Revision [4926]
This is an old revision of RightToRule4p2 made by SturmWolke on 2009-08-25 13:41:48.
Right to Rule, Level 4 Epic Arc
Last edited by SturmWolke
Tue, 25 Aug 2009 13:41 UTC
Tue, 25 Aug 2009 13:41 UTC
Chapter 2 : Spiderweb Politics
RightToRule4p1 Previous Chapter 1 :: RightToRule4p3 Next Chapter 3 (Final)
Mission 6 - Aralin Jick
Report to Aralin Jick in Nishah (Nishah VII - Moon 5 - Kor Azor Family Treasury).
Mission 7 - Background Check
Faction: Sanshas Nation
Mission type: Encounter
Space type: Normal space
Damage dealt: EM/Therm
Web/Scramble: Elite frigates
Extras: NA
Recommended damage dealing: EM (best), Therm (secondary)
Single Pocket
Warning
- It is very easy to get overrun by multiple waves of spawns due to the convoluted triggers.
- Both damaging or killing an enemy ship will trigger a new wave of spawns.
Wave 1A is triggered by killing one of the elite cruisers in the Initial Group.
Wave 1B is triggered by damaging one of the battleships in the Initial Group.
Wave 2 is triggered by damaging one of the battleships in Wave 1A.
Wave 3 is triggered by killing one of the battlecruisers in Wave 2.
Wave 4 is triggered by killing the elite frigate in Wave 3.
Wave 5 is triggered by damaging one of the battleships in Wave 4.
Wave 6 is triggered by damaging one of the battlecruisers in Wave 5.
Initial Group: (7-18km)
3x Elite cruisers (Centum Loyal Mutilator) Trigger (Wave 1A)3x Battleships (Centus Dread Lord) Trigger (Wave 1B)
Wave 1A: (12-37km)
3x Elite frigates (Centii Loyal Minion) Web/Scramble2x Elite cruisers (Centum Loyal Hellhound)
3x Battleships (Centus Tyrant) Trigger (Wave 2)
Wave 1B: (1-18km)
2x Battlecruisers (Centatis Devil)Wave 2: (29-34km)
3x Battlecruisers (Centatis Wraith) Trigger (Wave 3)Wave 3: (25km)
1x Elite frigate (Centii Loyal Minion) Web/Scramble Trigger (Wave 4)Wave 4: (30-40km)
2x Elite cruisers (Centum Loyal Hellhound)2x Battleships (Centus Dread Lord) Trigger (Wave 5)
Wave 5: (30-40km)
3x Battlecruisers (Centatis Wraith) Trigger (Wave 6)Wave 6: (30-40km)
2x Elite frigate (Centii Loyal Minion/Servant) Web/ScrambleTips
- Last ship killed in Wave 4 flags the mission objective as completed.
Mission 8 - Longing Leman
Faction: Amarr Empire
Mission type: Encounter
Space type: Normal space
Damage dealt: EM/Therm
Web/Scramble: Elite frigates
Extras: Tracking disruption
Recommended damage dealing: EM (best), Therm (secondary)
This is NOT a combat mission.
Fit a Codebreaker module into your ship to hack the Encrypted Communications Array.
You will incur a negative standing loss if you deliberately attack the Amarr ships.
Single Pocket
The Encrypted Communications Array is 16km away.
Outpost Guards: (93-107km)
5x Frigates (Outpost Defender)4x Elite Frigates (Divine Imperial Imran) Web/Scramble
6x Battlecruisers (Imperial Templar Phalanx)
7x Battleships (Imperial Templar Diviner/Judgement) Tracking Disruptor
Tips
- Successfully hacking the Encrypted Communications Array flags mission objectives as completed.
- Don't forget to loot the Communications Logs from the array.
Mission 9 - Languishing Lord
This is NOT a combat mission.
Single Pocket
Fly to center of cloudy asteroid belt by approaching the Broken Metallic Crystal asteroid.
You will receive instructions to observe and wait when you're about 3-4km from asteroid.
Mission objectives is flagged as completed after both Lord Manik and the mercenary contact leaves.
Mission 10 - Razing the Outpost
Faction: Mercenaries (Mordus Legion ships)
Mission type: Encounter
Space type: Normal space
Damage dealt: Kin/Therm
Web/Scramble: Frigates
Extras: NA
Recommended damage dealing: Kin (best), EM (secondary)
Acceleration Gate Entrance
The acceleration gate is 5km away.
