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User:Jeb hataska: Difference between revisions

329 editsJoined 21 November 2010
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*Recommended requirements
*Recommended requirements
**You have and can easily solo Level 4 missions,
**You have and can easily solo Level 4 missions,
**You have a proper PvE fitted BS,
**You have a proper PvE fitted BS, and
**You have a Cov Ops ship with Cov Ops Cloaking Device II, and
**You have the Hacking skill at Level 3 or greater (required to complete "--------").
**You have the Hacking skill at Level 3 or greater (required to complete "The Breakout").


During this Epic Mission Arc a choice is presented to you - to work for the Amarr Empire or for Sansha's Nation; this guide follows the Amarr Empire path.
During this Epic Mission Arc a choice is presented to you - to work for the Amarr Empire or for Sansha's Nation; this guide follows the Amarr Empire path.


In this guide I will provide tips and suggestions based on how I completed the missions - this is not 'the' way to do the mission, rather, it is merely one possible way that worked for me.  For each mission the reward is listed in terms of basic reward, time bonus and bounty - these figures are based on my particular skills so individual mileage will vary; however, this still provides a good indication of what to expect.
In this path you will face Sansha's Nation and Amarr Empire enemies, so you should tank your ship approximately equally against EM and Thermal damage, and ideally you would do EM damage (Thermal secondary).  Some of the missiles fired by Sansha's Nation battleships (and most Amarr Empire battleships) do Kinetic damage: If a Sansha battleship orbits between 38k and 49k, then its missiles do kinetic damage (with the exception of "Slave Lord" whose missiles do thermal); if it orbits at 14k-17k, then its missiles do EM damage.


Right to Rule is started by speaking with Karde Romu at the MIO Agent beacon in the Kor-Azor Prime system, 1 jump out of Amarr. ("Beacons" and "Agents in Space" must be visible on the overview, as they are in E-UNI's "Missions" tab.)
Any frigate with "Loyal" in its name (that is, just about every frigate you'll encounter) is able to web and warp scramble.  Many of the cruisers have turret disruption, and so do the "Beast Lord" and "Plague Lord" battleships.  The battlecruisers do not have electronic warfare.


In this path you will face Sansha's Nation and Amarr Empire enemies, so you should tank your ship approximately equally against EM and Thermal damage, and ideally you would do EM damage (Thermal secondary)Enemies will try to orbit at most about 50 km away. Some of the missiles fired by Sansha's Nation battleships do Kinetic damage--specifically, those from "Dark Lord," "Overlord," "Plague Lord," "Savage Lord," and "Tyrant" variants.
Amarr frigates with "Divine" are able to web and warp scrambleMany cruisers have turret disruption and nosferatu. "Imperial Dominator" and "Imperial Martyr" battleships, but not their "Divine" variants, have nosferatu.


Any frigate with "Loyal" in its name (that is, just about every frigate you'll encounter) is able to web and warp scrambleMany of the cruisers have turret disruption, and so do the "Beast Lord" and "Plague Lord" battleships.  The battlecruisers do not have electronic warfare.
In this guide I will provide tips and suggestions based on how I completed the missions - this is not 'the' way to do the mission, rather, it is merely one possible way that worked for meFor each mission the reward is listed in terms of basic reward, time bonus and bounty - these figures are based on my particular skills so individual mileage will vary; however, this still provides a good indication of what to expect.


=Introduction=
=Introduction=
Right to Rule is started by speaking with Karde Romu at the MIO Agent beacon in the Kor-Azor Prime system, 1 jump out of Amarr. ("Beacons" and "Agents in Space" must be visible on the overview, as they are in E-UNI's "Missions" tab.)
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*No agro on warp-in.
*No agro on warp-in.
*Frigates web and warp scramble.  Cruisers (and some battleships) turret-disrupt.
*The initial guards are followed by two reinforcement waves; destroying all ships triggers the next wave.
*The initial guards are followed by two reinforcement waves; destroying all ships triggers the next wave.
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