%). If using a conventional (not Ancillary) shield booster, in effect this does not weaken your shield booster, but rather increases its capacitor cost per second by 66%. If you rely on a shield booster to survive, you should avoid entering these clouds. | * Filament Cloud (orange): Penalty to Shield Booster boosting (-40%) and reduction to shield booster duration (-40%). If using a conventional (not Ancillary) shield booster, in effect this does not weaken your shield booster, but rather increases its capacitor cost per second by 66%. If you rely on a shield booster to survive, you should avoid entering these clouds. | ||
* Bioluminescence Cloud (light blue): +300% Signature Radius (4.0x signature radius multiplier). Entering this cloud will make your ship an easier target to hit but it will also make all rats easier to hit. If fighting small but accurate enemies like Damaviks, this cloud can actually be helpful, and you can lure the rats into it. | * Bioluminescence Cloud (light blue): +300% Signature Radius (4.0x signature radius multiplier). Entering this cloud will make your ship an easier target to hit but it will also make all rats easier to hit. If fighting small but accurate enemies like Damaviks, this cloud can actually be helpful, and you can lure the rats into it. Large ships (like the Abyssal Overminds) will be able to hit you much more easy to hit as well - stay out of these clouds if you are speed-tanking a battleship room. | ||
* Tachyon Cloud (white): +300% Velocity (x4.0 velocity), -50% Inertia Modifier. Be ''very'' careful entering this cloud with an active [[Propulsion_equipment|MWD]], as the inertia reduction will cause you to accelerate ''very'' quickly (x4 velocity, x0.5 inertia, '''x8''' acceleration), potentially slingshotting you outside the pocket boundary for a very quick death. These clouds will also increase enemy velocities, causing them to either close range very quickly, or suddenly pull away. | * Tachyon Cloud (white): +300% Velocity (x4.0 velocity), -50% Inertia Modifier. Be ''very'' careful entering this cloud with an active [[Propulsion_equipment|MWD]], as the inertia reduction will cause you to accelerate ''very'' quickly (x4 velocity, x0.5 inertia, '''x8''' acceleration), potentially slingshotting you outside the pocket boundary for a very quick death. These clouds will also increase enemy velocities, causing them to either close range very quickly, or suddenly pull away. Drone-reliant ships should beware of these clouds as well since drones will struggle with damage application to enemies inside these clouds. | ||
{{expansion past|In September, 2020, the Tachyon Cloud was introduced, replacing the older Caustic Cloud. The Caustic Cloud applied a -80% penalty to local and remote Armor Repair modules, making it a death sentence for armor tanked ships. However, the cloud was very rarely seen.}} | {{expansion past|In September, 2020, the Tachyon Cloud was introduced, replacing the older Caustic Cloud. The Caustic Cloud applied a -80% penalty to local and remote Armor Repair modules, making it a death sentence for armor tanked ships. However, the cloud was very rarely seen.}} | ||
Triglavian Towers: | Triglavian Towers: | ||
* Deviant Automata Suppressor: Damages all missiles, drones, and rogue drone frigates within its area of effect. The larger tower does about the same damage to drones as a single medium smartbomb; the smaller does more than double that. Flying into the range of this Suppressor can help you take out pirate drones. Watch out for your own drones. | * Deviant Automata Suppressor: Damages all missiles, drones, and rogue drone frigates within its area of effect. The larger tower does about the same damage to drones as a single medium smartbomb; the smaller does more than double that and can eat your missiles and drones very quickly. Flying into the range of this Suppressor can help you take out pirate drones. Watch out for your own drones. | ||
** Short-Range Deviant Suppressor will attack all drones, missiles and rogue drone frigates within 15 KM | ** Short-Range Deviant Suppressor will attack all drones, missiles and rogue drone frigates within 15 KM. Damage rate is fast enough to delete light missiles in its range extremely quickly. | ||
** Medium-Range Deviant Suppressor will attack all drones, missiles, and rogue drone frigates within 40 KM | ** Medium-Range Deviant Suppressor will attack all drones, missiles, and rogue drone frigates within 40 KM | ||
* Multibody Tracking Pylon: +60% or +80% [[tracking]] to all ships in its area of effect. This can be helpful for fighting small, fast enemies. It helps your drones as well as your ship. | * Multibody Tracking Pylon: +60% (Medium-Range) or +80% (Short-Range) turret [[tracking]] bonus to all ships (including NPCs) in its area of effect. This can be helpful for fighting small, fast enemies. It helps your drones as well as your ship. The two variants of this pylon have the same area of effect scaling as the Suppressors - 15 KM for Short-Range and 40 KM for Medium-Range. | ||
