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4 : The Right Hand Of Zazzmatazz (The Seven)
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EVEINFO.COM Forum Index » EVE-ONLINE 4 level Mission DB » 4 : The Right Hand Of Zazzmatazz (The Seven)
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 Post Posted: Tue Jul 11, 2006 1:02 pm    Post subject: 4 : The Right Hand Of Zazzmatazz (The Seven)
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Mission Name : The Right Hand Of Zazzmatazz
Agent Level : 4
Enemy : The Seven
Mission Type : DeadSpace (no gate)

Link : http://eveinfo.com/missions/259

Briefing :
Something urgent just came up. A convoy delivering foodstuffs to *** was ambushed in *** by pirates which we identified as members of 'The Seven'. There pirates have crossed our path before, and are not to be taken lightly. They belong to an organization which split itself from the Serpentis many years ago, and has grown quite large in a surprisingly short amount of time. Their leader uses the nickname 'Zazzmatazz', which you might have heard of if you're into Gallente films.
Anyway, the convoy escort drove off the pirate attack and chased them to their outpost. Only a handful of ships urvived the battle that ensued. They report being attacked by none other than Zor, Zazzmatazzes right hand man. If their tale is correct, then we have an excellent opportunity to strike at The Seven's top leadership. His death will be a serious blow to the organization, no doubt.
So your orders are: Fly to The Seven outpost in Uosusuokko and destroy their forces. Zor must not escape. Good luck.


Please post your impressions about this mission. Also you can post (share) your views, hints, tips, tactics and etc..
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woodstok71
Senior Astronaut
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Joined: 17 Jul 2006
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 Post Posted: Fri Jul 21, 2006 6:46 pm    Post subject:
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APOC SETUP:

Highs - 5 t2 mega pulse, 2 t2 heavy pulse, 1 tractor beam

Mids - 1 T2 100mw ab, webber, 2 t2 cap rechargers

Low - 1 t2 l armor repper, 2 t2 energized adapt nano, 1 t2 exp, kin, & Therm Hardeners, 1 cap power relay


I didnt start running rightaway and things got hairy. Had to warp out twice because they were ruining my tank.

After second warp out i went in with conflag crystals and used ab to get to optimal on bs's. This worked well in cutting down dmg.

Next time i do this mission i will immediately start afterburning away from the group, then focus on blowing the 2 bs's that close within 10k. After that id like to try and ab right after zor and kill him, tanking the rest should be easy. maybe ditching an adaptive for another therm hardener might be good as well.

There are these frigs that stay away from you but they immediately attacked my drones when i launched them. The rats might be called lookouts. Keep an eye on them if you use drones or you will lose a few like me Smile

No real good loot but better than usual from the battleships. Well they at least left cans.
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WardenWolf
Senior Astronaut
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Joined: 28 Jul 2006
Posts: 13

 Post Posted: Fri Jul 28, 2006 7:25 am    Post subject:
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Check the kinetic damage on this mission. It seems way out of proportion with what the description suggests. I attempted it in a Raven with:

2x Thermal Shield Hardener II's
1x Kinetic Shield Hardener II
1x Invul Field II.

The kinetic missiles that were mass fired by the cruisers did damage far in excess of the mission description, and I had to run like heck in just a few seconds. My teammate was set up for Guristas. He held just fine, indicating that the EM and Explosive damage was LESS than indicated.
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flounda
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Joined: 22 Jul 2006
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 Post Posted: Sat Aug 12, 2006 8:41 am    Post subject:
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I had tried this a couple of times in Gallente Ships but would take too much dmg to fast (since drones aren't fast enough).

This time I did it in a Raven with a osprey for shield transfer. Highs: 4 cruise, 2 siege; Mids: 1 target painter, 2 heat hardners, 1 kin, 1 em, 1 invuln field; Lows 1 dmg ctrl, 3 bcs and 1 wcs (which I don't usually use but look at all those scram points).

The osprey setup is Highs: 2 medium shield transfers; mids 3 cap chargers, 1 med cap battery; lows: 3 cpr.

I had to warp out once after I'd killed zor and the other BS. (there is only one other BS besides Zor), but it was simple after that.

