Location Location (Amarr)

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Location Location (Amarr) is a Level 5 mission consisting of five sub-missions. It involves combat with the Amarr Empire.

Part 1 (Location Location)

Level 5
Type Encounter
Faction Amarr Empire
Best damage to deal Electromagnetic damage EMThermal damage Th
Damage to resist Electromagnetic damage EMThermal damage Th
Warp disruption Elite Frigates (Web, Scram)
EWAR Divine Imperial Bahir (Tracking Disrupt), Imperial Templar Diviner (Neut, Tracking Disrupt), Divine Imperial Ambrose/Basil/Neutralizer Sentry (Neut)
Ship suggestion Passive Battleship + Logistics


Single Pocket

Contact's ship is present 15km away. 20 seconds later, you're notified in local that it's a trap.
The Contact's ship vanishes and an Amarrian fleet uncloaks.

Warning: Do not shoot Missile Batteries first, unless you can tank over 4000 hp/s!


Enemy Group, 25-40km
WD EWAR L


Sentry 5 x Sentry Amarr Cruise Missile Battery Each battery is a trigger Battery Reinforcement
Sentry 1 x Sentry Amarr Stasis Tower Stasis Webifier
Sentry 3 x Sentry Amarr Energy Neutralizer Sentry III Energy Neutralizer
Elite Frigate 3 x Elite Frigate Divine Imperial Bahir 1st Reinforcement Warp Scrambler Tracking Disruptor Stasis Webifier
Elite Cruiser 3 x Elite Cruiser Divine Imperial Ambrose/Basil Energy Neutralizer
Battleship 12 x Battleship Imperial Templar Dominator/Torah/Martyr Dominator triggers 2nd Reinforcement, Martyr triggers 3rd Reinforcement


1st Reinforcement
WD EWAR L


Elite Frigate 3 x Elite Frigate Divine Imperial Imran Warp Scrambler Stasis Webifier


2nd Reinforcement
WD EWAR L


Battleship 2 x Battleship Imperial Templar Dominator/Martyr


3rd Reinforcement
WD EWAR L


Battleship 3 x Battleship Imperial Templar Martyr

View of batteries from warp-in.


Battery Reinforcement
WD EWAR L
Battery 1 (Top)
Elite Frigate 3 x Elite Frigate Divine Imperial Imran Warp Scrambler Stasis Webifier
Battery 2 (Left)
Battleship 3 x Battleship Imperial Templar Judgment Battery 2A
Battery 2A
Battlecruiser 6 x Battlecruiser Imperial Templar Phalanx Battery 2B
Battery 2B
Battleship 3 x Battleship Imperial Templar Diviner Mission objective Energy Neutralizer Tracking Disruptor
Battery 3 (Middle)
Battleship 3 x Battleship Imperial Templar Diviner Energy Neutralizer Tracking Disruptor
Battery 4 (Right)
Battlecruiser 5 x Battlecruiser Imperial Champion/Templar Justicar
Battery 5 (Bottom)
Battlecruiser 5 x Battlecruiser Imperial Equalizer/Avenger


Notes

  • Use a passive tank or plan a capacitor that receives an additional 120 units/s
  • Maximum damage of initial group is 1814 hp/s (58% EM, 42% Therm)
  • Mission flagged complete when all Battery 2 (Left) spawns are destroyed
  • Orbit distances
    • Frigates: 4km
    • Cruisers: 7-19km
    • Battlecruisers: 9-22km
    • Battleships: 17-49km



Part 2 (The Hard Way)

Level 5
Type Encounter
Faction Amarr Empire
Best damage to deal Electromagnetic damage EMThermal damage Th
Damage to resist Electromagnetic damage EMThermal damage Th
Warp disruption All Frigates
EWAR Amarr Energy Neutralizer Sentry IIIs, NOS, Tracking Disrupter
Ship suggestion (1) Maelstrom w/ Passive Tank and (1) Maelstrom w/ Shield Transporters but recommend more DPS
Extra Mission requires the player to be able to use a Codebreaker module for hacking

