Revision [10439]
This is an old revision of WorldsCollide4ansa made by DesmontMcCallock on 2012-07-08 05:12:49.
Worlds Collide, Level 4
Last edited by DesmontMcCallock:
Updating prefered dmg order for Sansha
Sun, 08 Jul 2012 05:12 UTC
Updating prefered dmg order for Sansha
Sun, 08 Jul 2012 05:12 UTC
Faction: Angel and Sansha
Mission type: Encounter
Space type: Deadspace
Damage dealt: All damage types, see notes - Mainly Exp, Kin (Angel) / EM, Therm (Sansha)
Web/Scramble: All Elite Frigate types. Spy frigates only webs.
Extras: Target Painters (Angel Arch Gistum Crusher)
Recommended damage dealing: Exp, Kin (Angel) / EM, Therm (Sansha); Max orbit 49km (Centus Dark Lord)
Recommended ships: Sleipnir, Raven, CNR, Drake
Note: Heavy drone aggro in Angel & Sansha Pocket 2. Setting drones to passive in order to avoid accidental aggro is recommended.
This is a time consuming mission if you do both the Angel & Sansha sides.
Pocket 1 (War Zone)
The two gates are locked until you kill the trigger ship from each faction. The trigger ships are ALWAYS a Gist War General and Centus Savage Lord from the respective groups.
NO aggro from the initial groups until you attack them. Each group can be aggroed independently.
Drones can be safely deployed to attack any group with aggroing the entire pocket.
Angel Group
4x Elite Frigates (Arch Gistii Impaler/Hunter) Web/Scramble1x Elite Cruiser (Arch Gistum Smasher/Crusher) Target Paint (Arch Gistum Crusher)
5x Battlecruisers (Gistatis Primus/Tribuni)
3x Battleships (Gist War General/General/Commander) Gate Unlock Trigger (Gist War General)
Sansha Group
3x Elite Frigates (Centii Loyal Ravener/Scavanger) Web/Scramble3x Battlecruisers (Centatis Specter/Wraith)
4x Battleships (Centus Savage Lord/Overlord/Beast Lord/Dark Lord) Gate Unlock Trigger (Centus Savage Lord)
Tip
- The NPC ships will not travel more than 30km from their respective spawn points.
- Drones/fleet members maybe targetted as the NPC ships reset their targetting when moving back to their spawn points.
- Move to a sniping position near the respective gate, roughly 75-80km (recommended distance) from the Angel Asteroid Outpost or Sansha Watchtower. They will travel back and forth in a merry-go-round while you snipe.
Pocket 2 (Angel Base)
On warp-in, Group 1 will auto aggro. The Angel Spy frigates do not scramble but they do web.
Warning
- DO NOT deploy your drones to attack Group 1.
- Any attack on the Angel Spy frigates by fleet members will aggro the entire pocket. It is safe however, for them to kill the sentry guns in Group 1.
- The FIRST ship that had warped into the pocket may kill the Angel Spy frigates without repercussions, as long as you stick to turret weapons/missiles.
NO aggro from the other groups until you attack them. Each group can be aggroed independently.
Group 1 (Auto-aggro):
2-3km from warp in2x Frigates (Angel Viper (named Angel Spy)) Web
3x Angel Sentry Guns (Tower Sentry Angel III)
Group 2:
3x Battlecruisers (Gistatis Praefectus/Tribuni)2x Battleships (Gist Saint/Warlord)
Group 3:
20-30km from warp in5x Destroyers (Gistior Seizer/Thrasher)
3x Elite Cruisers (Arch Gistum Phalanx/Centurion)
Group 4:
20-30 km from warp ni6x Elite Frigates (Arch Gistii Thug/Outlaw) Web/Scramble
4x Battleships (Gist General/Commander)
Random Spawn (Auto-aggro):
1x Battleship (Angel Overseer)Tip
- Once Group 1 has been eliminated, it is fairly safe to deploy your drones for the remaining groups. Keep a close watch on your drones’ target to ensure that they do not stray and mistakenly attack a neutral group.
- Recommended order for elimination : Group 1, Group 2, Group 3 and finally Group 4.
- An Angel Overseer battleship will have a random chance to spawn in this pocket. The chance to spawn seems to be based on triggering the Angel Base warp gate in Pocket 1 and then completing the warp into this pocket.
Pocket 2 (Sansha Base)
On warp-in, Group 1 will auto aggro. The Sansha Spy frigates do not scramble but they do web.
