Difference between revisions of "Angel Sound"

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[[Category:Guides]]
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=== OVERVIEW ===
[[Category:Missioning]]
 
[[Category:PvE]]
 
  
{{Cleanup}}
+
==== What It Is ====
{{EpicMissionArcBoilerintro}}
 
  
== '''Dooobles' Angel Epic Arc Guide'''<br>  ==
+
The Angel Cartel Epic Arc differs from most of the the other epics in two major ways:
 +
# It takes place almost entirely in 0.0 space (nullsec).
 +
# It can be completed solo in a small, fast ship in a single afternoon.
  
This guide will explain how to get through the Angel Epic Arc. The rewards include a Domination Target Painter (120-130Mil,) a Cynabal Blueprint Copy (~180M,) &nbsp;a Concord tag from the last encounter (~10M,) and about 43M in agent rewards. &nbsp;You also get a huge standing increase to the Angel Cartel. &nbsp;I went from -9.39 to -2.76. &nbsp;You will also lose about .25 standing with the Minmatar Republic. &nbsp;
+
==== Why You Should Do It ====
  
=== '''General Notes'''  ===
+
First and foremost, the arc is fun. If you're looking for a break from the monotony of clunking around empire space in a giant battleship, this is the ticket. You'll face frigate-class NPCs (a couple of which are a real challenge) that offer fights not dissimilar to PVP.
  
This Epic Arc takes you into 0.0 space. There are game mechanics that do not exist in high security or low security space. The most notable mechanic to be aware of is "warp bubbles." If you don't know what one is you should become familiar with them and how they can affect a warp-in on a gate. In 0.0 space you need to constantly be aware of local, of your d-scan, about where you are going, and how you plan on sling-shotting around possible bubbles. YOU WILL PROBABLY LOSE SHIPS AND PODS. I recommend an empty clone and a cheap fit destroyer for these missions, as of recent changes an interceptor could be a viable option due to buble immunity.
+
You'll also make a bucket of isk. As of summer 2016, the monetary and item rewards (including a Cynabal BPC and a faction target) can add up to about 350 million isk for half a day's work.
Most guides and sites recoomend an assault frigate.
 
A cheap fit destroyer worked better for the missions and was just about as clunky as an AB fit AF in terms of escaping camps. &nbsp;I also used a cloak/mwd Rifter sometimes. &nbsp;Be aware of the range and tracking benefits of different ammo. &nbsp;Bring both long and short range ammo.&nbsp;
 
The maulus fit was an experiment that worked very well, it is slower compared to the thrasher but cheaper and less demanding skill wise.
 
It offers high speed for camp evading and an engagment range of ~75km for the missions,
 
  
 +
You probably don't care about your Angel Cartel standings, but you can improve them by several full points. You may also lose a small chunk of standing (about .25) with the Minmatar Republic.
  
{{ShipFitting|
 
ship=Thrasher|
 
shipTypeID=16242|
 
fitName=Thrasher Epic Arc|
 
fitID=Thrasher-Epic-Arc|
 
high1name=250mm Light Artillery Cannon II|
 
high1typeID=2905|
 
high2name=250mm Light Artillery Cannon II|
 
high2typeID=2905|
 
high3name=250mm Light Artillery Cannon II|
 
high3typeID=2905|
 
high4name=250mm Light Artillery Cannon II|
 
high4typeID=2905|
 
high5name=250mm Light Artillery Cannon II|
 
high5typeID=2905|
 
high6name=250mm Light Artillery Cannon II|
 
high6typeID=2905|
 
high7name=250mm Light Artillery Cannon II|
 
high7typeID=2905|
 
high8name=open|
 
mid1name=Medium Shield Extender II|
 
mid1typeID=3831|
 
mid2name=5MN Y-T8 Compact Microwarpdrive|
 
mid2typeID=5973|
 
mid3name=Sensor Booster I|
 
mid3typeID=1973|
 
low1name=Gyrostabilizer I|
 
low1typeID=520|
 
low2name=Tracking Enhancer I|
 
low2typeID=1998|
 
charge1name=Targeting Range Script x1|
 
charge1typeID=29009|
 
charge2name=Phased Plasma S x1|
 
charge2typeID=184|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Small Ancillary Current Router I|
 
rig1typeID=31358|
 
rig2name=Small Ancillary Current Router I|
 
rig2typeID=31358|
 
rig3name=Small Projectile Collision Accelerator I|
 
rig3typeID=31680|
 
difficulty=1|
 
warsop=A|
 
warsopReason=|
 
version=RUBI 1.0|
 
shipDNA=16242:2905;7:1973;1:3831;1:5973;1:520;1:1998;1:31358;2:31680;1:184;1:29009;1::|
 
skills=|
 
notes=}}  {{ShipFitting|
 
ship=Maulus|
 
shipTypeID=609|
 
fitName=Maulus Drone Boat|
 
fitID=Maulus-Drone-Boat|
 
high1name=Drone Link Augmentor I|
 
high1typeID=23527|
 
high2name=Drone Link Augmentor I|
 
high2typeID=23527|
 
mid1name=5MN Y-T8 Compact Microwarpdrive|
 
mid1typeID=5973|
 
mid2name=Small F-S9 Regolith Shield Induction|
 
mid2typeID=8521|
 
mid3name=Low Frequency Sensor Suppressor I|
 
mid3typeID=5299|
 
mid4name=Low Frequency Sensor Suppressor I|
 
mid4typeID=5299|
 
low1name=Overdrive Injector System I|
 
low1typeID=1244|
 
low2name=Drone Damage Amplifier I|
 
low2typeID=4393|
 
low3name=Local Hull Conversion Nanofiber Structure I|
 
low3typeID=5561|
 
drone1name=Warrior II x6|
 
drone1typeID=2488|
 
drone2name=open|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Targeting Range Dampening Script x1|
 