Space type: Deadspace with Gate

Acceleration Gate into Deadspace

Single Pocket

image

Initial Group (25-80km)
WD EWAR L


Frigate 3 x Frigate Divine Imperial Napat Orbits at 10km Warp Scrambler Stasis Webifier Tracking Disruptor
Battlecruiser 3 x Battlecruiser Imperial Templar Phalanx Orbits at 22km
Battleship 11 x Battleship Imperial Templar Dominator/Martyr/Ultara*/Judgment** Orbits of 17-49km * Ultara triggers reinforcement 1, ** Judgement triggers reinforcement 2
Sentry 4 x Sentry Cruise Missile Batteries
Sentry 1 x Sentry Amarr Energy Neutralizers II Energy Neutralizer
Sentry 2 x Sentry Amarr Energy Neutralizer Sentry IIIs Energy Neutralizer


Reinforcement 1
WD EWAR L


Elite Cruiser 6 x Elite Cruiser Divine Imperial Champion/Justicar oOrbits at 14-32km


Reinforcement 2
WD EWAR L


Battleship 4 x Battleship Imperial Templar Diviner Orbits at 21km, NOS Triggers reinforcement 3 Tracking Disruptor Energy Neutralizer


Reinforcement 3
WD EWAR L


Battleship 6 x Battleship Imperial Templar Martyr Orbits at 49km


On occasion, additional ships spawn after smaller ships destroyed

Variation spawn
WD EWAR L


Frigate 4 x Frigate Divine Imperial Bahir
Destroyer 5 x Destroyer Imperial Templar Caius/Crusader
Battlecruiser 7 x Battlecruiser Imperial Templar Seer/Justicar/Champion


Amarr Relay Station spawns (150,000 HP)
WD EWAR L
Shield reduced to 70%
Battlecruiser 6 x Battlecruiser Imperial Templar Phalanx Orbits at 22km
Armor reduced to 50%
Battleship 6 x Battleship Imperial Dominator/Martyr Orbits of 17-44km, NOS Energy Neutralizer
Structure reduced to 90%
Elite Cruiser 6 x Elite Cruiser Divine Imperial Ambrose/Basil Orbits at 7-19km, NOS Energy Neutralizer
Structure reduced to 10%
Elite Frigate 6 x Elite Frigate Divine Imperial Napat Orbits at 10km Warp Scrambler Stasis Webifier Tracking Disruptor

Hack the Communications Hub with a Codebreaker I module to retrieve the objective

Tips:

  • Use a Passive Tank or plan a capacitor that receives an additional 100 units/s
  • Maximum damage dealing of initial group if it gets into range is 2790 hp/s (EM 56%, Therm 44%)


Part 3 (Prison Bust)

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)


Part 4 (Informed Attack)

Level 5
Type Encounter
Objective Destroy the Amarr Bio Weapons Facility
Faction Amarr Empire
Best damage to deal Electromagnetic damage EMThermal damage Th
Damage to resist Electromagnetic damage EMThermal damage Th
Warp disruption Stasis Tower (Web), Divine Imperial Imran/Sixtus (Web, Scram)
EWAR Energy Neutralizer Sentry (Neut), Imperial Templar Seer/Diviner (Neut, Tracking Disrupt), Divine Imperial Ambrose/Basil (Neut)
Ship suggestion Passive Battleship + Logistics, Capital (No gates)


Blitz: Destroy the Extremely Powerful EM Forcefield, then the Amarr Bio Weapons Facility.

Single Pocket

Ships are split into 4 groups.


Initial Group, 65-80km
WD EWAR L


Sentry 16 x Sentry Amarr Cruise Missile Battery
Sentry 4 x Sentry Amarr Energy Neutralizer Sentry I/II/III Energy Neutralizer
Sentry 4 x Sentry Amarr Stasis Tower Stasis Webifier
Elite Frigate 18 x Elite Frigate Divine Imperial Napat Tracking Disruptor
Battlecruiser 10 x Battlecruiser Imperial Templar Seer 1st Reinforcement, at 50% Armor Energy Neutralizer Tracking Disruptor
Battleship 4 x Battleship Imperial Templar Diviner 2nd Reinforcement, at 50% Structure Energy Neutralizer Tracking Disruptor


1st Reinforcement
WD EWAR L


Elite Cruiser 3-5 x Elite Cruiser Divine Imperial Ambrose/Basil Energy Neutralizer


