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Bearbeitet von Finality: 3/20/2016 8:49:30 PM
5

Raid ideas!!!!!!!!

Post your raid ideas in the comments and I'll put the best (IMO) into one! Edit: I had one but lost it I'll try to remember
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  • I would like a Rasputin raid where you have to establish contact with the warmind

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  • Bearbeitet von IonianNight: 3/20/2016 8:49:53 PM
    [spoiler]The six guardians would be spawned into Mars in the Center of the buried city. The first "test" to enter the warmind base is finding the entrance. In two key areas in the buried city are conjured Confluxes, created by Charlemagne to lure the vex into sacrificing their power to the warmind. The six guardians must split up and have 90 seconds to find the Confluxes before vex start spawning. Defend the Confluxes etc. Then comes the second phase, the two Confluxes retreat into the ground and the guardians return to the Center where they spawned in. The tunnel that leads to the train depot is blocked off, and walls begin to rise up around the edges of the center, blocking all exit and also blocking the entrance to the surrounding buildings. In the center a vex cyclops that has been "taken" by Charlemagne appears, Kryios, Heart of the Vex. It cannot be killed. The various boxes and barricades remain for cover. Two more Confluxes spawn beside the cyclops, but the guardians are unable to reach them. On each conflux six waves of two minotaurs will spawn near the guardians and work there way back to the Confluxes, if two minotaurs sacrifice themselves into either one conflux, the guardians wipe and restart. Once the minotaurs are all killed, the taken cyclops is let free and no longer fights. It must be killed to enter the compound though. Killing the cyclops opens a stairway into the compound. The stairs lead to a room that contains Vex time gate, entering the gate teleports a guardian into one of 24 spawning positions of a maze. Inside the maze guardians get a debuff called Curse of the Lost. Radar is disabled and other guardians' names can't be seen. Along the walls of the maze are clues to help lead the guardian to the exit. Parts of the maze include jumping puzzles, single wave arenas, and one central room that connects most paths as landmarks. Clues and hard mode differences will all be in a separate comment. At the end is a large machine like door. This opens once ask six guardians have traversed the maze. The next test of the raid is a raid boss that I've already designed and tweaked myself, which will be added in in the comment This part is of course a jumping puzzle. A large chasm sits before the guardians, with nothing to cross it. In the middle of the chasm is a single platform held up by a post in the middle of it. On the other side is the door to the next boss. A single guardian must climb above the entrance and accept the relic. This relic grants the debuff Curse of Sight. This relic extremely slows the guardian, making it nearly impossible to move. However it allows the guardian to see invisible platforms that form a path to the central platform. The guardian must guide the rest across the pit, before being allowed to move again, while maintaining sight until he gets to the central platform. Now to cross the second half of the chasm, eight large columns drop from the ceiling, and start spinning slowly. The pillars farther from the platform spin faster. Attached at the base of the pillars are three protruding plates for the guardians to jump onto. The guardians must use these to make it to the door. If a guardian falls they respawn at the central platform. Even in hard mode. Through the door is the next raid boss. The second raid boss is actually two simultaneously. The first and only time a Cabal Centurion and a Hive Wizard will appear by each other. The Cabal centurion, Va'alus Atua'al, Blood of the Empire, has a shield that can't take damage, and is much larger on size, comparable to the size if Golgoroth. The Wizard, a death singer named Ir Sû'al, Hand of Oryx, is around the same size, and has a void over shield. The arena is shaped with ledges from the door covering half the room, and ledges higher up covering the other half. Both sets of platforms form a dipping V. On the two higher ends of the V are Uplinks, for on guardian to attach to and remain attached, guardians have cover in the front and are granted little room to move. Another Uplink is on the middle of the V. Engaging all three Uplinks starts the fight. Three guardians are engaged, and can fire at the adds that spawn. Three guardians are not engaged and focus on adds and Ir Sû'al. Mechanics: each Uplink is a different element, left from entrance is solar, center is void, and right is arc. The Uplinks change the element of attached guardians' weapons to that element, including the primary. The three guardians that aren't engaged are instead focusing on adds and in taking down Ir Sû'al's shield. Once her shield is down, she can take regular damage for 20 seconds. All guardians focus fire on her. Then after a message saying Ir Sû'al drains Va'alus Atua'al of his energy. At this time Va'alus's shield appears a certain element, the guardian with that element unloads on him to bring down his shield, while the other five focus on Sû'al, and must cause her to flinch, or else she will kill two random guardians. Once she flinches guardians focus on Va'alus since his shield is now down, and his shield remains down for 40 seconds. Rinse and repeat until one of them falls. During this phase, if a guardian attached to an Uplink dies, they can be revived, but no other guardian can use the Uplink until then, once engaged you are the only one that can be engaged. Once one of them falls, the other losses their shield, regains 20% of their health, and starts going crazy on the guardians. No adds spawn during this naturally. Va'alus releases axion darts like the taken centurions, and also fires rockets at the guardians. Ir Sû'al spawns taken hive and can shoot fire like the taken knights. The guardians are forced to move to the higher platforms during this phase, as the other lower ones retract into the wall slowly, giving plenty of time to retreat. Once they both have fallen, the door to Charlemagne's bunker opens[/spoiler]