Warning
- DO NOT deploy your drones to attack Group 1.
- Any attack on the Sansha Spy frigates by fleet members will aggro the entire pocket. It is safe however, for them to kill the battleships in Group 1.
- The FIRST ship that had warped into the pocket may kill the Sansha Spy frigates without repercussions, as long as you stick to turret weapons/missiles.
NO aggro from the other groups until you attack them. Each group can be aggroed independently.
Group 1 (Auto-aggro):
2x Frigates (Sansha's Berserker (named Sansha Spy)) Web3x Battleships (Centus Dread Lord/Savage Lord/Dark Lord/Beast Lord)
Group 2:
5x Destroyers (Centior Monster/Abomination)4x Battleships (Centus Dark Lord/Beast Lord/Overlord)
Group 3:
4x Elite Frigates (Centii Loyal Scavanger/Ravener) Web/Scramble5x Elite Cruisers (Centum Loyal Hellhound/Fiend)
3x Battleships (Centus Savage Lord/Plague Lord/Mutant Lord/Slave Lord)
Random Spawn (Auto-aggro):
1x Battleship (Sansha’s Overseer)Tip
- Once Group 1 has been eliminated, it is fairly safe to deploy your drones for the remaining groups. Keep a close watch on your drones’ target to ensure that they do not stray and mistakenly attack a neutral group.
- Recommended order for elimination : Group 1, Group 2 and finally Group 3.
- An Sansha's Overseer battleship will have a random chance to spawn in this pocket. The chance to spawn seems to be based on triggering the Sansha Base warp gate in Pocket 1 and then completing the warp into this pocket.
Pocket 3 (Research Outpost)
You will warp-in randomly around 5km from the Heron. In addition to the immediate aggro from Group 1, there is a small chance that one or more other groups will aggro due to proximity triggers.
If this happens, start moving away from the remaining neutral groups and check if the webbing/scrambling Elite Frigates have you locked. Kill them first if they have you locked.
If you are fleeted with friends, have them focus fire on Group 1 or any groups that have been aggroed by mistake.
The FIRST ship needs to act as an Fleet Commander and assign the appropiate targets. A common mistake is to have everyone shoot random or their closest target, which leads to the whole pocket being aggroed.
Sometimes fleet members that enter later will land differently and aggro groups that were unaggroed. If this includes the elite frigates and they scramble the new arrival, it can mean a quick death. All fleet members should have at least enough tank to survive until the scramblers are cleared. Having the lead ship tank the entire pocket is extremely difficult, as it can put down 1300-1500 dps, in a wide variety of configurations. Here are some (extreme) examples:
- 50% Exp, 31% Therm, 16% Kin, 2% EM
- 63% Exp, 15% EM, 15% Kin, 6% Therm
- 58% Exp, 23% Kin, 12% EM, 7% Therm
NO drone aggro for the entire pocket. You can deploy drones normally.
Group 1 (Auto-aggro):
3x Elite Cruisers (Arch Gistum Phalanx/Centurion)2x Battleships (Gist War General/Warlord)
Group 2:
4x Battlecruisers (Gistatis Legionnaire/Primus)1x Battleship (Gist Warlord/Malakim)
Group 3:
5x Destroyers (Gistior Thrasher/Seizer)3x Battleships (Gist Saint/Warlord/Malakim)
Group 4:
4x Elite Frigates (Arch Gistii Hijacker/Rogue) Web/Scramble1x Battleship (Gist Nephilim/Cherubim)
Tip
- Warping-in from either Angel or Sansha Base does not change the ship combination for this pocket. It will always be Angel ships.
- The mission is flagged completed once you have killed all ships in Group 1. The Heron will be unlocked and you can grab its crew to finish the mission.
Blitz
- Pocket 1 : Unlock the Angel Base gate either using a Zbikoki's Hacker Card (or killing the Gist War General). The card will be consumed upon activation.
- Pocket 2 (Angel Base): Kill or ignore the two Angel Spy frigates & Angel Sentry Guns. Fly directly to the gate and activate gate.
- Pocket 3 (Research Outpost): Since Incarna Release all ships in Stage 3 have to be killed to finish the mission.
- The Zbikoki's Hacker Card can be found in Zor's wreck in “RightHandofZazzmatazz4 The Right Hand of Zazzmatazz” or "DamselInDistress4 Damsel In Distress" Level 4 mission.
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