Difference between revisions of "Angel Vigil"

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{{Cleanup}}
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{{CMBSiteInfo
==Locating & Difficulty==
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|name=Angel Vigil
This is a type of hidden combat site that can be scanned down with scanner probes, and can be found in high-security systems. It's gate allows Battlecruisers or smaller to enter, and a (well equipped) Battlecruiser or HAC is my suggestion for what you should bring. (Addition: after completing in a Hurricane Dooobles notes that resists over 60% exp/kinetic, robust T2 tank with substantial buffer, exp/kinetic dmg dealing, web, and tracking gear are ESSENTIAL; the incoming damage is very high and the mobs kite.)
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|type=unrated
 +
|rating=Unrated
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|location=High
 +
|ship limit=Battlecruiser
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|faction=Angel
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|signature strength=2.5% in High
 +
}}
  
On warp in, you arrive at an acceleration gate.  ''Previous Explorers have commented that one of the gates requires a passkey.  Alternatively, it can be bypassed by convincing the commander to unlock it. The overseer guards his shipyard vigorously.''
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'''Angel Vigil''' is a unrated [[combat sites|combat site]] that can be found via [[exploration]] by scanning down signatures with scanner probes in high-security systems. Its gate allows Battlecruisers or smaller to enter, and a (well equipped) Battlecruiser or HAC is suggested to bring into the site. (Addition: after completing in a Hurricane Dooobles notes that resists over 60% exp/kinetic, robust T2 tank with substantial buffer, exp/kinetic dmg dealing, web, and tracking gear are ESSENTIAL; the incoming damage is very high and the mobs kite.) The largest ship allowed to enter is a Command Ship (T2 Battlecruiser).
  
==== First pocket ====
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{{MessageBox
 +
|On warp in:
 +
|''Previous Explorers have commented that one of the gates requires a passkey.  Alternatively, it can be bypassed by convincing the commander to unlock it.  The overseer guards his shipyard vigorously.''}}
  
No web or scram reported on two separate runs.
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{{clear}}
 +
== Walkthrough ==
 +
==== First Room ====
  
'''Initial Wave:'''
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The gate in the first room can be unlocked either by using an Angel Gold Tag or by killing the Gistatis Smuggler Commander in the Gate Spawn. It is possible to trigger the Gate Spawn preemptively by shooting the smuggler gate.
  
*10 turrets (Angel Tower Sentry)
 
*3 Gistatis Primus (BC)
 
*3 Gistum Liquidators (Cruiser)
 
*1 Gistatis Smugler Guard (Frigate)
 
  
'''Second Wave:'''
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Update: Seems like the Gold tag is required as of 2/2020. Killing commander did not open the gate. Tag is consumed on entry!
  
*2 Gistii Impaler
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{{NPCTableHead|Initial Defenders}}
*2 Gistatis Tribuni
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{{NPCTableRow|Cruiser|3|Gistum Liquidator/Marauder}}
*1 Gistatis Smuggler Commander - Gate unlocks when Gistatis Smuggler Commander is destroyed.
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{{NPCTableRow|Battlecruiser|3|Gistatis Primus}}
 +
{{NPCTableRow|Commander Battlecruiser|1|Gistatis Smuggler Guard}}
 +
{{NPCTableRow|Sentry|10|Angel Tower Sentry}}
 +
|}
  
<br> It is possible to blitz this pocket by heading straight for the smuggler gate, shooting it and destroying the Smuggler Commander.  
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{{MessageBox
 +
|Message on Gate Spawn:
 +
|Gist ships have just come through the gate. <br><br> Smuggler Commander: Must I do EVERYTHING myself around here? I'll have all you maggots thrown into the slave pens after this is over.
 +
|collapsed=yes}}
  
'''Miners:''' This pocket contains around 30 Plagioclase, 16 Pyroxeres, and 45 Veldspar asteroids. There are also 6 cargo containers - each containing a small amount of ammo.
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{{NPCTableHead|Gate Spawn}}
 +
{{NPCTableRow|Frigate|2|Gistii Impaler}}
 +
{{NPCTableRow|Battlecruiser|2|Gistatis Tribuni}}
 +
{{NPCTableRow|Battlecruiser|1|Gistatis Smuggler Commander|note = Unlocks Acceleration Gate upon death}}
 +
|}
  
==== Second pocket ====
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{{MessageBox
 +
|Message on Smuggler Commander death:
 +
|The acceleration gate is now open for all to use.
 +
|collapsed=yes}}
  
