Angel Sound

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Angel Sound is the Epic Arc for the Angel Cartel faction. Angel Sound differs from most of the other epic arcs in three major way: it takes place almost entirely in null security space mainly the Curse region, it is designed to be completed in a small, fast ship, and it is significantly shorter than other epic arcs, able to be completed in only a few hours.

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 slight standing loss with the Minmatar Republic (usually no more than .25).

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 interceptors, 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.

Ships and fits

On paper, any of the following frigate-class ships will meet the mission restrictions:

An interceptor is the most popular choice due to its immunity to warp bubbles. Prior to the Rubicon expansion in 2014, many pilots preferred a cloak-fit destroyer, and ran this arc successfully with those fits. However, those setups placed a much greater demand on the pilot, and were inherently riskier to fly. It can still be done, but it is not recommended.

Many of the NPCs hit hard and move fast, so ships will need a decent tank, good propulsion, and most likely a web -- the last item is especially important if you're flying a close-range setup such as hybrid blasters.


Angels Runner Brawler
Taranis: Angels Runner Brawler
EFT
[Taranis, Angels Runner Brawler]
Light Ion Blaster II
Light Ion Blaster II
Light Ion Blaster II

1MN Afterburner II
Stasis Webifier II

Small Ancillary Armor Repairer
Magnetic Field Stabilizer II
Damage Control II

Small Hybrid Burst Aerator I
Small Hybrid Collision Accelerator I


Hobgoblin II x2

Void S x1

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Icon hi slot.png
Fitting template mid slots label.png
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Icon mid slot.png
Fitting template low slots label.png
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FITTING DIFFICULTY
EVE VERSION
CITA 118.5
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES


Angels Runner Kiter
Crow: Angels Runner Kiter
EFT
[Crow, Angels Runner Kiter]
Light Missile Launcher II
Light Missile Launcher II
Light Missile Launcher II
Light Missile Launcher II

1MN Afterburner II
Target Painter I
Medium F-S9 Regolith Compact Shield Extender

Damage Control II
Micro Auxiliary Power Core II

Small Anti-EM Screen Reinforcer I
Small Ionic Field Projector I



Scourge Fury Light Missile

Fitting template high slot label.png
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Fitting template mid slots label.png
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icon?size=64&.png
icon?size=64&.png
Icon mid slot.png
Fitting template low slots label.png
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icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Fitting template drone slots label.png
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FITTING DIFFICULTY
EVE VERSION
CITA 118.5
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES


Regardless of the chosen ship and fitting, pilots should carry the following items in their cargo hold:

  • Nanite Repair Paste or Cap Booster chargers (if the fit requires them)
  • Nanofibers
  • Warp Core Stabilizers
  • Damage modifiers (Ballistic Controls, Magnetic Field Stabilizers, etc.)
  • Warp Disruptor/Scrambler

For some missions pilots may feel the need to swap out agility for tank, or vice versa. While traveling home with loot, warp stabilizers may provide some peace of mind. For pilots who are supremely confident in their piloting skills and don't mind the risk, there are fights to be had in Curse, so those pilots may wish to bring a warp scrambler/disruptor. However, PVP is strongly discouraged during this arc. Losing a mission item will result in failure, and pilots must wait three months to start the arc over again.

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.

Mission Chain

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 4.35 with the Dominations corporation or the Angel Cartel faction
  • Aton Hordner in Egbinger (at 'Minmatar Shipyards') - You need effective standings (including skills) of 4.35 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 4.35 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.)

The mission sequence looks something like this. The exact details may change depending on the branch you choose and some randomization of where the encounters happen, so make sure you read the mission description closely, and let that information take precedent over what you see here. If they seem to diverge, keep checking back with the guide and it should eventually sync up again.

Wherever possible, choose the missions with the shortest travel distance, even if it means there is more NPC combat on the missions themselves. More jumps means more risk, so it's best to travel as little as possible.

Headhunted (if Ellar Stin in Konora is your starting agent)

- System: Konora

- Remote accept: No

- Remote turn-in: No

- Mission type: Travel

Mistaken Identity (if Arajna Ashia in Sendaya is your starting agent)

- System: Konora

- Remote accept: No

- Remote turn-in: No

- Mission type: Travel

The Balance of Power (if Aton Hordner in Egbinger is your starting agent)

- System: Konora

- Remote accept: No

- Remote turn-in: No

- Mission type: Travel

All three Agents will sent you to K-QWHE.

There are several routes into Curse from empire space, but jumping through Sendaya into Doril will be the most direct path for most players. Jumping into Doril will likely be the scariest part of the whole run. It's almost always bubbled and/or camped. You should fit your Warp Core Stabilizers for this leg of the journey. Although your interceptor is immune to bubbles, you can still be pointed. If you want to be extra careful you can use a cloaky (or simply disposable) alt to jump through first and scout.

New Opportunities

- Systems: K-QWHE > KLMT-W

- Remote accept: No

- Remote turn-in: No

- Mission type: Travel

- Ship restrictions: List above

Go to mission site, sit there for a minute until you get the mission complete dialogue, then head home.

Fight or Flight

Natural Consequences

- Systems: K-QWHE > EW-JR5 (or YKE4-3)

- Remote accept: No

- Remote turn-in: Yes

- Mission type: Combat

- Ship restrictions: List above

The waves seem to spawn at timed intervals.

