Dread Pirate Scarlet, Level 4
Faction: Angel / Blood Raider / Gurista / Serpentis
Mission type: Encounter
Space type: Normal Space - Can warp to member of fleet in any pocket directly, but cannot warp to any previous pockets directly.
Damage Dealt: All kinds(Omni Tank)
Recommended damage dealing: Explosive(Angel Cartel), Thermal/Kinetic(Serpentis), EM(Blood Raiders) and Finally Kinetic/Thermal(Guristas) (based on random spawn)(Your damage dealing will depend on the spawns you get. Be prepared with any modifications to change your damage type!).
Web/scramble: Frigates in Last Pocket
Jam/Dampen: yes (battleships)
Video: Ishtar blitz CNR
AS OF 2014.08.01 THERE ARE NO RESPAWNS - NO FARMING.
Recommended ship: Drake, Battleship, Rattlesnake (due to ease of omni tank, possible ECM, and minimal drone aggro)
Pocket 1 (warp in)
Acceleration gate is locked and 20 KM away from warp-in.You may also select warp-to distance for snipe setup in pocket 1.
Group (Auto-aggro): (55 KM)
4x Cruiser (Gistum Liquidator/Marauder)5x Battleship (Gist Malakim/Nephilim/Warlord/) (Target Painter)
OR
3x Battlecruiser (Corelatis Squad Leader)
2x Cruiser (Corelum Chief Safeguard) (Damp)
4x Battleship (Core Admiral/Core High Admiral)
Last battleship killed drops the key to unlock the gate. Key will not be consumed on use. The key is labeled "Gate Key".
Pocket 2
Acceleration gate is not locked and 29 KM away from warp-in.Group (Auto-aggro): (45-60 KM)
1x Named Battlecruiser (Anire Scarlet) Heavy EM/Thermal She warps out almost immediately5x Battlecruiser (Pithatis Executor/Assaulter)
4x Battleship (Pith Exterminator/Eliminator) (Heavy Jamming) Jam range 100km+
OR
1x Named Battlecruiser (Anire Scarlet) Heavy EM/Thermal She warps out almost immediately
3-4x Elite Cruiser (Corpum Arch Priest/Sage/Shadow Sage/Dark Priest)
3-4x Battleship (Corpus Cardinal/Monsignor)
Anire Scarlet is flying an Absolution and does heavy EM/Thermal damage. She will run into the next pocket immediately if attacked or if ignored for 10 minutes.
Pocket 3
Acceleration gate is not locked and 19 KM away from warp-in.Group 1 (Auto-aggro): (27 KM)
1 x Named Battlecruiser (Anire Scarlet) Heavy EM/ThermalAgain, Anire Scarlet does high EM/Thermal damage and runs away to the next pocket.
Group 2 (Auto-aggro): (31-33 KM)
3x Destroyer (Corelior Artillery/Cannoneer)4x Battleship (Pith Conquistador)
OR
5x Cruiser (Pithum Silencer)
6x Battleship (Core Port Admiral/Core Rear Admiral)
Last ship or battleship killed spawns final group. Note: Spawn group may aggro drones. Pull your drones in before triggering it.
Spawn 1 (Auto-aggro): (35 KM)
4x Battleship (Pith Eliminator/Pith Extinguisher) (Eliminator: Heavy Jamming)OR
3x Battleship (Core Flotilla Admiral/Core Vice Admiral) (Heavy Sensor Dampening)
Spawn will be same faction as initial spawn battleships.
Pocket 4
Group 1 (Auto-aggro): (55 KM)
2x Elite Frigate (Dire Pithi Imputor) (Web)3x Elite Cruiser (Dire Pithum Abolisher/Annihilator) (Jamming)
4x Battlecruiser (Pithatis Enforcer/Executor)
OR
2x Elite Frigate (Arch Gistii Rogue/Hijacker)
4x Elite Cruiser (Arch Gistum Liquidator/Defeater)
2x Battlecruiser (Gistatis Primus)
Group 2 (Auto-aggro): (70-80 KM)
1 x Named Battlecruiser (Anire Scarlet) Heavy EM/Thermal1x Angel Heavy Missile Battery
1x Blood Heavy Missile Battery
1x Guristas Cruise Missile Batteries [sic] Heavy Kinetic
1x Serpentis Cruise Missile Battery Heavy Thermal
Group 3 (Auto-aggro): (100 KM)
4x Battlecruiser (Corelatis Squad Leader/Wing Leader)4x Battleship (Core Baron/Commodore)
Despite Anire Scarlet's 5 million ISK bounty and being mission completion trigger, she is no better tanked than any battlecruiser and is very easy to kill. 0-2 T1 modules in her wreck, nothing special.