charge1typeID=29015|
 
charge2name=open|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Small Anti-EM Screen Reinforcer I|
 
rig1typeID=31716|
 
rig2name=Small Auxiliary Thrusters I|
 
rig2typeID=31105|
 
rig3name=Small Inverted Signal Field Projector I|
 
rig3typeID=31262|
 
difficulty=1|
 
warsop=A|
 
warsopReason=|
 
version=RUBI 1.0|
 
shipDNA=609:23527;2:5299;2:5973;1:8521;1:1244;1:4393;1:5561;1:31105;1:31262;1:31716;1:2488;6:29015;1::|
 
skills=|
 
notes=Much slower compared to the thrasher, Mission 4, 6 and  8 will be very slow with this setup but doable.}}
 
  
== Mission Chain:  ==
+
=== PREPARATIONS ===
  
You begin this chain by visiting one of the below agents. &nbsp;Pretty much everyone should have access to one of these agents, but you may have to grind a bit to be able to get the mission. &nbsp;Some of the missions can be accepted and completed remotely. &nbsp;Always check if you can request or complete the next mission remotely, it can save you much unnecessary travel through dangerous places.&nbsp;Some of the missions have choices, I have only outlined the chain I completed to receive my Cynabal blueprint copy.  
+
As mentioned above, you will spend most of this arc in the Curse region (0.0 space), and you'll want to plan accordingly.
  
==== '''Starting Agents:''' ====
+
The one bright side to operating in Curse is that the space is controlled by the Angel Cartel NPCs, so you WILL be able to dock up in systems that have stations. You'll also more than likely be flying an interceptor (more on that below), which makes you super agile and impervious to warp disruption bubbles. (However, you should still be familiar with how they work and how they affect both your inbound and outbound warps.)
Aton Hordner works for Republic Security Services in Egbinger<br>Arajna Ashia works for the Amarr Navy in Sendaya<br>Ellar Stin is in the Dominations branch of the Angel Cartel and is based in Konora
 
  
==== '''Mission 2:''' ''New Opportunities''&nbsp;(Agent Abdiel Verat in K-QWHE)  ====
+
That being said, don't sleep on the fact that you're still in 0.0. Many of the systems in Curse will seem quiet, but there are most certainly pirates around. They know the mission paths and where to set traps; you'll see the remnants of gate camps along your route. Although you'll be in an interceptor, you can still get trapped. You should be using your D-scan, insta-undocks, gate perches, MWD-cloak trick, and so on. You should also remember how to create a safe spot on the fly in case someone tries to chase you down.
  
The agent wants you to go check out a wormhole. Travel to the location. Check it out man... groovy. Return to the agent to receive your reward. Travelling is very different in null. Try to approach gates from odd angles. Warp to celestials near gates and d-scan them to check for camps. Always be aware of local and your grid. &nbsp;
+
You may lose your ship, and you may get podded. As with any activity in EVE, don't fly what you can't afford to lose.
  
==== '''Mission 3: '''''Fight or Flight''&nbsp;-&gt;&nbsp;''Serpentis Fill-in''  ====
 
  
This mission presents you with a choice. &nbsp;I chose the less combat intensive mission to make it as quick as possible. &nbsp;This is a courier mission. &nbsp;You want to make sure that you do NOT get killed while transporting the cargo or you will not be able to complete the mission. &nbsp;I've heard the cool-down for this epic arc is 3 months but have not confirmed that. &nbsp;Regardless, you should transport this cloaked and take utmost care while travelling with it. &nbsp;It is small (2m3) so you can fit it in a cov-ops or cloaked frig. &nbsp;When you get to the drop off container you have to right click it and choose open cargo and put the delivery in. &nbsp;You can not hold the left mouse button to bring up the little "cargo" context dial for some reason. &nbsp;Right clicking the drop-off container and dragging the delivery into the building's cargo is confirmed to work. &nbsp;You can complete this mission remotely, just start a conversation with the agent from your mission journal. &nbsp;Always check if you can request or complete the next mission remotely, it can save you much unnecessary travel.
+
=== SHIPS AND FITS ===
  
==== '''Mission 4: '''''Ride to the Rescue''&nbsp;  ====
+
On paper, any of the following frigate-class ships will meet the mission restrictions:
 +
* Stealth Bomber
 +
* Assault Ship
 +
* Destroyer
 +
* Rookie Ship
 +
* Interdictor
 +
* Frigate
 +
* Shuttle
 +
* Electronic Attack Ship
 +
* Covert Ops
 +
* Interceptor
  
You travel to a destination and warp in on a battle that is finishing up between the Angels and their enemies. &nbsp;There will be 4-5 ships leftover, most likely two frigates, a cruiser, a battlecruiser, and Yukiro Demense. &nbsp;Yukiro is the objective. &nbsp;Completion should be easily obtained in a long range destroyer. &nbsp;Be careful, Yukiro and the battlecruiser&nbsp;can tag team you pretty quick if you don't pay attention. &nbsp;You can bring a salvager to this mission and salvage all those wrecks but I didn't want to risk getting probed down or attacked. &nbsp;Are you checking if you can turn this in remotely?
+
Since the warp-bubble immunity role bonus that arrived with Rubicon, an interceptor is the stand-out choice. ''(Note: Prior to 2014, many pilots preferred a cloak-fit destroyer, and ran this arc successfully with those fits. However, those setups placed a much greater demand on the pilot, and were inherently riskier to fly. It can still be done, but it is not recommended.)''
  