'''On warp-in:'''
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{{NPCTableHead|Structures}}
 +
{{NPCTableRow|Accl Gate|1|Acceleration Gate|note = }}
 +
{{NPCTableRow|Structure|1|Smuggler Gate|note = Attacking triggers the Gate Spawn}}
 +
{{NPCTableRow|Structure|6|Cargo Container|destructible = yes|drop=T1 Ammo}}
 +
{{NPCTableRow|Asteroid|30|Plagioclase}}
 +
{{NPCTableRow|Asteroid|16|Pyroxeres}}
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{{NPCTableRow|Asteroid|45|Veldspar}}
 +
|}
  
*4 missile turrets (2 Heavy, 2 Light) '''SHOOTING THE MISSILE TURRETS TRIGGERS WAVE A'''
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==== Second Room ====
*2 stasis turrets '''SHOOTING THE STASIS TOWERS TRIGGERS WAVE B'''
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----
*3 Gistum Phalanx (Cruisers)
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{{NPCTableHead|Initial Defenders}}
*4 Gistior Defiler (Destroyer)
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{{NPCTableRow|Destroyer|6-7|Gistior Defiler/Haunter}}
*2 Gistior Haunter (Destroyer)
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{{NPCTableRow|Cruiser|2-3|Gistum Centurion/Phalanx}}
*3 Gistatis Primus (Battlecruiser).
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{{NPCTableRow|Battlecruiser|3-4|Gistatis Legionnaire/Primus}}
 +
{{NPCTableRow|Sentry|2|Angel Stasis Tower|ewar={{icon|web|24|Stasis webifier}}|note = Attacking triggers Stasis Spawn}}
 +
{{NPCTableRow|Sentry|2|Angel Light Missile Battery|note = Attacking triggers Battery Spawn}}
 +
{{NPCTableRow|Sentry|2|Angel Heavy Missile Battery|note = Attacking triggers Battery Spawn}}
 +
|}
  
'''Wave A:'''
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{{MessageBox
 +
|On Stasis Tower destruction:
 +
|Pat Wead: You allowed them to destroy one of our Stasis towers, you numbskulls! Second division,
 +
get your asses in here NOW!
 +
|collapsed=yes}}
  
*2 Gistum Marauder (Cruiser)
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{{MessageBox
*6 Gistatis Primus (Battlecruiser)
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|On Battery Tower destruction:
*3 Gistum Liquidator (Cruiser)
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|Pat Wead: And now you let them destroy one of our missile batteries! Inconceivable!
*4 Arch Gistii Ruffian (Frigate - Target Painting)
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|collapsed=yes}}
  
'''Wave B:'''
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{{MessageBox
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|On Stasis Spawn and Battery Spawn:
 +
|More Gist ships have warped in!
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|collapsed=yes}}
  
*2 Gistor Seizer (Destroyer)
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{{NPCTableHead|Stasis Spawn}}
*2 Gistor Defacer (Destroyer)
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{{NPCTableRow|Elite Frigate|6-7|Arch Gistii Nomad/Ruffian|ewar = {{icon|tp|24|Target painting}} }}
*2 Arch Gistii Ambusher (Frigate)
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{{NPCTableRow|Cruiser|4-6|Gistum Centurion/Liquididator/Marauder/Phalanx}}
*3 Gistatis Primus (Battlecruiser)
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{{NPCTableRow|Battlecruiser|4-6|Gistatis Legionnaire/Primus}}
*2 Gistatis Legionnaire (Battlecruiser)
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|}
  
'''Wave C: (Triggered by shooting Pat's Shipyard)'''
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{{NPCTableHead|Battery Spawn}}
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{{NPCTableRow|Elite Frigate|2|Arch Gistii Ambusher/Raider}}
 +
{{NPCTableRow|Destroyer|4-6|Gistor Defacer/Defiler/Seizer/Shatterer/Trasher}}
 +
{{NPCTableRow|Battlecruiser|5-6|Gistatis Legionnaire/Primus}}
 +
|}
  
*Pat Wead (Faction Cruiser)
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{{MessageBox
*3 Wead Fighter (Frigate)
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|On Overseer Spawn:
*3 Wead Guardian (Battlecruiser)
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|Pat Wead: Alright, that's it. You barge in here uninvited, mess with my subordinates, and now you have the nerve to attack my shipyard! I see I'll have to take care of our little problem myself ... <br><br> Pat Wead and his cohorts have exited the shipyard, ready for action.
 +
|collapsed=yes}}
  
