Difference between revisions of "Prison Bust"

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(Created page with "name=Prison Bust, Level 5 __NOTOC__{{survival copy}} ====Part 3 of 5==== (Part 2 covered here: HardWay5am The Hard Way)<br> Faction: Amarr<br> Mission type: Encounter<br>...")
 
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name=Prison Bust, Level 5
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<noinclude>{{NPCTableCSS}}__NOTOC__{{MissionLinks}}{{main|Location Location (Amarr)}}</noinclude>
__NOTOC__{{survival copy}}
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{{Missiondetails
====Part 3 of 5====
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|Level=5
(Part 2 covered here: [[HardWay5am The Hard Way]])<br>
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|Type=Encounter
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|Objective=
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|Faction1=Amarr Empire
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|DamageToDeal=
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|DamageToResist=
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|WebPoint=
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|EWAR=Divine Imperial Ambrose/Basil (Neut), Imperial Templar Seer/Diviner (Neut, Tracking Disrupt)
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|ShipSizeLimit=
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|ShipSuggestion=Passive Battleship + Logistics Battleship
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|Rewards=
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|StandingLoss=
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|Extra=
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}}
  
Faction: Amarr<br>
 
Mission type: Encounter<br>
 
Space type: Deadspace with Gate<br>
 
Web/Scramble: None<br>
 
Extras: Amarr Energy Neutralizer Sentry IIIs, NOS, Tracking Disrupter<br>
 
Damage dealt: EM 58% / Therm 42%<br>
 
Recommended damage dealing: EM/Therm <br>
 
Recommended ships: (1) Maelstrom w/ Passive Tank and (1) Maelstrom w/ Shield Transporters<br>
 
  
Direct Warp into Deadspace
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===1st Pocket===
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Destroy the 6 forcefields to access to gate to the 2nd pocket.<br>
  
===Warp-In, Pocket 1===
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{{NPCTableHead|Initial Group}}
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{{NPCTableRow|Tower|6|Powerful EM Forcefield|note=6,000 HP each}}
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|}
  
{{image url="http://i609.photobucket.com/albums/tt174/climb22033/PrisonBust5-1.jpg" title="6 Forcefields surround the gate to Pocket 2" alt="6 Forcefields surround the gate to Pocket 2"}}<br>
 
  
**Destroy Forcefields to access the gate to Pocket 2**
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===2nd Pocket===
6 x Powerful EM Forcefields (6,000 hp/each)
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Some ships will trigger reinforcements upon shooting and upon destruction.<br>
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Reinforcements that are triggered upon shooting will be referred to as '''Hair-Trigger'''.<br>
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Set your drones to passive if you don't want the Hair-Trigger reinforcements, immediately.<br>
  
===Pocket 2===
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{{NPCTableHead|Initial Ship Group, 2-80km}}
Ships 2-80km away (Towers 100-115km away)
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{{NPCTableRow|Elite Cruiser|5|Divine Imperial Ambrose/Basil|ewar=Neut|trigger=1A Reinforcement(Hair-Trigger), 2nd Reinforcement}}
**Note:** Just shooting some of the ships in this pocket is enough to trigger re-inforcements, hereafter refered to as ''(Hair-Triggers)''<br>
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{{NPCTableRow|Battlecruiser|5|Imperial Templar Champion/Justicar}}
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{{NPCTableRow|Battleship|10|Imperial Templar Dominator/Judgment/Martyr|trigger=3rd Reinforcement (Hair-Trigger)}}
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|}
  
{{image url="http://i609.photobucket.com/albums/tt174/climb22033/PrisonBust5-2.jpg" title="Ships at warp-in" alt="Ships at warp-in"}}<br>
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{{NPCTableHead|Initial Sentry Group, 100-115km}}
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{{NPCTableRow|Sentry|5|Amarr Cruise Missile Battery}}
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{{NPCTableRow|Sentry|2|Amarr Energy Neutralizer Sentry III|ewar=Neut}}
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|}
  
5 x Cruisers (Divine Imperial Ambrose/Basil) orbits at 7-19km, '''NOS, -- Hair-Trigger 1 --, -- Trigger 2 --'''
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{{NPCTableHead|1A Reinforcement (Hair-Trigger)}}
5 x Battlecruisers (Imperial Templar Champion/Justicar) orbits at 10-22km
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{{NPCTableRow|Cruiser|6|Imperial Templar Donus/Tamir|trigger=1B Reinforcement}}
10 x Battleships (Imperial Templar Dominator/Judgment/Martyr) orbits of 17-49km, '''-- Hair-Trigger 3 --'''
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|}
5 x Amarr Cruise Missile Batteries
 
2 x Amarr Energy Neutralizer Sentry IIIs
 
  
Spawn 1a:<br>
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{{NPCTableHead|1B Reinforcement}}
Just shooting one of the original five cruisers (Hair-Trigger) will spawn:<br>
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{{NPCTableRow|Battlecruiser|5|Imperial Champion/Templar Justicar}}
6 x Cruisers (Imperial Templar Donus/Tamir), '''--Trigger 1b --'''
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|}
Spawn 1b:<br>
 
5 x Battlecruisers (Imperial Champion/Imperial Templar Justicar)
 
  
Spawn 2:<br>
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{{NPCTableHead|2nd Reinforcement}}
After destruction of the original five cruisers there spawns
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{{NPCTableRow|Battlecruiser|4|Imperial Templar Seer|ewar=Neut|ewar2=TD}}
4 x Battlecruisers (Imperial Templar Seer)
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|}
  
