Revision [19935]

This is an old revision of RightToRule4p3 made by DeMichaelCrimson on 2014-04-27 22:39:19.

 

Right to Rule, Level 4 Epic Arc

Last edited by DeMichaelCrimson
Sun, 27 Apr 2014 22:39 UTC


Chapter 3 : The Old Guard


RightToRule4p2 Previous Chapter 2
RightToRule4p3b Alternative Chapter 3 Alike Minds ( Silence Rahsa: The Nation's Path )


Mission 14 - Interrogation: Catching the Scent


Faction: Sanshas Nation
Mission type: Encounter
Space type: Normal space
Damage dealt: EM/Therm
Web/Scramble: NA
Extras: Tracking Disruption (Elite Frigates)
Recommended damage dealing: EM (best), Therm (secondary)

Single Pocket


Note :
Each new wave is triggered by destroying the last ship of each hull group.

Initial Group: (58-66km)

3x Elite Frigate Sansha Stragglers (Centii Loyal Savage/Slavehunter) Tracking Disruptor
5x Cruiser Sansha Stragglers (Centum Mutilator) Trigger (Wave 1 - Cruisers)
6x Battleship Sansha Stragglers (Centus Dread Lord/Overlord) Trigger (Wave 1 - Battleships)

Wave 1: (60-64km)

4x Cruiser (Centum Hellhound/Fiend) Trigger (Wave 2 - Cruisers)
5x Battleship Sansha Stragglers (Centus Dread Lord/Dark Lord) Trigger (Wave 2 - Battleships)

Wave 2: (60-64km)

3x Elite Cruiser (Centum Loyal Torturer) Trigger (Wave 3 - Cruisers)
4x Battleship (Centus Dread Lord/Tyrant) Trigger (Wave 3 - Battleships)

Wave 3: (60-64km)

2x Elite Cruiser (Centum Loyal Fiend)
3x Battleship (Centus Tyrant)

Tips


Mission 15 - Falling into Place


Faction: Mercenaries (Amarr Empire ships)
Mission type: Encounter
Space type: Normal space
Damage dealt: EM/Therm
Web/Scramble: NA
Extras: Tracking Disruption/Energy Neut
Recommended damage dealing: EM (best), Therm (secondary)

Single Pocket


The Linked Broadcast Array Hub sits 17km away.

Rescue Group:

1x Elite Cruiser (Independent Veteran Augoror/Arbitrator/Omen) Tracking Disruptor/Energy Neut (25km range)
3x Cruiser (Independent Green-Crewed Augoror/Arbitrator)
1x Elite Battleship (Independent Veteran Apocalypse)
3x Battleship (Independent Green-Crewed Abaddon/Armageddon/Apocalypse)

Tips

Note :
Travel to this mission will probably take you through Palas, where you will be relocating in mission 17.
Since Mission 16 can be done in a rookie ship, you don't have to take your combat ship all the way back to Nishah. Leave it in Palas and fly back in a pod/rookie ship.


Mission 16 - Making an Arrest


Note :
This Is NOT A Combat Mission

Single Pocket


Harkan's Manor sits 37km away. Warp-in and approach the manor, it will self destruct. Return to the agent.


Mission 17 - An Unfortunate End


Travel Mission to Agent :
Report to Riff Hebian in Palas (Miyan Security Forces Beacon).


Mission 18 - Panic Response


Faction: Sanshas Nation
Mission type: Encounter
Space type: Normal space
Damage dealt: EM/Therm
Web/Scramble: Stasis Tower
Extras: Energy Neutralizer
Recommended damage dealing: EM (best), Therm (secondary)

Single Pocket


Warning
The Sentry Group has 100km range and shows up several seconds after warp in.
The Amarr Energy Neutralizer Sentry III is a tough target to destroy.
Last ship destroyed in each Chain Group will spawn a duplicate group.

Initial Group: (41-48km)

4x Frigate (Centii Servant) - Trigger Chain (10x)
4x Cruiser (Centum Ravisher) - Trigger Chain (10x)
1x Battleship (Centus Tyrant)

Sentry Group: (46-48km)

4x Amarr Cruise Missile Battery Paradise (EM) cruise missiles
1x Amarr Stasis Tower Web
1x Amarr Energy Neutralizer Sentry III (If you manage to nuke this, everything but the sentry towers will despawn, has a massive tank)

Tips


Mission 19 (Final Mission) - The Right to Rule


Faction: Sanshas Nation
Mission type: Encounter
Space type: Normal space
Damage dealt: EM/Therm
Web/Scramble: NA
Extras: NOS (Harkan's Behemoth), Tracking Disruption (Harkan's Behemoth, Cruisers/Elite Cruisers & Battleships)
Recommended damage dealing: EM (best), Therm (secondary)

All pockets allow MWD to be used.

