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Edited by Jeb_Bush: 6/22/2015 6:16:18 AM
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Make Your Own Raid!

Everybody needs inspiration, Bungie included. In this topic, we'll showcase the best community designed raids. So let your creative, tactical, hellbent ideas loose and see how you compare to the others. The most well received will be linked here in the OP. Bounce simple ideas or go into great detail with your own. Update: We now have thirty raids at the time of this posting that have been given some extraneous thought and consideration by their authors, with more on the way! Keep your ideas flowing! Best raids: These are what you the readers have seemed to take a liking to! 1. [url=http://www.bungie.net/en/Forum/Post/132007952/0/0/1]Killerfoxe's Asteroid Raid[/url] 2. [url=http://www.bungie.net/en/Forum/Post/132065662/0/0/1]Jarron White - Charlemagne's Vault[/url] 3. ------------------------------------------------ My addition: [spoiler]The Cabal Airforce: [i]The cabal are planning a devastating new armada that could isolate guardians from returning to Mars. If this happens, their forces will magnify beyond our control, and they will come for Earth next. We must not let this happen.[/i] Phase 1: The guardians spawn in the Valus Ta'aurc boss room. An alarm sounds, unleashing a wave of phalanx and psions. Once overcome, the far gate opens, leading the guardians deep into the cabal's great war machine Upon entering a series of intermingling hallways, another alarm sounds. Lights flash and machinery begins whirring. Swiftly, the guardians must work together to find access points while fighting off waves of enemies. These access points must be hacked, or else autoturrets will spawn in various locations, shooting anything that moves and will kill the guardians almost instantly. Once this challenge is overcome, another door opens, leading into another long corridor. Phase 2: Everything seems calm. There is no opposition as the guardians run down the hall. A large room can be seen in the distance, but as they pass a certain point, the cabal destroy the floor to the next area. It's too far to jump, and they team must either split up and make their way around, or stick together and find one single point to enter in. Upon entering the room, a large glass case containing a heavyweight monstrosity lifts from the floor. Valus Ora'ag: Valus Ora'ag will stand in the center of the room and shoot at guardians from all directions. He can simultaneously fire his gatling gun and homing missles if guardians are spread too far. At 25% health the glass case will surround him, and tubes will emerge somewhere from within the room. They connect to the case and he will regenerate health. Find the tubes, destroy them. They can be cut from the the glass, but will not be destroyed. Or if one can find their origin, and cut it off there, they it will be destroyed. After he regains his health or is stopped from doing so, the casing retreats, and he will stomp, sending out a massive shockwave that will deminish 67 damage. This can be dodged by jumping. This happens again at 50% health, with double the tubes, and finishes with 2 shockwaves for 144 damage if both hit. Again at 75% health, with 3 shockwaves. This will kill you if all 3 hit. Weight of darkness prevents double jumping and jet packs. Once all three stops are passed and Ora'ag is dead, guardians can continue. Phase 3: Guardians take the upward flight of stairs at the end of the room. It leads to a room full of preserved hive in fluid-filled canisters. The canisters break, and 2 waves of thrall, knights, and wizards must be stopped. At the end of the hall is another panel which must be hacked before a massive autoturret comes online and kills the entire party. Once succeeded. another door can be passed. The pre-boss room. Guardians are now high up inside the tank, and come into a room with 10 large tubes along the side. At the end of the room the door opens to the hangar bay. Guardians need to fight off enemies and prevent pilots from getting into their jets. This will entail several minutes of enemies and majors. If successful, the airforce will be diminished. `but, to the guardians' dismay, half will escape and take off in their jets. Guardians return to the tube room where they are now opened and any one of them can be entered. Each guardian picks his or her own respective tube and it will take you to a randomly selected room. Each room has its own micro-relic that will assist in the next battle. - The Great Ward - Binds to your super. When used it will immobilize all guardians, but put them in a protective case where they can pop syntheses and heal. - Sword of Darkness - You know it from the Swarm Princes and Crota's End - Scorch Cannon - You know this one as well from the House of Wolves DLC - EMP pulse shield - Binds to your super. Has a faster than normal recharge and can short circuit enemy equipment and low flying jets. - Shockwave Generator - Binds to your super. A slightly less powerful than Ora'ag's shockwave. Average recharge rate. - Rage Amplifier - Binds to your super. All guardians within 5 meters receive a slight damage boost and a significant boost to fire rate and reload speed. - Flame Trap - Binds to your Heavy Weapon. Reduces your max heavy ammo to 6. Sets up a trap that engulfs enemies in powerful flames when stepped on. - Cloud Distorter - Binds to super. Creates a massive cloud to conceal all guardians. Enemies may focus aggression on it. Guardians will be blinded, too. Use carefully. - Captain's Teleporter - Binds to your super. Allows the user to teleport horizontally like fallen captains. Super fast recharge rate. - Light distorter - Binds to your super. Turns you invisible. Faster than average recharge rate. Phase 4: Whichever relic you happened to be given is what you're stuck with. Battle plans must be changed appropriately depending on the loadout given. The doors to the rooms open and guardians are regrouped. They now walk to an elevator which, when all are present, will raise them to the very top of the great war tank. The jets can be seen flying overhead. All the jets need to be taken out as soon as possible. Guardians are now facing the task of fending off waves of enemies who come from similar elevators and doorways onto the battlefield. At the same time, they have to take down jets from overhead. If successful in the hangar part, only 15 or so will be present. If the hangar part is failed entirely, 30 or so will have to be destroyed. The jets will fly in 2 patterns. Coordinated in formations. This gives them plenty of firepower and makes them dangerous to be under. The other is sporadic and could be anywhere. This makes them harder to target, but guardians are safer from them. Enemies will keep spawning on the guardians level until one ship remains. When the second to last ship is destroyed enemies despawn. Marik, the Guardian Hunter: The last part of the boss fight. The final jet swoops in and drops Marik down to the guardians. The jet flies off and crashes in the distance. Marik brandishes a large loadout and is a fast-moving, larger than average psion. In his journeys, he's mastered the weapons and talents of the guardians. Immediately at the beginning of the fight, he will disable all supers. Guardians must now work together to defeat Marik. He has 4 styles of fighting: - He runs around like normal with a fusion rifle that has a rapid charge time. - He'll kneel down and charge forward, leaving an enormous arc wave in the wake of his path. He will use a shotgun on those in front of him. - He'll jump up onto a pillar or ledge, pull out a machine gun, and blink from ledge to ledge while shooting. - He'll hover into the air with a sniper rifle and pick off guardians. Once defeated, guardians retrieve their rewards and Marik can be looted for one additional reward. The guardians have successfully defeated the cabal's rising airforce and can overlook the great scenery of mars until they return to orbit. [/spoiler] Edit 1: You guys have some awesome ideas! Your creativity got us trending! We'll see what raids make it to the top tomorrow afternoon! Edit 2: This thread keeps getting bigger! I'm reading everything you guys put down. It seems the community trends want to see a fallen or cabal raid most of all. With another vex raid close behind that. Keep them coming guys and gals! I've put up a few at the top slots that seem to be favored by others browsing the thread. I'll keep adding others as they get publicly criticized. Keep on top of your game guys, and hope you don't get kicked from your slots! Edit 3: Rogue or Taken Guardians also seem to be a popular trend. Edit 4: Okay, so these are being produced faster than I have time to manage. I had no idea there were so many creative minds here. I'm doing my best to read through everyone's work, but if I happen to miss yours, I sincerely apologize for it.
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  • Idea : cabal attack A new fleet of cabal warships has been spotted cruising thru the asteroid belt around Jupiter . Your fireteam is dispatched on a strike team to take it out . Comms: commander zavala . First step : you and your fireteam launch their ships to go and take out the flagship adimral . Remember that level in halo reach where you got to fly the space ships ? That is the first part . You try to slip thru undetected and then land on the ship then fight thru the ship to the boss

