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Edited by A Traffic Cone: 9/13/2015 5:10:19 AM
2

Earth Raid: Warmind Achilles Part 2

Phase 3: Torviks, Ether God (Checkpoint) One continuous wall of lasers will sweep around the room in a circular fashion. It's not moving too fast, but you need to stay ahead of it. Shanks and dregs will spawn in small numbers, with the addition of a special captain, called a Torviks Baron. He has a bit more health than a normal captain major, and wields a modified scorch cannon. Stay well ahead of the lasers and kill the captain. Torviks will fire large, deadly shots at you all the while, but at a bit of a slow pace. The scorch cannon has unlimited ammo, and needs to be charged before firing a "super". Kill adds with it, and prepare to fire. The super shot takes several seconds to charge up, and you will be immobile while you fire. Hit Torviks with it and it will temporarily break his shield. Open fire. Rinse, repeat. At half health, a second set of lasers will sweep the room, dividing it in half. You can get easily separated here, so try to stay together. Kill the captain. Shoot Torviks. At quarter health, the room is divided into quarters. The lasers continue to sweep. You really have to pay attention to survive this. Kill the captain, shoot Torviks until he dies. Good job guardian! You get your loot, and the next door opens. Phase 3.5: Sparrow Maze (Checkpoint) This next area consists of a large complex of wire-like tunnels. It is sparrow enabled, so have fun racing! Also, did I mention there are Torviks walkers all over the place along with occasional fallen outposts? Try not to get lost. There are many routes to take, most of them being dead ends. The right one, however, will take you to Achilles' Seraphim Vault. Cue pre-raid boss: Phase 4: Antibiotic (Checkpoint) This Warmind isn't like Rasputin. It's not housed and trapped like Rasputin is. As you drop down from the ledge leading out of the sparrow tunnels (long drop, don't go splat), you'll see that the vault isn't lit very well. You can't even see Achilles. Like the many of the hive sections in Destiny, your ghost's flashlight will be needed to see here. The ground of the vault is flat and expansive. It's perfectly rectangular, with a guard rail in front of a ledge that leads to nowhere, and a large back wall connected to the sparrow tunnels high above (so you can't go back). All in all, it's about the size of the cinders on Venus. Varying amounts of small rectangular protrusions jut out from the floor (they look like server containers) to act as cover. Don't get lost in the darkness. This is where the fun starts. A hive tombship-sized robot begins hovering out in front of the ledge, sweeping back and forth in front of it. In the darkness, you can only see it's green eye as it moves around. Some tough Fallen pour into the room and once again try to kill you. The antibiotic will also give the prompt "The Antibiotic searches for threats" just before casting a very wide scanning beam and quickly searching the room from the the ledge near the front of the vault. Here, you have to find cover and hide behind it so that it can't see you from its perspective. If it sees you, the room will be burned out, and you will wipe. Here's the catch: if you miss any fallen enemies before it sweeps the room, it will burn you out, and you will wipe. This is done twice, and each time, there will be less cover for you to hide behind. Cue your second major threat. Ashkar, Kell of House Torviks, will begin appearing on the third wave. There will only be minor adds at this part, and if you fail to kill Ashkar, he will use a special kind of invisibility and hide from the antibiotic. You, however, will still be running out of cover to hide behind. You have to kill Ashkar before you run out of cover entirely, and wipe. Once he is dead, he'll drop his modified Scorch cannon, and you'll be allowed to fire a modified shot at the Antibiotic, damaging it greatly. Phase 5: Warmind Achilles, Scourge of Man (Checkpoint) A circular pad appears in the center of the expansive floor. To start the encounter, your fireteam has to step on it. Once done, the lights in the room will turn on, revealing what was on the other side of the ledge: You see Achilles, with four Spear-like appendages rising out of the chasm in front of the ledge, and a multitude of green lense-like eyes mounted on a spherical orb attached to a server-tower attached to the wall. The spear tendrils hang like giant snakes over the ledge, pointed towards your fireteam. Any damage done to Achilles will be negligible, like with Atheon. Here, fallen will spawn in great number to try and stop you. Achilles will also begin his attack phase. He will occasionally strike one of his tendrils into a socket on the floor, creating a fast green surge of energy on the ground. You have to jump over it, or it will bring you to about red health. Fallen will be unharmed. Kill the fallen adds. A special servitor called an Achilles Servant will go around the room as you fight. You have to focus it down, and kill it. It will drop a decipherer similar to the one seen at the beginning of the raid. Here's the trick: occasionally, Achilles' tendrils will overheat, and you will receive a prompt that says so. A large red target will appear above Achilles. During this time, the player with the decipherer must point the laser at the target, which will cause a brief meltdown in Achilles' core. During this time, guardians can shoot Achilles' main sphere, damaging him to a greater extent. The player with the decipherer must keep it pointed at Achilles the whole time for the meltdown to continue. After that period ends, a prompt will show up that says "Achilles stabilizes itself", and the target will disappear. The tendrils, now cooled, will detach from their cooling stations, and resume smashing, Rinse and repeat. Sounds easy, right? Remember the Antibiotic? He's not happy with you. After Achilles' vulnerable phase, sections of the room will lose their cover, and the Antibiotic will rise out of the chasm in front of the ledge. It is three times as large as the other tendrils, and looks to be slightly malfunctioning. Nonetheless, it starts scanning the room. Fail to find cover, wipe. Fail to kill all the fallen during that wave, wipe. NOW you rinse and repeat until Achilles dies. If you don't do it within a certain time limit, the enrage will call out the antibiotic early, putting massive pressure on your fireteam. The raid ends and distributes awards. You should be proud, guardian. END OF RAID Notes: This raid was designed to encourage teamwork, as the others do. Furthermore, it is designed to require more than one person, so that soloing is next to impossible. Tough, but fair. If you spot any holes in it, let me know, and I'll try to offer a correction or change. Otherwise, tell me: Does this sound like a raid you want to play?

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