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The '''Triglavian Collective''' are a new faction introduced in the “Into the Abyss” expansion (May 2018), they can be found in a new type of space providing a unique solo PVE timed encounter and exotic new technologies, including their very own ships and new weapon system. | The '''Triglavian Collective''' are a new faction introduced in the “Into the Abyss” expansion (May 2018), they can be found in a new type of space providing a unique solo PVE timed encounter and exotic new technologies, including their very own ships and new weapon system. | ||
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== Triglavian Collective == | == Triglavian Collective == | ||
===Lore=== | ===Lore=== | ||
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== Abyssal Deadspace == | == Abyssal Deadspace == | ||
== | ==Site basics== | ||
A new type of space can be accessed using filaments obtained from NPCs. Five tiers of increasing difficulty exists, with only the lower tier available for purchase via the market. The Abyss is limited to a single Tech I, Tech II, Navy Faction or Pirate Faction cruiser and is accessed by opening the info panel of a filament in your cargo and clicking the ‘Activate Filament’ button. Activation can be anywhere in space, likely at a minimum distance from celestial objects (TBD). A combat-probable beacon is created at your location that allows others to await your return from the deadspace. There might be increasing difficulties and/or rewards based on the space from which the filament is activated (high-sec, low-sec, null-sec, or wormhole space, this is yet to be determined). Within the Abyss, in each pocket is a structure called the "Triglavian Bioadaptive Cache" which has a scant 300 hit points and contains all the loot for that pocket. | A new type of space can be accessed using filaments obtained from NPCs. Five tiers of increasing difficulty exists, with only the lower tier available for purchase via the market. The Abyss is limited to a single Tech I, Tech II, Navy Faction or Pirate Faction cruiser and is accessed by opening the info panel of a filament in your cargo and clicking the ‘Activate Filament’ button. Activation can be anywhere in space, likely at a minimum distance from celestial objects (TBD). A combat-probable beacon is created at your location that allows others to await your return from the deadspace. There might be increasing difficulties and/or rewards based on the space from which the filament is activated (high-sec, low-sec, null-sec, or wormhole space, this is yet to be determined). Within the Abyss, in each pocket is a structure called the "Triglavian Bioadaptive Cache" which has a scant 300 hit points and contains all the loot for that pocket. | ||
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| style="font-size:90%; color:#FFFFFF" | Roughly 10km from the boundary a red disk appears to mark the boundary. Beyond this point area of effect damage from Unstable Abyssal Depths (47465) increases with each second. It is omni damage and increases in a linear fashion until you either die, move out the boundary or the site timer runs out and you perish anyways. To put the damage to te test I sat in an Onyx like so: | | style="font-size:90%; color:#FFFFFF" | Roughly 10km from the boundary a red disk appears to mark the boundary. Beyond this point area of effect damage from Unstable Abyssal Depths (47465) increases with each second. It is omni damage and increases in a linear fashion until you either die, move out the boundary or the site timer runs out and you perish anyways. To put the damage to te test I sat in an Onyx like so: | ||
<small>[Onyx, Onyx - Shield AB RLML X-L SB Regen -SISI -2] | <small>[Onyx, Onyx - Shield AB RLML X-L SB Regen -SISI -2]<br /> | ||
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Damage Control II | Damage Control II<br /> | ||
Capacitor Flux Coil II | Capacitor Flux Coil II<br /> | ||
Capacitor Flux Coil II | Capacitor Flux Coil II<br /> | ||
Capacitor Flux Coil II | Capacitor Flux Coil II<br /> | ||
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Republic Fleet 10MN Afterburner | Republic Fleet 10MN Afterburner<br /> | ||
Pithum B-Type Adaptive Invulnerability Field | Pithum B-Type Adaptive Invulnerability Field<br /> | ||
Pith X-Type X-Large Shield Booster | Pith X-Type X-Large Shield Booster<br /> | ||
Shield Boost Amplifier II | Shield Boost Amplifier II<br /> | ||
Pithum A-Type EM Ward Amplifier | Pithum A-Type EM Ward Amplifier<br /> | ||
Republic Fleet Large Cap Battery | Republic Fleet Large Cap Battery<br /> | ||
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Rocket Launcher II, Dread Guristas Mjolnir Rocket | Rocket Launcher II, Dread Guristas Mjolnir Rocket<br /> | ||
Rocket Launcher II, Dread Guristas Inferno Rocket | Rocket Launcher II, Dread Guristas Inferno Rocket<br /> | ||
Rocket Launcher II, Dread Guristas Scourge Rocket | Rocket Launcher II, Dread Guristas Scourge Rocket<br /> | ||
Rocket Launcher II, Dread Guristas Nova Rocket | Rocket Launcher II, Dread Guristas Nova Rocket<br /> | ||
[Empty High slot] | [Empty High slot]<br /> | ||
True Sansha Warp Disruption Field Generator | True Sansha Warp Disruption Field Generator<br /> | ||
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Medium Capacitor Control Circuit II | Medium Capacitor Control Circuit II<br /> | ||
Medium Capacitor Control Circuit II | Medium Capacitor Control Circuit II<br /> | ||
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High-grade Crystal Alpha | High-grade Crystal Alpha<br /> | ||
High-grade Crystal Beta | High-grade Crystal Beta<br /> | ||
High-grade Crystal Gamma | High-grade Crystal Gamma<br /> | ||
High-grade Crystal Delta | High-grade Crystal Delta<br /> | ||
High-grade Crystal Epsilon | High-grade Crystal Epsilon<br /> | ||
High-grade Crystal Omega | High-grade Crystal Omega<br /> | ||
Zainou 'Gnome' Shield Management SM-706 | Zainou 'Gnome' Shield Management SM-706<br /> | ||
Inherent Implants 'Squire' Capacitor Management EM-806 | Inherent Implants 'Squire' Capacitor Management EM-806<br /> | ||
Zainou 'Gnome' Shield Operation SP-906 | Zainou 'Gnome' Shield Operation SP-906<br /> | ||
Eifyr and Co. 'Alchemist' Neurotoxin Recovery NR-1005 | Eifyr and Co. 'Alchemist' Neurotoxin Recovery NR-1005<br /> | ||
Agency 'Hardshell' TB7 Dose III | Agency 'Hardshell' TB7 Dose III<br /> | ||
Strong Blue Pill Booster</small> | Strong Blue Pill Booster<br /></small> | ||
Near the end of time, I could not go on further because TiDi was kicking in and I wasn't sure when I would be registered as "Dead" so I bailed. With these high resists in a Calm Plasma Firestorm site, I registered in excess of 4200 DPS before I was able to bail (damage ticks for 630 DMG for awhile, then 631, then 632, seemed to slow down after awhile). I calculated this resistance by the following: | Near the end of time, I could not go on further because TiDi was kicking in and I wasn't sure when I would be registered as "Dead" so I bailed. With these high resists in a Calm Plasma Firestorm site, I registered in excess of 4200 DPS before I was able to bail (damage ticks for 630 DMG for awhile, then 631, then 632, seemed to slow down after awhile). I calculated this resistance by the following: | ||