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#Recruitment

Edited by TabulaRasa420: 1/8/2016 9:42:55 PM
181

XB1 Sherpa ORYX HM Challenge!

This week Oryx challenge mode is up again! Today we are watching my sherpa friends Scobley, Shak3 Weight en Method stream trials. http://twitch.tv/scoblee During the weekend we will do sherpa runs again! Post below if u want to be added to the queque. In order to help you prepare for the strategy we use, we have made a tutorial you can watch it here http://1drv.ms/1mCeGFk Or read about our strat in the spoiler. [spoiler]EASIEST HEROIC ORYX STRATEGY WITH TUTORIAL. This strategy requires good communication and with that good practice at communicating the actions you perform that pertain to the encounter and that which will benefit the fireteam. As with all aspects of playing with a fireteam in destiny, communication is the key to success. The ideal six-man fireteam consists of two of each class, for our tutorial we chose to go with this set up. Two self-res warlocks (radiant will), two nightstalkers (black hole, light of the pack, shadestep, invis smoke), and two Defenders (bastion & illuminated). Before starting your encounter you'll need to decide who is going up top with a Titan (if you only have one), who will be covering plates 1, 2, &3 in the rotation, which of the two up on Titan tower will be killing the fourth knight/detonating fourth set of bombs, and who will be the runner. In the beginning hunters tether the thrall in the middle, the runner will apply a super that can kill a lot of adds (sunsinger, sun breaker, bladedancer, striker, etc...) and utilize the orbs on the ground to regain their charge. Once both knights on the platforms are killed oryx will choose a front plate to slam (this is #1). In our strategy our runner uses an exotic sword (raze lighter) for additional armor and it's less disorienting after taking the brand of immortality and killing the vessel. As each person jumps on the plate to initiate the floating platform sequence (#1 always remember to stay behind the runner, DO NOT jump in front of the path to the first floating platform), they assist the Titans in killing their ogre with a grenade and a sniper shot or two before killing their Knights that spawn in the pools in each of the farthest corners of the arena opposite of the ogres on their half (front/back) of the arena (After each ogre and knight has been killed CALL IT OUT!). Once each of the plate holders Knights are dead and the runner has retrieved the relic everyone is free to leave their plates. Do not kill adds or linger on your plate, immediately GET TO THE RUNNER!! Once you're in the aura either assist in killing the vessel if it's not already dead or assist in killing the 4th knight DO NOT SHOOT ADDS. Once all Knights are down and the tombship has moved to the back, everyone will meet in the middle and focus all attention on oryx DO NOT SHOOT ADDS! Once oryx slams the relic runner should call out what plate Oryx has slammed (back left, front right, etc...) everyone will begin to shoot his chest, once oryx has been staggered everyone can shoot adds. Start with the adds in the back of the arena, once the adds in the back have been killed or reduced everyone should move together forward to the first stone pillar and eliminate any adds that spawn on the front right and left corners of the arena. Once oryx moves back to the front of the arena he will summon a shadow realm and two Knights on the front two platforms. Kill the Knights immediately (assign two people to each knight). Once the Knights are dead have one or two guardians attend to the thralls still spawning in the front left and right corners. As each guardian is teleported into the shadow realm call out your order of arrival. If you have more than one Titan or if there are plenty of orbs on the ground have a Titan drop a bubble in the middle of the realm. You have just over 1 minute to kill the shade so each guardian in is 10 seconds less. When oryx draws his sword CALL IT OUT! Everyone needs to move away from the center of the realm and run around the outside perimeter (this keeps the middle clear for anyone being teleported in). Anyone on the outside can utilize an ability to gain an over-shield at this point or begin jumping to avoid an unnecessary death. We have a self res warlock or our runner with the sword take/block the aggro. Once the shade has been killed everyone needs to pick up as much ammo packs, consumables, engrams, and orbs as they can in the short amount of time that you have and get to your designated positions, DO NOT KILL ADDS and call out what playlet Oryx is moving to (he will never go to the same plate twice). Repeat theses steps until you have killed the ogres FOUR (4) TIMES. Once you have four bombs in each ogre pool and oryx has slammed the plate, stagger him and clear the front and back of the arena in 10 seconds time. One of the guardians up top will be responsible for detonating the fourth set of bombs while the other will shoot Oryx's' chest to keep it open. Have one person start a 4 second countdown to get to their bombs and detonate them ("get to bombs in 4, 3, 2, 1, DETONATE!") each person detonating bombs should count to 4(Mississippi) and run back to the aura. It's important that someone is shooting at Oryx's chest while the bombs are being detonated AND while they explode. If all 16 bombs were detonated while someone was shooting oryx within 30seconds of oryx being staggered, he will have no health and will appear once more at the front of the arena for the killing blow. Some things to note: • The more ammo, engrams, consumables, orbs on the ground, the Laggier the encounter will become (ogres will teleport, Knights won't die or will regen health). • The more you communicate each step of the process the more success your fireteam will have. • If a single knight eats any amount of bombs it's not a wipe, just do another run and get 4 more bombs (this only works two times before oryx enrages and only if one knight steals bombs in a single round). • If an ogre does teleport on a third or fourth round just have the second guardian up top detonate the straggling bomb and have the runner shoot oryx with a touch of malice or clean the arena and run a fifth round. • COMMUNICATE COMMUNICATE COMMUNICATE!!!! If someone doesn't have a mic in the fireteam just leave, it hurts the performance of the entire team and you shouldn't waste your time trying to attempt the encounter. • The faster the runner goes to get the relic, the faster the ogres spawn. Our runner doesn't wear raid boots and arrives at the vessel as he is running away from the tombship. If the runner is waiting for the vessel to drop they are going way too fast. This helps the two on Titan towers to manage ogres easier and keeps adds from spawning faster and killing the people on the plates before the runner can get the aura. • Always run to the aura/runner, don't wait for them to come to you in the middle. Once in the aura focus on the mechanics that can ruin the run (vessel, Knights, oryx, lingering bombs) only kill adds after oryx has been staggered. • Practice makes permanent, when you're exceptional on a plate, try being the runner, when you're exceptional at runner, go up top and kill ogres. Don't be just good at one thing or you won't be a vital player in a fireteam. Be the guardian that can make the difference! ** please excuse my typos[/spoiler]

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