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  • The Kings Kell Normal - Level 38 Hard - Level 40 "House of Kings Kell is here, yes. He is attacking. Stop him, yes, reach the top of his tower and kill him..." - Variks Phase 1 - Activate The Teleporter ---------------------------------- The Guardians spawn at the entrance to Kings Watch. They need to fight through to the teleporter in the boss fight arena from 'The Ruling House'. To activate the teleporter, there are 3 electrified domes which 2 guardians have to stand in each one at the same time to activate the teleporter. They have to defend the domes against waves of fallen. Once the teleporter is activated, the Guardians have to take down the shield. A relic similar to the one from VoG appears in each dome. To take down the shield, all three guardians with relics must fire their super at the shield at the same time while the other three guardians must defend them against 'Defender' fallen. Once the shield is down, the Guardians have 10 seconds to enter the teleporter before the shield is up again. The Guardians are then flown up into the next area. Phase 2 - Summon The Priest ------------------------------- The Guardians spawn in a large circular room with a shielded dome in the centre. Nothing can penetrate it. The Guardians must summon the Archon Priest. To summon him, they must kill the two high servitors called 'Summoners'. After they are dead, two random Guardians get an effect called 'Power of the Summoner'. Each Guardian with the effect must go to a dome on each side of the room and kill the captain in each one named 'Defender'. After this, they must stand in each dome and defend it from more 'Defenders'. The other 4 guardians must not let any enemies go inside the dome. If any enemies except Defenders enter the dome, all guardians die and they start the phase again. After 5 Defenders have been killed in each dome, 'Salkor, High Priest' spawns inside the shielded dome in the centre. Salkor, High Priest -------------------- Salkor's abilities are the same as an Archon priest but he can only use them when his shield goes down. When his shield is up, he can use an effect called 'Bane of Salkor' which poisons you if you stay on the ground for more than 3 seconds. His shield is immune to everything. To get his shield down, there is an orb in the middle of the room. Only one guardian can pick it up. The guardian who picks it up gains an effect named 'Shield Interference' for 15 seconds. During this, the guardian with the effect has 15 seconds to take down his shield. After his shield is down, he will start to walk around and attack like an Archon Priest. All Guardians must attack him and when he is at 75% Health he retreats back to his bubble. The Guardians must repeat the process until he is dead. After he is on 0% health, he comes back from the dead at 10% health. The Guardians have 10 seconds to kill him. Once he is dead, the door in the back of the room opens, leading to the next area. Phase 3 - Open The Gate -------------------------- The Guardians are now on one side of a bridge with a door on the other. Lots of fallen are spawning. There is a platform on either side of the bridge about the distance of a double jump. There are two captains on either side called 'Gatekeeper Captains'. One guardian should be on each platform ready to kill the captains. They are invincible right now. The other four guardians should kill another Gatekeeper Captain which spawns on the bridge. Once the captain on the bridge is dead, the other captains on the platforms can be damaged. Once all the Gatekeeper Captains are dead, the Gate to the next room opens. Phase 4 - Jump The Chasm ----------------------------- In front of the Guardians is a long chasm. There is a dome which at least one guardian should stand inside it. The dome activate the jumping puzzle which the remaining guardians should jump across. The guardians standing in the dome need to defend it so the other Guardians can get across. Lots of Elder Fallen spawn and attack the dome. If too many fallen get into the dome, the jumping puzzle disappears and the other guardians fall to death. Once the guardians get to the other side, they have to do the same thing on that side so the defending guardians can get across. This time though, loads of Elder Captains spawn. Once all the guardians are across, more fallen spawn including a Major Captain called 'Defender of the Chasm'. Once he is dead, the door to the next room opens. Phase 5 - Teleport the Kell ---------------------------- Now the Guardians are in a rectangular courtyard with three pillars on each side except the door. They now have to teleport the House of Kings Kell to the courtyard. To teleport him they have to activate the three pillars. Then three Ultra servitors named 'Savior of the Kell' spawn, when they are killed, each one drops a blue orb. Three guardians have to pick up each one and stand on each pillar for 30 seconds. While they do this, the remaining three guardians have to defend them against Elder Fallen. After that, Savior of the Kell servitors spawn again and after they die, the three guardians that were defending have to pick them up because the other guardians have 'Aura of the Orb' which burns them when they pick them up. Then after that, 'Alakos, House of Kings Kell' is teleported into the courtyard. Alakos, House of Kings Kell ---------------------------- As well as Alakos, loads of fallen spawn. Alakos also has a shield that is immune to everything. To get down his shield, the Guardians have to kill a Major Captain named 'Scorch Carrier' which drops a scorch cannon when killed. A guardian has to pick it up which they can use to destroy his shield. Once his shield is down, the five remaining guardians have to do damage to him. They repeat this process until he is at 50% health. He then effects all guardians with 'A Fallen Curse' which alters gravity until it is very, very low. Then they repeat the same process with the Scorch Carrier as before. This keeps happening until he is at 10% health. He then blinds all guardians with 'A Fallen Blindness'. They then have to finish him off while blind. Once he is dead, then the raid ends.

