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Edited by CromagAK: 7/26/2015 6:05:08 AM
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Fallen Raid - Zenith, please share feedback

Fallen Raid idea [b][u]Backstory[/u][/b] This raid would confirm some lore speculation and offer a new view of some of Destiny's outlooks. This raid would be based around the theory that the Traveler had previously aided the fallen and then left, causing them to devolve into what they are now. Leading up to the raid the Traveler would start showing signs of life, small movements or sounds, and the Speaker would seem worried. The Speaker will request all guardians report to him immediately, as he knows of something that would truly threaten the City, and the Traveler. When the guardians reach the speaker, he talks to them about the Traveler sensing a great threat approaching our world, or possibly already arrived. He tells of how the Traveler, before coming to earth, had aided a civilization light years away, and made them powerful, more powerful then the Guardians of the Tower. The civilization he aided however had begun to grow power hungry, always wanting, and seeking more then the Traveler thought they should poses. When the Traveler realized what they had become with his gifts he left, and searched for new civilizations, and peoples to aid. Before the Traveler left however, a large group of the civilization had left, to explore and search for new worlds to conqueror with their new power. They left in a ship called the Zenith, freezing them in a stasis, until the ships AI would awaken them when a suitable planet was found. Though we don't know what the civilization was called, the Speaker tells us the beings who are ancestors of the Fallen, call themselves the "New Dawn", and they've landed on Earth. The Speaker tells you these beings will poses powers that rival or exceed that of the guardians, and will have technology we haven't seen since the Golden Age. They have landed in a place called Old Chicago, and have begun searching out from their ship in search of life. He warns if they are able to setup a foothold on earth, we may not be able to protect the City from an organized attack. With the Speakers warning and life on Earth at stake, the Guardians set off for Old Chicago. [b][u]Raid Start[/u][/b] : The Guardians approach a large ruined city, at the location the Speaker told them Old Chicago would be, and above the city a enormous white and gold ship, unlike any we've seen, floats above, with a tether linking it to the ground. Along the ships sharp edges flicker bright blue pulsing energy, running from the front to the back and disappear behind. The ship seems to emit light all around it, and tho it is night, the ship makes it look almost as if it were day. You land on the outskirts of the city not wanting to get too close to the ship known as Zenith, and make your way through the city on your Sparrows. As you get close to the tether you feel a sense of almost being at the City, and can feel the Travelers light embracing you. You feel the powers the Traveler has gifted you get stronger (your supers are now... super? Titans bubbles can now be shot out of, Blade dancers can leap further, and deal significantly more damage, Nova bombs explode into huge balls of void energy cascading around exploding, and creating new bombs). You reach the tether without facing any resistance, but as you approach it, it becomes activate and a blinding light moves its way down from the ship towards the ground. As the light reaches the ground you can make out shapes of figures resembling Fallen, but as the light clears you realize you face a much more dangerous foe. Those resembling dregs, have four arms instead of only 2 and are covered in a Bright white armor with the same pulsing blue energy moving over the corners and sharp edges as the ship has, they carry guns you've never seen before and stand up straight and tall, they're called the Vanir. Behind the Vanir you see two other figures resembling what we know as the Vandals, but again, they are standing tall with golden armor covering their bodies, their armor looks even more advanced then the Vanir's, still gleaming with the blue energy powering them, they're called Aesirs. One more figure emerges behind the Aesirs, a very tall figure resembling a Captain appears. His armor is bright white, with gold accents, it looks as if the armor was fit for a myth, or a fairy tale, with perfect symmetry, and very flashy, spikes rising over his shoulders, a helm ornate with technology that appears far beyond our own. He wields a gun that sucks in blue energy out of thin air, hes called a Hersir. Once the light fully dissipates the Hersir lifts his gun up and lets out an almost robotic yell, afterwards the Vanir and Aesirs begin opening fire, shooting what appears to be Arc energy but burns hotter and glows brighter then any you've ever seen before. Every hit seems to leave a sting damaging you for a few moments after you've been hit. After the Vanir and Aesirs are brought down, the Hersir aims weapon, it takes a few moments to charge and shoots a giant ball of Arc energy at the guardians causing a huge explosion. He is harder to bring down then any Captain previously but not too challenging. After all the enemies are dealt with the group enters the tether and is lifted into Zenith. [b][u]Inside Zenith will be added in following post.[/u][/b] (order got messed up sorry about that) any forum admins that can fix? Let me know what you think so far, appreciate all feed back, criticism and thoughts!

