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#tips

originally posted in:Social Drinkers
Edited by GUBoots: 2/13/2015 5:48:59 PM
5

RAID Tips/Strategies - Proven or that need Testing

Aside from the accepted and sometimes vague raid walk-throughs (we can include them here too, if we want) that can be found by googling, I feel that the clan can be a good testing/proving ground for new strategies. Let's help one another out by listing our subtle hints and getting/giving feedback on our strategies we'd like to test out. Hopefully sell each other on them, join up, try them out, and report back with the results. [b]To help keep these thoughts together and collapsible, try to keep feedback inside Replies to the Tip/strat's original posting. [/b] Thanks
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#tips #Strategies

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  • Quelling the rumors: There is no "extra exotic" for sitting in the raid until it kicks you out. Watch the text scroll in the bottom left of the screen and you will see all rewards scroll by there, even the exotic ones. It doesn't appear in your inventory or pop on your screen until you go to orbit for some reason, but you do get rewarded any exotics at the same time you get the legendary rewards. The text does scroll fast so you might not catch your own rewards. Keep an eye on it and let your raid buddies know what they got ahead of time please? Tired of hearing "We can't leave or nobody will get an exotic!"

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  • Something that I always suggest because I think it makes it much easier: At Deathsinger, assuming you take down the witches and shriekers in a timely fashion, you then focus on all other enemies, more importantly the ones that shoot. Take them out until the Deathsinger starts her liturgy. If you have taken out all, or most, of the shooting enemies, you just run in, jump up high, and unload on the Deathsinger, since she won't be moving. I like this better than getting bombarded and having to shoot a moving target, but that's just me. It's a semi well known strategy, but not everyone knows so I figured I'd share to see if others agreed or not.

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    • Lamps has a 4 point system if my theory holds up. 1. Point guard- 1 person to run first to lamp and find next lamp. 2. Forward defense-2 players right behind p1 that take on largest incoming mob of thrall/knights 3. Rear defense-2 players that immediately turn and shoot all pursuing thrall/knights 4. Rear guard-1 player to go last, join p1 to hold that side, then say go once their weight of darkness has been lifted. Still untested theory so let me know how it works if you get to try it before me!

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      • Edited by GUBoots: 2/13/2015 7:58:50 PM
        Crota's End - On the Bridge, I'd like to try having a striker titan go first. Flashbang grenades for the Gatekeeper every time a new sword comes across. I've heard of this quite a few times, but never been in a group that tried it. I'm even wondering if he can throw a grenade while carrying the sword himself. Seems like it would take all the dicey-ness out of those encounters, esp for the lower level players.

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        • Edited by GUBoots: 2/13/2015 7:58:25 PM
          I wanted some thoughts on groups in the Crota Raid possibly having a "spec check" for each phase. Am I overthinking it? Are my suggestions not correct? If so, what do you think works better? [b]Lamps[/b]: Spec for armor and agility. Seems like you are either being hoarded or free from attack for a few seconds, so recovery might not be high value [b]Bridge[/b]: Armor and recovery. You want to stay alive on all the plates, speed doesn't matter as much defending a point [b]Deathsinger[/b]: Players preference, agility/armor/recovery all could have a place here [b]Crota[/b]: Armor and agility, there is no regen, so 0 need whatsoever for recovery

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