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→Invasion sites: changed sites to subheaders. Noted empire T2 resists. |
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=== Minor conduit === | === 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. | |||
* 3x waves of mostly frigates/destroyers/cruisers (10-15 rats of various types, requires further verification) | |||
* Frigates/destroyers orbit at 3-8km. Cruisers/battlecruisers orbit at 12-20km. | |||
* DPS output is rather high, recommended 2+ T2 logistics cruisers | |||
* Properly fit [[Marauders]] can tank these sites without the need for remote logistics assistance. | |||
* Chance of Zorya's Damavik (warp scrambles) spawning on 1st or 2nd Wave | |||
* Chance of Zorya's Drekavac spawning on 2nd Wave | |||
* Chance of Zorya's Leshak (Neut) spawning on 3rd Wave | |||
* While not required [[Command Bursts]] will make running the site much safer. | |||
=== Major Conduit === | === 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. | |||
* 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. | |||
* Rats will starburst out to ~400km after spawning before warping back on top of pilot that has aggro and engaging at close range. Warp-in landing spots are random but within the ships' weapon range. | |||
* Multiple Leshaks may spawn of different varieties. Leshaks orbit their target at 40-45km. | |||
* DPS output is rather high, recommend 3+ T2 logistics cruisers. | |||
* 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 === | === World Arc Proving Ground === | ||
* Reduced payout with more than 10 pilots | |||
* Payout 4k+ LP, 50+ mil ISK (when running with 15/16 pilots) | |||
* Does not End the invasion, respawn of World Ark Proving Ground can be an hour or longer. | |||
* Support Pilons spawn, Transwarp Conduit within short range (30km?) will micro jump a target approx 70km away | |||
* ECM Pilons will set target within short range to -50 max locked targets | |||
* Energy Burst Pilons are essentially smartbombs | |||
* Stasis Pilons will webify target | |||
* Towards end, ships may stop dropping wrecks | |||
* DPS output towards end can be VERY high, ARC runs with 5 or 6 Guardians. | |||
* DPS towards end may split between targets, some ships always spread targets but are not part of the main damage groups. | |||
* Multiple Leshaks will spawn, only rat that keeps at range 35+km being common | |||
* Zorya ships will spawn, with possibility of Faction and Officer drops. This being the most likely loot to be stolen by non-fleet members. | |||
* Corvettes may be destroyed upon entering the site by a field effect "Invisible Cloud" | |||
ARC Fleets are known to run World Arc Proving Grounds with | ARC Fleets are known to run World Arc Proving Grounds with | ||
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=== Observatory Flashpoint === | === Observatory Flashpoint === | ||
* Reduced payout with more than 10 pilots | |||
* Payout 4k+ LP, 50+ mil ISK (when running with 15/16 pilots) | |||
* Does not End the invasion. Site respawns 90 minutes after the final structure is destroyed | |||
* Site begins with two acceleration gates, choosing to either attack the Triglavians, or to attack the empire whose territory is under attack. Once one side is chosen, the site is locked in to that path and one gate is destroyed. | |||
* 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. | |||
* 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. | |||
* Destroying the structure ends the site, triggers payout, and causes all remaining enemies to warp out. | |||
* Dreadnought and Structure wrecks project 100km-radius Warp Disruption fields, disallowing all attempts to warp off grid prior to the wrecks being salvaged. | |||
* Dreadnought and Structure wrecks can contain skillbooks, blueprints, and components for the Zirnitra, and can contain Zorya's officer modules. Blueprints drop from attacking empire dreads. Components drop from attacking Zirnitras. | |||
== System effects == | == System effects == | ||