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  • I would love to see us fight five cabal bosses in one area. Each one harder than the last. And each one commands the different cabal legions.

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  • Xylar.....nuf said u know the post

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    • Make it pretty straight forward, shoot run shoot, but add a tad of lag which I learned from the King's fall, great feature.

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    • Wolves Hill: The House of Wolves are Evacuating to Mars after Skolas Death, Eleminate all Wolves and Defeat The Queenbreaker Servitor(Note: If you didn't complete the Wolf Grimoire, some Of them will be in the raid) Area:Old Russia, Earth Forgotten Shore: You will be Spawned and to take down 5 Fallen Waves to Spawn the Wolf Enforcer and the Howling Raider to gain access to the Gate on Grottos. Posting more when have time.

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      • Edited by granolasyrup: 9/19/2015 10:47:47 PM
        Muse of The Urn Cosmos of Alpha Lupi. Outer Space Description: "We thought the Urn of Sacrifice was safe, but we were vain. Those Taken you killed on the Dreadnaught collected their souls in my Urn, and now they seek revenge more than ever. The whispers are returning, they have bent my will. I give you permission to demolish theirs'."-[i]Eris Morn[/i] [i]Cutscene[/i] [spoiler][i]Eris Morn speaking to a totem in the Hellmouth[/i]. "Eriana, why have you lost your soul? Where is the light in the midst of a broken lamp?" Cutscene ends with the death of Eris Morn by a knight.[/spoiler] [i]Dialogue before your descent[/i] [i]Tzal, Ambassador of the Nine[/i]- Light. The Dreams of Alpha Lupi prophesied your return to Kuiper Lands. You are entering our realm of the gods. Show us mercy, and we will show you our Urns. The Ophyss You spawn on a comet that is hurdling towards the Dreadnaught. Your mission is to destroy a hole in the side of Dreadnaught and teleport before it hits the massive ship. There is one of those one way ascendant portals on the comet that you must activate before the comet hits. Each guardian is gifted with a Nalak, a gun that partially charges up the portal with every three kills. After every three kills the enemies will have fairly higher shields, but they should not be hard to kill. Once the portal is charged your team should run through it, get loot, and teleport to The Hull Breach of the Dreadnaught The Chamber of Thought When you teleport in you will hear a massive crash and a vibration, signaling that the Dreadnaught has been hit. The objective of this part is to "Call forth the Gods of Alpha Lupi." The whole fire team must make their way to the Chamber of Thought and find the Musicians Relics. When you walk into the room, it will be a dome hanging off the side of the Dreadnaught that is very similar to an observatory. On the ceiling there will be a black star with six points. In order to "Call forth the Gods of Alpha Lupi, you must play your relic in syncopation with the flashing points of the star. The flashing will get faster until complete. When done correctly the room will dim and become 100% dark and then the ceiling will start to move and reveal little cracks letting the light through. When this happens the whole room will fill with light and angelic choir will sound and then you will receive a buff saying "Enlightened Soothsayer", and you will be able to fly. When you fly out of the chamber you will have a new objective. The Cosmos You will now be flying through space at an incredibly fast pace until you slow down and arrive at The Cape of the Storms. This will be a giant chasm of space above Jupiter that is laden with Warsats orbiting the planet. You must jump from Warsat to Warsat, until you arrive at a massive Warsat the size of a small moon called, DVALIN RAS-KHETI 008 DVALIN RAS-KHETI 008 On the Warsat there will be two very tall towers being called the Opuses. When you run around the Warsat you will slowly be wrapped with electricity called, "Calysitic Memories" it will make you slower, but more immune to enemy fire. The objective is to electrify the towers and kill the "Norse of Rasputin", a very large Taken Harpy. When you kill the Harpy you must electrify the Opuses by activating your supers. Temporary everyone will be give a super called, "Rasutin's Warden", which is the exact same as the Stormtrance super. UNFINISHED, PART TWO COMING SOON.