Last ship killed spawns next group. Again, spawns may target drones. Keep close watch on them; they trend to go after the sentry turrets if left on auto.
Spawn 1(above Scarlet's Sation)
4x Battleship (Corpus Oracle/Apostle)OR
4x Battleship (Core Port Admiral/Rear Admiral)
If Group 1 contains Guristas you will get Blood Raider, if Angels then you will get Serpentis.
Spawn 2
5 x Battleship (Corpus Cardinal/Patriarch)OR
5 x Battleship (Core Grand Admiral/High Admiral)
Spawn's types will match those received in Spawn 1. Spawn 2 does a ton of incoming damage (compared to all previous spawns in this mission), so be full on cap and hp before triggering it.
Scarlet's Station is extremely well-tanked (~500,000 HP) and has at least a chance to drop ammo.
Final notes: It appears there is either two or more specific versions of the race combinations for this mission. One person reports a primary mixture of Blood Raider/Gurista, while I mostly encountered Serpentis/Gurista (never saw a Blood Raider). While I tried to add his non-detailed findings to this page, most of this applies to the version I received. While this mission can be done solo in a Drake (this is what I used) or a Scorpion Navy Issue (used by Roper), be prepared to omni tank and bring along omni damage if you can; you will be fighting a mixture of Angel, Blood Raider, Gurista, and Serpentis.
for Mission farmers In the last room, either FOF missiles or drones, if used because of jamming from Gurista Nullifers, will kill Scarlet; thus completing the mission.
Blitz
You will get this mission a lot. Make sure you always keep one Gate Key for future use; it will not be consumed. Pocket 1 is the only locked gate.My advice is to use an afterburner, gun through each pocket, and pop maybe one high value BS per pocket. Pop Anire in the last pocket for 5mil, and head home. That's 10-11mil for maybe 15 minutes' work.
Mining
8 Veldspar asteroids pocket 1Bounty
Mission Reward + Bonus ~ 3.4 MilBounty ~ 29 Mil
CategoryMissions
CategoryLevel4
first of all you will meet Angels, Guristas, Serpentis, and Blood Raiders. So, an Omni tank and lots of ammo are required.
I flew this mission in a Scorpion Navy issue with Large booster, 2x booster amps, 1 Kin, 1 Exp, and 1 therm hardener and 1 invul field. all T2. The extra mid slot was a target painter. I had no problems tanking the mission, but I think less of a tank would have had to bail. My Raven Navy would surely have had to lose the target painter to make it. If I were to get this mission again I may swap the therm for another invul as there is more EM dmg than I anticipated.
initially you warp to a guarded gate. There is a group of cruisers and BS's there, the last of which drops a gate key. The group I got initially was Serpentis. 4x cruisers and 5x BS's. After they were cleared I was over 70km from the gate key container so I warped out and back to get closer. Upon which a similar group of Angels spawned. As far as I can tell warping out causes the respawn. There were also 4x cruisers and 5x BS's. After they were down I picked up both keys and jumped through. Neither key was consumed.
In the second pocket I found a group of Blood raiders. Also cruisers and BS's.
In the third pocket, there were 3x serpentis frigates and 4x guristas BS's. The last BS killed spawned another 4x guristas BS's.
In the fourth pocket you find the mission objective, who has been jumping ahead as you progress. I killed her first and got a mission complete. Additionally there are Blood Raider and Guristas cruisers and BS's, in addition to 1ea. Angel, Guristas, Serpentis, and Blood heavy and cruise missile batteries. After all these are cleared another spawn of 4x Blood BS's appeared and after that I got another 4x Blood BS's.
...and that was all.
Overall a very cool mission with over 36 mil isk bounties. With loot and salvage I made over 50 mil.
hugs and kisses, Roper
For the last spawn of BSes I was running very low on cap and my shields were down to 40% ish
It was the first time I got this mission, so I'm guessing it's related to standings (I got back to 10.0 with my agent/Caldari Navy after dropping to 9.7 after failing a mission).
Anyway, do come prepared and if you are not used to hard rooms (Angel Extravaganza Bonus), think twice (or just try to blitz the last room). It was also the first time I saw Jamming/Scramming on a mission.
Loot/Salvage/Bounties are on par with similar 40-50m long missions.
As for the factions spawns:
- 1st room: Angel Cartel
- 2nd room: Serpentis then Guristas
- 3rd room: Serpentis then Blood Angels
- 4th room: Guristas, Blood Angels and Blood Angels
There might spawn one group for each ship that enters this pocket after the first activation of the locked gate.
