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Edited by Jeb_Bush: 6/22/2015 6:16:18 AM
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Make Your Own Raid!

Everybody needs inspiration, Bungie included. In this topic, we'll showcase the best community designed raids. So let your creative, tactical, hellbent ideas loose and see how you compare to the others. The most well received will be linked here in the OP. Bounce simple ideas or go into great detail with your own. Update: We now have thirty raids at the time of this posting that have been given some extraneous thought and consideration by their authors, with more on the way! Keep your ideas flowing! Best raids: These are what you the readers have seemed to take a liking to! 1. [url=http://www.bungie.net/en/Forum/Post/132007952/0/0/1]Killerfoxe's Asteroid Raid[/url] 2. [url=http://www.bungie.net/en/Forum/Post/132065662/0/0/1]Jarron White - Charlemagne's Vault[/url] 3. ------------------------------------------------ My addition: [spoiler]The Cabal Airforce: [i]The cabal are planning a devastating new armada that could isolate guardians from returning to Mars. If this happens, their forces will magnify beyond our control, and they will come for Earth next. We must not let this happen.[/i] Phase 1: The guardians spawn in the Valus Ta'aurc boss room. An alarm sounds, unleashing a wave of phalanx and psions. Once overcome, the far gate opens, leading the guardians deep into the cabal's great war machine Upon entering a series of intermingling hallways, another alarm sounds. Lights flash and machinery begins whirring. Swiftly, the guardians must work together to find access points while fighting off waves of enemies. These access points must be hacked, or else autoturrets will spawn in various locations, shooting anything that moves and will kill the guardians almost instantly. Once this challenge is overcome, another door opens, leading into another long corridor. Phase 2: Everything seems calm. There is no opposition as the guardians run down the hall. A large room can be seen in the distance, but as they pass a certain point, the cabal destroy the floor to the next area. It's too far to jump, and they team must either split up and make their way around, or stick together and find one single point to enter in. Upon entering the room, a large glass case containing a heavyweight monstrosity lifts from the floor. Valus Ora'ag: Valus Ora'ag will stand in the center of the room and shoot at guardians from all directions. He can simultaneously fire his gatling gun and homing missles if guardians are spread too far. At 25% health the glass case will surround him, and tubes will emerge somewhere from within the room. They connect to the case and he will regenerate health. Find the tubes, destroy them. They can be cut from the the glass, but will not be destroyed. Or if one can find their origin, and cut it off there, they it will be destroyed. After he regains his health or is stopped from doing so, the casing retreats, and he will stomp, sending out a massive shockwave that will deminish 67 damage. This can be dodged by jumping. This happens again at 50% health, with double the tubes, and finishes with 2 shockwaves for 144 damage if both hit. Again at 75% health, with 3 shockwaves. This will kill you if all 3 hit. Weight of darkness prevents double jumping and jet packs. Once all three stops are passed and Ora'ag is dead, guardians can continue. Phase 3: Guardians take the upward flight of stairs at the end of the room. It leads to a room full of preserved hive in fluid-filled canisters. The canisters break, and 2 waves of thrall, knights, and wizards must be stopped. At the end of the hall is another panel which must be hacked before a massive autoturret comes online and kills the entire party. Once succeeded. another door can be passed. The pre-boss room. Guardians are now high up inside the tank, and come into a room with 10 large tubes along the side. At the end of the room the door opens to the hangar bay. Guardians need to fight off enemies and prevent pilots from getting into their jets. This will entail several minutes of enemies and majors. If successful, the airforce will be diminished. `but, to the guardians' dismay, half will escape and take off in their jets. Guardians return to the tube room where they are now opened and any one of them can be entered. Each guardian picks his or her own respective tube and it will take you to a randomly selected room. Each room has its own micro-relic that will assist in the next battle. - The Great Ward - Binds to your super. When used it will immobilize all guardians, but put them in a protective case where they can pop syntheses and heal. - Sword of Darkness - You know it from the Swarm Princes and Crota's End - Scorch Cannon - You know this one as well from the House of Wolves DLC - EMP pulse shield - Binds to your super. Has a faster than normal recharge and can short circuit enemy equipment and low flying jets. - Shockwave Generator - Binds to your super. A slightly less powerful than Ora'ag's shockwave. Average recharge rate. - Rage Amplifier - Binds to your super. All guardians within 5 meters receive a slight damage boost and a significant boost to fire rate and reload speed. - Flame Trap - Binds to your Heavy Weapon. Reduces your max heavy ammo to 6. Sets up a trap that engulfs enemies in powerful flames when stepped on. - Cloud Distorter - Binds to super. Creates a massive cloud to conceal all guardians. Enemies may focus aggression on it. Guardians will be blinded, too. Use carefully. - Captain's Teleporter - Binds to your super. Allows the user to teleport horizontally like fallen captains. Super fast recharge rate. - Light distorter - Binds to your super. Turns you invisible. Faster than average recharge rate. Phase 4: Whichever relic you happened to be given is what you're stuck with. Battle plans must be changed appropriately depending on the loadout given. The doors to the rooms open and guardians are regrouped. They now walk to an elevator which, when all are present, will raise them to the very top of the great war tank. The jets can be seen flying overhead. All the jets need to be taken out as soon as possible. Guardians are now facing the task of fending off waves of enemies who come from similar elevators and doorways onto the battlefield. At the same time, they have to take down jets from overhead. If successful in the hangar part, only 15 or so will be present. If the hangar part is failed entirely, 30 or so will have to be destroyed. The jets will fly in 2 patterns. Coordinated in formations. This gives them plenty of firepower and makes them dangerous to be under. The other is sporadic and could be anywhere. This makes them harder to target, but guardians are safer from them. Enemies will keep spawning on the guardians level until one ship remains. When the second to last ship is destroyed enemies despawn. Marik, the Guardian Hunter: The last part of the boss fight. The final jet swoops in and drops Marik down to the guardians. The jet flies off and crashes in the distance. Marik brandishes a large loadout and is a fast-moving, larger than average psion. In his journeys, he's mastered the weapons and talents of the guardians. Immediately at the beginning of the fight, he will disable all supers. Guardians must now work together to defeat Marik. He has 4 styles of fighting: - He runs around like normal with a fusion rifle that has a rapid charge time. - He'll kneel down and charge forward, leaving an enormous arc wave in the wake of his path. He will use a shotgun on those in front of him. - He'll jump up onto a pillar or ledge, pull out a machine gun, and blink from ledge to ledge while shooting. - He'll hover into the air with a sniper rifle and pick off guardians. Once defeated, guardians retrieve their rewards and Marik can be looted for one additional reward. The guardians have successfully defeated the cabal's rising airforce and can overlook the great scenery of mars until they return to orbit. [/spoiler] Edit 1: You guys have some awesome ideas! Your creativity got us trending! We'll see what raids make it to the top tomorrow afternoon! Edit 2: This thread keeps getting bigger! I'm reading everything you guys put down. It seems the community trends want to see a fallen or cabal raid most of all. With another vex raid close behind that. Keep them coming guys and gals! I've put up a few at the top slots that seem to be favored by others browsing the thread. I'll keep adding others as they get publicly criticized. Keep on top of your game guys, and hope you don't get kicked from your slots! Edit 3: Rogue or Taken Guardians also seem to be a popular trend. Edit 4: Okay, so these are being produced faster than I have time to manage. I had no idea there were so many creative minds here. I'm doing my best to read through everyone's work, but if I happen to miss yours, I sincerely apologize for it.
