This fit can solo an Emerging Conduit. Has extra drones and an Adaptive as well as propultion that can be swapped out for one shield extender if needed. Really good fit, gave me a lot of really good ideas. I think there's room for improvement though, or many I'm just not understanding.
Why not use heavy launchers and scourge missiles for the hull bonus? Better range, more economical, higher damage, etc. Helps a lot with how slow this thing is. And why not use Hobgoblins for the increased damage? Also, Adaptive Invulnerability Shield should be included by default I think. No reason not to use it - there's plenty of cap. I take it the damage bonus for heavies the hull offers is outweighed by the difficulty in damaging the Raznaborg?
Great passive shield regen and great damage application. Vizio tv makes popping noise then turns off you might need to warp out. We are proud with the immediate release of EVE Workbench 1. With this release we also think that the project is no longer in BETA phase.
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You must be active at 3 points of the conduit : 1. At start setting up 2. Spawn of third wave optional 3. If your drown automatically attack after being deployed call them in again and redeploy for "idle state", it seems that when they attack automatically they will gain more aggro later on in the site.
Economy : Emerging Conduits pay out an average of around 20m a site. LP is dropping in value so it may be slightly less or more at another time. Furthermore, salvage is also included in the EST, this can be done by drones on an alt. Just deploy drones, and without targeting any wrecks, command the drones to salvage, they will find their own targets.
If you leave the salvage on grid your payout will drop to around 75m an hour. There are two Drone Link Augmentors as I have found that using only one, but all drones attack after spawning of new waves. Use Berserker II Drones - If you do not have the skill for them, use faction drones, however that may slightly effect your clear times.
Defense : The Build is cap stable and then some. You can do it with one cap module less, but would require more attention, and therefore be less safe. One thing I would not cheap out on is the shield booster — it just makes this build safe. Disclaimer : Eve Online should not be played while away from keyboard at any time — you should always be aware of what is happening in the game. Further Notes : If you have any questions or feel that something is left on answered, please post in the comments section and I will reply you right away.
We are proud with the immediate release of EVE Workbench 1. With this release we also think that the project is no longer in BETA phase.Triglavian Invasions - Emerging Conduits - Solo Alpha Praxis - EVE Online
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To leave a comment at this fitting you must login! Resistance Effective HP:.Lore wise, this anomaly is caused by an triglavian attack of the system, which in this case consists of a bunch of frigates, destroyers and cruisers which enter the system by a small gate located within the site, which directly leads into triglavian dead space and will last until a player defeats all hostiles in the site.
The artwork of the anomaly looks very similar to an abyssal deadspace pocket, but allows the player to zoom out the overview as usually in k-space. These sites were designed to be run by small groups of player, but can also be handled solo by an extremely tanky ship or by warping off field a couple of times to repair at a station if the damage gets to high.
They are also much harder to kill than normal NPCs — again more comparable to player ships. So even a bunch of frigates and destroyers can be a serious threat to a single player. Furthermore, the Triglavians will use lots of ewar modules like energy neutralizers, stasis webifiers and tracking disruptors on you. However, the NPCs in these Conduits very rarely use warp scramblers or disruptors on you, so there is almost always the possibility to warp off if needed.
The most cost effective ship you can run these site in within a timely fashion is the good old Praxis battleship that any pilot can fly with the default skills. Of course you could use an expensive pirate battleship like the Rattlesnake or Machariel to run the sites, but this would require a significant amount of ISK invested in the hull and fittings. The praxis however is a very cheap alternative and performs still reasonably well.
It also does not require a lot of skill points to be piloted, since the damage bonus of the hull does not depend on any skills.
So max damage bonus without training battleship V! The following is the pretty standard passive shield regeneration fit I used to run the sites:. Since there are no battleships in the conduit sites, a battleship seized weapon does not apply damage well compared to a medium sized weapon system. The utility high slot is filled with a Salvager I to salvage some wrecks while fighting the Triglavians. In the mid slots we have a couple of Large Shield Extenders II to give a nice buffer tank and a explosive and thermal shield buff to increase the resists against the triglavian main damage types.
There is no need to adjust your tank like in level 4 missions, since the triglavians always do the same damage types. Finally, I use a Parallel Enduring Target Painter I to increase the damage application of the missile launchers and drones, since some of the targets in the site are very small.
