Funny enough, I wrote this idea in December 2014... I saw someone else had posted a raid idea so I dug mine up and replaced a bit of the stuff now that there are more varied loot drops and I know that Radiant Materials aren't useful anymore... anyway, this will undoubtedly take 2 or three posts, so it'll be continued in the comments.
Notes
This raid features two sets of gear to acquire. A Fallen set and a Vex set.
The drops are more organized to better accomodate players who have most of what they need from the raid.
The raid is set up so that a small team is unable to complete it, and speed running it will be unlikely to end well.
Raid Exotics include: Eden's Light and the Reaver Cannon.
The Raid
Section 1- Coast of Eternity= (Explore) At the start of the mission, the guardians are placed in an unfamiliar forest covered area of Venus, roughly the size of the Forgotten Shores but with more verticality. They are tasked with exploring the ruins in search of a special cave said to lead to "the heavens above."
[Area contains a chest in one of the caves. 50% chance of Vex Class item, 40% chance of raid Material, 10% chance of Exotic Shard.)
Section 2- Timeless Cavern= (Pay attention to detail, trust your allies) Once the cavern is entered the road is a winding tunnel that eventually splits into three. The paths are made to look extremely similar with barely noticeable differences such as a single lump on the ground or a lower ceiling. Taking the proper path brings the team to a 4 way split, then a 5 way split, and lastly to a 6 way split. Taking the wrong path will immediately reset the guardian to the start of the cave, so paying attention and sticking together is mandatory.
[Rewards Raid Materials and a chance at a Ghost Shell]
Section 3- Ancient City= (You aren't alone.. this is war) Upon exiting the cave the guardians will find themselves in a room with multiple stairwells. After climbing the stairs and exiting the building, the guardian's find that they are on a battlefield of Vex and Fallen. There are 3 pikes parked on the left and right sides of the building (6 total) and a somewhat linear path straight ahead littered with Vandals, dregs, goblins, etc as well as ships flying overhead doing bombing runs. After cutting through the forest and into a large ruined city you eventually reach the center. Seeing a large building reaching up into the clouds just a stretch ahead of you. There are countless fallen dotting the landscape including two Walkers standing outside of the building and the gate to enter is blown open. The guardians have to defeat the two walkers primarily and enter the building.
[Hard difference- Replace the walkers with weaker versions of Kalliks Reborn.]
[Rewards a random piece of raid armor.]
[Area contains class item chest. 50% chance of Fallen Class item, 40% chance of raid Material, 10% chance of Exotic. Randomly spawns in one of 4 locations not on the main path.]
Section 4- Chapel of the Immortal= (Relay info, survive) Entering the building reveals an old lobby with three ways to take. One leading upstairs to a locked room. The other two branching off to the left and right on the bottom floor. The team is best split into groups of 3 to take both paths to find the access keys. Each path has a slightly different layout. The sides will both have 2 color coded symbols with a roman numeral beside them ordering them 1-4. The players must memorize the number and color so that they can enter them in the proper order by activating their Ghosts at the proper panels. Putting in the code starts to release the lockdown on the door as Fallen begin to flood the building. (the music when storming the ketch starts to play) At this point there is no limit to the enemies and the players simply have to survive for 3 minutes and escape to the second floor. Enemies attacking include all common fallen and Arkons. As the door unlocks, the team is to retreat to the upstairs and go through the door and down a tunnel leading into a new area.
[Hard difference- 3 minute time limit increased to 5, most enemies replaced with majors or ultras.]
[Rewards a random Raid Weapon and raid material.]
Section 5- The Relic's Maze= (Separate, reuinite) Upon arriving in an area with an elevator, it takes the team up into a new room that has six doors. Approaching these doors opens them to reveal a short hall leading to another door with a relic and a pressure plate with a symbol on it. Each symbol represents a different aspect of the strike playlist and will correspond to locked gates in the next area. [Viper, Eagle, Wolf, Tiger, Roc, and a full moon to represent Nightfall] When all 6 of the other plates are pressed down, the first set of doors wil shut behind them similar to an airlock and the guardians must pick up the relics and move into the maze. However, it won't be as simple as taking a path and finding your own way out. Each path will contain 2 of the 6 symboled plates used to open the gates for your teammates. As the gates are opened, the maze spirals outward and upward becoming more complex with more traps and dead ends.