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  • Vex based you pop up just outside the vault of glass. you are told to open it with your ghost. your mission is to find any remains of kabr and his fireteam in the vault and report back to the vanguard. after you send your ghost to hack the seal, you wait around 10 seconds and are randomly teleported to the trials of kabr area, where the first vog chest is. you are told to make your way back to the entrance. after getting there, your ghost teleports to you, and you see a HUGE army of praetorians. they start charging you with torch hammers. you are told to retreat back to the trials of kabr, but they blow up the rocks above the entrance. your only choices are to 1: try to fight back, which will result in even more praetorians to enter the fight, eventually causing them to overwhelm you, or jump down the near bottomless pit to your left. chests: if you follow the hidden route tot he Templars well you will find a chest near the end of it. this can contain materials, and 2000 glimmer. cp 2: after jumping down, you land on a platform identical to the one the non-exotic gorgon chest sits on. there is only path, forward. after going down it for some time, you are put into a cutscene: you are ambushed by someone, they are wearing armor that looks like vex tech, and using a fusion rifle that fires solar rounds in a volley twice the normal size. it looks like a mix of pocket infinity and praetorian foil, with a silver body, and some blue "tron-like" stripes on it. this is the basic color scheme for all of the weapons of this raid. back to the cutscene, you are in a room about the size of valus ta-aurc's chamber, but it is filled with vex like stones that move around and such. the walls and a few details are made up of the rock you find in the gorgons maze. during the cutscene, the figure pinsdown one of your team members, and another one punches him off. this begins a fight: this "mini-boss" can move any where in the room, and uses his fusion rifle and nothing else, aside from striker titan like abilities. he can double jump, and this is a fast moving lift. he has around 4000 health and your weapons do the same amount of damage to him as they would an enemy player in pvp. some special abilities of his are: he will occasionally send out an arc shockwave much like that of the "shockwave" perk striker titans can have on their super. this has insane knockback and if you are hit with all 4 blasts you die. he also has a one hit melee attack, so don't go toe - toe with him. he will slowly regen health if damage is not constantly on him. after you get him down to 100 health, he will stagger backwards, and when you try to shoot him again he will push his hands out and create an indestructible shield, that is exactly the same to the relic bubble. after 5 seconds a ghost will appear near him. this ghost has a red vex eye for his eye, and 3 of his "spikes" are made from the vex bronze we know and hate so much. he will teleport this mysterious man away from the room. you are rewarded a few things: possible weapons: shotgun: stats: solar dmg rof: 20 impact: 40 range: 4 stability: 7 reload: 14 mag size: 5 first perk: shot-package perk tree: armor piercing rounds send-it (+4 range) speed reload (+6 reload) second perk: outlaw hardmode: increased chance to get shotgun (from 20% to 30%) cp 3: to finish checkpoint two, when the man teleports away he ALWAYS leaves behind one heavy ammo pack. you are directed to use heavy weapons to blow a hole in a weak wall nearby. after firing off a total of 3 rockets or 90 machine gun rounds, the wall will crumble, revealing a new path way. after following the path way, you come to a vex time gate. it is inactive. you must send out ALL of your ghosts to man the controls for it. a new enemy set will spawn in from the direction you entered, cornering you. it unleashes multiple fanatics and supplicants, all rushing towards you to blow you up. you must fend them off for 1 minute (2 in hardmode) before the gate opens. in hardmode an occasional praetorian will spawn in and try to blow you to pieces with an improved torch hammer. after your entire team enters the new time zone, you will be met with 2 things: a continuous onslaught of supplicants coming from the time gate, and a new boss: a hezen lord. this boss looks like a minotaur, but with a gold finish and he wields a devastating new weapon. it is similar to pocket infinity. it has a very slow charge time, taking a total of 10 seconds to charge up, and unleashes a total of 50 individual fusion rifle bolts at the speed of a full rof auto rifle at your team. it takes 3 hits to kill you, and he gains a shield while firing. you basically have 10 seconds to do damage to him when he is charging, as the shield goes down then. after killing him, the vex time gate will close, and the harpies will stop swarming at you. after you think you have destroyed the hezen lord, he raises his arm similarly to atheon, and teleports your team to six different time realms, separating you all. each member has a different challenge to complete. for one, it is a kill a VERY large amount of harpies, for another, you have to go around killing 15 (20 in hardmode) stealth hobgoblins. you can only tell where they are when they fire at you with there line rifles or charge their grenade. they are all ultra class, with a skull sign showing their level if they kill you. they are called omega gate defenders. the harpies are called alpha gate defenders. two people have access to aegis shields, and must use those to single handedly take down a "beta gate defender" and "delta gate defender". they have similar shields to that of the Templar, only able to be taken down with a relic super. to damage them, you have to take the shield down, melee them, and get out of their before the shield-and a near one hit kill shockwave-blast you away. it takes approximately 3 shield take downs to kill them. they appear like large minotaur models made entirely out of bronze and silver metal. they have a torch hammer like attack, which deals solar damage. one person must finish a jump course to get to their time gate, all the while being shot at by torch hammer hobgoblins. the final person must guard a conflux for the duration of some time. it plays out like this: after both huge gate defenders are taken down by the relic wielders, their respective time gates activate to go back to their present. when both are down, the conflux disappears. after the conflux disappears, the gate at the jump course time zone activates. after the person in the jump course makes it through, the stealth hobgoblin's stealth disappears. after all the hobgoblins die and the respective gate activates (which it will only activate after the jump course member is through) the harpies in the first time zone stop spawn, and the person must kill the remaining ones to open the gates. after all people get to the present. you are all in a circular room with the respective time gates in a hexagonal pattern. this ends cp 3 rewards: weapons: sniper: dmg: arc stats: rof: 20 impact: 20 range: 80 stability: 46 reload: 34 mag size: 3 first perk: hidden hand perk tree: perfect balance hammer forged armor piercing rounds second perk: luck in the chamber auto rifle: dmg: solar stats: rof: 70 impact: 34 range: 54 stability: 86 reload: 68 mag size: 21 first perk: outlaw perk tree: explosive rounds hammer forged perfect balance (maxes stability) second perk: head seeker chests: if someone with the relic enters the jump course time zone, they can do the jump course to the middle of the course. use the relic to jump, swing-swing-swing technique to get to a platform with a chest on it. this plat form is fairly visible from the jump course, but it is in a deep crevice in the left wall, and then turns right when you get to the platform, so you can't see the chest. after the relic person opens the chest, the jump course platforms start spawning to make a bridge for everyone else to the chest. the checkpoint will not finish until everyone exits the time zone. this chest has a 5% chance at exotics. I need a typing break.

