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'''Strongholds''' are [[Guristas Pirates]] and [[Blood Raider]] fleet staging structures in [[Gallente]], [[Caldari]] | '''Strongholds''' are [[Guristas Pirates]] and [[Blood Raider]] fleet staging structures in [[Gallente]], [[Caldari]], [[Amarr Empire|Amarr]] and [[Minmatar Republic|Minmatar]] High and Low Security systems. | ||
The Stronghold fleets will: | The Stronghold fleets will: | ||
* Launch [[NPC Mining Operations]] into asteroid belts which makes mining difficult | * Launch [[NPC Mining Operations]] into asteroid belts which makes mining difficult | ||
* Attack [[Upwell structures]] | * Attack [[Upwell structures]] and [[Player-owned starbases]] | ||
== The Structure == | == The Structure == | ||
In the Agency window, systems with Strongholds currently show icons with the pirate logo when a player has chosen the Pirate Strongholds filter: it is further sub-filtered by the player's current region, although ones in neighboring regions can be shown as well. Guristas Pirate Strongholds are found in Gurista and Serpentis space: Blood Raider Strongholds are found in Minmatar and Amarr space. Search radius is capped to a 5 jump radius of current system. If a Stronghold was just spawned in system the Encounters tab | In the Agency window, systems with Strongholds currently show icons with the pirate logo when a player has chosen the Pirate Strongholds filter: it is further sub-filtered by the player's current region, although ones in neighboring regions can be shown as well. Guristas Pirate Strongholds are found in Gurista and Serpentis space: Blood Raider Strongholds are found in Minmatar and Amarr space. Search radius is capped to a 5 jump radius of current system. If a Stronghold was just spawned in system the Encounters tab will only illuminate when you are in the system. For each day the Stronghold exists it can be detected one jump further until it reaches the 5 jump radius. If the jumps are further than that it is due to how your routing settings are set. | ||
The structure itself has close to 3.000.000 hit points of structure. It does not offer any services to players, is in low-power mode, has no resistances in structure, and has no tethering abilities. There are two kinds of models: Gurista Pirates, which is fit with two heavy energy neutralizers, a stasis webifier (modified to reach to 300km), a multispectral ECM jammer, and two signal amplifiers. The Blood Raiders have a similar fit except they use a sensor dampener in place of the ECM jammer. If a player is able to survive on grid, the structure will eventually cap itself out after roughly 10-12 minutes. Advanced users can use [[https://zkillboard.com/group/1924/ zKillboard]] to grab the typeIDs to look up the profile in-game. | The structure itself has close to 3.000.000 hit points of structure. It does not offer any services to players, is in low-power mode, has no resistances in structure, and has no tethering abilities. There are two kinds of models: Gurista Pirates, which is fit with two heavy energy neutralizers, a stasis webifier (modified to reach to 300km), a multispectral ECM jammer, and two signal amplifiers. The Blood Raiders have a similar fit except they use a sensor dampener in place of the ECM jammer. If a player is able to survive on grid, the structure will eventually cap itself out after roughly 10-12 minutes. Advanced users can use [[https://zkillboard.com/group/1924/ zKillboard]] to grab the typeIDs to look up the profile in-game. | ||
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The structure itself has a 500 HP/sec damage requirement to prevent it from repairing itself. Aim for 600 DPS solo to account for damage variations. | The structure itself has a 500 HP/sec damage requirement to prevent it from repairing itself. Aim for 600 DPS solo to account for damage variations. | ||
The current trend is Remote Rep Dominixes with Micro Jump Drives for escape for a fleet setup of 3 people or more. Remote Rep (often called simply RR) doctrines don't scale very well with numbers and | The current trend is Remote Rep Dominixes with Micro Jump Drives for escape for a fleet setup of 3 people or more. Remote Rep (often called simply RR) doctrines don't scale very well with numbers and require high levels of pilot skill and skill points to work effectively. They also suffer from range projection problems so a player that drifts out of repair range could easily die. Players must understand cap chains and how to work with people who have been jammed or neuted out entirely. A single Nestor can be fit identically to the Dominixes and allows for combat refitting after the structure has capped itself out and hostile forces have been eradicated. | ||