==== '''Mission 5: '''''The Best Kind of Revenge&nbsp;'' ====
+
Many of the NPCs hit hard and move fast, so you'll need a decent tank, good propulsion, and most likely a web -- the last item is especially important if you're flying a close-range setup such as hybrid blasters.
  
In case you weren't picking up what the good agent was laying down... the best kind of revenge is destruction. &nbsp;Bring a long range destroyer out to a location and kill two mercenary cruisers that can tear you up if you get close. &nbsp;I used the trash fit arty thrasher listed under general notes and set orbit to 40. &nbsp;You can probably safely ignore the missile batteries. &nbsp;When the mercenaries die you get a group of 5-6 frigates. &nbsp;When those die you also get a wave of "rookie" ships that are easy to kill. &nbsp;  
+
        {{ShipFitting
 +
        | ship=Taranis
 +
        | shipTypeID=11200
 +
        | fitName=Angels Runner Brawler
 +
        | fitID=Angels-Runner-Brawler
 +
        | low1name=Small Ancillary Armor Repairer
 +
        | low1typeID=33076
 +
        | low2name=Magnetic Field Stabilizer II
 +
        | low2typeID=10190
 +
        | low3name=Damage Control II
 +
        | low3typeID=2048
 +
        | mid1name=1MN Afterburner II
 +
        | mid1typeID=438
 +
        | mid2name=Stasis Webifier II
 +
        | mid2typeID=527
 +
        | mid3name=open
 +
        | high1name=Light Ion Blaster II
 +
        | high1typeID=3170
 +
        | high2name=Light Ion Blaster II
 +
        | high2typeID=3170
 +
        | high3name=Light Ion Blaster II
 +
        | high3typeID=3170
 +
        | high4name=open
 +
        | charge1name=Void S x1
 +
        | charge1typeID=12612
 +
        | charge2name=open
 +
        | charge3name=open
 +
        | charge4name=open
 +
        | charge5name=open
 +
        | drone1name=Hobgoblin II x2
 +
        | drone1typeID=2456
 +
        | drone2name=open
 +
        | drone3name=open
 +
        | drone4name=open
 +
        | drone5name=open
 +
        | rig1name=Small Hybrid Burst Aerator I
 +
        | rig1typeID=31526
 +
        | rig2name=Small Hybrid Collision Accelerator I
 +
        | rig2typeID=31538
 +
        | difficulty=2
 +
        | warsop=A
 +
        | warsopReason=
 +
        | version=CITA 118.5
 +
        | shipDNA=11200:3170;3:5439;1:5973;1:8517;1:5837;1:10190;1:11563;1:31358;1:31716;1:2456;2:12612;1::
 +
        | skills=
 +
        | notes=
 +
        }}
  
==== '''Mission 6: '''''Wrath of Angels''&nbsp;  ====
+
        {{ShipFitting
 +
        | ship=Crow
 +
        | shipTypeID=11176
 +
        | fitName=Angels Runner Kiter
 +
        | fitID=Angels-Runner-Kiter
 +
        | low1name=Damage Control II
 +
        | low1typeID=2048
 +
        | low2name=Micro Auxiliary Power Core II
 +
        | low2typeID=4254
 +
        | mid1name=1MN Afterburner II
 +
        | mid1typeID=438
 +
        | mid2name=Target Painter I
 +
        | mid2typeID=12709
 +
        | mid3name=Medium F-S9 Regolith Compact Shield Extender
 +
        | mid3typeID=8517
 +
        | mid4name=open
 +
        | high1name=Light Missile Launcher II
 +
        | high1typeID=2404
 +
        | high2name=Light Missile Launcher II
 +
        | high2typeID=2404
 +
        | high3name=Light Missile Launcher II
 +
        | high3typeID=2404
 +
        | high4name=Light Missile Launcher II
 +
        | high4typeID=2404
 +
        | charge1name=Scourge Fury Light Missile
 +
        | charge1typeID=24495
 +
        | charge2name=open
 +
        | charge3name=open
 +
        | charge4name=open
 +
        | charge5name=open
 +
        | rig1name=Small Anti-EM Screen Reinforcer I
 +
        | rig1typeID=31716
 +
        | rig2name=Small Ionic Field Projector I
 +
        | rig2typeID=31274
 +
        | difficulty=2
 +
        | warsop=A
 +
        | warsopReason=
 +
        | version=CITA 118.5
 +
        | shipDNA=11176:2048;1:2605;1:448;1:3244;1:5971;1:3831;1:31716;1:31274;1::
 +
        | skills=
 +
        | notes=
 +
        }}
  
Kill Yukiro again. He receives fairly strong reps from the nearby Remote-Repair facility; make sure you have Large Collidable Structures turned on in your overview settings, and destroy this first. This will also destroy the nearby Missile Batteries, making Yukiro fairly easy to kill. Check if you can turn this in and get next mission remotely.
+
Regardless of your chosen ship and fitting, you should carry the following items in your cargo hold:
 +
* Nanite Repair Paste or Cap Booster chargers (if your fit uses them)
 +
* Nanofibers
 +
* Warp Core Stabilizers
 +
* Damage modifiers (Ballistic Controls, Magnetic Field Stabilizers, etc.)
 +
* Warp Disruptor/Scrambler
  
==== '''Mission 7:''' ''Dominus''  ====
+
For some missions you may feel the need to swap out agility for tank, or vice versa. While traveling home with your precious loot, you might want to fit stabs for a little peace of mind. If you are supremely confident in your piloting skills and don't mind the risk, there are fights to be had in Curse, so you may want to bring a point. ''(Note: PVP is strongly discouraged during this arc. Losing a mission item will result in failure, and you'll have to wait three months to start the arc over again.)''
  
