Pros | Cons |
---|---|
High isk/h
Challenging and fun to fly average investment cost and skill requirements |
Requires high skills and decent kiting ability
risky, can die to bad oneshots & Angel room is scary |
Mandatory skills
Tactical Destroyer IV
Light Missile Spec. IV
All missile support skills IV
All relevant shield tank skills IV
All neccessary fitting skills to fit the ship
The DPS ship can swap out the DCU for a meta IV variant if needed.
The benefits of the below jackdaw is a higher tank and dps
the drawbacks is the cost
Difficulty: Medium
[Jackdaw, v6]
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Pith C-Type EM Shield Hardener
Imperial Navy Small Capacitor Booster
Coreli A-Type 1MN Afterburner
Multispectrum Shield Hardener II
Gistum B-Type Medium Shield Booster
Light Missile Launcher II
Light Missile Launcher II
Light Missile Launcher II
Light Missile Launcher II
Light Missile Launcher II
Small Hydraulic Bay Thrusters I
Small Capacitor Control Circuit II
Small Capacitor Control Circuit II
Nova Fury Light Missile x4000
Navy Cap Booster 25 x25
Inferno Fury Light Missile x2265
Mjolnir Fury Light Missile x2000
Navy Cap Booster 400 x20
Zainou 'Deadeye' Missile Projection MP-703 x1
Zainou 'Deadeye' Rapid Launch RL-1003 x1
Inherent Implants 'Squire' Capacitor Systems Operation EO-603 x1
Zainou 'Snapshot' Light Missiles LM-903 x1
The budget variant can run T5's, do not bring this into T6
Benefits are much cheaper
Drawbacks is worse tank and dps
Difficulty Medium
[Jackdaw, v4]
Ballistic Control System II
Ballistic Control System II
Damage Control II
Multispectrum Shield Hardener II
Gistum B-Type Medium Shield Booster
Small Capacitor Booster II
Coreli A-Type 1MN Afterburner
Republic Fleet Small Cap Battery
Light Missile Launcher II
Light Missile Launcher II
Light Missile Launcher II
Light Missile Launcher II
Light Missile Launcher II
Small Bay Loading Accelerator II
Small EM Shield Reinforcer I
Small EM Shield Reinforcer I
Mjolnir Fury Light Missile x2000
Standard Blue Pill Booster x1
Zainou 'Deadeye' Missile Projection MP-703 x1
Zainou 'Deadeye' Rapid Launch RL-1003 x1
Inherent Implants 'Squire' Capacitor Systems Operation EO-603 x1
Nova Fury Light Missile x4000
Inferno Fury Light Missile x2000
Zainou 'Snapshot' Light Missiles LM-903 x1
Synth Crash Booster x1
Navy Cap Booster 400 x15
Agency 'Pyrolancea' DB5 Dose II x1
Agency 'Hardshell' TB5 Dose II x1
Video clip covering some of the rooms, including comments: https://youtu.be/_JGLt13Mhco
Danger Level: Easy / Medium
Kite
Notes:
Kite for as long as possible, once rats catch up, just go for the cache
Use Medium automata suppression towers if they are available
Danger Level: Easy
Kite
Danger Level: Medium / Hard (Time)
Kite
Notes:
Difficulty depends on spawn, biggest challenge is time
Battleship can oneshot in assault mode, but it requires a wrecking shot.
Danger Level: Medium / Hard
Kite
Kill order of the below types: Damavik, Kiki, others
Notes:
Try to keep Kikis at around 20-25km to make them orbit out of their own range and reset spools
It's also extremely important to focus fire in this room, as everything remote-reps
Danger Level: Medium
Kite
Notes:
If Vedmaks gets spooling it can hurt a lot, you can try and slingshot them by burning away, then reapproaching, but clicking next to them so you dont collide, if done properly it will reset their spools
Danger Level: Easy / Medium
Kite
Kill order of the below types: Damavik, Kiki, others
Notes:
Ignore the drones, killing the Vila rat will automatically kill the drones
Danger Level: Easy / Medium
Kite
Danger Level: Easy
Approach Cache
Notes:
Leshaks keep distance @ Tangling (12km), Starving (35km), rest (65km), so kill starving first then go for the other long range one, and do tangling last.
Danger Level: Easy
Kite
Danger Level: Medium
Kite
Notes:
Tyrannos spawn with different modifiers, kill the Nullchargers first after killing all Dissipators
Danger Level: Easy / Hard (Time)
Grab cache and orbit the gate at 500
Notes:
Your enemy here is time, the room is easy but takes a lot of time.
Danger Level: Easy / Medium
Kite
Notes:
If you got a 70% penalty room you outrange Karybdis, try to keep it at 50km range to be safe
If below 70% penalty room, spiral in and orbit at 500, Karybdis can oneshot you, so if you got time, play it safe in defensive mode if you are taking fire, otherwise stay in sharpshooter
Danger Level: Medium / Hard
Kite
Notes:
once all pacifiers are dead, kill the marshals followed by remaining enforcers
Danger Level: Easy
Kite
Load Mjolnir Fury missiles
Notes:
Priest type rats are a bit of hit/miss, if you get few of them (up to 4) you can generally ignore them until all other small things are dead, if you get more of them (4+) you want to clear them after removing webs/neuts
Make sure to stay away from the knights while clearing the rest, they can hit hard but have bad tracking.
Danger Level: Hard / Nightmare
Kite
Notes:
DPS should immediately overheat DPS
Tank should immediately swap to defensive and overheat DPS+tank
This room goes from Hard to Nightmare depending on the spawn, and the worst possible spawn in T6 is guaranteed death room.
This guide is considered complete 2024-03-02