Duo Jackdaw fit and room guide for T6 Dark abyssals.
Author: BuppasDuo Jackdaws - T6 Dark
General Overview
- Initial Cost: 350 - 900 million/ship
- Average ISK/h after filament costs : ~800 Million ISK at T6
- Difficulty: Medium
| Pros | Cons |
|---|---|
| High isk/h Challenging and fun to fly average investment cost and skill requirements | Requires high skills and decent kiting ability risky, can die to bad oneshots & Angel room is scary |
Mandatory skills
Tactical Destroyer IV Light Missile Spec. IV All missile support skills IV All relevant shield tank skills IV All necessary fitting skills to fit the ship
The DPS ship can swap out the DCU for a meta IV variant if needed.
General suggestions
- if you have 4+ disruptors on you, you will want to clear 1-2 of them relatively fast to increase your applied dps to other small ships, if the room is stacked with frigate-sized rats (like damaviks)
- You will want to mostly ignore the extra caches, just go for the Biocache as that is the only one containing extra loot.
- All rooms have a "general priority" for killing, however those are not 100% true, as sometimes you get a bad spawn and will have to prioritise differently, we can't cover every situation in the guide, but will post the general priority below.
- In all rooms you will want to stay in Sharpshooter mode as much as possible, you will have to swap to defensive mode at times, and its better to do that until you're safe rather than risk dying for some extra short term dps.
- Do not use this setup in T6 unless you have almost all necessary skills at V.
- If running T5 you might want to consider rolling blue pill for no penalties
- If running T6 you definitely want to roll blue pill for no penalties
- Stay out of Blue clouds
- Stay out of White clouds
The Fit(s)
The higher-tier Jackdaw below offers higher tank and DPS; the drawback is cost. Difficulty: Medium.
[Jackdaw, v6]
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Pith C-Type EM Shield Hardener
Imperial Navy Small Capacitor Booster
Coreli A-Type 1MN Afterburner
Multispectrum Shield Hardener II
Gistum B-Type Medium Shield Booster
Light Missile Launcher II
Light Missile Launcher II
Light Missile Launcher II
Light Missile Launcher II
Light Missile Launcher II
Small Hydraulic Bay Thrusters I
Small Capacitor Control Circuit II
Small Capacitor Control Circuit II
Nova Fury Light Missile x4000
Navy Cap Booster 25 x25
Inferno Fury Light Missile x2265
Mjolnir Fury Light Missile x2000
Navy Cap Booster 400 x20
Zainou 'Deadeye' Missile Projection MP-703 x1
Zainou 'Deadeye' Rapid Launch RL-1003 x1
Inherent Implants 'Squire' Capacitor Systems Operation EO-603 x1
Zainou 'Snapshot' Light Missiles LM-903 x1
The budget variant can run T5s—do not bring it into T6. It is much cheaper but has worse tank and DPS. Difficulty: Medium.
[Jackdaw, v4]
Ballistic Control System II
Ballistic Control System II
Damage Control II
Multispectrum Shield Hardener II
Gistum B-Type Medium Shield Booster
Small Capacitor Booster II
Coreli A-Type 1MN Afterburner
Republic Fleet Small Cap Battery
Light Missile Launcher II
Light Missile Launcher II
Light Missile Launcher II
Light Missile Launcher II
Light Missile Launcher II
Small Bay Loading Accelerator II
Small EM Shield Reinforcer I
Small EM Shield Reinforcer I
Mjolnir Fury Light Missile x2000
Standard Blue Pill Booster x1
Zainou 'Deadeye' Missile Projection MP-703 x1
Zainou 'Deadeye' Rapid Launch RL-1003 x1
Inherent Implants 'Squire' Capacitor Systems Operation EO-603 x1
Nova Fury Light Missile x4000
Inferno Fury Light Missile x2000
Zainou 'Snapshot' Light Missiles LM-903 x1
Synth Crash Booster x1
Navy Cap Booster 400 x15
Agency 'Pyrolancea' DB5 Dose II x1
Agency 'Hardshell' TB5 Dose II x1
The Rooms
Video clip covering some of the rooms, including comments: https://youtu.be/_JGLt13Mhco
- In all rooms, kite as much as possible until enough DPS is cleared. Before each room, reload into Nova Fury and reload your cap booster if it is not loaded.
