JavaScript is required to use Bungie.net

#mods

[This group has been deleted]
Edited by chucklenoris: 2/8/2016 1:37:34 PM
24

Monster Talk

This forum list is for discovering monsters and strategies to use against them, Edit (2/8/16): I will also be creating videos later down the road to give more visual to these posts. Check in every so often to see updates and edits.

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

View Entire Topic
  • Target: Cyclops Race: Vex Special: Heavy weapon, Vex sensor, Point Defender You won't find Cyclops with a grimoire point system. This is due to the fact that they are not a Vex unit. They are in fact, a vex structure. A structure with several functions. They prioritize in defending a certain location or entry. Their weapons hit hard, and even though they are stationary, they alert all vex to your location. Lots of hit points and tough, these structures can cause a lot of heart ache. Again these structures are defenders. Most locations they defend are entries further into Vex domains, a hold out position the vex have set up, or are part of a mission or patrol randomly placed. Mostly found in strikes like the Undying Mind or quests like the Black Garden. Killing one gives you access to further your progress. The Cyclops' weapons are strong and fast. It shoots a void based blast that travels relatively fast. The impact does a good amount of damage and the splash reaches up to five meters. Other weapons the cyclops has is an overload array. This has some silver lining to it. When a Cyclops overloads it emits energy particles that do moderate damage. These can also damage nearby Vex. Cyclops' will over load when taking too much damage at once or when it receives a total amount of consistent damage. The alert sensors on this structure is unmatched in the Vex collective. They are spotters and seekers. Once they see a target, Vex will either pull back to defend or mobilize to attack. Typically Hobgoblins will fall back and hide to gain a better sniping vantage point. Goblins will move in to attack the last known location of the target is LoS is broken. Harpies will move in to support all Vex and scout for the Cyclops, while Minotaurs move in to attack Targets at all fronts. How to Handle: Cyclops' are stationary, so you do not have to worry about them moving to you and really just have to avoid the incoming fire from one of these guys. Your problem from them comes their command. Though not technically in command, they help the collective mobilize. If solo, take out all of the vex running around and make the Cyclops your last priority. In a group you can do the same, by mopping up the Vex running around, or you can have one person in the group focus all their fire on the Cyclops. Consider it multitasking. This is an actually method needed on a few strikes to gain further progress. Cyclops' also summon in troops and until killed, keep sending in troops. So having one person focus on reviving and bringing down the Cyclops is needed while the others keep the mobs at bay. Sending the Cyclops into overdrive is needed, well in tough fights. Overdrive will damage units the Cyclops is warping in as well as giving you a chance to deal damage. Weak spots are the eye and small areas surround it. Suggested weapons are the Rocket Launcher, Snipers, and Machine guns for high impact. No Grimoire points for this Structure.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

You are not allowed to view this content.
;
preload icon
preload icon
preload icon