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    • Raid: ether production redaction [spoiler]Description: Pliniks, the planet eater has arrived to our solar system. He is known to consume planets in days. Stop him before he consumes you![/spoiler] *Part 1*: [spoiler]you Arrive to the edge of the solar system in your ship and in the distance is a ketch, Pliniks' ship. As you are approaching the giant ship you are bombarded by skiffs and must destroy them in a space battle. After eradicating the skiffs, you have to destroy key structures on the exterior of the ketch to open the bay doors. Once completed you must enter the ketch. [/spoiler] *Part 2*: [spoiler]upon reaching inside, you have to navigate the interior for Pliniks. After some exploring you stumble upon a giant open area with cover plating circle the center of the room. Once inside several walkers are dispatched and fire at you, of which must destroyed. After they are destroyed a second wave is sent which are a new type of walkers. These walkers have continuous lasers that can do massive damage if contact is too long. Afterwards te panels dematerialize and a strange augment spawns at the center. Upon attaching it to the hull of one of the players ships, it is revealed it is a laser cannon similar to the walker lasers. [/spoiler] *First boss encounter*: [spoiler]after you pick up the augment all the panels materialize at the center of the area. They inclose into a circle for a few seconds and then return to their positions to reveal three large servitors. They are known as the eyes. Each one has a different look and damage output. Arcus eye is visually like a wolf servitor. It fires rapid arc blasts. Sol eye has red-orange eye with circling spires on its exterior. Fires long ranged sniper blasts. Voided eye is just a large servitor. The trio stays in the center of the area firing at you when ever they get the chance. They are immune to everything but the laser augment. After taking some damage the servitor materialize the panels around them as well as sending in three walkers. If not destroyed in time the room is slowly collapses and I kills the players, result in restart of the encounter. If successful you continue your way to the heart of the ketch, Pliniks itself. [/spoiler] Part 3: [spoiler]on your way there you maneuver through a complex grid maze that has scanners that will start a timer that when up, instantly kill you, if they spot your ship.[/spoiler] *Final encounter*: [spoiler] You enter another large spherical room. Inside is the heart of the fallen, Pliniks. Eliminate the enemies to activate Pliniks. Upon activation Arc panels surround Pliniks. He will send you to the wall and create a three dimensional maze for you to go through. Hidden in the maze is a walker with the laser augment. One ship must destroy it and pick up the augment. All ships must exit the maze and fire at Pliniks, who still has is arc panels. The panels are destroyed only by the laser augment after which all ships can freely fire. Pliniks will retaliate with a elemental ability similar to the servitor eyes. After a period of time the laser will deconstruct and Pliniks will send you back to the maze, in which you must repeat. After recollecting the laser you will go back to Pliniks and repeat until its death. Once you defeat Pliniks the maze disappears and it implodes (like sepiks.)[/spoiler] * - rewarded after completion List of rewards: [spoiler]Incomplete[/spoiler]

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    • Giant Shank. Give it a large health pool. On hard mode it's got x2 health -Bungie

