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#Raid

originally posted in:Shattered Oath
Edited by Frogbiscuit: 9/16/2014 3:19:04 PM
4

Vault of Glass tips

Alright, so I managed to attempt the very first part of the Vault with a group of people and zHomi, we managed to complete a stage of the boss fight, and got near to completing the second before the group quit, all in about 2 hours. Here's everything I know so far. Upon entering, jump and glide your way down the steps and pillars until you find the ... TEMPLAR (Giant Hydra Boss) -STAGE ONE- Defend the Confluxes First off, TEMPLAR is invulnerable here, leave him alone. If any of you die, you will be down for 30 seconds,a t which point you're able to be revived, but only by an ally. As soon as you land at the beginning of the vault, you will be tasked with defending the central conflux. The conflux is right where you land, and enemies come from left and right, but swarm mostly from the middle. Split your team, 3 left, 3 right, with some people paying attention to middle always. Watch out for the diseased looking Vex called Fanatics. when hit you, you will be Marked for Negation, when they die they also leave a pool of green space magic, avoid this as touching it will also mark you for Negation. Every minute or so, TEMPLAR will begin the Ritual of Negation, anyone marked will die instantly. There IS a circle of light on the ground near Templar, it's possible that touching it will cure being marked. Stay near the conflux, as some goblins will teleport, and if you push up, they might get past and sacrifice themselves on the conflux. You have what seems to be only 5 sacrifices tops before you all insta-die. After a while, TEMPLAR will summon his 'Legion', this consists of a swarm of Axis Harpies and Fanatics, perfect time for supers in the middle. The conflux should disappear now. After defending the initial conflux, and defeating the first 'Legion', you will now have to defend two confluxes, either side of the TEMPLAR. Keep your team split 3 and 3, take care not to die or be marked, and remember, stopping the sacrifices is key. After defending the left and right confluxes for a while and slaughtering countless time-travelling robots, TEMPLAR will summon a second 'Legion'. The confluxes will disappear. It's a good idea to pull back now, as the Legion is very strong and if anyone goes down, you want to be close to an ally. Once you've defeated the second Legion, you will now have to defend ALL 3 CONFLUXES. Keep your team split, 2 left, 2 middle, 2 right. Help whichever side needs it, but for everybody's sake, don't forget about the confluxes v__________________V. If you can manage to hold out against the onslaught, there MAY be a third legion (Can't remember), in any case, defending these 3 confluxes is the last phase of defending confluxes, you get a checkpoint here, and move onto.. -STAGE TWO- Where the f**k is the Oracle!!?! You'll hear strange noises, and what seems to be musical tones playing now. Finally, a green ball of space magic called an Oracle will appear in the middle, and with each changing tone will jump to several places around the map, from left to middle and right. This is showing you all the possible spawn locations for the TEMPLAR's Oracles. You will again need to keep your team split up, so you can see all of the locations these Oracles can possibly spawn. (2 left, 2 mid, 2 right is always good.) You will face a constant onslaught of Vex Minotaurs and Goblins, and Hobgoblins will appear on pillars surrounding the map. Every now and then, the TEMPLAR will 'summon his oracles', and the green balls of space magic will appear in and random (4?) of the possible spawn locations. You will need to kill these oracles as quickly as you can, not doing so seems to somehow result in everyone dying, I believe it is through being 'Marked by and Oracle' for Negation once again, the TEMPLAR will still occasionally cast his Ritual of Negation and instagib anyone who is marked. You CAN cleanse yourself from the mark with the circle of light in the middle I believe. He summons his oracles many times, and it is a damn tough onslaught, you all need to be on the lookout for the indicator - The Templar is summoning his oracles - and drop what you're doing to try and stay alive and simultaneously kill any nearby oracles. After doing this for a while, (my memory is hazy on the transition), the TEMPLAR disappeared, and a relic was left in the middle of the map where the circle of light was. This is the next phase of the oracles fight, the most confusing by far and the one we could not get past, this begins the actual FIGHT with the TEMPLAR. You get a break here I believe, as well as a checkpoint. PICKING UP THE RELIC WILL START THE NEXT PHASE. Only one person can hold the relic, and it functions somewhat similarly to the Sword of Crota, with some major differences. The relic holder should preferably be the one calling the shots, raid leader i suppose, he will be doing no damage to the boss, but he will be responsible for everyone's lives and for initiating when people can actually fight the boss. I repeat, do not try and smack the boss up with the relic, relic holder has to stay alive as much as possible. Up until now, the TEMPLAR has been surrounded 360 degrees by an impenetrable shield. Whoever holds the relic will have a super bar constantly charging, you have to get relatively close to the TEMPLAR to hit him with it, but when you do, it removes his shield - HOWEVER - This shield is sent to surround everyone else in the raid, and will kill them all if not removed. The only way to remove this detaining shield, is for the relic holder to smack all the shields with the relic. For this reason, we found that sticking together behind one of the giant pillars worked really well, as when everybody was 'detained', they were out of sight from the TEMPLARS crazy void cannon. The aim of the game here is for the relic holder to break the shield with relic super, and take off the detaining shields quick enough so that the raid group can damage the TEMPLAR as much as possible. (Good time for cooldown reduction sunsinger radiance) That's not all though, all the while this is happening, you're fighting a constant swarm of Harpies, AND Oracles are spawning. If you fail to destroy an oracle, you will all be marked for negation, BUT here is the saving grace. The relic holder can hold L1 to deploy a area of effect cleanse around him, removing the mark of negation from everyone it touches. So, the Oracles become not the biggest worry. This is as far as I got before half the group went to sleep. Good luck everybody, I look forward to smashing this out with you guys soon.
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  • Edited by DirtyOlePolecat: 9/17/2014 10:14:33 AM
    Just woke up and saw this and kinda wanted to add to Frog and Kezia's 3rd stage tips for the first boss. The explanation for the first two stages is spot on by frog. And for further clarification, on the second stage, the oracles, there are about 8 spawn points and are spawned when a musical note is played. You need to have the team spread out and these oracles MUST BE KILLED. That's very important, otherwise there's a lot of very unnecessary running around and exposing yourself. If you miss one, the team is "marked by an oracle" and once the Templar performs the "ritual of negation" you all die. Simple. Survive. Kill oracles and adds. Okay, 3 and final stage. Again. Spot on by Kezia, just wanted to clarify a little. The three people on each side is to ensure that no oracle goes missed. This is perhaps the most important mechanic of the fight. The person holding the relic CAN cleanse the mark of an oracle by holding the grenade button, but it's very likely someone will die trying to group up with him, so do your best to kill every oracle without fail. With that said, the other mechanic that took us a bit to figure out are two types of effect fields that the Templar puts down after the guy with the relic supers him and knocks his shield down. The first, is a detainment field. It is a red dome. Those are placed on anyone. Simply take out your gun, not a rocket or grenade as Kezia said, and shoot it and you'll free yourself. The second type is the more important one, and caused us to wipe several times. It's a large grey dome SOMETIMES placed over the relic holder. It's a suppression field. It must be shot and destroyed by a team mate before or after the Templar teleports. We usually chose after because the Templar will shoot at the relic holder once the shield is destroyed. If the relic holder runs out of the suppression field before it is destroyed by a team mate, he will die and the relic will be dropped. So. Kill oracles, kill shields, don't die like a scrub :). Sorry for any spelling or typing mistakes. Cheers guys.

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