diff --git a/docs/Dungeons/Pit-of-Heresy/1-The-Necropolis.md b/docs/Dungeons/Pit-of-Heresy/1-The-Necropolis.md index bd7ef86..a558c78 100644 --- a/docs/Dungeons/Pit-of-Heresy/1-The-Necropolis.md +++ b/docs/Dungeons/Pit-of-Heresy/1-The-Necropolis.md @@ -50,7 +50,7 @@ For example, if you have **Burger** :D2-burger:{.d2callout}, **Ice Cream** :D2-i @@ -83,7 +83,7 @@ From here you'll go to **Ice Cream** and then **A** to do the same thing. Just b 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. diff --git a/docs/Dungeons/Pit-of-Heresy/2-Tunnels-of-Despair.md b/docs/Dungeons/Pit-of-Heresy/2-Tunnels-of-Despair.md index 1c1e413..07104e0 100644 --- a/docs/Dungeons/Pit-of-Heresy/2-Tunnels-of-Despair.md +++ b/docs/Dungeons/Pit-of-Heresy/2-Tunnels-of-Despair.md @@ -24,7 +24,7 @@ Like the last encounter, there's not really a specific team composition here. Ev This area can be really easy to get lost in until you're more familiar with it. Take your time getting used to going in and out of the internal passages and where they lead. Also look out for the entrances to these passages. They look like small holes with orange cloth over them that you have to destroy to open up. -This is also a good lesson in being patient and sneaky to go where you need to deposit the **Void Charges**, as you don't want to needlessly deal with the **Invincible Ogres** and end up dead. These small passages are absolutely fantastic for sliding in and hiding. +This is also a good time to learn where you need to deposit the **Void Charges**. ### Loadouts @@ -42,7 +42,12 @@ So how do we do this? Dunking, our favorite past time. -You'll also notice that we have two big friendly ogres wandering the area, looking for intruders. Normally I'd say to murderize them, but these giant cuddly bastards are invincible and cannot be harmed. +You'll also notice that we have two big friendly ogres called **Harrowing Pariahs** wandering the area looking for intruders. Normally I'd say to murderize them, but these giant cuddly bastards are invincible and cannot be harmed. + + — @@ -52,6 +57,13 @@ When it does, it will drop a **Void Charge**, which is what you need to deposit Take this charge, *carefully* peek out of one of the holes to see if you're in the clear, and book it to the end of the lane. Dunk the charge and a seal is broken. + + Now you just need to do this two more times to move forward. Easy enough, yeah? Honestly the hardest part is just navigating through everything without getting lost and making sure you don't get blasted by the ogres. -Move in to the next room to find a fun little prayer group happening. \ No newline at end of file +Move in to the next room to find a fun little prayer group happening. + + diff --git a/docs/Dungeons/Pit-of-Heresy/3-Chamber-of-Suffering.md b/docs/Dungeons/Pit-of-Heresy/3-Chamber-of-Suffering.md index a170e04..1861ba4 100644 --- a/docs/Dungeons/Pit-of-Heresy/3-Chamber-of-Suffering.md +++ b/docs/Dungeons/Pit-of-Heresy/3-Chamber-of-Suffering.md @@ -1,10 +1,10 @@ --- -title: The Chamber of Suffering +title: Chamber of Suffering activity_type: - Dungeon activity_name: Pit of Heresy aliases: - - The Chamber of Suffering + - Chamber of Suffering --- > [!tl-dr] tl;dr @@ -40,7 +40,9 @@ Pure add clear and survivability. Maybe something longer range to deal with the So we're gonna start things off with a nice little callout: > [!careful] Don't Go Too Far In! -> When entering from the tunnels, don't immediately start the encounter. Stick close to the wall and make your way to the centermost stand where you'll see a rally flag. If you immediately start the encounter, the ogres from the previous area *will not despawn* and will make your life miserable. +> When entering from the tunnels, don't immediately start the encounter. Either enter the new area from the center section and rally immediately, or stick close to the wall and make your way to the centermost point and rally. +> +> If you immediately start the encounter, the ogres from the previous area *will not despawn* and will make your life miserable. Now that that's out of the way, let's start. @@ -52,6 +54,11 @@ Honestly, things are pretty straightforward here. By the totem are six seals and You're going to end up killing a ton of adds and waiting for those fun **Heretical Knights** to spawn in. When they do, kill them, take the charge, dunk it, and repeat. + + *However...