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Prison Bust: Difference between revisions

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Djavin novienta (talk | contribs)
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
<noinclude>{{NPCTableCSS}}__NOTOC__{{MissionLinks}}{{main|Location Location (Amarr)}}</noinclude>
__NOTOC__{{survival copy}}
{{Missiondetails
====Part 3 of 5====
|Level=5
(Part 2 covered here: [[HardWay5am The Hard Way]])<br>
|Type=Encounter
|Objective=
|Faction1=Amarr Empire
|DamageToDeal=
|DamageToResist=
|WebPoint=
|EWAR=Divine Imperial Ambrose/Basil (Neut), Imperial Templar Seer/Diviner (Neut, Tracking Disrupt)
|ShipSizeLimit=
|ShipSuggestion=Passive Battleship + Logistics Battleship
|Rewards=
|StandingLoss=
|Extra=
}}


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
===1st Pocket===
Destroy the 6 forcefields to access to gate to the 2nd pocket.<br>


===Warp-In, Pocket 1===
{{NPCTableHead|Initial Group}}
{{NPCTableRow|Tower|6|Powerful EM Forcefield|note=6,000 HP each}}
|}


{{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**
===2nd Pocket===
6 x Powerful EM Forcefields (6,000 hp/each)
Some ships will trigger reinforcements upon shooting and upon destruction.<br>
Reinforcements that are triggered upon shooting will be referred to as '''Hair-Trigger'''.<br>
Set your drones to passive if you don't want the Hair-Trigger reinforcements, immediately.<br>


===Pocket 2===
{{NPCTableHead|Initial Ship Group, 2-80km}}
Ships 2-80km away (Towers 100-115km away)
{{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>
{{NPCTableRow|Battlecruiser|5|Imperial Templar Champion/Justicar}}
{{NPCTableRow|Battleship|10|Imperial Templar Dominator/Judgment/Martyr|trigger=3rd Reinforcement (Hair-Trigger)}}
|}


{{image url="http://i609.photobucket.com/albums/tt174/climb22033/PrisonBust5-2.jpg" title="Ships at warp-in" alt="Ships at warp-in"}}<br>
{{NPCTableHead|Initial Sentry Group, 100-115km}}
{{NPCTableRow|Sentry|5|Amarr Cruise Missile Battery}}
{{NPCTableRow|Sentry|2|Amarr Energy Neutralizer Sentry III|ewar=Neut}}
|}


5 x Cruisers (Divine Imperial Ambrose/Basil) orbits at 7-19km, '''NOS, -- Hair-Trigger 1 --, -- Trigger 2 --'''
{{NPCTableHead|1A Reinforcement (Hair-Trigger)}}
5 x Battlecruisers (Imperial Templar Champion/Justicar) orbits at 10-22km
{{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 --'''
|}
5 x Amarr Cruise Missile Batteries
2 x Amarr Energy Neutralizer Sentry IIIs


Spawn 1a:<br>
{{NPCTableHead|1B Reinforcement}}
Just shooting one of the original five cruisers (Hair-Trigger) will spawn:<br>
{{NPCTableRow|Battlecruiser|5|Imperial Champion/Templar Justicar}}
6 x Cruisers (Imperial Templar Donus/Tamir), '''--Trigger 1b --'''
|}
Spawn 1b:<br>
5 x Battlecruisers (Imperial Champion/Imperial Templar Justicar)


Spawn 2:<br>
{{NPCTableHead|2nd Reinforcement}}
After destruction of the original five cruisers there spawns
{{NPCTableRow|Battlecruiser|4|Imperial Templar Seer|ewar=Neut|ewar2=TD}}
4 x Battlecruisers (Imperial Templar Seer)
|}


Spawn 3a:<br>
{{NPCTableHead|3rd Reinforcement}}
Just shooting one of the Battleships (Hair-Trigger) will spawn:<br>
{{NPCTableRow|Battleship|5|Imperial Templar Dominator/Ultara|trigger=4A Reinforcement (Hair-Trigger)}}
5 x Battleships (Imperial Templar Dominator/Ultara), '''-- Hair-Trigger 3b --'''
|}
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>
{{NPCTableHead|4A Reinforcement (Hair-Trigger)}}
Just shooting the Amarr Prison Facility (Hair-Trigger) will spawn:<br>
{{NPCTableRow|Battleship|5|Imperial Templar Martyr|trigger=4B Reinforcement (Hair-Trigger)}}
3 x Battleships (Imperial Templar Judgment)
|}


Destroy the Amarr Prison Facility (150,000 hp) to retrieve the prisoner (1) Spy, '''//Objective//'''
{{NPCTableHead|4B Reinforcement (Hair-Trigger)}}
{{NPCTableRow|Battleship|6|Imperial Templar Diviner/Judgment|ewar=Neut|ewar2=TD}}
|}


'''Tips:'''<br>
{{NPCTableHead|Amarr Prison Facility}}
- Use a Passive Tank or plan a capacitor that receives an additional 200 units/s<br>
{{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>
{{NPCTableSeparator|Upon shooting the structure}}
- Maximum damage dealing of initial group if it gets into range is 2423hp/s (EM 58%, Therm 42%)<br>
{{NPCTableRow|Battleship|3|Imperial Templar Judgment}}
|}


====Part 4 of 5====
See [[InformedAttack5 Informed Attack (4 of 5)]]


[[Category:Mission reports]]
===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)
 
<noinclude>'''Next:''' [[Informed Attack]]
{{Missionrelated}}
[[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