JavaScript is required to use Bungie.net

Servicio de alertas
Mañana, Destiny 2 estará fuera de línea temporalmente debido a operaciones programadas de mantenimiento. Permanece atento a @BungieHelp para conocer las novedades.

Ayuda

Ayúdanos a ayudarte.
[Se ha borrado este grupo]
Editado por Millenium_Milk: 9/19/2015 11:09:38 PM
1

Kings Fall - A Tactical Field Guide For The Discerning Raider

This is a guide for the uninitiated, and for those that have experienced the raid but want to learn how to perfect their strategies. The information contained here within this post is a work in progress, it's a collaboration of the clan members of Alliterate Soldiers and Alliterate Soldiers II, a collection of their hard work. Strategies that have succeeded, even in failure! The hardest part of Kings Fall is team work, knowing your team, is the most important aspect of any raid group. If you're not in a clan that can raid, join one that does! Before we begin, to maximise your chance of success for that first run, two shield titans should be present. There seems to be a lot of splitting the teams into threes, so making sure each of the fireteams of three are even is important. If one team fails, the whole raid will be a wipe! [b]Opening The Portal - Court of Oryx[/b] When you first start the raid, you'll be confronted with two black fire orbs either side of you, a large oval room with two exits on your left and right, six statues down a long corridor facing towards the large portal in the court of Oryx. There are two things you'll find that will help with this part to train you into familiarity. Playing Rift in the crucible to learn how to dodge danger whilst trying to score with the charge spark, doing some three man heroic strikes with the team of people you'll be in! [i]Teams[/i] Name your two teams, and make sure everyone knows which team they are in. One person will be designated as the orb holder, whoever takes on this role make sure you put your agility up to max, speed will be very important as you reach the last few statues. Both orb holders will need to time when they pick their orbs up, as these have a limited amount of time before they explode and one of the statues will diminish, meaning you go back one step. Plus both orb holders will need to take the orbs together to the statue and activate the statue/shrine in very close approximation else it won't power up formate next step. Once the orbs are picked up you'll be confronted by a destroyable field with a mob of taken spawned on the other side. After the first statue is powered up, the next set or orbs will be located further apart, past those exits on the left and right. Team work will start to build here as the two people in each team not holding the orb will be responsible for destroying the two extra fields that spawn at the beginning and end of the corridor, as well as ensuring any spawning mobs don't kill the orb holder. Once the orb is dropped, it disappears and you start that same orb run again. If there are no orbs being carried, the statues can diminish, the ground will shake to signify this is about to happen. The timer on the statues pauses when ever an orb is being carried. If an orb runs out of time and explodes before you carry it to the respective statue, the statue diminishes. Whenever a statue/shrine diminishes, you go back a step to the previous statue/shrine. A tip here when ever one orb carrier loses their orb from death, the other orb carrier should drop their orb. This will prevent your orb timing out, and you'll both have time to get back to where the orb spawns to start the run again. The last three statues spawn the orbs in the room over the chasm, the last one is very far away and leaves you very little room for error or pausing! Training in the Rift in crucible will help the orb carriers learn how to dpdgethe mobs near the statues should time be running out. Once an orb is activated it destroys any enemies near it much like a titan's fist of Havoc ground slam. When all the statues/shrines are activated, the portal will open up and a swarm of enemies will spawn from it, including a few elite wizards. Once defeated there might be a chance of loot dropping here for your team. Then proceed through the gate to start the raid! This is only the beginning! [b]People of Alliterate Soldiers, please post below your own information and findings from the different points of the raid. However brief or long, I will consolidate all the information into this here guide![/b]

Publicando en idioma:

 

Pórtate bien. Echa un vistazo a nuestro Código de conducta antes de publicar tu mensaje. Cancelar Editar Crear escuadra Publicar

Ver el resto del tema
  • Theorycrafting - gear. Most fights are sort of gear check/coordination check, which means you will need both gear and brains. Light level - up to final boss around 290-ish should be OK, final boss encounter is level 300, so by then I would recommend around 295 at least. Armor. More or less to personal preference (and availability). But: - gloves with bonus to reload speed to your primary of choice or any other weapon you will use definitely wouldn't hurt - chest armor with bonus armor to chosen subclass (or eventually bonus regen after splash damage - preferably arc version, as enemies are Hive, and occasionally Taken) - armor with bonus ammo for chosen special or heavy, eventually primary. - head - I usually use bonus super on killing minions of darkness, most reliable one. As for (eventual) second bonus - I'd say shield/health regen after collecting orbs. Stats - discipline, then intellect/strength - I'd say melee is deceptively useful here, so don't cry if your great piece of gear has some strength on it (it's probably even more useful here than intellect, there are usually plenty of adds and orbs to charge your super). 300 stat equals 25 second cooldown on grenade/melee. Weapons. First of all, swords are almost useless here, period. Primary - in most fights you will need some decent range, so low range auto rifles and hand cannons are not the best choice. Secondary - good sniper rifle, due to nature of fights, is almost a must - lower rate of fire, higher impact archetype. Eventually balanced shotgun or fusion rifle, however those will be used mostly on ads and not on boss fights. Sidearms are... Strange... Heavy - machine gun with some decent range (and stability, to reliably land shots), or rocket launcher with no less than 2 rockets. In general - as I said, some range is necessary (only one fight is technically face to face). Fights are sort of dps race - more reloading mean less shooting, so bigger magazine or high reload speed are also good things. Ability to land critical hits is important so some stability also would help. Perks - those benefiting mentioned things - faster reload, bigger magazine, more stability, range etc, and then to your preference, and luck. Of course those are only guidelines. A lot will depend on drops. And don't care that much about rarity - rare (blue) sniper rifle with 295 attack and mediocre perks would be better than legendary 275 attack with great perks (infusion aside). Got questions - feel free to ask.

    Publicando en idioma:

     

    Pórtate bien. Echa un vistazo a nuestro Código de conducta antes de publicar tu mensaje. Cancelar Editar Crear escuadra Publicar

No se te permite acceder a este contenido.
;
preload icon
preload icon
preload icon