You can start at any range but they MWD to you quickly.
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darkace9
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Joined: 08 Sep 2006
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 Post Posted: Wed Sep 13, 2006 1:34 pm    Post subject:
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woodstok71 wrote:
APOC SETUP:

Highs - 5 t2 mega pulse, 2 t2 heavy pulse, 1 tractor beam

Mids - 1 T2 100mw ab, webber, 2 t2 cap rechargers

Low - 1 t2 l armor repper, 2 t2 energized adapt nano, 1 t2 exp, kin, & Therm Hardeners, 1 cap power relay



I'm sorry but this is a really bad build for this mission. However, you did get the right idea for going for zor and the overlord first, but unfortunately, for the apoc, it's always better to have missles for the 2 slots than 2 extra lasers. It takes less powergrid, no cap to use and do the same dps since (albeit your missle and gunnery skills are similar) the apoc doesn't give you laser dps bonus.
------------------
Anyway, DON'T release your drones right away cause if you just concentrate on the aggro of the main group, the webbers won't aggro you. ONLY release your drones when BOTH Zor and the Mercenary Overlord are dead. By now, you should have t2 med drones and if you don't, train for them asap and drone interfacing 4. Now here's my apoc build and the reasonning for it:

High: 2x 'Arba' Cruise Launcer, 6x Dual Modulated Heavy Beam Laser (Multifrequency L)

Mid: 1x Best Named Cap Booster, 1x Best Named webber, 2x Eutectic cap recharger

Low: 2x LAR II, 2x t2 Therm, 1x t2 exp, 2x t2 kin hardener, 1x EANM II


I know what your thinking, "omg, but i can already use t2 lasers." Although i know that t2 lasers are pretty awesome (mainly cause of t2 lenses) there is just not enuf cpu to go around. Also, you might think, "why 2x LAR II when i can jsut blow them up faster"; well, unless you're thinking about constantly warping in and out, you will NOT survive the initial onslaught. Unless you can kill Zor AND the Mercenary Overlord in 30 seconds or less, i suggest you tank and trust me, that's nearly impossible with the apoc.
----------------
Anyway, here's a detail reasoning behind all these modules. I'll start w/ the low because for most lvl 4's (if you are soloing) you need to work from your tank and up:

Low: Well, this is pretty much the optimum t2 armor tank you can get, unless you are crazy and decide to use 3x LAR II, then your cap will hate you. Anyway, this is the best you can get w/ t2 w/o going faction cause faction is a whole different story. Also, this tank CANNOT run indefinitely due to the fact that the first spawn can break this tank in approximately 200 secs w/o you blowing them up and cap issues. Don't worry too much about cap issues cause i'll explain it in the mid section.

Mid: YOU NEED A WEB IN ORDER TO TAKE OUT THE OVERLORD. Also, the heavy cap booster is needed since you will be running out of cap really fast, but with 800 boosters, you should be able to run it indef as long as you have the 800 boosters.

High: This is one of the best fitting you can possibly do with all your other items on. I'm using dual's cause they do the same dps as 5x mega's. Also, you can only fit 5 t2 mega beam and 6 t2 dual beam.
->Now, there are other different possibilities you can do with this setup, you could go 3x t2 mega beam and 2x arba siege launcher to be as cap friendly as possible, but what this does is that it weakens you on the cruiser beat down. With decent skills, you can take down Zor in 80-90secs, then you can take down the Mercenary Overlord in about the same time, but it'll take you a while to take down the cruisers since torps and beam lasers aren't that good against them.
->However, w/ 2x arba cruise and 6x dual modulated heavy beams, you can take down Zor in 76-86secs (which is slightly faster btw), but it's a little more cap intensive. Also, you have a 26.6% chance to this the cruisers versus the 3% chance w/ the t2 Mega beam and the fact that cruise missles are better than torps at dealing w/ cruisers makes it all the better.
->Why no Pulse Lasers instead? Simple, Zor orbits at about 20km and the fact that 6x dual heavy beam does about the same dps as 5x mega pulse and 4x t2 megapulse and 5x t2 dual heavy pulse at 20km. Although 5x t2 dual heavy pulse does ALOT mor dps close range, the time you save killing the merc overlord you spend in killing zor.

Also, if anyone has a better apoc set-up, post it up, i'd like to see if someone could come up w/ something more efficient.
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Par'Gellen
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 Post Posted: Sun Oct 08, 2006 11:53 pm    Post subject:
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The first time you warp to it it always spawns where you land so warping to it at 100km the first time has no effect. However, you can warp out immediately then warp back to it at 100km and that will give you a little more time to deal with them. They come running at you at different speeds so they tend to string out and you can pick the MWD'ing BS off easily while he has no support. After that it isn't very difficult if you are tanked 80% or more against kinetic, thermal, and explosive.
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Picman
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Joined: 11 May 2006
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 Post Posted: Mon Oct 09, 2006 5:51 pm    Post subject:
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Hi,

