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Edited by DoomShroom4: 6/20/2015 11:50:05 PM
29

Cogs of Wrath- New Vex Raid (Part 2)

I Love this Idea!

417

Good Concept, but needs a few Tweaks

289

I don't like this Idea (Comment what you'd change)

75

[b]This is part 2! Link to part 1is above![/b] [b]Stage 3: The Flux (Darkness Zone/Boss)[/b] [u]Goal:[/u] Defeat Inconoth [u]How:[/u] Make the correct elemental laser from each Inconoth hit the correct elemental shield on a Inconoth to disorient the Inconoth hit. Kill all Inconoths at the same time [u]Detailed Description:[/u] Once players pass through the time gate they will need to travel through some Vex scenery to reach the next stage (as players pass though the scenery, the Vex structure will begin to become more exposed). After players pass through a doorway, the door will shut sealing the players inside a large room. The room itself will have no definite walls just like the way the templar's well looks. The platform players will find themselves on will be square-like with small platforms, stairs, and columns scattered about (like the uneven terrain the templar's well provides). Two large time gates will face each other on opposite sides of the platform. On the sides without a time gate there will be sync plates, opposite from each other just like the time gates. These are the only means of opening the time gates to the other "times". In the center of the room is where Inconoth, overseer of time will spawn (Inconoth is a giant harpy). Once he has spawned in, he will proceed to split up the fire team into thirds. In a full fireteam (which is the only way to do this) two players will be sent into a different "time" with their own version of the arena and Inconoth. The "past" time will have a Mars Oasis theme to it (Martian plants scattered, red sand littered around as the wind blows it around). It's enemies and Inconoth will have a Precursor casting. The "present" time will have a Molten Mercury theme to it (Magma seeping through the exposed metallic vex structure). It's enemies and Inconoth will have regular vex castings (This is also the room that all players enter into). The "future" time will have a Venus jungle theme (Pools of stagnant red water, rain, and an abundance of vegetation). It's enemies and Inconoth will have descendant castings. Each time will have a slight variation in geometry, but the sync plates and time gates will never move. Inconoth will always be in the center of the room and thus is stationary. Goblins, hobgoblins, and minotaurs will spawn constantly throughout the battle via teleportation. Two basilisks will guard each time gate by floating in front of it shields fully charged (these wont attack... yet). Now to how the boss fight works. Each Inconoth will spawn with a randomly selected elemental shield and different elemental damage type. Players can figure out the damage type by the color of Inconoth's lasers and the shield by firing at him. Players cannot deal any damage to him while his shield is up. No player based weapons can damage the shield either. Every two minutes the chat will state, "Inconoth is channeling its focus". After that Inconoth will cease to attack and will begin charging up his devastating super attack while targeting a player in its time to fire at. Basilisks will also lose their shields and begin attacking. This charge time takes thirty seconds. Once the charge is complete a laser will fire out of Inconoth's eye towards the player he targeted. This laser will be colored with its elemental damage type. If no Inconoths were disoriented then the Inconoths will change their elemental damage types and elemental shield types until the next rotation. Any basilisks killed will also respawn. To defeat Inconoth, players must pay attention to the elemental properties of their Inconoth in their "time". once that has been discovered, players must communicate with their fire team to pair up the damage types with the shield types. When the message saying "Inconoth channels its focus", players must kill all basilisks. Once all basilisks are cleared, one player must stand on a sync plate in their time while the other grabs their Inconoth's attention (Technically only two sync plates in two different times need to be activated because one sync plate in a time will open both time gates to the others). The attention grabber must stand in front of the time gate leading to the time with the Inconoth that has the matching elemental shield to their Inconoth's elemental damage type. When Inconoth fires his laser, the attention grabber must jump out of the way if they don't want to be killed. If no basilisks are blocking the way of the laser it will pass through the time gate and hit the Inconoth on the other side. If the elemental properties (shield & damage) match up, then the shield will break and players will receive a buff called "Disoriented" that lasts for twenty seconds. During this time, Inconoth will not attack and appear disoriented. Enemies will not spawn during this period either. Players should take this time to pump as much damage as possible into Inconoth. When the buff ends, Inconoth will snap back into focus and begin a new rotation (Hopefully you read about the rotation and didn't just skip to this part). To truly defeat Inconoth, player need to kill all them during the same period of disorientation. If players fail to kill all Inconoths, then all Inconoth will spawn back with 50% health (Half is taken each time). Inconoth has as much hp as Kaliks reborn, so the minimum number of times it should take is three successful rotations. Inconoth does reach enraged mode in twelve minutes. Once defeated all players receive loot and must return to the "present" time to go through the now opened door to travel into the next stage. They will travel through some Vex scenery until reaching a time gate powered by a laser to reach the next stage. [b]Stage 4: Catacombs of Consciousness[/b] [u]Goal:[/u] Power the final gate [u]How:[/u] Carry three orbs through the maze and place them into the sockets Detailed Description: Once players travel past the time gate the find themselves in front of a sync plate, and beyond the sync plate lies a massive metallic maze, it's entrance shut by a large vex door. Around the sync plate lies three empty sockets. Curious players will find that they must stand on the sync plate to open the maze. Once the sync plate is fully charged, enemies will begin to spawn (these include Goblins, Harpies, and Minotaurs). The fire team should split themselves up into two groups, one group enters the maze while the other stays with the plate. The maze group needs to find their way to the end of the maze to kill a manticore, steal its core, and make their way back to place it in a socket. The other team must defend the sync plate from, you guessed it, Praetorians. But, throughout the maze, are doors that are either shut or closed. To get past these doors, the maze group must communicate with the plate group whether to stand on the sync plate or not. By activating and deactivating the sync plate closed doors will open and open doors will close. Once the maze group find their way through the maze (Yes, enemies will spawn in the maze too), they must kill the manticore. Once the manticore is killed, one player needs to harvest the core and carry the orb. Upon the manticore's death, a debuff will appear on everyone's screen called "Time Fracture". this debuff has a timer set for two minutes. The orb bearer will also experience the same debuff as before (light siphon) but also gain a new one called "Vision of the Lost". This makes it so than the bearer is blind after fifteen seconds (like marked by the void). The player can pass the orb around the maze group by dropping it but this can slow down the entire team. If the team does not place the orb in an available socket before time fracture ends or a praetorian takes control of the sync plate, then a wipe occurs. Once the orb is placed, a chat message will display stating "The maze shifts". This will change the interior layout of the maze to a randomly selected preset one. The player who placed the orb in will also receive the buff "immune". When players run in a second time, the enemies inside will be harder and the layout will change. This process must be repeated until all sockets are filled. the maze will shift a final time (this one is preset and made to be last one when all socket are filled because a chest is hidden inside it) and all doors will open. Players will gain loot and can proceed into the final time gate embedded into the wall on the other side of the maze (like the one from the story mission "Eye of the Gate Lord") to fight the final boss.

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    Read like the first 10-12 sentences and stopped, pretty much vault of glass just rendered a little bit different and a tweak here and there.

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