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      • Basic Concept: The House of Ascendant's Kell is on the run. Crash his ship and chase him through the rubble and jungles of Old Brazil. Basic Concept: The Vex network has been penetrated. Trace the source of all Vex, and strike the heart. Find the Vex Dimension. Find the Afterverse.

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      • https://www.bungie.net/en/Forum/Post/153473603/0/0 My own post about re-making Crota's End.

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      • Warning: unfinished The Vex are planning a final attack on the moon, attempting to transform it into a machine. If we do not stop them, then every value the guardians stood for will be lost. Phase 1 [spoiler]Guardians spawn in the room where Crota was murdered. A vex ship has crashed into the room, and minotaurs and hydras are spilling out. Surviving 6 waves is the key.[/spoiler] Phase 2 [spoiler]The first boss, The Axis, appears. It resembles a hydra, it teleports around the room. It shoots you and spawns Vex. The key to killing it is to take the relic (a shield similar to VoG only it hurts enemies when you make a bubble) and predicting where it will teleport. Once it is stunned, the other guardians attack it. This continues until death.[/spoiler] Phase 3 [spoiler]The words 'Praxus, Time Itself, teleports you, appear. You wind up in the black garden, and face the spot where the heart was. You must kill three gatekeeper minotaurs.[/spoiler]

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      • The Cabal have been rallying their forces on Mars and are planning a strike on Earth. The Guardians mission is to raid a massive Cabal military camp and kill one of their generals (don't have a name yet) Step 1: The Shield [spoiler]The first part of the Raid will require 6 guardians. The Cabal have set up a force field around their base and the only way to deactivate it is to remove the cores from the generator and they must be done at the same time in order to deactivate the shield, however they will be heavily guarded. Each generator will be isolated meaning that Guardians will have to defend themselves in order to survive. When this part is complete then the actually Raid will begin [/spoiler] Part 2: The Gate [spoiler]This part will require a minimum of 1 guardian. In order to enter the base you will need to use your ghost to hack open a gate leading to the inside of the base. You must survive an onslaught from the Cabal in order to complete this part. After about 4 minutes a boss will spawn and when killed will drop the new Relic. [/spoiler] Step 3: Busting down the gate [spoiler]This step requires a minimum of 1 guardian but it would be better to have more. Your ghost couldn't hack the gate but he could expose a power core which is connected to it. However it is protected by a Heavy Solar shield which can only be taken down by the new relic. The new Relic is a Solar Launcher known as The Flare, you must get the relics super charge and fire it at the power core to take its shield down and then shoot the power core until it is destroyed [/spoiler] Still need to finish this off but I haven't got time to at the moment, tell me what you think so far

