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+ + + + + + + + + + + + + + + + + + +tl;dr
+There’s not much of a team specific setup here really. Everyone is either on their own or grouped up together, dealer’s choice.
+Sherpa Notes
+If you’re guiding New Lights through this for the first time, it’s probably best to all group up so you can teach them the symbol callouts and how the relic sword works.
+Take a moment to scan the area to see what’s around. Guardians don’t have to memorize the landscape, but getting a feel for where the bridges and elevators are, where the buildings are, etc can help with navigating things.
+Decent add clear and a good special weapon for the Accursed Knights and Blistering Ogres.
+Ah yes, the Scarlet Keep. An old but familiar location from Shadowkeep. This time we’re heading straight for the back of the room where there’s a crystal and a Hive forcefield blocking a hole that will open up momentarily.
+When your fireteam drops down, you’ll navigate through some creepy dark tunnels until you find yourselves by a rally point and a vast cavern with a Hive city built into it.
+The first thing to do is locate to one of the buildings with a symbol above it and peak inside the door. There’s going to be an Accursed Knight there just hanging out and minding his business. Murderize him and take his sword.
+Above him you’ll notice three seals bound in chains. Breaking these is the main goal here.
+How do we do that? Well you just have to match the symbols found here to the buildings throughout the cavern.
+For example, if you have Burger, Ice Cream, and A, you’ll locate the buildings with those symbols above them.
+—
+It doesn’t really matter which order you do these in, but let’s just start from the first building in our example, Burger.
+When you get to Burger, you’ll notice that the entrance is walled off by a Hive forcefield. Damn. Opening the door is easy though, just kill all of the adds around the area and bam, it’s open.
+Inside you’ll find either a Knight, Wizard, or Shrieker. Each one of them can only be killed by the relic sword in a specific manner. I mentioned what to do in the intro, but I’ll repeat it here for ease of access:
+Use the light attack of the sword to murderize it.
+Use the heavy attack to shoot waves of energy at it.
+Use the guard to reflect its blasts back at it. Fun fact, you can also reflect the blasts from ogres with this.
+What Do You Mean Immune?!
+It bears reiterating that the only way to kill these particular enemies is to use the relic sword dropped by an Accursed Knight. Any other weapon or ability will not do a damn thing.
+The relic sword has a limited number of uses as well. Pay attention to the ammo! If you need another sword, go to one of the bridges close by and wait for another Accursed Knight to spawn.
Fantastic! It’s dead! Huzzah! After you kill it, notice that one of the three seals has disappeared. That means you only have two more to go!
+From here you’ll go to Ice Cream and then A to do the same thing. Just be careful of the Blistering Ogres along the way. They’ll usually be on the same bridges as the Accursed Knights and can be very annoying. If you want to be cheeky though, you can use the relic sword’s block ability to reflect its blasts back at it. Very fun.
+—
+Once all three seals are broken, one of the buildings in the area will have a beacon of green light above it. Head to this building to get some sweet loot and move forward.
+On the way to the next encounter you’ll find another cavern with a series of doors. I’m not gonna tell you which entrance to go in as it’s honestly funnier to figure it out on your own. Sorry.
+Mechanics
+Encounters
+Bonus Chests
So thankfully this dungeon is pretty consistent with its mechanics and they’re fairly easy to navigate.
+You’ll find with most Hive related encounters over the different seasons and DLC that there are various runes. As is tradition, each team has different callouts for them. Here are the ones I use:
+[Insert pic here ]
+In my experience with Pit, you won’t be verbally calling these out a lot. However, they’re still nice to know in case they need communicated.
+Most times you’ll see these emblems as seals in chains that need to be broken to move forward.
+There will be a number of times where you have to dunk a Void Charge into small Hive containers. Dunking these will break the seals mentioned above so the fireteam can progress through the dungeon.
+Listen, I get y’all are probably going to yell at me for the order I put those in, but I’m not going to change my ways. This is an important aspect in the first and final encounters where you need to defeat specific enemies using a relic sword dropped by Accursed Knights in different ways:
+Use the light attack of the sword to murderize it.
+Use the heavy attack to shoot waves of energy at it.
+Use the guard to reflect its blasts back at it. Fun fact, you can also reflect the blasts from ogres with this.
+Dungeons are very much like Raids, but a lighter version if you will. They each have fun mechanics and require communication, but can be done in a much shorter time.
+Here’s what I have so far:
+tl;dr
+Hop on your sparrow and avoid the cold by finding various domes
+There is none really. This one is pretty straightforward.
+It’s easy to get lost here! Be careful.
+Dying is a bit rough in this one as the ghost of the dead guardian will appear at the last dome that was cleared so keep that in mind.
+Sherpa
+For New Lights this one is a bit hard to teach as there is no real explanation outside of “follow the leader”.
+However, make sure to inform them about following the lamps!
+Nothing specific. Just bring enough to kill the few Fallen that’ll show up in the domes.
+The encounter starts with guardians clearing adds in one of the areas of Europa.
+Once they’re dead, an area will open up where you get on your sparrow and go through a winding tunnel until you get to an area surrounded by an orange dome.
+—
+You need to navigate their way from dome to dome until they reach the end.
+Really the biggest thing here is making sure you follow the glowing posts along the way that guide you to the next area.
+Survive the Cold!
+Spending too much time outside of the heated domes will kill you.
+It is super important that you quickly make your way to each done in order so that you don’t just continuously die.
+Other than that, there’s not much else to it. Here’s a map I found if it helps.
+ +Sweet. Now that that’s done, let’s move to Crypt Security!
+tl;dr
+Sherpa Notes
+One thing I might do is have New Lights swap roles, even if not necessary. This might mean to force the encounter to go on longer than it might typically take.
+This also means assigning different scanners and operators each round.
+Starting from the back of the room (closest to operator hallway), panels on each side are numbered 1-5.
+In the basement, there are six fuses total, three on each side. These are found next to the augmentation terminal and face towards their respective rooms. So three facing the dark side (heh), and three facing the light.
+Since the encounter doesn’t start until the operator buff is picked up from the terminal, take some time to learn where the panels are both in the basement and from the glass panels above.
