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"Guardians Never Die! Under the Traveler's eye we Guard the sky"

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originally posted in:Guild of Guardians
10/20/2014 6:39:40 AM
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How to be a VAULT raider VOG FAQ part 2

PHASE 2 -DEFEATING THE TEMPLAR- Before we get to strategies, let’s revisit the layout of this room. Remember the compass. South is where you jumped down from, north is where the Templar – which is basically a giant Hydra enemy with a shield fully encircling it – is at the start. In the middle of the room is a circle of light where you can cleanse yourself of the Mark of Negation (more on that in a bit). There are two phases to this fight. The first is all about survival, since the boss doesn’t move and can’t be damaged. What it does do is summon Oracles, realized as very bright spots of light that spawn in a series of set locations around the chamber. You know the Oracles are coming when you hear a deep, reverberating gong start to chime. Between Oracles, the team – split into two groups of 3, east and west – should focus on cleaning up enemy spawns. Be particularly mindful of the floating platforms just outside the chamber, as Hobgoblin snipers spawn there. They should be the first to go whenever possible. Choose one member of each 3 man team to focus only on killing the Hobgoblins upon spawning Once the Oracles start spawning, the other 4 members { 2 on east, 2 on west} needs to focus their attention on finding and destroying each one. It doesn’t take much to take one out, maybe a clip, clip and a half worth of ammo from most guns. If you miss one before they disappear, every member of the team is hit with a Mark of Negation, at which point they need to get to the circle of light in the center of the room, to cleanse themselves. Anyone who’s not cleansed in time dies on the spot. After maybe five waves of Oracles, everything quiets down and a mission marker appears where the circle of light was. That’s the relic. Designate one member of your team to be the relic-holder, and make sure it’s someone capable. They have an important job. The relic must be held at all times, drop it for more than a few seconds, and it’s game over. The person carrying the relic plays from a third-person perspective. It’s a weapon in its own right, but primarily just for melee attacks. It does, however, have two unique abilities. First is its L1 ability, which creates a bubble shield for as long as you hold the button down (until the ability’s meter drains). Not only is it a protective bubble that affords anyone inside a damage bonus, it’s also able to cleanse anyone hit with the Mark of Negation. The relic also possesses a Super Charge ability of its own, firing a slow-moving orb of energy that can temporarily knock out the Templar’s otherwise impervious shield. The relic’s charge meter fills up more quickly than standard super abilities do, and the wielder should always coordinate with the team to ensure that all fire focuses on the Templar when its shields are down. The fight doesn’t actually begin until someone grabs the relic (and a checkpoint is created here, so if everyone dies while fighting the Templar, you’ll start from the relic grab). It’s possible to group up and take on the Templar from the ground, all team members should stick together on the West side of the chamber. Don't worry about killing all the Oracles, {only kill the Oracles that continue to spawn on the west side of the room} when an Oracle marks the team group up together to be cleansed by the relic holder. This becomes a big problem whenever the Templar goes into “Enrage” mode, as it starts to summon in groups of Minotaurs along with the others. You want to stay in a group and rely on the relic-bearer for cleansing, but danger approaches from all directions. When the relic bearer is able to use his super to drop the Templar's shield EVERY member needs to be firing rockets at the Templar to defeat him before he can become enraged! Part #3 Gorgons- You’ve already done some platforming, so how about a stealth sequence? The Gorgon’s Labyrinth is one, big stealth arena. Peer around and you’ll see what appear to be white-glowing Vex Harpies on patrol. These are Gorgons. It’s game over if one catches sight of you, so stay clear. The concept is simple enough: Watch the movement patterns and go where they’re not. It’s considerably more challenging to do that when you’ve got six players in the mix. There’s only one path out of this space, and there’s no easy way to describe it. Just watch the video above to see the most direct route. The entire team should stick close enough that the green dots on your radar become one, large lump of green. Designate one person to lead and follow him or her. This may take a few tries, but the route is very straightforward once you know it. Just watch for the Gorgons, move as a group, and stay low to the ground whenever possible, don't jump, jetpack, glide, sprint they hear everything! http://www.youtube.com/watch?v=1Q9ZePfm1ys&list=UUglCuTwflwf2_SA9GZOrnSQ Part #4 Moving Platforms- look for a video on youtube if u don't know how to do this part everyone has there own way to get across the gap!

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