Revision [5381]
This is an old revision of WorldsCollide4bran made by BuilderAlphaOne on 2009-10-19 07:12:46.
Worlds Collide, level 4
Last edited by BuilderAlphaOne:
divided 2nd and 3rd pockets into Groups
Mon, 19 Oct 2009 07:12 UTC
divided 2nd and 3rd pockets into Groups
Mon, 19 Oct 2009 07:12 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)
3x Battleship (Oracle/Prophet)3x Elite Frigate (Follower/Herald)
2x Elite Cruiser (Dark Priest/Shadow Sage)
* 400-450dps (EM 51%/TH 49%)
Group 2 (Angel Cartel)
3x Elite Frigate (Outlaw/Thug)4x Battleship (Malakim/Throne)
3x Elite Cruiser (Crusher/Smasher)
* ~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.
First group will aggro shortly after you enter {2x Blood Spy (Frigate) and 3X Battleship (Apostle/Oracle)}.
Second group {2x Blood Fanatic (Battlecruiser) and 2x Battleship (Apostle/Oracle)} can be attacked separately.
Third group {5 Blood Friars (Destroyers) and 5 Battleships (more Apostles/Oracles)} ... save for last.
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 October 2009.
Group One auto-aggroes on warp-in -- 2x Angel Spies (Frigates). Range 6km. Possible web/scramble.
Using drones on the Spies causes the whole room to aggro.
Group Two -- range about 20km. Waited until attacked. 4x Gist Viper [webbing frigates], 2x Gist Primus [cruiser], and 3x Gist Saint [battleships]. The Saints throw Bane torpedoes and can hit at 55km or more.
Group Three -- near gate [range 35km]. Waited until attacked. 3x elite Frigates [Arch Gist Hunter/Impaler], 1x elite Battlecruiser [Arch Gist Centurion], 4x battleships [Saint/Warlord]. Warlord battleship is fast and will close the range to under 20km, so kill before the Saints.
Group Four -- range 50km. 5x battleships [Gist Throne/Cherubim]. 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)
The pocket looks like a single group, but it's actually 3. Use the same technique suggested for the Blood Raider pocket.
First Group auto-aggroes, range under 10km {3x Elite Cruisers (Dark Priest/Shadow Sage) plus 2 Battleships (Apostle/Oracle/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.
Second Group can be attacked separately {4x Elite Frigates (Herald/Upholder) plus 2 Battleships (Apostle/Oracle)}. These frigates can web.
Third Group is the remainder {3x Battlecruiser (Fanatic/Phantom) plus 2 Battleships (Apostle/Oracle/Prophet).
Again, if you do everything wrong [use drones, etc.]