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== Abyssal mechanics == | == Abyssal mechanics == | ||
Running Abyssals can be fun and profitable, but it is ''very'' important that pilots grasp the core mechanics involved, as--unlike most PvE combat in | Running Abyssals can be fun and profitable, but it is ''very'' important that pilots grasp the core mechanics involved, as--unlike most PvE combat in EVE--failure means the certain loss of both ship and pod. | ||
=== Entry === | === Entry === | ||
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Unlike in most other regions in EVE, Abyssal Deadspace NPCs have very clear naming patterns and will have either a prefix or suffix that states what special abilities they have. | Unlike in most other regions in EVE, Abyssal Deadspace NPCs have very clear naming patterns and will have either a prefix or suffix that states what special abilities they have. | ||
This makes target prioritization easier, which is extremely important in the Abyss: the general best strategy in most rooms is to start out by killing any EWAR that poses a threat to your ship. Depending on your fit, this can mean Neutralizers, Webs, Tracking/Guidance disruptors or, if the pocket has battleships, Target Painters. | This makes target prioritization easier, which is extremely important in the Abyss: the general best strategy in most rooms is to start out by killing any EWAR that poses a threat to your ship. Depending on your fit, this can mean Neutralizers, Webs, Tracking/Guidance disruptors, or, if the pocket has battleships, Target Painters. | ||
You should also pay attention on whether dedicated remote repair ships are on grid; if you can't kill other frigates before repairs land, prioritize killing remote repairs first. After the dangerous EWAR and remote repair ships are dead, you can focus on the damage dealers in your preferred order. | You should also pay attention on whether dedicated remote repair ships are on grid; if you can't kill other frigates before repairs land, prioritize killing remote repairs first. After the dangerous EWAR and remote repair ships are dead, you can focus on the damage dealers in your preferred order. | ||
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=== Triglavian Collective === | === Triglavian Collective === | ||
[[Triglavian Collective|Triglavian ships]] can appear in any pocket. They use Entropic Disintegrators to deal high Thermal and Explosive damage. As each ship's damage will slowly increase the longer it stays focused on one target, Triglavian rooms can quickly become DPS or range-control races, to either kill their high-damage ships before they can kill you | [[Triglavian Collective|Triglavian ships]] can appear in any pocket. They use Entropic Disintegrators to deal high Thermal and Explosive damage. As each ship's damage will slowly increase the longer it stays focused on one target, Triglavian rooms can quickly become DPS or range-control races, to either kill their high-damage ships before they can kill you or to kill their tackle ships and fly beyond their damage range. | ||
Triglavian ships almost all feature Remote Armor Repair abilities, and mount the widest range of EWAR of any Abyssal faction. | Triglavian ships almost all feature Remote Armor Repair abilities, and mount the widest range of EWAR of any Abyssal faction. | ||
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| Ghosting || [[File:Icon_track_disruptor_64.png|32px]] Turret and Missile Disruption | | Ghosting || [[File:Icon_track_disruptor_64.png|32px]] Turret and Missile Disruption | ||
|- | |- | ||
| Vila Swarmer || [[File:Icon target drone.png|32px]] 3 or 4 Vila Swarmers will be spawned by NPCs | | Vila Swarmer || [[File:Icon target drone.png|32px]] 3 or 4 Vila Swarmers will be spawned by NPCs that have "Vila" as the middle name (example: Striking Vila Damavik). <br/> [[File:Icon damage therm.png]][[File:Icon damage kin.png]][[File:Icon damage em.png]][[File:Icon damage exp.png]] Deals very low omni DPS. (10-20 DMG per shot) <br/>Destroy the controlling ship first as the drones will deactivate once it gets destroyed, and destroying the drones will take a lot of time. | ||
|} | |} | ||
=== Sansha's Nation === | === Sansha's Nation === | ||
[[Sansha's Nation]] ships use very long-ranged lasers | [[Sansha's Nation]] ships use very long-ranged lasers and thus must be fought up close. However, fighting them up close is a challenge in itself, as they also bring a wide range of EWAR abilities, including significant energy neutralizers. | ||
All Sansha's Nation ships have the '''Devoted''' prefix. | All Sansha's Nation ships have the '''Devoted''' prefix. | ||
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* Rogue drone ships have wildly varying resists. Damage-dealing and EWAR frigates have the same natural resists as a Tech 1 hull from one of the races. Repair frigates have 0 resists. Battlecruisers are slightly weak to EM/EX, and slightly more resistant to TH/KIN. | * Rogue drone ships have wildly varying resists. Damage-dealing and EWAR frigates have the same natural resists as a Tech 1 hull from one of the races. Repair frigates have 0 resists. Battlecruisers are slightly weak to EM/EX, and slightly more resistant to TH/KIN. | ||
The Rogue Drone Battleship's resistances change at different tiers. With one exception, the Weather-induced hole is greater than any natural resist hole, and should be targeted; however in a Dark Filament, these resistances become relevant. | The Rogue Drone Battleship's resistances change at different tiers. With one exception, the Weather-induced hole is greater than any natural resist hole, and should be targeted; however, in a Dark Filament, these resistances become relevant. | ||
If swapping damage types (i.e. through missile reloads) is possible, it should be done for these battleships. Their Shields are weak to EM damage, and the following chart lists their Armor weaknesses: | If swapping damage types (i.e. through missile reloads) is possible, it should be done for these battleships. Their Shields are weak to EM damage, and the following chart lists their Armor weaknesses: | ||
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The pilot of the ship carrying the filaments can then use them and select the Activate For Fleet option. Doing so will consume the filaments, and rather than pulling the ship into the abyss, it will open a limited-use acceleration gate that leads to the abyss. Fleet members can then activate that acceleration gate and launch themselves into the abyss. | The pilot of the ship carrying the filaments can then use them and select the Activate For Fleet option. Doing so will consume the filaments, and rather than pulling the ship into the abyss, it will open a limited-use acceleration gate that leads to the abyss. Fleet members can then activate that acceleration gate and launch themselves into the abyss. | ||
The 20-minute timer is shared by all ships in the fleet | The 20-minute timer is shared by all ships in the fleet and starts counting down when the ''first'' of the ships finishes activating the acceleration gate and enters the abyssal pocket. | ||
To compensate for the increased filament consumption and the loot being split across 2 or 3 ships and pilots, the Biocombinative Cache found in multi-ship pockets contains significantly more loot than the ordinary Bioadaptive Cache. | To compensate for the increased filament consumption and the loot being split across 2 or 3 ships and pilots, the Biocombinative Cache found in multi-ship pockets contains significantly more loot than the ordinary Bioadaptive Cache. | ||