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原先发布于:LionsGuard Rogue Light
原先发布于: Vault of Glass - Raid Guide
由Lord Aglarel编辑: 10/4/2014 10:56:25 AM
2
[u][b]Section 1: Open the Vault of Glass[/b][/u] [b]Objective[/b]: Summon a Conflux using Sync Plates while warding off Praetorians [b]Enemies[/b]: Goblin, Harpy, Praetorian [b]Guardian Grouping[/b]: 2-2-2 (Three pairs of two guardians each, one pair assigned to each Sync Plate) [b]Overview[/b] The first encounter in the Vault of Glass is a rather simple fight with only a single phase and one real mechanic. You must simultaneously activate and maintain three Sync Plates at three different locations in the entrance hall, in order to build a Conflux. The Conflux opens the entrance to the Vault of Glass after it has been channeled long enough. While the Conflux is being constructed, a steady stream of Vex will attempt to disrupt the process. [b]The Encounter[/b] In order to handle the Vex you should break up into pairs to defend each Sync Plate. The locations of the plates, enemy spawn points and their pathing, as well as where the Guardians should be standing can be seen in this [url=http://imgur.com/a/Q8qTt#]diagram[/url]. Each Guardian should focus on the enemy spawn nearest to them. Roughly every other spawn wave a Praetorian will appear. When this happens the most important thing to do is [u][b]call out where it is[/b][/u] (i.e. Back Right Praetorian, Front Left Praetorian, etc.) and focus fire it down. Nothing else matters as much because the Praetorian is the only one that can disrupt the Sync Plates, so they need to die long before they reach them. They are also the most dangerous so they shouldn’t be up long. [b]The most important role on the map is the G3 slot.[/b] Enemies will frequently peel off and loop towards the middle Sync Plate. When this happens pepper them down as best you can and tell the mid they are on their way. You also should be looking towards the right sync plate to put in some damage if they are being overwhelmed, especially if you have a quality scout rifle or assault rifle with bonus ranged effectiveness. That is literally all there is to the fight. Clear waves and keep them off the plates long enough for the conflux to spawn.
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  • Here's one of the best video walkthroughs for the Templar fight I had found. Seems far less daunting with this one. http://youtu.be/S1p0wFSZjCI

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  • 由Lord Aglarel编辑: 10/3/2014 9:15:11 AM
    Here is a [url=http://www.youtube.com/watch?feature=player_embedded&v=hoEyMPu6_1k]video[/url] of a kill from the original author's perspective as the Relic Carrier. [b]Note:[/b] He shows how to block the teleport in order to be thorough and showcase all of the mechanics. He prefers to not block it unless it is absolutely safe. You can read more about that below. Two mechanics will take place once the shield is brought down. The first is Detain and the second is Teleport. [b]Detain[/b] As soon as the shield falls the Templar will cast an ability called "Detain" on anyone within its line of sight. It is a red pixelated bubble that surrounds the player, slows them, and blocks all outgoing damage. Detain lasts 12 seconds and will remain until it takes enough damage to be broken or the duration ends. Luckily it can also be broken by outside sources, so if someone is in a bad location at the time of the detain for whatever reason, the party can focus fire it down and break it very quickly. What makes Detain especially dangerous is that if you physically walk out or exit it for whatever reason before breaking it, you will continuously take damage until you either die or the Detain is destroyed. The person that should be most wary of the mechanic is the Relic Carrier. They can break their own Detain barrier by using Shield Bash (Right Trigger) or Ground Slam (Jump + Right Trigger), but it can be extremely finicky. If you are too close to the edge of the Detain when you use Shield Bash it can thrust you out of it and position you on the outside, leading to a death most of the time. So when you use Shield Bash make sure you are centered or just inside of the Shield Bash's max range. Lastly, the one thing about Detain that everyone needs to be conscious of is falling out of it while jumping. If you are falling from a ledge or jumping at all when the Templar Shield comes down and you get detained, [b]the Detain barrier will appear where you previously were,[/b] meaning you will instantly exit its perimeter and start to die. To avoid this resist the urge to jump or run off of a ledge when you hear that the shield is being broken. This goes double for the Relic Carrier since there is a high chance your raid will wipe if you die. [b]Templar Teleport[/b] A few moments after the shield is brought down the Templar will attempt to teleport to a new location. When he does so he will reapply the immune shield and you must use the Relic super again to disable it. You CAN stop the teleport from happening if you proceed to his intended destination, which is indicated by a [url=http://imgur.com/a/Q8qTt#5]red circle and a white light[/url] vertical line. However, when you stop it he will spawn a Minotaur that is rather problematic. It is also very dangerous most of the time to actually stop the teleport from happening. You will be out of position when doing so, susceptible to fire from all angles, and he may teleport before you reach the circle—often leading to a quick death from being too close. If you stagger the Minotaur by never consecutively blocking his teleport it isn't too bad, but still dangerous if Harpies aren't taken care of well. Because of this, I suggest just avoiding the teleport and killing him. At most you'll shave off 1-2 minutes from the kill, which isn't a big deal. If you let your Relic Carrier farm kills non-stop he will be at ~75% super before the teleport and re-shielding even begins. This means there's no more than a 4-5 second delay between him teleporting and the shield coming back down again. Add it up and you prolong the fight by [i]maybe[/i] 45 seconds, or a minute at most. That's a lot better than wiping outright because a Minotaur teleported in and nearly 1-shots the relic carrier, who then dies to Harpies/Minotaur/Templar as they flee. [b]Super, Shoot, Repeat[/b] This fight is simply rinse and repeat during the third phase. What makes it difficult is always having maximum up time on the boss when he shield is down. If you do not have everyone up constantly and at the boss when the shield falls, you run the risk of the fight going too long. Once the fight reaches 7 minutes he will let out a red warning that he is about to [b]Enrage.[/b] A minute later he will enrage and start spawning Minotaurs and Goblins. Don't panic: all hope isn't lost. You can still kill the boss if it is low health so long as you quickly dispatch the Minotaurs and group up. Although I suggest simply wiping the group if within the first minute or so you have a few deaths, rather than risking an enrage. Continue to bring down the shield, do damage during it, and kill oracles until the boss is dead.

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