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Edited by Elden Lord Archon: 1/7/2016 10:29:57 PM
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Collapse of the Empire raid (part 3)

[b]Hall of Gods map[/b] [url=https://www.bungie.net/en/Forum/Post/164570336/0/0][b]Part 1[/b][/url] [url=https://www.bungie.net/en/Forum/Post/180838870][b]Part 2[/b][/url] Hall of Gods (darkness zone) [spoiler] [b]Objective 1:[/b] Kill the Forgemasters [b]Description 1:[/b] After your team kills Kunok, you will be teleported to a room with a chest. This is where you get your rewards for killing Kunok. Next, there is a long hallway with a staircase leading upwards. This leads to a huge diamond shaped room known as the Hall of Gods. The left and right corners will eventually have turrets, but for now, they're just empty. On the front corner, there is a barrier protecting a huge entrance with more stairs going upward. The back corner is where you came from. In the center of the room, there is an ominous device with a glass cylinder. Inside the cylinder is a dark orb which looks sort of like a mini Black Garden heart. The device is known as the Forge of Gods. There will be 6 pools of energy, forming a hexagon around it. In order to start the fight, you need someone to step on the front and back sync plates at the same time. These sync plates slowly drain super energy. If you have no super energy, it will kill you. The 6 pools of energy will turn into weird (in a cool way) looking psion mini-bosses, known as Forgemasters. After they spawn, there will be a notification that says "The Forgemasters draw power from the Forge." After they absorb the energy, there will be a notification that says "The Forgemasters prepare to multiply." Everyone on your team will get a 4 minute countdown timer called [u]Spark of Multiplication[/u]. If the timer hits 0, all of the Forgemasters will multiply like taken psions. After the countdown timer starts, the Forgemasters will start to fight you, and enemies will start to spawn. You can actually hurt the Forgemasters right now, at the beginning of the fight. However, if you kill a Forgemaster now, it will split in 2, even if the timer hasn't hit 0. As enemies spawn, there will be 2 berserkers with warhammers. There will also be 2 special psions called Turret Operants. 2 people will have to kill Turret Operants, while the other 4 people kill enemies and get the Forgemasters at low health. Keep the berserkers alive for now. If you kill a Turret operant, you will get a buff called [u]Turret Beacon[/u]. This buff lasts 30 seconds, so you will need to move quickly to the left or right side. One person goes to the right, and the other person goes to the left. On the left and right sides, there will be a small white circle where you place the beacon, forming a turret. If the turrets are not placed within 10 seconds of each other, they will disappear, and 2 more Turret Operants will spawn. After the turrets are set up, you will need 2 people with full or high supers to stand on the plates. Make sure you get off of your plate before your super is fully drained, or it will kill you. You need to rotate with someone. Once the turrets are fully powered up, there is a 30 second countdown timer called [u]Turret Energy[/u]. The front and back hatches on the forge will open up. You will need 2 people to kill the berserkers and grab the hammers. The relic (hammer) holders need to absorb energy from the front and back hatches to get full supers immediately. Then, they have to go to the corresponding sync plate and use the hammer's super. This will destroy the hammers and expose the left and right hatches of the forge. The turret guys will then need to shoot them simultaneously. Once they are damaged to a certain extent, a notification will say, "The forge demands protection". The turrets disappear and another another notification says "The forge withdraws its power". This will get rid of Spark of Multiplication, and replace it with [u]Nullification[/u]. This is a 15 second countdown timer, where you can kill the Forgemasters without them multiplying. After Nullification ends, the whole process starts again. If there are less than 4 Forgemasters, Taken will spawn. On normal mode, the sync plates are sheltered by Cabal bunkers, like the bunkers in the Scablands on Mars. On hard mode, the bunkers have no roof. [/spoiler] [spoiler] [b]Objective 2:[/b] Defeat Tala'aum, God of might [url=http://i.imgur.com/15ansED.png?1][b]Kronus Tala'aum (drawing):[/b][/url] [b]Description 2:[/b] After you kill the Forgemasters, someone has to walk up to the front of the room. This causes the notorious Cabal emperor, Kronus Tala'aum, to come running into the room. (In the drawing, he has an axe. But right now, he just has the shield. He will use his axe eventually.) As soon as Kronus Tala'aum enters the Hall of Gods, the shield door re-activates. Kronus Tala'aum runs up to the forge, smashes the