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Part 2 of 5 (Part 1 covered here: Location Location (Amarr))
Space type: Deadspace with Gate
Acceleration Gate into Deadspace
Single Pocket
Initial Group (25-80km)
Reinforcement 1
| WD | EWAR | L
| ||
|---|---|---|---|---|
| 6 x Elite Cruiser Divine Imperial Champion/Justicar | ||||
Reinforcement 2
| WD | EWAR | L
| ||
|---|---|---|---|---|
| 4 x Battleship Imperial Templar Diviner | ||||
Reinforcement 3
| WD | EWAR | L
| ||
|---|---|---|---|---|
| 6 x Battleship Imperial Templar Martyr | ||||
On occasion, additional ships spawn after smaller ships destroyed
Variation spawn
| WD | EWAR | L
| ||
|---|---|---|---|---|
| 4 x Frigate Divine Imperial Bahir | ||||
| 5 x Destroyer Imperial Templar Caius/Crusader | ||||
| 7 x Battlecruiser Imperial Templar Seer/Justicar/Champion | ||||
Amarr Relay Station spawns (150,000 HP)
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 1 of 5 Location Location (Amarr) > * > Part 3 of 5 Prison Bust