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      • Edited by Ratheman: 9/13/2015 7:26:16 PM
        I've had this idea in my head for a while. Happy to get it out into the public. [b]Charlemagne's Vault[/b] [spoiler]The raid starts on Mars, about where you spawn for the Cerberus Vae III strike. Your fireteam presses forward and reaches the large tumbling drill on the right. It's broken now, leading into a new tunnel that begins the raid. Part 1: [b]The Elevator[/b] The tunnel leads into an elevator room, shaped like a large rectangle. 6 enemy spawns are situated everywhere, 3 on both sides of the room. A large freight elevator sits at the center, but the power is deactivated. A Psion is standing at the other end of the room, named "Cu'tol, Head Engineer". Killing him will start the phase. Enemies will start filtering out of every door in the room, starting with Legionaries and slowly progressing up to Colossi. The fireteam must defend the control panel while it powers up the elevator. If the panel takes too much damage, it will explode and cause a wipe. Control panel damage can be reduced by interacting with the panel. Repairs take about 60 seconds to finish. After about 5 minutes of the elevator powering up, a pair of major Centurions named "Val Lo'throg" and "Val To'arge" will spawn. Killing them both will cause the powering up sequence to be completed. Once the fireteam starts up the elevator, it descends into the next phase of the raid. Part 2: [b]Firebase Crosian[/b] The elevator descends into a massive Cabal encampment, spreading as far as the eye can see. Plenty of narrow pathways and high rising Cabal structures. At the center of the firebase spawns a unique Goliath Tank, "Mobile Fortress". It is immune to all player attacks. At each side of the room is a rocket turret guarded by a Colossus major. The fireteam must coordinate attacks on the rocket turrets, seize them and use them to destroy the Mobile Fortress's exterior armor. The Mobile Fortress will constantly bombard turret placements with rockets and mortar strikes, so it's best to not stay in one place for too long. After about 3 shots for each turret, they will run out of ammo. The fireteam must then feed their own heavy ammo into the turret ( this happens automatically ). One rocket from a rocket launcher replenishes one rocket in the turret. After about 25 direct hits from rockets, the Mobile Fortress will lose its extra layer of armor. It can then be destroyed normally. Upon its destruction, it will drop a mechanical orb. One player can grab this orb and stick it into the furthest-most door of the firebase. It will open and reveal the next part of the raid. Phase 3: [b]Warmind Charlemagne[/b] Upon the other side of the door is an expansive gorge leading towards a circular platform that seems to be suspended in mid-air. Once the fireteam crosses the bridge to reach this circular platform, the bridge will collapse and the fight will begin. The center of the platform will open up, and the Warmind Charlemagne will rise up. Charlemagne will immediately start attacking. It has several attacks: homing lasers, firebombs, short-range pulses and a laser field. Players must defend themselves against the Warmind by damaging it as much as they can. Diminishing 20% of its health will cause it to start deploying a laser field. The fireteam will know when this starts, as it says "Charlemagne is charging up" at the left-bottom of the screen. Large rectangular blocks will pop up in the arena; players must push these into similar shaped sockets to spawn cover that will defend themselves from the laser field. Players caught in the laser field will die instantly. Centurions will occasionally spawn outside the arena, and bombard players who try to camp at the arena edges. Staying somewhat close to the Warmind will leave these additional enemies with no targets. After the Warmind is defeated, it will explode and allow players to drop down the hole it spawned out of. Once the fireteam drops down, the final part of the raid will begin. Part 4: [b]Nersios, the Traitor[/b] The fireteam drops through a vast and winding tunnel, eventually leading into a pitch black room. Everything is dark; the only guiding players is flood lights that turn off and on at 10 second intervals. Players must navigate the dark room and reach the other side. There are possible chasms in this area, so players can fall to their death if they don't follow the trail of floodlights properly. No enemies spawn in this area. Once all 6 fireteam members reach the other side, the room illuminates itself in a blinding light, revealing one final door. It is an absolutely massive one, similar in size to the Vault of Glass gate. Though, the fireteam isn't alone. Between them and Charlemagne's Vault stands one more obstacle; a dark guardian. The figure wears armor that is similar to what the Cabal wear, yet more suited to a human-sized figure. "I've been waiting for you." The guardian reveals himself to be an Exo Titan; Nersios, the Traitor. The fight soon begins afterwards. Nersios fights much like any Guardian would; he uses all Striker Titan abilities to begin with, and bombards players with Colossus rockets and Cabal weapons. After his health drops 25%, Nersios will leap away from the battlefield and onto a scaffolding above. He'll activate Ward of Dawn and protect himself from damage. Enemies will now begin to spawn from doors on the left and right. About 2 minutes into the enemy wave, an orb like the one from phase 2 will spawn. A player must pick it up and hold it for 2 minutes, while the rest of the fireteam defends that player. The fireteam will know when the orb is charged, as "The darkness has been purged from this orb" will show up on the bottom left of the screen. The orb carrier must then launch the orb at Nersios's Ward of Dawn, which will cause it to shatter and immediately kill all attacking Cabal. Nersios will return to the battlefield and the fight will continue. Nersios will now have a new ability; he can create clones of himself that possess all the same attacks, but only have the health of a major Legionary. At 50% health, the cycle will repeat and he gains another new power; casting Weight of Darkness on one random player every minute. At 25% health, he'll cause the floor to become covered in acid, dealing poison damage over time unless players get to higher ground, as well as now casting Weight of Darkness on two players at a time. Once Nersios is finally defeated, he explodes into dust. Charlemagne's Vault opens, allowing the fireteam to collect the spoils within. Raid completed![/spoiler] Edit: Slightly tweaked Nersios battle mechanics as per Nicocaine's suggestion. Tweaked time required to protect orb carrier during the Nersios battle, as per Jyceless's suggestion. Might add a list of raid loot in the future.

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        • Phase 1: We kill the batman

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          • It would be inside the vex network to find Osiris and stop the central mind.

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          • My raid would take place in the reef, this was my initial theory about the HOW raid before we earned there wouldn't be one. Basically, the main gameplay mechanic would be that the raid takes place on asteroids that you can travel completely around, bound to the asteroid by gravity, and you would maybe jump from asteroid to asteroid.

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          • Here's a start after me cough vault of glass cough

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          • A big potato planet you land and they potato monsters gg end of raid you die no matter whAt

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          • Raid: Warmind Achilles See the link, I spent a lot of time on it.

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          • Instead of the computer being ebonies have actual ppl be them with pvp kill times Logic

