Worlds Collide, level 4
Last edited by DesmontMcCallock
Sun, 29 Jul 2012 10:38 UTC
Sun, 29 Jul 2012 10:38 UTC
Faction: Blood Raiders and Angel Cartel (Blood Raiders in the last pocket)
Mission type: Encounter
Spacetype: Deadspace, with guards at the warp in.
Damage dealt: Em/Therm (very little Kin) from Bloods; All kinds, but heavy EXP/Kin from Angels
Web/scramblers: Elite Frigs, Blood Spy
Extras: NOS (Priest/Dark Priest)
Recommended damage dealing: EM, Therm for the Bloods/ Exp, (Kin 2nd choice) for the Angels.
Recommended ships: Apocalypse, Dominix, Maelstrom, Sacrilege, Nighthawk.
Warp in: "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. But, you can unlock them by carrying Zbikoki's Hacker Card (obtained from Zor) in your cargohold. It will be consumed on activation.
Group 1 (Blood Raiders)
135 km from warp in3x Elite Frigate (Elder Corpii Follower / Elder Corpii Herald / Elder Corpii Worshiper / Dark Corpii Upholder)
2x Elite Cruiser (Elder Corpum Dark Priest / Elder Corpum Shadow Sage)
3x Battleship (Corpus Prophet / Corpus Oracle) Gate Unlock Trigger
* 400-450dps (EM 51%/TH 49%)
Group 2 (Angel Cartel)
135 km from warp in3x Elite Frigate (Arch Gistii Thug / Arch Gistii Outlaw)
3x Elite Cruiser (Gistum Domination Crusher / Gistum Domination Smasher)
4x Battleship (Gist Malakim / Gist Throne) Gate Unlock Trigger
* ~600dps (EM 1%/EX 78%/KN 18%/TH 2%)
Tip
- If you can't build a strong enough omni-tank based on the information provided, I'd suggest tanking EM/TH first and take the mission to completion, and then come back with your Angel Cartel tank before turning the mission in.
- Both Groups are "anchored" to within about 30km of their start locations, which are about 85 to 95 km behind their gate. This makes it easy to snipe them from the far edge of the gate if you can lock and hit from that far out. Neither group can hit you from 55km.
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 in2x 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 in2x 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 in3x 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.
CategoryMissions
CategoryLevel4
setting drones on angel spy results in them getting agro from other groups. Pulled drones back in, then shot spy with cruises: no additional agro at all. So safe to take the spies out with your own weapons.
If you sit just off the acceleration gate, you can shoot the groups from afar without taking damage. I was about 47+ km from the group without getting hit. Sending drones will get aggro from the frigs.
Angel Pocket:
Shooting angel Spies does not aggro other groups. Drones do, however.
Took out spies with my Drake, and came back to deal with everything else in my Raven. Found a Angel overseer in the group of battleships.
Updated the formatting like seen at serpentis/guristas and added some km values.
Bringing a friend into the room will not automatically aggro the whole room.
I am not sure what happens when a friend of you attacks any other ship, because we had to get the hell out of there :-P
Was aggro'ed by two groups in the 3rd pocket rather than the usual one. The four Upholder Frigates in the second group have the ability to both warp scramble and web you.
Fair warning for anyone attempting to retry this stunt..