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    • Edited by autoson2000: 6/21/2015 11:09:35 PM
      [b]The Taerian Laedryn[/b] [i]Darkness flows through a rift in time. [/i] Mission transmission: Deep in space and time, the vex are hiding something, something dark. We've found a rift, guardian, go in there and destroy whatever you find. - Ikora Ray, Warlock Vanguard Guardians fly towards the surface of a dwarf planet in the Oort cloud, the area entitled ETB-S614. Phase 1: As you are flying, a meteor shower swarms around you, and all your ships are hit, as you spiral out of control, it is revealed that there are multiple fallen ketches along with a fleet of smaller ships hiding in the meteor shower, also flying towards ETB-S614. You crash into one of the ketches, sliding into a hanger on board. Fallen pour out, and can be seen grabbing weapons and rushing towards the hanger. Guardians emerge from their ships to see lines of fallen infantry of an unknown house with weapons pointed at them. No shots are fired- yet. At this point, the guardians can do multiple things. You can fire a shot and begin phase 1a or walk towards the lines without firing, beginning phase 1b. Phase 1a: Guardians attempt to commandeer the ship. You have to fight your way through the ranks of fallen in the hanger and work your way up to the helm of the ship. Here, you find a powerful archon, named Shret, The Breaker. He roars and draws a massive shock blade in his top two arms and a shrapnel launcher in his bottom two. Guards swarm in to help him. After you defeat him, he drags himself over and shoots a reactor core with his shrapnel launcher. The ship losses power and the guardians must work in unison at the helm to steer it towards a wide open strip of land on ETB-S614. Moving the stick on the controller slowly moves the ship, for each player, but there is additive property; so if everyone is moving one way, it moves 6 times faster. But, it also can cancel. Then they crash land and slide along the ground in the ketch. Getting out, they find themselves at the foot of a massive vex temple. Begin phase 2a. Phase 1b: the fallen part as you move through them, then fall in behind you. A green-clad fallen vandal, from the house of judgement meets you at a set of massive doors. When you enter, there stands Shret, The Breaker. He says something in fallen, which the house judgment emissary translates to, 'You have boarded my ship, but I believe we have the same goal: the destruction of this vex rift. Defeat our champion in blade combat, and we will let you join our assault. They lead you to a large square room, with a circle in the middle. There stands a large fallen captain with four shock blades, named Torin, Fallen Duelist. You surrender your guns and are given a shock blade each. All the guardians enter the ring. The room fills with jeering and cheering fallen. Then, a interactive cutscene is activated. Each guardian must push different buttons at different times to use their swords. At 3/4 health, 1/2 health, and again at 1/4 health, the champion moves back, and reaver vandals enter the ring. At these times, guardians use the controls for sword of crota to slay them. After the campion is beaten, he is dragged back out of the ring by vandals. The house judgement's emissary congratulates you as you streak towards ETB-S614 with your new fallen allies. At the end of this stage, all guardians have a chance to receive a new secondary weapon, the Shock Blade, which is a melee weapon, powerful but still significantly weaker than the sword of crota. See rules under loot tab. Begin stage 3b. Phase 2a: The guardians are stuck between a rock and a hard place. A vex anvil with a fallen hammer. Then, your ghost pipes in, telling you that there is a ancient communication beacon you can use to request help from the vanguard is nearby, if you can get to it. You track through the dusty dwarf-planet's surface, fighting through vex enemies and defending from fallen forces behind you. Meteors streak down, leaving burning contrails in the sky. When you reach the communication building, it has already been captured by fallen forces. They have mounted powerful artillery guns on the top level, and are using them to defend it. Guardians must zig-zag towards the base, avoiding fire from the cannon and taking out vandal snipers. When you get to the tower and climb up, you must defeat lots of fallen. Then, all six guardians must release their ghosts to get it up and working. Defending it for 5 minutes, they must use the artillery cannons to shoot down incoming fallen drop-ships. If they miss one, it will drop fallen enemies at the bottom of the tower, which have to dealt with without the artillery, leaving less people to shoot down more ships. When it finally links, a transmission to the tower is sent. Cayde-6 responds, "So let me get this straight, you are on ETB-S614, surrounded by enemies and you want help? *laughs* Well I have been looking for an excuse to do something reckless. I'll send in some help." Guardians must then defend for another 5 minutes while help arrives. Begin phase 3a. Phase 3a: With the rush and a flash of NLS travel, a large ship appears overhead, marked with the vanguard sign. The bottom opens up and on a sparrow out drops Cayde-6. Frames begin dropping out behind him as he charges the vex lines, firing a handcannon from his sparrow. Fallen and vex swarm around you as you fight towards the vex temple. Guardians must fight with the help of the vanguard to the temple. They must fight a massive be Minotaur, called the Deranged Mind that doesn't hold any weapons, but has 6 wire rifles mounted on it. Then a fallen spider tank comes in and you have to beat it. As you defeat it, you must draw fire from its heavy cannon to blow open the temple door. Cayde-6 stays behind when you enter the temple, to cover you. Begin phase 4. Phase 3b: You shoot towards the planet's surface with the fallen at your back. Landing with legions of the aliens at your back, you charge directly towards the vex temple. You have to fight towards the doors with Shret and the house judgement as your main allies. When you reach there, you must defend it while your ghost works on it. Eventually, it comes to the conclusion that it can't be opened while two confluxes still stand. You fight (or rush) to the confluxes, 3 each, and have to simultaneously defend them from sacrificing vex. After 5 minutes, your ghost tells you that the glare should be open now, but you only have 30 seconds to make it back there before it closes. When you get back, it is too late, or so you think. Shret stands, holding the doors open. He ushers you through, and steps outside to continue fighting the vex. Begin phase 4. Phase 4: A dark rift is ahead of your guardians. You enter and there is a rushing, like being teleported. Your vision returns to normal and you find yourself in a hallway. Further exploration reveals that it is in fact a Labrynth. New vex enemies with new more powerful weapons roam the halls of the cursed maze (I will include descriptions of the new vex at the end. Also, I will have a map of the maze and drawings when I'm done drawing them). Enemies, puzzles, chests, and loot abound in the labyrinth. Exploring long enough will bring you to Lost Town, a new social area. Once you reach Lost Town, you gain a new mark on your map: patrol labyrinth. This allows only 6 people per lobby, and can include people not in your fire team. You can automatically chat with everyone in your lobby like fire team chat, you can switch it off using left and right buttons during ghost use as normal. Clicking this will drop you directly in lost town and you can explore the map from there. It still counts as part of the raid, but let's you bypass the first parts. The raid chests in the labyrinth can only be opened once per week per character, but there are other random spawn chests as well. Finding the exit to the maze while in patrol labyrinth mode will allow you access to the rest of the raid, as if you had started from the beginning. The vendors in Lost Town are as follows. Old Man Garret, decryption practitioner: functions as a cryptarch. There is an ancient grumbling machine that connects to the vault. There is an old cracked frame the has vanguard bounties. Frantic John sells black colored maze bounties. Erdan the shadowed runs a black market that sells raid level items for vex shards. (I'll explain vex shards later in the loot area). The maze is pitch black while you explore it, with only your ghost's lights as illumination. To move on to the next phase of the raid, you must illuminate all four quadrants of the maze by finding lift stones and hooking them into towers throughout the maze. Activating a tower will illuminate that entire 1/4 of the maze for 30 minutes. There are 4 keys within the maze, which are owned by the team in general. You don't keep them if you leave. Only three keys are needed to exit the maze. Placing three of them within slots at the center of the labyrinth will open the door deeper into the raid and stop the light tower countdown. Placing the fourth one opens a secret room in the maze that contains an exotic chest. Entering this door begins phase 5. Selecting the actual raid will take you to this checkpoint, while selecting patrol labyrinth will take you to a new lobby. Thanks for reading this really long post! I appreciate any feedback.

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      • The vault of secrets Description: the vex war needs to end now. Wipe out the vex. Learn their secrets. Come back to us. 1.Kill the three secret keepers 2. Get the master key 3.open the vault of secrets 4. Kill the over hydra 5. Descend to the library of secrets 6. Destroy the librarian 7. Extract the vex secrets 8. Descend to the to the inner vault 9. Kill the steward of time 10. Kill the warden of space 11. Kill the overseer of reality 12. Kill the mind of the vex End