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          • Edited by Abstract: 9/12/2015 11:44:09 PM
            [b]The Will Of the Emperor[/b] [i]The Cabal have tampered with the Vex Gate leading to the Black Garden to take them to something they call "The Will." Sounds like an opportunity.[/i] Arrival: The fireteam spawns in the Giant's Pass, where a new Cabal unit is there to greet them; Trojans. Trojans are standard Major Legionaries, but have Vex limbs and Heads poorly attached to themselves. They have a combo of Cabal and Vex weaponry, and can spawn with void or solar shields. They will have a chance to spawn alongside other Cabal throughout the raid. Phase 1: [spoiler]Fight your way to the Valley of Kings, and you'll find yourselves against an new "mini" boss called Goliath MK II. It's basically a Goliath Tank that has slightly more damage, a laser that does all elemental damage types, and is invincible. Your objective is to activate the Vex Gate while avoiding Goliath MK II and its adds. The terminal you scanned in The Exclusion Zone must be scanned again to proceed. Doing so will grant a buff called Activation Protocols. This buff spawns a override terminal in the center of the base that must have 3 guardians guarding ( heh heh ) it from adds. Once that terminal has 3 guardians, another override terminal will spawn in the land tank. 3 other guardians must get on their sparrows and rush over to the land tank and grant access to activate the gate by surrounding it. You are on a timer once the buff starts however, and before it ends, 3 guardians must be on the terminal at the base, and the terminal at the land tank. If you fail, Goliath MK II will deploy a jamming beacon, which will prevent you from receiving the buff again until it's destroyed, and spawn additional adds. Once you succeed in activating the gate, you must run past Goliath MK II and run into the gate, initiating Phase 2.[/spoiler] Phase 2 [spoiler]Phase 2a:You spawn in a room that isn't all that interesting, except the low gravity. After going through a hallway, the fireteam reaches what looks to be a massive Cabal hangar in space. Pluto can be seen from afar. The hangar seems to have taken some hits, as large holes litter the floor. You must navigate the low-gravity hangar by jumping from platform to platform while fighting off adds. Upon reaching the other side of the hangar, you must climb up near to the top of the hangar and jump from ship to ship to access a different hallway above the ground. Due to low gravity, you take no fall damage (which is more of a curse than a blessing) Phase 2b: Once all guardians reach the hallway, the door leading to a maze-like corridor will open. The alarms will start sounding and a new debuff will be received, Security Measures. This debuff will randomly open and close doors throughout the maze at a 45 second interval. At least 1 route to the next area will be open. Cabal units can pass through doors even if they're closed. The objective is to find your way around the maze while fighting Cabal and locating 3 override terminals. These terminals only require 2 guardians to guard them. Once all terminals have been protected for an amount of time, a special colossus called a "Royal Guard" will spawn and be announced over the feed. All guardians must make their way to the door to the next area and kill the Royal Guard. This will remove Security Measures and allow a ghost to hack the door, allowing you to proceed.[/spoiler] Phase 3: [spoiler]Entering through the door will have the fireteam in some sort of weapon manufacturing facility. Vex robots and weapons are all over the place, along with Cabal weapons. Blueprints for weapons that are a combination of Cabal and Vex tech are placed out on tables. Blueprints that also depict a hydra-looking pilot-able tank modified with Cabal and Vex weapons can be seen. Near the back of the room, a gigantic blueprint for something called "The Will-6.2," something that seems to be a super-weapon the size of a small moon, is displayed as a hologram. Approaching this hologram will result in a trap-door opening underneath the guardians, sending them to a weapon testing ground. A Vex Hydra that looks like the one from the blueprint lays near the far end of the pit. Approaching it will spawn LAROTH, THE FORGOTTEN FLAYER. He will climb into the modified Hydra and begin the first boss fight of the raid. Laroth's modified hydra can attack by using it's Dual Torch Hammers, using an attached Heavy Slug Thrower, sending a pulse of arc damage to guardians who get too close, charge with great speed toward guardians, and summon adds. The standard hydra shield is still orbiting the tank, but a different shield surrounding Laroth at all times, making him immune to all damage. Around the barriers of the arena, an electric field appears, instantly killing Guardians and Cabal that touch it. 2 Override Terminals appear on opposite sides of the arena, and 3 Guardians each must defend them for an amount of time (This is the last of those terminals I SWEAR.) Upon defending them for an amount of time, the feed will display "Access granted, Loading prototype" and after a few seconds, a pilot-able hydra similar to Laroths will spawn. Guardians can pilot this hydra, but it only has it's charge attack and the arc nova blast as a super. Using this new hydra, guardians must utilize it's attacks in order to knock Laroth into the electric field, disabling his shields for a short time and allowing your fireteam to damage him. After some time, Laroth regains his shields and destroys the prototype the guardian was piloting. Simply protect the Override Terminals again to summon the prototype again. (Guardians who use the prototype can't use it again) Repeat until Laroth has been defeated. [/spoiler]

