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======Location, Location, Level 5======

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=====Part 1 of 5=====

Faction: Amarr
Mission type: Encounter
Space type: Deadspace with Gate
Web/Scramble: All Frigates
Extras: Amarr Energy Neutralizer Sentry IIIs, NOS, Tracking Disrupter
Damage dealt: EM 58% / Therm 42%
Recommended damage dealing: EM/Therm
Recommended ships: (1) Maelstrom w/ Passive Tank and (1) Maelstrom w/ Shield Transporters but recommend more DPS

Acceleration Gate into Deadspace

====Single Pocket====

===Initial Group===
Contact’s ship is present at Warp-In at 15km away. But 20 seconds later you are notified in Local that, Oh sh--, “It’s a Trap!”
The Contact's ship vanishes and instead an Amarr Fleet uncloaks near the same spot. Ships are 25-40km to the right of Warp-In

{{image url="http://i609.photobucket.com/albums/tt174/climb22033/LocationLocation5-1.jpg" title="Your position at warp-in" alt="Your position at warp-in"}}

3 x Frigates (Divine Imperial Bahir) orbits at 10km, **Web/Scramble, 25% Tracking Disrupter, --Trigger 1--**
3 x Cruisers (Divine Imperial Ambrose/Basil) orbits at 7-19km, **NOS**
12 x Battleships (Imperial Templar Dominator*/Torah/Martyr^^) orbits of 17-49km, ***Trigger 2, ^^Trigger 3 **
5 x Amarr Cruise Missile Batteries **--Each is a Trigger--**
1 x Amarr Stasis Tower
3 x Amarr Energy Neutralizer Sentry IIIs


===- Spawn 1===
3 x Frigates (Divine Imperial Imran) orbits at 4km, **Web/Scramble**

===- Spawn 2===
2 x Battleships (Imperial Templar Dominator/Martyr) orbits at 17-49km

===- Spawn 3===
3 x Battleships (Imperial Templar Martyr) orbits at 49km


===Each Missile Battery is a Trigger===
Triggered ships spawn at the Warp-In Beacon when the following Batteries are destroyed

{{image url="http://i609.photobucket.com/albums/tt174/climb22033/LocationLocation5-2.jpg" title="View of Batteries from warp-in beacon" alt="View of Batteries from warp-in beacon"}}

Destroying:

===Battery 1 (Top) - Spawns:===
5 x Battleships (Imperial Templar Ultara/Dominator) orbits of 17-49km

===Battery 2 (Left) - Spawns:===
3 x Battleships (Imperial Templar Judgment) orbits at 49km, **Trigger**
**- Spawn 2a**
6 x Battlecruisers (Imperial Templar Phalanx) orbits at 22km, **Trigger**
**- Spawn 2b**
5 x Battleships (Imperial Templar Judgment) orbits at 49km //**Objective Complete**//

===Battery 3 (Middle) - Spawns:===
3 x Battleships (Imperial Templar Diviner) orbits at 21km, **NOS, 10% Tracking Disrupter**

===Battery 4 (Right) - Spawns:===
5 x Battlecruisers (Imperial Champion/Templar Justicar) orbits at 9-22km

===Battery 5 (Bottom) - Spawns:===
5 x Battlecruisers (Imperial Equalizer/Avenger) orbits of 9-22km


==Tips==
- Use a Passive Tank or plan a capacitor that receives an additional 120 units/s
- Maximum damage dealing of initial group is 1814 hp/s (EM 58%, Therm 42%)
- Do __not__ shoot Missile Batteries first (unless you can tank over 4000 hp/s...)
- Mission totals 33 Battleships, 16 Battlecruisers, 3 Cruisers, 6 Frigates
- Mission flagged complete when all "Battery 2 (Left)" spawns are destroyed


=====Part 2 of 5=====
See [[HardWay5am The Hard Way (2 of 5)]]

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