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#MustREAD

originally posted in:Epic Delirium
9/23/2014 5:58:18 PM
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raid final boss guide

Guide I found we used last night almost killed boss but worked awesome. There is an eight minute enrage timer, but using this strategy it will be nearly impossible to take that long. If you are running into the 8 minute timer with this method either people are dying or are too low level to kill the boss. The third and final phase of the fight is the main boss. He has an enormous amount of health, hits very hard, and spawns self-destructing Harpies. He also forcibly transfers the three farthest players—no it is not random like many seem to believe— into the timegate to pick up the relic. The difference is that this time the exit won’t be open until the people on the outside open it for you. You will also be able to immediately pick up the Relic and the Mark of the Void debuff will again be present. Unfortunately there are also Oracles spawning that must be dealt with immediately or they kill everyone in the timegate and wipe the raid. Because of the Oracles you can't simply flee the timegate in a hurry and circumvent dealing with frequent Mark of the Void cleansing. After exiting the timegate you are given a buff called "Time's Vengeance" which multiplies outgoing damage on Atheon by roughly 5x. You can resume attacking Atheon for thirty seconds until the buff expires, then he will teleport three more people into the timegate. Each time he does this he forces any open Sync Plates and their gate closed and destroys the previous relic, meaning that the relic holder can be teleported as well. [b]Group setup[/b] Your entire raid will be divided up into two separate groups of three: timegate players and Present players. The timegate players are the three guardians that will always be entering the timegate during the transition. To accomplish this they must stand the farthest away from the boss, because he will always teleport the three farthest players. This happens 25 seconds into the fight as well as 25 seconds after you exit the timegate. To prepare for this one player should be standing on top of/in the center of each stone column directly in the center of the Sync Plates. They will constantly be charging up both sides during the Timegate phase, so no matter where you are teleported, you will be able to get out quickly. It also helps to funnel the Harpies away from the gate itself so the timegate group can exit safely. They are simultaneously killing Harpies and cross firing to the other Sync Plate to assist. The third player roams and helps whoever needs it. The group distribution will look just like this when you first engage the boss: Guaridians 1-3 are waiting on the ledge in the back for teleport; 5/4 on Sync Plates with 6 roaming and helping both When the timegate players are teleported inside they must immediately focus down the adds in the center of the room, as fast as possible. You should always save your supers to accomplish this and make the process as painless as possible. Timegate Rooms Jungle - In the Jungle room everything except the minotaur should die before you touch the Oracles. Try and line of sight the minotaur in the process. The Relic player should use their Super ( + ) on it as well as doing leaping ground slams (:x: + ) to help stagger and/or finish it off. Just don't get killed in the process no matter what, or neglect cleansing. After the oracles are gone exit the room regardless of if the minotaur is alive. Desert - In the Desert room everything should die in mere seconds. The Relic user can jump in and use ground slam to clean up all of the mobs with ease, if any are left up by his teammates that is. Clear the relics while constantly cleansing and make your way out. The best case scenario is to get this room first because you will not have a super to deal with the Jungle quite yet. ***Transition to Present with the Relic*** This is the missing piece of the puzzle for the entire fight. The following method is, in my opinion, the true way this boss is meant to be done. After downing all Oracles in each room you need to walk out of the gate with all three players in tow. Do not sprint out because it can glitch and keep you in the room. Walk, don't run. The moment you exit you will start holding to get everyone cleansed then jump on to the square isolated platform that is located between the two Timegates/Sync Plates. The rest of your group will also drop what they are doing and jump there as well. The relic holder will then hold indefinitely until Time's Vengeance expires after 25 seconds. During the 25 seconds of the buff you will be able to have the shield up and negate all incoming damage, while allowing all outgoing damage to continue. Make sure that your whole part is to the right of the rock on the left or you will take splash damage when Atheon's attacks hit it. When done correctly this is how your raid should appear during "Time's Vengeance": All 6 Guardians are now stacked on the middle platform, while the Relic Carrier shields them with for the duration of Time's Vengeance While the shield is up four out of the 5 remaining players need to be damaging Atheon. The 5th player will be cleaning up the Harpies that are lined up at the edge and shooting at you, so that the Sync Plate players can safely return to their spots. Once the Time's Vengeance buff on the bottom left reads 0:02, the three Timegate players will turn around and jump to the platform behind them. The three Present players will jump back to their spots. If you have a highly leveled Defender Titan they should throw down their Ward at 0:02 to help make the leap backwards safer. Shortly after the debuff expires Atheon will teleport the farthest three players into the opposite Timegate they were previously in. So if you started in the Jungle you will now be in the Desert, then the Jungle, and so on. From here on out it is rinse and repeat. So long as no one dies, the oracles are cleared quickly, and the group collapses to the center before he stops summoning Harpies the boss will die with time to spare. It is all about flawlessly executing the Timegate while the Present group plays as safe as possible. The boss should die somewhere between 5 and 6 minutes when done properly, easily avoiding the enrage timer.

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