The Big Sting (Amarr Empire)

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Template:Survival copy

name=The Big Sting, Level 5


(Part 1 of 3)

Faction: Amarr
Mission type: Deadspace - No Gate
Web/Scramble: All Frigates
Extras: Energy Neutralizer Sentry IIIs, NOS
Damage dealt: EM 55% / Therm 45%
Recommended damage dealing: EM/Thermal
Recommended ships: (1) Maelstrom w/ passive tank and (1) Maelstrom w/ Shield Transporters

Direct warp into Deadspace. No gate.

Warp-In

    • Note:** Only the Special Forces Squadron that appears at 8 minutes after warp-in needs to be destroyed to complete this mission. However, if you approach to under 10km from the Ghost Ship, it will trigger numerous additional spawns that are optional to destroy. Realize that sometimes this accidentally occurs at warp-in. The Warp-In Beacon is 12km from the Ghost Ship, and your exact warp-in spot can be + or – 2.5km from this beacon. If your warp-in does not land you within the 10km proximity, and if you don’t want to trigger these spawns, then be sure to head away from the Ghost Ship after warp-in.

Positions of all spawn groups and the Ghost Ship

Objective Group:

    • Special Forces Squadron:** spawns at 35 – 45km away at 8 minutes after warp-in:

4 x Frigates (Divine Imperial Imran/Sixtus) orbits at 4km, Scramble/Web 6 x Cruisers (Divine Imperial Justicar/Champion/Ambrose*) orbits at 7-32km, *NOS 6 x Battleships (Imperial Templar Martyr), orbits at 49km 4 x Tower Sentry Amarr III 2 x Amarr Cruise Missile Battery 2 x Amarr Energy Neutralizer Sentry III

Optional Spawns:

    • Ghost Ship Spawn **- Proximity Triggered: When you approach to under 10km from the Ghost Ship, there spawns:

6 x Frigates (Divine Imperial Imran/Paladin/Valok) by just shooting a frigate Triggers 1a 3 x Cruisers (Divine Imperial Champion/Justicar) by just shooting a cruiser Triggers 2a

Spawn 1a:
6 x Battleships (Imperial Templar Martyr), orbits at 49km, Trigger 1b

Spawn 1b:
3 x Frigates (Divine Imperial Paladin/Nabih/Sixtus) orbits at 4-16km, Scramble/Web 3 x Battlecruisers (Imperial Templar Justicar/Champion) orbits at 110-22km 4 x Battleships (Imperial Templar Martyr/Ultara) orbits at 49km

Spawn 2a:
3 x Battleships (Imperial Templar Martyr), orbits at 49km, Trigger 2b

Spawn 2b:
2 x Cruisers (Divine Imperial Justicar) orbits at 14km 4 x Battlecruisers (Imperial Templar Justicar/Champion) orbits at 10-22km 4 x Battleships (Imperial Templar Martyr/Ultara) orbits at 49km

Tips:
- Special Forces Squadron deals 1355hp/s (EM: 57%, Therm: 43%)

- If triggered, initial Ghost Ship spawns will deal an additional 1484 hp/s (EM: 54%, Therm: 46%)

- Have the “Types” column available in your overview if you want to separately identify each Special Forces tower type and ship

(Part 2 of 3)

Faction: Amarr
Mission type: Deadspace, no initial gate
Web/Scramble: All Frigates
Extras: NOS, Tracking Disrupter
Damage dealt: EM 54% / Therm 46%
Recommended damage dealing: EM/Therm
Recommended ships: Maelstrom w/ Active Tank and Maelstrom w/ Shield Transporters

Direct warp into Deadspace. No initial gate.

Warp-In

    • Pocket Summary:** Timed spawns of 40 ships (12 Battleships, 10 Cruisers, 3 Destroyers, 15 Frigates) - 2440hp/s (EM: 53%, Therm: 47%)

Groups spawn at 2 minute intervals. Instant Aggro.