** Do note that this will also allow large NPCs (such as the Drifter battleship) to track and hit you much more easily than usual - beware if you rely on speed-tanking! | |||
== Enemies == | == Enemies == | ||
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Unlike in most other regions in EVE, Abyssal Deadspace NPCs have very clear naming patterns and will have either a prefix or suffix that states what special abilities they have. | Unlike in most other regions in EVE, Abyssal Deadspace NPCs have very clear naming patterns and will have either a prefix or suffix that states what special abilities they have. | ||
This makes target prioritization easier, which is extremely important in the Abyss: the general best strategy in most rooms is to start out by killing any EWAR that poses a threat to your ship. Depending on your fit, this can mean Neutralizers, Webs, Tracking/Guidance disruptors or, if the pocket has battleships, Target Painters. | This makes target prioritization easier, which is extremely important in the Abyss: the general best strategy in most rooms is to start out by killing any EWAR that poses a threat to your ship. Depending on your fit, this can mean Neutralizers, Webs, Warp scramblers, Tracking/Guidance disruptors, or, if the pocket has battleships, Target Painters. | ||
You should also pay attention on whether dedicated remote repair ships are on grid; if you can't kill other frigates before repairs land, prioritize killing remote repairs first. After the dangerous EWAR and remote repair ships are dead, you can focus on the damage dealers in your preferred order. | You should also pay attention on whether dedicated remote repair ships are on grid; if you can't kill other frigates before repairs land, prioritize killing remote repairs first. After the dangerous EWAR and remote repair ships are dead, you can focus on the damage dealers in your preferred order. | ||
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The Rogue Drone Battleship deals Kinetic and Thermal damage, and the Battleship found in Tier 5 and 6 sites also has a Stasis Webifier, which helps counteract its poor tracking. | The Rogue Drone Battleship deals Kinetic and Thermal damage, and the Battleship found in Tier 5 and 6 sites also has a Stasis Webifier, which helps counteract its poor tracking. | ||
Rogue Drone Battleships have a small exploitable gimmick - if a generic damage dealer frigate (e.g. ''Sparkneedle Tessella'') spawns, the battleship follows it in orbit and as a result will draw close to you, as Rogue Drone Frigates naturally orbit close to your ship (minus the repair frigates). This can greatly help afterburner-fit ships which normally can't easily get under the battleship's guns, but can also become problematic in high tier sites as it may put you within their webifier range. | |||
Rogue Drone Frigate names have the suffix '''Tessella'''. Rogue Drone Battlecruiser names have the suffix '''Tessera'''. | Rogue Drone Frigate names have the suffix '''Tessella'''. Rogue Drone Battlecruiser names have the suffix '''Tessera'''. | ||
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| Blast || [[File:Icon damage exp.png]]Explosive Damage | | Blast || [[File:Icon damage exp.png]]Explosive Damage | ||
|- | |- | ||
| (name) needle || [[File:Icon target frigate.png|16px]]Low damage | | (name) needle Tessella || [[File:Icon target frigate.png|16px]]Low damage | ||
|- | |- | ||
| (name) lance || [[File:Icon target frigate.png|16px]]Higher damage | | (name) lance Tessella || [[File:Icon target frigate.png|16px]]Higher damage | ||
|- | |- | ||
| (name) grip || [[File:Icon red battlecruiser.png]]Battlecruiser, short range but extreme damage | | (name) grip Tessera || [[File:Icon red battlecruiser.png]]Battlecruiser, short range but extreme damage | ||
|- | |- | ||
| Snarecaster || [[File:Icon stasis webifier i.png|32px]] Webbing | | Snarecaster || [[File:Icon stasis webifier i.png|32px]] Webbing | ||
