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originally posted in: Oryx hard mode best strategy
Edited by Peligrad: 10/26/2015 3:21:40 PM
11
I've killed him multiple times on hard and really think that the "No Knights" strategy screws you over more than the normal one does. The knights are easy to kill... just kill them. 2 sniper headshots can kill them. 1 single black spindle HS with WoL will kill them (deals 40k). IMO, the best strat is to have a defender Titan sweep ogres along with the guy from the pillar that the relic is over. You can literally kill each ogre before it gets a chance to move. Have each pillar person throw a grenade at their ogre and then shoot it a could times. 3 black spindle crits with WoL on will deal over 70% of an Ogre's hp. With the roamer from the 4th platform and the pillar guy shooting you can kill it before the spawn animation completes... ToM+ blessing or Black spindle+ WoL will make short work of the orges. Double bubble with WoL and Blessing + ToM for maximized Ogre slaying. And it doesn't matter if you dps them from the floor or from on top of the daughter's pillars as either works fine. Each pillar person takes care of their own knight. If you dps from on top of the daughter's platform then the ogre sweeper (dps defender) can help kill the last knight too, but if you dps from the middle then the pillar people can come into your bubble for safety as soon as the runner gets the relic. If you have multiple defenders in the raid then the top of pillar strat is a little better because the second defender can drop a bubble with blessing in the middle, while the dps defender has a little better vantage on knights. When you put a bubble in the middle, don't center it directly in the middle but have the defender stand against one of the walls when he casts it. Off-centering it a little bit makes it easier to kill the adds on the weak side (side without the relic) more easily. Have your relic runner run a shotgun and have him blast the Vessel to hell after getting the orb. Everyone else should have a sniper rifle and a long range primary (I use a N Mercy with full stability. Others prefer ToM or Hung Jury, but your secondary should be a 1000 yard stare or a black spindle unless you run relic) Once you kill all knights and ogres and stagger oryx, clear all the powerful adds (centurians and eyes primarily) and THEN simulateously have the four pillar guys pop the orbs while the relic carrier and dps defender shoot Oryx's chest. THIS IS THE MOST IMPORTANT ADJUSTMENT TO MAKE FROM NORMAL RAID. Kill the adds so that they don't kill you when you go out to detonate. Also realize that you don't have to stand in the black orb that blinds you... you just have to stand in the black ring around the black orb. So if there are adds or Oryx shooting at you, dance around or take cover. Use whichever jump gives you the fastest movement speed so that you can get there and back as fast as possible. It's also a neat trick to have a night stalker use his special melee on everyone right before the leave safety to detonate. Being invisible means that Oryx and crew can't single you out, while the invulnerable guys will be shooting and will immediately become visible and be focused by Oryx and adds. On rocket phase hug the pillars as tight as you can. On two pillars have 2 people run around the same one on opposite sides of the circumference (running in same directions CW or CCW). You have a good 5-10 seconds where Oryx gets in position for that phase, it's very easy to let the first guy on a pillar get half way around a pillar before you start sprinting. On void phase, the first defender in drops a bubble with blessing. The second one drops a bubble with WoL inside the first bubble if you need the dps. tethers are great for void phase but remember that Oryx will always double slam with his sword if you tether him, so don't get close to him if he gets tethered. Then rinse and repeat. Easy. Safe. No getting creamed by 2 ogres when you try to leave your pillar to get to the middle like what happens in the no knight strat. The only downside of the strat is that you need 1 geared defender titan with some skill and awareness. He carries the group by dealing the bulk of the damage to the orges. If he's good and kills them fast then the rest of the group gets more time to kill knights and gets to focus on staying alive and getting to the defenders happy hidy hole (Ward of Dawn). The ideal composition for this is actually 5 defenders and 1 night stalker. You can't have too many bubbles in this fight. If every pillar guy has his own bubble then he can just pop it if Oryx decides to be a jerk and focus them. All hunters should be nightstalker for invisibility utility and orb generation. All warlocks should be sunsinger for self res... warlocks are fairly useless tbh, but at least with self res they are almost as resilient as a defender. And even if you do decide to go with a no knight strat, a lot of my tips here are still applicable.
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