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publicado originalmente em:101st Lightborne
5/28/2015 9:46:20 PM
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Destiny Guide: Prison of Elders Best Strategies, Boss Fights, & Rewards (Part 2)

[b]Prison of Elders: Enemy Arenas and Safe Spots[/b] [b]1. The Hive[/b] The Hive Room in Prison of Elders is arguably the easiest, because the far left side of the map offers ample cover and room to maneuver. Fireteams should be able to pick off most enemies from a distance, without worrying about getting overrun. The thralls will obviously charge, but the Wizards and Hive Knights should keep a good distance away. On top of that, Urrox, the final Boss of the Urrox’s Rage Prison of Elders arena, will never get close enough to this safe spot to do too much damage, but more on him in a bit. As long as players work from this area they should be fine, but if things do get difficult, standing above the door on the back left side of the map (upon entering) should block some enemy spawns. With the spawns blocked, the fireteam can focus on the Ogres that spawn in, before letting the rest of the Adds out. Beating the Hive Boss: From this far left area players should be able to snipe the Hive boss with minimal trouble. He will typically spend the entire time out in the open and the only thing to worry about is incoming enemies. Alternate between sniping the Hive boss’ head and clearing Adds, and everything should be fine. [b]2. The Cabal[/b] The safest spot in the Cabal room is at the very entrance. Using the mock corridor on the right of the entrance, players should be able to take cover against the front wall, and peak out to pick off any enemies when necessary. For the most part, the Cabal won’t pose much of a challenge unless the enemies creep up on either side of the safe spot. If so, focus fire on that enemy and eliminate them quickly. Also be very careful of any Cabal round with the Arc Burn modifier, as the Psion’s wave blast can be extremely deadly. Beating the Cabal Boss: For the Cabal boss fight, we recommend staging from the far left with the high wide cover. The way this cover is built makes it perfect for shooting the Cabal boss directly in the head, and players can move far enough away from the back wall that splash damage shouldn’t be too much of an issue. It’s important not to focus solely on the boss, though, as enemies will start to pile up. Alternate between clearing out the Cabal Adds and then focusing on the boss to ensure no enemies hop over the wall or creep in from the sides. [b]3. The Vex[/b] Both the far left and the far right side of the Vex rooms will work as decent safe spots. On the far left, players have a greater vantage point of the Minotaurs spawning in the center of the map, but it’s a little more open. The far right offers more cover, but it’s possible to get overrun from that spot too. After focusing on the Minotaurs it’s best to keep an eye out for any Hobgoblins, as their sniper shots can be very damaging at higher difficulty levels. They are also crack shots, so try to avoid staying out in the open for any length of time. It’s a little harder to get around and hit/dismantle mines in the Vex map, but it’s not impossible. Players should also be careful if the ‘Grounded’ modifier is on, because taking extra damage can be really dangerous with the Hobgoblins sniping. They tend to be really accurate while players are in the air. Beating the Vex Boss: Working from either the far left or far right, players should be able to hit the giant Vex boss’ weak point while working to clear adds. Think of it like the Atheon boss fight from Vault of Glass, without any of the complex mechanics. Just shoot the chest. [b]4. The Fallen[/b] The Fallen area in Prison of Elders offers ample cover, but we prefer working from either the (surprise!) far left or far right sides. The far left has a spawn door near it and a ramp in front of it, so it’s possible to get surprised by newly spawning enemies or rushing Captains/Vandals. However, the high ground offers plenty of visibility to take out any Fallen enemies. The far right doesn’t need to worry about surprise spawns, but the enemies can jump up to the ledge. Moreover, once an enemy is up there it becomes harder to work on taking them out and not getting hit from additional fire. Still, with two relatively safe spots, players have the option of running in circles around the map, drawing the Adds as they go. That way, if things get particularly intense on one side of the map, they can thin the herd from the other. Beating the Fallen Boss: There isn’t much to worry about with the Fallen boss, which is a giant Servitor. It will spend plenty of time out in the open and all the fireteam needs do is shoot it in the precision point. That’s where the far left area comes most in handy since it should be easy to see the giant Servitor. Mostly the fight will be a case of time consumption, as the Fallen Prison of Elders boss has plenty of health.
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