In the drone bay I have Republic Fleet Berserkers to deal thermal damage as my main drone system. If there are only frigates left, you might want to switch to Warrior IIs to better apply damage to smaller targets.
Lastly, I bring 5 S alvage Drones to salvage the site after completion.Join the fight and help drive the invaders out, or relocate immediately if you are unprepared for battle. Any technology or equipment left by the invaders will be yours to loot. The new content sees the Triglavian Collective taking over constellations of known space, and sending out patrols in these systems that will attack capsuleers. Attention: It is not even safe to warp from gate to gate - there may be a very strong fleet camping at a gate and destroy your ship.
The systems under Triglavian invasion will have wandering fleets of Triglavian ships. These fleets will attack player owned Upwell structures and hang around celestial objects or in deep space. The fleets can call for reinforcements during fights.
Fleet size and composition depends on the system status. Triglavians that are on a warpable celestial can be located by a skilled d-scanner.
But for serious Triglavian hunting you will want a dedicated combat prober. However, beyond these constants, there are several named variations of each enemy type. Each name represents a specific extra ability that ship has. Not every variation exists for every ship size, but every size has several variants that appear. Many of these name variations also appear on ships found in Abyssal Deadspace.
While these name prefixes have the same meanings, the Triglavian ships found in the Abyss have greatly different stats than the invaders.
Emerging Conduits for Alpha Clones
The invaded constellation will also spawn Conduit sites. These will appear as combat anomalies in the probe window. Once a ship initiates warp to a site, the site will also appear as a beacon on the overview. When completed, the site will not disappear from the probe scanner, but the beacon will be renamed to "Sealed [site name]".
On November 26,the World Arc site was removed, and replaced with the Observatory Flashpoint site. These effects do NOT decline as the invasion is run and are present at full strength for the duration of the invasion. Jump to: navigationsearch. This page should be updated due to game changes. Reason: New content with insufficient information.
Categories : Needing updates PvE. Namespaces Page Discussion. Views Read View source View history. This page was last edited on 9 Aprilat One of the quite unique features of Eve is that almost all items you use in your Eve career have been produced by other players.
Each ship, each round of ammo or cap booster you use was once manufactured by a busy industrialist, who gathered the different raw materials to produce it. To produce an item in Eve, you will first need a blueprint for the item, secondly the raw materials to build it from, and lastly a location to build it, which can either be an NPC station or player owned structure that has a factory module included.
In this first post of my industry series, I will only explain how the blueprint part to produce an item and the mechanics to improve these blueprints work. The actual process of building the item will be covered in a later post. So how do you get these blueprints? Most blueprints can be found on the public market. Some special blueprints are given out as rewards from mission agents or can be found in NPC wrecks or exploration sites.
All blueprints that you can find on the market are originally sold by NPC corporation at a fixed price and unlimited volume. However, players can resell these at different locations for higher prices, since not all blueprints can be found in a all regions of New Eden.
There are two different kinds of blueprints that can both be used to produce a particular item. Firstly, there are blueprint originals BPOswhich can produce an unlimited amount of an item. The second type are blueprint copies BPCswhich can only produce a limited number of the item. The amount is specified by the number of runs on the blueprint copy.
However, for some items, usually the ones which are used in large quantities, e. If all the runs on a BPC are used, it is destroyed. BPCs themselves can not be copied again. You will always need the original to create a copy. Eve has a very strict copyright laws! Both values must be researched separately by ME and TE research jobs. BPCs that you sometimes get as mission rewards or from exploration mostly have some level of research on them, which also cannot be improved as with regular player made BPCs.
Once a BPO has been researched it cannot be sold on the market anymore. The only way to sell a researched BPO is to set up an Item Exchange Contract by the not very user friendly contract system. Most blueprints can be researched with a couple of hours invested in skill training.
Many only require various levels of the Science, Research and Metallurgy skills and some very basic skills that are related to the item, e. Some even require no skills at all to research them.
In game, all research related activities are done in the industry window. By selecting one, you now have the options to either build the item, increase ME or TE values, or make one or more copies of it. To pick one of these options, simply select the corresponding icons just below the blueprint in the center of the window.
Each activity will take a certain amount of time and costs some money. Both values are based on the number of runs you pick for the research job, which you can configure by the Job Runs field below the blueprint. If you select to copy the blueprint, you can specify the resulting number of runs on the blueprint copy and the number of copies to create.