2nd Reinforcement
WD EWAR L


Battleship 2-3 x Battleship Imperial Templar Judgment


Mission Objective
WD EWAR L


Structure 1 x Extremely Powerful EM Forcefield 5,200 HP. Recharges 83 HP/s.
Destroying Extremely Powerful EM Forcefield
Structure 1 x Amarr Bio Weapons Facility
Shooting the Bio Weapons Facility
Fighter 5 x Fighter Imperial Fighter Destroying triggers 5 more Fighters
Elite Frigate 4 x Elite Frigate Divine Imperial Imran/Sixtus Warp Scrambler Stasis Webifier
Battlecruiser 8 x Battlecruiser Imperial Templar Phalanx/Donus/Tamir
Bio Weapons Facility, 20% shields (3 Groups)
Elite Frigate 4 x Elite Frigate Divine Imperial Imran/Sixtus Warp Scrambler Stasis Webifier
Battlecruiser 8 x Battlecruiser Imperial Templar Phalanx/Donus/Tamir


Notes

  • Use a passive tank or plan a capacitor that receives an additional 90+ units/s.
  • Maximum damage dealing of initial group, if it gets into range, is 1,956 hp/s (EM 68%, Therm 32%)
  • No gates exist, so using a Carrier or HAW Dreadnought is possible


Part 5 (Dirty Job)

Level 5
Type Encounter
Factions Minmatar RepublicMercenaries
Best damage to deal Explosive damage ExKinetic damage KinKinetic damage KinThermal damage Th
Damage to resist Explosive damage ExKinetic damage KinKinetic damage KinThermal damage Th
EWAR Republic Harkal (Neut)
Ship suggestion Passive Battleship + Logistics, Capital (no gates)


Warp-In

Initial Group, 20km
WD EWAR L


Carrier 1 x Carrier Republic Harkal Immune to offensive modifiers Energy Neutralizer
Shooting the carrier
Fighter 5 x Fighter Republic Fighter Will replace itself up to 8 times, if destroyed Reinforcement 1
90% Armor
Frigate 3 x Frigate Mercenary Elite Fighter Reinforcement 2a
50% Armor
Frigate 4 x Frigate Mercenary Elite Fighter Reinforcement 3a
10% Armor
Frigate 3 x Frigate Mercenary Elite Fighter Reinforcement 4a
90% Structure
Frigate 1 x Frigate Mercenary Elite Fighter Reinforcement 5a
50% Structure
Frigate 2 x Frigate Mercenary Elite Fighter Reinforcement 6a


Reinforcement 1
WD EWAR L


Fighter 5-40 x Fighter Republic Fighter


Reinforcement 2
WD EWAR L
Reinforcement 2a
Frigate 3 x Frigate Mercenary Elite Fighter
Cruiser 7 x Cruiser Mercenary Commander Reinforcement 2b
Reinforcement 2b
Cruiser 2 x Cruiser Mercenary Corporal
Battleship 1 x Battleship Mercenary Overlord


Reinforcement 3
WD EWAR L
Reinforcement 3a
Frigate 3 x Frigate Mercenary Elite Fighter
Cruiser 7 x Cruiser Mercenary Commander Reinforcement 3b
Reinforcement 3b
Cruiser 3 x Cruiser Mercenary Corporal
Battleship 1 x Battleship Mercenary Overlord


Reinforcement 4
WD EWAR L
Reinforcement 4a
Frigate 3 x Frigate Mercenary Elite Fighter
Cruiser 7 x Cruiser Mercenary Commander Reinforcement 4b
Reinforcement 4b
Cruiser 2 x Cruiser Mercenary Corporal
Battleship 1 x Battleship Mercenary Overlord


Reinforcement 5
WD EWAR L
Reinforcement 5a
Frigate 4 x Frigate Mercenary Elite Fighter
Cruiser 7 x Cruiser Mercenary Commander Reinforcement 5b
Reinforcement 5b
Cruiser 5 x Cruiser Mercenary Corporal
Battleship 1 x Battleship Mercenary Overlord


Reinforcement 6
WD EWAR L
Reinforcement 6a
Frigate 4 x Frigate Mercenary Elite Fighter
Cruiser 3 x Cruiser Mercenary Commander Reinforcement 6b
Reinforcement 6b
Cruiser 3 x Cruiser Mercenary Corporal
Battleship 3 x Battleship Mercenary Overlord


Notes

  • Neut counters:
    • Use a Passive tank
    • Get the carrier's neut on your drones
    • Plan a capacitor that receives an extra 40 units/s
  • Orbit ranges:
    • Fighters: 3km
    • Frigates: 8km
    • Cruisers: 15-17km
    • Battleships: 4km