Difference between revisions of "User:Jeb hataska"

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*If you get a Low Sec destination, there's no combat so you can travel in a shuttle.
 
*If you get a Low Sec destination, there's no combat so you can travel in a shuttle.
''Destinations Seen: Masanuh, Jeni
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''Destinations Seen: Masanuh, Jeni, Sehmy
 
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Latest revision as of 18:57, 17 February 2024

Amarr Epic Arc - Right to Rule

I did not find the missions in this arc to be any more challenging than normal L4 security missions. I completed the arc in a

Dominix
Dominix.jpg
Dominix
Standard Battleships Dominix Class
Icon highlights.pngHigh Amount of Low Slots
Icon hi slot.png6 (0/6) Icon mid slot.png5 Icon low slot.png7
Icon powergrid.png10,000 MW Icon cpu.png600 tf
Icon velocity.png109 m/sec
Icon capacity.png750 m³

with the fit posted below.

  • Tracking disruption isn't a problem at all since primary damage is from drones.
  • Cowardly Commander stage 2 was the only time where incoming damage was greater than my sustained tank, but I was able to reduce incoming damage before I got to half armor, without overheating. I did not warp out at all during the arc.
  • The biggest threat to me was neuting, so I always destroyed neuting towers first. The Amarr Energy Neutralizer Sentry III in Panic Response was tough: It emptied my capacitor before I destroyed it, but fortunately my armor buffer was large enough that I finished it off without getting too close to structure. Harkan's Behemoth in the final mission did not neut very much, so with a little bit of pulsing on the armor repper, and not using my guns all the time, I was fine. I left the warp scramming frigates alone since my tank was holding.

Template:Fittings

Working on Gallente Epic Arc

"For over a century the mighty Amarr Empire has been at an uneasy peace with the enigmatic Sansha's Nation. But the Sansha are pushing further into Amarr space without warning or explanation. Ministry of Internal Order agent Kandus Sandar enlists you to be his primary investigator, to uncover plots and annihilate threats as only a capsuleer can."

Requirements

To start the Gallente Epic Arc you must have standings of 5.0 or higher with either Impetus corporation or the Gallente Federation faction. You should be comfortable with level 4 missions before attempting this arc, because these missions are more difficult.

Rewards

At the end of this Epic Mission Arc you will decide whether to cooperate with the Gallente Federation or with The Syndicate. The Federation will award you

  • +10% Gallente Federation faction standing (12.5% at Social V)
  • 1 x Black Eagle Drone Link Augmentor

The Syndicate will award you

  • +10% Syndicate faction standing (12.5% at Social V)
  • 1 x Syndicate Cloaking Device

After you complete the arc, be sure to check that you have received the faction standing increase, because there have been many cases of people not receiving the increase. If your standing has not changed, file a petition. It may help to include a link to CCP Dropbear's forum post.

Enemies

You will face mostly Minmatar and Syndicate ships, so you should be prepared to tank your ship against Explosive, Kinetic, and/or Thermal damage.

You will incur standings losses with The Syndicate during combat, but not with any other faction. After one completion of this arc with the high security path and Safe Return conclusion, the following faction standing changes toward The Syndicate were observed:

  • -3.0% for destroying the station in Intaki Chase (avoidable by taking the low security path)
  • -3.0% for destroying the fuel depot in Little Fingers (optional but shortens the following mission)
  • -3.0% for destroying the station in Studio I (required)
  • about 20 losses of 0.025% or smaller for ship kills (can be partially mitigated by taking low security missions, blitzing where possible, and doing high dps since only one ship kill is counted per 10-15 minutes)

Of course, all of the above losses can be avoided by having a friend or alt do the combat for you.

Other Comments

Rewards are listed using Negotiation III, but even so the bonuses will vary.

This is meant to be a guide, not a comprehensive reference. See EVE-Survival's Epic Arc Mission Reports and Jowan Datloran's Epic Arc Guides for more. Also EVElopedia.

