I understand if you have put the raid off but want to do it now to complete MoT. Makes total sense.
But, the errors I saw today combined with the lack of listening make me think some tips you can read on your own time with nobody judging you might help some people.
This guide is for Hard Mode, since that is the one you need for MoT.
I am not going to describe jump puzzles as that is best done via video.
Rule #1 - Listen to any raid veterans your team includes.
Rule #2 - I am listing valid, proven methods but they are not the ONLY methods and may not be BEST. This is intended as a baseline starting point. Opinions vary.
Beyond that ..
[b]Totems[/b]
Suggested weapons: high impact sniper, machine gun, your favorite primary
Suggested subclass and ability selections:
Hunter - run Nightstalker, either Black Hole or Bloodbound, Vanish in Smoke. Equip Alpha Lupi if you have it.
Warlock - run Sunsinger, self res, your favorite grenades. I usually wear sunbreakers but pick your favorite exotic armor.
Titan - run Defender, Weapons of Light, Bastion, Illuminated. If there are two titans, one can run Blessing. If there are three, one can do hammers or striker. I use Glasshouse.
The encounter begins when anyone touches a brand, or hurts an acolyte, or fires a weapon or throws a grenade near the acolytes, or stands in front of the acolytes. When it starts, if your team doesn't get both brands to both totems, you die and lose super energy. In other words, don't do anything I listed until your team leader says to start.
When you start, it is a plus if you tether the acolytes to put orbs in the middle. Hopefully a titan can put a bubble near the back of the middle plate.
Split into two groups of three. One group goes right, the other goes left. You will remain on that side throughout the checkpoint, cycling between the totem and the center plate.
Whoever gets brand needs to get on the totem and:
1 - Stay alive (this overrides other goals)
2 - Kill as many adds as possible
3 - Call out "five seconds left" when the timer reaches 5 seconds
4 - Snipe the knight on the balcony when your timer runs out
For the brand to pass, a teammate must be on the totem with you as your timer expires.
You do NOT need to race to mid when you pass aura to a teammate. You have time to kill the knight, and you should do so, because a) it forces you not to leave before the aura passes (common beginner problem) and b) it makes it less likely the guy who took the aura will get overwhelmed.
Once the aura is passed and the knight is dead, head to the middle plate and stay there until Death Singer's Power is completely gone. Failure to do this is the #2 reason beginners cause wipes. Until Death Singer's is gone, you cannot pick aura up. [b]No matter how urgently a teammate is yelling, do not return to a totem while you still have any Death Singer's Power. You will cause a wipe.[/b]
While on the middle plate, you must:
1 - Stay alive and remove Death Singer's (this overrides other goals)
2 - Kill wizards up top. These can kill you or teammates and are the #3 reason teams wipe.
3 - Kill, weaken or at least call out knights moving to a totem. For example, you might call out "half-strength yellowbar going left".
When Death Singer's is gone, do not rush back to the totem if there is still a wizard or if there are knights you think might overrun either side. Spend five seconds extra killing them. You have time.
If you are a titan, try to put a fresh bubble near the back of the plate each trip. If you are a hunter, try to tether a bunch of adds to leave orbs for titans.
If someone else on your team keeps causing wipes, determine what on this list they aren't doing, and remind them.
[b]Warpriest[/b]
Suggested weapons: same as totems
All subclasses and settings are also same as totems
The room has four areas. One is where the Warpriest stands. The other three, where you will set up, are Left, Mid and Right. Directions are based on what you see as you walk into the room.
The encounter begins when one person steps on each plate at the same time. The Warpriest spawns and starts shooting at you. Adds also spawn from various locations and shoot or charge you. Kill adds until you hear a howling sound, which signifies that a yellowbar knight is in each area. On Right, he spawns on the ledge and jumps down to where you are. On left, he comes from a side door and charges you. Mid, he comes from the door under the Warpriest (the rightmost of the two doors) and charges whoever is closest to him.
(In the Taken round, the knights spawn at the plates.)
If you are right:
- You can back up the stairs to recover from damage. You will rarely if ever be chased past the turn.
- When on a plate, you can scootch to the right, barely on the plate, and crouch for decent cover.
- The right side is where the team will gather for the first damage phase, so it is vital that you kill any mini-ogres (created when you kill an adept acolyte within ~20 feet of a regular acolyte).
