Difference between revisions of "Prison Bust"

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===1st Pocket===
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=== 1st Pocket ===
 
Destroy the 6 forcefields to access to gate to the 2nd pocket.<br>
 
Destroy the 6 forcefields to access to gate to the 2nd pocket.<br>
  
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===2nd Pocket===
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=== 2nd Pocket ===
 
Some ships will trigger reinforcements upon shooting and upon destruction.<br>
 
Some ships will trigger reinforcements upon shooting and upon destruction.<br>
 
Reinforcements that are triggered upon shooting will be referred to as '''Hair-Trigger'''.<br>
 
Reinforcements that are triggered upon shooting will be referred to as '''Hair-Trigger'''.<br>
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===Notes===
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=== Notes ===
*Use a passive tank or plan a capacitor that receives an additional 200 units/s.
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* Use a passive tank or plan a capacitor that receives an additional 200 units/s.
*Maximum damage dealing of initial group, if it gets into range, is 2,423 hp/s (58% EM, 42% Therm)
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* Maximum damage dealing of initial group, if it gets into range, is 2,423 hp/s (58% EM, 42% Therm)
  
 
<noinclude>'''Next:''' [[Informed Attack]]
 
<noinclude>'''Next:''' [[Informed Attack]]
 
{{Missionrelated}}
 
{{Missionrelated}}
[[Category:Mission reports]]</noinclude>
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[[Category:Security missions]]
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</noinclude>

Latest revision as of 15:33, 27 August 2022

Main article: Location Location (Amarr)
Level 5
Type Encounter
Faction Amarr Empire
Best damage to deal Electromagnetic damage EMThermal damage Th
Damage to resist Electromagnetic damage EMThermal damage Th
EWAR Divine Imperial Ambrose/Basil (Neut), Imperial Templar Seer/Diviner (Neut, Tracking Disrupt)
Ship suggestion Passive Battleship + Logistics Battleship


1st Pocket

Destroy the 6 forcefields to access to gate to the 2nd pocket.


Initial Group
WD EWAR L


Tower 6 x Powerful EM Forcefield 6,000 HP each


2nd Pocket

Some ships will trigger reinforcements upon shooting and upon destruction.
Reinforcements that are triggered upon shooting will be referred to as Hair-Trigger.
Set your drones to passive if you don't want the Hair-Trigger reinforcements, immediately.


Initial Ship Group, 2-80km
WD EWAR L


Elite Cruiser 5 x Elite Cruiser Divine Imperial Ambrose/Basil 1A Reinforcement(Hair-Trigger), 2nd Reinforcement Energy Neutralizer
Battlecruiser 5 x Battlecruiser Imperial Templar Champion/Justicar
Battleship 10 x Battleship Imperial Templar Dominator/Judgment/Martyr 3rd Reinforcement (Hair-Trigger)


Initial Sentry Group, 100-115km
WD EWAR L


Sentry 5 x Sentry Amarr Cruise Missile Battery
Sentry 2 x Sentry Amarr Energy Neutralizer Sentry III Energy Neutralizer


1A Reinforcement (Hair-Trigger)
WD EWAR L


Cruiser 6 x Cruiser Imperial Templar Donus/Tamir 1B Reinforcement


1B Reinforcement
WD EWAR L


Battlecruiser 5 x Battlecruiser Imperial Champion/Templar Justicar


2nd Reinforcement
WD EWAR L


Battlecruiser 4 x Battlecruiser Imperial Templar Seer Energy Neutralizer Tracking Disruptor


3rd Reinforcement
WD EWAR L


Battleship 5 x Battleship Imperial Templar Dominator/Ultara 4A Reinforcement (Hair-Trigger)


4A Reinforcement (Hair-Trigger)
WD EWAR L


Battleship 5 x Battleship Imperial Templar Martyr 4B Reinforcement (Hair-Trigger)


4B Reinforcement (Hair-Trigger)
WD EWAR L


Battleship 6 x Battleship Imperial Templar Diviner/Judgment Energy Neutralizer Tracking Disruptor


Amarr Prison Facility
WD EWAR L


Structure 1 x Amarr Prison Facility 1x Spy (Mission Objective)
Upon shooting the structure
Battleship 3 x Battleship Imperial Templar Judgment


Notes

  • Use a passive tank or plan a capacitor that receives an additional 200 units/s.
  • Maximum damage dealing of initial group, if it gets into range, is 2,423 hp/s (58% EM, 42% Therm)

Next: Informed Attack