The Missions

Syndication is started by speaking with Roineron Aviviere. You can accept remotely or go to the beacon in the Dodixie system. ("Beacons" and "Agents in Space" must be visible on the overview.)
Karde Romu.jpg

Impetus

Kandus Sandar.jpg
Type: Courier

Destination: Tolle (4 jumps)

Reward: ? + ? (Bonus)

Standing Increase: +6.5102% Impetus corporation at Social III

Summary: Travel to Gian Parele at the Impetus Tolle Studio beacon in Tolle.


Chapter 1: ?

This chapter takes place in the ? constellation. Remember that most missions can be completed - and the next accepted - remotely, minimizing travel time.

The Tolle Scar

Amarr epic 02.jpg
Type: Encounter (Rogue Drones)

Reward: ? + ? (Bonus)

Standing Increase: +6.5102% Impetus corporation at Social III

Summary: Destroy all enemy ships.

  • Pocket 1: Rogue drones spawn and auto-aggro as you approach within 20km of acceleration gate. No unusual drone aggro. Single group: 6x frigates/destroyers, 6x cruisers/battlecruisers, 2x battleships
  • Pocket 2: All rogue drones present and auto-aggro upon arrival after activating pocket 1 gate. No unusual drone aggro. Single group: 5x frigates/destroyers, 6x cruisers/battlecruisers, 7x battleships
  • Loot: About 1000m3 of refinables, and typically lousy (for drones) salvage. Two drone structures drop no loot.

Priority One

Amarr epic 03.jpg
Type: Encounter (Minmatar Republic)

Reward: 1,000,000 + 1,340,000 (Bonus)

Standing Increase: +6.5102% Impetus Corporation at Social III

Summary: Destroy all enemy ships and salvage the shuttle wreck.

  • Pocket 1: No enemies. Proceed through acceleration gate 46km away.
  • Pocket 2: Arrive 42km from next gate. Single spawn appears during approach, all at a range of 12-20km. 6x frigates/cruisers, 4x cruisers/battlecruisers, 3x battleships. Multiple frigates target paint your ship, so take them out quickly as they significantly increase incoming DPS. The gate is not locked and can be used even if there are enemies in the pocket.
  • Pocket 3: 2x frigates/destroyers, 5x cruiser/battlecruisers, 3 battleships at a distance of 23km-37km from arrival point. No aggro. Shuttle wreck 49km away needs to be salvaged for mission completion. Not sure if frigates have any special attacks, I killed them first. DPS in this pocket is fairly heavy, I had to warp out once in an omni-tanked Machariel with a Gist-X large shield booster. The cruisers were surprisingly tough to damage, tanked about as well as the battleships, so should probably kill the BS first. You can salvage the shuttle before all the enemies are destroyed.
  • Loot: Not much, about 350m3, but lots of Republic Fleet insignias: Commander II, High Captain I, Private III and Midshipman II and III.

Raging Sansha

Amarr epic 04.jpg
Type: Encounter (Sansha's Nation)

Reward: 1,000,000 + 1,330,000 (Bonus)

Summary: Destroy all enemy ships.

  • Initial agro can be as low as a single frigate.
  • To minimize incoming damage, prioritize cruisers, then battleships (except the commander), and leave frigates for last.

Cowardly Commander

Amarr epic 05.jpg
Type: Encounter (Sansha's Nation, Amarr Empire)

Reward: 1,000,000 + 1,290,000 (Bonus)

Summary: Destroy all enemy ships.

  • Deadspace entry
    • A single reinforcement wave is triggered by destroying all initial ships.
  • Deadspace stage 1
    • Two neutralizer towers
    • A single reinforcement wave is triggered by destroying all initial ships.
    • 55k to acceleration gate
  • Deadspace stage 2
    • Initial DPS here could be the heaviest initial DPS in the arc. You land only about 20k from the frigates so you may get some scramming. Be prepared to overheat your tanking modules if necessary.
    • One neutralizer tower
    • Two reinforcement waves are triggered: One by destroying all initial cruisers, the other by destroying all initial battlecruisers.
  • Deadspace stage 3 (Amarr Empire)
    • Two reinforcement waves are triggered: The first by destroying any Imperial Dominator battleship among the initial guards, and the second by destroying the Imperial Templar Dominator battleships from the first wave.