If you are left:
- Try to kill knights before they make it across the bridge.
- When on the plate, you can usually crouch and hide behind the left column and/or low stone wall to avoid dying.
If you are mid:
- The safest area is up front below the "cliff" the Warpriest stands on. He can't hit you there.
- When on the plate, you can usually hide behind the center column.
- Normally, somebody mid calls the glyph sequence.
Calling glyphs:
- Once all yellowbar knights are dead, you will see a message, "glyph sequence started"
- There are three stone columns near the front of the room. Each corresponds to the plate closest to it - left, right or mid
- Remember, directions are relative to what you saw entering the room. When calling, you will say "left" when the glyph on your RIGHT lights up and vice versa.
- As each plate lights up, someone needs to get on it. Once they do, the next glyph will light up.
- The third glyph that lights up will give the aura to whoever gets on it.
Once someone has the aura, most teams meet "right middle middle." This means, first round, everyone stands on or near the right plate. Second and third rounds, everyone stands behind the low stone wall near the back of the middle.
If you are a titan: place a weapons bubble about 15 or 20 feet behind where the team will stand to shoot at Warpriest. Then, start shooting.
If you are a hunter: tether Warpriest (Black Hole is best), then start shooting.
All team members except aura holder: Make sure you are in the aura. Snipe Warpriest in the head. When you run out of special, use a machine gun. When out if that, use a primary. DO NOT KILL ADDS. ONLY SHOOT WARPRIEST.
Aura holder: you will have a 10-second countdown on the left side of your screen. You must kill an add before the timer expires or you will die. The closer to 0:00 you kill the add, the more time your teammates have to shoot Warpriest. Ideally, have an add in mind, and aim down sights at him with about 3 seconds on the timer. Kill him and the timer resets. Do this over and over until your vision returns to normal and warn your teammates it is ending.
If the aura holder dies, the aura randomly passes to someone else. This does not reset the number of cycles (you cannot deliberately die to extend total aura time).
All: take cover when colors turn "taken." You need to have a wall, column etc between you and the blight in the air above the Warpriest. If not, you will die.
Rinse and repeat (remember, second and third time you will meet mid).
[b]Golgoroth[/b]
Weapons and subclasses are mostly the same. Exception: a Stormcaller is useful for keeping the team safe during the Taken round. Also, I like Saint 14 for this round as it adds some protection against Taken thrall, though Glasshouse is also good here.
There are three basic roles.
- Gaze holder
- Someone to turn Golgoroth so the gaze holder can grab gaze
- Everyone else
Divide into two teams, left and right as you enter the room. The gaze holder needs to be on the left. The distractor should be on the right. The others can pick, but each side should have three.
You begin the encounter by shooting down the ball of poison in the middle of the ceiling. Golgoroth will spawn beneath it.
Adds will spawn in the back and move toward you. Each group of guardians (3 left, 3 right) should take cover behind barriers so they are shielded from Golgoroth's attack, and have a good view down the sides of the room.
When adds are clear, you can move toward the back of the room to pick up ammo.
During the fight, six orbs will spawn from the ceiling. The one you are going to shoot down is the one closest to the door you entered, on the left (commonly called L1).
When adds are clear:
- Everyone hide except distractor
- Distractor sets up on the right side, on or near the broken bridge.
- Distractor shoots Golgoroth in the legs to turn him to face him.
- When he is turning, teammates shoot L1.
- When gaze holder is ready, teammates shoot down L1. It forms a pool that gives a huge damage buff.
- Gaze holder takes gaze by shooting the white area on the back of Golgoroth's head. Fastest with a sniper.
You will see a message indicating Golgoroth has focused his anger. This means gaze holder has gaze.
(Cont in Part II comment)
[b][u][url=https://www.bungie.net/en/Forum/Post/208754188/0/0/1]Part II - Golgoroth continued[/url][/u][/b]
[b][u][url=https://www.bungie.net/en/Forum/Post/208758713/0/0/1]Part III - Sisters (aka Daughters)[/url][/u][/b]
[b][u][url=https://www.bungie.net/en/Forum/Post/208766067/0/0/1]Part IV - Oryx[/url][/u][/b]
[b][u][url=https://www.bungie.net/en/Forum/Post/208793574/0/0/1]Part V - Challenges[/url][/u][/b]
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9 RepliesI was told challenges could be completed on normal mode