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10/8/2014 6:28:10 AM
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Jez
Jez

Cabal Raid

Since we are seemingly no where near our first Cabal raid, I was thinking of what type of mechanics we would see in one. This is what I came up with but I'm interested in what anyone else would like for raid mechanics. 5 encounters. Goal is to plant a bomb and escape a cabal fortress. Enter a maze of ducts with random dead ends and drops into rooms filled with enemies. At the end of the maze, it opens up to a supply room filled with boxes. A psion enters though a door that closes behind it. It uses standard psion attacks as well as shoots at targets. A psion blast will knock near targets away doing massive damage. At 75%, 50%, and 25%, the psion disappears in a flash and says something like "I'm in your head". Half the raid chosen at random will look like a cabal psion to the other half and vice versa. Then the psion sends a wave of adds to confuse the raid. Clearing that leads you to the room to plant the bomb but you have to clear adds and you are attacked by a giant colossus. Take him out by a sharpshooter hitting the joints of his armor, exposing his skin. Takes more damage the less armor he has but also he moves faster. Melee is a one hit kill so distance is required. Every once and a while he'll shoot a large laser. Duck behind the rocks to avoid. After death, there will be a location marked to set up the bomb, after set up, a countdown will begin. The party will have to get on their sparrow and speed through the tunnels to escape the blast before the timer hits 0. The door will close shielding the party from death once outside. The final boss is a two stage fight. First stage, he's in a tank. The party will be on a walkway between two open rooms. Shielding the room is a laser field. To open the room, you have to shoot the device in the middle of the field however its deactivation is only temporary. There is no way to open the room from inside the room. The boss will send a wave of napalm forcing the party to take shelter in a room. Later in the fight, the party will have to cross back and forth, opening the doors as they sprint away from the waves. The walkway will be super heated and glow just after the napalm so they will have to watch the walkway to see if it's safe to run to the other room. The raid can delay the napalm waves by taking out the adds that are supplying the tank but the adds will intensify as they are delayed. If too many adds reach the boss, there will be less time to damage the boss after the wave. When the tank is destroyed, the boss will jump out and attack similar to the second boss. However this time, the boss will reattach the armor. There also will be adds with one add holding a flame thrower. The party has to clear adds, shoot off the bosses armor, and pick up the flame thrower. Once the skin is exposed, use the flamethrower to burn the armor so the boss doesn't reattach it. After the boss is down this time, the raid is complete.

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