  • Wave 1: 4 frigates
  • Wave 2: 2 cruisers
  • Wave 3: 3 frigates
  • Wave 4: 3 cruisers + 1 frigate
  • Wave 5: 4 frigates

These can put out some damage, but if you kite them from 30km+ or keep a tight orbit you should be fine. The cruisers will tracking disrupt but that's not an issue for missile boats. It may be helpful to swap out some low slot items for extra DPS.

You may get the "mission complete" dialogue after killing the cruisers in Wave 4, so keep an eye out for that.

Serpentis Fill-In

- Systems: K-QWHE > EW-JR5

- Mission type: Courier

- Ship restrictions: None

Clear the Way

- Systems: MDD-79 (or RMOC-W)

- Remote accept: Yes

- Remote turn-in: Yes

- Mission type: Combat

- Ship restrictions: List above

  • Wave 1: 2 destroyers + 2 frigates
  • Wave 2: 3 frigates
  • Wave 3: 3 destroyers + 3 frigates

Salvage Heist

- Systems: MDD-79 (or RMOC-W) > Farit (or HLW-HP)

- Remote accept: Yes

- Remote turn-in: Yes

- Mission type: Combat

- Ship restrictions: List above

Take out the stasis tower first so you can move around effectively. When the scramblers spawn in wave 2, you'll want to take down as quickly as possible. You don't actually need to kill any of the frigs that spawn as you fight Gath (you can just pop the guy and GTFO), but you may choose to do so if the incoming DPS is too high. Don't be too worried about the fact that there's a battlecruiser -- his damage is nothing special and he goes down easy.

  • Wave 1: 2 missile batteries, 1 stasis tower, 3 frigates, 1 named battlecruiser Gath Renton
  • Wave 2: 2 scramming frigates appear when you engage Gath Renton
  • Wave 3: 2 jamming frigates appear when Gath gets to low armor
  • Wave 4: 3 frigates appear when Gath gets to low structure

Rabbit Trap

- Systems: Farit (or HLW-HP) (you should still be there from your last mission) > MDD-79

- Remote accept: Yes

- Remote turn-in: No

- Mission type: Combat

- Ship restrictions: List above

  • Wave 1: 7 frigates
  • Wave 2: 7 frigates and destroyers (Some of them jam. It's annoying, but harmless.)
  • Wave 3: 1 named frigate Yukiro Demense (he warp disrupts and has a decent tank, but as long as you're cautious he's no big deal)

Award: Domination Target Painter.

Dominus

- System: K-QWHE

- Remote accept: No (but you should be in station from last turn-in)

- Remote turn-in: No

- Mission type: Travel

- Ship restrictions: None

Fly to a different station in K-QWHE to talk to a new agent.

The Lesser of Two

Data Destruction

- Systems: K-QWHE > AAM-1A

- Remote accept: Yes (but you should already be in this agent's station from last turn-in)

- Remote turn-in: No

- Mission type: Combat

- Ship restrictions: List above

It seems like lots of rooms and waves (and it is), but you should be able to one-volley every NPC, so it goes quickly. After you destroy the last wave in the final room, you just need to pop the datacenter. A few cruisers will spawn when you begin shooting the datacenter, but you can ignore them. Just burn down the structure and GTFO.

  • Room 1: Wave 1: 4 destroyers
  • Room 1: Wave 2: 4 frigates
  • Room 1: Wave 3: 4 destroyers
  • Room 2: Wave 1: 6 destroyers
  • Room 2: Wave 2: 5 frigates
  • Room 2: Wave 3: 4 destroyers
  • Room 3: Wave 1: 6 destroyers
  • Room 3: Wave 2: 7 frigates
  • Room 3: Wave 3: 7 destroyers
  • Room 3: Wave 4: 3 cruisers (after you shoot the datacenter)

Situation Normal

- Systems: K-QWHE > RMOC-W

- Remote accept: Yes (but you should already be in this agent's station from last turn-in)

- Remote turn-in: Yes

- Mission type: Combat

- Ship restrictions: List above

This mission is less combat-intensive than 8a. You should take whichever mission has fewer jumps to destination -- the combat mission (Data Destruction) may take a bit longer to run, but it's worthwhile if it's only a single jump away.

Very straightforward. Destroy a single cruiser, loot the resulting wreck, then drop the Security Codes item into the Communications Array container.

Breaking the Lock

- Systems: ?

- Remote Accept: Yes

- Remote Turning: No

- Mission type: Combat

- Ship restrictions: List above

Go through each successive acceleration gate and destroy the rats. In the last room, you'll also need to destroy the structure called Boundless Creations Data Center.

  • Room 1: 4 destroyers
  • Room 2: 5 destroyers
  • Room 3: 6 destroyers + 1 data center

Fear of Angels

- Systems: K-QWHE > AAM-1A

- Remote accept: No (You should already be in station from last turn-in)

- Remote turn-in: No

- Mission type: Combat

- Ship restrictions: List above

This mission is just a single named frigate- Marshal Treonis. This guy webs, hits hard, and is super fast (~3km/sec), so keep an eye on your tank and be ready to warp out to a celestial and reset. This was the only fight where I was legitimately nervous about my tank holding. Loot his wreck for the tag.

Award: Cynabal BPC, Faction Tag looted from Treonis' wreck

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.