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  • [b][u]Final Boss[/u][/b] : After you have defeated the Council, you break through a small vent on the side of the room and travel through the ventilation system again. At the end of this vent you break out into what appears to be a prison section on the ship. As you enter you're attacked by multiple enemies of all varieties, including a Warden, a large Hersir. The Warden runs to a machine and activates a shield for each locker, after activating it he smashes the machine, causing it to leak what appears to be a white energy into the air. Once you've killed all enemies and the Warden you turn your attention to the cells. Each cell is covered with a shield, with 4 cells total, one is covered by a solar shield, another a void shield, and a third with an arc shield. The final shield appears to be a combination of the 3. Each cell must be broken open by an empowered super of the respective damage. (Golden gun for the solar, Nova bomb for the void, and Fist of Havoc for the Arc.). Inside each cell is the chance for a loot chest, you cannot see into the cells through the shield and must break them open one by one to find the chest. Inside each cell you find the dead bodies of what appear to be fallen draped in red and yellow banners. The machine the Warden used to activate the shields will refill the guardians super when you stand next to it. The fourth cell must be hit with all 3 supers simultaneously to break it open. Inside you find a Fallen Archon dawning House of Kings banners on his shoulders. He's badly injured, and you can tell he's been tortured or beaten, when you open the door he sits in the corner and stairs at you, his mask is removed and you can see all of his black eyes. He slowly stands up and slumps his way towards the entrance of the cell, and stops just before the guardians. You can tell hes not a threat and he just nods at you and walks pass. As he exits the cell he points at a door adjacent to his cell, and walks over to it. With one swift kick he forces open the door and falls down, inside the door appears to be a throne room. The Archon gets up and slouches towards the other cells. As you enter the throne room, it glows bright, with white walls, and blue fluorescent lighting. And bright pink and gold inlays in designs forming symbols on the walls. Stairs travel from the side you're standing on, upwards to the other side of the room where a large Hersir model is standing. From behind you the Archon re-appears and very slowly stutters the word "Odin'va" [b][u]Odin'va[/u][/b] This Hersir is almost twice as tall any you've seen thus far. His large white armor flickers, seemingly changing energy from Solar, to Arc, to Void. He carries on his back a large cannon, and brandishes two swords made of pure Arc energy. The Archon behind you charges foward and is instantly struck down as he reaches Odin'va. He then turns his attention, to you. [b][u]Phase 1[/u][/b] (100%-66% health) Odin'va starts the fight using Arc energy. He will use 3 special abilities as well as melee attacks. His first ability is Ignite the World: He will ignite all of the floor with Arc energy, followed by all the air with Arc energy. He will telegraph which he will ignite first by where he places his swords, guardians must either jump, then land, or be on the ground then jump to avoid the damage. His second ability is Plasma Leash : He will hurl a beam of Arc energy at a player wrapping it around them and pulling them towards him, players must shoot and break this leash before the guardian is dragged to the boss. If he successfully pulls the player to him he will kill them. His third ability is Breaking Dawn: He will start to channel a spell, sucking all Arc energy from the air into himself, a Titan must use their super Fist of Havoc on him to break the channel, if the channel is not stopped he will instantly wipe the group. (This ability is used at 77% health) [b][u]Phase 2[/u][/b] At 66% health Odin'va will cover himself in a crystal like armor, at which point the guardians must use control panels on the edges of the room to spawn Valkyr's. To break his crystal armor the guardians must gather their Valkyr's around Odin'va and use the siphon ability, to drain all the energy from the armor causing it to shatter. Once it shatters his armor cracks open leaking Arc energy into the room, one guardian must stay active in their Valkyr for the remainer of the fight siphoning the Arc energy leaking from the boss or the raid will wipe. After you have shattered his armor he will start to glow orange with Solar energy, he will begin attacking the guardians with 3 main Solar attacks. The first is called Super Nova, he will shoot columns of fire down the room, 2 by 2, 4 columns fill the room, so you must figure out which 2 will be open, and which 2 arnt, he will cast this 3 times. (the guardian using the valkyr must block his body using the Valkyr from the blasts) His second ability is Prison of Flames: He will cover a guardian in chains made of Solar energy, which must be shot and broken off, if the chains last too long the guardian will die. His 3rd ability is Breaching Dawn: he will raise his hands above his head forming a sphere of solar energy siphoning all solar energy from the environment, to stop this cast a Hunter must shoot the sphere above his head with a Golden gun super. This ability will be cast at 48%. He will also fire barrages of fire blasts at players similar to a wizard. [b][u]Phase 3[/u][/b] : After you bring him to 33% he again covers himself in a crystal armor, and the guardians must use the Valkyr's once more to siphon the energy out of him. He will now be leaking Solar and Arc energy forcing 2 guardians to remain in Valkyr's and absorb the energy leaking into the air or the group will wipe. After you break the armor he grabs the large Cannon off his back and turns it on. It glows a bright purple and can be seen sucking