+There are a few alternative methods to this, so they’ll be listed by the relevant parts.
+A lot of add clear and some form of hard hitting LMG like Xeno for fuses.
+There will also be overload champions that spawn so having some way to take care of them is necessary.
+The encounter starts whenever the red operator buff is picked up from the terminal in light side.
+Soon after things start, a bunch of adds are gonna spawn as is tradition. Obviously, commit murder.
+After a certain point, a vandal on the dark side will appear with the yellow scanner buff on his head. Killing him allows a guardian to pick it up and begin using it.
—
+The scanner will begin to find which panels in the basement are glowing from the windows above. There are four in total. Two on light, two on dark.
+Some of them can be a pain in the ass to see. So definitely get a feel for these ahead of time as mentioned at the beginning.
+Starting from the back of the room (furthest away from entrance), these panels should be counted as 1-5 on their respective side. So callouts look something like “Dark 1”, etc. It’s typically best practice to write this in the chat as D1 for example.
+The chat log might look something akin to:
+D1, D2
+L3, L5
—
+From here, the operator will shoot the panel in the back of the room to open a hallway where the scanner can then go to the light side to find the panels there in the same way.
+Alternative Method
+Some teams will decide to pass the scanner from one side to the other for someone else to look for the panels, basically giving the job to two different guardians. This is a valid method and if it works best for your team, go with that.
+After all four panels have been noted, the operator should then go downstairs to shoot each one.
+Make sure to note where the fuse locations are as well as the terminal for transferring the buffs. These are obviously important.
+Fuses are separated by light and dark sides, so three fuses each.
+Oh God Why am I on Fire?!
+Immediately upon opening the door to the basement, a hidden timer starts. Once this timer ends after a few minutes, fire will begin to spread killing anyone inside.
+This is especially true after the first phase of dps as the timer will all but automatically start at the beginning of the next phase.
+—
+Immediately after, the operator should run to the terminal by the fuses and deposit the buff.
+Guardians upstairs need to immediately grab this and send the scanner buff down to be picked up. Basically we’re swapping operator for scanner.
+Dps is approaching! For the sake of practicality though, the teams upstairs will stay on their respective light and dark sides. There’s no real need to try to have everyone rotate between the rooms and lose dps time.
+Why Aren’t the Terminals Working?!
+If for some reason no one is able to use the terminal to transfer buffs, there is definitely a servitor around on one of the sides. Kill it immediately to regain access. This is important due to timing so always stay on the lookout and call it out if need be!
+Side note: on the opposite side of the servitor, an overload champion will spawn. Be careful!
+—
+The basement dweller should look at the six fuses and tell the upstairs which to shoot. Here’s a quick example:
+dark left
. light mid
. Do whatever callouts work best for you, whether it’s middle, left, right or not.
+Oh Shit! Wrong Fuse!
+Be super careful when dealing with the fuses as shooting the wrong one will be a wipe.
+This includes splash damage from weapons
+Make absolutely sure that you keep this in mind.
+—
+These days, most teams will be able to one phase this and end things there. However, if not:
+Alternative Method
+Some teams will wait until the first set of callouts from the scanner has been done before sending the new operator down. This is a great method if you find the operator / former basement dweller on fire too many times between phases.
+You only have a max of about three times to do this before a wipe, so keep that in mind. Other than that, that’s the whole encounter!
+Huzzah!
+Now go meet our buddy Atraks in space.
+tl;dr
+Three guardians in space
+Three on ground floor
Alternative Method
+Some teams prefer to separate things out differently. One of the more common methods I’ve seen is having four people go to space immediately while two remain behind to kill the servitors downstairs before going to space to one phase Atraks into final stand.
+Like mentioned in the sherpa notes below, this is viable but probably not the best for teaching the full mechanics.
+This honestly sounds more complicated than it really is. It’s just a lot of back and forth.
+I’ll note this down below in more detail, but some things to pay attention to when the encounter starts:
+Sherpa Notes
+These days you can easily one phase him, but like the security encounter I would probably force the encounter to go longer so New Lights know how the space/ground mechanics work.
+If you can make it work, having New Lights rotate between operator and scanner would be ideal so everyone gets a chance to try each role out. This will, of course, end up in more wipes but it’ll be worth it.
+A loooooot of add clear and something that can do high damage in a short time like Lament or Grand Overture.
+You’re going to split in to two teams of three as mentioned above.
+Shooting the ball by the elevators starts the encounter where two guardians will immediately go to space.
+Take Note of the Boss
+There are four Atraks clones on either floor. Usually on the left, middle, and right with two clones in one section. Their locations are super important for part 2.
+On the ground floor, a vandal with the operator buff above its head will spawn. The remaining guardian of the space team will kill it, take the buff, and take the elevator up.
+It’s usually a nice thing when the operator shoots the elevators back down for the ground team, as the only way to summon them is with the panels next to them. This way you don’t have to panic at the last minute.
+Or, y’know, be a jerk. Whatever man.
+—
+Soon after, six servitors will spawn, three in space, three on the ground floor.
+Note: the servitors here do the same thing that they did in the previous encounter, namely, disabling the augmentation terminals.
+Wait Why is He Glowing?!
+Leaving the servitors alive for some time or killing all six servitors will start dps! Be super careful not to kill all of them immediately. It’s usually safest to just leave one alive til everyone is ready to pop off.
+At the same time, a vandal with the scanner buff will appear in space. This must be picked up for a successful dps phase.
+When the team ready to be ruthless murder machines, kill the last servitor and group up wherever you’d like. Usually some form of central area is best for the scanner.
+Dps starts upstairs, so get ready space force!
+Immediately, the guardian with the scanner buff should be on the lookout for Atraks.
+“But how do I know–”
+Yes, yes. I hear you. Remember the note earlier telling you to pay attention to where Atraks’ clones are?
+When dps begins, all clones will start to make a noise and glow white as if they’re getting ready to explode.
+That’s cause they are. This is, of course, a bad thing. We don’t want bad things to happen.
+The scanner will need to look at the four clones to see which one is glowing yellow. The yellow one is the one that needs attacked of course. But you only have about 15 seconds to attack.
+Thar He Blows!