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      • Edited by Thyy Savage: 6/22/2015 12:47:17 PM
        The BlackIron Pits: Goal-Siege the BlackIron war base and destroy a Vex artifact that the Cabal are using to create a super weapon. Part 1- The BlackIron base You get dropped onto Mars near the base. You walk through a small canyon to find yourself in an open area being greeted by 2 cabal tanks (Similar to the one in the Valus strike). Cabal ships will also fly in and drop troops constantly so look out. Simply destroy the tanks and the door will open. The door opening will also trigger rewards; shards and/or energy.(Starts simple, easy beginnings always make people worry.) Part 2- Hit the power Now that your in the base you need to work your way to the pit. There is a good amount of hallway and ramps, twists and turns to the next door. Enemies will spawn along the way, including phalynx, centurions and psions. Along the way there are 5 generators that need it be activated. There is a special psion by each generator. Once the special psion is engaged you only have 10 seconds to kill it, and if you don't kill it in time enemies will spawn more frequently and in greater numbers. Also after activating the first generator a 2 minuet timer starts, and that's how long you have to hit the other 4 generators and get to the door before a self destruct sequence happens. On hard mode more enemies will spawn, there will be 6 generators and you have 1min 45sec to do it all instead of 2 min. After you get through the door you get more rewards. (Also a bonus chest for hitting the generators in a specific order, 2 5 3 1 4, 6 first on hard). Part 3- The Bridge & War Ship boss In this part you have a 3 phase area/Boss fight. You need to get across the bridge to an elevator leading into the pit. After getting out of the base you find yourself on a bridge. Imaging the bridge cutting across through a canyon leading to a dark pit with a. Cabal structure shooting out from the bottom. The bridge has 3 gates on it (3 sections). A specialized Cabal War ship (a bit bigger than one of their normal ships) flies in and starts to attack you guys. However this ship is the boss, it will not drop troops or leave. It has 3 generators on it, all sticking out and destroyable. Each will account for 1/3 of the ships health. However these generators have shields around them that are immune to gun fire. The bridge has walls/bars so don't worry about the pit below. It also has some cover scattered around. Cabal forces spawn in the section in front of you and jump over to fight you. Eventually a special Cabal troop called a Engineer (Its like a centurion) will jump at you. It holds a special electric weapon that can lock onto and take out a shield on the ship (The relic of the raid, has 1 shot per use). You take out the sheild and then shoot the crap out of the generator. After destroying a generator on the ship the gate leading to the next bridge section will open. Also the previous section of the bridge will explode (To prevent large amounts of cheese to build up on the bridge). Rinse and repeat until the ship is destroyed and you get across. (There is a chest after destroying the ship, there is a narrow ledge going around the elevator building leading to one) Part 4- Only the strongest will survive After getting across the bridge you and your team enter the elevator leading down into the blackiron pit. The elevator stops suddenly at the bottom. There are doors all around you. Some wires pipes filled with that black cabal fluid are around and all lead to one big door above you that has a platform. An explosion can be seen above you (This is a failsafe by the cabal trying to kill you). Some rubble and big pieced of shrapnel fall down and become your cover. As soon as the dust settles cabal start flooding out from the doors around. These aren't ordinary Cabal however, this is the BlackIron legion, and they have special abilities. The legionnaires can ground pound w/ their jetpacks. Psions arc blast thing can track. Phalynx have spiked shields that can kill in one melee hit. Centurions can also ground pound and dual weild. The Collosus can enrage, and take his gatling gun by the barrel and use it as a hammer, jump around and smash you. Your goal here is to survive constant waves of cabal for 3 minuets and 30 seconds. When it has been time and alarm will go off and the legion will retreat and regroup. You will get rewards at this time. You also have about 15 seconds after the alarm goes off to regroup and use synths before part 5. Part 5- Valus Ta'Garaun, BalckIron General That big door above you with the platform and pipes around it begins to open. And large colossus walks out, wires attached to him and his weapon, onto the platform and roars and breaks the wires he's connected to. This Collosus holds the demon love child of a Cabal gatling gun and the kind of weapon Atheon would use (He put the vex artifact into his gun). Ta'Garaun also wears armor of both Cabal and Vex. His left arm appears to be robotic. He has a shield like the ship had covering its generators. He then jumps down into the center of the room and is stationary for the first half of the fight. His legion starts to attack as well. After so long a Engineer will come out. Kill the engineer and use its weapon to take out the bosses shield. Every time you take out the shield he will shoot 3 volleys of rockets that have a cluster bomb effect. Rinse and repeat until half health. At half health Ta'Garaun will enrage. He grabs his gun by the barrel and now you get a good look at the gun as well. Not only is it an abomination of a gun, but it's also a battle axe that will one hit melee kill you. Now you have to deal with him jumping around at you with a battle axe and shooting cluster rocket volleys at you, along with his legion. Once dead his legion also dies and his weapon explodes, thus destroying the artifact. You get your rewards and a door opens leading to a chest w/ a chance of an exotic. I hope you guys enjoyed it.

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        • I call it "Feltwinger's Wipe". Every time you move a hundred yards or so forward, everyone wipes. But when you wipe, a mini game of sliding down a tunnel trying to catch strange coins with your friends. I believe this will be very popular.

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        • The Devil's Kell Part 1:[spoiler]Guardians spawn on the blast, go fight off the Devil Walker like always. The guardians enter the Devil's lair, and get teleported to different locations. Three get teleported on top the lair, blocked off by a barrier. They have the role of sniping off enemies. The other three are set to defend the machine Dinklebot is working on for approximately 5 mins. Once this is complete, a door opens to the side, and the guardians enter to find themselves at the base of the colony ship.[/spoiler] Part 2:[spoiler]Guardians must fight their way up to the entrance to the colony ship. This involves heading through tunnels upon tunnels (All dark, of course) filled with Stealth Vandals and Captains. This operates much like the abyss, with a debuff called Breath of Ether. This stacks over time, but slowly. Once it reaches x50, guardians begin to lose life. This can take anywhere from 20 mins to an hour, depending on the team.[/spoiler] Part 3: [spoiler]This takes place in the first of the 3 domes. The guardians must activate the first of the three thrusters for the colony ship. The guardians will split into 3 groups, and go into 3 different rooms. One guardian will deploy Dinklebot, and will be forced to remain near Dinklebot in order to feed him light to clean the darkness infused machine. The other guardian will be using a turret modified by the fallen to fend off an onslaught of Fallen. If, much like Confluxes, five Fallen sacrifice their ether to the machine, it breaks and they fail. Once this is done, and elevator activates to take them up.[/spoiler] Part 4: [spoiler]The second dome. Riksis, the Devil Archon has been revived, and wants his revenge. This is where the new relic is introduced. A staff, with the Devil's Glyph scrawled on it. RT is a pound to the ground, stunning enemies in place with an arc field but dealing low damage, and RB is a bash, dealing high damage and a solar wind- like knockback. LB is an energy draw, giving a buff called "Demon's Fire" to all guardians nearby, and debuffing an enemy to appear later on in the raid. The super fires a ball of arc energy from the staff, and on impact with the target, it chains to other enemies. These enemies are drawn together, and the defenses on the strongest enemy are stripped, according to the number of enemies chained. Onto the fight. Riksis is on a platform, elevated above the ground. After a short cut scene revealing him, he challenges you, and presents to you the Staff. The fight commences. The players fight off hordes of dregs while the super charges. When it is charged, the Staff holder fires the super at Riksis, breaking his nigh impenetrable defenses, and the others can fire on him, repeating until Riksis is dead. When he dies, Dinklebot can be placed onto a machine Riksis guarded, activating the second set of thrusters and a lift up to the third dome. Note: the Staff has not despawned, and the old Holder still has it.[/spoiler] Part 5:[spoiler]The boss fight. Veksis, Kell of the Devils. This time, the lift takes you right by the third thruster. Once you deploy Dinklebot, the door opens, and you enter the main boss fight. You are hit with a new type of enemy, called a Bandit. Like normal Captains, but modified Cybernetically. Immune to every type of damage but one. Normal weapons will not harm them, but abilities will. They hit you with a new type of weapon, a beam of sorts. Getting hit by the beam gives you a debuff called the Lance of Elinski. You have 10 secs to receive the "Demon's Fire" buff before you die. In turn, every Bandit who gave said guardian the mark burns with solar DoT. Not Thorn DoT. Actual DoT. It will likely kill Bandits in a few seconds. Survive 8 waves of Bandits, and Veksis will show himself.[/spoiler] The Boss fight:[spoiler]Veksis, the Kell of Devils, will show up in yet another raised platform, shielded from any form of attack. Guardians must take the shields down by attacking and destroying several power bides, guarded heavily by Fallen. Once the nodes are destroyed, Veksis loses his shields, and both sides are free to attack. Veksis, with his Scorch Cannon and Beam of Elinski. Guardians with their (let's be honest) Gjallarhorn. After a few seconds, the shield regenerates, and the process begins anew. Until Veksis is dead. Guardians now have 60 seconds to find an escape before the colony ship flies off and the guardians fail.[/spoiler] The loot:[spoiler]The prize, much like the Vault of Glass, is one of those tracking rifles the Vandals use. (I agent thought of a name yet) along with different upgrade materials and fallen - themed armour that actually helps fighting the Fallen, and fallen themed weapons that don't have like Shank Burn. Like at least Captain or Vandal burn. Also, Fallen themed Shaders and ships.[/spoiler]