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This can be very irritating, as it forces you to fly all the way back to the exit gate after the battleship finally dies. During the time spent chasing the battleship, you are vulnerable to its poorly-tracking but hard-hitting turrets. The strength of the battleship varies with the level of the Abyssal filament; higher-level filaments feature more damage and HP. Thankfully, the Drifter Battleship here does not come with either a Doomsday Weapon or any EWAR abilities. | This can be very irritating, as it forces you to fly all the way back to the exit gate after the battleship finally dies. During the time spent chasing the battleship, you are vulnerable to its poorly-tracking but hard-hitting turrets. The strength of the battleship varies with the level of the Abyssal filament; higher-level filaments feature more damage and HP. Thankfully, the Drifter Battleship here does not come with either a Doomsday Weapon or any EWAR abilities. | ||
Drifter | The same gimmick that applies to Rogue Drone Battleships also applies to Drifter battleships, albeit even easier to exploit, which can greatly benefit afterburner-focused cruisers; if the pocket happens to spawn an '''Ephialtes Lancer''', the battleship will follow it in orbit and as a result move closer to you, making it significantly easier to get under its guns and save a lot of stress. This does not work with any other Sleeper/Drifter cruiser types. | ||
Seeker ships are far more generic than Drifter ships, and while they feature many forms of EWAR, they also have only thin armor. | Drifter ships start the fight with pre-existing damage; cruisers have 24% shields, 14% armor (~50% in Firestorm) and 30% hull, while the battleship's damage varies according to the filament tier. Drifter cruisers all use some form of EWAR in addition to dealing damage, but they also have large signature radii and are thus easy to finish off. | ||
Seeker ships are far more generic than Drifter ships, and while they feature many forms of EWAR, they also have only thin armor. They all have the '''Ephialtes''' prefix. | |||
'''Drifter Cruisers will all be named '''Scylla Tyrannos''', and so their ''type'' must be checked to see their abilities.''' | '''Drifter Cruisers will all be named '''Scylla Tyrannos''', and so their ''type'' must be checked to see their abilities.''' | ||
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=== Sleeper Drones === | === Sleeper Drones === | ||
Every [[Sleepers|Sleeper drone]] is equipped with remote repairers, so it is best to kill smaller ships first, as they die before repairs land. In addition to damage, they will also use webs and energy neutralizers. The Sleeper drone battleship (Lucid Deepwatcher) | Every [[Sleepers|Sleeper drone]] is equipped with remote repairers, so it is best to kill smaller ships first, as they die before repairs land. In addition to damage, they will also use webs and energy neutralizers. The Sleeper drone battleship (Lucid Deepwatcher) spawns alone in T1 and 2, in pairs in T3 and 4, and in trios in T5 and 6. It starts with 50% armor (65% in Firestorm) and 65% structure, and deals strong EM/Thermal damage, but has very poor tracking (worse than the Drifter battleship), and its Kinetic/Explosive missiles have poor application and will generally not hit at all unless you are extremely close to it. Its damage can easily be evaded with a sub-10km orbit, though it has some of the strongest tank of any Abyssal enemy and usually kills via timeout. | ||
Sleeper drones fire EM/Thermal turrets (and the cruisers have irritatingly high tracking and range), and Kinetic/explosive missiles (with poor flight speed and application). | Sleeper drones fire EM/Thermal turrets (and the cruisers have irritatingly high tracking and range), and Kinetic/explosive missiles (with poor flight speed and application). | ||
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=== Triglavian Collective === | === Triglavian Collective === | ||
[[Triglavian Collective|Triglavian ships]] can appear | [[Triglavian Collective|Triglavian ships]] can often appear alongside Rogue Drone spawns (though never with the drone battleship). They use Entropic Disintegrators to deal high Thermal and Explosive damage. As each ship's damage will slowly increase the longer it stays focused on one target, Triglavian rooms can quickly become DPS or range-control races, to either kill their high-damage ships before they can kill you or to kill their tackle ships and fly beyond their damage range. | ||
