Difference between revisions of "Gone Berserk (Level 4)"

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m (Removed "Pertnineere" from Mission Briefing and replaced with <system> as this mission may take place in any number of systems.)
(drone aggro)
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* Each Cruiser killed will trigger a spawn wave.
 
* Each Cruiser killed will trigger a spawn wave.
 
* Each wave is composed of four spawns for a total of 12 spawns.
 
* Each wave is composed of four spawns for a total of 12 spawns.
* Reminder: set your drones to passive to avoid triggering a swarm.
+
* Reminder: set your drones to passive to avoid triggering a swarm. AI of this mission seems to be different from most mission, as scooping sentry drone to bay and re-releasing them will not move aggro from drone to ship. An active hostile module is necessary to keep aggro at ship.
 
* Spawn composition and distance may vary with each wave.
 
* Spawn composition and distance may vary with each wave.
 
* To manage aggro, work on a single wave, then kill the next Crusader. Flag the Cruisers at the beginning to make it easier to keep an eye on the triggers.
 
* To manage aggro, work on a single wave, then kill the next Crusader. Flag the Cruisers at the beginning to make it easier to keep an eye on the triggers.

Revision as of 22:38, 14 March 2022


Level 4
Type Encounter
Faction Equilibrium of Mankind
Best damage to deal Kinetic damage Kin
Damage to resist Kinetic damage KinThermal damage Th
Warp disruption Elite frigates
Mission briefing
We have reports of terrorists wreaking havoc in <system>. Our convoys have been attacked, as well as some outlying outposts; they seem to be intent on causing as much damage as possible. I'd like you to take care of them as quickly as possible. And be aware that they may not all be gathered together when you arrive... if so, you will be able to pick them off as they warp in to the rendezvous point.


Video: [Sentry Dominix], [Gila, 31-03-2021]


Single ungated pocket. You can [Fleet] warp to preferred distance. Auto aggro from Initial Group and spawns.


  • The initial formation is composed of three groups with a Cruiser and a Battleship in each.
  • Each Cruiser killed will trigger a spawn wave.
  • Each wave is composed of four spawns for a total of 12 spawns.
  • Reminder: set your drones to passive to avoid triggering a swarm. AI of this mission seems to be different from most mission, as scooping sentry drone to bay and re-releasing them will not move aggro from drone to ship. An active hostile module is necessary to keep aggro at ship.
  • Spawn composition and distance may vary with each wave.
  • To manage aggro, work on a single wave, then kill the next Crusader. Flag the Cruisers at the beginning to make it easier to keep an eye on the triggers.
  • The mission is flagged completed once you have killed the EoM Death Lord from specific chain. It is hard to identify which chain leads to the mission object so you may have to clear all chains.


Initial defenders
WD EWAR L


Cruiser 3 x Cruiser EoM Crusader Each one triggers reinforcement wave 1 on death
Battleship 3 x Battleship EoM Hydra


Reinforcement wave 1 (x3)
WD EWAR L


Cruiser 2 x Cruiser EoM Death Knight Last one triggers reinforcement wave 2 on death


Reinforcement wave 2 (x3)
WD EWAR L


Frigate 0-2 x Frigate EoM Saboteur Stasis Webifier
Battleship 1 x Battleship EoM Hydra Triggers reinforcement wave 3 on death

Note: Frigates do not spawn every time.


Reinforcement wave 3 (x3)
WD EWAR L


Battleship 1 x Battleship EoM Hydra
Battleship 1 x Battleship EoM Ogre Triggers reinforcement wave 4 on death


Reinforcement wave 4 (x3)
WD EWAR L


Battleship 1 x Battleship EoM Death Lord

Loot & Salvage

Loot: ± 9.9 Mil ISK

Bounties: ± 10 Mil ISK

Salvage: ± 1.8 Mil ISK

Mining

44 Veldspar asteroids (33- 118km).