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Edited by xRedHawk1: 9/7/2015 6:35:29 AM
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Sun's Throne (raid idea)

I've came up with an idea for a raid with 6 main phases, with the final boss phase at the end (obviously). In this raid you would fight three bosses, in this order: Anqron, Sun-eater (large minotaur), Sol's Eye (large harpy) and the main boss, Sol, Sun-Shatterer (giant Gate Lord). [u]Phase 1[/u] [spoiler] When you spawn in, a large circular tower will stand before you, and you must enter a gateway known as The Pilgrimage. This is where you face the first boss, Anqron. To defeat it you must take out three shielded generators, powering three rotating shields. When a generator is destroyed, Anqron will buff itself with an effect known as Scorch. This increases its damage threshold by 1.5% , while damaging the players with a decaying-like debuff for 20 seconds. As each generator is taken out, it calls upon more powerful ADS to help it take you out. When Anqron falls, the barrier into the Ashen Hall shall dissipate.[/spoiler] [u]Phase 2[/u] [spoiler] The Ashen Hall is a large circular shaped room with five pillars around it in a pentagonal fashion. There are 10 spawn points, 2 for every pillar. In the centre is a platform with 5 smaller platforms around it and an elevator similar to that of the Terminus on Venus. The elevator is only accessible via withstanding five waves, each one harder than the one before. During each wave a debuff will be applied called Sol's Zeal, which increases the spawn rate for 35 seconds. In this time you must kill Ash-Wardens, five in total, one for each wave. If they are not killed in time, the team wipes. When the waves are over you must ascend via the elevator towards The Agora. [/spoiler] [u]Phase 3[/u] [spoiler]The Agora is a large, plaza like area with three gates in the centre. The team must fight off enemies to gain a Spark. The Spark must then be carried to one of the gates and the gate will summon two players through, the Spark-carrier and a random member. This goes for all of the gates, but must be done one at a time, or a debuff called Overflow will appear and the team will wipe, as too many Ash-Keepers will spawn and the Spark will be destroyed, shutting the gates. Players on the outside must completely annhilate the Keepers, as if more than 3 get to the gates and sacrifice, its game over. Inside each of the gates are three different versions of The Agora, Past: Smaller, less bright sun with barely and Vex structures in the distance, Future: Red giant replaces the sun and the room appears to have been burned to pieces, and finally Apocalypse: Remains of a supernova, complete darkness with streaks of the aftermath of the explosion. In all rooms are versions of Sol's eye, the boss in the upcoming phase. You must destroy them and then leave. During this time a buff will be applied: Pahanin's Fury. This doubles your defense and light ratings, making you much more powerful. However if the Spark-carrier dies, the gate is shut off and the team wipes. After this is complete and the Eyes are wiped from existence, Phase 4 begins. [/spoiler] [u]Phase 4[/u] [spoiler]Everyone that is inside the final gate is warped out and the gates despawn leaving a bare, broken room. Sol's Eye will enter and Ash-Keepers surround it. It has three mainattacks with one when he enrages: Inferno, Ash-cloud, Firestorm and Kindling. Kindling is where he applies a Solar shield around its Ash-Keepers, Ash-cloud is where the room is filled with dust almost blinding the players but still allowing visibility. Firestorm is where it fires swirling vortexes of flame towards players. When he enrages, Inferno burns the room for 10 seconds, however acting like Time's Vengeance in a way by buffing your damage. If he is not killed by the end of the Inferno effect, the team wipes. Killing it will remove all effects and another elevator will appear, ascending yet another time (or dimension).[/spoiler] [u]Phase 5[/u] [spoiler]The team will move towards a hallway, where wind rips through gaps at high speeds, killing players if they linger. The only way to pass... well The Pass is to drop a Spark that appears into confluxes, around the hallway, stopping the wind from harming you via floating barriers. The Spark will fade out after 10 seconds, so you must be quick. There are seven safe zones, where a Spark will spawn each time. At the end of the puzzle room lies the gate to the Pinnacle, the final ascension stage of the raid, but first you have to take out several Vex hydras known as Sol's Guard, five in total. When each one is destroyed, they gain more strength and teleport frequently. When all are destroyed, the gate opens and The Pinnacle awaits.[/spoiler] [u]Phase 6[/u] [spoiler]The Pinnacle requires immense knowledge and skill of the encounter. Many Ash-Keepers and Sol's Guard appear during 4 large waves. The goal is to test your might to gain the right to face Sol itself, so you must master each wave within a time limit, with Pahanin's Fury and Ash-cloud. To make it even more gruelling, The Pinnacle is made up of 3 platforms rotating round a central circular platform. To endure, the Spark-carrier must constantly keep generators online to stop Sol from performing the Annhilation Protocol. If the debuff appears, it means a generator is losing power and a Spark must be used to power it. If the Protocol is fulfilled, the team wipes. If too many Sol's Guard appear (more than three), the team wipes if the Spark-carrier is killed during Pahanin's Fury, the team wipes. If you finally show insurmountable determination and survive, you gain the right to challenge Sol. [/spoiler] [u][b]Final Phase[/b][/u] [spoiler]Sol will summon you above to its Throne in the skies of Mercury, with the wind piercing through. It will scream and materialise at the back of the room, calling down the power of the stars it has slaughtered. Come face him, if you so dare. The fight begins with Sol's Outrage, a debuff slowing all players and detaining them to small areas of the triangular room at each corner. Sol calls forth his Guard to exterminate the threat. The room will constantly warp from Past to Future to End, while it regains a chunk of it's health. Sol has 6 main attacks and 2 while Enraged: Firestorm,Inferno,Firewall,Ash-cloud,Sunbeam, Ashen Dawn. Enraged debuffs are Sun's Anger and Scorched Ground. Firestorm,Inferno and Ash-cloud are the exact same as the Sol's Eye encounter, while Firewall sends a flaming wall across the room, killing all not within radius of the Spark-carrier. Ashen Dawn surrounds Sol in an impenetrable (yes I said impenetrable) shield for 15 seconds however he cannot attack during this period. Sun's Anger sends out a Solar Beam across the map killing all in 20 seconds if not killed while Enraged. Scorched Ground adds an AoE effect around Sol with a pulsating instant kill-field, however it is weakened significantly. The only way he is vulnerable to attack is if he enters the central circle and the Spark-carrier uses his super, calling forth a ray of Light, decimating Sol's shield and damaging it. (Hard mode changes: Sol automatically Enrages at 10% health, attacks come more often, shields do not replenish, think Presence of Crota style) [/spoiler] I hope you enjoyed reading my idea for the raid I call, Sun's Throne. Leave criticism below. Add me xRedHawk1 on PS4

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