Solo operations are rather pilot intensive and require | Solo operations are rather pilot intensive and require competence in combat refitting (and knowing which fits to use at any one time) with experience in higher end PvE content. | ||
== [New] Current Strategies as a Group: == | |||
=== '''Up to Battlecruisers:''' === | |||
'''Applicable to:''' Guristas and Blood Raider Strongholds | |||
'''Recommended Ships:''' Triglavian hulls (Vedmak / Ikitursa preferred) | |||
Triglavian ships are ideal due to their strong single-target damage, high tracking, spool-up mechanics, remote repair (RR) range, and capacitor efficiency. While all Triglavian hulls are viable, the '''Vedmak''' is the most cost-effective for this operation. | |||
==== '''Fitting Tips: [https://eveworkbench.com/fit/53670156-6480-4389-af79-0f50fa9546fc Example fit for Guristas Strongholds]''' ==== | |||
* Use an '''afterburner''' on all ships. | |||
* Fill '''low slots with hardeners''' appropriate to the faction you’re facing. For example, against Guristas, fit 2'''x Thermal Armor Hardeners'''. | |||
* Depending on fleet size and ship type, you'll need at least '''3–4 pilots''' for RR and '''a transport ship''' (e.g., '''Squall''') to manage the large volume of Upwell modules. | |||
==== '''Fleet Setup and Execution:''' ==== | |||
# A fleet member warps to the Stronghold in a '''capsule''' and creates '''two bookmarks''': | |||
#* One ~2,000km from the Stronghold (used for safe warps later). | |||
#* One '''at least 400km away''', used as the main engagement point. ''Note: Failing to create these bookmarks can result in ship losses.'' | |||
# The fleet warps to the 400km bookmark and waits for the '''response fleet to spawn and ping''' to their location. This keeps the main fleet clear of heavy EWAR. | |||
# Engage and destroy the reinforcement fleet in the following target priority: | |||
#* '''Tackle:''' Condor, Cruor | |||
#* '''Logistics:''' Osprey, Augoror | |||
#* '''DPS:''' Caracal, Raven / Omen, Apocalypse | |||
#* '''EWAR:''' Gila, Scorpion / Ashimmu, Arbitrator, Bhaalgorn Maintain '''orbit around an object''' (e.g., a jetcan) to reduce incoming damage, and use '''RR''' to support targeted allies. | |||
# Once the reinforcement fleet is down: | |||
#* Warp to the Stronghold. | |||
#* Deploy a '''Mobile Depot''' and '''refit''' for maximum damage. | |||
#** For Vedmak: 4x Entropic Radiation Sink II, 2x Drone Damage Amplifier II. | |||
#* Be alert for any mining hauler activity. If a hauler warps in or undocks and triggers a second reinforcement fleet, '''immediately warp out'''—this wave is likely fatal to your fleet. | |||
'''Estimated Time per Stronghold:''' 30–45 minutes | |||
'''Skill Requirements:''' Basic fleet mechanics (focus fire, RR) | |||
'''Tips:''' Assign a target caller and a designated RR coordinator for smoother execution.<blockquote>'''Note:''' The 2,000km bookmark can be used to bring in additional pilots who lack Triglavian ship skills. At that distance, they will not trigger additional spawns but will still receive payout. Any Frigate is recommended for this.</blockquote> | |||
=== '''Battleships (Blood Raider Strongholds Only)''' === | |||
'''''Do NOT attempt this on Guristas Strongholds – you will lose your ships.''''' | |||
'''Recommended Ship:''' Leshak (Triglavian Battleship) - [https://eveworkbench.com/fit/847badb3-3d31-4771-9e71-13a127670ef5 Example fit] | |||
The '''Leshak''' is optimal for Blood Raider Strongholds due to its high spool-up DPS and standard Triglavian advantages. You’ll need a '''minimum of 2''', but '''3 Leshaks''' are recommended if you're new to the strategy for more RR and better survivability. | |||
==== '''Fitting Essentials:''' ==== | |||
* '''High EM/Thermal resistances''' (min. 90% on both) | |||
* '''3x Large Capacitor Batteries''' (to counter Energy Neutralization) | |||
* '''Large Micro Jump Drive (MJD)''' (to escape warp disrupts) | |||
* '''2x Large RR and 2x Large Remote Capacitor Transmitters''' | |||
==== '''Execution:''' ==== | |||
# All Leshaks warp to the Stronghold at 0km. | |||
# Upon landing: | |||
#* Lock the Stronghold and other Leshaks. | |||
#* Begin firing on the Stronghold. | |||
#* Start '''Remote Repair and Capacitor Transfers''': | |||
#** Assign 1/1 to each fleet member if using 3 Leshak | |||
#* Launch drones to clear reinforcement waves while continuing to spool damage on the Stronghold. | |||
# If logistics ships make it impossible to destroy the reinforcement fleet, continue attacking the Stronghold until it is destroyed. Upon destruction: | |||
#* Align out. | |||
