Pick Your Poison, Level 3
Last edited by JoannaDoe
Tue, 29 Sep 2015 03:05 UTC
Tue, 29 Sep 2015 03:05 UTC
Faction: optional Minmatar or Amarr, depending on your choices in Pocket 1.
Hull restriction: Cruiser size or smaller.
No faction standings losses are incurred for completing this mission for either full clear or blitz.
There are 2 parts to this mission, the first part is in the first pocket and restricts the size of ship that can be used to a cruiser or smaller, but there are no hostiles. You need only grab the cargo using a MWD frig or shuttle. Once you have the diplomat in cargo, you must warp back to the entrance and deposit it in a can. This can be accomplished in the fast ship, but if desired this part may be completed in any combat ship as no gate is required. This allows you to engage the navy ships present.
Warp-in
Initially at the warp-in there is an acceleration gate and a stationary SOE Rescue Vessel. There are no hostiles.Pocket 1
Pocket One consists of no hostiles two cans: one labeled Minmatar Embassy Housing, one labeled Amarr Embassy Housing and an Acceleration Gate to Pocket 2. Shortly after warping in you are given a message that you can only save one.
Pick up the embassy staff from one of the housing cans, and the other blows up. Contrary to the mission advice, you do not seem to lose faction standing for the faction that you leave behind, or receive any improvements if you rescue one or both.
Note: It is possible to rescue both diplomats at once, but it will require a fleet and proper timing. Once you rescue one, you will have only a few seconds to rescue the second before the embassy building explodes, so you'll need a second pilot at the other embassy to grab the other diplomat at the same time you do. Either way, an opposing fleet will be present at the destination of the second gate (ie, the mission entrance) following your rescue. A third pilot with a well-tanked battleship can withstand the enemy fleet while other pilots complete the drop-off.
There is an acceleration gate here that returns to the warp-in/mission entrance and it will place you at 50km from the container, but if you prefer it is possible to warp out and then warp back to the mission.
Second Gate (Mission Entrance)
In addition to the SOE Rescue Vessel present when you first warped-in, you now have faction ships of the faction you didn't save out for your blood (See list below), but you do not have to kill them to complete the mission. Ships will vary depending on which empire space you are in.
Example Amarr spawn:
3x Frigate (Imperial Felix)
4x Cruiser (Imperial Templar Agatho)
2x Battleship (Imperial Tanakh)
Example Minmatar spawn:
4x Frigate (Republic Baldur/Takan)
3x Cruiser (Republic Tribal Ormur/Rodul)
2x Battleship (Republic Jotun/Sigur)
There is no reason to take the gate as it will simply return you to P1. The mission is complete once the diplomatic staff are placed inside the SoE ship.
Method
'Blitz':Use a fast frigate or interceptor. Pick up the diplomat in P1. Return to the warp in, drop them off, and warp away. Mission is complete.'Eliminating the Navy Ships': Instead of returning to the entrance start point immediately, you can go get your ship of choice to kill all enemies at the warp-in point. Simply ensure you transfer
the rescued diplomat into your combat ship's cargohold. Upon returning to the warp-in/mission entrance you can kill everything with your large ship and deposit the diplomat.
Isk
Amarr
Bounty:Loot: ~ 7.7M Isk in Insignias and other drops
Minmatar
Unknown (Minmatar?) loot = approx 11.9 Mil ISK if you salvage everythingMinimatar Loot + Salvage
12.6 M Jita Buy.
Standing
No standing loss from killing ships in pocket 2.CategoryMissions
CategoryLevel3
Returned to the room only to be welcomed by the Minmatar gatecamping and expressing their heart feelings by shooting at me right away. Hit the gas and activated the AB. Then after deploying the drones I started taking them down, small to big. Frigates killed by drones, biggies bu guns and later drones. The first BS took ages (active shield tank). The second ran faster then I could follow so I warped out again and collected the diplomat, feeling more confident now.
