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Destiny

Discuss all things Destiny.
originally posted in:We Could Be Better
Edited by keybladeweilder: 9/19/2014 5:36:09 PM
6

Raid instuctuions

GuideEdit The SpireEdit Before i begin let me tell you all the best thing you can do is don't try to be a hero lame it out don't assume you can always kill the thing that killed your teammates There are three zones that must be activated and protected simultaneously. The best way to do this is split the raid group into three groups of two members and each group activates and protects one zone. The zone can be activated by standing in the circle for a few seconds. Once the zone is activated, the Guardians must defend it from Vex, but do not need to stay in it. When all three zones are activated, a message will appear stating "the spire is forming." The zones are visible from each other, so it is possible to provide support for other groups if they are having a tough time. Minotaurs will spawn with Void shields here, flanked by various other Vex. The TemplarEdit Phase 1Edit After moving into the vault, the team will come to a ledge. Dropping down from it will spawn The Templar. At this point, he cannot be damaged. There will be a machine that the team must defend from waves of Vex. After completing this, defend two machines from oncoming Vex. The team will receive a message that "a horde is coming," which will spawn many Fanatics (discernable by their green aura). When the Fanatics are killed, a green aura will appear on the ground that must be avoided. Walking into the aura will mark the Guardian. The Templar will occasionally use a skill that will damage all marked Guardians. The mark can be cleared by walking into a fountain of light in the middle of the room. Finally, defend all three machines from oncoming Vex. Phase 2Edit After all machines have been successfully defended, the team will receive a message to "kill the oracles." The Templar can still not be harmed. Oracles will continue to spawn for a while. They will be supported by Hobgoblins. When enough Oracles are dispatched, the next phase will start. Failing to kill an Oracle will mark the Guardians, similar to before. Phase 3Edit A relic will spawn in the middle of the room. One Guardian can pick up the relic, which will give that guardian a shield weapon while it is held. It can also cause massive melee damage to Vex when used. When the relic is picked up, The Templar will spawn. He fires Void missiles, and has a very powerful melee. He also has a shield that is immune to all conventional attacks. To remove the shield, the relic super power must be used. When his shield is taken down, Guardians may be surrounded by a red globe. The globe must be destroyed in a short period of time, or it will kill the Guardian inside. The guardian with the relic should concentrate on the adds, as killing them will give bonus super energy. Oracles will also spawn during the fight. Failing to kill them again marks the Guardians. The relic has the ability to remove the mark from the whole fireteam. Gorgon's MazeEdit The team must work their way through a gauntlet of unkillable mobs, without being seen. If any member of the team is seen, all members die and must start the maze from the beginning. After passing the mobs, there will be a large canyon in which rock platforms will appear and disappear in a specific order. The team must work their way across the canyon using these platforms. The GateEdit Next is a room with a Gatekeeper and Hobgoblins. Kill everything. There are two portals and a column in this room. Activate one of the portals by standing in the circle. A few Guardians should enter the portal, and some should stay out, as there will be Vex on both sides. The group that stays back needs to defend the portal and the middle column from the Vex, and the group that goes in needs to kill a Gatekeeper and retrieve a relic. The group that goes in must act quickly as the screen will slowly turn black as time progresses as long as they are in the portal. Once the relic is retrieved, the group needs to exit the portal. The Guardian with the relic can hold the grenade key to bring the vision back to normal at any time. The Guardian with the relic should accompany a small group into the second portal. The player with the relic should keep everyone's vision clear, and the rest of the group in the portal must kill a Gatekeeper and retrieve a second relic. Once the relic is retrieved, the group must exit the portal. When back in the room, both relic holders must use their super powers on the column. The column will then disappear, Atheon, the Devourer of Hours will appear, and both relics will disappear. Atheon, the Devourer of HoursEdit Shortly after appearing, Atheon will teleport three Guardians into one of the portals. The Guardians inside the portal will appear near a relic, which one Guardian should take to clear everyone's vision. Seven Oracles will spawn, one at a time, and must be killed. When all Oracles are killed, the fireteam will receive a buff called Time's Vengeance. This buff will increase damage dealt to Atheon, and charge all supers and grenades in two seconds. The Guardians outside the portal should open the portal the others have been teleported into, so they can get out, while also killing additional Vex. When all Guardians are outside the portal, all damage should be concentrated on Atheon. The relic's super attack is very strong against Atheon. When Time's Vengeance runs out, three more Guardians will be teleported into a portal, and the process must be repeated until Atheon is defeated. TriviaEdit Gaming clan PrimeGuard was the first to finish the Vault of Glass raid on the afternoon of September 16, 2014. Each person had nearly 1,000 kills each and 1,600 deaths all together.[1] Prior to Destiny's release, there were several misconceptions about the difficulty of the Vault of Glass. Eric Osborne stated that he and his team "spent over 45 minutes just cracking the entrance."[2] Luke Smith clarified that the group probably "had some communication issues," adding that "once your group understands how to open the Vault, it's not going to take anywhere near 45 minutes."[3] Eric also claimed that during a playtest, a group of players was not able to complete the raid even after sixteen hours.[4] Luke clarified this also by saying that those particular players were not given any help or advice about the gameplay or the raid's mechanics and that once a group understands the encounters, it shouldn't take longer than three hours.
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