We entered with two BC, one group spawned.
Afterwards two ships jumped in independently and two more groups spawned.
It seems the locked gate can be used like the bonus stage in AE within the 10 seconds after the activation by the char with the gate key.
Loot: 2630 m³
This mission is CRAZY for bounties in ways AE never will be though. I warped through all of the mission rooms 3-4 times because I wanted to test the spawns in every room to see exactly how it worked. From what I could tell the Cruisers/battleships in room 1 will respawn any time there is not a ship actively in the room (my friend was coming to salvage the mission while i was going through it and I had barely left the first room before he got there and saw the spawns).
I didn't encounter any respawns after that until the last room where it respawned everything except the ECM group (thank god) and it was in chain form so it wasn't hard at all. Three straight spawns of nothing but good bounties (might have been 4 actually I can't remember)
My verdict on this mission is that if you can hold an omnitank and switch damage types on the fly (caldari missile boats rock for this) then this is the perfect mission to harvest isk. In my little run through's combined with my friends salvage we made a total of 80mil in bout an hour. Considering the respawns are all of the easy targets (mostly battleships worth 880k-1.2m) it makes this mission perfect for plowing over and over and over again.
I have just now gotten this mission again and will post any new found results tomorrow.
Bounties do rock, in the range of 30M if you run it once - going to have to try the chain.
1x invuln
2x lse
1x pithum c type explosive hardner
1x pithum c type kinetic hardner
1x republic fleet 10nm ab
apart from nearly 15 mins of perma jam in the 2nd room i had no problem completing this with shields never below 60%, i do however have maxed shield skills, i also used exclusively scourge fury heavies and t2 hobs regardless of rat type with no problems.
If you plan to Solo this mission, plan for some ECM countermeasures in Room 2 or come equiped with heavy Drones...5 Hammerhead II's were not enough to take the Battleships down (I have decent drone skills, maybe maxed skills could do it)
Everything else is a walk in the park. If you want to make some good money, leave Scarlet be in the last gate and replay this mission every day until the last day when it expires. Also warp out of pocket 1 and back in...sometimes you get another squadron of ships to kill. You can make 15 mil in the first pocket alone after salvaging, loot and bounties if you get both groups.
One of the best money making LVL 4 missions I've encountered (second to Smash the Supplier mission which was worth 61 mil in bounties, loot & salvage).
Omni tanked my CNR as follows:
Mids
====
Invuln II
Photon II
Ballistic II
Heat II
CN Boost Amp
CN X-Large Booster
Lows
====
DC II
Gravimetric Backup Array II
CN BCS x 3
You get 70% omni resists with the above tank, plus some anti-jam for the Guristas.
Bounties: 30m+
Rewards+Salvage: ~7m
I fly a machariel. My alt normally follows closely in a noctis for clean up after I've cleared a room, or taken all the agro. He also flies a cane with a warfare link and he has some pretty decent boosts if I feel I need some backup. Just in case the ECM in room 2 was too annoying I got him to bring his cane.
I mopped up the first room, grabbed the key, warped out and back in to get the second spawn and then brought in my alt so he could grab the second key. How thoughtful of of the mission designer to make 2 keys available for me to use instead of having to buy one. I went into room 2 to get the agro and targeted the battleships and alpha'd the first locked target before I realized I saw only blood raiders; no guristas and therefore no ecm. I guess when I read the mission report for room 2 all I saw was "Guirsta" and "ECM", but I checked and sure enough it does say Blood/Guirista. I proceeded to take down the next couple of battleships while my alt followed me in. At the exact moment my alt showed up in the room, what was left of the blood raiders (all the BC's and 1 BS) disappeared and guristas showed up in their place! I only had 1 cycle worth of ECM, so it was easy enough to kill the aledged jammer battleships.
After dealing with the jammers, my alt went back for his noctis to start salvaging room 1 while I finished cleaning up room 2. I activated the gate to room 3 and then had my noctis flying alt warp to me (I didn't bookmark room 1, why would I?). So as I was blowing up ships in room 3, my alt was cleaning up what I had though was room 1, although for some reason it seemed there weren't enough wrecks. He was done cleaning up before I was done making the mess in room 3 so I had him activate the gate I thought was leading to room 2! He warped into room 3 which I was still working on. The re-spawn had just appeared at about the same time, and they agro'd my poorly tanked alt's noctis instead of my supremely well tanked machariel, so I warped him out. I killed the spawn, and when I warped my alt to me, he came directly to room 3 and not the initial gate as is normal for any other mission!!!!
