Skiffiks, Privateer: Difference between revisions

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Once Skiffiks's health has been drained by a third, they will activate stealth and teleport onto the furthest Skiff. At the same time, a [[Splinter Mine]] will spawn on the deck, and another one a few seconds later. Both of these bombs will have a timer of thirty seconds and must be disarmed before they run out. If this does happen, the ensuing explosion will immediately wipe out the entire [[Fireteam]]. Another set of Trip Mines will spawn around the deck, as well as [[Brig]]s on top of the nearby Skiffs to shell the nearby area and make it more difficult to disarm the bombs. Whether you manage to dismantle them or not, the Marauder will once again descend onto the deck—now having changed their shield element—in order to rejoin the battle. The second phase will play out a lot like the first: Skiffiks will engage in direct combat and regenerate their shield after taking heavy damage, teleporting to another part of the deck. They will again use stealth tech and teleport to a Skiff upon losing another third of their health, with more Brigs and Trip Mines appearing to hinder your team's progress with the new bombs. This time, however, a third Splinter Mine will spawn into the arena. Once you have succeeded—or failed—in deactivating the bombs, the boss will return for the final phase with their readjusted shield. When they are down to their last bit of health, they will warp to the upper area of the deck and regenerate their defences one last time, before they can finally be finished off. Once the Privateer has been put down, the mission will be over, and your [[Loot]] will waiting for you inside the chest that spawns.
Once Skiffiks's health has been drained by a third, they will activate stealth and teleport onto the furthest Skiff. At the same time, a [[Splinter Mine]] will spawn on the deck, and another one a few seconds later. Both of these bombs will have a timer of thirty seconds and must be disarmed before they run out. If this does happen, the ensuing explosion will immediately wipe out the entire [[Fireteam]]. Another set of Trip Mines will spawn around the deck, as well as [[Brig]]s on top of the nearby Skiffs to shell the nearby area and make it more difficult to disarm the bombs. Whether you manage to dismantle them or not, the Marauder will once again descend onto the deck—now having changed their shield element—in order to rejoin the battle. The second phase will play out a lot like the first: Skiffiks will engage in direct combat and regenerate their shield after taking heavy damage, teleporting to another part of the deck. They will again use stealth tech and teleport to a Skiff upon losing another third of their health, with more Brigs and Trip Mines appearing to hinder your team's progress with the new bombs. This time, however, a third Splinter Mine will spawn into the arena. Once you have succeeded—or failed—in deactivating the bombs, the boss will return for the final phase with their readjusted shield. When they are down to their last bit of health, they will warp to the upper area of the deck and regenerate their defences one last time, before they can finally be finished off. Once the Privateer has been put down, the mission will be over, and your [[Loot]] will waiting for you inside the chest that spawns.
When fighting the boss on Master difficulty, two [[Champion]]s—either [[Overload Captain]]s and/or [[Barrier Servitor]]s—will spawn at two different intervals of the encounter: first after Skiffiks's health has decreased by both over a fifth, and again after going under a full half.


==Gallery==
==Gallery==
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