#* Use the '''MJD''' to jump 100km. | |||
#* Warp off before enemy NPCs “ping” back and re-tackle you. | |||
'''Estimated Time per Stronghold:''' 10–20 minutes | |||
'''Profit Potential:''' Up to 800 million ISK/hour (with 3 accounts and pre-scouted route) | |||
Notes: | |||
* Corvettes do cause the spawn of additional reinforcements of mostly a single frigate while a fleet is on grid and will be shot if on grid for longer then a few sec. | |||
* Mobile hardware such as Mobile Depots, Tractors or Jump Drives are not attacked and do not have the minimum distance limitations to the structure itself. | |||
== Reward == | == Reward == | ||
Each fleet member '''on-grid''', '''in a ship*''', and '''not cloaked''' at the moment the Stronghold is destroyed will receive approximately '''25 million ISK'''. | |||
* The payout '''scales with fleet size''', increasing up to 30 million ISK at around '''10 members'''. | |||
* Beyond '''10 members''', the reward per player '''begins to decrease'''. | |||
* A maximum of '''40 fleet members''' can receive the payout. | |||
== Possible Loot == | |||
* Tech 1 Upwell structure modules | * Tech 1 Upwell structure modules | ||
* Faction Upwell structure modules | * Faction Upwell structure modules | ||
* Blueprint Copy*: Dark Blood Standup Heavy Energy Neutralizer or a Dread Guristas Standup Variable Spectrum ECM | * Blueprint Copy*: Dark Blood Standup Heavy Energy Neutralizer or a Dread Guristas Standup Variable Spectrum ECM | ||
Notes: | |||
* BPC Loot Appears as a 400,000 m<sup>3</sup> strong box, so a freighter will be needed to scoop it up. | |||
** alltough the bpc drops are quite rare (jan 2025) | |||
* All ships are eligible for rewards, except shuttles and corvettes. | |||
== Image Gallery == | == Image Gallery == | ||
<div style="display: flex; flex-wrap: wrap;> | |||
<div>[[File:3R72_FOB_1.png|thumb|The first Stronghold to be destroyed, probing it down]]</div> | |||
<div>[[File:3R72_FOB_2.png|thumb|On-Grid with the first Stronghold: note distance to Star]]</div> | |||
<div>[[File:3R72_FOB_3.png|thumb|Very first Guristas Stronghold. 1.5b lost ([https://www.reddit.com/r/Eve/comments/78s6ke/an_epilogue_of_the_new_pirate_fobs/ AAR])]]</div> | |||
<div>[[File:3R72_FOB_4.png|thumb|Singularity, the early RR Battleships. Different response(1)]]</div> | |||
<div>[[File:3R72_FOB_5.png|thumb|The Escalating Fleet Comp model (Arms Race update)]]</div> | |||
<div>[[File:3R72_FOB_6.png|thumb|Attempting the first solo attempt in Feb 2018 release]]</div> | |||
<div>[[File:3R72_FOB_7.png|thumb|First solo kill since December 5th release]]</div> | |||
<div>[[File:3R72_FOB_8.png|thumb|The first E-UNI successful Stronghold kill with RR Dominixes]]</div> | |||
<div>[[File:3R72_FOB_9.png|thumb|(Singularity) Response to a Dreadnought on field]]</div> | |||
<div>[[File:3R72_FOB_10.png|thumb|(Singularity) Response to a Carrier and Force Auxiliary Carrier]]</div> | |||
</div> | |||
(1) In those days the NPC reinforcement fleet used the same ships and setup as the NPC miner response fleets. Nowadays they use different setups. | (1) In those days the NPC reinforcement fleet used the same ships and setup as the NPC miner response fleets. Nowadays they use different setups. | ||
==Patch History== | == Patch History == | ||
{{expansion past| | {{expansion past| | ||
'''Lifeblood 1.0 Expansion - 2017-10-24''' ([https://www.eveonline.com/article/patch-notes-for-eve-online-lifeblood Lifeblood 1.0 expansion]) | '''Lifeblood 1.0 Expansion - 2017-10-24''' ([https://www.eveonline.com/article/patch-notes-for-eve-online-lifeblood Lifeblood 1.0 expansion]) | ||
* Introduced | * Introduced | ||
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'''Arms Race 1.6 - 2018-02-13''' ([https://www.eveonline.com/article/p435cx/patch-notes-for-february-2018-release-1-0 Arms Race 1.6]) | '''Arms Race 1.6 - 2018-02-13''' ([https://www.eveonline.com/article/p435cx/patch-notes-for-february-2018-release-1-0 Arms Race 1.6]) | ||
* Response Fleet size limit introduced | * Response Fleet size limit introduced | ||
'''Havoc Expansion 21.06 - 2023-11-14''' ([https://www.eveonline.com/news/view/havoc-expansion-notes Havoc: Expansion Notes]) | '''Havoc Expansion 21.06 - 2023-11-14''' ([https://www.eveonline.com/news/view/havoc-expansion-notes Havoc: Expansion Notes]) | ||
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== External links == | == External links == | ||
* [https://www.youtube.com/watch?v=aPA8Ya0efCE Gurista FOB | * [https://www.youtube.com/watch?v=aPA8Ya0efCE Gurista FOB Playthrough (Highsec, Dualbox)] by JPNS (Youtube, 2023) | ||
[[Category:PvE]] | [[Category:PvE]] | ||