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]
English
#Destiny
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Good job.
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25 RepliesEdited by OurWildebeest: 7/13/2016 1:40:11 AM[b]Part IV - Oryx[/b] This takes place in the same room as Sisters, and plates and the relic work similarly, but you can choose your runner. Weapons - ToM if you have it. High impact sniper. Machine gun or Sleeper. Subclasses - you ideally want two titans with Touch of Malice, with one running Blessing (more important) and the other running Weapons (less important). Hunter and warlock subclass selections - Hunter: Nightstalker, Black Hole, Vanish In Smoke. Warlock: Sunsinger, self-res. You will have two people on add duty (aka ogre duty) - these are two titans with Touch if possible. One person will be runner. The other three people will take plates. [b]Unlike sisters where two methods are common, almost everyone uses numbered plates here.[/b] You start the encounter by approaching the anomaly at the far end of the room ("the front of the room"). A Godzilla-size Oryx will spawn. He will then spawn thrall. Your hunter should gather the thrall in a bunch, then tether them. No one should kill thrall until they are tethered. Then, Taken knights will spawn on the two front plates. Once they are dead, Oryx will choose a plate. He will move to it, then slam his hand on it. This starts the relic sequence. When he lifts his hand, there will be a brand above that plate. The designated runner needs to touch the brand first. He will then be torn. The plate 1 person should jump on the plate just after the runner. The runner can then start ascending the platforms that form in the air. The plate 2 person gets on immediately after the plate 1 person. The plate 3 person gets on immediately after the plate 2 person. Plate 1 is wherever Oryx slams that round. Plate 2 is counterclockwise, or left, of plate 1 Plate 3 is counterclockwise, or left, of plate 2 and diagonally across from plate 1 Plate 4 is below the relic As with sisters, if anyone steps off a plate, or dies, the platforms will fade and you will wipe. If you get on out of sequence, the platforms will be jumbled and impassable (wipe). The two on add duty (aka ogre duty) should either set up "down mid" between the wizard towers (the advantage is other team members can more easily take cover in the titan bubbles) or "up top" on a wizard tower (the advantage is they can more easily snipe knights). If they are up top, they should still meet down mid after killing knight 4 and after the ship passes. When someone gets on a plate, an ogre spawns in the pool next to the plate. The ogre duty people kill the ogre. When the ogre dies, it drops a "bomb" / blight, and a knight spawns in the pool behind the opposite plate. That knight starts moving to the bomb. If he reaches the bomb, he will disable ("eat") it. The plate person's main job is to kill that knight. To repeat: [b]If you are on a plate, you do not need to kill the ogre, just toss a grenade when he first spawns. Your job is to kill the knight, not the ogre.[/b] Result should be, all four ogres dead (killed by add duty/ogre duty titans), all four knights dead (killed by plate people - knight #4 killer by an add duty person), runner has relic. When the runner has relic, he or someone should call it out - "he's got the relic, come to middle." People on plates can come to the relative safety of the titan bubbles. If the titans are up top and you have trouble with the jump to the top of the tower, you can still run to mid between towers, then run to the relic runner, and accompany him from that point. While you are moving, you won't be shot much (hopefully), and once he slams and gets aura, you will be safe with him. The runner then slams on the vessel (knight who spawns from a ship near the front of the room). That gives the runner the same aura of invulnerability as you have in sisters. The team must kill the vessel or he will also eat bombs. Then, everyone meets in the middle. They kill adds. Then Oryx slams the plate again. His chest opens. Everyone shoots his chest to stagger him. If you don't do enough damage, he will not stagger and he will wipe the team. Once Oryx staggers, what you do next depends what strategy you are using. I will describe the "detonate every round" strategy because it is the most complicated to explain. - Spend 10 seconds killing adds. - Then, someone should call out timing to detonate blights. - At the right time, each plate person runs into the blight next to his plate (one add duty person takes blight 4). - The runner and the other add duty person must keep shooting Oryx's chest until the bombs go off. If you don't do this, he will take no damage. - If you are detonating, watch for your name to appear above the super bar (alternately: count to four one thousand at medium speed), then run back to the aura in mid. - When the blights