Syndication, Level 4 Epic Arc
Last edited by Dark_Missioner:
refined damage dealt Mission 11
Sat, 22 Apr 2023 11:28 UTC
refined damage dealt Mission 11
Sat, 22 Apr 2023 11:28 UTC
Chapter 1
Alternate Chapter 2
Chapter 3
Chapter 2: Eagle Grip
The High Road (high-sec branch) in the second chapter of the Gallente Level 4 Epic Arc.Mission 8 - Into the Black
Faction: n/a
Mission type: Travel
Space type: Normal space
Damage dealt: n/a
Web/Scramble: n/a
Extras: n/a
Recommended damage dealing: n/a
Travel to your new agent in Noghere. Bring your stuff, you won't be coming back.
Mission 9 - Poor Man's Shakedown
Mission type: Encounter
Space type: Deadspace
Damage dealt: Exp 80 % /Kin 20 % (some neglectable EM from The Eldest)
Web/Scramble: none
Extras: Possibly Energy Neut (Stabbers)
Recommended damage dealing: Exp / Kin
Agent wants info, instructs you to destroy structures to trigger spawn.
Warp To Site
No enemies present when entering pocket.
Various structures at 20 to 40km including target structures:
4x Asteroid Micro-Colony Minor
Each NPC spawn is location of destroyed structure.
Each consecutive spawn is a little bit larger than previous spawn.
Spawn
2-3x Cruiser (Independent Green-crewed Bellicose/Scythe/Stabber/Rupture) (Energy Neut)2-3x Battleship (Independent Green-crewed Typhoon/Tempest/Maelstrom)
The group that gives up the key is the one from the furthest Micro-Colony from warp-in - this message appears in local: 'Here's the gate clearance for that acceleration gate. Go through it and talk to The Elder. Just please stop shooting us.'
1x Shanty Town Gate Clearance (Tag key is consumed)
Spawns in cargo container next to NPC wreck.
Blitz
- Pop furthest Micro-Colony from warp-in (around 44 km).
- Kill the Battleships.
- Loot dropped container from last BS and activate gate.
- Key will be consumed on gate activation. Additional fleetmembers can activate within 10 second after activation with key.
Pocket 1
No enemies present when entering pocket.
Various structures at 20 to 40km including target structures:
3x Asteroid Micro-Colony Minor
Agent instructs you to destroy structures to trigger spawn.
Total Amount Of NPC Spawn
7x Battleship (Independent Green-Crewed Typhoon, Maelstrom, Tempest)4x Cruiser (Independent Rupture, Stabber)
1x Cruiser (The Elder)
Mission completed after destroying The Elder.
The Elder spawns with the group that appears after the furthest Micro-Colony from warp-in is destroyed.
Structures drop various Trade Goods.
Blitz
- Pop furthest Micro-Colony from warp-in (at buttom of the station).
- Kill The Elder.
Mission 10 - Underground Circus
Faction: Independent (Serpentis, Angel)
Mission type: Encounter
Space type: Deadspace
Damage dealt: Exp/Therm/Kin
Web/Scramble:none
Extras: Target Painter, Sensor Dampener
Recommended damage dealing: Kin/Therm (Serpentis Core) / Exp/Kin (Angel Gist)
Watch out for your drones, NPC may target those first even if group should be neutral.
Split aggro is possible.
Pocket 1
2 NPC Groups: Group 1 auto aggro, Group 2 remains neutral until attacked.
Group 1 (25km)
4x Serpentis Battleship - Core High Admiral (Consumption Junkies)3x Angel Battleship - Gist Seraphim (Sinful Saints) (Target Painter)
4x Serpentis Battlecruiser - Corelatis Wing Leader (Consumption Junkies) (Sensor Dampener)
4x Angel Cruiser - Gistum Centurion (Sinful Saints)
Group 2 (45km)
4x Serpentis Cruiser - Corelum Guardian Chief Safeguard (Lustadores) (Sensor Dampener)3x Serpentis Battlecruiser - Corelatis Captain Sentry (Lustadores)
Some structures may drop Trade Goods.
Pocket 2
NPC's spawn after entering pocket.