On shooting 'Pat's Shipyard', this is emoted in local - ''Pat Wead: Alright, that's it. You barge in here uninvited, mess with my subordinates, and now you have the nerve to attack my shipyard! I see I'll have to take care of our little problem myself ... Pat Wead and his cohorts have exited the shipyard, ready for action.''
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{{NPCTableHead|Gate Spawn}}
 +
{{NPCTableRow|Frigate|3|Wead Fighter (Arch Gistii Ambusher/Raider)}}
 +
{{NPCTableRow|Battlecruiser|2-3|Wead Guardian (Gistatis Primus/Tribuni)}}
 +
{{NPCTableRow|Commander Cruiser|1|Wead Guardian (Gistatis Primus/Tribuni)|note = Escalation Trigger|cargo = Faction modules and T2 salvage, possible implants}}
 +
|}
  
===Strategy===
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{{NPCTableHead|Structures}}
 +
{{NPCTableRow|Structure|1|Pat's Shipyard|note = Attacking triggers Overseer Spawn}}
 +
|}
 +
 
 +
 
 +
== Strategy ==
 
Before shooting any tower, focus on lowering the number of enemies in the pocket. The incoming damage is quite substantial so something with a decent tank, or warp-outs are necessary. You will be webbed down to ~10% velocity or less (14.0 m/s in a BC), so speed tanking isn't possible. After the area is cleared of most of the enemies, shoot one of the stasis towers. This pocket can easily become tank-melting if you target the turrets before clearing the initial ships. After all the turrets are gone and everything's dead, shoot 'Pat's Shipyard' for the final spawn and kill him off. There are multiple cargo containers in the pocket (containing a small amount of ammo, one had faction ammo).  A large number of Veldspar asteroids are in this pocket.  
 
Before shooting any tower, focus on lowering the number of enemies in the pocket. The incoming damage is quite substantial so something with a decent tank, or warp-outs are necessary. You will be webbed down to ~10% velocity or less (14.0 m/s in a BC), so speed tanking isn't possible. After the area is cleared of most of the enemies, shoot one of the stasis towers. This pocket can easily become tank-melting if you target the turrets before clearing the initial ships. After all the turrets are gone and everything's dead, shoot 'Pat's Shipyard' for the final spawn and kill him off. There are multiple cargo containers in the pocket (containing a small amount of ammo, one had faction ammo).  A large number of Veldspar asteroids are in this pocket.  
  
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As stated above you only need to shoot the smugglers gate in the first pocket once to spawn gate keeper (smuggler commander) and the gate is open once he is destroyed. Do it quickly as his DPS is quite high.
 
As stated above you only need to shoot the smugglers gate in the first pocket once to spawn gate keeper (smuggler commander) and the gate is open once he is destroyed. Do it quickly as his DPS is quite high.
  
In second room I suggest heading towards Pat's shipyard (obviously slowly due to webs) and take out the dessies and cruisers first (remove the dps). Once they are gone, shoot the shipyard to spawn Pat's wave as the bc's and Pat's wave don't have enough DPS to break a decent tank. Destroy the weed frigates and bc's while you wait for Pat to get closer. Once Pat is close, take him out and scoop wreck, and hopefully receive escalation. While slow boating to wreck (which is usually only 5000m away if done correctly) shoot other ships at your discretion - but never the towers. I find this easy to do in a Loki with a DC2, explosive deflection field 2, shield boost amp 2 and med shield booster running. Even though it seems a slow way to do the mission, it is still faster than shooting everything.
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In second room I suggest heading towards Pat's shipyard (obviously slowly due to webs) and take out the dessies and cruisers first (remove the dps). Once they are gone, shoot the shipyard to spawn Pat's wave as the bc's and Pat's wave don't have enough DPS to break a decent tank. Destroy the weed frigates and bc's while you wait for Pat to get closer. Once Pat is close, take him out and scoop wreck, and hopefully receive escalation. While slow boating to wreck (which is usually only 5000m away if done correctly) shoot other ships at your discretion - but never the towers. I find this easy to do in a Loki with a DC2, Anti-Explosive Shield Hardener 2, shield boost amp 2 and med shield booster running. Even though it seems a slow way to do the mission, it is still faster than shooting everything.
  
 
== Rewards ==
 
== Rewards ==
Line 78: Line 129:
 
*Commander can drop Domination faction modules or implants.
 
