Perimeter Camp

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Perimeter Camp is a Cosmic Anomaly found in C1 Wormholes. Before beginning the site a player should be prepared to do Wormhole Scouting.


Ship Fittings

As with all Sleeper sites, a player should bring an omnitank (fit to resist all types of damage), as Sleepers deal all damage types. The preferred ship class is a well-tanked Battlecruiser; although a T2, T3, or faction Cruiser may suffice.

Sleepers are omnitanked and therefore damage type dealt does not matter. Most combat in this site will take place around 10km therefore short range ammo is preferable.

As with all Sleeper sites, drones may be aggroed at any time. Frigates are especially likely to switch targets. Be prepared to recall Drones as soon as they are targeted.

Players should be prepared for Neuts in this site.

All players doing WH Anomalies should have a Salvager available. This is because most of the money from this site will come from Melted Nanoribbons. However, the loot dropped by the Sleepers (called Blue Loot) can be sold to NPC buy orders in K-Space for a substantial profit also.


Site Contents

As with all Sleeper sites aggro will be instant upon warp-in, and all subsequent waves will also automatically attack.

Wave 1

Consists of

2 Sirius(Sentry Towers)

4 Emergent Patroller(Frigates)

2 Emergent Watchmen(Frigates)[TRIGGER][Neut]

Wave 2

Consists of

3 Emergent Patrollers

3 Emergent Watchmen[Neut]

1 Awakened Patroller(Cruiser)[TRIGGER]

Wave 3

Consists of

2 Emergent Patrollers

2 Awakened Patrollers

1 Awakened Watchman[Neut]


Tips for Clearing

Players should be watching Directional Scanner at all times while clearing this site.

Be careful not to destroy the triggers before clearing the rest of the wave. Where there are two trigger ships, Wave 1 for example, one of the two can be killed without the second wave spawning.

Despite the number of ships that can Neut, this may not pose a substantial problem. The Neuts were not strong enough to drain the cap of a dual rep Myrmidon (Using 4 Cap Recharger IIs and 2 CCC I Rigs) or a passive tanked, non-cap stable Gila (Using an 10MN AB and Salvager).

Clear Order

Emergent Patrollers tend to die the fastest and should be cleared first in all waves.

Wave 1 tends to be the most difficult wave. The Emergent Patrollers should be targeted first. The Sirius have a substantial tank and may take a while to kill; therefore, after clearing Patrollers, it may be advisable to kill one Emergent Watchman in Wave 1 if Neuts will be a problem. After that kill the Sirius and the last Emergent Watchman.

Once again Patrollers should probably be killed first in Wave 2, unless Neuts provide a substantial danger. Then clear the Emergent Watchmen and finally the Awakened Patroller.

Wave 3 begins the same by clearing Emergent Patrollers. The Awakened Watchman can be killed next to remove Neuts. Finally clean up the Awakened Patrollers.

Tips for Drone Users

If, at any time, a Sleeper ceases to "red box" you while you have drones out, you should immediately recall your drones.

As noted before Sleepers, particularly Frigates, will repeatedly aggro drones. This is especially dangerous at the beginning of Wave 1. It may be advisable to kill 2 or more Emergent Patrollers before launching Drones.

While killing the Sirius during Wave 1 a drone boat can approach to 0m. This will allow you to immediately recall drones. In fact, if a ship is able to handle the other dangers of the site this may be the best way to begin Perimeter Camp in a drone boat.