Wednesday, September 8, 2010

Wormhole Guide Part 2: Wormholes!

Hopefully you've read and memorized Part 1 of this guide? The editorial staff of The Daily Poddite expects you to not waste its time. Now that you're able to find a wormhole, it's time to enter, explore, and exploit the wormholes and their contents!



Give the Wormhole a Name that makes sense -- When bookmarking the wormhole, give it a simple name other than the default. This can be something as simple as Oimmo Wormhole 1.


Bookmark Immediately -- Enter the wormhole and immediately bookmark it. Do nothing else. Even if you are being fired upon by a fleet of pirates, do NOT move until you bookmark it. If you do not do this, you will have to re-scan your exit. If you get destroyed and are stuck in a probe, you will die in the wormhole.


Find out what you're dealing with -- Did you bookmark the wormhole exit? Check again. Now that you've done that, take the name of the system (look in the top left corner of your screen) and type that into Google. This should take you to a site that explains the basics of the wormhole.

  • Class 1 - These are relatively easy and can definitely be soloed by a competent pilot.
  • Class 2 - Reasonably easy but require a bit higher skills and tank. Earnings will increase quite a bit.
  • Class 3 - These are fairly difficult and shouldn't be risked solo unless you're ready to jump out often. Bring a friend...or two...or three.
  • Class 4 and Class 5 - We haven't been to these, but we imagine they are terrifying
Go get your real ship -- Now that you have the exit bookmarked and you know the class of system, exit the wormhole and get your real combat ship. The battlecruiser is a great hull because it is ridiculously flexible, fairly powerful, and not so big that it collapses the wormhole. The Daily Poddite recommends the Drake!

Low Slots
Damage Control II
Shield Power Relay II
Shield Power Relay II
Ballistic Control System II

Medium Slots
10MN Afterburner II
Large Shield Extender II
Magnetic Scattering Amplifier II
Heat Dissipation Amplifier II
Kinetic Deflection Amplifier II
Invulnerability Field II

High Slots
Salvager I
Core Probe Launcher I, Core Scanner Probe I (If you have the ISK the Sisters are best!)
'Malkuth' Heavy Missile Launcher I, Scourge Heavy Missile
'Malkuth' Heavy Missile Launcher I, Scourge Heavy Missile
'Malkuth' Heavy Missile Launcher I, Scourge Heavy Missile
'Malkuth' Heavy Missile Launcher I, Scourge Heavy Missile
'Malkuth' Heavy Missile Launcher I, Scourge Heavy Missile
'Malkuth' Heavy Missile Launcher I, Scourge Heavy Missile

Rigs
Medium Bay Loading Accelerator I
Medium Core Defence Field Purger I

Drones
Hobgoblin I x1
Hobgoblin I x1
Hobgoblin I x1
Hobgoblin I x1
Hobgoblin I x1

Sleepers do all types of damage, which is why modules like the Invulnerability Field, Damage Control, and the three Amplifiers are very important. You can swap out the Afterburner for an Explosive Amplifier if you so choose.

Obviously your funds and skills may change what you ultimately fit, but there are a few "must have" items:
  • Salvager - This is how you will obtain the majority of the valuable goods. You should have Salvager Level IV to obtain everything.
  • Core Probe Launcher - You might find yourself in a Wormhole with no exit, or an exit that has just collapsed. In fact, it's more accurate to say you will get stuck. If you have a probe launcher you can always venture elsewhere!
  • Lots of ammo. Pack your ship with ammo before you leave Known Space. You will fire it and free up space for salvage and loot. 
Why do we prefer the Drake? For a few reasons!
  • It has a ridiculous tank. The Drake is able to sustain a lot of punishment before it needs to retreat. And even then, a minute of shield re-charging and you're back in the action. 
  • Missiles are good at range which gives you more control over the engagement against the sleepers. 
  • It tanks really well. 
Obviously the Drake relies heavily on fairly decent shield skills, specifically passive shield tanking. It's also exclusively a missile ship, which means gunnery pilots start at zero. 

Create a Safe Spot -- Now that you have a real ship, create a safe spot. This will be your temporary base of operations. It will be where you fly if jumped by other players, if the Sleepers begin to overwhelm your tank, or if you want to jettison goods for which you plan to return.

Don't Press Your Luck -- The Sleepers are devious, hard hitting alien bastards. They are designed by CCP to be the most difficult PVE encounter in the game and they are. They will web you, scramble you, switch targets, and attack your drones. If your tank is faltering, warp out, re-charge, then return.

Fight smart! -- As a continuation of the above point, fight smart. It's possible to lose aggro by ceasing to fire. If you have a fleet mate, the Sleepers should shift their fire. This isn't guaranteed though, so don't rely on it.

You can keep the Sleepers off your drones if you distract each Sleeper with a missile. For example, put 4 of your missile batteries on the main target. Then, assign a single battery to each of the other three sleepers. This should keep them off your drones, which will help.

Focus fire. The sooner you eliminate each Sleeper, the less time you need to endure their punishment. Even more importantly, watch out for Sleeper ships that can repair. Their name will typically tip you off to this ability. If you encounter one, focus all fire on them before anything else.

Finally, as you are in a Wormhole, Concord does not exist. This means you can be attacked at any time by anyone without penalty. There could be roving bands of pirates, fellow Sleeper hunters who are feeling frisky, or even folks protecting their starbase that's located in the wormhole. If you see several ships jump in, don't think, just leave.

Comments? Questions? Feedback is appreciated!

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