Worlds Collide (Blood Raiders & Angel Cartel) (Level 4)

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Mission Details

Level 4
Type Encounter
Factions Blood RaidersAngel Cartel
Best damage to deal Electromagnetic damage EMThermal damage ThExplosive damage ExKinetic damage Kin
Damage to resist Electromagnetic damage EMThermal damage ThExplosive damage ExKinetic damage Kin
Warp disruption Elite Frigates, Blood Spy
EWAR NOS (Priest/Dark Priest)
Ship suggestion Apocalypse, Dominix, Maelstrom, Sacrilege, Nighthawk


First Pocket (Warzone)

You arrive in the middle of two large groups (135km to the nearest rat) and two gates (40km to each gate approx). One for your primary enemy, and one for the faction mentioned in the mission briefing (in this case, Blood Raiders and Angels). They start far away from you behind their own gate. The gates are locked until you kill the last ship of that faction.

Blitz: You can blitz this by using Zbikoki's Hacker Card. (Obtained from Zor in other missions). It will be consumed upon unlocking the gate.


Blood Raiders Side
WD EWAR L


Frigate 3 x Frigate Elder Corpii Follower / Corpii Herald / Corpii Worshiper / Dark Corpii Upholder
Cruiser 2 x Cruiser Elder Corpum Dark Priest / Corpum Shadow Sage
Battleship 3 x Battleship Corpus Prophet / Oracle Gate Unlock Trigger

Template:Survival copy


Angel Cartel Side
WD EWAR L


Frigate 3 x Frigate Arch Gistii Thug / Arch Gistii Outlaw
Cruiser 3 x Cruiser Gistum Domination Crusher / Gistum Domination Smasher
Battleship 4 x Battleship Gist Malakim / Gist Throne Gate Unlock Trigger

Blood Raider Pocket

Blood Spys might scramble/web, but may not also. Using drones on them aggros the whole room.

Group 1: 7km:

Aggro at warp in 2x Frigates (Blood Spy)
3x Battleships (Corpus Apostle / Corpus Oracle)

Group 2: 23km:

2x Battlecruiser (Corpatis Fanatic)
2x Battleships (Corpus Apostle / Corpus Oracle)
can be attacked seperately

Group 3: 24km:

5x Destroyers (Corpior Friar)
5x Battleships (Corpus Apostle / Corpus Oracle)

Group 4: 7km:

1x Battleship (Blood Rider Supervisor)

Random chance of a Blood Overseer [375k Battleship] spawning. It can be attacked separately without agroing other groups. Every ship that enters the pocket gives the Overseer another chance to spawn.

Warning: if you do it all wrong and aggro all of them --

      • Full-aggro is 1100-1200dps (EM 50%/TH 50%) with the occasional kinetic cruise missile from the BS's.**

Tips:

- Shooting the Spies with your own guns/missiles will not aggro anything else. Drones and anyone else will.
- Drones can be safely used to kill the auto-aggro group. Just make sure they don't shoot Spies.
- One can slowboat to the next gate. No additional aggro. You will be at around 5 km to the gate when the gate group aggros you.
- Wait for the 1st group to target you, and take them all out. Fire on another ship, it's group will target you, and take that group out. Feel free to take out the Blood Spy's, once the 2nd group is gone, to trigger the last group.
- you might find a collidable structure in your way (or even hit it) as you enter.

Angel Cartel Pocket

Tank: Exp / Kin
Aggro at warp in: Yes (might web too)

Four apparent groups as of April 2011.

Group 1: 7km:

Aggro at warp in 2x Frigates (Angel Spy) (Web/Scramble)
3x Battleships (Apostle/Oracle)

Group 2: 20km:

4x Frigates (Gist Viper) (Web)
2x Cruiser (Gist Primus)
3x Battleships (Gist Saint)

Group 3: 35km:

3x Elite Frigates (Arch Gist Hunter/Impaler)
1x Elite Battlecruiser (Arch Gist Centurion)
4x Battleships (Saint/Warlord)

Group 4: 50km:

5x Battleships (Gist Throne/Cherubim)

Tips:

- Using drones on the Spies causes the whole room to aggro.
- The Saints throw Bane torpedoes and can hit at 55km or more.
- Arch Gistum Centurion is fast and will close the range to under 20km, so kill before the Saints.
- Cherubim throw Havoc cruise missiles to at least 80km. Thrones are shorter range.
- Chance of spawning a Gist Overlord [543k battleship] as well. Chance increases with every ship that enters the room. Overlord waits to be attacked, and attacking it caused the remainder of the room to aggro.

//Untested: A second ship (gangmate) present may cause entire room to aggro immediately.//
Original player leaving to get more ammo and returning does not cause remaining groups to aggro.

3rd Pocket (Blood Raiders)

      • VIP: Killing all the ships in the 3rd pocket trips the "mission completed" flag even IF you do NOT pick up the stranded crew. ***

{Ie: If you kill them all, and fail to pick up the crew, you will have to quit the mission with loss of standings from agent, corp, and faction.}

The pocket looks like a single group, but it's actually 3. Use the same technique suggested for the Blood Raider pocket.

Group 1: 5km:

Aggro at warp in 3x Elite Battlecruisers (Elder Corpum Dark Priest / Elder Corpum Shadow Sage)
2x Battleships (Corpus Apostle / Corpus Oracle / Coprus Prophet)
They won't move very fast, so you can get some range on them if you can find a direction to go that doesn't come close to other groups.

Group 2: 10km:

4x Elite Frigates (Elder Corpii Herald / Dark Corpii Upholder) (Web/Scramble)
2x Battleship (Coprus Apostle / Coprus Oracle)
can be attacked seperately

Group 3: 10km:

3x Battlecruiser (Corpatis Fanatic / Corpatis Phantom)
2x Battleship (Coprus Apostle / Coprus Oracle / Coprus Prophet)

Again, if you do everything wrong [use drones, etc.]

      • Full-aggro is 900-950dps (EM 51%/TH 49%) with the occasional kinetic cruise missile from the BS's.**

Tip:

- Only need to blow up the auto-aggro group to get the ship crew.
- Keep drones on Passive to prevent any unwanted aggro
- On occasion, you might - even without drones or partners - aggro all of the groups (some of which can warp scramble). I suggest you put some distance fast between u and the groups you haven't yet aggroed.