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Abyssal Deadspace frequently asked questions: Difference between revisions

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* Try to stay at range if you use drone boat
* Try to stay at range if you use drone boat
* Usually requires overheating of reps and weapons, to speed up the kill
* Usually requires overheating of reps and weapons, to speed up the kill
* Is very fast, you might not be able to kite it for long
* Not a fast ship, but its damage range is large, you might not be able to kite it for long


=== Skybreaker ===
=== Skybreaker ===
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=== Devoted Knight / Cynabal ===
=== Devoted Knight / Cynabal ===
Similar ships, with Knight being a bit more dangerous. Can be a difficult due to EWAR, especially in T1s when it appears for the first time.
Similar ships, with Knight being a bit more dangerous. Can be a difficult due to EWAR, especially in T1s when it appears for the first time.
* Will Web and Neut you - be prepared to manage your cap well
* Will Web and Neut you at close range - be prepared to manage your cap well if your fit requires you to brawl.
* In frigates, you can use your cap to get into tight orbit - it will not be able to hit you if you orbit closely, even when you're webbed/neuted
* In frigates, you can use your cap to get into tight orbit - it will not be able to hit you if you orbit closely, even when you're webbed/neuted
* Knight deals 150 DPS, EM/Thermal. That's recommended tank number for T1 Abyss, be prepared to overheat if you don't meet it. Cynabal deals less, about 70 DPS, with Elite at 110 DPS.  
* Knight deals 150 DPS, EM/Thermal. That's recommended tank number for T1 Abyss, be prepared to overheat if you don't meet it. Cynabal deals less, about 70 DPS, with Elite at 110 DPS.  
 
* In higher tier sites, prioritization depends a lot more on the spawn composition.
** The Cynabals are the main brunt of DPS in Angel rooms, and their damage is heavily skewed towards EM, making them very problematic in Electricals, which normally are on the easier end of Abyssal filaments.
** Prioritize normal Cynabals over Elites in large waves. The damage increase between the two is not very significant compared to the increase in tank with the Elite Cynabal which gains effectively double EHP, and reducing the incoming damage quickly is key to quickly dealing with Angel rooms.
** It may be wise to deal with some of the smaller frigate ships first before engaging the Devoted Knight if there is a large number of frigates. They do a dangerous amount of damage for their size while also being very slow for frigates, meaning they can be picked off more quickly than if you immediately attempt to kill the Knights, which have quite a large shield buffer.
=== Karen ===
=== Karen ===
Karybdis Tyrannos, or Drifter Foothold Battleship (that's the version in T1, it gets way higher DPS in higher tiers). Has poor tracking, but 60km Optimal range and deals 100 DPS of Omni damage.
Karybdis Tyrannos, or Drifter Foothold Battleship (that's the version in T1, it gets way higher DPS in higher tiers). Has poor tracking, but 60km Optimal range and deals 100 DPS of Omni damage.
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* When you're close - below 10km more or less - you can start orbiting it with close orbit - that way Karen won't be able to hit you at all
* When you're close - below 10km more or less - you can start orbiting it with close orbit - that way Karen won't be able to hit you at all
* It is advised to start approaching Karen when immediately when you start the room, as it will try to get away from you - that usually end with Karen hugging the wall, and you have to be extra careful to avoid going out of bounds
* It is advised to start approaching Karen when immediately when you start the room, as it will try to get away from you - that usually end with Karen hugging the wall, and you have to be extra careful to avoid going out of bounds
=== Marshal/Thunderchild ===
<Prefix> Marshal Disparu Troop, or Thunderchild Disparu Troop. Appears by itself in T1 when first encountered, and in small groups of increasing size with frigate and cruiser support in higher tiers.
* These rooms tend to be quite difficult to manage EWAR in since all of the EWAR types they do are quite impactful to a player. Arrester-type webbing ships should usually be prioritized over Drainer neut ships if there aren't many neuting ships. Marker-type target paints are usually lowest priority but can still be a problem in large numbers since their signature radius bloom is quite significant (30-40% increase with each target painter).
* [[Missile mechanics]] are used to determine incoming damage for all CONCORD/EDENCOM ships. Above everything else, the key to surviving these spawns is to '''keep your velocity as high as possible at all times, and never stop moving, even if it is to grab loot.'''
* Unlike with other battleship rooms, spiraling in or maintaining transversal is not necessary. The damage you take will always be a constant amount relative to your signature radius and current velocity. As such, since webbing ships have the most impact on these damage calculations, they should be the highest priority targets if you can handle a decent bit of neut pressure.
* Keep a very close eye on your surroundings. Watch out for Tachyon and Bioluminescence Clouds at all times - Tachyons will negate a lot of incoming damage due to their speed bonuses (make sure not to slingshot out of bounds!), and Bioluminescence clouds will effectively triple the already high incoming damage and can easily be a death sentence even for small ships. Tracking Pylons/Deviant Automata Suppressors are usually not a significant variable with CONCORD/EDENCOM spawns since tracking speed has no effect on missile damage, though the short-range Suppressor may be worth avoiding since it will eat through your drones and missiles extremely quickly.
* Marshals use Caldari Navy Thermal (Explosive for Arresters) heavy missiles with the firerate of Rapid Heavy missile launchers, so their damage application is dangerously strong against cruisers. It may be a problem for smaller ships with enough application support as well.
* The EDENCOM ships are not as generally impactful - in fact, the Skybreaker is more dangerous than the Stormbringer when it comes to incoming damage - they both deal the same amount of DPS with the Skybreaker dealing mostly EM and the Stormbringer dealing mostly Kinetic. As Kinetic resist tends to be higher on average with a typical Abyssal runner ship fit, and the Stormbringer's (relatively) poorer damage application, it is generally tankier and less dangerous than the Skybreaker, and should not be prioritized.
** The Thunderchild, however, is a much larger threat. While it shoots incredibly slowly (15s fire rate), it deals insanely high alpha strike (over 2000 points per shot before factoring resists) to cruisers. This ship should be a high priority to kill after the damage application support and any Marshals are removed.
* These rooms in general are most impactful for players in cruisers. Frigate and destroyer pilots should not have to worry as much here as long as they tread cautiously around Tachyon and Bioluminescence clouds and prioritize webbing ships.


[[Category:PvE]]
[[Category:PvE]]