+If Atraks begins to glow for too long, it will be a wipe. Same goes for if the wrong clone is attacked. It’s important to be precise and timely here.
+This is why everyone met up in a central location. It’s best practice to have a small 3-2-1 countdown before everyone unleashes all hell on Atraks.
+—
+From here, two things will happen at once.
+This Isn’t the Orb of Power I Wanted!
+Two things can kill you here.
+Whichever guardian has the debuff should go immediately inside of the four airlocks that the operator designates.
+From the perspective of looking away from the elevators and towards the room, they are located at the:
+The operator has to shoot the panel for the door to open and time is of the essence, so be cautious.
+Our panicking guardian with the orb above their head needs to enter the airlock, preferably further in. From there, the operator will shoot the orb off their head. Be careful, as it can roll a bit and we need it in the chamber.
+The newly buff-removed guardian should book it out of the airlock as it will begin to close sooner rather than later. The debuff will be ejected into the void, leaving everyone safe, for at least the next 30 seconds.
+Wait, the Door’s Jammed!
+Each airlock can only be used once until two additional ones have been used. The operator(s) need to keep track of which ones have been used.
+it is very important to note that the operator themselves can pick up the orb. This isn’t ideal obviously. The best course of action here is to immediately run to a terminal to give the operator augment to someone nearby to rid them of the debuff. If someone is feeling frisky though, they can remove it themselves with ricochet rounds.
+Also, fun fact, shooting the orb off of someone’s head will cause the timer to restart. You can take advantage of this if needed.
+Meanwhile on the…
+—
+Things are honestly mostly the same here as they were in space, so I’ll give a quick rundown.
+You may or may not reach final stand by now, but just in case, the scanner buff should be sent back to space.
+If final stand wasn’t achieved, the guardian who went to space to get de-bombed should go back downstairs. This cycle repeats back and forth four times (one for each clone). After the four are done, more servitors spawn and things get hectic again.
+When the time comes, get ready for…
+Once you run Atraks’ HP bar down by about 80%, he will disappear and everyone from downstairs needs to hop on the elevator to go to space.
+Things can get a bit panicky if someone needs cleansed last minute, but there’s a small but decent enough window of time to yeet the damn orb into the cold, dark, abyss.
+Soon, though, Atraks’ clones will start to glow. All eight of them. That’s right, eight.
+The scanner has one hell of a job right now as one of the clones will start glowing as they did before.
+However, this time it’s slightly different. After enough damage has been done to one clone, another will start glowing and the party will have to move to the new one quickly until Atraks is dead.
+Alternative Method
+Again, in later seasons this stage has become slightly trivial. Usually teams will have a Titan with Thundercrash and Cuirass of the Falling Star equipped to do some massive damage, usually taking out the rest of Atraks’ health in one go.
+This is also doable if the party is quick enough and hits it with everything they have.
+—
+Like a lot of encounters, there are a lot of moving parts here. Once you get used to the timing on things though, it becomes way easier.
+Up next is a beautiful space walk with some pretty amazing music. Crank the volume up and head out to meet up with an old pal of ours.
+tl;dr
+There’s no specific division needed here really. However if you want to be organized you can always do three groups of two:
+Sherpa Notes
+This one can be a little chaotic to set up so New Lights can get a chance to try every role. I would organize it in a way that works like one of the challenges, namely, have them take a new augment every rotation.
+For example someone new might take operator to start, then take scanner, then suppressor. This would mean someone might have to deposit the buff in a terminal whether it’s been disabled or not.
+I’ll note though, even if you don’t have specific groups assigned, it’s typically best to have guardians spread out between the the different sections for the sake of coverage.
+Augments are back and have a random chance to become disabled this time around. This is why some fireteams split into three groups, to ensure each role has a dedicated backup.
+Take note of the three augment terminals, three suppressor points, and three operator panels with one of each found in different sections of the arena. This is why being spread out is a good thing to do.
+In the middle there are four containers. It is very important to establish proper callouts for these so guardians know which ones to go to when the time comes (details on this in part 2.)
+Some common callouts:
+Far left | +Far right | +
---|---|
Close left | +Close right | +
Back left | +Back right | +
---|---|
Front left | +Front right | +
L2 | +R2 | +
---|---|
L1 | +R1 | +
Window left | +Window right | +
---|---|
Banner left | +Banner right | +
Obviously there are infinite options here. These are just the more common ones I’ve seen / used.
+Add clear for days.
+This encounter has a lot of moving parts to say the least, but isn’t that complex. It doesn’t really matter who has what augment, only the role each one plays. So this first section is primarily going to be defining those.
+—
+To start the encounter, you just need to approach our buddy Taniks standing atop the platform in front of the rally point / the back of the room. This is gonna make a shit ton of adds venture forth and try to recruit you to join their cause. Obviously soliciting isn’t allowed, so do what you do best.
+Vandals will spawn in random locations with the different augments over their heads. There will be three total comprising of our traditional operator and scanner alongside our newest addition, suppressor.
+If you have assigned specific guardians for these roles, it’s best practice for y’all to call them out as they appear so that those assigned can grab their augment in a timely manner, i.e “Operator is over here!”
+Alternative Method
+As mentioned in the team setup section, some fireteams don’t assign specific roles and go for more of a “dibs” approach. This is perfectly fine for most teams and is how I’ve normally done it unless someone wants to do something specific.
+If this is the case for your group, just have people call out that they’ve got that specific augment instead.
+After a minute or two, a klaxon will sound signaling that three nukes are getting ready to spawn in the various terminals across the arena.
+The overall goal is to take those nukes and dunk them in two of the four containers in the center of the room. A few things need to happen first though, all at the same time. So buckle in.
+—
+Operator here has an easy but important role. They’re gonna see three glowing panels next to some terminals around the arena. As with previous encounters, they’re gonna shoot one.
+What this does is prevent one of the nukes from spawning in. Why is this important? Well you see…
+Too Many Nukes in the Kitchen!
+There are only two places to dunk the nukes. Having a third nuke means the team will wipe as they’re on a timer when left alone.
+Another super important job here! The scanner will look at the four containers in the middle and see which two are glowing.
+They need to immediately call these out so their teammates can dunk in the proper locations. Make sure they use the callouts your team established for this.
