Difference between revisions of "Talk:Wildfire"

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m (moved Talk:Wildfire to Talk:Minmatar Epic Arc - Wildfire: consistent page names for epic arcs)
m (Djavin novienta moved page Talk:Minmatar Epic Arc - Wildfire to Talk:Wildfire over redirect)
 
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Latest revision as of 17:39, 4 April 2017

In the absence of a proper guide on the UniWiki, the Minmatar Epic Arc guide by Jowen Datloran is a useful resource: http://go-dl.eve-files.com/media/corp/jowen/Minmatar_Epic_Arc_guide_by_Jowen_Datloran_v1.0.pdf

I do have my own notes to supplement the Datloran guide, though.

Written by the Victors - Container is not guarded. Mission can be blitzed. Destroying the Amarrian battlecruisers does not incur standing losses with the Amarr Empire; destroying the battleships is untested. DANGER: Despite the lack of a required item in the mission briefing window, you WILL need to take the Wildfire Kuumaak or you cannot complete the next step of the Epic Arc.

Glowing Embers - No combat on this step, but bring explosive/kinetic weaponry with you. The next step takes place in the same solar system: Todeko.

From Way Above - Spawn waves all appear about 50-60 km solar west of warping point. Try warping to site at distance from solar east.

Surfacing - 30km spawn radius is wrong. Reinforcement Wave 1 spawns once target cargo is removed from brothel. You can grab the cargo in a shuttle, warp out, and then come back with your combat ship, but you must destroy the hostiles to complete the mission. Useful, at least, for securing the mission cargo from player thieves.

Who Art in Heaven - Don't warp to the site at 80km from the solar west, as that will put you in the middle of a Large Collidable Object. That may pose serious problems if you need to warp out or stay close to fleetmates for remote repair.

Playing All Their Cards - The first time I tried this, I tried to use an analyzer frigate. A Gist Seraphim alphaed me at 80km+ for 1100 damage, probably when I was at low angular velocity; I didn't think they had that kind of range. If you're going to blitz this, it's best to have a fast frigate run distraction.

Church of the Obsidian - Shooting the Ammatar rats for "Combat - Ship Kill" standing losses with the Ammatar Mandate is untested. Some Gamma II frigates can warp scramble, but will despawn when you get close to the acceleration gate. I used two microwarping remote repair battleships to run to the first gate and activate the gate. Once they landed in the next pocket, whoever had aggro would microwarp away while the other battleship used the analyzer module on the container.

Heresiology - A fast frigate can warp in at 100km and run distraction while the analyzer warps in second. Shooting the Ammatar rats for "Combat - Ship Kill" standing losses with the Ammatar Mandate is untested.

Wildfire - (Note to be confused with the arc as a whole: this specific mission is also called "Wildfire".) A shuttle will suffice. Warp in, go to the can, drop in the object, warp out. The spawn doesn't show until the object is inserted, and the mission is also marked as complete.

--Seamus donohue 13:54, 4 November 2011 (UTC)