Positions of 2 minute Timed Spawns

Group 1:

Present at Warp-in at 50k:

5 x Frigates (Divine Imperial Imran) orbits at 4k, Scramble/Web

Group 2:

Spawns 2 minutes later at 25k:

7 x Frigates (Divine Imperial Valok/Forian/Imran) orbits at 4-16km, Scramble/Web 7 x Cruisers (Divine Imperial Avenger/Equalizer/Justicar) orbits at 14-32km

Group 3:

Spawns 2 minutes later at 40k:

3 x Destroyers (Imperial Templar Caius/Crusader) orbits at 8-16 km 7 x Battleships (Imperial Templar Martyr/Ultara/Dominator) orbits at 17-49km

Group 4:

Spawns 2 minutes later at 55k:

3 x Frigates (Divine Imperial Sixtus) orbits at 4km, Scramble/Web 3 x Cruisers (Divine Imperial Ambrose/Basil) orbits at 7-19km, NOS 5 x Battleships (Imperial Templar Martyr) orbits at 49km

Pocket 2 – Right Hand Gate

    • Pocket Summary:** Average 2 minute spawns totaling 35 ships (15 Battleships, 6 Battlecruisers, 8 Cruisers, 6 Frigates) - 2635hp/s (EM: 54%, Therm: 46%)

Position of Timed Spawns

Group 1::

Spawns at 2 minutes after warp-in at 15km. Instant Aggro.

2 x Frigates (Divine Imperial Imran/Sixtus) orbits at 4km, Scramble/Web 2 x Cruisers (Divine Imperial Champion) orbits at 32k 5 x Battleships (Imperial Templar Dominator/Ultara/Imperial Dominator) orbits at 17-49km

Group 2:

Spawns 1 minute later at 15km:

3 x Battlecruisers (Imperial Champion) orbits at 22km 5 x Battleships (Imperial Templar Dominator/Martyr) orbits at 17-49km

Group 3:

Spawns 3 minutes later at 30km:

4 x Frigates (Divine Imperial Felix/Nabih) orbits at 4km, Scramble/Web 6 x Cruisers (Divine Imperial Justicar/Ambrose*/Basil*) orbits at 7-19km, *NOS 3 x Battlecruisers (Imperial Templar Justicar) orbits at 10km

Group 4:

Spawns 1.5 minutes later at 35km:

5 x Battleships (Imperial Templar Martyr) orbits at 49km

- Retrieve 3 units of Citizens from the 3 Citizen Quarters at 30km (1000 m3/each), //Objective//

Pocket 3 - Left Hand Gate

    • Pocket Summary:** Average 2 minute spawns totaling 38 ships (13 Battleships, 11 Cruisers, 14 Frigates) - 1948hp/s (EM: 55%, Therm: 45%)

Position of Timed Spawns

Group 1::

Spawns at 2 minutes after warp-in at 10km. Instant Aggro.

5 x Frigates (Divine Imperial Felix/Sixtus) orbits at 4km, Scramble/Web 7 x Cruisers (Divine Imperial Champion/Justicar/Ambrose/Basil) orbits at 32k

Group 2:

Spawns 1 minute later at 20km:

3 x Frigates (Divine Imperial Napat*) orbits at 4km, Scramble/Web, *30% Tracking Disrutper 2 x Cruisers (Divine Imperial Ambrose) orbits at 7km, NOS 5 x Battleships (Imperial Dominator/Martyr) orbits at 17-44km

Group 3:

Spawns 3 minutes later at 15km:

6 x Battleships (Imperial Templar Martyr) orbits at 49km

Group 4:

Spawns 1 minute later at 35km:

6 x Frigates (Divine Imperial Imran/Paladin) orbits at 4-16km, Scramble/Web 2 x Cruisers (Divine Imperial Justicar) orbits at 14km 2 x Battleships (Imperial Templar Martyr) orbits at 49km

- Retrieve 3 units of Citizens from the 3 Citizen Quarters at 25km (1000 m3/each), //Objective//

Tips:
- No Energy Neutralizer Towers means this mission is Active Tank friendly (some cruiser NOS)
- Pocket 1’s max damage dealing of all ships: 2440hp/s (EM: 53%, Therm: 47%)

- Pocket 2’s max damage dealing of all ships: 2635hp/s (EM: 54%, Therm: 46%)

- Pocket 3’s max damage dealing of all ships: 1948hp/s (EM: 55%, Therm: 45%)

- Logistics ship will be aggroed if it enters a pocket before all groups have spawned (i.e. first 8 minutes)

(Part 3 of 3)

tbd