Angel Watch (Unknown)
Description
This is a high sec combat complex with two rooms. The site itself is a Angel Drug manufacturing site jealously guarded by Angel officers (cruisers & battlecruisers) and their underlings. I’ve tried running this twice and only cleared it the second time around.
The first time around I thought it was a 3/10 plex and tried it with my Vexor with bad results. I actually figured the site to be broken when the second Officer warped in and made life for an armor tanked cruiser very difficult. Now that I know it’s a 4/10 it makes more sense. =)
This time around I took in my Myrmidon and things went very smoothly. For a BC this site is actually quite easy. The only problem (sort of) I had was having done extensive tractoring and salvaging when the last commander wave spawned, which left my cap on the edge. Nothing serious on a passive tank, but knowing the triggers would have helped here.
Restrictions
This is a 4/10 unrated site. Only ship hull sizes up to battlecruisers can enter.
Defenses
Neither room proved very difficult for my passive shield tanked Myrmidon. While the defenses were numerous, they were nothing posing a real threat to a BC with about 150 dps tank.
Room 1
The first room initially has a group of defenders lead by a Communications Officer (cruiser). There is some target painting going on while fighting the guards, but nothing bothersome. The defenders are a handful of small angel ships (frigates and destroyers) and a named cruiser called Communications Officer.
The instant you attack the Officer he will call for backup, spawning another similar wave with another Communications Officer. There were maybe five waves in all with the Communications Officer changing to a Transmitter Officer or a Militant Officer at some point. Killing the last Officer will open the acceleration gate.
The waves are not very dangerous for a BC, but for a cruiser spawning two officers at the same time proved too much.
Room 2
In room two you will find three clusters of structures with defenders at each. At the center is a Angel Drug Manufacturing Plant (or similar). The Drug Plant is a trigger for an additional wave so you might want to leave it for last.
The defenses consist of several cruisers with supporting small craft spread out in groups on the three structures. The structures also have a few light missile towers anchored nearby. Each group can be easily defeated before the others can engage.
Attacking the Drug Plant will cause a distress signal to call in a Militant Overseer battlecruiser with some smaller support ships. Killing the wave can cause a last solitary Domination Commander (faction frigate) to appear to investigate the matter.
Drops
- Lots of standard loot
- Salvage
- Domination tag (from the faction frigate)
There was quite a lot of the standard loot (I had to empty my cargo after the first room as it filled up the whole 400 m3), but little else of value. I guess the Domination frigate could have dropped something worthwhile, but as it were the whole affair was a bit of a let down with regards to ISK value.