Right Hand of Zazzmatazz, Level 4
Faction: Mercenaries
Mission type: Encounter
Space type: Normal
Damage dealt: All types (heavy Therm) (Therm/Kin/exp)
Web/scramble: Frigates (Seven Lookout/Seven Deathguard)
Extras: NA
Recommended damage dealing: Therm (best all-round), Therm (Zor), Kin (secondary); Orbit range -22km
Recommended ship classes: Battleship, Command Ship, HAC
Video: Ishtar blitz, Nightmare, Navy Apoc,Long Range Sentry Domi + Salvage CNR
Single Pocket
As of october 2014 it is possible to warp in at any range.
Auto-aggro from Group 1 at warp-in.
Group 2 remains neutral, but it will aggro ANY drones deployed. Fleet members may also aggro Group 2.
Warning
- Group 1 will inflict very heavy DPS at close range, make sure your ship is tanked properly.
Group 1 (Auto-aggro): (50-60km)
2x Frigates (Seven Deathguard) Web/Scramble3x Cruisers (Seven Assassin/Thug)
3x Cruisers (Seven Bodyguard)
1x Cruiser (Olufami/Schmidt/Elena Gazky)
1x Battleship (Seven Macleari - Mercenary Overlord)
1x Battleship (Zor)
See below for the detailed damage output.
Group 2: (50-70km)
4x Frigates (Seven Lookout - Mercenary Wingman) Web/ScrambleBlitz
- Kill Zor.
- Destroy the Outpost Headquarters and warp out.
Tip
- After landing your first targets are the frigates from group 1, then cruisers and finally the two battleships. With enough DPS on your side (proper fitted battleship) you will have the cruisers down before they get into their optimal at around 15 km and start to hurt. The two lone battleships are then easy to tank.
- You may increase engagement distance by warping in at 100km. Warp to mission location, quickly cancel it and then select warp to 100km.
- For the above, your warp-in location to this pocket will be determined from the direction of your approach i.e. you warp-in to the left / right / above and etc. with respect to the Outpost Headquaerters.
- Kill Zor first to reduce the incoming DPS. If he is out of range, kill the closest cruiser and re-target Zor once he is in range.
- Zor drops Zbikoki's Hacker Card, which is used to unlock the warp gate in the Worlds Collide L4 missions.
- Mission is flagged completed after you have killed the Outpost Headquarters and Zor.
- Zor can deal damage on long distance, so you'll have to fit some tank even on sniper fitted ships.
Logistical
Non-Ganged logistical ships do not get aggro from group 2.Structures
- Black Market Facility drops (illegal) narcotics.
- Outpost is filled with a small amount of T1 loot and drone alloys (often contains 2m+ loot).
Mining
- Nothing
Bounty
1,564,000.00 ISKShips detail:
Orbit | Max. Velocity |
Shield (hp) |
Armor (hp) |
Shield Resistances (%) | Armor Resistances (%) | DPS (hp/s) | ||||||||||
EM | EXP | KIN | THERM | EM | EXP | KIN | THERM | EM | EXP | KIN | THERM | |||||
2x Seven Deathguard | 5,000m | 500m/s | 300 | 225 | 15 | 50 | 45 | 30 | 60 | - | 25 | 35 | - | 16 | 16 | 19 |
3x Seven Assassin | 15,000m | 400m/s | 1600 | 1150 | 55 | 50 | 55 | 55 | 60 | - | 25 | 35 | 18 | 25 | 7 | - |
3x Seven Bodyguard | 20,000m | 400m/s | 1700 | 1200 | - | 60 | 40 | 20 | 68 | 50 | 55 | 55 | 17 | 13 | 28 | - |
1x Elena Gazky | 15,000m | 400m/s | 1200 | 1800 | - | 60 | 40 | 20 | 50 | 10 | 25 | 35 | 22 | - | 6 | 28 |
1x Mercenary Overlord | 3,500m | 400m/s | 3975 | 3500 | - | 60 | 40 | 20 | 60 | - | 25 | 35 | - | - | 42 | 96 |
4x Mercenary Wingman | 8,500m | 900m/s | 325 | 325 | 15 | 50 | 45 | 30 | 70 | 10 | 25 | 25 | 10 | 11 | 4 | - |
1x Zor | 20,000m | 400m/s | 5800 | 4575 | - | 60 | 40 | 20 | 60 | 10 | 25 | 25 | - | - | - | 180 |
15 total ships | Averages/Totals: | 22,775 | 18,675 | 12.8 | 57.1 | 43.6 | 28.2 | 61.2 | 13.7 | 30.8 | 35.7 | 163 | 193 | 201 | 342 |
CategoryMissions
CategoryLevel4
All NPC missiles have a range of 80 KM's except for Zor so take him out first and then kite the rest.
Anyway, I can confirm that I also had to destroy 2 out of 3 of the bodyguards as well as the HQ and Zor for the mission to flag complete.
I'm in Caldari space, mayhaps it's different elsewhere, but it's always identical here.
Will be getting the pic replaced, as soon as Chepe checks the submit box.
Done in Hyperion with 8 x 425, 2 Tracking Comp, 3 x Cap Recharger, LAR, 3 Mag Stab, 1 x EANM and 1 x PDU, 4 Ogre II (Mainly t2 / faction stuff).
Warp in at 100 (cancel and rewarp ofc) - auto aggro ensures they head for you. Pop frigs then a few cruisers until Zor is in range. Shoot structure to aggro remaining frigs. Easy mode. Did not need to use drones.