Drone Rooms
Tessella (Frigate room)
Danger Level: Easy / Medium Kite
- Focus Snarecaster
- Focus Firewatchers
- Focus Sparklancers
- Focus Strikelancers
Notes: Kite for as long as possible, once rats catch up, just go for the cache Use Medium automata suppression towers if they are available
Tessera (Battlecruiser room)
Danger Level: Easy Kite
- Stay outside of 10km from the rats and just kill them, then grab cache
Overmind (Battleship room)
Danger Level: Medium / Hard (Time) Kite
- Clear support ships first, then focus Overmind
- Stay outside of 15km to avoid webs from Overmind
Notes: Difficulty depends on spawn, biggest challenge is time Battleship can oneshot in assault mode, but it requires a wrecking shot.
Triglavian Rooms
Kikimora (Frig/Dessie room)
Danger Level: Medium / Hard Kite Kill order of the below types: Damavik, Kiki, others
- Focus Starving
- Focus Tangling
- Focus Ghosting
Notes: Try to keep Kikis at around 20-25km to make them orbit out of their own range and reset spools It's also extremely important to focus fire in this room, as everything remote-reps
Vedmak (cruiser room)
Danger Level: Medium Kite
- Focus Starving Damavik
- Focus Ghosting Damavik
- Focus Starving Vedmak
- Focus Harrowing Vedmak
Notes: If Vedmaks gets spooling it can hurt a lot, you can try and slingshot them by burning away, then reapproaching, but clicking next to them so you dont collide, if done properly it will reset their spools
Vila (Cruiser room)
Danger Level: Easy / Medium Kite Kill order of the below types: Damavik, Kiki, others
- Focus Starving
- Focus Renewing
- Focus Tangling
Notes: Ignore the drones, killing the Vila rat will automatically kill the drones
Drekavac (Battlecruiser room)
Danger Level: Easy / Medium Kite
- If there is no tangling or starving, focus the drekavacs first before they rep up.
- Focus Starving
- Focus Tangling
Leshaks (Battleship room)
Danger Level: Easy Approach Cache
- Focus Starving
- Focus Blinding
- Focus Renewing
Notes: Leshaks keep distance @ Tangling (12km), Starving (35km), rest (65km), so kill starving first then go for the other long range one, and do tangling last.
Sleeper Rooms
Lucid Sleepers (cruiser room)
Danger Level: Easy Kite
- Focus Sentinel
- Focus Nullcharger
- Focus Firewatchers
- Focus Wardens
Ephialtes / Tyrannos (cruiser / extras room)
Danger Level: Medium Kite
- Focus Dissipators
- Focus Entanglers
- Focus Tyrannos
Notes: Tyrannos spawn with different modifiers, kill the Nullchargers first after killing all Dissipators
Deepwatcher (Battleship room)
Danger Level: Easy / Hard (Time) Grab cache and orbit the gate at 500
- Focus fire
Notes: Your enemy here is time, the room is easy but takes a lot of time.
Drifters
Karybdis "Karen" Tyrannos (variants)
Danger Level: Easy / Medium Kite
- Focus Dissipators / Nullcharge
- Focus Entanglers / Entanglement
- Focus Illuminators
- Kill rest
- Focus Karybdis
Notes:
If you got a 70% penalty room you outrange Karybdis, try to keep it at 50km range to be safe If below 70% penalty room, spiral in and orbit at 500, Karybdis can oneshot you, so if you got time, play it safe in defensive mode if you are taking fire, otherwise stay in sharpshooter
Edencom Rooms
Marshal
Danger Level: Medium / Hard Kite
- if multiple Attack pacifiers, clear them out first
- Focus on Arrester
- Focus on Drainer
- Focus on marker
- Marshal spawns with modifiers, Kill Drainers first
Notes: once all pacifiers are dead, kill the marshals followed by remaining enforcers
Pirates
Sansha (Frigate/cruiser mix)
Danger Level: Easy Kite Load Mjolnir Fury missiles
- Focus Heralds until 1-2 are left
- Focus Smiths
- Focus Fishers
- Focus Lookouts
Notes: Priest type rats are a bit of hit/miss, if you get few of them (up to 4) you can generally ignore them until all other small things are dead, if you get more of them (4+) you want to clear them after removing webs/neuts
Make sure to stay away from the knights while clearing the rest, they can hit hard but have bad tracking.
Angels (frigate/cruiser mix)
Danger Level: Hard / Nightmare Kite
- Focus Lucifer Cynabal
- Focus Elite Lucifer Cynabal
- Kill rest
Notes: DPS should immediately overheat DPS Tank should immediately swap to defensive and overheat DPS+tank This room goes from Hard to Nightmare depending on the spawn, and the worst possible spawn in T6 is guaranteed death room.
This guide is considered complete 2024-03-02