This is very odd behavior. After clearing up the final room, I warped away and then back to the first room of the mission. After my alt cleaned up the wreckage in the final room I tried something that shouldn't be possible. He warped directly to me! In other-words, directly from the last room to the first room! That can't happen in any other mission as far as I know. So basically the rooms are not treated like deadspace pockets, and you can warp directly to any room you like if you have a fleet member there to warp to, or a bookmark for the room!
In my Navy scorp I was quite literally in that room being ECM'd almost constantly for a half an hour (I'm too lazy to go get F.O.F's and thats about how long it takes for drones to mop up the small stuff and getting in a lucky cruise missile here and there).
One good thing I noticed was that there was no drone aggro, so if you got a good tank don't panic.
Would definitely suggest taking out those battleships first though, if you can even get rid of of one before the ECM starts then it won't be as bad and less likely to chain up.
In room 2, Blood Raiders were my initial group:
4 x Corpum Arch Sage cruiser
4 x Corpus Cardinal battleship
In room 3:
2 x Corelior Artillery Serpentis destroyer
1 x Corelior Cannoneer Serpentis destroyer
3 x Pith Massacrer
1 x Pith Conquistador battleship
My spawn for room 3 was:
3 x Pith Extinguisher
1 x Pith Eliminator
Jamming was far less than the first time I did this.
Again: the spawns seem to always vary.
I am also seeing only Geuristas and Serpentis ( missions are in Tash Murkon )
A fleet member jumping into Pocket 4 causes as single spawn as already described.
You can still freely warp around the mission and within the pockets.
P1 Serpentis,
P2 Blood Raiders,
P3 Guristas,
P4 Guristas/Serpentis.
Jamming only in P4 - take some FOFs not worth of loosing slot for sensor backups.
I used RF EMP ammo. 9348 volley damage for my skills and setup.
2nd pocket: "Your group of 1400mm Carbine Howitzer I hits Anire Scarlet, doing 4500.0 damage."
3rd pocket: "Your group of 1400mm Carbine Howitzer I lightly hits Anire Scarlet, doing 3958.8 damage."
For reference:
A Tengu required two volleys to kill Scarlet, so it takes ~2900 kinetic damage to kill her:
2x "Your group of Scourge Fury Heavy Missile hits Anire Scarlet, doing 1438.1 damage."
IIRC, for RF Plasma ammo it takes ~2600 damage to kill her:
"Your group of 800mm Repeating Artillery II hits Anire Scarlet, doing 2078.4 damage."
"Your group of 800mm Repeating Artillery II hits Anire Scarlet, doing 523.1 damage."
The option to warp straight to BM's is still there. (or to a ship in another room).
The re-spawning of room 1 (when you exit then warp in again) appears to have gone. So no more farming :(
EDIT: when farming room 1, make sure all ships have left the mission. also, you may have to wait 90 seconds for it to trigger. This might work.
Room 1 has a glitch (still) when another ship warps in; all the existing NPC'S disappeared and a completely new spawn took its place, despite the first group and I mutually shooting at the time!
So, still a wierd mission with at least 1 glitch
On occasion, I'll get Serpentis Destroyers + Blood BSs in room 3. When this happens and I warp-in my salvager (after combat), it'll trigger the Serpentis/Guristas spawns in room 3. This pattern will also follow in room 4.
Anyone else seen this behaviour and know of a way to trigger or prevent it from ahppening?
USE A PASSIVE TANKED DRAKE.
1st attempt (resulted in warp-out):
Raven
Photon II
Heat II
Kinetic II
XL SB II
Amplifier I
100MN Exp. Afterbuner I
Tanked fine against the Guristas and Serpentis, was getting melted by Blood.
Then tried a passive-tanked Drake:
LSE
LSE
Invuln II
Kinetic II
Photon II
10MN Exp. Afterburner I
I was able to pick off the cruisers as I flew to the gates (already had a gate key for the first gate). Hit Scarlet first to get her to warp out. Got to 4th pocket and popped Scarlet extremely quickly using normal kin heavy missiles, turned and warped out before scram frigs could catch up. Took roughly 7 min.
WARNING: If you warp out, the packs will respawn and potentially be different than the ones you encountered before. This is especially aggravating with the Gurista pack that has 3x jamming battleships.
easy in dominix
So the mission is now 'fixed' or 'nerfed' depending on your point of view :)
done in Megathron navy iss and fitted warp disruptor II
Omni Tank: 1014 (cap stabble, lazy fittings.)