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          • The raid title: A Dark Traitor loaction Jupiter Background: A Gurdian Named Brutus has gone Rouge and channel the powers of the darkness and has grown stronger and has killed brothers and sisters. Now you and a team of gurdians must end his wrath Phase 1: A Cabal and Vex alliance has fallen under his command and will stop your team from entering the fortress it is heavily guarded. Your team must destory who stand in your way. Phase 2: they fall back and your fireteam press foward but to meet a captain of the Cabal named Maximus. He is worthy commander and he will use his wepaons to kill you all. His first stage he will use a machine gun capable of turning anyone into dust but unless you fry him out by using the furnace to release him from his nest. Stage 2 he will use his brothers in arms to kill you take them out but wait there's a catch. A vex machine cable of destroying you all if you don't take it out, you kill the Cabal and the machine he is no in rage. Phase 4 kill him, he will desend into the arena but he will use the fire on you and use his brother in arms to put pressure on you. But if you reroute the fire and put it on him it will fry his armour and it will make him open for attack you do 50% damage to him. Second stage he knows the trick and shuts the fire off and you have no options but one. You and your gurdians must channel your lights to form Hammer of dawn, one player uses it to hurt him and the other 5 must take his shields down and the adds (much like corta but without the lag) he is fallen and you must find Brutus. Phase 3: you must sneak by his defense in the fortress or he will use the turrets in the walls to kill you all. Must bypass wires and trip mines and so forth. Phase 4: You see the Dark Traitor Brutus it's time to end him. He is a mix of a warlock and a titan, he uses void walker and defender he will use novas and ward of dawn to dish out heavy damage. You hurt him to 50%, he says *no one can stop me fools. He sends his vex and cabal army at all out attack on you they die and he comes back. This time he uses sunsinger to dish our solar attacks and uses striker as well to put out the hurt on and while the vex and cabal attack at once. Your hurt him again. This time he is real angry he falls back you follow this time he's ready. He sends in the big guns the cabal mightest weapon (the Anchor of doom) it can track it's target and blow up in the person face. A team of 3 must take it out while the 3 hold the Line the vex and the cabal, It's a hard fought victory but you go in. This Time Brutus is in rage he transform into something no other Gurdian sees before, he channels the dark to put out its debuffs. He puts weight of darkness and mark of void. You must grab the relic to be cleneased from the mark but the weight stays on all guardians making it a hard fought fight and it will stack up to 15 instead of 10 the only way to get rid of it is tossing it around other guardians. You hurt him to 1% health but he begs for mercy, you have a choice each with his set of rewards and consequences. If you spare him and take him to face justice you are granted his power of the light before he went dark making hunters weild the hammer of light, warlocks they are granted the power of the moon, they control the earth elements, titans are granted the power of the Mars making them gods of war and Can forge armies to war. The consequences will be revealed in the next raid subject (coming soon) Killing him: you are granted the power of darkness making all gurdians more powerful and even making their current abliteis even stronger (you can choose what to make better or make a new power) consequence will be revealed soon That is the end my guardians

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            • How about a part in a raid where you have to get through a maze at some point. But the walls of the maze are always random or at least have multiple variations so you can't just look on YouTube and run through it. I would like to see more challenging parts that aren't just killing a big slow boss. Something that makes you think

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              • Edited by boogeyman333: 6/21/2015 5:57:49 AM
                I'm thinking about an enemy that is on the tipping point between light and darkness and needs to be destroyed before it becomes too dark or uses the light as a weapon. So the fight starts off with the boss being immune to all damage. There is a chalice of light and darkness. When you take one of them you get "branded" with either light or darkness. This will come into role later. There will be two portals. One that is dark and one light. To go inside them you have to take each respective chalice to pass through. For example only people branded by the darkness can enter the dark portal. If you need to switch all you do is take the opposite chalice. In each portal there will be a replica of the boss that must be killed. When the replica is killed them the boss will then be vulnerable to whatever side was destroyed. If the dark replica was destroyed now the boss can take damage from guardians branded with darkness. However to reach the portals one guardian branded with its respective side must keep the portal open. A dark branded must keep the dark portal open while however many dark branded guardians enter and kill the replica boss and same for light. If the portal is closed then anyone inside is trapped so it is suggested that multiple people stay outside in case the portal opener dies. Once both the light and dark replicas are destroyed anyone branded with light or dark is now permanently branded with that. The chalices will be gone and switching will be impossible. From this point on the boss serves as regular boss fight, fighting summoning adds and such. The boss will switch between several modes, being vulnerable only to light, darkness or taking resisted damage from both. When the boss reaches a certain point in health it will summon one of its replicas in the portal that will cause a debuff countdown that will kill the players like a liturgy of ruin. If the light portal boss starts its debuff then everyone light branded will have to kill the replica again or else they will die. Same goes for darkness. The fight goes on as such until dead The bosses' enrage will be that the debuff replicas will spawn on both sides at the same time on timed intervals rather than health. Adds will spawn indefinitely and be majors and boss becomes more aggressive. To clarify this is the final boss fight