Traps include plates for alarms, life drain, blinding, and floor gaps. Alarm plates will have a small Vex Eye symbol on the wall right beside them and should they be stepped on, they will spawn enemies that increase in difficulty according to how many alarm plates were triggered as a unit. Starting as small as simple goblins and building up through the ranks to a praetorian. Drain plates will have a slightly green tint or occasionally spew a small puff of green smoke. When stepped on they will deal low damage over time until cleansed. Blind plates will have no symbol but will faintly shimmer every few seconds to be seen only by the wary and will blind guardians until cleansed. Death plates will produce a reverberating sound when you approach them that grows louder the closer you get. Upon stepping on one, a countdown will start threatening to kill all guardians unless the one who stepped on it makes it through a gate and into the next chamber of the maze.
When all the players have reached the outer ring of the maze they must regroup to all open the final gate marked by a Hexagon of the previously seen Aspect Plates. This gate opens into a large chamber with various structures to look around, on top, or inside of. Some multi-tiered leading either up and viewing over the area or down with a back or side exit as well as the front. In the center of the chamber is a large shielded structure leading upward. Approaching the structure in the center fills the super gauge instantly. The shields can only be taken down by being hit by all of the relic supers in quick succession and in a certain order. The order must be the same as the strikes, ranging from lowest to highest challenge rating. When the shields are down a massive spiraling staircase leading hundreds of feet high is revealed and a checkpoint is reached.
[Hard mode difference- each relic can only be used to cleanse 4 times]
[Rewards a random piece of Raid gear]
[Area contains a chest in one of 4 areas in the room with the shielded structure. 50% Chance of Raid Material, 50% chance of Special raid weapon.]
Section 6- Ascending the Spiral= (climb, jump) As the guardians make their way up the stairs the music (for fighting Nexus) begins to play and enemies begin to attack them head on. The higher they climb the more challenging the scenario. Starting with Goblins, then adding harpies, minotaurs, and even hydras. As they ascend they must fight through everything in their path seeing to their sides as the ground becomes lower and lower beneath them, overviewing a portion of the maze and the Maat Mons region from bird's eye view. (the music ceases)
Upon reaching the top of the spiral they are all standing over a mile above the planet. Looking straight ahead they can see a shrine like building hovering on the horizon and there is only one way to reach it. Before them are a row of semi linear floating blocks varying in shapes, heights, and sizes that they must jump from to cross a large chasm. (covering about as much distance as the entire vault of glass, this section should take nearly 5 minutes to cross without stopping on a max agility hunter.) As the guardians make their way across, it is not made easy. Upon reaching the middle of the chasm, fallen ships fly in dropping off vandal snipers on the sides (out of jumping range). They can be killed to make it easier and though they are not unlimited, they are high in numbers. Around 3/4 of the way through, they are out of range and despawn. However, the jumps become more difficult, requiring more precision and elevation changes until leveling out at the end.
Upon reaching the landmass at the other end there is a short ways to go to reach the building on the far side. Cliffs, caves, waterfalls and forests are scattered along the way as well as the occasional Fallen ship dropping off troops who are heading toward the building. The guardians are now expected to use their sparrows to drive to the end of the floating island and up to the gates. The gates feature the Aspect plates the same as the previous areas. However, they are larger and only activate upon having at least 3 guardians on them. This means that only two plates are required to open the gates and the guardians have to guess which two. (Eagle and Roc as both of those are capable of flight.)
[Hard mode difference- occasionally fallen ships will fly up and attack during the climb up the stairs.]
[rewards a random piece of Raid gear]
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Wow, someone just read this. I thought it was dead forever. Maybe I should work on improving the idea a bit...