Cruise Missles: 400ps - 130km range.
Drones: 5*Hobgoblin II - 78Dps
(low damage lazy farm ship, aggro full rooms.)
Salvage Ship: Noctis
High slots: 4*Small Tractor Beam I
High slots: 4*Salvager I
Mid slots: Experimental 10MN Afterburner I
Mid slots: Experimental 10MN Microwarpdrive I
Low Slots: 3* Expanded Cargohold II
Rigs: 3* Medium Salvage Tackle I
Cargohold: 3.000m3 +-
Tractor Beam Range: 80km
-----------------------------------
Mission: Dread Pirate Scarlet
Mission Time: 92 Minits
Mission LP/Bounty/Reward: 4089LP - 32.3M
Salvage Time: 21 Minits
Salvage Value: 17M
1st pocket (warp in) killed everything
2nd pocket, 1 volley at anire move to next room as she runs (did not use a disruptor)
3rd pocket, swapped ammo for max dps lock anire straight away 2 volleys and she is dead loot the +3 implant and leave.
Note: I have only ever gotten a +3 Charisma implant from anire, now have 8 of them where i mission
You can bookmark the distant gate in each pocket as you enter the pocket, warp out, warp to zero on gate BM, you can also warp from BM to BM in any order and not trigger a respawn. If you do this fast enough in the last but one pocket you can catch Scarlett with her pants down. A quick 'point' will guarantee the implant and finish the mission.
Zeru out.
Method: Keep the gate key from when you run this mission a previous time, got straght to pocket 2, fire 1 volley at anire and got to pocket 3, target anire and kill her when you enter pocket 3, (took 3 volleys of t2 heavies for me, might be able to do it with t1 but the implant is worth a few t2 missiles) loot implant and leave.
took me 6 minutes from accepting to completion, 5m bounty for anire, 3.8 in mission rewards and bout 9m for the implant 17m odd in 6 minutes cant be complained about for a highsec level 4.
Quote from mission info: "Gurista: Exterminator) (Heavy Jamming) Jam range 100km+" should be changed to "insane jamming" because to be honest "heavy" does not fairly describe the situation. If you are lucky like me you can easy end in 10-15 min of perma jamming and warping out and back in doesnt help at all.
Tested three times; amarr mission/agent, npc's gurista.
Now in Odyssey I found no jamming on last pocket, and last pocket was NOT drone safe even after getting full aggro (guess drones were in range of something I wasnt).
I haven't tested using a Warp Disruptor on Anire Scarlet in Pocket 3, as she usually disappears too quickly.
If anyone has used a Warp Disruptor to good effect, can you describe the exact steps or link a demonstration video, please?
No jamming ships whatsoever
No respawn when re-warping into the rooms
No loot whasoever in ANY of the structures
Loot totalled [modules=841m3 13mill est] [salvage 3.1m3 8.8mill est]
Bounties came to about 30mill in total
Very crappy quality loot and overall a very time consuming mission
Ferox: 5 Hob II, 7x Caldari Navy (CN) 250mm, Blk Eagle Drone Link Aug
CN L Booster, CN Adaptive Invuln Field, Dread Gur Kinetic Field, Therm Field II & a Republic Fleet 10MN AB
Mag Field Stab II, Drone Damage Amp II,Grav Backup Array II & Overdrive Injector Sys II.
It worked.
In the second pocket ( where she is about 30km from you), i overloaded a point and caught her at 24+ km.
I even got a popup message that i caught her and that i should finnish her off now.
When i killed the pirate a can with social adaptation chip basic dropped.
I think this mission is intended for using a warp disruptor and kill her before last pocket.
Anire Scarlet dropped normal cruiser loot (in other words, junk).
Can NOT fly directly to a member in a pocket. Tried repeatedly. Had to warp the toon with the gate key out, warp back with my salvager toon to the first room, both activate gate within a few seconds of each other (gate key holder first of course) and then slow boat to the each gate after that. Once though the gate between the 1st and 2nd rooms the rest were unlocked.
But the bounties add up to near 30 mil plus the 2 mil for the mission and bonus, and another 15.3 mil in scraps/loot.
(This time our salvager had his own gate key so we didn't have any issues moving from room to room.)
In fact without a key card for each fleet member you must complete mission solo. Unless there is a 10 second open window like for rat tag keys to Extravangza bonus rooms. Didn't try that so IDK.
So make sure to BM each room for later salvage. Or swap to salvage ship while mission is ongoing (horribly inefficient due to gate travel distances).