Go talk to a Domination Agent. &nbsp;These guys are the shadowy overlords of the Angel organization. &nbsp;Sweet reward for travelling to him and chatting it up.&nbsp;
 
  
==== '''Mission 8: '''''The Lesser of Two ''(Kadeja Dulche in K-QWHE) -&gt; ''Situation Normal''  ====
+
=== GENERAL TACTICS ===
  
Choose Situation Normal and rejoice in your easy mission. &nbsp;Long range destroyer owns this solo little cruiser's face. &nbsp;Don't get careless.. it could kill you if you give it the chance. &nbsp;You have to bring the code the engineers drop over to the communications array and drop it in the station cargo the same way as you did for Serpentis Fill-in. &nbsp;The context dial thing seems not to work.
+
A few notes:
 +
* Think of this like a PVP mission with some PVE sprinkled in. The big difference here is that you're not going to be PVP'ing head-on -- you're going to be PVP'ing by out-piloting, outsmarting, and avoiding your enemies.
 +
* Periodically check your star map for ship kills, pod kills, and jumps in the last hour. Compare these systems against your mission route to see if you can avoid those systems, or wait until the action has subsided.
 +
* Keep an eye on local, but never speak. You don't want to give away the fact that you're active.
 +
* The D-scan button is hotkeyed these days, so there's no excuse not to mash it constantly. Do a 360 scan every few seconds while running your missions. Look for combat scanner probes first and foremost (this is the only way pirates can find you inside a mission's deadspace pocket), but also keep an eye out for other ships so you know who's active in the system. You'll see lots of assault frigates and interceptors flown by other missioners and those hunting them.
 +
* Some missions include waves of frigates and destroyers that can be quite punishing. Don't be afraid to cherry pick a few, dock up, repair, rinse, and repeat.
 +
* Once you accept a mission you should minimize the agent conversation window instead of closing it. This way, once your objectives are complete the window will pop back up, giving you a clear indication that your work is done.
  
==== '''Mission 9:''' ''Breaking the lock''  ====
 
  
Warp into three successive pockets. &nbsp;Each pocket has a building you have to destroy. &nbsp;The 1st pocket has 4 destroyers, the 2nd has 5, and the 3rd pocket has 6. &nbsp;I was very glad I was in a destroyer for this, the artillery killed them before they got close. &nbsp;If they get within 20km they can bring the pain. &nbsp;Keep your distance and they go down easily.
+
=== MISSION CHAIN ===
  
==== '''Mission 10:''' ''Fear of Angels&nbsp;''  ====
+
Start by visiting the agent named Ellar Stin in Konora. The standings threshold to start this chain are quite low, so nearly everyone should have access to this agent.
  
You've actually been such a raging pirate that you've attracted the attention of CONCORD special forces. &nbsp;Some agent is trying to gun you down. &nbsp;Strip the artilleries off your destroyer and load up auto-cannons or your short range equivalent. &nbsp;The agent will orbit you at 9km, neut you, and do pretty decent damage from her interceptor. &nbsp;Loot the tag she drops, it is worth 9-10m. &nbsp;Turn in mission.
+
''(Note: If you've already run this arc before, the first agent will warn you that you've already completed it, and that they'll need to wipe your memory. That's fine, just click "okay" -- it's simply going to reset your epic arc in your journal so you can start over.)''
  
If using the Maulus, orbit at drone maximum range with MWD enabled.<br>
+
The mission sequence looks something like this. The exact details may change depending on the branch you choose and some randomization of where the encounters happen, so make sure you read the mission description closely, and let that information take precedent over what you see here. If they seem to diverge, keep checking back with the guide and it should eventually sync up again.
  
== Victory is yours: Important Considerations<br> ==
+
Wherever possible, choose the missions with the shortest travel distance, even if it means there is more NPC combat on the missions themselves. More jumps means more risk, so it's best to travel as little as possible.
  
Now that you have obtained your delicious rewards you probably want to get them to high-sec to sell. &nbsp;The target painter, blue-print, and tag from the concord agent take up about 6m3. &nbsp;You can fit that in a cov-ops ship if you can fly one and think you can make it without getting caught... there is quite a bit you stand to lose if you do get caught. &nbsp;You could also create a courier contract for the items. &nbsp;If you do that you probably want to move the target painter to the same station as the blueprint and CONCORD tag and set up a courier contract. &nbsp;Luckily both stations are in the same system so you don't' have to risk a gate jump. &nbsp;Remember to make the collateral worth MORE than the contents of the contract. &nbsp;I recommend a collateral of 500m as of September 21, 2010.  The Concord Tag's value is confirmed at 10 mil even.
+
 
 +
==== Headhunted ====
 +
 
 +
- System: Konora
 +
 
 +
- Remote accept: No
 +
 
 +
- Remote turn-in: No
 +
 
 +
- Mission type: Travel
 +
 
 +
Visit the agent in Konora (Ellar Stin) to start the chain. She'll send you down to K-QWHE in Curse to chat with the next agent.
 +
 
