Pot and Kettle, Level 4


Last edited by GaZzoose:
Updated Part 4, Spawn 2 to reflect spawn changes
Tue, 03 May 2016 18:14 UTC


Part 1 of 5

Faction: Amarr
Mission type: Encounter
Space type: Deadspace
Damage dealt: EM/Thermal
Extras: Tracking Disruption (Frigates)
Web/scramble: Frigates
Recommended damage dealing: EM/Thermal
Recommended ships: Paladin, Sleipnir, Golem, CNR, Raven, Domi
Video: Cerberus Part 1, Cerberus Part 2 Kronos - Minimal Amarr Standing Loss

Single Pocket

Warp in at about 50km from the nearest group.
1x Prophecy Battlecruiser
10x HACs (may be battlecruisers when entering as BC?)
1x Cruise Missile Battery
2x Heavy Missile Batteries

When you fire on the Prophecy pretty much everything aggros except the Prophecy may not aggro.

There are two timed spawn (only a few minutes after you warp in and quickly after each other) of each
4-5x Elite Frigates (Tracking Disruption)

Destroying the Prophecy causes a spawn of:
4x Cruisers

Final spawn, caused by destroying the previous spawn:
5x Cruisers

Blitz
Kill the Prophecy, warp out.

Tags (all spawns):
Imperial Navy Major I x 11
Imperial Navy Colonel I x 34
Imperial Navy Sergeant III x 7

Standing loss (all spawns):
0.018% with Amarr Empire (per standing tick - can be done in 15 minutes easily with a Paladin for example - did not destroy the towers)

Part 2 of 5 ("Mine Sweeper")

Faction: Drones
Mission type: Encounter
Space type: Deadspace with Gate
Damage dealt: All types
Extras:
Web/scramble:
Recommended damage dealing: EM/therm
Recommended ships: Paladin, Golem, CNR, Raven, Domi

There are 6 mines at warp-in 22km - 70km away.
After one mine explodes 4 new mines spawn. After shooting 4 more mines there's another spawn of 4 mines + the "Amarrian drone mine 1".
After blowing up "Amarrian drone mine 1" the mission is over.

Upon firing on the Mines, 4 Amarr Smart Drones (really Rogue Drone Cruisers and Battlecruisers) will appear around the mine, and your ship (and any in your fleet on the grid) will take 600-1000 damage. Destroy the drones after each mine to avoid being swamped.

Blitz

Loot: No loot, ~1.4 m3 (3-4M isk worth) of salvage.


Standing loss (all spawns):
2.4% with Amarr Empire (per standing tick) for destroying the mines (show as "Amarr Lookout")

Part 3 of 5

Courier Mission possible cargo:
(1 Large EMP Smartbomb I, Volume 50m)
(10 Quafe Ultra, Volume 1m)

Part 4 of 5

Note: If you decline this, you'll get an alternative 5 of 5.

Faction: Amarr
Mission type: Encounter
Space type: Deadspace
Damage dealt: EM/therm
Extras:
Web/scramble: Recon Ships
Recommended damage dealing: therm, EM for Amarr Recon Ships
Recommended ships: Paladin, Sleipnir, Golem, CNR, Raven, Domi, Drake

Group 1

These ships are present upon warp-in. They do not cause spawns.

2x Tower Sentry Amarr I
4x Amarr Sentry Gun
2x Imperial Templar Forian (frigate)
2x Imperial Templar Champion (cruiser)
1x Imperial Templar Justicar (cruiser)
1x Imperial Ultara (battleship)

Spawn 1

5x Outpost Defender (fighter drone - frigate-sized) heavy DPS (spawn one at a time)

Spawn 2-5
These ships are on a timed spawn.

1x Amarr Recon Ship (cruiser)
2x Amarr Recon Ship (frigate) web/scram

Mission is complete when all Amarr Recon Ships are destroyed.

Tip


Tags :
Imperial Navy Colonel I x 19
Imperial Navy General I x 1
Imperial Navy Major I x 1
Imperial Navy Midshipman III x 4
Imperial Navy Sergeant II x 8

Standing loss :
2.4% with Amarr Empire "for destroying Amarr Empire's Outpost Defender" !

Part 5 of 5

Faction: Amarr
Mission type: Encounter
Space type: Deadspace
Damage dealt: EM/therm
Extras:
Web/scramble: Divine Imperials
Recommended damage dealing: therm/EM
Recommended ships: Paladin, Sleipnir, Golem, CNR, Raven, Domi

Pocket 1

You warp in the first pocket using an accelleration gate, no aggro on warp in. There are 3 groups, with increasingly larger size ships, all faction (so no bounty). The 2 groups closest to you (40km and 80km) can be pulled or sniped. If you need to get closer to the 3rd group to pull them (120km) they will aggro you when you are 80 to 90km away. The gate at about 45 km distance is locked, so you need to remove all ships anyway. The optimal range of the battleships is around 40 km usually.

Spawns (might be slightly random):

Group 1 (40km)

4x Divine Imperial Felix (Web/Scramble)
2x Imperial Tanakh
2x Divine Imperial Nabih (Web/Scramble)
2x Imperial Avenger
1x Imperial Justicar
1x Imperial Dominator (BS)

Group 2 (80km)

3x Imperial Origen (BS)
2x Divine Imperial Nabih
1x Divine Imperial Felix
1x Divine Imperial Champion
1x Imperial Templar Dominator

Group 3 (120km)

3x Imperial Tanakh (BS)
1x Imperial Templar Seer
1x Imperial Origen (BS)
1x Imperial Dominator (BS)
1x Imperial Bataivah (BS)

Tags (Room 1) :
Imperial Navy Colonel I x 11
Imperial Navy General I x 12
Imperial Navy General II x 1
Imperial Navy Major I x 3
Imperial Navy Sergeant II x 9

Pocket 2

First group will aggro on warp in (or a few seconds later), 2nd group seems to aggro after group 1 goes.

Group 1 (25km)

5x Frigates (Divine Imperial Felix) (Web/Scramble)

Group 2 (60km)

3x Cruisers (Imperial Equalizer)
6x Battleships (Imperial Bataivah/Imperial Dominator/Imperial Origen)

Group 3 (70km)

4x Frigates (Imperial Caius/Imperial Crusader/Divine Imperial Napat) Tracking Disruption
2x Cruisers (Divine Imperial Justicar)
4x Battleships (Imperial Ultara)

You could pull them together with the other groups if you feel confident, otherwise don't get too close and they will not target you or your drones.

Tags (Room 1 + Room 2) :
Imperial Navy Colonel I x 23
Imperial Navy General I x 21
Imperial Navy General II x 1
Imperial Navy Major I x 5
Imperial Navy Sergeant I x 3
Imperial Navy Sergeant II x 14
Imperial Navy Sergeant III x 1

Alternate 5 of 5

Courier Mission (100,000 units of Mexallon; 1000 m volume)


CategoryMissions
CategoryLevel4

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