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- This article details the Level 4 Blood Raider & Angel variant of this mission. For other variants, see Worlds Collide (disambiguation).
Mission Details
First Pocket (Warzone)
You arrive in the middle of two large groups and two gates approximately 33km from the warp-in. One for your primary enemy, and one for the faction mentioned in the mission briefing (in this case, Blood Raiders and Angels). They start far away from you behind their own gate. The gates are locked until you kill the last ship of that faction.
Blitz: You can blitz this by using Zbikoki's Hacker Card. (Obtained from Zor in other missions). It will be consumed upon unlocking the gate.
Blood Raider Pocket
Warning: If you do it all wrong and aggro all of them the full-aggro is 1,100-1,200dps (EM 50%/TH 50%) with the occasional kinetic cruise missile from the battleships.
Tips:
- Shooting the Spies with your own guns/missiles will not aggro anything else. Drones and anyone else will.
- Drones can be safely used to kill the auto-aggro group. Just make sure they don't shoot Spies.
- One can slowboat to the next gate. No additional aggro. You will be at around 5 km to the gate when the gate group aggros you.
- Wait for the 1st group to target you, and take them all out. Fire on another ship, it's group will target you, and take that group out. Feel free to take out the Blood Spies, once the 2nd group is gone, to trigger the last group.
- You might find a collidable structure in your way (or even hit it) as you enter.
Angel Cartel Pocket
Aggro at warp in: Yes (might web too)
Tips:
- Using drones on the Spies causes the whole room to aggro.
- The Saints throw Bane torpedoes and can hit at 55km or more.
- Arch Gistum Centurion is fast and will close the range to under 20km, so kill before the Saints.
- Cherubim throw Havoc cruise missiles to at least 80km. Thrones are shorter range.
- Chance of spawning a Gist Overlord [543k battleship] as well. Chance increases with every ship that enters the room. Overlord waits to be attacked, and attacking it caused the remainder of the room to aggro.
- Original player leaving to get more ammo and returning does not cause remaining groups to aggro.
//Untested: A second ship (gangmate) present may cause entire room to aggro immediately.//
3rd Pocket (Blood Raiders)
Killing all the ships in the 3rd pocket trips the "mission completed" flag even if you do NOT pick up the stranded crew. If you forget you will have to quit the mission with loss of standings from agent, corp, and faction.
The pocket looks like a single group, but it's actually 3. Use the same technique suggested for the Blood Raider pocket. If you do everything wrong [use drones, etc.] full-aggro is 900-950dps (EM 51%/TH 49%) with the occasional kinetic cruise missile from the battleships.
Tips:
- Group 1 won't move very fast, so you can get some range on them if you can find a direction to go that doesn't come close to other groups.
- Group 2 can be attacked separately.
- You only need to blow up the auto-aggro group to get the ship crew.
- Keep drones on Passive to prevent any unwanted aggro.
- On occasion, you might - even without drones or partners - aggro all of the groups (some of which can warp scramble). I suggest you put some distance fast between you and the groups you haven't yet aggroed.
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