Jobs can only be started if the total research duration of all selected runs is below 30 days, with the exception that you can always start a job if a single run already takes longer than 30 dayswhich is the case for some very time intensive BPOs like capital ships or capital ship parts. How long a single run takes can be viewed outside the industry window by the details of the blueprint.
If you want to know how the cost and time for your job is calculated, just hover the mouse over the price or duration, which will display a summary of the calculation with all skills and other effects that affect the job duration or price listed. As a rule of thumb, the cost of a research job per run is proportional to the cost of the actual item that is produced by it, not the cost of the blueprint.
The same is true for the duration. The longer it takes to produce the item, the longer the research time required per job run. By default, you can only start one job at the same time. By training into the skills Laboratory Operation and Advanced Laboratory Operation you can start one additional job per level of each skill up to 11 research jobs at the same time.This is a work in process.
I am still trying to figure out what ship will work. If you know of one please leave a comment. The other day I read a post by The Nosy Gamer which detailed their experience with the newest Triglavian offering — Emerging conduits. It went reasonably well and Nosy seems to have not only cleaned up but also mined some high end minerals in High Sec.
Spurred on by his success and description, I thought I would give it a go as an Alpha. What I had actually been scanning was the last wave. Seems that someone in my system kills off the first two waves and leaves the last possibly due to its ferocity. The site is empty. That gives you about 10 seconds to look around and take in the beauty. The shards are arranged in a Trig logo. You will get a message in local when the portal opens. I am in a basic Gila with three shield extenders and an Adaptive Invuln.
I use Fury light missiles, either Scourge or Inferno. Drones are Faction, Federation or Caldari — 2 medium, 4 light. The stasis webifier is good value as the Damaviks move fast. The Salvager allows me to hold the field. Last Wave: — 1 Cruiser — 1 Destroyer — 7 Frigs. Mining:- The site has a massive amount of small asteroids called Talassonite. I dropped a mobile tractor unit and orbited it.
Killed the first wave with the exception of one frig and salvaged the field.
My shield held for the first and second waves. The third was a case of running in, killing what I could and getting out. The Cruiser went down surprisingly fast, but 7 frigate hurt considering I was Webbed, Damped, Neuted and painted. I held the field and salvaged the last of the wrecks. Was it worth it? Estimated time was about an hour because I was unfamiliar with the lay out and a bit gimped as an Alpha. I think maybe a Gnosis would be better? Plenty of salvage and a little bit of good loot: Jita sell price 23 mill, buy price 10 mill.
The mining alone is worth it for the rare minerals. Next time I am going to wave in local and see if someone is interested in mining the site. You are commenting using your WordPress. You are commenting using your Google account. You are commenting using your Twitter account.
You are commenting using your Facebook account. Notify me of new comments via email.Emerging Conduit combat site appears as an anomaly in all areas of high security space regardless of the presence of Triglavian Invasions. The site consists of single ungated normal space pocket. Three waves of increasing difficulty will spawn with next wave appearing after previous wave has been killed. The rats in the site will use various types of EWAR: Energy neutralizing, tracking disruptors, guidance disruptors, webs and target painters.
The site does not have warp disrupting or warp scrambling enemies. Frigates are the most common enemy type in the site. Each wave will usually contain one or two destroyers with rest of the ships being frigates. The rats will spawn on top of the rift at the center of the site. Zorya's Vedmak has a speed of 2. EWAR weapons have longer ranges. Incoming damage from the waves spike up to 1k to 1. Kiting them is technically possible, but the fits required to maintain the speed and distance leave very little room for dps.
The typical tactic is to stay where you warped in and let them come to you, which gives you time to target them and be ready for the next wave, or, as some are selecting the closest Talassonite asteroid and warping 70km from it allowing you to land directly on to the rift that they spawn from. The site can be completed solo with a heavily tanked passive shield tank battleship - Rattlesnake is the most obvious choice. It can also be done with Dual Shield Rep Dominix or Praxisbut they require high drone skills for the proper dps and would require two or more pilots.
The rats deal quite high damage but they also switch aggro quite often. This makes it possible to complete the site in a group of ships that can tank the incoming damage in bursts but not sustain the tank. The Zorya's Kikimora will randomly spawn only in the second wave, and if left as the last ship in that second wave, it will trigger the third wave.
It is recommended to kill them early in their respective wave to maximize loot and to avoid spawning the next wave early or having them warp off.
Therefore, an omni tank is highly recommended. Completing the site will pay 4.