+Dunking in the wrong one will result in death so be hella careful. Communication is absolutely key here as scanner.
+I guess all these jobs are important, huh? The suppressors job is to stand under each of the three floating drones in the arena and shoot Taniks to stun him when he glows blue.
+Why is this important? Guardians who are going to dunk the nukes cannot do so until Taniks is stunned.
+This is very fast paced and they do not need to be under each one for long. It’s easiest to start from one side of the arena and move across in a line.
+—
+Alright cool, everyone did a thing. But what about those poor nukes that need a home?
+You see, this is a pun about that 90’s movie with the Looney Toons playing basketball against aliens. Get it? Cause the guardians have to dunk things in space?
+No? Anyway, since I’ve murdered that joke let’s move on.
+So our friendly scanner has called out which containers require a nuke to be fed to them. Great.
+Two guardians will need to pick these up and proceed to book it towards the containers. It does not matter who does this, it just needs to be done.
+On the way there , the two should communicate which ones they’re going to as time is of the essence here.
+Slowly, but Surely!
+Guardians who have picked up these orbs of death and destruction will be slowed down. They will also gain a cool debuff called Radiation that will kill someone when it reaches ten stacks.
+It’s important to note that the nuke will drop if they for and it needs to be picked up and delivered immediately.
+—
+Everyone, with the exception of the suppressor and maybe the scanner, should be clearing adds to help pave the way. Y’all should also be on standby to pick a nuke up in case something goes awry like one of the bomb disposal folks dying or one of them needing to drop their nuke due to Radiation.
+There’s no RadAway?!
+Stacks of Radiaton do not simply go away. They go away over time. If a guardian is at, say, seven stacks or so they absolutely need to communicate this so someone can take over for them.
+During add clear, be careful of overload champions that spawn! They can be a bit of a pain.
+Yay! Now we do this five more times to finish things.
+However.
+Wait Where’s My Augment?!
+Between each round, there is a potential for any guardian with an augment to see a debuff saying Augment Disabled on their screen. It is absolutely necessary to pay attention to this.
+If and when it happens, the guardian with the debuff will need to go to the terminal closest to them and deposit the augment so someone else can pick it up and take over.
+Once you’ve done this whole rigamarole six times, a chamber in the center will drop down where everyone should turn around and say hi to Taniks again!
+tl;dr
+Initially there should be three teams of two divided between the different zones.
+During part 2, things can be divided into a few different roles:
+The runners can be decided on the fly, but the augment roles should be determined ahead of time.
+The arena is divided into three zones: orange, blue, and spawn.
+Take note of the suppression drones around each area for when the time comes.
+Establish callouts for each of the nuke containers. Typically I’ve done it as [Zone] left / right i.e “spawn left” or “orange right”. This is from the perspective of facing the containers.
+Also make sure to locate all of the augment terminals as all three roles are coming back around. They can also become disabled again so bear that in mind.
+The augments will appear in specific zones:
+Sherpa Notes
+Much like previous encounters, you should assign new lights to take specific augments / roles so they get used to how they all work here. This one is slightly harder to determine a certain rotation for, so it’s probably best to just assign static roles.
+Gratuitous amounts of add clear as well as something that does high burst damage for dps and shooting the nukes.
+Divinity and Well are huge helps here.
+Whoever decides to be operator bring something medium - long range.
+Oh hey so everything just crashed! Sweet! Oh and look where we are. We’re at the beginning of the raid.
+Before we start the encounter, make sure to have all of your teams in place at each specific zone.
+Once ready, either shoot or get real close to the giant trash heap in the middle where our buddy is taking a nap.
+As always, adds are gonna spawn like crazy.
+During all of this, some captains will spawn as well. Make sure to kill them as that’s what causes the vandals with the augments to appear.
+I’ll clarify what the roles do later, but make sure to grab them immediately as this shindig is getting ready to start.
+—
+Soon enough, Taniks will begin to float to a random zone. Call out which zone he’s going to and make sure everyone promptly follows.
+He will then begin to summon some purple beams of light which leaves him vulnerable so that everyone can shoot nukes off of him.
+Nukes? Again?
+Yup, they’re located on the four corners of his floating chassis and will be glowing.
+Destruction Rains From the Heavens!
+These purple beams of light can, and will, absolutely murder you. Do not stand in them!
+This is where things can get a little tricky. You either want to shoot two or four of the nukes off of Robo Taniks. I’ll touch on why here in a moment with an alternative method.
+As with the nukes from the last encounter, leaving them on the ground for too long will cause a wipe, so keep that in mind.
+Now, on to bomb disposal.
+As with virtually every encounter in this raid, multiple things are going to happen at once. The steps outlined here are going to be based off the assumption that only two nukes were shot off of Taniks.
+Everyone else but operator and suppressor should either be running or helping runners out. Scanner is included in this as well, but should only help out after they’ve determined which receptacles are open.
+This means everyone else should be paving the way for runners, preparing to take over running if need be, or resurrecting a guardian if necessary.
+Use your best judgement on when to rez vs when to take a nuke and come back later.
+I will also warn that the purple death rays from above are still going to be coming down, so this adds an extra layer of hell.
+Let’s look at what each role is gonna do here. I’ll try to organize them in logical order.
+—
+Similar to the last encounter, your job is to scope out which two containers are glowing yellow and call those out to the runners.
+The containers where Taniks is at will not glow so you only have to look at the four from the other zones.
+For example, if Taniks moves to spawn, you will only need to look at the Blue and Orange zones to see which ones are glowing. From there you can make callouts like “Blue left and Orange right” so that the runners can decide which ones they need to go to.
+Too Many Nukes (Again)!
+Remember how in the last encounter we only wanted two nukes as there were only two containers?
+Same principle here. If a third nuke drops, it has nowhere to go and can potentially lead to a wipe.
+As mentioned above, once you’ve determined which receptacles are open you should be assisting the runners.
+Your job is a simple one. As the runners are going to deliver their nukes, they will occasionally get trapped in bubbles of purple light.
+I Hate to Burst Your Bubble!
+When guardians are trapped, you’ll see some lighter spots or patches moving around bubble itself. Shooting these is the only way to break them out.