Triglavian ships almost all feature Remote Armor Repair abilities, and mount the widest range of EWAR of any Abyssal faction. | Triglavian ships almost all feature Remote Armor Repair abilities, and mount the widest range of EWAR of any Abyssal faction. | ||
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| Rodiva || [[File:Icon target cruiser.png|16px]] Low-damage remote-repair cruiser | | Rodiva || [[File:Icon target cruiser.png|16px]] Low-damage remote-repair cruiser | ||
|- | |- | ||
| Drekavac || [[File:Icon red battlecruiser.png]] Hard''er''-hitting battlecruiser. <br/>Spawns with | | Drekavac || [[File:Icon red battlecruiser.png]] Hard''er''-hitting battlecruiser. <br/>Spawns with 37% shield, 69% armor and 11% hull. | ||
|- | |- | ||
| Leshak || [[File:Icon red battleship.png]] Long-range, slow, high-damage battleship. <br/>Spawns with | | Leshak || [[File:Icon red battleship.png]] Long-range, slow, high-damage battleship. <br/>Spawns with 46% hull (less for Tangling and Renewing variants) and no shields or armor (though they gain ~40% armor in Firestorm). | ||
|- | |- | ||
! colspan="2" | Prefixes | ! colspan="2" | Prefixes | ||
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| Starving || [[File:Icon_energy_neutralizer_i.png|32px]]Energy Neutralizers. No Remote Repairs. | | Starving || [[File:Icon_energy_neutralizer_i.png|32px]]Energy Neutralizers. No Remote Repairs. | ||
|- | |- | ||
| Harrowing / Shining || [[File:Icon_target_painter_i.png|32px]] Target Painting | | Harrowing / Shining <ref group=Note> Harrowing variant exists only for Vedmaks, and is functionally the same as a Generic Damage Dealer.</ref> || [[File:Icon_target_painter_i.png|32px]] Target Painting | ||
|- | |- | ||
| Anchoring || [[File:Icon_warp_scrambler_i.png|32px]] Warp Scramblers | | Anchoring || [[File:Icon_warp_scrambler_i.png|32px]] Warp Scramblers | ||
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| Ghosting || [[File:Icon_track_disruptor_64.png|32px]] Turret and Missile Disruption | | Ghosting || [[File:Icon_track_disruptor_64.png|32px]] Turret and Missile Disruption | ||
|- | |- | ||
| Vila Swarmer || [[File:Icon target drone.png|32px]] 3 or 4 Vila Swarmers will be spawned by NPCs | | Vila Swarmer || [[File:Icon target drone.png|32px]] 3 or 4 Vila Swarmers will be spawned by NPCs that have "Vila" as the middle name (example: Striking Vila Damavik). <br/> [[File:Icon damage therm.png]][[File:Icon damage kin.png]][[File:Icon damage em.png]][[File:Icon damage exp.png]] Deals very low omni DPS. (10-20 DMG per shot) <br/>Focus on destroying the controlling ships since the Swarmers will deactivate when they are destroyed, and the gate will still unlock regardless of if they are alive or not. | ||
|} | |} | ||
<references group=Note /> | |||
=== Sansha's Nation === | === Sansha's Nation === | ||
[[Sansha's Nation]] ships | [[Sansha's Nation]] ships have slow speed, deal large amounts of EM/Thermal damage and are most safely fought at long range. Fighting them up close is a challenge, as they bring a wide range of EWAR abilities, including significant energy neutralizers. | ||
All Sansha's Nation ships have the '''Devoted''' prefix. | All Sansha's Nation ships have the '''Devoted''' prefix. | ||
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=== CONCORD === | === CONCORD === | ||
[[CONCORD]] rooms contain a mix of CONCORD and EDENCOM ship hulls. CONCORD hulls use Thermal or Explosive missiles, while EDENCOM ships use EM-Kinetic Vorton Projectors. | [[CONCORD]] rooms contain a mix of CONCORD and EDENCOM ship hulls. CONCORD hulls use Thermal or Explosive missiles, while EDENCOM ships use EM-Kinetic Vorton Projectors. Marshals start off with no shields and 28% armor, while EDENCOM Thunderchilds start off with about 8% shield, no armor and 40% structure. | ||
CONCORD rooms are generally feared by many Abyssal runners due to their high damage and heavy damage-application support. The sheer incoming DPS, combined with the multiple Webs and Target Painters, makes passive or active tanking in these rooms extremely difficult. Because of this, Marshal rats (especially Drainers) are often targeted first to reduce incoming DPS. | CONCORD rooms are generally feared by many Abyssal runners due to their high damage and heavy damage-application support. The sheer incoming DPS, combined with the multiple Webs and Target Painters, makes passive or active tanking in these rooms extremely difficult. Because of this, Marshal rats (especially Drainers) are often targeted first to reduce incoming DPS. | ||