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            • Raid: Tears of Amun-Ra Area: Coast of Hermes, Cretia, Orion System Expansion: The Lords of Cretia Description: [i]The arms of Orion are stretching farther and farther. Cretia, the beloved home of the OS.IS is falling to the darkness. Destroy its mind, and the ominous being laying siege on them.[/i] Preparation: In order to make your way to Cretia you need a massive warp drive and a class item to protect you from the immense darkness. Complete the "Lords of Cretia" story missions to obtain an Aesthetics Core, and take it to the shipwright to transform your ship to an Ascendant Couriage. (An exotic form of your ship) You then speak to Eris Morn and forge The Lightkeeper, an exotic class item that keeps the light with you beyond our solar system. In order to make this you need to combine any exotic class item, and an exotic shard. The Raid: With your Lightkeeper and Ascendant Couriage you make your way to the Orion constellation and land on Cretia, an earth-like planet. The Coast of Hermes: You make your way to a Hive temple only to find that the doors are "Bound of the Lords" In order to break this bond, you and a fire team of 12, (yes, 12), must kill the Gatesmith, a shiny silver Acolyte who will only take damage from guns with kinetic damage. After that, one random person in your fireteam is given a buff called "Forgers Veil" where they have 30 seconds to make their way inside the temple and grab the chest, which will ultimately unlock the door for everyone. Lightlancers Pacific When you walk into the room you are greeted with a cutscene of a man telling you that there is no way you could enter the rest of the the raid with your light. Your team tells him that they have the Lightkeepers, but even then he says no. He introduces himself, saying that he is Osiris and has been hoping for a light strong enough to to venture in the darkness of The Pit. He then says he has been collecting lost fragments of relics and armor and has found a solution. The cutscene ends and there are three chests, one for Warlocks, one for Hunters, and one for Titans. When you open your designated chest you receive a temporary new exotic subclass. Warlocks are called Lightlancers Necromancer, with the ability to resurrect fallen enemies and turn them against the living boss/enemies. Hunters are called Lightlancers Cusps, with the ability to resurrect every fallen teammate at once while giving them all over shields. Titans are called Lightlancers Paladin, with the ability to spawn a white bubble that you can shoot through and grant everyone full weapon ammo. The subclasses have a new element called Light which does damage to the creatures of the Darkness. The Pits of Tum Takkhum With your new subclasses you walk towards a door with the Oryx symbol on it, but it is slashed through. As it opens you see a massive spiraling staircase going down into a massive pit at the bottom. When you walk down it, you receive the weight of darkness buff just like in Crota's end, but the buff is very gradual and there are no lamps. At first a bunch of thrall climb up the sides, but as the buff grows stronger, less appear. If you try to jump off the edge the text will say, "The pathway is lost" and your whole fireteam will become disoriented and more thrall will spawn and run towards you. At the end of the staircase there will be torches across a long hallway and the only way to light the way is to "infuse" a chest with light. This is done by at least three people casting their supers and opening the chest. This will trigger everyone to get loot, and the torches will light up very brightly and burn all the thrall. This will also get rid of the Weight of Darkness buff. The Grave of Kabr When you run down the hallway with the torches, a buff shows up called, "Lightlancers Lament", and the text reads, "Pay your respects to the legion less". At this point all of you supers, grenades, melee attacks, and ammo reserves with drain, and will not replenish until the next part is over. There will be a big triangular room with a flaming knight in the middle. He it Crota's brother Lynx, and if he sees you running you will all die, so you must walk. Throughout the room there will be things like Spinmetal, Relic Iron, Etc., called Casting Stones, that each person in the fireteam must pick at least three up. There is 1 minute and 30 seconds to do this, and if you do it successfully, a buff will show up saying, "Cast your stones at the shunned.", and your team will be granted ammo and supers and you have to kill him in 45 seconds, or you will basically be expunged. Once you kill Lynx, you must split your team in half and go through separate doorways to the final boss. One door leads to Osiris, and one leads to Toland's Grave. The team that leads to Osiris will be given a temporary ghost shell called Lightlancers Lamb. The team going into Toland's grave will all be given the hand cannon, Rose. The Tears of Amun-Ra The fireteam will all meet in one massive corridor where they will summon the souls of Oryx and Crota. The only one who can do this is a Lightlacers Necromancer Warlock. When the warlock casts their super he/she will sit it a black version of the green circles in the Dark Below story missions, and then it will say. "The light has consumed the gods of the Hive" at this point a bright version of Oryx and Crota will be standing on either sides of the map, both with black swords. When you run into the room there will be two black oddly shaped portals, like the ones in the court of Oryx that will constantly spawn very high health, slow thralls. If more than three thralls get to Oryx or Crota, the text will say, "Oryx/Crota gives into the darkness", at which the fire team will die from darkness poisoning. If you kill all the thrall that come out within 1 minute, you will all be teleported to the Courts of Orion, where the heart of the darkness will be, and you will have 25 seconds to do damage to it. (Kind of like Time's Vengeance). When you are teleported only those with Rose can do damage, and when the heart attacks your team, those with the ghosts will have to pull them out, and that will form a bubble shield. Once that happens you will be teleported back and the thrall will get faster. If the darkness' heart is killed successfully you will be guaranteed 2 exotics because of all the preparation it takes to do the raid.

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            • Edited by Volataire: 9/12/2015 4:55:51 AM
              The factions are at war! The raid takes guardians through the city's winding and narrow streets in order to reach the tower which is being held by the one behind the beginning of the war, Saladin! The whole time in the city guardians will be assaulted by faction extremists and even crazed citizens. Once they reach the tower they must make their way up, facing executive members from each faction along the way. At one point the guardians will be pinned down in the vanguards war room only to be saved by the queens brother along with all of the class trainers(whom the prince saved from their imprisonment)! Once they clear the room the guardians will make their way to the speakers room. They arrive moments too late as the speaker has just been killed by Saladin. The guardians, the queens brother, and the class trainers all run to saladins location only to have him teleport to his ship. The guardians teleport to their ships as well and after an Ariel battle takes place both ships crash land at twilights gap. The final showdown commences. Saladin is no push over as he posses an impenetrable overshield. But with some clever thinking the guardians manage to overcharge his shields using elemental grenades to temporarily drain his shields. After a long battle Saladin finally falls to his knees defeated. The guardians go for the kill when suddenly from the shadows Xur appears, stands between the guardians and Saladin, and says "the nine wish to speak with you"