Spawn 1 (35km)
2x Angel Battleship - Gist Saint (Sinful Saints) (Target Painter)2x Serpentis Battleship - Core Vice Admiral (Lustadores)
3x Serpentis Battlecruiser - Corelatis Platoon Leader (Consumption Junkies) (Sensor Dampener)
2x Serpentis Battlecruiser - Corelatis High Captain (Consumption Junkies)
2x Serpentis Cruiser - Corelum Guardian Chief Safeguard (Lustadores) (Sensor Dampener)
2x Angel Cruiser - Gistum Liquidator (Lustadores)
Destroy the Ringmaster's Pleasure Hub (structure) to spawn The Ringmaster.
Spawn 2
1x Serpentis Cruiser (The Ringmaster)
Mission flagged completed after destroying The Ringmaster.
Loot The Ringmaster for mission objective and return to agent.
Some structures may drop Trade Goods.
Mission 11 - Intaki Chase
Mission type: Encounter
Space type: Normal space
Damage dealt: Kin/Therm (Syndicate), some Exp/Kin (Pator 6)
Web/Scramble: Possibly
Extras: Tracking Disruption/Energy Neut
Recommended damage dealing: Therm/Exp
Warp To Site
No NPC's on warp in. Seek info - destroy structures per agent's instruction.
Various structures about 60km including:
1x Intaki Settlement Control Tower (Trigger)
Spawn 1 (50km, no aggro)
1x Syndicate Veteran Battleship (Independent Veteran Dominix/Hyperion) (Trigger)2x Syndicate Battleship (Independent Megathron, Dominix)
3x Pator 6 Delegate (Independent Green-Crewed Tempest, Typhoon, Maelstrom)
2x Syndicate Veteran Cruiser (Independent Veteran Celestis, Exequror) (Energy Neut / Sensor Dampener)
3x Syndicate Cruiser (Independent Thorax, Exequror)
3x Syndicate Veteran Frigate (Independent Veteran Incursus, Maulus)
Spawn 2 (50km, auto aggro, drone aggro)
3x Syndicate Veteran Battleship (Independent Veteran Megathron, Hyperion) (Last Destroyed Is Trigger)Spawn 3 (50km, auto aggro, drone aggro)
4x Syndicate Veteran Battleship (Independent Veteran Dominix, Megathron)
NPC's do heavy short range DPS and MWD to close in quickly.
Frigates and Cruisers may Web/Scram.
Mission 12 - Rat in a Corner
Faction: n/a
Mission type: Travel
Space type: Normal space
Damage dealt: n/a
Web/Scramble: n/a
Extras: n/a
Recommended damage dealing: n/a
Another travel mission. Report to agent to begin Chapter 3.
Mission 10 - Underground Circus
The Sensor Dampening done by NPC's is rather annoying. Kiting them from range didn't work for me. I found that by getting into close orbit on each NPC doing it, I was able to target and hold lock on that specific NPC.
Mission 11 - Intaki Chase
Syndicate Veteran Battleships are tough, especially in spawn 3. Since each spawn doesn't auto aggro, I was able to get in optimal orbit at top speed with Drones out so that my initial attack was Alpha strike. By the time NPC's aggro, 1st of the 4 Battleships in spawn 3 was already at 1/2 armor damage.
1. encounter
destroy all structures to get all spawn on the field.
destroy the ships named independent blablabla.
one of them spawned the container with the gate-key
Pocket 1
2 of the Stabbers had neuts
The Sensor Dampening done by NPC's is rather annoying.
Using a Loki was damped to about 9500m max targeting range most of the first group.
Also, gate to pocket 1 unlocks only after the rats in warp-in pocket are destroyed, so this is impossible to do in covert ops frigate without combat.
None of the structures dropped any valuable loot.
Mission 11 - Intaki Chase
None of the structures drop loot and the Control Tower caused the spawn.
Only Pator 6 (Minmatar based) Battleships will deal Exp damage.
Tag the NPCs whilst they are still passive.
Recommended order of elimination:
1. - Veteran Cruiser(s) (Energy Neut/Dampener)
2. - Normal Cruiser(s)
3. - Pator 6 Battleships
4. - Normal Syndicate Battleships
Last - Vereran Battleship (single one) - Trigger