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While the EDENCOM ships offer no EWAR, they bring very high alpha damage on very slow fire rates, meaning that the combination of Marshal DPS and EDENCOM alpha can easily and unexpectedly break an Abyssal runner's buffer. | While the EDENCOM ships offer no EWAR, they bring very high alpha damage on very slow fire rates, meaning that the combination of Marshal DPS and EDENCOM alpha can easily and unexpectedly break an Abyssal runner's buffer. | ||
The | The few saving graces when fighting CONCORD/EDENCOM ships are: | ||
# they cannot land Wrecking Shots | # they always deal a constant amount of damage relative to signature radius and velocity, meaning they cannot land critical hits ("Wrecking Shots"). | ||
# since their damage is completely based on [[Missile mechanics|missile damage mechanics]], maintaining transversal is a non-issue. | |||
# Vorton Projectors will chain their damage to ''any'' objects within 10km of your ship, and can thus be exploited into dealing friendly fire damage to other enemy CONCORD/EDENCOM ships | # Vorton Projectors will chain their damage to ''any'' objects within 10km of your ship, and can thus be exploited into dealing friendly fire damage to other enemy CONCORD/EDENCOM ships | ||
# CONCORD ships | # CONCORD ships have poor tank relative to their damage, which turns the room into a pure DPS race to determine whether you die first or the Marshals die first. | ||
All CONCORD and EDENCOM ships have the '''Disparu Troop''' suffix. | All CONCORD and EDENCOM ships have the '''Disparu Troop''' suffix. | ||
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| (prefix) Enforcer|| [[File:Icon damage therm.png]] or [[File:Icon damage exp.png]] 130 DPS Heavy Assault Missiles | | (prefix) Enforcer|| [[File:Icon damage therm.png]] or [[File:Icon damage exp.png]] 130 DPS Heavy Assault Missiles | ||
|- | |- | ||
| (prefix) Marshal || [[File:Icon damage therm.png]] or [[File:Icon damage exp.png]] 427 DPS Rapid Heavy Missiles | | (prefix) Marshal || [[File:Icon damage therm.png]] or [[File:Icon damage exp.png]] 427 DPS Faction Rapid Heavy Missiles | ||
|- | |- | ||
! colspan="2" | Prefixes | ! colspan="2" | Prefixes | ||
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|- | |- | ||
|} | |} | ||
{{expansion past| | |||
When the Depths of the Abyss expansion released and first introduced CONCORD spawns, Marshals used to spawn with full HP, resulting in said spawns being unfairly difficult to many players. In a later unknown update the Marshal NPCs were nerfed to provide slightly more balanced gameplay of CONCORD spawns in particular. | |||
}} | |||
=== Angel Cartel === | === Angel Cartel === | ||
[[Angel Cartel]] rooms are the bane of fast and evasive ships. Angel Cartel ships have extremely high flight speeds, rather small signature radii, good range, varied damage types, and varied EWAR. The Cynabal is especially problematic, as it features all of these abilities combined in one ship. | [[Angel Cartel]] rooms are the bane of fast and evasive ships. Angel Cartel ships have extremely high flight speeds, rather small signature radii, good range, varied damage types, and varied EWAR. The Cynabal is especially problematic, as it features all of these abilities combined in one ship. | ||
All Angel Cartel rats have the '''Lucifer''' prefix. | All Angel Cartel rats have the '''Lucifer''' prefix, and deal heavy EM and Explosive damage along with a small amount of Kinetic/Thermal. The Cynabal and Dramiel can additionally spawn with an '''Elite''' prefix, with slightly increased damage, better tracking speed, even higher flight speed and a significantly stronger resist profile. The Elite Lucifer Dramiel also gains stasis web. | ||
{| class="wikitable" | {| class="wikitable" | ||
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| (Elite) Cynabal || Heavy damage dealer; high range & tracking || [[File:Icon stasis webifier i.png|32px]][[File:Icon_energy_neutralizer_i.png|32px]] || [[File:Icon damage em.png|24px]][[File:Icon damage exp.png|24px]]<br> | | (Elite) Cynabal || Heavy damage dealer; high range & tracking || [[File:Icon stasis webifier i.png|32px]][[File:Icon_energy_neutralizer_i.png|32px]] || [[File:Icon damage em.png|24px]][[File:Icon damage exp.png|24px]]<br> | ||
|- | |- | ||
| Ixion || Target Painting || [[File:Icon_target_painter_i.png|32px]] || [[File:Icon damage kin.png|24px]][[File:Icon damage therm.png|24px]] | | Ixion || Target Painting, Missile Disruption || [[File:Icon_target_painter_i.png|32px]][[File:Icon_missile_guidance_computer_i.png|32px]] || [[File:Icon damage kin.png|24px]][[File:Icon damage therm.png|24px]][[File:Icon damage exp.png|24px]] | ||