Even though being more than 200km away at warp out, at warp in the BS was gatecamping again. so repeating gas, AB, drones deployed, running towards the SOE can. Dropped the diplomat on the fly and kept on going. After reloading I went for a smoke (afk), on return BS was gone. Drones where Hammerhead I, could not have done the BS wihthout them. (sorry cant post fitting, dont know how to copy.)
Tags/Salvage I found worth note:
Republic Fleet High Captain Insignia I x1
Republic Fleet Commander Insignia I x2
Republic Fleet Captain Insignia I x 4
Republic Fleet Midshipman Insignia II x 4
Alloyed Trit Bars x 6
Armor Plates x 3
Tripped Power Circuit x 17
I killed everything in a Drake with 2 invuln buffer shields. Shields taken to 79% at most. Everything dies quickly.
Buying 1x 1MN AB and 2x Overdrive Injector I: 25,000 ISK on VISA debit card
Going 1150 m/s through a harmless laser show and finishing both rooms in under 2 minutes (and collecting 500,000 ISK reward): Priceless
http://prikachi.com/images/390/4445390q.png
http://prikachi.com/images/398/4445398f.png
http://prikachi.com/images/401/4445401g.png
http://prikachi.com/images/405/4445405c.png
http://prikachi.com/images/410/4445410N.png
Seriously easy absolutely no need for a cruiser.
T1 frig would be ample for this mission, you dont need to take a hit if you got a decent AB fitted.
1. Drones: Faction ships in first pocket DO aggro heavies, DON'T aggro mediums and below.
This leads to an interesting phenomenon, whereby I can release ogres while burning AB, then recall ogres after they draw target. Faction ships don't retarget me if I stay distant, not even after killing some of them. I find they do retarget if I approach within 30km, so aggro may actually be proximity based. That behavior means that a single released heavy will allow any ship to AB out of danger and complete the mission.
2. Tags: It's been mentioned that tags drop and that faction kills don't hurt standings. These should really be said in the same sentence, because it's a rare opportunity to collect tags without consequence. Also note most valuable tags (Majors) are always on cruisers and sell for 1m+ each.
Went back then with 2 ships ( Drake + Navy Drake) FINDING BOTH groups waiting there:
Amarr spawn:
3x Imperial Felix (frigates)
4x Imperial Templar Agatho (cruisers)
2x Imperial Tanakh (battleships)
Minmatar spawn:
4x Rupublic Baldur (frigate)
3x Republic Tribal Rodul (cruiser)
2x Republic Jotun (battleship)
WHEN BOTH GROUPS TOGETHER ~~ VERY HEAVY DAMAGE!
[Caracal, PVE CARACAL]
Damage Control II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Large Shield Extender II
Adaptive Invulnerability Field II
Experimental 10MN Afterburner I
Kinetic Deflection Field II
Thermic Dissipation Field II
Prototype 'Arbalest' Rapid Light Missile Launcher, Mjolnir Light Missile
Prototype 'Arbalest' Rapid Light Missile Launcher, Mjolnir Light Missile
Prototype 'Arbalest' Rapid Light Missile Launcher, Mjolnir Light Missile
Prototype 'Arbalest' Rapid Light Missile Launcher, Mjolnir Light Missile
Prototype 'Arbalest' Rapid Light Missile Launcher, Mjolnir Light Missile
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
I used a Corax with a Tech I Afterburner. Went thru Initial Accel.
Gate Hit Burner, grabbed Minmatar Ambassador, targeted nearest
Station Warped to within 0.
Warp back to Initial Gate at 100m away. Stay 40km+ away from Gate-
Camping Amarr Ships on way to Sister of EVE Ship which will be
about 100km away.
I Aggro'd nothing and Fired at nothing, No Standing Loss at All,
Mission Complete.
In a Myri. Very easy. BS's and other ships do very little damage even when on top of you. Remember to drop a bookmark on your first time at the gate so you can jump back at distance with the bigger ship (Although I jumped right on top of them and they didn't hurt)
Loot:11.8m ISK