Chapter 2: Spiderweb Politics

Half the missions in this chapter are in the Nishah solar system, and only one is outside the Gebem constellation.

Aralin Jick

Aralin Jick.jpg
Type: Courier

Destination: Nishah (4 jumps)

Reward: 1,000,000 + 1,110,000 (Bonus)

Summary: Travel to Nishah, the second mission hub.

Background Check

Amarr epic 07.jpg
Type: Encounter (Sansha's Nation)

Reward: 1,000,000 + 1,260,000 (Bonus)

Summary: Destroy all enemy ships.

  • There are 8 waves, spawning when various other waves are damaged or destroyed.
  • It will help to destroy the waves in the order they spawn. If you form a fleet with yourself, you can tag waves of ships as they appear to keep track of them.

Longing Leman

Amarr epic 08.jpg
Type: Encounter (no combat)

Reward: 1,000,000 + 1,810,000 (Bonus)

Summary: Retrieve the Communications Logs (0.1 m3)

  • You need a Codebreaker module to hack the Encrypted Communications Array.
  • Enemies (Amarr Empire) are 90k away. If you keep your distance, they won't attack.

Languishing Lord

Amarr epic 09.jpg
Type: Encounter (no combat)

Reward: 1,000,000 + 577,000 (Bonus)

Summary: No combat.

  • You'll be told to fly to a structure (about 20k away). Then you watch for a minute, and the mission completes. Do not engage any of the ships that appear.

Razing the Outpost

Amarr epic 10.jpg
Type: Encounter (Mercenaries - Mordus ships)

Reward: 1,000,000 + 1,850,000 (Bonus)

Summary: Destroy all enemy ships and The Outpost.

  • Switch your tank to Kinetic/Thermal, and your damage to Kinetic (Thermal secondary) if possible.
  • Deadspace entry point: Straightforward.
  • Deadspace stage 1: Straightforward.
  • Deadspace stage 2
    • Destruction of all initial battleships triggers a reinforcement wave.
    • Destruction of both 800k-isk-bounty battleships from the first wave triggers a second reinforcement wave.
    • Remember to destroy The Outpost.

Ascending Nobles

Amarr epic 11.jpg
Type: Encounter (Mercenaries - Amarr ships)

Destination: Reteka (7 jumps)

Reward: 1,000,000 + 1,820,000 (Bonus)

Summary: Destroy enemy ships, then loot Mina Darabi near the Amarr Chapel.

  • All spawns start about 80k from you.
  • The Veteran battleships do heavy damage if you let them get close (They orbit ~49k).
  • Destroying all initial ships triggers a wave of Veteran cruisers that will quickly approach and hit you with tracking disruption, and with neuting when they get to ~30k.
  • Destroying the cruisers triggers a wave of Green-Crewed battleships. Perhaps these do some damage up close, but if you destroy them before they get much closer than 30k, you shouldn't take any damage at all.
  • Destroying the Green-Crewed battleships triggers another wave of battleships.
  • Waiting around too long after looting Mina Darabi apparently triggers another wave with extreme damage. However, it is possible that you could come back and salvage in a Noctis before completing the mission and still not see this wave.

Hunting the Hunter

Amarr epic 12.jpg
Type: Encounter (Sansha's Nation)

Reward: 1,000,000 + 1,910,000 (Bonus)

Summary: Progress through the rooms and obtain 1 x Rahsa, Sansha Commander (1.0 m3).

  • Deadspace entry: Straightforward.
  • Deadspace stage 1
    • One neutralizer tower
    • Destroying all Centus Dread Lord and Centus Tyrant battleships triggers a small reinforcement wave.
    • Destroying all Centatis Daemon and Devil battlecruisers also triggers a small reinforcement wave.
    • You must destroy the Sansha Battletower structure to use the gate.
  • Deadspace stage 2: Destroy the battleship and loot Rahsa from it.