|- | |- | ||
| (Elite) Dramiel || Generic damage dealer || None || [[File:Icon damage exp.png|24px]][[File:Icon damage kin.png|24px]] | | (Elite) Dramiel <ref group=Note> The elite variant of this ship uses stasis web.</ref> || Generic damage dealer || style="text-align: center;" | None || [[File:Icon damage exp.png|24px]][[File:Icon damage kin.png|24px]] | ||
|- | |- | ||
| Fury || Energy Neutralizers || [[File:Icon_energy_neutralizer_i.png|32px]] || [[File:Icon damage exp.png|24px]][[File:Icon damage kin.png|24px]] | | Fury || Energy Neutralizers || [[File:Icon_energy_neutralizer_i.png|32px]] || [[File:Icon damage exp.png|24px]][[File:Icon damage kin.png|24px]] | ||
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| Medusa || Sensor Dampening || [[File:Icon_remote_sensor_dampening.png|32px]] || [[File:Icon damage kin.png|24px]][[File:Icon damage therm.png|24px]] | | Medusa || Sensor Dampening || [[File:Icon_remote_sensor_dampening.png|32px]] || [[File:Icon damage kin.png|24px]][[File:Icon damage therm.png|24px]] | ||
|- | |- | ||
| Burst || Remote repairs || [[File:Icon shield transporter i.png|32px]] || None | | Burst || Remote repairs || [[File:Icon shield transporter i.png|32px]] || style="text-align: center;" | None | ||
|- | |- | ||
| Swordspine || Target Painting || [[File:Icon_target_painter_i.png|32px]] || [[File:Icon damage kin.png|24px]][[File:Icon damage therm.png|24px]] | | Swordspine || Target Painting || [[File:Icon_target_painter_i.png|32px]] || [[File:Icon damage kin.png|24px]][[File:Icon damage therm.png|24px]] | ||
|- | |- | ||
|} | |} | ||
<references group=Note /> | |||
== Damage to deal == | == Damage to deal == | ||
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* Rogue drone ships have wildly varying resists. Damage-dealing and EWAR frigates have the same natural resists as a Tech 1 hull from one of the races. Repair frigates have 0 resists. Battlecruisers are slightly weak to EM/EX, and slightly more resistant to TH/KIN. | * Rogue drone ships have wildly varying resists. Damage-dealing and EWAR frigates have the same natural resists as a Tech 1 hull from one of the races. Repair frigates have 0 resists. Battlecruisers are slightly weak to EM/EX, and slightly more resistant to TH/KIN. | ||
The Rogue Drone Battleship's resistances change at different tiers. With one exception, the Weather-induced hole is greater than any natural resist hole, and should be targeted; however in a Dark Filament, these resistances become relevant. | The Rogue Drone Battleship's resistances change at different tiers. With one exception, the Weather-induced hole is greater than any natural resist hole, and should be targeted; however, in a Dark Filament, these resistances become relevant. | ||
If swapping damage types (i.e. through missile reloads) is possible, it should be done for these battleships. Their Shields are weak to EM damage, and the following chart lists their Armor weaknesses: | If swapping damage types (i.e. through missile reloads) is possible, it should be done for these battleships. Their Shields are weak to EM damage, and the following chart lists their Armor weaknesses: | ||
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The pilot of the ship carrying the filaments can then use them and select the Activate For Fleet option. Doing so will consume the filaments, and rather than pulling the ship into the abyss, it will open a limited-use acceleration gate that leads to the abyss. Fleet members can then activate that acceleration gate and launch themselves into the abyss. | The pilot of the ship carrying the filaments can then use them and select the Activate For Fleet option. Doing so will consume the filaments, and rather than pulling the ship into the abyss, it will open a limited-use acceleration gate that leads to the abyss. Fleet members can then activate that acceleration gate and launch themselves into the abyss. | ||
The 20-minute timer is shared by all ships in the fleet | The 20-minute timer is shared by all ships in the fleet and starts counting down when the ''first'' of the ships finishes activating the acceleration gate and enters the abyssal pocket. | ||