detonate, it will stagger Oryx (should reduce his health 25%), [b]and kill any team member outside the aura[/b]. - Oryx will come back up at his original spawn location and start bombing the room. Team members should run around their plates, or around the tops of the towers, or up and down the center walkway. Being stationary will result in death. - Once bombs stop, the cycle resets (he picks a plate to slam). When Oryx's health is 50% or lower, instead of bombs, knights will spawn on the front plates, thrall will spawn on both sides, and Oryx will summon a big blight, or dome. You must kill the knights and thrall. Oryx will teleport team members into the dome one by one, where they will fight a shade of Oryx (and any thrall they let in). Snipe the shade in the head, and jump when he slams. If a titan has a spare bubble, put it in the middle. If a hunter has a spare tether, tether him just after he moves left or right, NOT when he is slamming (he will slam twice if tethered). If you don't kill him in time, you die from "doxology." If you do kill him, the shade vanishes and the cycle resets with Oryx slamming a plate. You can skip the bomb round by not detonating the first set of blights. They will pile up to detonate later. You can detonate after round 2 (eight blights), round 3 (12 blights) or round 4 (all 16 blights). Or even round 5 if you lost up to four blights and need to make up for it. Every four blights should take his health down 25%. The advantage of those strategies is that you eliminate the hated bomb round, and you spend less time exposed detonating blights. The disadvantage is that it puts more pressure on the team to kill ogres quickly so blights stack on top of each other, and to kill knights. If you skip detonation, you will have a chance to generate orbs before the shade. Kill all adds that shoot you, and let the thrall approach. You are still in the aura so they can't hurt you. Wait until you see "Oryx has regained favor of the darkness" above your super bar, and immediately tether the ground. Kill thrall with grenades. Then you kill knights and go into shade. Once 16 bombs have detonated (whether four, eight or all 16 at a time), Oryx will have a sliver of health. You must then snipe him to finish him off. - If you lose a bomb, or up to four bombs, you can make it up by doing an extra round. - If someone dies early, it is probably best to wipe. - If someone dies later, one ogre person can take his role. But this makes it less likely to neatly stack bombs, so it is best to detonate each round after that point. [b]Note on detonation[/b] It is best to have one person call out timing to go in for detonation. If anyone goes in much earlier than anyone else, it can cause problems (reduced damage on Oryx, people not back in aura upon detonation. This is necessary because some people will be closer to their blights than others, so you need the countdown to sync going in. [b]Common noob errors[/b] - As a plate person, focusing on your ogre, not your knight. Solution: focus on your knight. - As a plate person, killing the knight who spawns next to your platform, not the one who spawns opposite. Solution: self explanatory - As a plate person, frequently failing to kill your knight. Solution: use a high impact sniper. If you don't have a headshot before he starts running, take a body shot. He will pause and you can get two headshots. If you can't kill him anyway, say "need help with knight 2" (or whatever plate number you are). - As a plate person, being frequently killed by acolyte eyes or being shot by the ship. Solution: This is what I do on a plate: throw a grenade at my ogre as it spawns. Then immediately move to the back edge, crouching. Aim down sights with my sniper where my knight will spawn. Shoot my knight and try to shoot the acolytes with him. Then hang back until the runner has relic. I draw relatively little fire that way. - On add duty, failing to focus primarily on ogres. Solution: Your main job is to kill ogre 1, then kill ogre 2, then kill ogre 3, then kill ogre 4, then kill knight 4. If someone calls for help with another knight, try to kill that knight. Anything else you do (eg killing acolyte eyes) is a plus but not your main duty. - Being hit by the ship. Solution: Don't touch the ship, at all, it is instant death. (Unless you jump on top of it, which is useless but harmless.) - On add duty as a titan, putting your bubble in a bad location. Solution: When up top, place your bubble in the middle of the tower furtherest from where Oryx slams. If you put it anywhere else, it can block you or your teammate from shooting one of the ogres. When down mid, put your bubble right between the towers. If you put it anywhere else, it can block shooting an ogre, and/or make it difficult to refresh the buff. You should place bubbles when Oryx lifts his hand after slamming. Doing it sooner is a waste since the ogres don't spawn until several seconds after he lifts his hand.