+Guardians should also be aware that anyone in close proximity to a runner can get trapped in the same bubble. Spacial awareness is key.
+It’s best to find a perch somewhere that gives you a full view of the entire arena. This way you can take care of the bubbles in a timely manner and keep from getting trapped yourself.
+If you get trapped, this is bad news and can lead to a wipe.
+You will only have two bubbles to shoot per phase.
+Also try to be a good friend and help clear out adds when you can, yeah?
+As the runners are delivering their payloads, you will want to shoot Taniks from the suppression points at the zone he is in. So if he’s at Blue, shoot him from those points.
+Suppressing him is what activates the receptacles for the runners.
+Pace Yourself!
+It can be best practice to wait until the operator shoots two bubbles before suppressing, as augments can become disabled right after suppression. This can potentially lead to a scenario where the operator has to give their buff to someone else amidst the chaos.
+This also means that timing becomes even more important so that the runners can still safely deposit the nukes.
+A good way to set this up would be to use the first two suppression points right away, and then wait until the operator shoots their two bubbles before shooting from the final one.
+As a note, whenever you stand in a suppression point Taniks will glow slightly blue whenever you’re able to shoot him. Another visual cue would be to look out for actual damage numbers vs seeing Immune
.
Congrats. Y’all are carrying explosives that can cause a team wipe if not dealt with carefully. No pressure.
+Immediately after the scanner calls out which receptacles are glowing, y’all need to call dibs on one and start immediately legging it.
+Still no RadAway!?
+As with last time, you’re going to see stacks of Radiation build on your screen. Make sure to keep a very close eye on this and call out for help whenever needed so that someone can take over running without you dying.
+During your exciting journey, communication is absolutely necessary here. You will need to call out when you’ve been trapped, when your Radiation stacks are getting too high and need someone to take over, when you need help with adds, etc.
+You need also to take into consideration that you will not be able to sprint, only walk.
+—
+Do this all one more time for the other nukes and get ready for dps.
+Alternative Method
+As mentioned previously, the team should only shoot down an even number of nukes. Most modern fireteams can easily shoot down all four these days. This slightly changes the dynamics of course.
+Shooting down all four basically makes scanner unnecessary as everyone but operator and suppressor will be a runner. Instead of only two specific receptacles opening, all four will be available. This essentially eliminates repeating the steps to shoot down the nukes and dunk a second time and moves everything straight to dps.
+After successfully donating the nukes to a good cause, Taniks will begin to find a new location to settle in.
+Once he does so, he will create a huge dome around him containing a storm and debris circling him.
+The best way to look at this is like a series of three rings inside each other:
+The setup here is fairly simple. Jump over the first ring, plant a well, and have someone use Divinity while everyone else unleashes enough damage to make Shaxx proud.
+Positioning the well can be a bit finicky as you don’t want to be too close to the outer or inner rings. This can take a little bit of getting used to but is easy enough once you get the hang of it.
+After some time, Taniks will bounce everyone out of the dome and the team will have to jump back in again to continue doing damage. He will do this one more time. Basically it’s:
+If Taniks wasn’t sent to final stand from here, the fireteam will have to repeat all of the above steps again from part one.
+Either way once you get to the final stand…
+—
+Taniks will begin teleporting from zone to zone, only staying at each location for a short amount of time before moving to the next.
+The idea here, of course, is to cram as much damage in as possible before he moves zones.
+There’s really not much more to this than that, but it’s best practice to call out which zone he is at when he moves so folks aren’t left spinning in circles trying to find out where he’s at.
+—
+That’s it. That’s the raid. It’s honestly one of my favorite ones.
+Oh, and also, fuck Clovis Bray.
+Mechanics
+Encounters
+Bonus Chests
DSC builds upon a few mechanics throughout the raid. These are primarily through color coded augments (roles) you can pick up through terminals.
+They are:
+These are dropped by vandal hackers that will appear with the symbol of the augment appearing over their head. Guardians will also have these symbols above them when picked up.
+Augments are swapped between various terminals throughout each encounter, there are typically three within reach at any time.
+Hoo boy it’s fucking cold and you need to hurry up to the end.
+Welp, you need to break in somehow yeah? So shoot some fuses and be the best operators and scanners you can!
+Oh dear God. What have they done? Time to prevent some explosions and go to space.
+Haven’t we seen this guy before? What the hell is he doing trying to prep nukes?! Let’s take him out.
+How is he still alive?! Time to put an end to this.
+tl;dr
+Honestly there’s not much here in terms of setup. Everyone is kinda on their own.
+There are six symbols in center of the room in three groups of two
+Each symbol corresponds to a plate around the room with a matching symbol above it.
+The symbols are above a series of doors. This will be important later.
+ +There are nine total plates, each one divided into three parts.
+ +Best weapons would be some form of add clear (autorifles and fusions for example) and your choice of power packing heavy (I prefer Lament personally)
+Everyone must choose a plate that matches one of the six symbols in the center. Stepping on a plate starts the encounter.
+Taken orbs will spawn on 2/3 of the plate. Stand on the empty part lest you really want to die.
+Adds will spawn in the meantime, as is tradition.
+Kalli may decide to pay you a visit. She’s very rude.
+The empty part will randomly change after a certain amount of time. Move to the new empty part (or again, you’ll die).
+—
+Soon enough, the taken orbs will disappear and a knight will spawn. Kill the knight, as killing them allows the door to open beneath Kalli during dps.
+After you murder the shit out of it, move towards the center.
+After some time, a message will appear saying Kalli conceives an ontological weapon. She will then move underneath one of the groups of 2 symbols above a set of doors
+As soon as she does this, murder the ever loving shit out of her.
+If you’re lucky, she dies here. If not, a message will appear saying Kalli prepares to wield her weapon. You might also start to hear some chanting from her. She will also raise her arms as she does this. Scary.
+—
+At this point, a fun game of musical chairs begins as underneath her, six doors open
+Why Aren’t There Enough Doors?!
+If a knight wasn’t killed, one of the doors won’t open. This is bad.
+Everyone has about 10 seconds to enter one of the open doors and hide in the little room. One guardian per door. No sharing.