 +
There are several routes into Curse from empire space, but jumping through Sendaya into Doril will be the most direct path for most players. Jumping into Doril will likely be the scariest part of the whole run. It's almost always bubbled and/or camped. You should fit your Warp Core Stabilizers for this leg of the journey. Although your interceptor is immune to bubbles, you can still be pointed. If you want to be extra careful you can use a cloaky (or simply disposable) alt to jump through first and scout.
 +
 
 +
 
 +
==== New Opportunities ====
 +
 
 +
- Systems: K-QWHE > KLMT-W
 +
 
 +
- Remote accept: No
 +
 
 +
- Remote turn-in: No
 +
 
 +
- Mission type: Travel
 +
 
 +
- Ship restrictions: List above
 +
 
 +
Go to mission site, sit there for a minute until you get the mission complete dialogue, then head home.
 +
 
 +
 
 +
==== Fight or Flight ====
 +
 
 +
===== Natural Consequences =====
 +
 
 +
- Systems: K-QWHE > EW-JR5 (or YKE4-3)
 +
 
 +
- Remote accept: No
 +
 
 +
- Remote turn-in: Yes
 +
 
 +
- Mission type: Combat
 +
 
 +
- Ship restrictions: List above
 +
 
 +
The waves seem to spawn at timed intervals.
 +
 
 +
* Wave 1: 4 frigates
 +
* Wave 2: 2 cruisers
 +
* Wave 3: 3 frigates
 +
* Wave 4: 3 cruisers + 1 frigate
 +
* Wave 5: 4 frigates
 +
 
 +
These can put out some damage, but if you kite them from 30km+ or keep a tight orbit you should be fine. The cruisers will tracking disrupt but that's not an issue for missile boats. It may be helpful to swap out some low slot items for extra DPS.
 +
 
 +
You may get the "mission complete" dialogue after killing the cruisers in Wave 4, so keep an eye out for that.
 +
 
 +
===== Serpentis Fill-In =====
 +
 
 +
- Systems: K-QWHE > EW-JR5
 +
 
 +
- Mission type: Courier
 +
 
 +
- Ship restrictions: None
 +
 
 +
 
 +
==== Clear the Way ====
 +
 
 +
- Systems: MDD-79 (or RMOC-W)
 +
 
 +
- Remote accept: Yes
 +
 
 +
- Remote turn-in: Yes
 +
 
 +
- Mission type: Combat
 +
 
 +
- Ship restrictions: List above
 +
 
 +
* Wave 1: 2 destroyers + 2 frigates
 +
* Wave 2: 3 frigates
 +
* Wave 3: 3 destroyers + 3 frigates
 +
 
 +
 
 +
==== Salvage Heist ====
 +
 
 +
- Systems: MDD-79 (or RMOC-W) > Farit (or HLW-HP)
 +
 
 +
- Remote accept: Yes
 +
 
 +
- Remote turn-in: Yes
 +
 
 +
- Mission type: Combat
 +
 
 +
- Ship restrictions: List above
 +
 
 +
Take out the stasis tower first so you can move around effectively. When the scramblers spawn in wave 2, you'll want to take down as quickly as possible. You don't actually need to kill any of the frigs that spawn as you fight Gath (you can just pop the guy and GTFO), but you may choose to do so if the incoming DPS is too high. Don't be too worried about the fact that there's a battlecruiser -- his damage is nothing special and he goes down easy.
 +
 
 +
* Wave 1: 2 missile batteries, 1 stasis tower, 3 frigates, 1 named battlecruiser Gath Renton
 +
* Wave 2: 2 scramming frigates appear when you engage Gath Renton
 +
* Wave 3: 2 jamming frigates appear when Gath gets to low armor
 +
* Wave 4: 3 frigates appear when Gath gets to low structure
 +
 
 +
 
 +
==== Rabbit Trap ====
 +
 
 +
- Systems: Farit (or HLW-HP) (you should still be there from your last mission) > MDD-79
 +
 
 +
- Remote accept: Yes
 +
 
 +
- Remote turn-in: No
 +
 
 +
- Mission type: Combat
 +
 
 +
- Ship restrictions: List above
 +
 
 +
* Wave 1: 7 frigates
 +
* Wave 2: 7 frigates and destroyers (Some of them jam. It's annoying, but harmless.)
 +
* Wave 3: 1 named frigate Yukiro Demense (he warp disrupts and has a decent tank, but as long as you're cautious he's no big deal)
 +
 
 +
Award: Domination Target Painter.
 +
 
 +
 
 +
==== Dominus ====
 +
 
 +
- System: K-QWHE
 +
 
 +
- Remote accept: No (but you should be in station from last turn-in)
 +
 
 +
- Remote turn-in: No
 +
 
 +
- Mission type: Travel
 +
 
 +
- Ship restrictions: None
 +
 
 +
Fly to a different station in K-QWHE to talk to a new agent.
 +
 
 +
 
 +
==== The Lesser of Two ====
 +
 
 +
===== Data Destruction =====
 +
 
 +
- Systems: K-QWHE > AAM-1A
 +
 
 +
- Remote accept: Yes (but you should already be in this agent's station from last turn-in)
 +
 
 +
- Remote turn-in: No
 +
 
 +
- Mission type: Combat
 +
 
 +
- Ship restrictions: List above
 +
 
 +
It seems like lots of rooms and waves (and it is), but you should be able to one-volley every NPC, so it goes quickly. After you destroy the last wave in the final room, you just need to pop the datacenter. A few cruisers will spawn when you begin shooting the datacenter, but you can ignore them. Just burn down the structure and GTFO.
 +
 
