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originally posted in: Shortest Strike
Edited by alccode: 10/2/2014 9:47:01 PM
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I’m collectively responding to a bunch of suggestions here. IMO, whether a strike is short or not depends not just on the number of checkpoints, but also on their [b]difficulty[/b]. Considering that, Devil’s Lair wins, hands down. Someone mentioned that there is only one checkpoint with 3 waves in Winter’s Run versus a checkpoint with 3 waves, the spider boss, and finally Sepkis in Devil’s Lair. The trouble is that the 3 waves are WAY easier in Devil’s Lair than Winter’s Run. In Winter’s you have each time [i]three[/i] yellow Hobgoblins (which can snipe you to death so easily if you’re not careful), Minotaurs, and Hydras (!!). Devil’s has easy Hive and Fallen, maybe a Wizard or two, that’s it. A few people mentioned Nexus, but the final boss is so hard if you don’t have a good team, especially with sneak Vex attacks from the sides, and oh god those minotaurs. I’ve wiped a few times here. The final boss fight for Winter’s run is also very difficult. The endless mobs can beat down a team very effectively especially with the sheer number of shanks (flying robot things), vandals, and dregs if you don't keep culling them in a timely manner. Also the Archon is breathing down your neck the whole time. I’ve also wiped here with random teammates. Devil’s Lair, on the other hand, is a piece of cake. The 3 waves at the beginning are trivially easy. For the spider boss, you just have to crouch in the corner to the right, looking down the hallway, and snipe his legs and throw grenades. The low overhang of the hallway ceiling protects you against his missiles. Once he goes down to expose his head, run forward and fusion or shotgun him or super, run back, rinse and repeat. Or just stand behind some of the other pillars or obstacles on the map. And for Sepkis, the final boss, just climb up on the railing to the left and hide behind the big object there. Fallen tend to not climb up here except shanks, but you can take care of them when they spawn and fly next to you. The best part is that you can shoot at Sepkis from above the obstacle, and his return fire will not hurt you at all (even though he is in your line of sight). Honestly, even if Devil’s Lair is technically longer with more checkpoints (just one more though), the fact that it’s so easy compared to the other ones, especially if you’re getting random teammates, makes the difference IMO. Devil’s Lair all the way! xD
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  • [quote]A few people mentioned Nexus, but the final boss is so hard if you don’t have a good team.[/quote] Wrong. The final boss is hard if you don't have a good strategy. Here's how to speed run Nexus 1. Run in, deal with Servitor waves. 2. Skip the rest of the trash in the entire instance, running straight to boss. (You'll need to kill 2 clusters of Vex Goblins that spawn on a narrow path and a narrow hallway immediately before the boss) 3. [b]DON'T. JUMP. DOWN.[/b] 4. Snipe the 3 Minotaurs on the ground, may take a minute before they walk out of cover. 4 more Minotaurs will spawn once these first 3 are dead. Kill them too. Killing the last one will spawn the boss. 5. [b]KEEP AN EYE ON YOUR RADAR[/b] A Major Minotaur will spawn behind you in the tunnel periodically. All 3 members of your fireteam should turn around and blow it away as soon as it spawns. 6. Nuke the hell out of the boss. (This part is incredibly fast/easy because you don't have to wait for his shields to rotate out of the way, and the steep angle makes it very easy to dodge his attacks, especially since most of them hit the ledge below you anyway) 7. Rinse wash and repeat. 8. Profit. Average time 7 minutes on level 22 Heroic weekly. For 2 completion credits. Which means you're doing a Strike every 3.5 minutes. Try telling me you can do Devil's Lair that fast.

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  • +1 Omg I actually wondered "wouldn't it be nice if you could snipe Nexus from up here". Totally trying this tonight. Thanks!

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  • Solid feedback; I'll get a group together and put your method to good use.

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  • You got it. Easiest and the fastest.

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  • Nexus isn't hard. Easiest strike.

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  • Even though many concerns become trivial at high level and with much familiarity, I'm willing to assume a fair amount of risk in order to finish with more seconds on the clock. I do not consider the relative safety of Devil's Lair an overwhelming factor in the case for brevity, though I do agree with its desirability for completion and survival.

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  • Incidentally Devil's Lair is also the best strike for the bounty where you need to finish a strike without dying.

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