Get the outpost loot, it is awesome as is Zor's.
i was doing this mission with thermal drones (hammerheads), and they could not damage the building at all. if i used turrets (lasers in my case) then i could easily hit the outpost. this seems really unfair to anyone that has focused on drones first.
i had another account try, (ogres) and they had the same issue.
i tried damaging the building with scouts, mediums, and heavys (using several damage types) none of them would work.
i have bugged this.
Saw your post on Eve-survival about drones and the structures in Right Hand of Zazzmatazz. I had a similar issue in Damsel in Distress, found that i could send them against a different structure then back to the one i wanted and they would start attacking. I just did Right Hand and had the same issue, but then sent them against the solar harvester and back to the outpost and they were able to destroy it. An annoying bug for sure, but i fly a ishtar mostly so drones do 90% of my damage.
Sidenote: Zor is immune to any kind of electronic warfare such as target painters ...
Warped in at 100Km and killed everything. Easy mission in Faction/Officer Vargur-
A marauder may be overkill but that's the point-to grind LvL 4's FAST. The 100% tractor range and speed bonus really helps, (so does the 100% damage bonus LOL) Best 2.8 Bil I ever spent.
I wasn't webbed or scrammed once, but I did the WT100 trick, so the ewar frigs might notta gotten in range.
Easy mission, I'd say.
Dropping a bookmark and choosing the "warp to within 100km" option doesn't work either.
video: http://www.youtube.com/watch?v=q1pw4iSbYXc
Common recommendations I refuse to follow and still manage to do very well:
"Dont use a Drake, it hasn't enough DPS" no comment needed
"Equip rat specific tank" I run 2InvulnIIs, 2LSEIIs, and 2LSRIIs;never adjust for facton and still survive just fine.
"Equip faction specific ammo" My normal scourges work just fine, why invest in a hangar full of different types?
Because you might finish it faster with rat-specific weapons, and it's not like your hangar has a space limit... if you're doing level 4's, you obviously have the money to buy the other heavy missiles...
Fitting:
8 x 1400mm arties, phased plasma
1 x X-large shield booster (meta 4 or better, cost is 150k for meta 4)
1 x Shield boost amplifier
1 x 100MN Afterburner
1 x Kinetic hardener II
1 x Thermal hardener II
1 x Invulnerability field II
1 x Tracking enhancer
1 x DCU
2 x Gyrostab
1) Warp in while zoomed out
2) AB away off Zor and keep the AB running
3) Kill Zor, then you should also be able to kill the associated frigates without needing drones since they have like 50m transversal
4) Kill the other BS or the cruisers getting closer than 40km as they come
5) Turn back, kill wave 2.
6) Loot
High slots:
7 x XT-9000 Cruise Missile Launchers loaded with Cataclysm Cruise Missiles
1 x Drone Link Aug
Mids:
1 x Ballistic Defelection Field II
1 x Heat Dissipation Field Field II
1 x Photon Scattering Field II
1 x Invuln Field II
1 x Caldari Navy X-Large Shield Booster
1 x Caldari Navy Shield Boost Amplifier
Lows:
2 x Caldari Navy Ballistic Control System
3 x Capacitor Flux Coil II
Rigs:
3 x Large Capacitor Control Circuit
Highs:
8x Mega Modulated Energy Beam I
Mids:
4x Cap Recharger II
Lows:
1x Power Diagnostic System II - not necessary for me (but I have fetish for 100% stable cap with all modules running) - could be swapped for another resist (but essential for pilots with lower skills or without implants, in order to power all 8 mega beams)
1x Large 'Accomodation' Vestment Reconstructor I
1x Thermic Hardener II
1x Kinetic Hardener II
3x Heatsink II
Rigs:
3x Large Capacitor Control Circuit I
Drones:
Didnt need to release the hounds
1.3m Bounty
Buildings drop loot
800mm Guns and 2 Therm 1 Kin hardner. Was cake.
Randomly got a Memory Augmentation - Basic off one of the random ships. Kinda nice :D
Despite being an active shield tanker, I didn't turn the shield booster on and didn't drop under 75% shields: gank was definitely it's own tank. If you're in something that involves any speed-tanking you might find it better to sit still and pop the frigates, it will buy you an extra volley or two in case you miss one in fall-off, and a bit longer to take out some cruisers too.
1,077к-reward
3223-LP
1,464k-bounty
loot&salvage - poor
Went back with Dominix # 2 to same instance of mission. No problem this time - only one frigate left and all cruisers and 2 BS's. Zor targets your drones and damages them quite fast both large and medium
Group 2 never materialised
Light Kinetic drones (Hornet) seem to have no problem damaging the Outpost HQ.
1 LAR
1 Therm Hardener
1 Kinetic Hardener
Easy and quick mission if you set your tank properly. Also watch out for drone aggro.
2mill in loot
easy done in 10 min with rattle(gecko+sentry and 4x'meta 4 cruise launchers')
was surprized when got an Zor's Custom Navigation Hyper-Link (61 MIL! - price in Jita) and Zor's Custom Navigation Link
other loot and salvag 3.4 mil
bounty 1.6 mil with full clear
Pocket 1.
Warped in at 70km. Took out group 2 easily.
Started to take out group 1, starting with the smallest while heading away from them.
Over time, Zorm, Seven Macleari and the cruisiers gained on me producing a lot of damage from over 100KM with Inferno Cruise Missiles. Managed to destroy them while using 1-2 reps and cap balancing.
Be careful because there are huge damage spikes