* > [!deadly] Why is it Glowing?! @@ -59,8 +66,7 @@ You're going to end up killing a ton of adds and waiting for those fun **Heretic > > In the same vein, watch out for the stacks of that debuff as when it reaches x10, that will also be a wipe. Depositing the charge is what resets that debuff. -All in all, things are pretty straightforward here. Deposit a total of six **Void Charges** and move forward to one of the most frustrating maxes. - +See? Easy enough yeah? diff --git a/docs/Dungeons/Pit-of-Heresy/4-The-Harrow.md b/docs/Dungeons/Pit-of-Heresy/4-The-Harrow.md new file mode 100644 index 0000000..1189e1d --- /dev/null +++ b/docs/Dungeons/Pit-of-Heresy/4-The-Harrow.md @@ -0,0 +1,75 @@ +--- +title: The Harrow +activity_type: + - Dungeon +activity_name: Pit of Heresy +aliases: + - The Harrow +--- + +> [!tl-dr] tl;dr +> - Navigate a maze and kill Wizards to break the seals on the door that leads to the final encounter. + +___ + +## Notes + +### Team Setup + +I feel like I could copy and paste this line in every dungeon encounter, but there's really not much to do here role wise. Everyone can do their own thing or move as a group. + +### Details + +Dear God watch out for the traps. It might be best to use a map here to navigate around, but plan on getting lost and turned around a ton. + +### Loadouts + +Add clear and a decent special / exotic primary to take out some Wizards. + +---- + +## Hide and Seek + +Everything here is pretty straightforward honestly. When you first drop in, you'll see three Hive runes on a wall in front of you. These correspond to specific towers around the map where Wizards titled **Malevolent Ritualists** reside. I think it goes without saying that you need to go pay them a visit and give them a nice hug. + +Y'know, as you do. + + + + +There are a couple of ways to locate these wonderful beings: + +=== "The Easy Way" + + Use a map to locate each specific tower so you don't get as lost. + +=== "The ~~fun~~ Hard Way" + + Wander around only using your radar to find out where the Wizards reside. + +Here's the map in case you want to use it. + + + +The [original Reddit post](https://redd.it/dpkc4c) this came from has been since deleted, but I thought I'd link it here anyway for posterity's sake. + +> [!deadly] Is This Takeshi's Castle?! +> Listen I used to love that show (and the American MXC version). The real danger here is all the damn traps around. Not only do you have to jump to narrow platforms and ledges to find your way around, but you have to watch out for spiky logs and swinging pedulums of doom. +> +> If everyone dies, it's a complete wipe and you have to start the entire encounter over with new symbols to find each time. Also when anyone dies, there's a 45 second respawn timer which can get annoying. + +Thankfully once all the seals are broken, the encounter is technically over and you won't have to wipe if something happens. The respawn timer also gets set to only five seconds or so. + +Anyway that's it really. + +Now onto the boss! + + + + diff --git a/docs/Dungeons/Pit-of-Heresy/5-Zulmak.md b/docs/Dungeons/Pit-of-Heresy/5-Zulmak.md new file mode 100644 index 0000000..6ed5d28 --- /dev/null +++ b/docs/Dungeons/Pit-of-Heresy/5-Zulmak.md @@ -0,0 +1,69 @@ +--- +title: Zulmak, Instrument of Torment +activity_type: + - Dungeon +activity_name: Pit of Heresy +aliases: + - Zulmak, Instrument of Torment +--- + +> [!tl-dr] tl;dr +> - Kill the three **Disciples of the Broken Blade** +> - Deposit their **Void Charges** and extinguish the flames around +> - Kick Zulmak in the head + +___ + +## Notes + +### Team Setup + +Does it need much repeating here? Everyone can work together or separate really. + +### Details + +Pay attention to each of the towers in the arena. Each one houses a specific Disciple (the main enemies from the [first encounter](1-The-Necropolis.md)). Looking at the arena, from left to right, they contain the **Knight**, **Shrieker**, and **Wizard** respectively. + +Keep an eye out on the pedestals around. These spawn adds. + +### Loadouts + +A metric fuck ton of add clear and some form of close range, high damage heavy and/or super. Wells, in my opinion, aren't really super necessary here unless you just really want one. + +---- + +## Swarms and Flames + +Like most of the dungeon here, things are fairly straightforward. The encounter starts by getting too close to the center or shooting things. + +Your first order of action is to kill one of the **Accursed Swordbearers** and take the relic sword they drop. + +Then, you'll go to into each of the towers mentioned above and play rock-paper-scissors to kill the resident Disciple. When they die, they'll drop a **Void Charge**, which you need to dunk in one of the three points around. They're fairly easy to spot as they're placed in front of each tower. + + + +If for some reason you lose one, no sweat. When all Disciples are killed, orbs will spawn in each tower. This is honestly pretty nice as you don't have to wait for them to respawn or something. + +Once all three charges are dunked, dps will begin. + +**In order to actually damage Zulmak, you need to be in the inner ring by the crystal in the center.** + +Basically getting right up in his face is the key. + +> [!deadly] Why is Everything Exploding and Catching Fire?! +> There are two major things that can ruin your day here and cause a wipe: +> - After a few moments of dps, a bunch of cursed thrall are going to start asking for hugs. It's easy to get focused on Zulmak and not see them sneak up on you. +> - Dps is also time gated. When you see him plunge his sword in the ground and flames start to rise, get the hell out because you will die in mere moments. + +Honestly I wish Bungie would scale older dungeons and raids with the current power levels as the current power creep basically allows you to one-phase him here. + +If something happens and you can't, no judgement from me. You'll just have to kill the freshly respawned Disciples and dunk more charges again. + +Good job on clearing the dungeon! Proud of you. + + + + diff --git a/docs/Dungeons/Pit-of-Heresy/index.md b/docs/Dungeons/Pit-of-Heresy/index.md index b364bbb..c218ae7 100644 --- a/docs/Dungeons/Pit-of-Heresy/index.md +++ b/docs/Dungeons/Pit-of-Heresy/index.md @@ -22,7 +22,7 @@ So thankfully this dungeon is pretty consistent with its mechanics and they're f 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: -![Pit of Heresy Callouts](../../assets/img/PoH-Callouts.png) +![Pit of Heresy Callouts](../../assets/img/PoH/PoH-Callouts.png) 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. @@ -34,7 +34,7 @@ There will be a number of times where you have to dunk a **Void Charge** into Hi ###### Rock-Paper-Scissors -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 Swordbearers** in different ways: +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 called **The Disciples of the Broken Blade** by using a relic sword dropped by **Accursed Swordbearers** in different ways: === "Knight (Might of the Broken Blade) " Use the light attack of the sword to murderize it. @@ -61,4 +61,10 @@ Dunk **Void Charges** to extinguish flames and break more seals while you try no Just survive. Really, that's it. Just make it out of there alive. Oh also make sure to dunk those **Void Charges** while you're at it. One more thing, don't leave the totem. ---- \ No newline at end of file +##### [The Harrow](4-The-Harrow.md) + +Get lost in a maze full of traps and kill some Wizards. Have fun! + +##### [Zulmak, Instrument of Torment](5-Zulmak.md) + +A fun combo of everything we've done thus far! Murder Disciples, dunk charges, torment the tormentor! \ No newline at end of file diff --git a/docs/Raids/Deep-Stone-Crypt/1-Sparrow.md b/docs/Raids/Deep-Stone-Crypt/1-Sparrow.md index a0d380c..3293f67 100644 --- a/docs/Raids/Deep-Stone-Crypt/1-Sparrow.md +++ b/docs/Raids/Deep-Stone-Crypt/1-Sparrow.md @@ -66,6 +66,6 @@ Really the biggest thing here is making sure you follow the glowing posts along Other than that, there's not much else to it. Here's a map I found if it helps. -![Sparrow Map](../../assets/img/DSC-Sparrow.png) +![Sparrow Map](../../assets/img/DSC/DSC-Sparrow.png) Sweet. Now that that's done, let's move to Crypt Security! \ No newline at end of file diff --git a/docs/Raids/Deep-Stone-Crypt/index.md b/docs/Raids/Deep-Stone-Crypt/index.md index f22aab8..21747fd 100644 --- a/docs/Raids/Deep-Stone-Crypt/index.md +++ b/docs/Raids/Deep-Stone-Crypt/index.md @@ -26,15 +26,15 @@ DSC builds upon a few mechanics throughout the raid. These are primarily through They are: