The Assault, Level 4


Last edited by HoshiIsamu:
+CategoryLevel4
Mon, 31 Jan 2011 11:02 EST

Faction: Serpentis
Mission type: Encounter
Space type: Deadspace with gates
Damage dealt: Kin/Therm
Extras: Heavy Dampening (Guardian Chief Patrollers)
Web/scramble: Guardian Frigates
Recommended damage dealing: Kin, therm

Pocket 1

No auto aggro. Some drone aggro.
Attacking Group 1 might aggro Group 2.
Attacking Group 3 aggros Group 2.
Group 4 is passive.
Distance to closest NPC is 45km.
Blitz: The gate is not locked, go straight to Pocket 2.

Group 1:

2x Frigates (Guardian Spy) (Orbit at 9km) Web/Scramble
4x Cruisers (Guardian Chief) (Orbit at 17km) Damp

Group 2:

3x Destroyer (Corelior Infantry)
4x Battlecruisers (Corelatis Platoon Leader/Squad Leader)
2x Battleships (Core Admiral) Trigger

Group 3:

5x Destroyers (Corelior Infantry/Sentinel)
3x Battlecruisers (Corelatis Squad Leader) (Orbit at 5km)
4x Battleships (Core Flotilla Admiral/Rear Admiral)

Group 4:

4x Battleships (Core Flotilla Admiral/Vice Admiral) Damp

Single Spawn:

4x Battleships (Core Vice Admiral) (Orbit at 38km)
4x Frigates (Guardian Protector) (Orbit at 9km) Web/Scramble

Group location for The Assault Level 4 Serpentis Pocket 1

Mineable Asteroids:

Veldspar: 1,250,000 to 1,500,000 units
Plagioclase: 550,000 to 700,000 units
Pyroxeres: 550,000 to 620,000 units

Pocket 2

Distance to closest NPC is 16km.
Blitz: The gate is not locked, go straight to Pocket 3.

Group 1: (Auto aggro)

3x Battlecruisers (Corelatis Squad Leader)
6x Battleships (Core Commodore/Port Admiral)

Group 2: (Auto aggro)

4x Frigates (Guardian Agent/Spy) Web/Scramble

Group 3:

3x Destroyers (Corelior Sentinel/Cannoneer)
2x Battleships (Core High Admiral/Grand Admiral) Trigger

Single Spawn:

3x Frigates (Coreli Initiate)
4x Battleships (Core Port Admiral/Vice Admiral/Grand Admiral) Damp

Group location for The Assault Level 4 Serpentis Pocket 2

Pocket 3

No Agro on warp in.
Distance to closest NPC is 58km.

Group 1:

2x Frigates (Guardian Agent) Web/Scramble
2x Cruisers (Guardian Chief Infantry/Corelum Guardian Chief Sentinel)
3x Battlecruisers (Corelatis Squad Leader/Platoon Leader)
1x Battleship (Core High Admiral)

Group 2:

1x Cruiser (Corelum Chief Infantry)
1x Battlecruiser (Corelatis Platoon Leader)
3x Battleships (Core Port Admiral/Rear Admiral)

Group location for The Assault Level 4 Serpentis Pocket 3

Tip: Aggro Sequences:

Pocket 1 - Group Sequence 4 3 2 1

CategoryLevel4
Comments [Hide comments/form]
You have to be exceedingly careful with that first room. Get distance! Then take each group separately. The combined aggro of that room is not for everyone.

Try to keep (tank) those two trigger ships until you have cleared the rest of the room. And watch those other groups! They have a tendency to creep slowly nearer without openly advertising their intend. This makes it especially difficult for your drones. Remember to take out those sensor dampening cruisers. They are evil.
-- RamZahn (2008-07-09 03:58:46)
I don't think I ever got though the first stage without getting stage aggro or having to take it manualy to get them off my drones permanently (flying a dominix). It is a lot of DPS though (all in all at least around 1300 or so). If you're using drones you'll have to keep a close eye on them. Group 4 (the 4 BS) usualy starts shooting them if they get too close...
-- CreatPosudol (2008-07-15 18:35:11)
In the first room of this mission I was down to 2 BSes when 6 more rats appeared. 3 frigates and 3 more BSes entered the room and auto-aggroed. I am not positive, but believe that spawn was 3 Gaurdian Spies and 3 Core Admirals.

I did not notice the discrepancy with this report until looking for tips on room 2. n.b. I did spend a good deal of time 35-40 minutes in this stage before the new spawn arrived.
-- TonyT (2008-07-26 16:00:50)
This mission was very easily tanked with full room aggro on a Domi with dual LAR IIs and 2x Therm Hardeners IIs and 1 x Kin Hardener II. Ogre IIs chewed through this mission.
-- UnidentifiedCoward (2008-08-29 03:33:06)
Hmm. I found that I needed more Hardeners to tank the whole room than UnidentifiedCoward suggests. I had dual LAR IIs, 3x Therm Hardeners II and 2 x Kin Hardener II, and that was fine.
-- KimbeauSurveryor (2008-09-06 07:06:12)
my suggestion for a drake : scourge and scourge furry for short range + techII light scout drones + standard drake shield protection
First room : difficulty shield :50% full (average)
group 4, group 1, group 3 and finally group 2
trigger was a core Admiral. Spawn at first shoot.
spawn : 3 core port Admiral + some frigates I think
Second room : difficulty shield : 60-90% full (very easy)
group 1 and 2 then group 3
trigger was a Core High Admiral. Spawn at first shoot.
spawn 4 vice admiral + frigates
Third room : difficulty shield :90% (no difficulty)
group 1 then group2 ( Both group at the same time should also be OK)
-- PrudPetitpas (2008-09-10 17:34:39)
I should add that that there was an EANM II to round out the low slots and that I have all of the Armor compensation skills at Level IV. Still, the damage types are accurate and you can fit to jus the damage delivered.
-- UnidentifiedCoward (2008-09-12 20:22:14)
More or less an afk job in Ishtar:

1 - Start out kiting, take out Guardian frigs.
(1b - Take out Guardian cruisers to cut down damping for step 2, not necessary but reduces the hassle of trying to lock between damping cycles)

2 - Trigger extra spawn and take out Guardian frigs
(2b - Reel in drones if they take aggro from the new spawn)

3 - Aggro the rest of the pocket, orbit something at 40km or so with AB on... and after that not much more supervision is required while the drones do their job.

Pocket 2 is about the same, but seems to be less to worry about in the triggered spawn.

I run this with one MAR II and two hardeners, so there's two low slots left which there's not much use for when semi-afk and letting the drones to the work... could probably fit for speed and go fast enough to outrun the Guardian frigs as well.
-- AshareeIntrefer (2008-09-16 21:55:17)
The DPS in the first room is indeed high. I had my tank configured for about 500 dps and I had to warp out once. I did agro all but one group almost immediately, and I do not think there was anything I could do about it. As one person already said, a bunch of ships approach you and then agro you. If I could have managed to agro one or even two groups at a time then it would not have been hard.

A bunch of battleships in the first room use autocannons, so try to keep your distance. If you can stay 10k+ away from them then you greatly decrease their DPS.

Nothing scrambled me, so it was no big deal to warp out then come back. I had my droneses take out the frigates ASAP to knock out any potential scramblers.

I would guess the room is about 800-1,000 DPS if you agro most of the room. Someone said earlier that it is about 1,300 DPS in the first room, and that's probably about right if you agro all groups at once.

The second and third rooms are a joke.
-- KaelStarfly (2008-09-20 19:43:57)
Having read the comments about the excessive amount of DPS in the first room, I decided to blitz it. You warp in directly on top of the acceleration gate to the second pocket so so you may as well take it!
-- SazukaKirr (2008-10-02 19:06:03)
If you skip the first room you're walking away from a lot of ISK, there are about 20m worth of bounties on this mission. Tanked with a Phoon with two large reppers, EANM, two kinetic and one thermal hardener with no problem, ran one repper most of the time and rarely needed two (I am faction fit however).

In the third pocket the whole room aggro'd me once I took on the closest target.

Nice mission for bounties and salvage.
-- PorlenzColhart (2008-10-08 21:15:23)
This is a walk in the park in a Maelstrom, just keep everything at range and you are laughing in the first room. Took the groups out in order, theres the random spawn that appears when you pwn a bs. Used dbl therm and kin hards, had to boost once. I only use the drones to take of the little webbing buggers. Job done.
-- AccuRus (2008-11-04 15:43:12)
domi with 2x LAR II, 3x Thermic Hardener II, 2x Kinetic hardener II tanks about 1050 dps against serpentis, so tanking should not be an issue with domi

domi cannot tank all of first room (just ran it) while sitting STILL. have your drones pick off the bcs (after scramming frigs) while orbiting the accel gate at 1000m
-- Calarin42 (2008-11-09 23:05:35)
On the spawn in the first room - there is a risk of Interceptors packing warp scrams (although not always, I've done it more than once and sometimes no webs/scrams at all) - couple this with poorly managed DPS by getting room aggro before you can handle it and you could put yourself in real trouble.
-- TzeMallory (2008-12-15 12:24:55)
Dont know if this has happened to anyone else but when i killed the 4 rear admirals the rigger was not 4 vice admirals it was 6 (yes 6) new rear admirals plus the 4 interceptors. This put me in real trouble.
-- MarSaac (2009-01-13 11:13:39)
A passive ishtar with great skills an invuln II can hold the first room, all damage, even the extra spawns, btw. Granted, you can kill some stuff early to make it easier for you, but it's holdable.

There are also plag, pyrx, and veldspar in the first room, not sure how much though.
-- KismetEer (2009-03-14 11:18:23)
This has happened to me twice now. In the first pocket I can shot the first group with sentry drones from 85km out without aggro'ing any other group. When I attack the second group the entire room then aggros on to me and my sentry drones (wardens).
-- MrHellcat (2009-03-24 11:43:03)
Very annoying mission in a Dominix. It is just like that Seven mission where those frigates, no matter how far away you and your targets are from them, ALWAYS aggro on your drones. That mission is so stupid since once you pull them back in the frigs auto warp in a split sec back to their spot (from 10km to you to 140km away it doesnt matter).
I have to constantly pull my Warden II's back in. I AB away from the gate after warping out when two groups at least aggroed after destroying "group 2" with no obvious side aggro.
I hate illogical behavior with NPCs...
-- ItPaladin (2009-04-27 03:47:44)
For something to do - finished in a ishkur, t2 blasters, orbitting each ship at 1km, 600m/s. With ~150DPS it took a while to clear each room but it was loads more fun than usual battleship style combat.
-- MaciejSimm (2009-06-17 00:52:19)
Megathron Sniper 7X 425 rails 4X wardens 5X hobos Sensor booster+range script helps avoid most of the dampening as long as you don't get pocket aggro.

Full Clear

Pocket 1
Kill order 1-4-2-3 (group 2 all but trigger BSs)

Moved behind warp gate 2km and sat, killed group 1 no additional aggro, killed group 4 no additional aggro, killed most of group 2 no additonal aggro. Kind of fell apart after I gained remaining pocket aggro (group 3 + spawn) once I attacked the Trigger Battleships in group 2, should have moved on to group 3 first. At this point my drones also gained aggro from the spawn by attacking the Battleships in group 2.

Pocket 2
Didn't move, killed group 2 with hobos. No auto-aggro from group 1 until I got within range of the warp gate and deployed sentries, not sure which condition triggered the aggro, or if I was just lucky today, but group 2 aggroed me and group 3 aggroed my drones. Pulled in drones and group 3 de-aggroed and went back to their initial location. Deploying drones again, even different drones, aggroed group 3 on them again.

Pocket 3
1-2 Buckle my shoe. Structures drop no loot.
-- MarcoPolo (2009-07-09 15:24:56)
Group 3 in pocket 1 seems to proximity aggro at 40km
-- AlmOx (2009-08-04 16:45:45)
Easily done solo in an Abaddon. 2 LAR II, 2 kin 2 therm hardeners. Aggro'd entire room and picked off the frigs/dampers first. Repeat for next room. Pull drones in at spawn and they will be fine.
-- TksFtw (2009-09-16 05:34:47)
Easily done solo in a Dominix, 2x LAR IIs, 2x therm IIs and 2x Kine IIs.

Aggroed entire room, unleashed drones, and went to have a nap.
-- ApertureScience (2009-09-28 16:56:23)
blitz took me 10 minutes with my PIMPshtar. I don't recommend blitzing tho.
-- SpLend0r (2009-10-04 09:28:30)
Domi with 1 LAR II, 2x Thermic Hardener II, 2x Kinetic hardener II, 2x cap relay 2
Mids'3: omnidirectional trackers, cap recharger 2
Rigs: sentry damage augmentor shoots off bs and cruisers from 6km and onwards to 60km and 2 ccc
Drones: gardes, hammerhead, ogres all t2

Pocket 1: picked out group 4, 1 and then 2 and 3 together with the spawn.
Pocket 2: aggroed entire room, picked off the frigs and let the gardes do it's job.
Pocket 3: same as nr.2
-- CrashCat (2009-10-25 20:36:37)
Pocket 3: OBJECTIVE TRIGGER the last BS (or last ship???) in the Group 2!
-- HirnoK (2009-10-31 06:22:00)
Dec 2009 after Dominion 1.0.1
The majority of the damage is from short range blasters. Distance makes a fine substitute for the 2x LAR II, etc. armor tank.

Pocket 1 ... low dps order verified as:

Group 1 -- nothing else aggros
Group 4 -- nothing else aggros
Group 2 EXCL battleships -- nothing else aggros
Group 2 battleships -- reinforcing spawn shows but Group 3 stays quiet
Reinforcements -- Group 3 does nothing
Group 3 -- last.

Damping from Group 1 is heavy -- you'll fight the cruisers at less than 30km
Flotilla Admiral in Group 4 also damps, but only for about 10 seconds out of every minute.

Pocket 2 ... autoaggro hasn't happened -- twice in a row now. But all three Groups aggro after shooting Group 2.

Pocket 3 ... completion objective is kill ALL ships. Leave smallest if you want to rerun the mission.

T2 equipped Raven with no rigs and T1 Wrath cruise missiles. Kin drones in light and medium sizes. Shields -- three T2 hardeners, three T2 extenders, two T2 spr, one T2 pds -- never below 80% and cap stable.
-- BuilderAlphaOne (2009-12-04 11:25:13)
Can recommend BuilderAlphaOne's run through of Pocket 1. In Pocket 2, I got no auto-aggro but then somehow got full room aggro very quickly despite doing nothing to Group 2.

Still easy if you manage aggro in the other rooms and kite where necessary. My Abaddon with 2kin/2therm T1 hardeners, 1x T1 LAR and 1600mm Rolled Tungsten was, frankly, overtanked.
-- LaIvasse (2009-12-24 15:21:43)
T2 Meta 4 Mega. Armor tanked. Room 1 intially drops tank to 50% on full agro, but once a few BSs are killed, tank never dropped below 90%. Other rooms were very easy. Took about 2.5 hours to finish, loot and salvage (with dedicated Catalyst salvager). Good ISK return:

Reward and Bonus (L4, 15 Agent): 2 Mil
Bounties: 20 Mil
Loot and Salvage: 2000 m3
-- ClariusFolkar (2010-01-04 13:44:49)
a Proteus with DCII and 1Kin/2Therm TII hardeners gets 90/95% mission resists....a medium T2 repper and you're set.
-- CrucO (2010-02-26 23:17:48)
I sadly lost my first CNR to this mission!

In the mean while i did it like 50 times since.. here's what i know about the first infamous room:
1. getting the aggro from grop 3 alone is easy, their aggro bubble is verry close to the acceleration gate, just move closer , dont shoot anything..
2. shoot a cruiser in group 1 and wait for them to come closer, just wait! - kill them, you wont aggro any other group in this order
3. shoot at something else than battleship in group 2, this will aggro the entire group, but keep drones on passive, touching Core Vice Amiral will trigger a 3 bs, 3 inty : corelly guardian initiate ..spawn, the intys scramble, the BS will do drone like damage.. wich will be a little higher than usual.
4. what is left? ah, group 4, this group shoots drones, whatever you do , dont shoot them, not first , not later, they will aggro everything, leave them for last

Done in a regular raven with 2 therm hardeners active , and 2 kinetic ones passive :-p

Important notes: Dont draw aggro by shooting bs, unless you are flying a well tanked smaller ship than bs, shooting BS will have undesired effects!
-- DorMeu (2010-05-04 14:10:18)
Completed in a speedtank Sacrilege.
1x therm hardner, 1x EANM, 1x MAR II / 10mn abII, web, paint / 5x arby heavy assault

Had no problems, I just picked off the ships one by one.
-- LordThanos (2010-06-13 23:12:42)
Made with Dominix drone boat. In room3 after some time Core Grand Admiral spawned and dropped 425 Prototype Gauss Gun which has buy price 5-10kk.
-- MarcusDeadgray (2010-08-07 12:44:33)
Completed in a Machariel: T2/Faction Active Shield Tank, 1 Kin & 1 Therm Hardener. Meta 4 Autocannons, T2/Faction Lows: 3x Gyro, 3x Tracking Enhancers.

Did not move on warp in. Killed everything in this order:
Group 1, Group 4, Group 3, Group 2.

Only used shield boost once.

Pocket 2 & 3 are cake walk
-- DannarHetoshi (2010-08-20 23:59:10)
Completed in an omnitanked faction/complex fitted Tengu w/ afterburner and 2x Rigor II
Strategy for room 1:
1) Pull full room aggro while flying towards the "middle" of the room
2) Drop a can and start orbiting
3) Kill everything beginning with frigates and ending with the battleships. You will mow them down so fast they can hardly get in range. The battleships take a while to kill simply because there are so many of them.

Speedtanking works really well against those battleships in room 1 (serpentis in general really). About 5% of their shots actually hit me. The afterburner was also helpful to counter damping (just move closer).

Entire mission took me 37 minutes to complete.
-- LordNikon (2011-01-19 21:36:33)
I do this with a mostly t2 fitted tengu with a large DG booster, 2x Invul and AB (cap stable).

First room I choose one of the two large veld roids and orbit at 20km with AB. Then kill the web/scram frigs. Shoot the triggers and clear it.

The other rooms are extremely easy compared to the first. I get about 25mil in bounty. Loot + salvage is variable, but generally only a few million at best since the nerf.
-- SinxarKnights (2011-01-24 00:34:05)
Heavy sensor damping, at over 90km you can avoid this.
-- ShadowBuns (2011-02-02 08:12:27)
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