Initial Group: (5-30km)
3x Frigates (Mordus Bounty Hunter) Web/Scramble3x Cruisers (Mordus Lion)
4x Battleships (Mordus Gigamar/Phanti)
3x Caldari Cruise Missile Batteries Wrath (kinetic) missiles
Pocket 1
The acceleration gate is 15km away.
Initial Group: (23-56km)
6x Cruisers (Mordus Puma/Leopard)4x Battleships (Mordus Gigamar/Phanti/Mammoth)
3x Caldari Cruise Missile Batteries Wrath (kinetic) missiles
Pocket 2
The Outpost is 35km away.
Wave 1 is triggered by killing one of the battleships in the Initial Group.
Wave 2 is triggered by killing one of the battleships in Wave 1.
Initial Group: (9-81km)
2x Frigates (Mordus Bounty Hunter) Web/Scramble4x Cruisers (Mordus Bobcat)
2x Battleships (Mordus Gigamar) Trigger (Wave 1)
3x Caldari Heavy Missile Batteries Widowmaker (thermal) missiles
3x Caldari Cruise Missile Batteries Wrath (kinetic) missiles
Wave 1: (68-77km)
2x Frigates (Mordus Bounty Hunter) Web/Scramble4x Cruisers (Mordus Leopard)
4x Battleships (Mordus Gigamar/Mammoth) Trigger (Wave 2)
Wave 2: (58-74km)
4x Frigates (Mordus Bounty Hunter) Web/Scramble3x Cruisers (Mordus Lion)
6x Battleships (Mordus Gigamar/Phanti/Mammoth)
Tips
- The Outpost has about 53,000 hp, no resistances.
- Killing The Outpost flags the mission objective as completed.
Mission 11 - Ascending Nobles
Faction: Mercenaries (Amarr Empire ships)
Mission type: Encounter
Space type: Normal space
Damage dealt: EM/Therm
Web/Scramble: NA
Extras: Heavy NOS and tracking disruption (Cruisers)
Recommended damage dealing: EM (best), Therm (secondary)
Single Pocket
Pocket allows MWD to be used.
Last ship killed from each group will trigger a new wave of spawns.
Warning
- The five veteran battleships deal a cumulative total of around 1100-1200 dps.
- You will face heavy NOS and tracking disruption from the veteran cruisers.
Initial Group: (75-78km)
5x Battleships (Independent Veteran Abaddon/Armageddon/Apocalypse)2x Amarr Light Missile Batteries Sabretooth (EM) missiles
2x Amarr Cruise Missile Batteries Paradise (EM) missiles
Wave 1: (75-83km)
8x Cruisers (Independent Veteran Omen/Augoror/Maller/Arbitrator) NOS (20-25km range) Tracking disruptorWave 2: (74-79km)
7x Battleships (Independent Green-Crewed Abaddon/Armageddon/Apocalypse)Wave 3: (73-80km)
6x Battleships (Independent Abaddon/Armageddon/Apocalypse)Tips
- Last ship killed in Wave 3 flags the mission objective as completed.
- A container containing Mina Darabi drops near the Amarr Chapel after completion. Don't forget to loot it.
Mission 12 - Hunting the Hunter
Faction: Sanshas Nation
Mission type: Encounter
Space type: Normal space
Damage dealt: EM/Therm
Web/Scramble: NA
Extras: Heavy tracking disruption (Elite frigates & Elite Cruisers)
Recommended damage dealing: EM (best), Therm (secondary)
All pockets allow MWD to be used
Acceleration Gate Entrance
The acceleration gate is 8km away.
Initial Group: (21-56km)
6x Elite Cruisers (Centum Loyal Fiend/Hellhound)3x Battleships (Centus Dark Lord/Dread Lord)
6x Sansha Heavy Missile Batteries Thunderbolt (EM) missiles
Pocket 1
The acceleration gate is 3km away. The gate is locked and requires Rahsa's Security Card to unlock.
Wave 1A is triggered by killing the last battlecruiser in the Near Group.
Wave 1B is triggered by killing the last battleship in the Near Group.
Initial Group:
Sentry Towers (47-60km)1x Sansha Energy Neutralizer
2x Tower Sansha Sentry III
Near Group (55-60km)
2x Elite frigates (Centii Loyal Savage/Slavehunter) Tracking disruptor
4x Battlecruisers (Centatis Devil) Trigger (Wave 1A)
4x Battleships (Centus Tyrant/Dread Lord) Trigger (Wave 1B)
Far Group (136-142km)
3x Elite Cruisers (Centum Loyal Mutilator)
3x Battleships (Centus Beast Lord/Savage Lord/Overlord)
Wave 1A: (46-55km)
3x Elite Cruisers (Centum Loyal Execrator/Slaughterer) Tracking disruptorWave 1B: (56-58km)
2x Elite frigates (Centii Loyal Plague) Tracking disruptor2x Battleships (Centus Beast Lord)
Tips
- Destroy the Sansha Battletower to force Rahsa to escape towards the acceleration gate. This will unlock it.
- The Sansha Battletower has about 152,000 hp, no resistances. Drops T1 loot once destroyed.
Pocket 2
1x Battleship (Rahsa - Centus Tyrant)
Tips
- Rahsa's Habitation Module drops normal trade goods.
- Destroying Rahsa's battleship flags the mission objective as completed.
Mission 13 (Story Arc Branch) - Fate of a Madman
The story arc branches according to your choice :
Interrogation: Catching the Scent
Silence Rahsa: The Nation's Path
It seemed more like destroying any class of ship, eg: all the cruisers or battleships from a wave, would cause the next. The only out of place was that you could get frigate spawns at the begining of taking down a set. Only one point did the DPS look dangerous and thats when I had 3 Tyrants and 6 BC, and 4 cruisers in play. Was quickly saved by knocking out the Tryants. FYI Done in an armor tanked Ishtar.
Although, I was doing it in a faction fit beam pally, so the DPS was never too bad to tank, not by much atleast.
I killed all the ships in mission 8 but had to warp out a couple of times due to bad tactics. NO faction loss.
The 5 x Outpost Defender 'frigates' are not frigates but heavy-hitting fighter drones. Until I realised this I ignored them and couldn't figure out what was destroying my tank (1EM/1therm Gankaddon).
3 of the battleships (Diviners, I think) were extremely fast moving and covered the 95km distance to my non-AB kiting BS in 20 seconds or so. They were the neuting ships. The remaining 4 battleships I don't know much about; I couldn't figure out their optimal or dmg since I mistook the fighter drones' DPS for theirs. As far as I could tell, though, there was no additional spawn.
Drop was fairly dismal:
12 x Navy Colonel Insignia I
14 x Navy General Insignia II
7 Armour plates
28 trippeds
Very sparse loot including some misc gear and one 1600mm rolled Tungsten. Not really worth the trouble.
Mission 11 - Ascending Nobles
DPS was bit much so I used Battleship.
After that decided to upgrade Command Ship (Sleipnir) to Faction/Deadspace fit up. No problem after that.
Bounty and mission rewards 64 m
Loot salvage 70 m
The extra spawn is not dependent upon looting Mina Darabi from the container. It will spawn anyway (I'm assuming because 30 minutes elapsed since I completed the mish)
(found this out the hard way of going the six jumps back to get the noctis and warping in again)
Mission 6 - Aralin Jick
Travel to Agent
Mission 7 - Background Check
Combat - Single pocket :
Note : Took some time to get the wave spawns sorted. Mission Info updated.
Mission 8 - Longing Leman
Hacking / Courier - single pocket
Mission 9 - Languishing Lord
Recon - single pocket
Mission 10 - Razing The Outpost
Combat - 2 pockets
Mission 11 - Ascending Nobles
Combat - Single pocket
Mission 12 - Hunting The Hunter
Combat - 2 pockets
Mission 13 - Fate Of A Madman
Story Arc Branch :
Interrogation: Catching the Scent (Amarr)
Silence Rahsa: The Nation's Path (Sansha)
I have had great difficulty with this mission today (August 2015). Rahsa's Security Card would not drop, and I could not activate the gate by blowing up the Battletower. I submitted a ticket, and the GMs kindly reset it, but unfortunately this did not fix the issue. Just make sure you submit a support ticket if you encounter the same issue.
Engaging is not needed but I tried just for kicks.
dps is high and neut very annoying but grasshopping with an MJD does the trick
Raven Navy sniping config, T2 (rage) cruise missiles, T2 light drones
Start far away. Fighter drones are on you within seconds, dispatch them first.
Keep the battleships @ over 80km and privilege Diviners. If well trained, drones will take care of those coming closer without assistance.
bounty ~13mil
loot+salvaging ~33mil
scary and intense, but worth it :)
No standing loss for killing the enemys.
Blitz. It’s not necessary to destroy ships in pocket 2. Just destroy the base and the mission is done.