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publicado originalmente en: So I tried the Totems cheese today...
1/13/2016 11:06:03 PM
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Statistically speaking, it is much harder. The risk of running it compared to the 16 orb strat is way higher due to the mechanics you are choosing to incite during your run. When you have the aura around you and are invincible, other than doxology you cannot be killed. No knight strat forces you to attempt a coordinated strike with four players multiple times throughout the raid while running out of the invincibility aura, across the map to god knows where (the ogres tend to wander) and towards a bunch of shit (or a little if add control on your team is good) that wants to kill you. This action repeated four times throughout the encounter is inherently making the raid more risky for your fire team and harder than the 16 orb strat. 16 orb strat the only time you ever leave the safety of the aura is once at the very end to detonate all 16 bombs at once. And you don't leave the aura until all the adds are cleared. Making it way, way, lower risk and a much easier strat to execute. If no knight strat works for you and your team... great. Use it. But you are making it harder on yourself by using that strat. That isn't opinion, that is a fact.
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  • Editado por IM A BIT HARD: 1/13/2016 11:27:27 PM
    1. Let's say for instance one person dies with 16 orb strat it makes it 50x harder for you to continue because it takes a titan out of middle (assuming you run two titans in mid) which makes ogres harder to kill. 2. Your on the last ogres and one teleports to mid and drops a bomb so far up just by standing in mid with aura it detonates and your whole attempt was pointless. 3. What if while running someone stands up to shoot a knight and dies by an acolyte eye therefore causing the runner to fall and die or back to number one someone comes out of middle and makes the fight harder. These are all what if situations but they all happen and happen often enough in pugs to cause a group to disband. Now for No Knight strategy... 1. You literally are never seen by an add while on your platform by sitting at the back even ogres can't hit you. 2. Someone dies? Oh well. Your not killing ogres so when everyone get up top after the relic runner has it there protected by a blessings to further bring there ogre down and get ready for oryx to flinch. 3. The only time you're "vulnerable" is when you go detonate the bombs if there super close to mid in the back you wait a second for front to get there and vise versa, you detonate and run back. Your at risk as much with adds on No Knight while detonating as doing 16 orb strategy. If anything No Knight strategy is a much much easier strategy with far less room for error than 16 of a strategy and that's fact. I don't know if you have had bad teams with No Knight and successful with challenge mode strat and that's why you feel that way but do a oryx with me and my guys and I'll show you how easy it is. Also for the sake of arguing running around for mortars or bombs whichever term you use is not harder than shade. Don't get me wrong both easy but running around in a circle for 15 seconds vs oryx slamming you and you dying by the architects is some shit.

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  • Editado por Nen Rx: 1/14/2016 12:19:29 AM
    Answers: Your three points against 16 Orb strat points - 1. Ogres can be killed by one person with a 320 ToM and a high enough light level. No big deal there, but it doesn't often come to that anyway. 2. Ogres don't teleport ever so long as your Ogre DPS is maintaining at least one person agro. This is a mechanic, not a glitch. So as long as you're doing it well, no need to worry about teleport. 3. My team has never had any issue dying while killing the knights. Not even once. I don't run that role. I am the designated relic runner so maybe my team is just really good or really lucky, but no one ever dyes during ogre/knight killing part. They only used to die during detonation phase and running away from Oryx's bombardment. Your three points for no knight strat - 1. Maybe not, but when you jump up to come make it back center you've got more eyes out if you have just let the ogres roam free so that is more dangerous right there. 2. I don't understand the point you're trying to make with your point two. Seems like fluff. 3. This is the big flaw in your strat... you have no control where your ogre goes. You let him roam so one team mates bomb might be stairs left all the way back by the stairs while another persons bomb is Saturn right just below where you jump down from the platforms. This lack of symmetry and the added coordination it takes between team mates running different distances to detonate bombs is way to reckless. Your chance of success isn't in your own hands on no knight strat. It is in the AI hands of the ogres and where they roam. With 16 orb, you have full control and again, statistically speaking, leaving the aura 1 time for detonation is mathematically smarter than leaving it 4 separate times throughout a battle. My teams have always been the exact same teams so no issues in difference in skill. I'll pass on running with you guys. Definitely not interested but thanks anyways. And shade is way easier than running bombs phase. Running bombs phase is a glitch fest and people wipe there constantly. The shade phase... he is usually killed as he approaches on his first roam which means three whole players never even get teleported in. It is the easiest part of the whole fight.

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  • It doesn't matter where your ogre roams adds don't spawn till they die, as long as you have coordination and communication your fine because adds don't hit you as you've already gotten your orb by the time they get to you. Ogres don't teleport? Don't know how many times you've actually done the fight but they do indeed regardless of dps. Have seen ogres as there coming out of the pool disappear and reappear in the middle of the room, that is a glitch not a mechanic, look on the forums and online a bit because many many many people were having issues with this when the challenge for oryx had arrived. I don't see how bombs can glitch as someone who has done it many times it's usually a sense of someone not knowing where to run at or running at the wrong place and causing someone else to die. From experience speaking the 16 orb strat only became a bigger thing when oryx challenge surfaced before hardly anyone did it. So what strategy did you use prior to challenge mode because you haven't been doing it for very long, Kings Fall I mean. For a pug group No Knight Strategy [i]imo[/i] is much easier vs 16 orb is something that would require a more competent team usually people that raid together frequently.

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