*Commander can drop Domination faction modules or implants.
  
This site may also escalate to [[The Big Blue (expedition)|The Big Blue]].
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== Escalation ==
 +
This site can escalate to [[The Big Blue (expedition)]].
 +
{{MessageBox|Expeditions: [[The Big Blue (expedition)]]
 +
|Scanning through Pat Wead´s logs reveals that this druglord was surprisingly well connected, long lists of buyers and sellers throughout the neighboring regions would make this document a dream read of any law enforcement agent in the galaxy, if only all the vital parts were not in some completely alien code. No matter how much you let your central computer chew on this stuff, you get no feedback on any names or places, except perhaps one... this seems to be a hasty entry from almost a year back, not in code. At least the coordinates do reflect a true point in space.}}
  
 
[[Category:Unrated Complexes]]
 
[[Category:Unrated Complexes]]

Revision as of 05:51, 20 July 2020

Site Details
Angel Vigil
Type Unrated Complex
Rating Unrated
Found in High
Max ship size Battlecruiser
Faction Angel Cartel
Best damage to deal Explosive damage ExKinetic damage Kin
Damage to resist Explosive damage ExKinetic damage Kin
Sig. strength 2.5% in High

Angel Vigil is a unrated combat site that can be found via exploration by scanning down signatures with scanner probes in high-security systems. Its gate allows Battlecruisers or smaller to enter, and a (well equipped) Battlecruiser or HAC is suggested to bring into the site. (Addition: after completing in a Hurricane Dooobles notes that resists over 60% exp/kinetic, robust T2 tank with substantial buffer, exp/kinetic dmg dealing, web, and tracking gear are ESSENTIAL; the incoming damage is very high and the mobs kite.) The largest ship allowed to enter is a Command Ship (T2 Battlecruiser).

On warp in:
Previous Explorers have commented that one of the gates requires a passkey. Alternatively, it can be bypassed by convincing the commander to unlock it. The overseer guards his shipyard vigorously.

Walkthrough

First Room

The gate in the first room can be unlocked either by using an Angel Gold Tag or by killing the Gistatis Smuggler Commander in the Gate Spawn. It is possible to trigger the Gate Spawn preemptively by shooting the smuggler gate.


Update: Seems like the Gold tag is required as of 2/2020. Killing commander did not open the gate. Tag is consumed on entry!


Initial Defenders
WD EWAR L


Cruiser 3 x Cruiser Gistum Liquidator/Marauder
Battlecruiser 3 x Battlecruiser Gistatis Primus
Commander Battlecruiser 1 x Commander Battlecruiser Gistatis Smuggler Guard
Sentry 10 x Sentry Angel Tower Sentry
Message on Gate Spawn:
Gist ships have just come through the gate.

Smuggler Commander: Must I do EVERYTHING myself around here? I'll have all you maggots thrown into the slave pens after this is over.


Gate Spawn
WD EWAR L


Frigate 2 x Frigate Gistii Impaler
Battlecruiser 2 x Battlecruiser Gistatis Tribuni
Battlecruiser 1 x Battlecruiser Gistatis Smuggler Commander Unlocks Acceleration Gate upon death
Message on Smuggler Commander death:
The acceleration gate is now open for all to use.


Structures
WD EWAR L


Acceleration Gate 1 x Acceleration Gate
Structure 1 x Smuggler Gate Attacking triggers the Gate Spawn
Structure 6 x Cargo Container T1 Ammo
Asteroid 30 x Plagioclase
Asteroid 16 x Pyroxeres
Asteroid 45 x Veldspar

Second Room


Initial Defenders
WD EWAR L


Destroyer 6-7 x Destroyer Gistior Defiler/Haunter
Cruiser 2-3 x Cruiser Gistum Centurion/Phalanx
Battlecruiser 3-4 x Battlecruiser Gistatis Legionnaire/Primus
Sentry 2 x Sentry Angel Stasis Tower Attacking triggers Stasis Spawn Stasis webifier
Sentry 2 x Sentry Angel Light Missile Battery Attacking triggers Battery Spawn
Sentry 2 x Sentry Angel Heavy Missile Battery Attacking triggers Battery Spawn
On Stasis Tower destruction:
Pat Wead: You allowed them to destroy one of our Stasis towers, you numbskulls! Second division,

get your asses in here NOW!

On Battery Tower destruction:
Pat Wead: And now you let them destroy one of our missile batteries! Inconceivable!
On Stasis Spawn and Battery Spawn:
More Gist ships have warped in!


