Difference between revisions of "Convoy Attack (Amarr)"

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{{NPCTableRow|Battleship|2|Imperial Templar Torah}}
{{NPCTableRow|Battleship|2|Imperial Templar Torah}}
{{NPCTableRow|Battleship|3|Imperial Templar Judgment}}
{{NPCTableRow|Battleship|3|Imperial Templar Judgment}}
{{NPCTableRow|Freighter|4|Imperial Freighters}}
{{NPCTableRow|Freighter|4|Imperial Freighters|drop=Various trade goods}}
{{Missionrelated}}[[Category:Mission reports]]
{{Missionrelated}}[[Category:Mission reports]]

Revision as of 02:46, 12 July 2018

ObjectiveDestroy all enemy ships
FactionAmarr Empire
Best damage to dealElectromagnetic damage EMThermal damage Th
Damage to resistElectromagnetic damage EMThermal damage Th
Warp disruptionDivine Imperial Napat
EWARTracking Disrupter, energy neutralizer
Standing lossWith Amarr Empire

No hostiles at initial gate. Freighters orbit at 70km, deal no damage, and have 142k hp. It is possible to throw off full-room aggro by leaving the room, returning and selectively aggressing certain groups that have approached quickly and separated from the others. Diviners and Dominators can be aggressed separately this way.

1st Pocket

All ships aggro on initial warp-in. Imperial Templar Diviners neut for a total of 80gj/s.

Initial Hostiles

Elite Frigate 4 x Elite Frigate Divine Imperial Napat Warp Disruptor Tracking Disruptor
Battleship 4 x Battleship Imperial Templar Diviner Energy Neutralizer Tracking Disruptor
Battleship 3 x Battleship Imperial Templar Dominator
Battleship 5 x Battleship Imperial Templar Martyr
Battleship 2 x Battleship Imperial Templar Torah
Battleship 3 x Battleship Imperial Templar Judgment
Freighter 4 x Freighter Imperial Freighters Various trade goods

Mission reports - COSMOS - Epic arcs - Faction warfare missions
Blitzing - Loyalty Points
General PvE info
Factions - NPC damage types - NPC naming conventions - Fitting ships