in all Void energy from the air. He will now use 3 void attacks against players while also shooting at them with his large void cannon causing explosions wherever they hit. His first ability is Unmaking: he will Cover the room in small purple circles that grow larger and larger leaving small areas to stand exposed. The guardians using the Valkyr's can siphon the energy near them to shrink the circles so they are not killed. His second ability is Reach into the Void : he will open a small hole of void below him and reach down into it, under a random guardian a large void hand will grab the player, the other guardians must shoot and destroy the hand before the guardian is pulled under, if not broken the guardian is pulled through the floor of the ship and thrown out the bottom. His 3rd ability is Dark Dawn : he will raise his arms up and small purple orbs will start to fill the room, a warlock must use Nova Bomb and with its upgraded form cause it to explode across the room destroying all the void orbs, if he finishes his cast the raid is wiped. At 1% he stuns all guardians with a large stomp and begins channeling a bright white spell above his head, the light is almost blinding and guardians can barely make out Odin'vas figure as the light grows and the room begins to shake, as you watch not knowing what will happen the Archon gets up and slowly walks towards Odin'va. He visibly struggles to walk towards the light as if it were forcing him back and you see him leap into it. The light suddenly disapeared and Odin'va now shaken starts to glow bright white and flexes back, and is slowly consumed by the light until he is no more. Afterwards the Archon lays on the ground, most of his armor burned off with huge burns all across his body. The speaker tells you to bring him to the Tower with you under heavy guard. [b][u]Ending Story[/u][/b] The Archon having been rescued from Zenith by the guardians now offers to help the Tower make peace with his Fallen House. Zenith, once under complete guardian control, is now being studied to help understand what their technology might hold secret, and possibly help with the fight against the coming darkness. The Traveler once again grows quiet, but with the new technology from Zenith the hopes of restoring some of the Golden Age tech, starts to fill the tower. Hope you guys liked this, again if there was anything you didnt like, or did, please share your feedback!

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    • Edited by CromagAK: 7/27/2015 1:41:37 AM
      [b][u]Second Boss[/u][/b] : After defeating Rolknash, doors will open allowing players to enter the room, on the opposite side of the room two door ways will lead to an Ammo Bay ( giving weapon loot) or a Armory (giving armor loot) that the guardians must choose between. After choosing which room they want they will both lead to the same room on the other side. The room appears to be a ship bay with four wide openings, two on each side covered in a force field that glows blue. As you walk in further a ship begins to fly into each of the openings, the ships look advanced, with long white bodies, gold accents and the same strange blue glow (starting to get the theme?) along the edges. They are more rounded towards the top but have distinct sharp lines on the bottom, with 6 openings in 2 rows along the under belly. Beams of light form out of each of the openings and small light flashes travel down, as they reach the bottom they form into figures, each ship containing 6 Vanirs, 5 Aesirs, and one Hersir. This fight will take a couple of minutes and the new guardians upgraded super abilities will come in handy. After the enemies have been defeated, multiple Valkyrs will activate and fly down from the ceiling. After defeating the Valkyrs the guardians must take their cores and enter a docked ship. Using the Valkyr cores you will activate the ship, and it will fly out of the ship bay and on top of Zenith. Once ontop of Zenith you land above a small exhaust vent, and leave the drop ship. The exhaust vent is heavily fortified and durable and rockets and grenades wont do the trick ( maybe an upgraded fists of havoc or Nova bomb could do the job?). Once the vent cover is destroyed you enter through and follow a small vent for a ways, fans and Arc energy pulsing from side to side will pose a deadly threat, so move carefully. [b][u]The Council of Prophets[/u][/b] : Towards the end of vent you will notice a grate over a room below, breaking this great will be simple with a melee attack and drop down into the room. The room is full of hologram maps, attack plans, and scans of the surrounding areas, including a large hologram map of the earth, with a large orange Sphere above the surface in one spot. Opposite from you in the room are 3 enemies, they appear to be Hersirs but instead of the normal armor they wear robe like outfits with armor on their shoulders and helms. [b][u] Lokir[/u][/b] The Hersir farthest left of the three is wearing an orange tint robe, and has what appears to be solar energy gathering in his hands. He is the Prophet of Flame and will use an array of Flame attacks to combat the guardians. Solar damage will be worthless against him and will only empower a shield around him, this shield only becomes active after taking flame damage. His first attack is Solar Flare : hurling a bolt of pure Solar energy at the guardians, and gathering at the point of impact before exploding, His second attack is Beacon of Fire, he will attach a beacon to one guardian, causing them to explode with solar damage to any nearby guardians. His third attack is Effigy creating a firey representation of a Vanir that charges at a guardian instantly killing them if it reaches them. [b][u]Rashnar[/u][/b] The Hersir in the middle of the three is wearing a purple tint robe, and has void energy in his hands. He is the Prophet of the Void. Using void damage against him will enable his void shield. He