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              • Edited by Killerfoxe: 6/25/2015 7:42:33 AM
                The Asteroid [b][u]RAID[/u][/b] Phase 1: Starting in a new location on top of an asteroid in the reef. Starting with a jump puzzle surrounded by fallen snipers and stealth vandals with swords (Kinda like the abyss with jumping) to go to the entrance of the raid area. Phase 2: at the end is an entrance into an asteroid with two fallen walkers at the entrance. Once you kill them you get the first checkpoint and may enter the asteroid. Phase 3:after entering the asteroid you encounter a relic like mechanic which allows you to float in the air to make it possible to get across an area and your ghost extends a bridge for the rest of your fireteam. This relic once you hit the grenade button you float for a long time. Your super causes a shockwave(about a bubble in diameter) killing all tier one enemies and half healthing tier two enemies with shields. After your fireteam makes it across the first bridge starts the next encounter Phase 4: there is a large moat with three openings in the wall and a boss in the middle modeling a new character of the fallen looking like a large shankish looking thing but it doesn't look like a shank exactly. In each entrance a mine will spawn that the relic holder will have to go over to destroy. The mind will be positioned to where you have to be over there to get them. Once the mine is destroyed you can damage the shank. After this you will have reached the second checkpoint. Phase 5: you need to get on your sparrow. You'll be chased by fallen on fast and very strong pikes with close range weapons so you have to outrun them in a sparrow chase. (Possibly new two seater sparrow things with cannons) You'll need a non tumbler legendary sparrow for the speed to make a jump near the end where the pikes fall and you make it into the hanger of a ketch halo 3 style. Phase 6: This will begin a heavy walker fight. A walker with plating on its legs. The way you get the playing of is one at a time with the relic type things shockwave. You need to destroy all 6 legs instead of hitting the core. Once the six legs are destroyed it dies and you reach the 3rd checkpoint. Phase 7: Another jump puzzle is tossing the relic back and forth. When you hit the melee button you can toss the relic thingy across large gaps. Phase 8: this is the supposed and advertised final boss here. It's a fallen Kell in full battle armor using a scorch cannon that's much stronger like atheons stronger torch hammer. To take down his armor you need to retrieve the relic thingy. This time it's upgraded and you need to hit your super then throw it really quickly so it can stick to him and the shockwave will stun him and reveal a chink in his armor only able to be hit by normal bullets. Rocket can't hurt him. At half health his armor breaks off and he becomes much faster. And the ship extends creating the same mechanic as the shank room except three relic things spawn and 3 mines spawn at a time with six rooms. Once the mines are destroyed the kell becomes weaker. Phase 9:At 20% health he teleports to a fallen skiff and spawns a lot of adds. This is where you're allowed to fly your ship to chase the skiff. Again you will need a legendary tier ship or higher to keep up and your ghost puts your weapon systems online allowing you to shoot down the fallen skiff. (Cutscene of skiff crashing onto another asteroid with the kell crawling out. You and your fireteam are about to finish him off. Behind you a large pilot servitor rises up) Phase 10: armored pilot servitor fight. This will be a similar fight but will make use of one relic. You need to find an armored dreg. The only way to kill it is with the shockwave from the relic. This turns on a buff called armor piercing rounds(or a better name for it idk) (normal AP rounds don't work) this will allow you to damage the servitor with anything but rockets. You can use each buff to bring him down by 25% each time. Phase 11: once the servitor is destroyed a cutscene ensues (the nearly dead kell is crawling away when a large brutish Vandal in armor crushes the Kells skull and then drinks his ether, growing larger. He yells in the fallen toungue and you begin the next fight) This new boss has two swords and when you hit him with the relic super a buff appears that says Shotgun Reign. All other weapons do reduced damage and shotguns do 4x damage. High risk high reward. When he enrages he becomes highly aggressive with his swords. At this point the asteroid is falling apart and random holes will appear that you have to try to not fall into. The boss can't be pushed into the holes. Once he hits 10% health a huge wave of adds spawn and he gains 5% health the first time only. Once he is dead you get rewards and you walk inside of the skiff and inside is a giant chest. This chest acts like the exotic chest in VoG. Once you collect the chest, that's the end of the raid Also modifiers. Every week.

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                • Destiny: Expansion 4 raid: The Great Machine. A Fallen and Vex themed raid, where you fight in a Fallen Ketch, armed with Vex tech. This Ketch is much bigger than a normal one. The Fallen want the Traveler back, so they're invading The Last City in hopes to get the Traveler back. You must first fight your way through the city, and defeat a mini boss about halfway through the raid. This mini boss is a Fallen Walker, armed with Vex Tech and weapons. It has a shield like the Templar. The only way to penetrate the shields is by charging up a Relic, that fires a Arc, Solar, or Void shot. You will then board the heavily armed Ketch, and fight your way through that. Waiting for you in the large throne room of the Ketch, you will face Kralsis, Risen Kell. This Kell was reborn with the help of the Vex tech. Kralsis has four arms, but they are arms of a Vex machine. His face is half Vex, and half Fallen. After defeating the Kell with another relic that is similar to the one in the Vault of Glass, there will be a cutscene which is you and your fireteam delivering the final blow on the Kell. The Kell let's out one final roar. The raid isn't over yet. You and your fireteam must escape the Ketch before the whole thing is pulled through dementions, and into the dark corners of time. Once escaping, your fireteam will board your own ships, and one last cutscene will appear, with your fireteam flying off, back into orbit. The screen goes black, and "Mission Complete" will appear, as well as your rewards.

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