 +
* Room 1: Wave 1: 4 destroyers
 +
* Room 1: Wave 2: 4 frigates
 +
* Room 1: Wave 3: 4 destroyers
 +
 
 +
* Room 2: Wave 1: 6 destroyers
 +
* Room 2: Wave 2: 5 frigates
 +
* Room 2: Wave 3: 4 destroyers
 +
 
 +
* Room 3: Wave 1: 6 destroyers
 +
* Room 3: Wave 2: 7 frigates
 +
* Room 3: Wave 3: 7 destroyers
 +
* Room 3: Wave 4: 3 cruisers (after you shoot the datacenter)
 +
 
 +
 
 +
===== Situation Normal =====
 +
 
 +
- Systems: K-QWHE > RMOC-W
 +
 
 +
- Remote accept: Yes (but you should already be in this agent's station from last turn-in)
 +
 
 +
- Remote turn-in: Yes
 +
 
 +
- Mission type: Combat
 +
 
 +
- Ship restrictions: List above
 +
 
 +
This mission is less combat-intensive than 8a. You should take whichever mission has fewer jumps to destination -- the combat mission (Data Destruction) may take a bit longer to run, but it's worthwhile if it's only a single jump away.
 +
 
 +
Very straightforward. Destroy a single cruiser, loot the resulting wreck, then drop the Security Codes item into the Communications Array container.
 +
 
 +
 
 +
==== Breaking the Lock ====
 +
 
 +
- Systems: ?
 +
 
 +
- Remote Accept: Yes
 +
 
 +
- Remote Turning: No
 +
 
 +
- Mission type: Combat
 +
 
 +
- Ship restrictions: List above
 +
 
 +
Go through each successive acceleration gate and destroy the rats. In the last room, you'll also need to destroy the structure called Boundless Creations Data Center.
 +
 
 +
* Room 1: 4 destroyers
 +
* Room 2: 5 destroyers
 +
* Room 3: 6 destroyers + 1 data center
 +
 
 +
 
 +
==== Fear of Angels ====
 +
 
 +
- Systems: K-QWHE > AAM-1A
 +
 
 +
- Remote accept: No (You should already be in station from last turn-in)
 +
 
 +
- Remote turn-in: No
 +
 
 +
- Mission type: Combat
 +
 
 +
- Ship restrictions: List above
 +
 
 +
This mission is just a single named frigate- Marshal Treonis. This guy webs, hits hard, and is super fast (~3km/sec), so keep an eye on your tank and be ready to warp out to a celestial and reset. This was the only fight where I was legitimately nervous about my tank holding. Loot his wreck for the tag.
 +
 
 +
Award: Cynabal BPC, Faction Tag looted from Treonis' wreck
 +
 
 +
 
 +
=== WRAP-UP ===
 +
 
 +
You made it. Now you need to get your shinies and head home. The item rewards should have appeared in the hangars of one or two stations in Curse. Make sure you double-check that you've put them into your cargohold before you leave; it can be a fairly long trip and you probably don't want to do it twice.
 +
 
 +
Remember that this arc (like the others) can be run every three months. Subsequent runs will be faster and easier.

Revision as of 19:44, 12 June 2016

OVERVIEW

What It Is

The Angel Cartel Epic Arc differs from most of the the other epics in two major ways:

  1. It takes place almost entirely in 0.0 space (nullsec).
  2. It can be completed solo in a small, fast ship in a single afternoon.

Why You Should Do It

First and foremost, the arc is fun. If you're looking for a break from the monotony of clunking around empire space in a giant battleship, this is the ticket. You'll face frigate-class NPCs (a couple of which are a real challenge) that offer fights not dissimilar to PVP.

You'll also make a bucket of isk. As of summer 2016, the monetary and item rewards (including a Cynabal BPC and a faction target) can add up to about 350 million isk for half a day's work.

You probably don't care about your Angel Cartel standings, but you can improve them by several full points. You may also lose a small chunk of standing (about .25) with the Minmatar Republic.


PREPARATIONS

As mentioned above, you will spend most of this arc in the Curse region (0.0 space), and you'll want to plan accordingly.

The one bright side to operating in Curse is that the space is controlled by the Angel Cartel NPCs, so you WILL be able to dock up in systems that have stations. You'll also more than likely be flying an interceptor (more on that below), which makes you super agile and impervious to warp disruption bubbles. (However, you should still be familiar with how they work and how they affect both your inbound and outbound warps.)

That being said, don't sleep on the fact that you're still in 0.0. Many of the systems in Curse will seem quiet, but there are most certainly pirates around. They know the mission paths and where to set traps; you'll see the remnants of gate camps along your route. Although you'll be in an interceptor, you can still get trapped. You should be using your D-scan, insta-undocks, gate perches, MWD-cloak trick, and so on. You should also remember how to create a safe spot on the fly in case someone tries to chase you down.

You may lose your ship, and you may get podded. As with any activity in EVE, don't fly what you can't afford to lose.


SHIPS AND FITS

On paper, any of the following frigate-class ships will meet the mission restrictions:

  • Stealth Bomber
  • Assault Ship
  • Destroyer
  • Rookie Ship
  • Interdictor
  • Frigate
  • Shuttle
  • Electronic Attack Ship
  • Covert Ops
  • Interceptor

Since the warp-bubble immunity role bonus that arrived with Rubicon, an interceptor is the stand-out choice. (Note: Prior to 2014, many pilots preferred a cloak-fit destroyer, and ran this arc successfully with those fits. However, those setups placed a much greater demand on the pilot, and were inherently riskier to fly. It can still be done, but it is not recommended.)