Fate of a Madman

Aralin Jick.jpg
Type: Branch

Reward: 18,000 + 13,000

Summary: You must choose your path.

  • Choose Interrogation: Catching the Scent to work for the Amarr Empire. This guide follows this choice.
  • Choose Silence Rahsa: The Nation's Path to work for Sansha's Nation.

Chapter 3: The Old Guard

Catching the Scent

Amarr epic 13.jpg
Type: Encounter (Sansha's Nation)

Reward: 1,000,000 + 1,610,000 (Bonus)

Summary: Destroy all enemy ships and loot 1 Sansha Command Signal Receiver (1.0 m3)

  • There are a total of six reinforcement waves in two sets of three waves each. Destroying all initial cruisers triggers the first set, while destroying all initial battleships triggers the second set. Within each set, each wave is triggered by destruction of the previous wave.
  • The item can drop from either set of waves. (Battleship set may be more likely?)

Falling into Place

Amarr epic 14.jpg
Type: Encounter (Mercenaries - Amarr ships)

Destination: Shaha (13 jumps)

Reward: 1,000,000 + 1,890,000 (Bonus)

Summary: Place the Homemade Sansha Beacon (1.0 m3) in the Linked Broadcast Array Hub, and destroy the ships that spawn.

Making an Arrest

Amarr epic 15.jpg
Type: Encounter (no combat)

Destination: about 13 jumps, back closer to Nishah

Reward: 1,000,000 + 838,000 (Bonus)

Summary: Travel to destination, and watch the explosion.

  • If you get a Low Sec destination, there's no combat so you can travel in a shuttle.

Destinations Seen: Masanuh, Jeni, Sehmy

An Unfortunate End

Riff Hebian.jpg
Type: Courier

Destination: Palas (about 6 jumps)

Reward: 1,000,000 + 668,000 (Bonus)

Summary: Travel - no cargo.

  • You should probably take your combat ship for the next mission.

Panic Response

Amarr epic 17.jpg
Type: Encounter (Sansha's Nation)

Reward: 1,000,000 + 1,000,000 (Bonus)

Summary: Destroy the Amarr Energy Neutralizer Sentry III.

  • There are some initial guards. After a minute, several towers appear.
  • Enemy ships will warp off when the Neutralizer Sentry is destroyed.
  • Incoming damage is low, but the Neutralizer Sentry has a lot of HP and neuts pretty effectively. If you have an active tank and your dps isn't really high, consider fitting a cap booster so you'll be able to warp out if your capacitor is drained.

The Right to Rule

Amarr epic 18.jpg
Type: Encounter (Sansha's Nation)

Destination: Choga (4 jumps)

Reward: 1x Imperial Navy Modified 'Noble' Implant + 1,720,000 (Bonus)

Summary: Progress through the rooms, and destroy Harkan's Behemoth.

  • Entry: Easy.
  • First room: Straightforward.
  • Second room: Straightforward. One reinforcement wave comes after a minute or two.
  • Third room
    • As you damage the Centus Tyrant battleship, reinforcement waves will spawn. Destroy these waves as they appear, and then return to the Centus Tyrant.
  • Last room
    • As you damage Harkan's Behemoth, reinforcement waves will spawn. Destroy these waves as they appear, and then return to Harkan's Behemoth.
    • Harkan's Behemoth will neut you. If active tanked, pulse your repper a bit to keep from draining your capacitor.
    • Shortly after you arrive, two or three battlecruisers will appear. If you attack them, they'll be replaced by a pair of web/scramming frigates. If you attack those, they'll be replaced by another assortment of ships, and then back to the battlecruisers, and so on, looping through those three compositions. This loops 4 or 5 times. You could choose to ignore the frigates since their dps is tiny, but remember they do warp scramble you.
    • Mission completes when Harkan's Behemoth is destroyed.

External Links/Guides

EVE-Survival

EVElopedia

Jowan Datloran's Epic Arc Guides