also has 3 attacks, Dark matter: he will create a pool of void energy under a guardian, stunning them and quickly draining their life, to break the guardian out you must shoot the pool with solar or arc damage and destroy it, his second attack is Void Nova, he will unleash a large AOE void attack spreading across the room, you must hide behind cover or this one instantly kill any guardian hit, his 3rd attack is Dark Gathering, slowly sucking in all guardians towards him, and will do a large ground stomp once completed, to stop this ability 5% of his max health must be dealt ( will be cast every 25%). [b][u]Thorlok[/u][/b] The hersir furthers to the right of three is wearing a blue robe, and holds a metalic hilt, that has a blue energy blade coming out of it. He is the Prophet of the Arc. Using arc damage against him will enable his arc shield. He only has 2 attacks, but are the most lethal attacks. He will focus on one player (while that player is focused they cant be targeted by Dark Matter) and the focus will swap once 15% of his total health has been dealt. His first attack is Ignite Air, he will slash his sword towards his current focused target igniting the air with Arc energy in a straight line from him to the target, if hit this will briefly stun and will completely remove the guardians shield, his second attack is Ravage, he will leap at the guardian, with only a brief moment to react, if he connects with his target he will stun them, and deal close to lethal damage, also temporarily disabling the guardians shield to recharge, as well as doing basic melee attacks towards the target. [u][b]Last boss in later post![/b][/u] PLEASE let me know what you think so far and post any comments or thoughts!

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    • Edited by CromagAK: 7/26/2015 4:40:03 AM
      [b][u]Inside Zenith[/u][/b] : As you enter the room at the top of the tether, there are supplies and vehicles neatly organized through out the room, the sense you get from how everything is placed is that these beings are highly intelligent and highly militarized. You take a few steps and hear a loud robotic noise, and low humming, a large bay door at the opposite side of the room opens, Vanirs and Aesirs flood through, with a few Hersirs accompanying them. After you deal with the attack party you move through the door leading into a large storage room. At the end of the room is an elevator leading to a higher floor. Inside the elevator is large Hersir, with even more extravagant armor, and much larger then any you've seen so far. He shouts at something behind boxes on both sides of the elevator and rides the elevator up. Behind the two boxes emerge what look to be servitors, but more advanced and covered in white armor instead of the normal purple, they are known as Valkyr. They are always changing shapes from spheres to cubes and reoganizing themselves as they float through the air launching Arc like damage at you. Once they are dead you need to pick up their cores, and use them to activate the elevator at the end of the room. [b][u]First Boss[/u][/b] Once you arrive at the top of the elevator chasing the memorable Hersir, you look down into an open room, inside is the Hersir named Rolknash. The room you are in looks like a control room for the new storage area he has locked himself into, with large glass windows looking down into it, and 6 consoles located in front of the glass window. Guardians must use the consoles to control Valkyr in the room below to fight the boss. The controlled Valkyr's have 3 abilities, Plasma cannon: launching a bolt of Arc damage in front of them, Energy Siphon: siphoning energy from the surrounding air to empower itself, causing Plasma cannon to do bonus damage, and a function used to interact with certain things around the room. The main boss abilities are using his own Plasma Cannon, a small EMP device that will temporary knock a Valkyr offline, and his own Siphon ability. Guardians must defeat Rolknash before he can destroy, the Valkyrs. He will periodically throw an EMP at a Valkyr knocking it offline, and any within 10 yards offline as well forcing you to be spread out. After throwing an EMP he is also effected and will temporarily take increased damage for 10 seconds, as well as disabled Valkyrs will take increased damage as well. When a Valkyr is disabled another Valkyr must pick up an energy core from one of the crates around the room to reactivate it. This forces guardians to time their siphon abilities before an EMP goes out, and be prepared to decide who is going to help the disabled Valkyr, and who will keep attacking the boss. Once a Valkyr is destroyed it cannot be used again unless you wipe. [u][b]More bosses coming in later posts![/b][/u] Please post feed back and thoughts!

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    • Strong start. Like that you don't try to throw it in old Russia. Earth is a big place, as is every planet, and some new scenery is welcome. Also the stasis idea is great. It makes the universe feel larger just knowing that this was out there for all of that time. The sitters idea could use a little tweaking, possibly reserve that for once players are on board the ship? This would leave you fighting the first enemies as guardians. It also opens up the bulk of the raid to experimenting with the upgraded supers. Possibly room there to create sections that require certain class synergy? Or even just need a specific class to complete an objective within a room. Toying with the idea that guardians function as a group to protect earth and the Traveler, and should work together. Side note: the image in my head of riding the sparrows up to the city had me thinking of armored core, where you spawn hundreds of miles away from the objective and boost the entire way there. This could even free up some time to inject dialogue into the ride up.

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