Many of the NPCs hit hard and move fast, so you'll need a decent tank, good propulsion, and most likely a web -- the last item is especially important if you're flying a close-range setup such as hybrid blasters.


Angels Runner Brawler
Taranis: Angels Runner Brawler
EFT
[Taranis, Angels Runner Brawler]
Light Ion Blaster II
Light Ion Blaster II
Light Ion Blaster II

1MN Afterburner II
Stasis Webifier II

Small Ancillary Armor Repairer
Magnetic Field Stabilizer II
Damage Control II

Small Hybrid Burst Aerator I
Small Hybrid Collision Accelerator I


Hobgoblin II x2

Void S x1

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Icon hi slot.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
Icon mid slot.png
Fitting template low slots label.png
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icon?size=64&.png
icon?size=64&.png
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Fitting template drone slots label.png
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Fitting template drone slots label.png
Fitting template charge slots label.png
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Fitting template rig slots label.png
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icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
CITA 118.5
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES


Angels Runner Kiter
Crow: Angels Runner Kiter
EFT
[Crow, Angels Runner Kiter]
Light Missile Launcher II
Light Missile Launcher II
Light Missile Launcher II
Light Missile Launcher II

1MN Afterburner II
Target Painter I
Medium F-S9 Regolith Compact Shield Extender

Damage Control II
Micro Auxiliary Power Core II

Small Anti-EM Screen Reinforcer I
Small Ionic Field Projector I



Scourge Fury Light Missile

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Icon mid slot.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
CITA 118.5
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES


Regardless of your chosen ship and fitting, you should carry the following items in your cargo hold:

  • Nanite Repair Paste or Cap Booster chargers (if your fit uses them)
  • Nanofibers
  • Warp Core Stabilizers
  • Damage modifiers (Ballistic Controls, Magnetic Field Stabilizers, etc.)
  • Warp Disruptor/Scrambler

For some missions you may feel the need to swap out agility for tank, or vice versa. While traveling home with your precious loot, you might want to fit stabs for a little peace of mind. If you are supremely confident in your piloting skills and don't mind the risk, there are fights to be had in Curse, so you may want to bring a point. (Note: PVP is strongly discouraged during this arc. Losing a mission item will result in failure, and you'll have to wait three months to start the arc over again.)


GENERAL TACTICS

A few notes:

  • Think of this like a PVP mission with some PVE sprinkled in. The big difference here is that you're not going to be PVP'ing head-on -- you're going to be PVP'ing by out-piloting, outsmarting, and avoiding your enemies.
  • Periodically check your star map for ship kills, pod kills, and jumps in the last hour. Compare these systems against your mission route to see if you can avoid those systems, or wait until the action has subsided.
  • Keep an eye on local, but never speak. You don't want to give away the fact that you're active.
  • The D-scan button is hotkeyed these days, so there's no excuse not to mash it constantly. Do a 360 scan every few seconds while running your missions. Look for combat scanner probes first and foremost (this is the only way pirates can find you inside a mission's deadspace pocket), but also keep an eye out for other ships so you know who's active in the system. You'll see lots of assault frigates and interceptors flown by other missioners and those hunting them.
  • Some missions include waves of frigates and destroyers that can be quite punishing. Don't be afraid to cherry pick a few, dock up, repair, rinse, and repeat.
  • Once you accept a mission you should minimize the agent conversation window instead of closing it. This way, once your objectives are complete the window will pop back up, giving you a clear indication that your work is done.


MISSION CHAIN

Start by visiting the agent named Ellar Stin in Konora. The standings threshold to start this chain are quite low, so nearly everyone should have access to this agent.

(Note: If you've already run this arc before, the first agent will warn you that you've already completed it, and that they'll need to wipe your memory. That's fine, just click "okay" -- it's simply going to reset your epic arc in your journal so you can start over.)

The mission sequence looks something like this. The exact details may change depending on the branch you choose and some randomization of where the encounters happen, so make sure you read the mission description closely, and let that information take precedent over what you see here. If they seem to diverge, keep checking back with the guide and it should eventually sync up again.

Wherever possible, choose the missions with the shortest travel distance, even if it means there is more NPC combat on the missions themselves. More jumps means more risk, so it's best to travel as little as possible.


Headhunted

- System: Konora

- Remote accept: No

- Remote turn-in: No

- Mission type: Travel

Visit the agent in Konora (Ellar Stin) to start the chain. She'll send you down to K-QWHE in Curse to chat with the next agent.

There are several routes into Curse from empire space, but jumping through Sendaya into Doril will be the most direct path for most players. Jumping into Doril will likely be the scariest part of the whole run. It's almost always bubbled and/or camped. You should fit your Warp Core Stabilizers for this leg of the journey. Although your interceptor is immune to bubbles, you can still be pointed. If you want to be extra careful you can use a cloaky (or simply disposable) alt to jump through first and scout.


New Opportunities

- Systems: K-QWHE > KLMT-W

- Remote accept: No

- Remote turn-in: No

- Mission type: Travel

- Ship restrictions: List above

Go to mission site, sit there for a minute until you get the mission complete dialogue, then head home.


Fight or Flight

Natural Consequences

- Systems: K-QWHE > EW-JR5 (or YKE4-3)

- Remote accept: No

- Remote turn-in: Yes

- Mission type: Combat

- Ship restrictions: List above

The waves seem to spawn at timed intervals.

