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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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  • 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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