Difference between revisions of "Stray Amarr Carrier"

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Ships at 20-75k unless you choose to warp to within a different distance
 
Ships at 20-75k unless you choose to warp to within a different distance
  
{{image url="http://i609.photobucket.com/albums/tt174/climb22033/StrayCaldariCarrier5-1.jpg" title="Ships relative to Warp-in Beacon" alt="Ships relative to Warp-in Beacon"}}<br>
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[https://i609.photobucket.com/albums/tt174/climb22033/StrayCaldariCarrier5-1.jpg Ships relative to Warp-in Beacon]<br>
  
 
8 x Frigates (Divine Imperial Imran/Napat*/Paladin/Valok) orbits of 4-16k, '''Web/Scramble, *30% Tracking Disrupter'''
 
8 x Frigates (Divine Imperial Imran/Napat*/Paladin/Valok) orbits of 4-16k, '''Web/Scramble, *30% Tracking Disrupter'''
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Carrier Spawns:<br>
 
Carrier Spawns:<br>
  
{{image url="http://i609.photobucket.com/albums/tt174/climb22033/StrayAmarrCarrier5-2.jpg" title="Damage Spawn Points" alt="Damage Spawn Points"}}<br>
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[https://i609.photobucket.com/albums/tt174/climb22033/StrayAmarrCarrier5-2.jpg Damage Spawn Points]<br>
  
 
**When you've destroyed 40% of the Carrier’s shields, there spawns:**<br>
 
**When you've destroyed 40% of the Carrier’s shields, there spawns:**<br>

Revision as of 17:04, 13 November 2021

Template:Survival copy


name=Stray Amarr Carrier, Level 5

Faction: Amarr
Mission type: Encounter
Space type: Normal Space, No Gates
Web/Scramble: All Frigates
Extras: Energy Neutralizer Sentries, NOS, Tracking Disrupter
Damage dealt: EM 66%, Therm 33%
Recommended damage dealing: EM/Therm (Therm against Fighters)
Recommended ships: (1) Maelstrom w/ Passive Tank and (1) Maelstrom with Shield Transporters but recommend more DPS

Direct warp into normal space. No Gates.

Warp-In

Ships at 20-75k unless you choose to warp to within a different distance

Ships relative to Warp-in Beacon

8 x Frigates (Divine Imperial Imran/Napat*/Paladin/Valok) orbits of 4-16k, Web/Scramble, *30% Tracking Disrupter 7 x Cruisers (Divine Imperial Ambrose*/Basil*/Champion/Justicar) orbits of 7-32k, *NOS 7 x Battleships (Imperial Dominator*^^/Martyr*/Imperial Templar Martyr) orbits of 17-49k, *NOS (^^Trigger) 1 x Carrier (Imperial Redeemer) NOS 5 x Fighters (Imperial Fighter) Carrier Support Group 1, orbits at 3k 12 x Amarr Cruise Missile Batteries

Spawn 1:
5 x Battleships (Imperial Templar Dominator) orbits at 17k

Carrier Spawns:

Damage Spawn Points

    • When you've destroyed 40% of the Carrier’s shields, there spawns:**

5 x Fighters (Imperial Fighter) Carrier Support Group 2 3 x Amarr Energy Neutralizer IIs

    • When you've destroyed 95% of the Carrier's shields, there spawns:**

5 x Fighters (Imperial Fighter) Carrier Support Group 3 3 x Amarr Energy Neutralizer IIIs

    • When you've destroyed 40% of the Carrier's armor, there spawns:**

5 x Fighters (Imperial Fighter) Carrier Support Group 4

    • When you've destroyed 95% of the Carrier's armor, there spawns:**

5 x Fighters (Imperial Fighter) Carrier Support Group 5

    • When you've destroyed 50% of the Carrier's hull, there spawns:**

5 x Fighters (Imperial Fighter) Carrier Support Group 6

Tips:
- Mission occurs in normal space, so you can always warp to distances and to bookmarks farther away from the NPCs.
- Your first warp attempt will be a forced Warp to 0. Even if you select Warp to 100 you will arrive at the Warp-In Beacon
- Try selecting warp, canceling your warp, then warping to your desired distance
- Warping to within 100km leaves plenty of distance that spreads out the aggro
- Cruise Missile Batteries have a maximum range of 170km, and the Carrier’s NOS has a maximum range of 150km
- Fighters will immediately attack your drones when they spawn from the Carrier, but this can be used to your advantage
- Small Drones are invulnerable to the Fighters, as long as they are moving/attacking; and they are a great way to draw-off the Fighters aggro. Have your small drones attacking the carrier when the fighters spawn.
- The Fighters are only be able to hit Large and Medium drones
- Mission is flagged complete when the Carrier and Fighters are destroyed. You do not need to destroy the Cap Ship Maint Array