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The Fortress (Minmatar Republic): Difference between revisions

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{{Missiondetails
{{Missiondetails
|Level=
|Level=
|Type=Encounter (Normal)
|Type=Encounter
|Objective=
|Objective=
|Faction=Minmatar
|Faction=Minmatar
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|Extra=Scramble, Web, Neut
|Extra=Scramble, Web, Neut
}}
}}
{{MissionBriefing|“All work and no play,” you know. But I can see that you're determined. Yes, well, there is something I had planned to hand over to the authorities, but maybe you can handle this one without us having to get them involved. In fact, that might be best, now that I think about it.
<Character>, these Minmatar rebels, as you know, are always causing problems, so their raids in outlying systems don't normally draw too much notice. Not normally. Recently, though, we've been hearing rumors about some kind of “super” battle station they're building in Tamo, supposedly with a full capital ship maintenance array. I don‘t really have the resources at hand to investigate these rumors, but just to be safe, maybe I could pay you to check things out for me?
So, could you fly out there and investigate these rumors for me? I'll pay you handsomely. And if you do encounter any Minmatar, or any kind of enemy station, just take care of it for me, won't you? We can't afford that kind of trouble around here. As is standard these days, do it quickly and I'll throw in a substantial bonus. What do you think?}}
'''Blitz:''' mission is complete once cap ship array is dead (good luck tanking!)




Recommended Damage: Exp/Kin<br>
Completed In: Onyx+Raven, Domi + Guardian (first spawn) CNR + Basilisk (second spawn)<br>
Difficulty: Hard<br>
Blitz: mission is complete once cap ship array is dead (good luck tanking!)<br>
When you enter, you will get full aggro and be neuted. Taking out the cruise batteries first gets rid of annoying thermal damage.
When you enter, you will get full aggro and be neuted. Taking out the cruise batteries first gets rid of annoying thermal damage.
The Republic Fighters are not to be underestimated. They tend to have their shots synchronized, so a group of 10 will do 7000+ alpha unresisted.
The Republic Fighters are not to be underestimated. They tend to have their shots synchronized, so a group of 10 will do 7000+ alpha unresisted.