Angel Sound
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Angel Sound |
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Chapter 1: Rapture |
Chapter 2a: Heaven |
Chapter 2b: Utopia |
Chapter 3: Paradise |
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"Normally, we would launch a whole campaign to remove CONCORD scum from our space, but my superiors want to see you handle this situation."
Angel Sound is the Angel Cartel Epic Arc which takes place in the Angel controlled Curse Null Security Region.
Overview
Angel Sound features enemy NPCs in frigate-class ships, rather than the large fleets of cruisers, battlecruisers, and battleships found in the empire arcs. However, the difficulty of these encounters in some cases approaches the level of burner missions or PvP. The rewards for Angel Sound are in line with most of the other epic arcs, often totaling several hundred million ISK, including a Cynabal BPC and faction loot.
Though most players won't care about their standings with the Angel Cartel, completing this arc can improve standing by several full points, though this also means a standing loss with the Minmatar Republic (usually no more than -1).
Preparations
Most of Angel Sound takes place in Curse, a region in null security space, so pilots will want to plan accordingly and be ready to escape any unexpected PvP. As the epic arc might suggest, the Curse region is is controlled by the Angel Cartel faction, so pilots will be able to dock up in systems that have stations if the need arises. While operating in nullsec does mean that warp bubbles may be present, interceptors are a suggested ship for the arc, so they may not end up posing a threat. Pilots should, however, still be familiar with how bubbles work and how they affect both inbound and outbound warps.
Many of the systems in Curse will seem quiet, but there are most certainly hostile players nearby. Most players operating in Curse will at least be aware that this arc exists (and will thus attract players), and many will be familiar with the mission paths and where to set traps; pilots may even see the remnants of gate camps along their route. Even when flying an Interceptor, it is still possible to get trapped. Pilots should take care to use D-scan, insta-undocks, gate perches, the cloak trick, and so on. Pilots may also wish to review the procedure for creating a safe spot on the fly in case of confrontation with hostile players.
Starting Agents
Agent[1] | Corporation[1] | Faction[1] | System | Region | Mission |
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Aton Hordner | Republic Security Service | Minmatar Republic | Egbinger[2] | Molden Heath | The Balance of Power |
Arajna Ashia | Amarr Navy | Amarr Empire | Sendaya[3] | Derelik | Mistaken Identity |
Ellar Stin | Dominations | Angel Cartel | Konora[4] | Metropolis | Headhunted |
Ships and fits
General Tactics
- Think of this like a PVP mission with some PVE sprinkled in. The big difference here is that you're not going to be PVP'ing head-on -- you're going to be PVP'ing by out-piloting, outsmarting, and avoiding your enemies.
- Periodically check your star map for ship kills, pod kills, and jumps in the last hour. Compare these systems against your mission route to see if you can avoid those systems, or wait until the action has subsided.
- Keep an eye on local, but never speak. You don't want to give away the fact that you're active.
- The D-scan button is hotkeyed these days, so there's no excuse not to mash it constantly. Do a 360 scan every few seconds while running your missions. Look for combat scanner probes first and foremost (this is the only way pirates can find you inside a mission's deadspace pocket), but also keep an eye out for other ships so you know who's active in the system. You'll see lots of assault frigates and interceptors flown by other missioners and those hunting them.
- Some missions include waves of frigates and destroyers that can be quite punishing. Don't be afraid to cherry pick a few, dock up, repair, rinse, and repeat.
- Once you accept a mission you should minimize the agent conversation window instead of closing it. This way, once your objectives are complete the window will pop back up, giving you a clear indication that your work is done.
- Many of the missions can be handed in and/or accepted without docking; be sure to always do "Start Conversation" with the agent to see if you can talk to them remotely.
- Be familiar with survival techniques like the cloak/MWD trick before you attempt these missions.
- To be even safer, go with a cheap frigate first and make tactical gate bookmarks and instant-undocks.
Walkthough
You can start this Arc by visiting one of three Agents. All of the three Agents are located in space at one of the beacons.
- Ellar Stin in Konora (at 'The Coward Eller Stin') - You need effective standings (including skills) of 3.00 with the Dominations corporation or the Angel Cartel faction
- Aton Hordner in Egbinger (at 'Minmatar Shipyards') - You need effective standings (including skills) of 3.00 with Republic Security Services corporation or the Minmatar Republic faction
- Arajna Ashia in Sendaya (at 'Abandoned Research Station Sigma Nine') - You need effective standings (including skills) of 3.00 with the Amarr Navy corporation or the Amarr Empire faction
Depending on the Agent you choose the first mission will be different. After the first mission everything will be the same.
(Note: If you've already run this arc before, the first agent will warn you that you've already completed it, and that they'll need to wipe your memory. That's fine, just click "okay" -- it's simply going to reset your epic arc in your journal so you can start over.)
Rewards
Completing the epic arc will net you great rewards.
- Domination Target Painter
- Cynabal BPC (1 run)
- CONCORD Star Emblem (10 million ISK)
- Approximately 56 million ISK of mission payouts and bounties
- +30% Angel Cartel faction standing increase (up to 37.5% with Social V)
- Sizeable corporation standing gain for both Archangels and Dominations
Wrap-Up
You made it. Now you need to get your shinies and head home. The item rewards should have appeared in the hangars of one or two stations in Curse. Make sure you double-check that you've put them into your cargohold before you leave; it can be a fairly long trip and you probably don't want to do it twice.
Remember that this arc (like the others) can be run every three months. Subsequent runs will be faster and easier.