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=====Smuggler Interception, Level 4=====

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Faction: Blood Raiders
Mission type: Encounter
Space type: Deadspace
Damage dealt: EM/Therm
Web/Scramble: Elite Frigates (Elder)
Extras: NOS , Tracking Disruptor
Recommended damage dealing: EM, Thermal
Recommended ship classes: Battleship, Command Ship, HAC
Video: [[ | Maelstrom]] , [[ | Rattlesnake]]

- Drones might be aggroed. Pocket aggro can be managed by attacking the correct NPC groups.
- Acceleration Gate is 58km from warp-in. Fitting an afterburner is recommended.

====Pocket 1====
Gate is locked until all enemies destroyed
NO aggro on warp in.
Proximity aggro on groups 2 & 3 when within 6km of the gate.

{{image url="" title="Smuggler Interception Lvl 4 (Blood Raiders) Pocket 1" alt="Pocket 1 Initial Groups"}}

===Group 1: Minmatar Military Station Ruins (50-75km)===
2x Frigates (Corpii Diviner/Raider/Herald)
2x Cruisers (Corpum Arch Sage/Arch Priest)**NOS (Sage)**
2x Battleships (Corpus Prophet/Archon)

===Group 2: Ripped Superstructure (80-85km)===
3x Cruisers (Corpum Arch Priest/Arch Sage)**NOS (Sage)**
2x Battlecruisers (Corpior Bishop/Seer)

===Group 3: Acceleration Gate (90-95km)===
3x Cruisers (Corpum Revenant/Arch Templar) **Tracking Disruptor**
3x Battleships (Corpus Prophet/Archon/Oracle)

===Group 4: Dysfunctional Solar Harvester (90-105km)===
3x Cruisers (Corpum Priest/Sage/Shadow Sage)

- Attacking Group 1 OR 3: Aggroes whole pocket.
- Attacking Group 2 OR 4: Aggroes Group 1 & 3 only. The last group will remain neutral and can be aggroed separately.

**Note:** Attacking Group 4 may only aggro Group 1. I'm not sure it always works.
**Note:** You can Eiminate both groups 4 and 1 without drawing pocket agro but it gets a bit complicated. you need to fly your ship off to the side putting the station ruins between your ship and groups 1 2 and 3. after your within range eliminate group 4 this will draw group 1 agro. if you wait for a few minuts after destroying group 4 you will notice that group 1 will be stuck in the station ruins unable to get close to you. additionally they will have drifted out of agro range of the other 2 pockets. at this point it should be safe to eliminate group 1 without 2 and 3 agroing you.

====Pocket 2====

NO aggro on warp in.

{{image url="" title="Smuggler Interception Lvl 4 (Blood Raiders) Pocket 2" alt="Pocket 2 Initial Groups"}}

===Group 1: Ripped Superstructure (55-70km)===
8x Frigates (Corpii Upholder/Raider/Diviner/Herald)
2x Elite Frigates (Elder Corpii Worshipper) **Web/Scramble**

===Group 2: Ammatar Holy Dome/Ruined Monument (70-80km)===
10x Cruisers (Corpum Arch Priest/Arch Sage/Arch Templar/Revenant) **NOS/Tracking Disruptor**
2x Battleships (Corpus Prophet/Archon)

===Group 3: Ruined Stargate (60-75km)===
2x Blood Raider Personnel Transport
6x Cruisers (Corpum Arch Sage/Arch Priest) **NOS**
4x Battleships (Corpus Oracle/Prophet/Apostle/Archon)

===Group 4: Ripped Superstructure (90-95km)===
4x Frigates (Corpii Herald/Upholder)
5x Cruisers (Corpum Sage)

- Group 1 can be ignored. No auto-aggro and is not required for mission completion.
- Aggro for Group 2 & 3 are tied with each other. Attacking either will aggro the other

Kill Group 3 (including the __Blood Raider Personnel Transport__ ) of pocket 2 and loot the Militants.


==Loot + Salvage==
[[ ~6.6 mil]]

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