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Destiny 2

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Edited by Swible: 10/24/2017 11:33:16 PM
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What would be your ideal Fallen raid?

Pretty much title. I enjoyed the lore of House of Wolves, but it was terribly small and didn't have a "Raid" feel. Rise of Iron had the fallen front and center for a pretty great raid.....but SIVA was the real star. Hopefully in some expansion we can dive deeper into how the fallen are doing under 1 unified banner, or the return of the House of Kings (unless they're also apart of the new purple fallen?) What would you want? EDIT: Wow, there are some really cool ideas in here! I gotta give you all props for keeping this thread almost entirely positive and creative. Keep 'em coming!

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  • Location: Massive Ketch in the Blackened Forest. 1st Encounter: Test to make sure you're not extremely under-leveled. An invisible and invulnerable big marauder. Stand next to a fallen contraption in the center of the area to reveal the marauder and make him vulnerable to you. He will charge you with blades, so beware. He would have about the hp of a story boss, so between the 6 of you he should die decently fast. When he dies 4 boxes will reveal themselves for 30 seconds. DPS them to open the Ketch's door. If you don't destroy them all in time they will go invulnerable and dissappear until you kill another marauder. The door will open and you will enter the Ketch. 2nd Encounter: The Prime (or Secondary) Ether Servitor of the House of Dusk await you in a room with a floor of Ether. The layout is the door you entered through, to the left and right are ramps that go up then back down, with some half pillars for cover. To damage the Ether Servitor, you must stand in wells of Ether (slightly bigger than a rift) that are formed when the yellow bar hp servitors die. There are about 4 of those yellow bar ones there. The Ether Wellls last until the Ether Servitor destroys them. The Ether Servitor's attacks are: Stage 1 (3/3 hp remaining): A big shot, deals 2/3 of a guardian's hp. Melee that insta-kills when too close. Stage 2 (2/3 hp remaining): Melee that insta-kills when too close. Much faster small shots that deal 1/10 of a guardians hp, but are very fast to fire. The Ether Servitor will begin to teleport. Stage 3 (1/3 hp remaining): Melee that insta-kills when too close. The Ether Servitor teleports back to the middle of the map. A laser shot from the Ether Servitor's eye, follows guardians. Every 30 seconds, the Ether Seevitor charges a massive shot that targets an Ether Well, destroying it and any guardians on it. Yellow bar servitors spawn when all 4 Ether Wells are destroyed. After 2nd Encounter: The Ether Servitor collapses to the floor. It's eye can be ripped out and used in a running challenge. The guardian holding the eye should run a track entered by the door opposite what you entered the room from. The track has arc lightning blocking the path as well as many adds attacking the runner. The runner cannot attack, so send back-up to kill adds. At the end of the track, the eye is placed into a terminal, opening a shield looping next to the start of the track, allowing them to return to the main chamber. When that is done, a hole opens next to the Ether Servitor's corpse. To keep people from all running the track, during this phase, in the main chamber, many servitors spawn in that charge a team-wipe. Advance along the path your team has just revealed. 3rd Encounter: The Archon Priest chases your fireteam down a hallway with many twists, turns, and drops. At its end, you are in an area full of massive Fallen weapons, bigger than any you had seen before. The Archon Priest drops in, and the battle begins. At first, you can damage it by destroying its shields with massive cannons that are mounted in the room (these cannons will fire a ball of arc energy that hurt the Archon Priest, and destroy 1/4 of its shields, they are activated by destroying heavy shanks that drop a key that can then be inserted into a spot). Destroy the shields and DPS until its shields regen. Rinse and repeat until at 2/3 hp. Now the cannons are taken away, and are replaced with explosives. The Archon Priest also begins to move off the central platform. You must stand next to them and hold back demolitionists (strong vandals) to arm the explosives. When they are all armed you must try to trick the Archon Priest. Have your team at it to make it step backwards until it hits the explosives, do it 4 times to break the shields and then DPS. Rinse and repeat until 1/3 hp. Bow the Archon Priest will be using Scorch Cannons that fire very quickly. The explosives will vanish, and be replaced by massive Scorch Cannon dispensers that your fireteam needs to hack. Grab a solar charge from one that ran out of ammo. Parkour up to a dispenser, and throw in the charge, wait for the Archon Priest to run out of ammo on its current Scorch Cannon (takes about 1 minute, just survive) and if all are hacked, when it tries to fire, it will blow up in its face, once all 4 have gone off, DPS and rinse and repeat until it finally dies. 4th Encounter: The Kell of Dust is a dangerous adversary, having the Ether of all Fallen houses combined, it is a towering abomination. To hurt it, you need to stand in arc energy conductors that damage you over time. It also causes arc energy surges that will wipe anyone not in a safe area, and constantly shuffles the location of the arc conductors. At 2/3 hp, it retreats behind a barrier. Destory 3 captains that are keeping arc charges and throw those in. Be warned that each time an arc charge is deposited, an arc surge will occur in 10 seconds. Now the boss can shot blindness shots at you, and will leave shocked ground where they land. Keep doing what you already did though until 1/3 hp. It retreats behind yet another barrier, and destroy it again, although this time there are 6 captains. Now, the battle continues until the Kell is very low, at which poibt it goes behind its final barrier. This barrier is destroyed by eliminating a giant captain before the Kell wipes the team. Right before it does, you find out that the captain you killed did not in fact control the barrier to the Kell, but instead the Kell's prisoner, Prince Uldren (or however his name his spelled) leaps down and stabs the Kell of Dust with a dagger, ending the Fallen threat forever.

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