Spawn 3a:<br>
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{{NPCTableHead|3rd Reinforcement}}
Just shooting one of the Battleships (Hair-Trigger) will spawn:<br>
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{{NPCTableRow|Battleship|5|Imperial Templar Dominator/Ultara|trigger=4A Reinforcement (Hair-Trigger)}}
5 x Battleships (Imperial Templar Dominator/Ultara), '''-- Hair-Trigger 3b --'''
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|}
Spawn 3b:<br>
 
5 x Battleships (Imperial Templar Martyr), '''-- Hair-Trigger 3c --'''
 
Spawn 3c:<br>
 
6 x Battleships (Imperial Templar Diviner/Judgment)
 
  
Amarr Prision Facility Spawn:<br>
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{{NPCTableHead|4A Reinforcement (Hair-Trigger)}}
Just shooting the Amarr Prison Facility (Hair-Trigger) will spawn:<br>
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{{NPCTableRow|Battleship|5|Imperial Templar Martyr|trigger=4B Reinforcement (Hair-Trigger)}}
3 x Battleships (Imperial Templar Judgment)
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|}
  
Destroy the Amarr Prison Facility (150,000 hp) to retrieve the prisoner (1) Spy, '''//Objective//'''
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{{NPCTableHead|4B Reinforcement (Hair-Trigger)}}
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{{NPCTableRow|Battleship|6|Imperial Templar Diviner/Judgment|ewar=Neut|ewar2=TD}}
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|}
  
'''Tips:'''<br>
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{{NPCTableHead|Amarr Prison Facility}}
- Use a Passive Tank or plan a capacitor that receives an additional 200 units/s<br>
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{{NPCTableRow|Structure|1|Amarr Prison Facility|cargo=1x Spy (Mission Objective)}}
- Make sure your Drones are set to "Passive" if you don't want to spring the Hair-Triggers<br>
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{{NPCTableSeparator|Upon shooting the structure}}
- Maximum damage dealing of initial group if it gets into range is 2423hp/s (EM 58%, Therm 42%)<br>
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{{NPCTableRow|Battleship|3|Imperial Templar Judgment}}
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|}
  
====Part 4 of 5====
 
See [[InformedAttack5 Informed Attack (4 of 5)]]
 
  
[[Category:Mission reports]]
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===Notes===
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*Use a passive tank or plan a capacitor that receives an additional 200 units/s.
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*Maximum damage dealing of initial group, if it gets into range, is 2,423 hp/s (58% EM, 42% Therm)
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<noinclude>'''Next:''' [[Informed Attack]]
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{{Missionrelated}}
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[[Category:Mission reports]]</noinclude>

Revision as of 20:14, 18 May 2019

Main article: Location Location (Amarr)
Level 5
Type Encounter
Faction Amarr Empire
Best damage to deal Electromagnetic damage EMThermal damage Th
Damage to resist Electromagnetic damage EMThermal damage Th
EWAR Divine Imperial Ambrose/Basil (Neut), Imperial Templar Seer/Diviner (Neut, Tracking Disrupt)
Ship suggestion Passive Battleship + Logistics Battleship


1st Pocket

Destroy the 6 forcefields to access to gate to the 2nd pocket.


Initial Group
WD EWAR L


Tower 6 x Powerful EM Forcefield 6,000 HP each


2nd Pocket

Some ships will trigger reinforcements upon shooting and upon destruction.
Reinforcements that are triggered upon shooting will be referred to as Hair-Trigger.
Set your drones to passive if you don't want the Hair-Trigger reinforcements, immediately.


Initial Ship Group, 2-80km
WD EWAR L


Elite Cruiser 5 x Elite Cruiser Divine Imperial Ambrose/Basil 1A Reinforcement(Hair-Trigger), 2nd Reinforcement Energy Neutralizer
Battlecruiser 5 x Battlecruiser Imperial Templar Champion/Justicar
Battleship 10 x Battleship Imperial Templar Dominator/Judgment/Martyr 3rd Reinforcement (Hair-Trigger)


Initial Sentry Group, 100-115km
WD EWAR L


Sentry 5 x Sentry Amarr Cruise Missile Battery
Sentry 2 x Sentry Amarr Energy Neutralizer Sentry III Energy Neutralizer


1A Reinforcement (Hair-Trigger)
WD EWAR L


Cruiser 6 x Cruiser Imperial Templar Donus/Tamir 1B Reinforcement


1B Reinforcement
WD EWAR L


Battlecruiser 5 x Battlecruiser Imperial Champion/Templar Justicar


2nd Reinforcement
WD EWAR L


Battlecruiser 4 x Battlecruiser Imperial Templar Seer Energy Neutralizer Tracking Disruptor


3rd Reinforcement
WD EWAR L


Battleship 5 x Battleship Imperial Templar Dominator/Ultara 4A Reinforcement (Hair-Trigger)


4A Reinforcement (Hair-Trigger)
WD EWAR L


Battleship 5 x Battleship Imperial Templar Martyr 4B Reinforcement (Hair-Trigger)


4B Reinforcement (Hair-Trigger)
WD EWAR L


Battleship 6 x Battleship Imperial Templar Diviner/Judgment Energy Neutralizer Tracking Disruptor


Amarr Prison Facility
WD EWAR L


Structure 1 x Amarr Prison Facility 1x Spy (Mission Objective)
Upon shooting the structure
Battleship 3 x Battleship Imperial Templar Judgment


Notes

  • Use a passive tank or plan a capacitor that receives an additional 200 units/s.
  • Maximum damage dealing of initial group, if it gets into range, is 2,423 hp/s (58% EM, 42% Therm)

Next: Informed Attack