+After the doors close, a huge wave of energy will wash over the field and the doors will reopen. If you do not enter a room you will die.
+Guardians should exit and find Kalli below another set of symbols. Continue dps.
+Alternative Method
+Some people like to number the open rooms 1-6 from top to bottom. To me, musical chairs is more fun. This mattered more when the raid first came out.
+This should be enough to finish Kalli off, however if for some reason it doesn’t she will begin to prepare her weapon again, and more doors will open. This can happen a total of three times, one per each section.
+—
+If for some ungodly reason she isn’t dead by now, the process starts over from the top (matching new symbols, cleansing plates, etc.)
+Kalli is dead. Congrats.
+tl;dr
+You should divide the team into two different sets of roles
+For the puzzle, each guardian should be designated a number, i.e Guardian A says they’re number 1, B says they’re 2, etc.
+Sherpa Notes
+For New Lights, I typically assign them to both the almonds and the puzzles so they get experience with both.
+The encounter takes place over three floors.
+You can use the rocks on the right (facing the door) to sneak up to the encounter area to give better visual examples.
+Loadout should be geared towards add clear and close range dps. Swords can be a bit finicky here so be cautious.
+The encounter starts when everyone is in front of the door. Watch out for the big boop!
+Upon entering, a 4 minute timer titled Shuro Chi’s Song will begin. When finishes her song, you wipe.
+A ton of adds will spawn, maybe try to befriend them this time? See things from their perspective? Or just kill them if you want to be lame.
+Once they are dead, a message will appear saying Shuro Chi’s Tempo Quickens, causing the timer to count down faster (2 seconds off the timer for every actual second).
+....Shit.
+—
+At this point, almonds will spawn on the three plates surrounding Shuro Chi.
+The team of three guardians will grab their respective almonds, do a countdown, and jump on the plates at the same time. This isn’t mechanically necessary but standing on the plates for too long will kill you.
+Once on the plates, they’ll point their almond to the guardian on their right and fire, forming a laser triangle around Shuro Chi. This will break her shield and allow DPS.
+Do as much damage to her as you can, but damage is gated to 1/6 of her health per plate.
+After, she will move to the next plate where the adds + almond process will repeat once more.(1)
Now it’s puzzle time.
+Watch the Clock!
+The timer is still going, bear that in mind. If for some reason the timer is too low when you get here, (let’s say less than a minute), it’s probably safest to wipe.
+Upon defeating Shuro Chi at her second plate, guardians will move into a room with a grid of nine plates and three screens.
+Each screen has an image divided into nine parts that each correspond to a plate.
+Plates are ordered from top to bottom, left to right.
+Perspective Issue!
+The order of plates is based on the screen you are facing. The top will always be the side closest to the screen.
+—
+The team of four guardians will each stand by a plate that matches a missing piece on the screen.
+The guardian who said they were number one will stand by the first plate, number two by the second, etc.
+They will then call out when they’re by their plate by saying “[number] ready”. Again, this is top to bottom, left to right.
+ +After a countdown, each guardian will jump on their respective plate. This will fill in the missing pieces on the screen.
+This process repeats two more times going clockwise (left, middle, right).
+Hot Plate!
+Guardians cannot stand on the same plate twice, regardless of perspective. In the event this happens, someone will need to switch with them.
+This also includes trying to jump on and off the same plate.
+Completing the puzzles extends the timer, so that’s good.
+—
+After this, jump up to the next floor (watch out for the annoying platforms that rotate) and do the almond + puzzles again.
+The third floor is the final dps encounter with just the almonds.
+Shuro Chi has been vanquished. Hell yeah.
+After a jumping puzzle, head to meet up with Morgeth, the friendly ogre!
+tl;dr
+You should split up into two teams of three.
+Here’s the basic rundown of it all:
+This is another type of encounter where it seems a lot more complicated than it really is.
+Loadouts should primarily add clearing, heavy slot should have Whisper or nice LFR unless doing the alternate strat.
+The encounter begins with a guardian taking one the blights in front of Morgeth. This gives them the Taken Strength debuff and begins wave one.
+Power Creep
+You will start to see a message on the left that says “Morgeth is at x% strength”. If it reaches 100%, it’s a wipe. Leaving blights on the ground makes this speed up.
+—
+Murder those pesky adds and two blights will spawn on either side of the map.
+One guardian from each side should grab two taken strengths and head towards the middle.
+Don’t Get Too Strong!
+Absolutely no one can have more than two stacks of taken strength at a time. This will result in automatic death.
+—
+When all four blights are collected, one of the two guardians will become detained which starts a 20 second death timer.
+Captains named The Eye of Riven will spawn during this.
+Kill them to spawn an orb that gives the Taken Essence debuff. The orbs can despawn, so be careful.
+Typically they spawn one on each side, but they can sometimes appear on a single side. You should call them out as you see them.
+Whichever cleanser is closest will need to grab an orb, go up to the detained guardian, and press their grenade button.
+Stacks on Stacks!
+Whoever is cleansing must have zero stacks of taken strength. Cleansing transfers the stacks of the debuff.
+So if a guardian being cleansed has two stacks, they will give that to the cleanser.
+This means that if whoever is cleansing has one stack, they now have three total and die.
+It is also important that no other guardian is standing near whoever is detained so they don’t transfer their stacks as well.
+The guardian who was cleansed is now the new cleanser. Congrats.
+—
+Basically this is the same as the first wave so I won’t repeat myself. The only differences are:
+Whoever was detained last is now the one and only cleanser. Don’t be scared, it’ll be okay, I promise.
+Once the last person is cleansed, a single blight will spawn in the middle. The guardian who started the encounter will take this blight and dps begins.
+Alternative Method
+There is another way to do this encounter by forcing a specific person to get taken each time. It goes like this for each wave:
+Morgeth will then only take whoever has two, making it easier on the cleanser. Honestly, to me, it doesn’t really matter either way. Whatever works, works.
+This is easy enough. We’re gonna one phase him.
+There are two ways to go about it:
+Have everyone pile at the end opposite of Morgeth with snipers like Whisper or a nice LFR. Pop a well and shoot the glowing hunch on his back til he’s dead.
