Reclamation (Amarr)

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name=Reclamation, Level 5 Template:Survival copy

Please do final edit and remove Survival Headers tag


Level 6
Type Encounter
Faction Amarr
Best damage to deal Thermal damage ThElectromagnetic damage EM
Damage to resist Thermal damage ThElectromagnetic damage EM
Warp disruption All Frigates
EWAR Amarr Energy Neutralizer Sentry IIIs, NOS, Tracking Disrupter


Direct warp into Deadspace. No Gate

Image showing warp in position.


Initial Group
WD EWAR L


10 x Frigates Divine Imperial Imran - orbits at 4km/Sixtus Warp Disruptor
10 x Destroyers Imperial Templar Caius/Crusader - orbits at 8-16km
6 x Cruisers Divine Imperial Champion/Justicar - orbits at 14-32km
9 x Battlecruisers Imperial Templar Champion/Justicar - orbits at 10-22km
7 x Battleships Imperial Templar Martyr - orbits at 49km
1 x Tower Sentry Amarr III
3 x Amarr Energy Neutralizer Sentry III Escalation trigger
Ships spawn steadily over 8 minutes. Ships 50 -100km from warp-in


Timed Spawns - appear over time, one at a time, in this order
WD EWAR L


3 x Tower Sentry Amarr IIIs
4-6 x Cruisers Divine Imperial Ambrose/Basil - orbits at 7-19k Neut Neuting


Neutralizer Spawns - shooting a Neutralizer will cause spawning
WD EWAR L


4-6 x Cruisers Divine Imperial Ambrose/Basil - orbits at 7-19k Neut Neuting

Tips:

  • Use a Passive Tank or plan a capacitor that receives an additional 120 units/s
  • Maximum damage dealing of initial group if it gets into range is 2222 hp/s (EM 54%, Therm 46%)
  • Set drones to Passive if you don't want them triggering the Neutralizer Spawns
  • Destroying closest Asteroid Micro-Colony (62,000 hp) and the Imperial Templar Diviner triggers Objective Complete