In The Midst of Deadspace, Part 4 of 5 posted by titoironman, April 17, 2016, 12:22

Faction: Amarr
Mission type: Encounter
Space type: Deadspace
Web/Scramble: Yes, Imperial Guards
Damage dealt: EM/Therm
Recommended damage dealing: Exp/Kin
Minimum recommended ship class: Battleship

One "Imperial Navy Gate Permit" is required or you can't activate the gate. You obtain it as soon as complete Part 3 of this chain. Several ships can use the gate after the first ship with the permit has unlocked it.

Pocket 1

Left Group (20-25 km)

3x Battleships (Imperial Security Captain)
1x Amarr Navy Apocalypse
2x Amarr Navy Armageddon

5x Frigates (Imperial Guard) (Web)
1x Amarr Navy Delta II Support Frigate
4x Amarr Navy Gamma I Support Frigate

Middle Group (16-23 km)
3x Battleships
1x Imperial Security Commander (Amarr Navy Jakar)
2x imperial Security captain (Amarr Navy Apocalypse)

3x Cruisers
3x Imperial Security Officers (Amarr Navy Maller)

Right Group (28-34 km)

3x Battleships (Imperial Security Captain)
1x Amarr Navy Apocalypse
2x Amarr Navy Armageddons

5x Frigates (Imperial Guard) (Web)
1x Amarr Navy Delta II Support Frigate
4x Amarr Navy Gamma I Support Frigate

Tip:
Attack the middle group first as it aggroes separately. Aggroing the left or right groups will also aggro the middle group. The middle group will not aggro if you move a minimum of about 40km away.

No loot from structures. The NPCs drop lots of loot though.

Pocket 2

3x Amarr Sentry Guns (40-45 km)
1x Imperial Stargate
2x Cruisers (35-45 km)
2x Divine Imperial Equalizer
1x Battleship (35-45 km)
1x Imperial Ultara

The first respawn appears relatively quickly and may already be present at warp in:

5x frigates (warp scram) (these were not present when entering with a Battlecruiser, or Command Ship)
2x divine imperial
2x imperial templar
2x Battleship (Imperial Ultara)
3x amarr sentry gun

Notes:
Your agent contacts you and orders you to destroy the Stargate before reinforcements arrive. Reports from a few other pilots suggest that these reinforcements dont spawn even after waiting for 2-3 hours. However be on your guard as the composition of these "reinforcements" are unknown and may be on a random timer.

The stargate has roughly 250.000 HP, so be sure bring maximum damage ammo and drones (the gate has 0 resists).

Tips:
In pocket 1, the Imperial Guard frigates approach fast making them difficult to snipe from far away. Bring small drones to take out the frigates, which will web you. The Imperial Security Commanders (Amarr Navy Jakar BS) have a significantly stronger tank than the Imperial Security Captains (Amarr Navy Apocalypse BS).

In pocket 2, remember to kill the warp scramblers. If you lose your ship you cannot get back to loot it (unless you buy another Permit on contract). Damage is not overwhelming if you got an adequate tank (doable in passive tanked Drake)

Another respawn from Ixtelle:

Approx 1hr after I entered the pocket (just as I was finishing looting it), 5x Imperial Avengers and 1x Imperial Equalizer respawned in the pocket.

Then two imperial templar torahs appeared about 18 minutes into the mission.

I believe I have seen the initial rats before on this mission but this was definitely the first time I ever saw the torahs come in during the mission.

There may be some variation in the mission drones here, rather than Imperial Dominator, i got Imperial Ultara. (Armageddon NPC) For the 18 minute respawn there are two Imperial Templar Ultara (not Torah)

Use EM Torps. The BS's have very strong tanks. Recommend EM Drones if only for the Divine Imperial Equalizers. The stargate took about half as many torps to kill as the guide said (I had fired 186 when it blew, so probably 180 to kill it. Each torp did 558 damage, so that's about 100k HP + whatever my drones did, I estimate 150k hp absolute maximum.


Standing loss:
2.4% loss with the Amarr Empire per standing tick (15 minutes).


Mission data kindly provided by eve-survival.org with full complience of the coryright rules stated. Please refer to the source for more information.
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