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| *To check the viability of farming a mission you can use [[http://eve-survival.org/wikka.php?wakka=MissionReports Eve Survival]] to see if your mission has a 'completion trigger'. | | *To check the viability of farming a mission you can use [[http://eve-survival.org/wikka.php?wakka=MissionReports Eve Survival]] to see if your mission has a 'completion trigger'. |
| *Say you have a pocket with wrecks that you want to loot and/or salvage, but there's a pirate you have to keep alive in it to farm. You would need someone to loot/salvage while you tank the rat (or vice versa). You could also try fitting salvagers and/or tractor beams on a tanky ship or just abandon the wrecks. | | *Say you have a pocket with wrecks that you want to loot and/or salvage, but there's a pirate you have to keep alive in it to farm. You would need someone to loot/salvage while you tank the rat (or vice versa). You could also try fitting salvagers and/or tractor beams on a tanky ship or just abandon the wrecks. |
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| ==Stuff to Bring==
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| Besides ammo/crystals there are things you might want to carry in your cargo/dronebay.
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| '''Tag/Keys''': Gate Key for Dread Pirate Scarlet, Angel Pallidum Tag for L4 Angel Extravaganza bonus room, or Zbikoki's Hacker Card for Worlds Collide. When doing [[Mission_Fleet#Locust_Fleet|Locust Fleet]] you may not want to fly all the way back to station to pick them up. Consider carrying extra for fleet mates! (How many times have I had people warp out of the AE bonus room then be unable to get back in to help because they don't have a diamond tag?)
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| '''Warp Core Stabilizers''': These are great during wartime. If your mission is in a different system than your agent, you can fill your lows with core stabs so you can escape if you jumped into some war targets (WT). When you arrive at the system your mission is in, just dock up and refit your usual low modules (which you placed in your cargo hold before you left :) ). I saved my hurricane from a WT this way (having 6 core stabs means need at least 3 scramblers and 1 disruptor to stop your warp). This isn't a good idea for just missions; it's always a good idea to keep core stabs in your cargohold. If a WT comes into your system, you can dockup, refit, then go to a different system. Remember to count: if there's 3 WTs and you have only 4 core stabs you could be scrammed. If you plan to do this, know your aggression mechanics and have a hardy shield tank.
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| '''ECM drones''': Also good for wartime. If you're scrammed, try unleashing these guys. If you're lucky, the WT will lose lock and you can warp away. These go in your dronebay, not in your cargo.
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| '''Extra Mods''': Most people switch resists for what rat they're against. Say you're mid-mission and discover your tank isn't so great. It's easier to refit in that system then jump back to your base to pickup extra resists. Also applies if you want more damage mods. Having an omni-shield buffer goes nice with lows full of core stabs when traveling is nice during war. Remember you have a limited cargo space, so don't go overboard.
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| '''Mobile Tractor Unit (MTU)''': This tool is very useful for looting and salvaging mission pockets. Bring it in your cargohold (100 {{m3}}), deploy it in a mission pocket and it will automatically collect and loot all wrecks created within 125 kilometers of itself. This also greatly increases the efficiency of salvaging by effectively eliminating the transit time for looting and salvaging, while also providing a convenient structure to orbit around during this process. When scooping the MTU, it will automatically eject any cargo it has remaining into a standard, temporary cargo container.
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| Remember: only bring what you can afford to lose
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| == Sorting Loot == | | == Sorting Loot == |