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Bump for later
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Thanks man, saving for later and gonna try on Thursday
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This is a real public service to the Destiny community and took a lot of time to write up. Well done and thank you!
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2 RepliesEdited by DaJuan Hoonoks: 7/12/2016 5:35:24 AMI've always wondered on Totems, and I may try it next time, if there are Titans and Hunters shitting orbs on the middle platform, running Voidwalker, and using manacles, Nova Bomb would come in handy. Same with Warpriest. I also wonder now if a group of 4 GG Hunters, 1 Defender Titan and 1 Nightstalker Hunter couldn't breeze through this shit with the recent buffs. Imagine on Oryx 3 GG Hunters on platforms, 1 GG Hunter in the middle with a defender using Blessings, and The Nightstalker running. Start off with NS tether on thrall to make orbs, each Hunter on the platforms could pop GG when their Ogre comes out, kill the ogre and then kill the knight with it. Other GG Hunter could kill vessel and 4th knight with GG, do damage to Oryx, Nightstalker makes orbs on Thrall, kill the shade, rinse and repeat.
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4 RepliesEdited by OurWildebeest: 7/11/2016 6:16:18 PM[b]Part V - challenges[/b] Each week, one of three raid checkpoints will be the weekly challenge. - You can complete the checkpoint and get regular rewards without doing the challenge. The challenge adds additional requirements and gives additional rewards. - The challenge rotates week to week between Warpriest, then Golgoroth, then Oryx. Then back to Warpriest. (As I write this, the challenge is Oryx. Tomorrow, it will be Warpriest.) - The challenges each drop a calcified fragment, a unique emblem, and an artifact up to 335 your first time completing that challenge. Warpriest: Probably the easiest challenge. The only special requirement is that nobody can have the aura more than once. Oryx: Must detonate 16 or more blights at one time, ie take his health from full to sliver in one detonation. The mechanics of this are covered in my Oryx post - stack blights and detonate all at once. Now for the complicated one ... [b]Golgoroth challenge[/b] [i]Note on "front" vs "back." I am calling the door you enter the "front." However, vs Oryx, most people refer to where he spawns as the "front." So some people may apply that logic to the Golgoroth room, and say you entered at the back of the room. That is ok, I don't have a strong opinion ... if so, reverse my "front" and "back" references here. [/i] There are many ways to do this. I will try to describe some common variants. The challenge requirement is that every team member who is alive at the start of a round must hold gaze during the round. Basic/standard method: Everyone takes a number 1-6. Odd numbers on left, even numbers on right. Start off as normal - kill adds, turn Golgoroth, shoot down L1, #1 takes gaze, everyone in the pool to shoot. #1 counts down the entire time. #2 leaves the pit at 10 seconds and gets on the right side broken bridge. #2 takes gaze when #1 gets down to about 2 seconds. (You can compress these times if you are sure you don't need any fudge factor.) Everyone else gets out of the pit. #3 takes gaze asap from the middle or front left. #4 takes gaze from the right side broken bridge. #5 takes gaze from the middle or front left. #6 takes gaze from the right side broken bridge. #6 will hold it until the timer is complete, so he is at risk of being killed by axion darts. To survive, do one of these things: - Run around the map full speed. - Run to the entry door and have teammates shoot darts for you. When #6's timer ends, that damage phase is complete. General notes ... - Once #2 gets gaze, there should be minimum delay in the next person taking it, through #6. - You will know you have it because you will see "Golgoroth shifts his gaze" and get a countdown timer. - You should call out that you have it, by number - for example, if you are #4, call out "4 has gaze, 5 take it." Common variant: - When #6 has gaze, some teams shoot down R1 and do a second damage cycle. This is to make up for the damage you lose from #2 needing to leave the pool early. Notes: - If a character is dead before #1 takes gaze, you can still complete the challenge if all living characters take gaze that cycle. - If a warlock dies and self-reses during a cycle, you can still complete challenge. - The 1-6 sequence is for the team's convenience. You can change the order if needed (like if somebody is out of place), all that matters is that everyone alive at the start of the cycle takes gaze that cycle. You will fail the challenge if: - Golgoroth ever "satisfies his hunger" - Anyone dies and cannot self-reses during a damage cycle, before taking gaze For any challenge ... you can fail the challenge but still complete the checkpoint. There is no warning or notification. If you complete the checkpoint without doing the challenge, you can redo it and still complete the challenge ... though you won't have the checkpoint on that character anymore, so you will need to start fresh or otherwise get the checkpoint.
