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originally posted in: Weapons of the Company
Edited by chucklenoris: 2/1/2016 3:08:03 PM
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Weapon: Black Spindle Type: Special/Sniper Rank: Exotic I'm sharing what our PvP overloard shared with me today, is how to get the black spindle. Very neat sniper rifle and seems pretty manageable to get with a fireteam. I have shared his link below and will let the video take care of the rest. [url]http://planetdestiny.com/black-spindle-vs-black-hammer/[/url] Note: This is a highly used weapon in Kings Fall raid.
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  • So I soloed this heroic by myself with my Titan (291 light). The video is correct in saying you cannot die at all until you get to the Fallen ship. My solo strategy is as follows: Titan at 291, with a sub class of Sun Breaker. Hammer of Sol set to longer duration, used thermite grenades, and melee set to sun spot. I used Hawkmoon hand cannon, a 295 fushion rifle, and arc sword. I took my time getting to boss room. Biggest threats are thralls up to this point. The Acolytes and Knights are easily handled. The room right before the boss though it littered with Thralls. Would be wise in a solo to bottleneck them into the stairway leading to the room they are in. As I entered the boss chamber I went to the left of the platform and avoided going anywhere close to the Crota crystal. Baxx is waiting behind the cave wall as you swing around. I drop my thermite on him and while he is flinching (not always), I go super and begin pounding him with hammers. After the hammering is done, if I'm close enough I will punch and drop back or I will shoot him with my primary weapon. A few hits causes the Taken to warp him out. Meanwhile his mobs are forming outside of the cave area and will swarm you. If you are quick enough when Baxx is Taken, they will go away. Collect the soul crystal and get back up the ramp leading out of the room. Once the barrier drops, get running. The mobs in the boss room will not be able to catch up as you already have a head start. This also allows you a better chance at avoiding the flanking Taken on your way to the dark hallway. Once in there no mob will chase you, allows you to get your mind right. As you exit the hallway, you will enter the first locked room. Simply run up the stairs to the right, grab the orb and run by the door spamming the drop button (Xbox = X, Guessing PlayStation = ■) Do not stop as you drop off, you never have to stop, but continue back around the pillars to give you protection from incoming fire. Once the door is half way open you can bust a move out. I think if you let the door open all the way the mobs disappear. Not sure what causes this. Note: I would set any type of jump to forward momentum. Don't worry about height yet, just get your ass moving forward. As you leave lock room one, the fun lock room two is the worst room to be in. It is crowded and the enemies right off the bat have the best positions. As you exit room one, make a hard right as a Knight and his acolytes will be greeting you. Fall off the ledge and keep going to get out. Two Taken will warp in to block your path, jump over them and keep making your way to the stairs on the right. At the top there is a Taken Elite Knight blocking the orb you need. Hit him with a grenade, stickys are best, I still used my thermite, and do not screw this up. You do this to trip him and avoid his shots. I would also stay clear of grenades that do damage to yourself. Jump over him and grab the orb and make your way to the door and like door one, drop the orb off. Once this is done make your way to the left down the other hallway. If you need a breather, there is a small inset along the left hallway wall. Pack it in there and keep your eyes open for thralls. Once healed, make your way into the room below and kill the Taken Knight. Gather yourself and grab the orb. Get to the door and drop the orb off. The door is slow to open so back track to the empty room to heal and kill off chasers. Once ready get through the door and into the open chasm hallway. Remember you cannot die at all, so if you have even at or before the boss fight, this will not work. Make sure to heal before making this last sprint. As you come out of the hallway into lock room three, the exit is to your left, and the ship is past that further to the left. Make your way pass the exit door, avoiding the Captains and Vandals advance and make it to the area where one orb will be. A hallway door should be open and you duck back in there. Once halfway through you should be safe and Ghost will mention something as you get closer to the Fallen ship portal. Hope into the platform and you will be warped into the ship. If you made it good job, but the crap gets crappier. Now a ten minute timer starts and you must kill your way to the boss room on the ship and must kill all Taken onboard. They make sure you do this by locking each room you enter until all enemies are dead. Once dead the door unlocks and lets you to the next room. Room one isn't too bad. Room two they will ambush you and it has three wizards they keep spawning Thralls. Before leaving snipers come out. Room three I can't remember to well, I was meleeing my way through and screen was that hazy feeling the whole time. But the hallways open up to another room. I'm not sure how far I got in comparison of the boss room, but that is it. You can die on the ship with a 15 second self res cooldown. Two or more Strategy: After the boss fight and getting past lock room one, I would suggest that one person goes after one orb each. The player getting the orb in the Elite Knight room should clear it out before moving the orb which will give your buddies a place to chill and heal, since you cannot die even in a fireteam. Upon getting on the ship I would make sure you are fully loaded. Have one guy focus on little mobs while another takes out elites and shielded. In a three man team I would have two focus on wizards and spawns while the other covers and res'.

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