To compensate for the increased filament consumption and the loot being split across 2 or 3 ships and pilots, the Biocombinative Cache found in multi-ship pockets contains significantly more loot than the ordinary Bioadaptive Cache. | To compensate for the increased filament consumption and the loot being split across 2 or 3 ships and pilots, the Biocombinative Cache found in multi-ship pockets contains significantly more loot than the ordinary Bioadaptive Cache. | ||
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But that does not mean you are wholly safe. Once the filament has been used, a rift appears that can be combat scanned by anyone in the system and can be warped to. It also appears on the directional scanner of anyone who has not filtered it out. This makes it possible for people to camp the exit and shoot whoever comes out. | But that does not mean you are wholly safe. Once the filament has been used, a rift appears that can be combat scanned by anyone in the system and can be warped to. It also appears on the directional scanner of anyone who has not filtered it out. This makes it possible for people to camp the exit and shoot whoever comes out. | ||
This means that you have to consider where you use the filament, especially in low security and null security space. Even in high-security space you should be cautious. It is best to activate the filament at a [[safespot]] bookmark, preferably more than directional-scanner range (14.3 AU) away from any celestial and any frequently-warped routes. Experienced Abyssal runners find large systems where they can set up such bookmarks, and replace their bookmarks frequently. | This means that you have to consider where you use the filament, especially in low security and null security space. Even in high-security space you should be cautious, especially when running high tiers, since they often require blingy ship fittings and thus provide tempting targets for [[suicide ganking]]. It is best to activate the filament at a [[safespot]] bookmark, preferably more than directional-scanner range (14.3 AU) away from any celestial and any frequently-warped routes. Experienced Abyssal runners find large systems where they can set up such bookmarks, and replace their bookmarks frequently. | ||
You will be invulnerable for a short time when you leave the Abyss. If you leave the rift and find yourself being camped, pause to assess your best options, and stay calm. One survival tactic is to quickly activate a new filament, but players who know you can do this will anchor a mobile depot nearby, preventing filament activation. Based on your assessment of the situation, you will have to decide. | You will be invulnerable for a short time when you leave the Abyss. If you leave the rift and find yourself being camped, pause to assess your best options, and stay calm. One survival tactic is to quickly activate a new filament, but players who know you can do this will anchor a mobile depot nearby, preventing filament activation. Based on your assessment of the situation, you will have to decide. | ||
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Abyssal Deadspace is dangerous, but the rewards can be worthwhile. Abyssal Deadspace is the only source for many valuable items found in the Caches and Extraction Nodes/Subnodes. No wrecks are left behind by any NPCs, and all drops come from these two listed cans. | Abyssal Deadspace is dangerous, but the rewards can be worthwhile. Abyssal Deadspace is the only source for many valuable items found in the Caches and Extraction Nodes/Subnodes. No wrecks are left behind by any NPCs, and all drops come from these two listed cans. | ||
The (mostly) Abyssal-exclusive rewards are as follows: | |||
* [[Mutaplasmids]] that can be used to change the stats of certain modules. Which mutaplasmids are able to drop depends on the weather selected: | * [[Mutaplasmids]] that can be used to change the stats of certain modules. Which mutaplasmids are able to drop depends on the weather selected: | ||
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** '''Electrical''' sites can drop '''capacitor''' related mutaplasmids - S/M/L Cap Battery, S/M/L Energy Neutralizer, S/M/L Energy Nosferatu | ** '''Electrical''' sites can drop '''capacitor''' related mutaplasmids - S/M/L Cap Battery, S/M/L Energy Neutralizer, S/M/L Energy Nosferatu | ||
