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View Full Version : Incursions - Multiboxers Dream



Kromtor
05-26-2011, 09:52 AM
If you like tank and spank and making crazy money then these incursions are what you should be aiming to do. It'll take a good 10 ships to do them efficiently (you can do it with less though if you really wanted to).

What you need to bring to do Vanguards (10 mans) (All pilots need to be properly skilled to fly these ships near optimally):
Logistics Ships, these are your healers, you'll want 2-4
Battleships or T3 Cruisers, these are your DPS, you'll want 6-8
1 or 2 boosters - dont worry if these push you over the 10 man limit because #1 the limits are not hard and #2 you can still get their bonuses without even warping them to the site. You want Shield or Armor booster and a Skirmish booster but skirmish is highly optional and will probably only help a T3 fieet substantially.

All your ships act as tanks so they all need beefy omni resists and probably 1 shield extender or 1 plate. Obviously you need to choose shield or armor for the whole group and use only that. I think for Vanguards you only really need to hit out to about 60km but I could be wrong. The ships im going for will be pulse apocs and later nightmares but ravens of course would work and the ever handy tengu's.

- You open your journal, find a high sec incursion on the incursion tab, get to the system safetly.
- Open your map from the button on your journal that will highlight the incursion, go to an adjacent system that is still part of the incursion. This is where you will find the 10 man missions.
- Check your overview for beacons correlating to incursion sites you want to do, warp your fleet there, blow shit up, do a little mission-type task potentially and bam, you just got around 10+ million isk on each of your pilots in about 10 minutes. For a multiboxer flying 10 ships thats 100+ million isk in 10 minutes, more than you'll make using any other method.
- Check your overview for another beacon (I think they repop frequently) and do it again! Way easier even than missions.

I am in the process of changing to a new set of pilotsdue to my own OCD issues but there are people soloing these things in 5-6 ships making a killing compared to what you'd make mining or mission running or doing planetary herp derping. You need to be good at real combat, using logistics, dealing with big burst damage. Read guides on these incursions and get well equipped, do some with 1 ship and find a fleet for experience. THERE IS MORE burst damage on these than a level 5 mission so be ready for that. I can do level 5's in a fleet of spider tanking cruisers using drone boat arbitrators but these had more burst than i could deal with on those flimsy hulls. These are the raid equivalent of WoW but with less "don't stand in the fire" mechanics which makes it ideal for us. So start buddy programming some new accounts and get a self made fleet going.

Notes:
No loot drops
No salvage is worth it
The isk rewards offset these and then some due to the time saved.

Duane
05-26-2011, 11:04 AM
Very interesting. Are the vanguard incursions the smallest ones? I know I've seen some info that are for much bigger fleets.

Kromtor
05-26-2011, 12:47 PM
Scout, 3-5 pilots 50k isk each
Vanguard, 5-10 pilots, 15m isk each
Assault, 10-20 pilots, 26m isk each
Headquarters, 20-40/30-50 45m/90m isk each

You also get LP which adds an estimated extra 25% value.

I'm assuming the larger fleet ones take longer on average to complete so the actual best isk/hour might not necessarily be the biggest ones but probably are given that you have an incredibly coordinated fleet.

And this is big pure ISK. I was making what I considered to be good money (enough to pay for all 14 accounts with plex) just running level 5 missions but that required converting a ton of LP to ISK in the player market. With just my accounts doing this I ended up crashing the WTB markets for implants and had to rotate hubs and do a lot of spreadsheet crap.

d0z3rr
05-26-2011, 01:24 PM
Are there ship limitations to these missions?

Kromtor
05-26-2011, 03:49 PM
You have to use accel gates so you couldn't use caps but I'm pretty sure you could assign fighters.

md278
05-26-2011, 05:46 PM
I've never attempted these at all and I can only run 6 accts at present. I was thinking of:
Vulture-Booster
2XGuardian-RR
2XDomi
and Legion or Armageddon
Thoughts?

MAj

Kicksome
05-26-2011, 06:33 PM
how often do these incursions happen? like how many could you do in a few hours?

Kromtor
05-27-2011, 10:56 AM
Incursions pop at random systems and last for days if not weeks whereby new beacons are spawning all the time for you to warp to and complete missions. There's no problem running them back to back to back as far as I know.

MAj, I've talked to people who are doing 10 mans with even less. I think you could definitely do it. 2 guardians is sufficient healing and as long as your BS's have solid tanks and you're quick with the reps you'd have no problem as far as the damage is concerned. There's a guy that does them in 2 basi's and a tengu but it takes forever.

Why the hell are you armor tanking though when you've got a booster with bonuses to shields? :) Put that guy in a legion.

Duane
05-27-2011, 11:21 AM
Found this article on fleet make up:

http://massively.joystiq.com/2011/02/06/eve-evolved-incursion-guide-fleet-setup-and-tanking/

md278
05-27-2011, 11:40 AM
Yeah well I figured that out afterwards. When I started training for it I only focused on running the 3 links parts I neglected the racial bonus.

tchallawow
11-12-2011, 08:45 PM
Rather than hijack and existing thread, I thought I'd ask if there were some updates from folks whom are 4-5 boxing incursions since this thread opened up. If so, I'd appreciate some info on fleet make-up and any other tidbits.

Cheers!

(currently flying 4 drakes - inspired by recent video fx threads)

Kromtor
11-13-2011, 02:59 PM
I dont think it's really viable to do 10 man incursions with 5 pilots and have it be near the risk/reward ratio of other things you can do like L4's. You really need 3 logistics ships for safe 10 mans and that would only leave you with 2 dps ships. Compare that to a full group of 10 that has 7 dps ships they'll be clearing it more than 3.5 times as fast as you can most likely. What multiboxers really need to do if they want to stick to 5 or less ships is team up in pairs, have one guy do 3 logis and a booster and have the other guy do 5 or 6 DPS. You can really make some good cash clearing 10 man incursions - they are just as if not more profitable than the 20 and 40 man incursions that I'm running and I have just a buttload of isk right now playing rather casually.

tchallawow
11-13-2011, 04:53 PM
maybe that's what I'll aim for Krom. I've training up all 4 drakes and as I skill more, maybe I'll transition to 3 basi and 1 drake booster or somethign like that. (tips appreciated)

With that set-up perhaps I can get invited to some multiboxing groups that are out there....

:-)

Kromtor
11-14-2011, 11:16 AM
sounds good. shield groups are preferred mainly due to the shield rep happening at the start of the cycle (instant heal) and the armor rep happening at the end (5-6 second heal). But for 10 mans a strong armor gang of 3 logi 7 t3's has no problem. Your ideal shield booster is a Tengu, he gets the most bonuses to shield warfare links, followed by a Vulture and then there's the Drake which suffices but has no bonuses.

As for ideal DPS ships the Tengu is again on the list along with faction battleships such as the Mach and the Nightmare. Here's a great list of fits with various (many many) DPS ships that work well for incursions
http://incursions.nexsoft.de/?mode=dps
I don't think you'll need any sniper fits for 10 mans but i could be wrong.