Acceleration Gate Entrance


The acceleration gate is 7km away.

Initial Group: (11-34km)

2x Elite Cruiser (Centum Loyal Hellhound/Mutilator)
3x Battlecruiser (Centatis Devil/Wraith)


Pocket 1


The acceleration gate is 3km away.

Initial Group: (8-36km)

1-2x Elite Frigate (Centii Loyal Servant/Minion) Warp Scram
1-2x Cruiser (Centum Slaughterer/Execrator) Tracking Disruptor
4x Elite Cruiser (Centum Loyal Hellhound/Fiend)
4x Battlecruiser (Centatis Wraith/Behemoth)
2-3x Battleship (Centus Plague Lord/Beast Lord) Tracking Disruptor


Pocket 2


The acceleration gate is 3km away.

No aggro from Initial Group A at warp-in, however it will aggro if you get too close.
Drones cannot be safely deployed without drawing aggro.

Wave 1 seems to be time triggered to appear 30-60secs after warp-in.

Initial Group A: (18-20km)

6x Battlecruiser (Centatis Devil/Daemon)

Initial Group B: (25-26km)

2x Elite Cruiser (Centum Loyal Torturer/Mutilator)
3x Battleship (Centus Mutant Lord/Savage Lord)

Wave 1: (8-12km)

4x Elite Frigate (Centii Loyal Enslaver)
4x Elite Cruiser (Centum Loyal Slaughterer/Execrator) Tracking Disruptor


Pocket 3


The acceleration gate is 7km away.

No aggro from Initial Group at warp-in.

Warning

1st Chain Group is triggered when the single Battleship receives any damage.
2nd Chain Group is triggered when the single Battleship is damaged to about 10% shield.
3rd Chain Group is triggered when the single Battleship is damaged to about 10% armor.
4th Chain Group is triggered when the single Battleship is killed.

For the Chain Group, damaging any Frigates in Group 1 triggers Group 2.

Initial Group: (16-31km)

1-2x Destroyer (Centior Monster)
1x Battleship (Centus Tyrant) Trigger (Chain Group)

Chain Group


Group 1: (4-40km)

2-3x Elite Frigate (Centii Loyal Enslaver/Butcher) Trigger (Group 2)
2-3x Battleship (Centus Overlord/Dark Lord)

Group 2: (4-40km)

1-2x Elite Cruiser (Centum Loyal Hellhound/Torturer)
1-2x Battlecruiser (Centus Daemon/Behemoth)

Tips


Pocket 4


This is the final pocket.

Warning

Wave 1-3 is triggered by attacking Harkan's Behemoth, when he's at armor damage and when his ship is killed respectively.
Repeating Chain Group is triggered by damaging one of the Elite Cruisers in the Initial Group.

The Repeating Chain Group will repeat itself 4.5 times before it runs out. It will feel like groundhog day.
The key to identifying the beginning of a new chain is the appearance of Group 1 Battlecruisers.
Group 2 is triggered by killing one of the Battlecruisers in Group 1.
Group 3 is triggered by killing the last Elite Frigate in Group 2.
Attacking any ship in Group 3 triggers a new chain i.e. it resets back to Group 1.

Initial Group: (14-28km)

2x Elite Cruiser (Centum Loyal Hellhound/Fiend) Trigger (Repeating Chain Group)
2x Battleship (Centus Tyrant)
1x Battleship (Harkan's Behemoth) NOS & Tracking Disruptor Trigger (Wave 1-3)

Wave 1: (17-19km)

1-2x Destroyer (Centior Cannibal)
1-2x Cruiser (Centum Execrator) Tracking Disruptor

Wave 2: (17-19km)

1-2x Destroyers (Centior Abomination)
1-2x Cruisers (Centum Slaughterer) Tracking Disruptor

Wave 3: (17-19km)

1-2x Destroyers (Centior Misshape)
1-2x Cruisers (Centum Execrator) Tracking disruptor

Repeating Chain Group


Group 1 (1-40km)

3x Battlecruisers (Centus Daemon/Behemoth) Trigger (Group 2)

Group 2 (1-40km)

2x Elite Frigate (Centii Loyal Scavenger/Ravener) Trigger (Group 3)

Group 3 (1-40km)

0-2x Elite Frigate (Centii Loyal Slavehunter)
1-2x Elite Cruiser (Centum Loyal Mutilator/Torturer/Slaughterer) Tracking Disruptor
1-2x Battleship (Centus Tyrant/Dread Lord)

Tips

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