+Everyone pile to Morgeth’s back, pop a well, and use shotguns, fusions, swords, etc til he’s dead.
+EZPZ yeah?
+Next up is hell
Oh God. The fucking vault
+tl;dr
+Three readers / runners
+Three defenders
Sherpa Notes
+If there are enough New Lights, you can get them to swap at different phases so everyone gets a chance to do everything.
+Zones are designated as Stairs, Trees, Rocks. They are all connected via tunnels. Scope those out ahead of time to get a feel for them.
+Remember: Penumbra is left, Antumbra is right
+All six guardians will stay in the center (except for one runner of course) with one runner and one defender per plate.
+Once again, Penumbra is left, Antumbra is right.
+Loadout is whatever works best for add clear. Maybe a sword for knights.
+Before we actually start things, let’s go over how the reading actually works.
+There is a large machine in the middle, with a plate in front of each zone. Each plate has three screens in front of it. When the actual encounter starts, each screen will show a symbol.
+ +The guardian on Stairs will start by describing the symbol in the middle. For example they might say “I have a cloud snake”.
+Whoever is on Trees or Rocks will have this symbol on their left or right. They will call out their zone and the location of the symbol and say something like “Trees left”, which would make them Penumbra , or “Rocks right”, making them Antumbra.
+That person will then read their center symbol, and another will respond with their location and direction of the symbol, again, something like “Stairs right!”.
+To be safe, all sides should be called out. You can typically get away with only calling out two though. There is no specific order for who gets Penumbra or Antumbra.
+Also in case it needs repeating: Penumbra is left, Antumbra is right.
+Here’s an example:
+Stairs calls out their center symbol as 8 snake. (1)
+Trees sees this on their left and notes they are Penumbra by saying “Trees left”.
Trees calls out that their center symbol is cloud snake. (1)
+Rocks sees this on their right and notes they are Antumbra by saying “Rocks right”
Note: It is best to have someone record all of this down by either writing it chat either like Trees Ant
/ TA
or Stairs Pen
/ SP
. Or just use the website I mentioned in the intro. Up to you.
Now that the basic intro is done with, let’s actually get shit started.
+Now, to start the actual encounter, we begin by all three readers stepping on their plates.
+Make sure to be timely as the entrances to two of the zones will close off with one remaining open. Call out which one is open. These will close and open on their own and care not for the folly of guardians. Taking too long can make communication chaotic and stressful because of this.
+—
+The guardians by that specific zone will then begin to add clear. Over time, an Eye of Riven will appear. Like with Morgeth, when it dies it will drop an orb.
+Killing The Eye of Riven closes off the wall to the room it was in and causes another to open.
+Make sure whoever is on defense returns to the middle before this happens.
+The runner then picks up the orb and books it.
+Watch the Buff!
+Pay attention to the buff from the orb! It will say either Penumbra or Antumbra. Remember this from earlier? Yeah… it’s important.
+—
+Another callout needs to happen to tell the runner which area to exit from.
+The Sword in the Stone!
+During this time, a knight will spawn from one of the rooms. It’s goal is not to attack you, but book it for the plate in front of it and stab it. If it’s there for too long, that’s a wipe. See now why the defenders are here?
+Once the runner makes it, they will dunk the orb using the grenade button on the plate that matches the buff. For example, if Stairs marked themselves as Antumbra, and the runner has the Antumbra buff, they can deposit it there.
+To reiterate, The buff needs to match the plate callout.
+This will repeat two more times to cover the remaining plates and unlock one part of the security system.
+Why are there more?!
+So remember the sword plunging knight from earlier? Yeah… for each subsequent plate that needs the buff, an additional knight will spawn. Think of it as matching numbers.
+After all three plates have their respective buffs, we do this two more times and it’s done!
+—
+THANK FUCK IT’S OVER WITH
+Now, on to meet the dragon lady!
+tl;dr
+No real setup here, we’re cheesin’ it this time!
+Really, I honestly don’t know the legit way. Just be prepared to wipe a few times til we get it I suppose.
+If you’re attacking her feet: Someone with Well and enough Laments to be of concern. Also something long range for final stand.
+If you’re shooting her in the face: Whisper or an LFR I suppose. Whatever works. Bring Well for this too.
+So this is gonna be easy
+First:
+Float downstairs, saying hi to Riven on the way. Glide over to the doorway with the crystal by it
+Next:
+Inside the main room, face the black wall and see if Riven’s shadow appears. If yes, go to dps.
+If Not:
+Exit the room and hug the ice wall to the right to get the Joining Allies
message. This will take you back up to the main room. Head to the right and go down a few levels.
In this next room, DPS will begin
+DPS:
+DONE
+But wait, there’s more. Time to steal her heart!
+tl;dr
+As guardians are randomly selected to carry Riven’s Heart, there is no predetermined team.
+However, the first person teleported must always be the one to take the last blight to extend the timer.
+Parts 1 and 2 take place simultaneously. Be prepared for any New Lights to get super anxious. Hell, I still get fucking nervous during this.
+Like Morgeth, taken blights here will give you the Taken Strength debuff which will kill you if you take more than two stacks of it.
+This is useful to know for whoever goes inside Riven’s Heart and accidentally picks one up.
+The debuff goes away between each chosen teleporting in.
+Add clear and survivability, that’s it!
+Prior to the encounter starting, one lucky guardian will receive a buff called Fate’s Chosen. Only the chosen can pick up the heart, which starts the encounter with a 15 second timer.
+Immediately upon starting, all guardians must begin to take the heart through previous areas of the raid to a specific location.
+ +Keep Close (But Not Too Close)!
+Whoever holds the heart will have a dome surrounding them. Guardians must stay inside this in order to keep stacks of Creeping Darkness from building. Too many stacks of this will kill a guardian.
+—
+After 15 seconds is up, the guardian and anyone inside the bubble will get teleported to [[6-Queenswalk#Part 2 Blights and Timers|inside Riven’s Heart]].
+You only want the chosen to get teleported.
+The chosen should announce their countdown when it reaches about 7 seconds.
+It’s best practice to have the chosen stop at the end of Riven’s mouth and have the other guardians back out of the way.
+—
+The chosen buff then gets passed to another random guardian who will then take The Heart.