** '''Exotic''' sites can drop '''tackle''' related mutaplasmids - Stasis Webifier, Warp Disruptor, Warp Scrambler | ** '''Exotic''' sites can drop '''tackle''' related mutaplasmids - Stasis Webifier, Warp Disruptor, Warp Scrambler | ||
** '''All weathers''' can drop '''damage module''' mutaplasmids - Heat Sink, Gyrostabilizer, Magnetic Field Stabilizer, Ballistic Control System, Entropic Radiation Sink | ** '''All weathers''' can drop '''damage module''' mutaplasmids - Heat Sink, Gyrostabilizer, Magnetic Field Stabilizer, Ballistic Control System, Entropic Radiation Sink | ||
*** Additionally can drop '''harvesting''' mutaplasmids - Gas Cloud Harvester, Gas Cloud Scoop, Ice Harvester, Ice Mining Laser, Mining Laser, Deep Core Mining Laser, Modulated Deep Core (Strip) Miner, all other Strip Miner types | |||
*** '''Smartbomb''' mutaplasmids based on the weather being run (e.g. Electrical filament = EMP Smartbomb mutaplasmid) | |||
** '''T6 filaments''' can drop '''capital module''' mutaplasmids - All capital-sized versions of the modules above, plus Ancillary Shield Booster/Armor Repairer, Heavy Warp Disruptor/Scrambler, and Siege Module | ** '''T6 filaments''' can drop '''capital module''' mutaplasmids - All capital-sized versions of the modules above, plus Ancillary Shield Booster/Armor Repairer, Heavy Warp Disruptor/Scrambler, and Siege Module | ||
* Precursor ship and weapon skill books, disintegrator specialization skill books | * Precursor ship and weapon skill books, disintegrator specialization skill books | ||
* Blueprint copies required for the production of Triglavian hulls, weapon systems, modules and ammunition: | * Blueprint copies required for the production of Triglavian hulls, weapon systems, modules and ammunition: | ||
** [[#Triglavian Collective|Triglavian ship hulls]] | ** T1 [[#Triglavian Collective|Triglavian ship hulls]] | ||
** [[Entropic Disintegrators]]: Weapons with unique properties and only usable by the Triglavian ships | ** [[Entropic Disintegrators]]: Weapons with unique properties and only usable by the Triglavian ships | ||
** [[Turrets#Exotic_plasma|Exotic Plasma]]: Ammunition used by Entropic Disintegrators | *** T1, Meta and Faction (Veles) variants will drop; T2 weapons must be researched like normal. | ||
** [[Turrets#Exotic_plasma|Exotic Plasma]]: Ammunition used by Entropic Disintegrators. Only Tech 1 BPCs will drop; Tech 2s must be researched like normal. | |||
** Mutadaptive Remote Armor Repairer: A special remote armor repairer module used by the Triglavian Rodiva and Zarmazd logistics cruisers | ** Mutadaptive Remote Armor Repairer: A special remote armor repairer module used by the Triglavian Rodiva and Zarmazd logistics cruisers | ||
** Perun Heavy Mutadaptive Remote Armor Repairer - a faction version of the Mutadaptive Remote Armor Repairer | ** Perun Heavy Mutadaptive Remote Armor Repairer - a faction version of the Mutadaptive Remote Armor Repairer | ||
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* Triglavian Survey Database: often referred to as "red loot", this item is an ISK token item similar to Sleeper "blue loot" and Overseer's Personal Effects in that it can be sold to unlimited NPC buy orders for a fixed price, in this case, 100,000 ISK/ea | * Triglavian Survey Database: often referred to as "red loot", this item is an ISK token item similar to Sleeper "blue loot" and Overseer's Personal Effects in that it can be sold to unlimited NPC buy orders for a fixed price, in this case, 100,000 ISK/ea | ||
* Abyssal Filaments: | * Abyssal Filaments: | ||
** [[Exploration#Relic_and_Data_sites|data hacking sites]] are the only source for Abyssal filaments outside of Abyssal Deadspace, and they only provide Calm (Tier 1) filaments | ** [[Exploration#Relic_and_Data_sites|data hacking sites]] are the only source for Abyssal filaments outside of Abyssal Deadspace, and they only provide Tranquil (Tier 0) and Calm (Tier 1) filaments | ||
** the Bioadaptive/Biocombinative Caches in Abyssal Deadspace can drop filaments of all tiers | ** the Bioadaptive/Biocombinative Caches in Abyssal Deadspace can drop filaments of all tiers, though the pool of filament drops seems to be limited by the tier of the filament used. Example: if running a T3, any filament from T0-T3 can drop, plus any filament up to two tiers up (T4, T5). Running T4 is the bare minimum for dropping the highest tier (T6) filament. | ||
** it is therefore only by running Abyssals that the filaments for higher-tier Abyssal runs can be found, and there is a busy market in retrieved filaments | ** it is therefore only by running Abyssals that the filaments for higher-tier Abyssal runs can be found, and there is a busy market in retrieved filaments | ||
* Abyssal Deadspace is also one source from which players can acquire crates for [[Ship SKINR|SKINR]] sequencers and design elements. | |||
== Gallery == | == Gallery == | ||