Stasis Spawn
WD EWAR L


Elite Frigate 6-7 x Elite Frigate Arch Gistii Nomad/Ruffian Target painting
Cruiser 4-6 x Cruiser Gistum Centurion/Liquididator/Marauder/Phalanx
Battlecruiser 4-6 x Battlecruiser Gistatis Legionnaire/Primus


Battery Spawn
WD EWAR L


Elite Frigate 2 x Elite Frigate Arch Gistii Ambusher/Raider
Destroyer 4-6 x Destroyer Gistor Defacer/Defiler/Seizer/Shatterer/Trasher
Battlecruiser 5-6 x Battlecruiser Gistatis Legionnaire/Primus
On Overseer Spawn:
Pat Wead: Alright, that's it. You barge in here uninvited, mess with my subordinates, and now you have the nerve to attack my shipyard! I see I'll have to take care of our little problem myself ...

Pat Wead and his cohorts have exited the shipyard, ready for action.


Gate Spawn
WD EWAR L


Frigate 3 x Frigate Wead Fighter (Arch Gistii Ambusher/Raider)
Battlecruiser 2-3 x Battlecruiser Wead Guardian (Gistatis Primus/Tribuni)
Commander Cruiser 1 x Commander Cruiser Wead Guardian (Gistatis Primus/Tribuni) Escalation Trigger Faction modules and T2 salvage, possible implants


Structures
WD EWAR L


Structure 1 x Pat's Shipyard Attacking triggers Overseer Spawn


Strategy

Before shooting any tower, focus on lowering the number of enemies in the pocket. The incoming damage is quite substantial so something with a decent tank, or warp-outs are necessary. You will be webbed down to ~10% velocity or less (14.0 m/s in a BC), so speed tanking isn't possible. After the area is cleared of most of the enemies, shoot one of the stasis towers. This pocket can easily become tank-melting if you target the turrets before clearing the initial ships. After all the turrets are gone and everything's dead, shoot 'Pat's Shipyard' for the final spawn and kill him off. There are multiple cargo containers in the pocket (containing a small amount of ammo, one had faction ammo). A large number of Veldspar asteroids are in this pocket.

Pat Wead dropped a Low-Grade Halo Beta when I ran this. (*Pat Wead drop for Dooobles Sept 22, 2010 - Domination 220mm autocannon, Domination Copper tag, 1000 Angel faction ammo)

Blitzing this pocket is possible but fairly impractical. Shoot Pat's Shipyard and kill Pat. You will probably want to kill all initial ships as you will be moving at the snail's pace of 14 m/s and the damage will be significant. Then kill stasis towers and Wave B. Ignoring missile turrets and Wave A will still allow you to complete the site and qualify for a potential escalation.

Blitz info edit: As stated above you only need to shoot the smugglers gate in the first pocket once to spawn gate keeper (smuggler commander) and the gate is open once he is destroyed. Do it quickly as his DPS is quite high.

In second room I suggest heading towards Pat's shipyard (obviously slowly due to webs) and take out the dessies and cruisers first (remove the dps). Once they are gone, shoot the shipyard to spawn Pat's wave as the bc's and Pat's wave don't have enough DPS to break a decent tank. Destroy the weed frigates and bc's while you wait for Pat to get closer. Once Pat is close, take him out and scoop wreck, and hopefully receive escalation. While slow boating to wreck (which is usually only 5000m away if done correctly) shoot other ships at your discretion - but never the towers. I find this easy to do in a Loki with a DC2, Anti-Explosive Shield Hardener 2, shield boost amp 2 and med shield booster running. Even though it seems a slow way to do the mission, it is still faster than shooting everything.

Rewards

For the initial exploration site (two pockets)

  • 5M isk in bounties + loot, salvage, possible implant.
  • Asteroids for mining listed in each pocket.
  • Commander can drop Domination faction modules or implants.

Escalation

This site can escalate to The Big Blue (expedition).

Expeditions: The Big Blue (expedition)
Scanning through Pat Wead´s logs reveals that this druglord was surprisingly well connected, long lists of buyers and sellers throughout the neighboring regions would make this document a dream read of any law enforcement agent in the galaxy, if only all the vital parts were not in some completely alien code. No matter how much you let your central computer chew on this stuff, you get no feedback on any names or places, except perhaps one... this seems to be a hasty entry from almost a year back, not in code. At least the coordinates do reflect a true point in space.