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Revision as of 00:12, 10 December 2011
Epic Mission Arc: Right to Rule
Mission 19: The Right to Rule
Contents
Introduction
This is the nineteenth mission of the Amarr Epic Arc "Right to Rule". There should not be any standing requirement.
Overview
Agent: Riff Hebian
Mission type: Combat, Arc Mission
Recommended Damage: EM/Therm
Recommended Resists: EM/Therm
System Start: Palas Miyan Security Forces(0.5)
Deadspace: No
Previous Mission: Panic Response
Next Mission: None
Mission Briefing
Harkan's not dead! He's just launched an attack on Lord Miyan's safe house! Lord Miyan is in danger!
He's already broken past the main acceleration gate. Harkan knows our systems inside and out. Our automated defenses are useless. Worse, I've reports that several of our own security forces are helping him!
The safe house is in Choga. I need your help to rescue Miyan from Harkan's forces. I can't rely on my own security forces, because I don't know how many more will turn.
Objective
Help defend Lord Miyan's safe house from Harkan's forces.
Details
Enemies
Acceration Gate Entrance
Gate is about 8km away.
Initial Group (No initial agro)
2-3x Elite Cruisers (Centum Loyal Hellhound/Mutilator)
2-3x Battlecruisers (Centatis Devil/Wraith)
Pocket 1
Gate is about 3km away.
1-2x Elite Frigates (Centii Loyal Servant/Minion)
1-2x Cruisers (Centum Slaughterer/Execrator)
3-4x Elite Cruisers (Centum Loyal Fiend/Hellhound)
4x Battlecruiers (Centatus Daemon/Phantasm)
2-3x Battleships (Centus Plague Lord/Beast Lord)
Pocket 2
Gate is about 3km away.
No initial agro to ships, drones attract agro.
Inital Group A (18-20km)
6x Battlecruisers (Centatis Devil/Daemon)
Initial Group B (25-26 km)
2x Elite Cruisers (Centum Loyal Torturer/Mutitlator)
3x Battleships (Centus Mutant Lord/Savage Lord)
Wave 1 (8-12km, appears 30-60 seconds after warp in)
4x Elite Frigates (Centii Loyal Enslaver)
4x Elite Cruisers (Centum Loyal Slaughterer/Execrator)
Pocket 3
Gate is about 7km away, no agro from Initial Group at warp in.
This pocket can overwhelm you with spawns if you do not manage your triggers correctly.
The Centus Tyrant battleship in the Initial Group controls when Chain Groups spawn as follows:
-When you first damage that Tyrant, the first Group 1 will spawn. If you damage any battleship in Group 1 , a Group 2 will spawn.
-When the Tyrant gets down to about 10% shield, the second Group 1 will spawn. If you damage any of the battleships in the second Group 1, another Group 2 will spawn.
-When the Tyrant gets down to around 10% armor, the third Group 1 will spawn. If you damage any of the battleships in the third Group 1, yet another Group 2 will spawn.
-When you destroy the Tyrant, the fourth and final Group 1 spawns. If you damage any of the battleships in the fourth Group 1, then yet another Group 2 will spawn.
If you don't manage your ship-killing properly, you can find yourself fighting the Initial Group, four Group 1s and four Group 2s all at once. You have been warned.
Initial Group (16-31km)
1-2x Destroyers (Centior Monster)
1x Battleship (Centus Tyrant)
Each Group 1 (4-40km)
2-3x Elite Frigates (Centii Loyal Enslaver/Butcher)
2-3x Battleships (Centus Overlord/Dark Lord)
Each Group 2 (4-40km)
1-2x Elite Cruisers (Centum Loyal Hellhound/Torturer)
1-2x Battlecruisers (Centus Daemon/Behemoth)
Rewards
Reward: 1 unit of Imperial Navy Modified 'Noble' Implant.
Bonus: 1.98 million within 6 hours
Bounties: Greater than 21 million
Average Loot Value (Refined): Unknown
Average Salvage Value: Unknown
Total: Unknown
Standings Increase: 1% with Amarr Navy
Notes
In Pocket 3, stop your attack on the Centus Tyrant after each spawn. Kill all the spawns before continuing.