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                • Edited by tacticalweapon1: 6/21/2015 7:38:43 PM
                  Raid Name: The Molten Heart Main enemy: Vex Description: A new and much more powerful black heart has been created in a massive Vex structure and its influence on Venus is spreading. Only the strongest guardians can destroy this beast. Please note: I don't provide huge specifics like names of things. Bungie can figure that out. There are 6 phases to this raid. Phase 1: Players must first enter the structure. In order to do this, a single guardian must hop onto a "heavy turret" and destroy the locks that are keeping the door closed. Sounds easy right? Wrong. The remaining 5 guardians must now split up and hunt down a major Hydra that will spawn 30 seconds after being killed. It will attempt to approach the door and if the hydra can reach the door, it will repair the door's locks while simultaneously opening fire on the turret. Other adds will spawn as well, but no other majors will spawn save for the hydra. Once the door opens, the players make a massive jump down into the core of Venus. While falling, players have to avoid jutting out rocks and debris. Once all of the players reach the bottom, Lava can be seen everywhere and a static platform is very far away. To the left and right are narrow bridges that approach the circular platforms the players are on. Phase 2 now begins. Phase 2: Directly in front of the players is a vex conflux that provides guardians with a debuff that reduces all stats by 2. In order to be free of these debuffs, players must assemble a relic by killing the major goblins that are literally running to the conflux from the left and right. If a goblin reaches the conflux and sacrifice themselves, the debuff intensifies by 1 point. Each goblin has a 30% chance of dropping one of three parts to assemble the relic. Once the relic has been made (it looks like a machine gun), major goblins will no longer respawn and once the last one is killed, the conflux disappears and the phase is over. Intermission: the relic: The relic is a machine gun that has infinite ammo and fires explosive rounds. However, it will overheat if overused. The machine gun comes with a special melee attack that can be used on a single guardian to provide them immunties from all debuffs and an overshield that will only go away if it depletes. This impacts the relic user as well (a successful hit, will give the relic user this shield) (which is useful in the next phase)(keep in mind that it does not "cleanse" debuffs. It only stops them from further stacking for a while). The super converts the machine gun into a one shot rocket launcher that, if fired, emits a large ball of light that passes through enemies while also completely disintegrating them. The relic never disappears for the rest of the raid and has no penalty if dropped, for not having it in anyone's possession is bad enough. Phase 3: The Goblins are gone, but the platform ahead is still unreachable. Time to create a way to get across. The team must now split into 2 teams. One team that heads left, and one that heads right. The team that heads left must enter a room that puts a greenish orange hue on their huds. A debuff is immediately present that does nothing at first, but as players take damage, the debuff prevents players from regenerating their health to a certain point. Once the debuff stacks to 30, the player dies. In this room, the players must try to create a way across by putting two players next to a different kind of vex conflux (the ones you see in the story). Here, they must play a minigame while whatever players are in the same room, must fight off the Vex that are trying to take the 2 players out. It is recommended that the guy with a relic goes in here so that he can provide immunity to the players on the confluxes. This essentialy puts a time limit on the guys on the confluxes since they'll eventually die if they are shot too much. Onto the right side, which is also the much simpler side, for it is meant for supporting the team on the left. On this side, there is no debuff. On this side, players continue to fight major goblins, but there are going to be a few that are outlined blue. These goblins provide ALL PLAYERS with instant melee recharge (which EXTREMELY helps the relic user). However, there is still an objective for these players. There is going to be a jump puzzle that these players must go through (after they fought through a ton of goblins), and if they reach the other side, there is a portal that the players must go through. In here, they have to destroy an ultra minotaur that is very similar to those you fight in strikes while other adds spawn. If it dies, the left side can finish the last level in their minigame, as there is an impassable door that they can't go past unless the minotaur dies. Once the minigames are complete, all adds teleport away and a bridge forms to the static platform. Phase 4: Once all players are on the static platform, it begins to hover over to the Black Heart. While doing so, hobgoblins, harpies, and hydras will bombard the players. It is up to the players to fend off the ambush, but be cautious. There is a major harpy that will appear every now and then that, if it stays alive for too long, will give players a debuff that disables supers and super recharge for 30 seconds. Killing one will result in a damage, recovery, and armor boost for 30 seconds. Other than that, the players must try to survive. Phase 5: The players have reached the end. The Black Heart is floating in above your heads, just like in the mission. There's even three vex minotaur statues. But these guys are much worse than the ones in the story. First off, they all spawn simultaneously along with several adds. Thankfully, there is a lot of cover for players to hide behind. However, each minotaur requires something to happen in order to take damage. The first minotaur is simple: shoot it with the rocket launcher super with the relic and he takes MASSIVE damage. The super is the only thing that does damage to him. Each hit takes off 10% of his health, so he may be the last one going down. The second minotaur is tricky: he will call for 3 major minotaurs to bull-rush a different player. These minotaurs have kinetic shields and have the ability to grab a player and chuck them into the lava below if another player doesn't kill them. If they all die, he will call for a major hydra that is capable of raining down mortars onto players that deals MASSIVE damage. The hydra cannot take damage. However, players can lead the mortar to the Hydra (don't worry, the hydra is away from bosses and adds and it can't spam you or melee you) and kill it that way. Unfortunately, that guardian will still take massive damage, but at least the Hydra dies from one hit. After that, the boss is open for damage for an entire minute. Normally, this guy can go down in one or two phases. The third minotaur is highly offensive: he shoot all of the weapons of the Vex arsenal at you. However, there is a trick to him. Every 45 seconds, his weapons will jam and the only way to fix them is to redirect energy from his shields to the weapons. This gives guardians time to lay into him. This guy has much less armor, so he will die in one phase for the most part. After all three minotaurs are dead, the Black Heart... doesn't die. Instead, it warps players into a dark void. It is uncertain where players can walk because the platforms are the same color as the void. Phase 6 For 30 seconds, nothing happens. Giving players time to arm up for what's about to happen. After that...lord have mercy. An entire army of vex approach the players. It includes majors AND ULTRAS and all of the vex take no damage. It seems hopeless for the players until a single goblin changes the tide of battle. Its tech goes on the fritz and it teleports to the players. It is capable of one-shotting players with its melee so take it down quickly. Once it goes down, supers are instantly charged and recharge every 5 seconds and, if used on the army, causes damage to them which in turn creates orbs of light, which causes the platforms to light up (it takes 10 orbs to light up the platforms). 2 alternate routes can be seen that take players around the army and towards the heart of the void. The army is still within shooting distance so be careful. After this, players must lay into the heart of the void and do damage as quickly as possible, because 5 seconds after taking damage, it teleports the players back to the original point they were at in the void while also providing an incurable weight of darkness and a debuff that slows super charge times by one seconds. Both of these debuffs stack to 10 and cannot be blocked by the immunity the relic provides. This means that the fight will slowly get harder if the players don't end the boss quickly enough. Keep in mind that the rocket launcher super on the relic does massive work on both the army and the Black Heart. In fact, it can wipe out the entire Vex army. Wiping out the vex army removes all debuffs from the players and provides a permanent buff to agility, armor, and recovery by 2. The vex army respawns in 15 seconds, so be ready. Keep running the routes and putting in damage until the core of the void is destroyed. This is what has been feeding the Black Heart its power. Now, you teleport back to the minotaur phase to a defenseless heart that will die after a barrage of bullets. You have destroyed a much more powerful version of a Black Heart and, without knowing it, have torn a chunk out of the darkness.