  • Wave 1: 4 frigates
  • Wave 2: 2 cruisers
  • Wave 3: 3 frigates
  • Wave 4: 3 cruisers + 1 frigate
  • Wave 5: 4 frigates

These can put out some damage, but if you kite them from 30km+ or keep a tight orbit you should be fine. The cruisers will tracking disrupt but that's not an issue for missile boats. It may be helpful to swap out some low slot items for extra DPS.

You may get the "mission complete" dialogue after killing the cruisers in Wave 4, so keep an eye out for that.

Serpentis Fill-In

- Systems: K-QWHE > EW-JR5

- Mission type: Courier

- Ship restrictions: None


Clear the Way

- Systems: MDD-79 (or RMOC-W)

- Remote accept: Yes

- Remote turn-in: Yes

- Mission type: Combat

- Ship restrictions: List above

  • Wave 1: 2 destroyers + 2 frigates
  • Wave 2: 3 frigates
  • Wave 3: 3 destroyers + 3 frigates


Salvage Heist

- Systems: MDD-79 (or RMOC-W) > Farit (or HLW-HP)

- Remote accept: Yes

- Remote turn-in: Yes

- Mission type: Combat

- Ship restrictions: List above

Take out the stasis tower first so you can move around effectively. When the scramblers spawn in wave 2, you'll want to take down as quickly as possible. You don't actually need to kill any of the frigs that spawn as you fight Gath (you can just pop the guy and GTFO), but you may choose to do so if the incoming DPS is too high. Don't be too worried about the fact that there's a battlecruiser -- his damage is nothing special and he goes down easy.

  • Wave 1: 2 missile batteries, 1 stasis tower, 3 frigates, 1 named battlecruiser Gath Renton
  • Wave 2: 2 scramming frigates appear when you engage Gath Renton
  • Wave 3: 2 jamming frigates appear when Gath gets to low armor
  • Wave 4: 3 frigates appear when Gath gets to low structure


Rabbit Trap

- Systems: Farit (or HLW-HP) (you should still be there from your last mission) > MDD-79

- Remote accept: Yes

- Remote turn-in: No

- Mission type: Combat

- Ship restrictions: List above

  • Wave 1: 7 frigates
  • Wave 2: 7 frigates and destroyers (Some of them jam. It's annoying, but harmless.)
  • Wave 3: 1 named frigate Yukiro Demense (he warp disrupts and has a decent tank, but as long as you're cautious he's no big deal)

Award: Domination Target Painter.


Dominus

- System: K-QWHE

- Remote accept: No (but you should be in station from last turn-in)

- Remote turn-in: No

- Mission type: Travel

- Ship restrictions: None

Fly to a different station in K-QWHE to talk to a new agent.


The Lesser of Two

Data Destruction

- Systems: K-QWHE > AAM-1A

- Remote accept: Yes (but you should already be in this agent's station from last turn-in)

- Remote turn-in: No

- Mission type: Combat

- Ship restrictions: List above

It seems like lots of rooms and waves (and it is), but you should be able to one-volley every NPC, so it goes quickly. After you destroy the last wave in the final room, you just need to pop the datacenter. A few cruisers will spawn when you begin shooting the datacenter, but you can ignore them. Just burn down the structure and GTFO.

  • Room 1: Wave 1: 4 destroyers
  • Room 1: Wave 2: 4 frigates
  • Room 1: Wave 3: 4 destroyers
  • Room 2: Wave 1: 6 destroyers
  • Room 2: Wave 2: 5 frigates
  • Room 2: Wave 3: 4 destroyers
  • Room 3: Wave 1: 6 destroyers
  • Room 3: Wave 2: 7 frigates
  • Room 3: Wave 3: 7 destroyers
  • Room 3: Wave 4: 3 cruisers (after you shoot the datacenter)


Situation Normal

- Systems: K-QWHE > RMOC-W

- Remote accept: Yes (but you should already be in this agent's station from last turn-in)

- Remote turn-in: Yes

- Mission type: Combat

- Ship restrictions: List above

This mission is less combat-intensive than 8a. You should take whichever mission has fewer jumps to destination -- the combat mission (Data Destruction) may take a bit longer to run, but it's worthwhile if it's only a single jump away.

Very straightforward. Destroy a single cruiser, loot the resulting wreck, then drop the Security Codes item into the Communications Array container.


Breaking the Lock

- Systems: ?

- Remote Accept: Yes

- Remote Turning: No

- Mission type: Combat

- Ship restrictions: List above

Go through each successive acceleration gate and destroy the rats. In the last room, you'll also need to destroy the structure called Boundless Creations Data Center.

  • Room 1: 4 destroyers
  • Room 2: 5 destroyers
  • Room 3: 6 destroyers + 1 data center


Fear of Angels

- Systems: K-QWHE > AAM-1A

- Remote accept: No (You should already be in station from last turn-in)

- Remote turn-in: No

- Mission type: Combat

- Ship restrictions: List above

This mission is just a single named frigate- Marshal Treonis. This guy webs, hits hard, and is super fast (~3km/sec), so keep an eye on your tank and be ready to warp out to a celestial and reset. This was the only fight where I was legitimately nervous about my tank holding. Loot his wreck for the tag.

Award: Cynabal BPC, Faction Tag looted from Treonis' wreck


WRAP-UP

You made it. Now you need to get your shinies and head home. The item rewards should have appeared in the hangars of one or two stations in Curse. Make sure you double-check that you've put them into your cargohold before you leave; it can be a fairly long trip and you probably don't want to do it twice.

Remember that this arc (like the others) can be run every three months. Subsequent runs will be faster and easier.