glass, and grabs the dark orb. The forge lowers into the ground as the emperor plants the dark orb in his chest, unleashing a mighty, ferocious roar as his body surges with black lightning!!! His name changes to Tala'aum, God of Might. After he roars, the fight begins. Tala'aum will conjure a flag (which resembles a Crucible flag) and he will slam it into the ground in one of the places where the Frorgemasters spawned. This will unleash a circular shockwave which travels across the floor of the entire room. Make sure you jump to avoid it. Enemies start to spawn, including Turret Operants. This time there is only 1 berserker. During this phase of the fight, Tala'aum can summon 3 Taken centurion balls at once, and shoot colossus missiles from his hand. You need someone to distract him, so the other players can kill the berserker and the TOs. There will be a colossus on the left and right sides of the room. These colossi are called Emperor's Guards. You need to kill them before the turrets are set up. When an Emperor's Guard is killed, a puddle forms where it died. If you go into it, you'll get a buff called [u]Power of the Forge[/u]. This lets you stand on a sync plate without it draining your super. If you're going to use the turret, [b]do not step in the puddle[/b] because obviously, you can't be in 2 places at once. As soon as someone gets Power of the Forge, Tala'aum will create a menacing looking axe. You will need to keep your distance from him. He will constantly swing his axe, creating a wall of black flames whenever it slams into the ground (it lasts about 3 seconds). Once the turrets are set up, the 2 people with Power of the Forge need to go to their plates. When the turrets are powered up, make sure only one fires at Tala'aum at first. He will block it with his shield and a notification will say "Tala'aum absorbs the attack". That's the other turret guy's queue to shoot him in the back to get his white [b]energy[/b] shield down (not to be confused with the physical shield he holds). Eventually, there will be a notification that says "Tala'aum prepares to unleash the energy". The turret guy who's facing the shield needs to get out and run away as fast as possible. Energy will start to swirl toward the center of his [b]physical[/b] shield, and it will start to glow brightly. [b]BOOM!!!!![/b] The turret in his path gets destroyed. If anyone is in the path of the blast, they will be knocked back with a tremendous amount of force (this obviously kills them). After he unleashes the energy, a notification will say "Tala'aum destroys a turret". Then he will turn around and charge at the other turret. The 2nd turret guy needs to get out as quickly as possible. Tala'aum will smash the turret with his axe, and If the [b]energy[/b] shield is not destroyed, it will recharge, and the axe in Tala'aum's hand will transform into another flag. He will slam it into the ground and you will have to re-do the entire rotation. If his energy shield [i]is[/i] destroyed, he will run to the center of the room, and he will reach out his shield arm. A notification will say "Tala'aum draws power from the flag". On top of the flag, there is a black orb. Your team needs to shoot that orb until it glows white. If you are the relic holder, you need to jump onto Tala'aum's shield as a platform. When the orb is exposed (glows white), you need to jump toward the flag and slam the orb with the hammer's super. If you take too long, the screen turns red, everyone loses their supers, and dies. Once you hit the orb with the relic's super, the relic will get destroyed, and you will get a buff called [u]Bane of Gods[/u]. It chains to nearby allies and lets you put DPS on Tala'aum. It's pretty much the exact same thing as the buff that lets you DPS the Warpriest, except you don't have to kill enemies to survive. After [u]Bane of Gods[/u] ends, Tala'aum will roar and shoot warheads into the sky from his back. The warheads explode in the sky and come raining down as exploding fireballs. He will also continue to use his axe. The warheads will continue to rain down for 15 seconds. After that, his axe will turn into another flag, he will slam it into the ground, and you will need to repeat the process until he's dead. If there is more than 1 flag, your team needs to shoot all of them, but the relic guy should [b]only[/b] slam the flag that was most recently placed. If all 6 flags are placed, Tala'aum enrages, and [b]no[/b] orb is the correct one to slam. Checkmate. If Tala'aum has half health or less, Taken will spawn. When you kill him, the shield door at the front of the room will de-activate and you may proceed up the stairway. The reward chest will be sitting on Tala'aum's massive throne. Challenge mode: No one may hold the warhammer more than once. [/spoiler] [url=https://www.bungie.net/en/Forum/Post/159017958/0/0/1][b]Forge of Gods activities:[/b][/url]

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