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                  • Cabal Raid: The Psion Emporer Phase 1: You spawn where you would spawn for patrol on Mars and are told to head to the scablands. As soon as you enter the scablands, a cutscene begins. (This cutscene would involve you and your Fireteam walking when a bright light appears. You look up to see a bright mark, the mark of the Psion Emporer, on Phobos. Part of Phobos breaks off and flies towards the surface. Before impacting, holes appear in the meteor and engines come out. The meteor ship would then slow down and hover above the surface, then a larger hole would appear and a platform comes out along with all kinds of Cabal. The Cabal head towards a rock and six stand around it, activating a hidden door. Right before the cutscene ends, you would see a Psion with a Green cloak. This Psion is similar to the Psion Flayers but has Sentience power. Sentience power deals with the mind and the altering of reality. The Sentience Psion enters the door and it closes leaving behind a lot of Cabal then cutscene ends.) You have to fight through multiple waves of Cabal that come out of the meteor ship and when they all die your Fireteam goes to the door and it opens. Phase 2: Once entering the door, you walk (or run) through a cave that is covered in the symbols that were on the meteor ship (some are green). After a little bit, you come upon a big opening with the Sentience Psion in the center with a shield around him. Immediately, the chat reads [i]Psion commences hallucination[/i] and your team is teleported to the area where you fought Atheon. You fight off waves of Cabal but the only way to end the hallucination is to find and kill 5 Psions with green cloaks before they disappear (they have a 30-45 timer before despawning). Once done, you are teleported back and the Psion's shields are gone and you can damage him. His only attack is a long range version of the Psion psychic attack thing. Adds also spawn continuously until 33% of his health is gone. When this happens, he regains the shields and teleports you to the area where you fought Crota and the same process repeats. The third time he teleports you is when he is at 33% health left and he sends you to the PvP map Bastion. Once you complete the third hallucination and kill the Sentience Psion, the wall behind him blurs and a door appears. Phase 3: after going through more caves you reach a large rectangular room with no enemies and a massive, impossible to jump across gap in between you and the door on the opposite side. The only way to cross is by looking at the ceiling. On the ceiling there are 40 marks of the Psion Emporer in a 4x10 configuration. In every row, one of the four marks is faintly tinted green (the marks that are green are randomized). The area under the green marks are safe to step on. You have to jump across the ten spaces that are safe to walk on to make it to the other side. Phase 4: after completing the previous challenge, you enter a circular room (like the one from the nexus strike, but with twice the diameter. In the middle is the Psion Emperor. He is slighter bigger than a normal Psion and his body has an aura which changes from green to blue to red to purple. There is a shield around him and you must kill all of the adds in the room for the fight to begin. Phase 5: the Psion Emporer's shields drop, his body floats into the air, and he extends both his arms and legs. This because all the dead cabal to disintegrate, leaving their armor behind, which then floats to the Emporer and forms a giant body in the shape of a Psion around the Emporer. During the final fight adds spawn consistently, you can damage him at all times, and the battle consists of four stages: He uses two attacks that will be used in every stage. One is him firing a green burst that blinds everyone in its blast radius for a short time. The other is him raising both fists in the air, waiting a short period, then slamming the ground, OHK anyone who is hit. Stage 1 is from health 100% to 75%. His body glows red and a third of the floor glows red as well. This third rotates around the room, damaging whoever steps on it, like Urrox's ability. Stage 2 is from health 75% to 50%. His body glows blue and his ability in this stage affects the normal Psions that spawn. More Psions spawn in this stage than the other stages (except Stage 4) and if the Psions psychic attack hits someone, it chains between nearby allies. Stage 3 is from health 50% to 25%. His body glows purple and his ability gives Psions void shields as well as void circles form on the ground, moving around randomly. If you touch them, you are teleported to a random area on the map and slowed and suppressed for 5 seconds. Stage 4 is from health 25% to Death. Only Psions spawn during this round. His body glows green and everyone is teleported to a random location. After being teleported, if you were to look at a teammate, they would look like a Psion and any shots they fired would look like a Psion firing its weapon (except for grenades, melees, and supers. Radiance would look to others as if you had a solar shield. If inside the Ward of Dawn, it would look like you had a void shield. When blade dancing, it would look like you had an arc shield. Nova bomb would look like you spawned a void circle. Fist of Havoc would look like you were using a powerful version of the psychic attack. While golden gunning it would look like your bullets are super sized. Grenades and melees would look the same as normal ). Friendly fire is turned on, so make sure you know who your teammates are. Simply kill the Emperor from here. Once you kill him, the walls around you shimmer and disappear, revealing a huge treasure room. You get rewards just by completing it, but you can get a bit extra stuff by finding chests in the surrounding area.

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                  • I haven't thought of anything past the initial storyine of it, but how does this sound for a possible raid? I think it would be more of a final raid, like something that could totally close out a game or series. [b]Manifest Destiny[/b] [u]Description:[/u] It is time for a legend to be made. [u]Transmission:[/u] (The Speaker): Guardian, we've finally found them! The exiles, Toland and Osiris. They sit on the outer edges of the reef near one of the moons of Jupiter. Find them and bring them back to the Tower. This ends now.... (Dinklebot): Something doesn't seem right.....Why are two powerful warlocks that were presumed dead for so long suddenly appearing together so close to us? Be on your guard, I think it's time we find out the truth.......whatever the cost.

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                  • Respond for later

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                    • I created an series of articles on my own raid concept, just search up the tag #CogsOfWrath to find it.

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                    • Caramel zone. Eat it all before oryx gets it

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                    • That's the longest spoiler I've ever seen.

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                    • https://www.bungie.net/en/Forum/Post/129472306/0/ I made one a while ago, here it is. I hope you enjoy!

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                    • Someone reply for later

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                      • The loading screen ships fight each other and then you get a secret chest.

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                      • Mine would be pretty simple - Take back ___________ Any Location honestly, and as you Raid there are no 1 hit insta kill BS, nothing like that. It's just Raid Versions of taking back locations, Like Take back Rocket Yard, which requires players to survive Waves of eneimes for 30 min straight, or until all waves are gone. Say 10 plus a final Boss, like a KELL for the Fallen and a Prince for the Hive. Simple things like that, then given the choice players can chose to raid the next section for Double Xp, Glimmer, and Exotic chances. Each wave rolls a chance for a legendary and exotic, starting at 1% then adds 1% each wave. And each wave increases, so at the end of 10 it would be 10% and if you chose to continue, it would roll over to the next raid starting at 10%. Of course each wave would increase in difficulty, but no objectives, nothing stupid, just really fun combat. Constant vehicle use, drop ships, ultras and Majoras. Raid complete when each section is completely cleared on each planet.

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                        • A raid in which the only reward for completing it is gjallarhorn [spoiler]all the players would love me[/spoiler]

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                        • Lol, out of all the things this forum has posted as recommendations for raids & different mechanics etc. Bungie has never listened to one of them... We simply recommended different burns and skulls for strike playlists... Nada, zero, nothing in the form of change has ever been generated here and made it to the game except for crybaby Nerf posts & glitches... Thank Obama!! Lol

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                          • You have to enter the traveler. And work though it's inner workings I'm not creative enough for designing a raid but I think that's an interesting basis. And you basically have to fight yourself l.

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                          • First thing I would do is TRY AND TRY to make a raid where a GALLY is irrelevant. It would be hard but yeah.

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