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    • I got one gimme a sec to find it

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      • Kell's Damnation Fallen Raid, set in the gargantuan Headquarters of the House of Kings. [spoiler] Part 1: Descend into the Bunker You spawn in the Kings Watch bunker. Waves of Fallen spawn, with each wave a Scorch Commander will spawn and drop his Cannon. Once 4 have been collected, they must be used in tandem to destroy the immobile Servitor that serves as the computer hub. Part 2: Infiltrate the Headquarters The floor will sink, down a long vertical shaft. Laser triggers spawn that have to avoided, or the entire team will be "Detected by the Interrelator" and wipe. You then have to walk through a long high-tech corridor with more lasers and Exploder Shanks. You come to a large open chasm with a jumping puzzle. You have to jump from platform to platform, avoiding lasers and the blasts from a Spider Tank. Part 3: Destroy the Interrelator The high-tech door at the end of the chasm opens to a ring-shaped cylindrical room with a hole down the middle. The Interrelator, a large cyborg Captain, will spawn, in front of the King Database, a computer bank. He runs around the ring, stomping people and shooting. There are two zones at opposites of the ring with warning signs there. The team has to first use explosions (grenades, rockets) on the massive wires next to the Database to "Expose the Arc Core" Someone has to pick up the Core, slowing them, and bring it to one of the danger zones. Adds will spawn. When the Interrelator is at the opposite zone, he will slam the Core to zap the guy and stagger him massively, while the rest DPS him. Rinse and repeat, then when he dies butcher the King Database. Part 4 : Activate the Gravity Lift This is a simple puzzle wherein the team has to step on 4 pads in the right order to power the lift to the Ketch. It is randomised, and each plate switches on a light on the wall. Lighting them up in order powers the lift. Part 5: Traverse the [i]Lightbreaker[/i] Ketch Another jumping puzzle. Two spider tanks at the end of the chasm will laser you if you stay still too long, and parts of the floor give way. Part 6: Summon the Prime Kill the Spider Tanks, simply. They are bullet sponges, but destroying a leg when the two are close will chain most of the damage. Minimal adds. After they die, then "Syniks Prime assesses the threat". Part 7: Kill the Prime of Kings Syniks is flanked by Ascension Servitors that will focus on a target every 90 seconds. The target must find cover quickly or die. When Scorch Commanders spawn, their Cannons must be used to destroy two consoles on the wall and "Stir the Archon Servants". The servants will give the buff, "Chain of Ascension X1" to all teammates when damaged. If all are killed within 15 seconds, you get the buff at x2. If not, you die. With the x2 buff, you have to kill all 3 Ascension Servitors within 20 seconds to get the x3 buff. With that one, you can damage Syniks for 25 seconds. Rinse and repeat. Part 8: Defeat Zaraks, Kell of Kings. Zaraks is very mobile and runs around kicking ass. Lots of Stealth Vandals spawn that drop pools of Invisibility. To drop his shield, 4 people at the least need to run through the pools, getting a brief Invisibility buff, and melee him. He will get staggered, and enrage at the nearest person. The team must detonate as many Exploder Shanks next to him as possible, as they flood the arena. Repeat till he is at half health. At 50%, he infects someone with "Rejected Light". This person can pass it on if necessary, but must survive while the rest of the team is teleported into the Proxy Traveller hanging in the air, and they must kill a Wrath of Eliksni captain to break it open and make a pool of "Stolen Light". The relic runner must run through this, becoming temporarily invincible, and detonate it next to Zaraks, disintegrating him and all surviving Fallen in a supernova of Light. [/spoiler]

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        • [spoiler]"shit need attention for post to work" bump[/spoiler]

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