+Continue along the path, keeping an eye on the timer and announcing the countdown as mentioned above as the new chosen will get teleported as well when the timer runs out.
+From here on out the timer will be extended 15 seconds once per chosen via those who were teleported. There will now need to be two countdown announcements. More on that below.
+At the end of the second countdown, guardians should step away from the chosen so they don’t get teleported.
+—
+When you reach the areas from the Vault encounter, one path on either the left or right will be open. The path that opens changes each run, so be careful. Other guardians might be able to run ahead and see which route is open.
+Once you get to the Stairs area, there will be a transporter to take the chosen down to where the goal is.
+Meanwhile…
+So you were the first chosen to get teleported. Congrats. You have a very important job.
+When you spawn in, there will be a ton of adds. At some point, a taken blight will appear a la Morgeth which gives the Taken Strength debuff.
+DO NOT touch the blight just yet. Your job here is to wait for the countdown of the chosen to reach about 3 seconds before you grab the blight to extend the relay timer by 15 seconds. This blight will not respawn.
+First in, Last Out!
+From here on out, every time a new chosen teleports in, that many taken blights will spawn, i.e if two guardians are inside, two blights will spawn.
+It is the responsibility of the first chosen to always take the last blight to extend the timer.
+It is best practice for the first chosen to call dibs on a single blight and monitor it for the timer countdown. Other guardians must take all other blights except that one.
+The timer can only be reset once per chosen, after which the debuff will disappear and new blights spawn when the next person enters.
+An Example
+As mentioned above, these blights function the same as with Morgeth, meaning you can take no more than two stacks of Taken Strength at a time.
+This is honestly kind of a good thing here in case shit gets real. I can’t tell you how many times an orb has spawned on top of me and I have to panic.
+—
+Mechanics
+Encounters
+Bonus Chests
+Tools
So, in my opinion, Last Wish doesn’t really have a consistent set of building mechanics like others do. However, you’ll see the same bits and pieces pop up every so often.
+Symbols: One thing that appears often are sets of symbols with either a bird, snake, fish, or dragon in black on a pale green background. Some parties may call each one different things, but here are the callouts I personally use:
+ +Taken Blights: in a few encounter you’ll see some taken orbs in pillars of light. When these are picked up they give a Taken Strength debuff which will kill you if you get more than two stacks.
+Plates: I mean really, that’s what they are. These are floating platforms you stand on that will hurt you over time.
+Also there’s a Wishing Wall found past Kalli’s arena after you jump up some rocks:
+ +Let’s match some symbols, cleanse some plates, and hide in closets! For the love of the Traveler just make sure she doesn’t finish her song!
+Laser almonds and puzzles abound! Just make sure she doesn’t sing you to death like Kalli.
+Take strength, get buffs, kill kill kill otherwise our ogre friend will murderize us.
+Oh God oh fuck.
+Poke her toes or shoot her face, cheese style! I’ll be posting the actual method soon!
+Carry an orb in a relay race, take strengths, hope for the best!
+First one right after Kalli below one of the thin platforms you have to cross. You’ll have to jump down and land in the entrance. It’ll take a few tries
+Second one is right after Shuro Chi, on a cliff. When you see the portal to Morgeth, you’ve gone slightly too far. It’ll be out of one of the side doors where you have to jump up some trees and over a gap to get to.
+This is a really helpful tool for the Vault encounter.
+ +Raids in Destiny are honestly a ton of fun. There’s lots of puzzles, fun mechanics, and great challenges. Although they can be a little overwhelming to learn at first, they’re very rewarding both in game and out.
+The team dynamic is slightly different as planning around each other’s classes and abilities is more important here than other game modes. Communication is 100% important here as well as there are often a lot of moving parts.
+Here are the guides I have thus far:
+Here’s a helpful list of tools that I use quite frequently. If you have anything you wanna add, feel free!
+A very useful tool for inventory management and other things. You can swap weapons between your vault and character with ease and also keep track of different loadouts. I use it to tag things for junk/infusion as well as detailed item comparisons.
+Great for giving out detailed information and stats on the raids you’ve done.
+Same as above, but for dungeons instead
+Gives out very useful information about activities in the current rotations. Gives details as to surges, modifiers, and even loot tables.
+Tells you the location of Xur and what’s in stock.
+Lets you know your current progress on things like Triumphs and what activities you haven’t done for the week yet. It’s nice to keep track of specific things that you might not be able to see easily in game.
+Great tool when you’re not at the pinnacle cap that’ll help you keep track of what gear you need to get there.
+Really useful for finding detailed information on PvE and PvP events you’ve done like k/d and such.
+Hella useful for checking on weapon rolls, a searchable index of all weapons in the game that can be filtered, and much more.
+Really this is just to see how much of your life you’ve lost to the game.
+A great community resource of different builds per class and subclass. It’s super useful if you want different build ideas and inspiration for your own builds.
+Here’s a helpful list of tools that I use quite frequently. If you have anything you wanna add, feel free!
+A very useful tool for inventory management and other things. You can swap weapons between your vault and character with ease and also keep track of different loadouts. I use it to tag things for junk/infusion as well as detailed item comparisons.
+Great for giving out detailed information and stats on the raids you’ve done.
+Same as above, but for dungeons instead
+Gives out very useful information about activities in the current rotations. Gives details as to surges, modifiers, and even loot tables.
+Tells you the location of Xur and what’s in stock.
+Lets you know your current progress on things like Triumphs and what activities you haven’t done for the week yet. It’s nice to keep track of specific things that you might not be able to see easily in game.
+Great tool when you’re not at the pinnacle cap that’ll help you keep track of what gear you need to get there.
+Really useful for finding detailed information on PvE and PvP events you’ve done like k/d and such.
+Hella useful for checking on weapon rolls, a searchable index of all weapons in the game that can be filtered, and much more.
+Really this is just to see how much of your life you’ve lost to the game.
+A great community resource of different builds per class and subclass. It’s super useful if you want different build ideas and inspiration for your own builds.
+Really great tool for customizing callouts that you can save as a png.
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+ * Copyright(c) 2015 Andreas Lubbe
+ * Copyright(c) 2015 Tiancheng "Timothy" Gu
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