I'm not sure what you mean. I am warping in at 60km which is the distance I arrive there. Time enough to kill Zor and the named cruiser before they approach, then the rest isn't hard enough to make me warping. They indeed have some nice dps at the beginning but they also drop named cargo expanders here and there.
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FreeHansje
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Joined: 24 Feb 2006
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 Post Posted: Fri Oct 13, 2006 2:10 pm    Post subject: Pfew!
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Well, I did it, in a Domi, since much of my combatskills is in drones.
At first I thought: I can never do this alone... They come in fast and pour a sh!tload of bad stuff on you. I thought it over and then noticed I the option to warp in at 100 km distance. That was not enough, so I took a shuttle, warped in at 100, BMed, got out and took the BS in at 100 km from th BM. Now we're talking!
The still come in fast, but now they're strung out: some time for my sentries to deal dead&destruction. Had to warp out once, can't tank everythin=g yet.
Came in again, sent out the heavies, since ponly the biggies are left. From that on fairly easy.
Don't know why one would think this mission is messed up. Like many missions you have to find the best way to deal with it. Depends on the ship you fly and if you are alone or not.
Salutation to the fellas in a BC, I dont think I can do that...
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Supra Ro
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Joined: 11 Oct 2006
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 Post Posted: Tue Oct 17, 2006 12:59 pm    Post subject:
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This mission has changed a bit from what is displayed.
http://us.share.geocities.com/doedewaldt/zazz.bmp is a screen capture of how it looks for me now.
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david
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Joined: 22 Oct 2006
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 Post Posted: Sun Oct 22, 2006 1:19 am    Post subject: 4 Level Agents : The Right Hand Of Zazzmatazz
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I had Elena Gazky instead of the cruiser named in the mission description.

Zor and Elena both drop DNA, otherwise nothing special.

I tried the plain Gurista setup (raven... 0%EM resist), and wound up having to warpout 2-3 times. I'd recommend a T2 kin/therm/em/exp hardener set.

Also, on the initial warp-in... warp to 15km... the next warp-in, warp to 100km. Repeat.. this will allow you some distance as the NPC's will 'bounce' back and fourth between your 2 warp-in locations. (or just fit the proper hardeners!)
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presidente
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Joined: 27 Jul 2006
Posts: 16

 Post Posted: Tue Oct 24, 2006 2:35 pm    Post subject:
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Preparing 4 BM with a Rifter around that nasty place.

Dropping cans to warp there to play cats and mouse games with Zor, Elena Gazky and their posse.

Running, tanking, repping, warping, running, tanking, repping, warping ... rock'n'rails'n'drones. They scramble? Oh yeah ...

Another harder l4 accomplished in a little t2 fitted Brutix with t1 rails and 8 Million SP Twisted Evil

Over! Out!

Presidente G.
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Andochas
Astronaut
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Joined: 10 Dec 2006
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 Post Posted: Sun Dec 10, 2006 5:06 am    Post subject: no salvage yet
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As of 2006-12-10, this mission does not give salvage. All wrecks are still the generic "the Wreck" model with the message "You successfully salvage from the Wreck. Unfortunately there was nothing to be salvaged."
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Pigasus
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Joined: 04 Jul 2006
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 Post Posted: Wed Dec 27, 2006 12:40 pm    Post subject:
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I use a Raven for this mission. If I peek correct my targets I don’t need to warp out.
First I warp in at 100km. Then I take out Overlord, Bodyguards, Zor and Elena. After that it’s really easy…

I use T2 em, kin, therm and invul field or kin, therm and 2x invul field. T1 missiles.

And yes there is no salvage. Don't waste your time.
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Tumpler
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Joined: 28 Dec 2006
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 Post Posted: Thu Dec 28, 2006 11:24 am    Post subject:
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I have done it in Sleipnir few times without warping. My setup is:

7x 650mm II, 1x Arbalest assault launcher

1x large shield booster II, 1x invulnerability II, 1x shield boost amp, 1x cap booster (with 200), AB II

internal forcefield, 3x gyros II, 1x pds II

drones: 3x valkyrie II, 2x warrior II

I used thermal ammo and missiles. frigs pop like popcorn and they did attack my drones and managed to kill 1 warrior, then i started to shoot them and cleared them in seconds. i needed some cap boosting but i did it only to be sure i dont need to warp. my shields were always from 50 - 90%.

and u can warp in distance to this mission...
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AndersChydenius
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 Post Posted: Thu Jan 11, 2007 1:15 am    Post subject: Another Setup:
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Fairly easy in a Drake

1x invul, Kin, Therm active hardener
3x Large Extender II

7x arbalest heavy w/scourge missiles

The thermal is bad, next time I may go 1 kinetic/2 thermal
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