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12 RepliesMost important tip for Daughters part: If you a nighstalker make sure to throw vanish in smoke into teammates right before the person gets torn on second daughter.
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1 ReplyI'm in the minority of those who haven't ran a complete raid, this will help!!!!
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1 ReplyGreat guide, this how I remember doing it when I played it earlier this year and in 2015 but I haven't played on hard.
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Nice write up!
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Awesome guide. Bump for awareness.
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3 RepliesGood write up, nice to see people offering helpful advise to others. 1 question though. Why would you equip crest of alpha lupi as a hunter? You can maybe make the call for it in the normal raid but hard mode raid doesn't allow revives so this armor is really just wasting an exotic slot. Hunters should really equip Bones of Eao for the raid as this will help them breeze through all the jumping parts. I had to constantly change my subclass build to max out agility for the jumping ships etc then change it all back when over the other side, but once I put on Bones I never had to adjust anything again.
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5 RepliesAs a non raider, this all sounds -blam!-ing horrendous. Don't think I'll be getting my MOT this time round.
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Thanks for the write up.
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25 RepliesIf people don't know how to do the raid by now then they are just sad.
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9 RepliesI was told challenges could be completed on normal mode
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Very helpful good job
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Nicely done
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If there's a third Titan your the raid team. It is better to equip Sunbreaker because of melting point. Which is really helpful in the Golgoroth boss fight. If your at the Oryx boss fight. The third Titan should put on defender for the Shade of Oryx. When the Shade slams, it won't hurt you too bad.
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2 RepliesAlso, make it easier on people to find what you wrote (use links). [b][u][url=https://www.bungie.net/en/Forum/Post/208754188/0/0/1]Part II[/url][/u][/b] [b][u][url=https://www.bungie.net/en/Forum/Post/208758713/0/0/1]Part III[/url][/u][/b] [b][u][url=https://www.bungie.net/en/Forum/Post/208766067/0/0/1]Part IV[/url][/u][/b] [b][u][url=https://www.bungie.net/en/Forum/Post/208793574/0/0/1]Part V[/url][/u][/b]
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5 RepliesGood effort. Golgoroth preferred method is 1 orb tactic with gazeholder taking orb and gaze himself while the rest stands below in wol bubble.
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15 RepliesJust a thought, but IMO, it's worthwhile to only teach whatever method you use to do the challenge mode because I don't want to teach people who could potentially fill raids in the future multiple methods and have them get confused. While seemingly difficult to get down, the [u]challenge mode strategies are often easier than the normal methods [b]once you have mastered them.[/b] [/u] Even though they are more difficult to master, I would definitely recommend teaching people only the challenge mode strategies. IMO, Golgoroth is the most difficult strategy to master, then Oryx, then Warpriest being the easiest. But once you have all three methods down, there's really no reason to use any other method.
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Totems: Bad Juju, 1K Stare, Qillum's Terminus. Warpriest: The best places to be on left and right are little foyer areas. They hide you from the Warpriest and place you at perfect angles to kill ads. Golgoroth: Titan with Weapons, Bastion, Illuminated places War of Dawn inside cave at L1 orb. 5 people go in to the cave, 1 person stays above and drops L1 orb and snipes Goloroth to focus. Stand on the "stairs" or what ever that stack of stuff is, in the back left corner. Gave holder should use Red Death.