More actions
→Invasion sites: Commented out World Arc. Wrote summary of its replacement, the Observatory Flashpoint. |
→Invasion sites: changed sites to subheaders. Noted empire T2 resists. |
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These sites will reward DED Loyalty Points and ISK, and the destroyed Triglavians can be looted and salvaged. | These sites will reward DED Loyalty Points and ISK, and the destroyed Triglavians can be looted and salvaged. | ||
Prior to the November 26, 2019 update, there was a third type of site, the World Arc Proving Ground. On November 26, 2019, the World Arc site was removed, and replaced with the Observatory Flashpoint site. | |||
=== Minor conduit === | |||
** Payout: 1k DED LP + 15 mil ISK per pilot, with a max of 45 mil ISK. Reduced payout (per pilot) with more than 3 pilots. | ** Payout: 1k DED LP + 15 mil ISK per pilot, with a max of 45 mil ISK. Reduced payout (per pilot) with more than 3 pilots. | ||
** 3x waves of mostly frigates/destroyers/cruisers (10-15 rats of various types, requires further verification) | ** 3x waves of mostly frigates/destroyers/cruisers (10-15 rats of various types, requires further verification) | ||
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** While not required [[Command Bursts]] will make running the site much safer. | ** While not required [[Command Bursts]] will make running the site much safer. | ||
=== Major Conduit === | |||
** Payout: 2k DED LP + 20 mil ISK, with a max of 160 mil ISK. Reduced payout (per pilot) with more than 8 pilots. | ** Payout: 2k DED LP + 20 mil ISK, with a max of 160 mil ISK. Reduced payout (per pilot) with more than 8 pilots. | ||
** 5-6x waves. Early waves are mostly frigates/destroyers, and scale up to include cruisers, Drekavacs, and Leshaks. Wave triggers are unpredictable, and commonly 2 waves spawn together. | ** 5-6x waves. Early waves are mostly frigates/destroyers, and scale up to include cruisers, Drekavacs, and Leshaks. Wave triggers are unpredictable, and commonly 2 waves spawn together. | ||
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** While not required [[Command Bursts]] on a properly bonused hull will make running the site much safer. | ** While not required [[Command Bursts]] on a properly bonused hull will make running the site much safer. | ||
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=== World Arc Proving Ground === | |||
** Reduced payout with more than 10 pilots | ** Reduced payout with more than 10 pilots | ||
** Payout 4k+ LP, 50+ mil ISK (when running with 15/16 pilots) | ** Payout 4k+ LP, 50+ mil ISK (when running with 15/16 pilots) | ||
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=== Observatory Flashpoint === | |||
** Reduced payout with more than 10 pilots | ** Reduced payout with more than 10 pilots | ||
** Payout 4k+ LP, 50+ mil ISK (when running with 15/16 pilots) | ** Payout 4k+ LP, 50+ mil ISK (when running with 15/16 pilots) | ||
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** After taking the gate, there will be a large (invulnerable) structure, and waves of either Triglavian or Empire ships will spawn. After killing the first wave, a single '''Dreadnought''' will warp in to the site. | ** After taking the gate, there will be a large (invulnerable) structure, and waves of either Triglavian or Empire ships will spawn. After killing the first wave, a single '''Dreadnought''' will warp in to the site. | ||
** Damage and EWAR will be very, very heavy in this site. Multiple logistics cruisers or battleships and full defensive and Skirmish Command Bursts are extremely recommended. | ** Damage and EWAR will be very, very heavy in this site. Multiple logistics cruisers or battleships and full defensive and Skirmish Command Bursts are extremely recommended. | ||
** Dreadnought will not change targets once it chooses one. Dreadnoughts deal less than HAW damage, but have extremely high tracking (other than the Caldari Phoenix, which uses Rapid Torpedoes). Dreadnoughts will periodically enter Siege for 5 minutes of quad damage. | ** Dreadnought will not change targets once it chooses one. Dreadnoughts deal less than HAW damage, but have extremely high tracking (other than the Caldari Phoenix, which uses Rapid Torpedoes). Dreadnoughts will periodically enter Siege for 5 minutes of quad damage. All Empire ships (including dreads) have [[Natural resistances#Tech II and Tech III resists|T2 Resists]] (+50%/+25%). | ||
** Large structure becomes vulnerable upon dreadnought death. When structure becomes vulnerable, two 'Overcharge' pylons will appear 30km away from the structure. These pylons project 5km fields which give +100% outgoing weapons damage. | ** Large structure becomes vulnerable upon dreadnought death. When structure becomes vulnerable, two 'Overcharge' pylons will appear 30km away from the structure. These pylons project 5km fields which give +100% outgoing weapons damage. | ||
** Destroying the structure ends the site, triggers payout, and causes all remaining enemies to warp out. | ** Destroying the structure ends the site, triggers payout, and causes all remaining enemies to warp out. | ||