Forum:Expedition

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"Brave the dark-tainted wastes of Pluto and plunder secrets from the fortified Pyramid."
— Activity Description

Expedition is a new, free rogue-like mode introduced following the release of The Final Shape. Following a mysterious signal to a hostile, fortified pyramid buried in the world's surface, players must fight through wave after wave of procedurally and increasingly difficult opposition to discover the intent behind the dark ship's call.

Description[edit]

After interacting with the Overview Table in the center of the H.E.L.M. or by heading to the tab in the director, players are given a map overlooking the terrain of Pluto, showing rough terrain and the goal of the activity, the Pyramid itself. If an Expedition is refreshed or failed, players will also see different paths on the trail to the Pyramid, with one - the starting expedition of the activity - at the other end. Simply put, the objective of this mode is to reach the pyramid and defeat the raider inside or, perhaps, a mysterious observer.

Each mission on the path to the Pyramid is radically different from one another, each weaving pathway and seemingly connected trail completely different from another. One expedition might find players first traversing a dust-choked wasteland and then finding a BrayTech facility while another start might find them in the ruins of a colony ship then the bowels of a Vex-constructed temple. Also completely different is the enemy composition, modifiers, objectives within and Hexes that boost enemy performance in combat. Each Expedition is unique, as is the Guardians' loadouts as they progress further and further into the activity.

Gameplay[edit]

As a rogue-like mode, each Expedition is different and each path offers something new. Despite that, some mechanics don't change. For a start, each Expedition allows players to restart a checkpoint after wiping thrice or never depending on difficulty. Revive tokens are present and provide players few seconds to pick each other up before their fate is shared. Additionally, each expedition is Legendary, so enemies will always be a few power levels above the player and more players increases the difficulty drastically. Another common feature is extracting desired loot; each path offers meager rewards, ranging from enhancement cores or shards even to common loot with additional benefits to their name. All can be pulled with a successful Expedition plus a lot more, but a failure will cause the players to lose all they have collected on that expedition. So, players can approach a Ziggurat at the end of a path to safely extract it without losing it (however, only one item can be extracted and extraction comes at the cost of receiving Boons so choose wisely). Finally, some mechanics are shared between factions such as Incursions, Alliances or Hunting Parties, but those will be covered soon. Despite that, most of an Expedition will be completely random, so players are not to get comfortable with certain enemy placement or tactics.

However, Guardians do not start with their conventional loadouts when entering the activity. Upon entering, they are locked out of all weapons and abilities, and must gather what they can from within the activity. Weapons, armor and abilities dropped from chests and wellsprings of paracausal energy can only be used for the activity, while engrams that drop from enemies are a part of the world drop pool, and are thus locked out from the players' inventory until they are free of the activity.

Each path has four objectives, each still completely different or, perhaps shares a similar goal with a twist. Objectives can be completed without a timer, but some may have wipe mechanics, so players must be prepared for anything. After three of these objectives, the final one will always involve killing a boss of some sort with different means of bringing them down. Usually, there is no change at the first path, save for harder difficulties, but bosses may come with an immune mechanic that requires effort to dispose of. Few will have a wipe mechanic and the few that do usually involves indirect neutralization, such as disabling a splinter mine or destroying a Hive crystal and most, if not all wipe mechanic attacks WILL have a one-time redemption factor that can remedy any possible mistake.

To reach the Pyramid, players will have to cut through 3 different "paths". Each path has a distinct number of hubs in which players will have to navigate in order to progress further and further. Some of these hub spots will branch off to other paths each hosting their own hub, allowing players to pick and choose which faction to engage next and try to possibly avoid a more troublesome faction, whether by personal preference or actual difficulty. At the other side of the map is a "Temple Hub", which will host a unique challenge for the faction engaged. Rather than face multiple different objectives in that encounter, Guardians will have to complete a new set of mechanics fitting the faction they are facing.

On a path, players have a chance to encounter a "Ziggurat hub". These areas will be slightly more difficult, but will reward players with an opportunity to come before a Ziggurat and choose boons to strengthen themselves, provide additional perks to weapons or further modify armor, or extract desired loot. Similar to a Ziggurat, a Temple, as previously mentioned, is found at the end of a path and allows players to replace or add new boons to their characters, mod weapons further and/or more loot.

Keywords[edit]

A new feature all together, on the health bar seen at the bottom of the screen, players will notice a space beneath the name of the boss. Whenever this boss receives a modification, a keyword will be visible to all players. Keywords are common buffs to a boss that players can see and possibly adapt to or avoid when necessary instead of risking it when facing them. Bosses can either have one or three keywords, with Path bosses always having three keywords to them. Some keywords are as follows:

  • Burning Step: A recurrent ability in Destiny 2, Burning Step allows the boss to create an AoE burning explosion anytime they use their slam attack. A key warning for all players to keep away and an ability that can be the bane of the bold and foolish.
  • Earthshaker: Boss slams shake the very earth, throwing opponents out of balance. Applies the Tremor debuff anytime the boss slams, whether out of defense or to unleash the ability, to any still on the ground, removing the ability to jump and sprint.
  • Silencer: Boss slams unleash a large blast of Suppressive energy, temporarily removing the Guardians' use of abilities.
  • Ensnarer: Boss slams temporarily Suspend Guardians.
  • Asphyxiator: Boss slams also apply stacks of Pervading Darkness to Guardians nearby.
  • Vortex: The boss can temporarily start drawing in nearby players towards them.
  • Grenadier: The boss is capable of deploying a more powerful version of their faction specific grenades at their opponents.
  • Suppressive: The boss will unleash a concentrated attack that will Suppress player abilities for 10 seconds.
  • Healer: Allies within the boss's aura slowly recover health over time.
  • Shielder: The boss can project a blast that applies an Overshield to nearby allies.
  • Dark Cloud: The boss can cast a Cloud of Darkness on top of a Guardian.
  • Scorcher: Attacks made by the boss will apply stacks of Scorch to Guardians. Burns them over time and will continue to stack for every hit.
  • Shocker: Attacks made by the boss will apply Jolt to Guardians. Any attack hitting them will create a chain of lighting to other players.
  • Leech: Attacks made by the boss will apply Weaken to Guardians. Player movement speed is slowed and are less accurate.
  • Frostmonger: Attacks made by the boss will apply Slow to Guardians. Enough stacks will freeze them.
  • Webbreaker: Attacks made by the boss will apply Unravel and Sever to Guardians. Continued strikes by the boss will proc Unravel.
  • Cryomancer: The boss can throw Duskfield and Coldsnap Grenades. Indicated by a Dark Blue glow.
  • Webweaver: The boss can hurl a Shackle Grenade at Guardians. Indicated by a Green glow.
  • Blinder: The boss will occasionally unleash a blinding blast that affects all guardians in the open.
  • Regenerator: The boss will slowly begin to recover health if not engaged.
  • Vampiric: The boss regenerates health with successful hits.
  • Psionic: The boss, whether through experimentation, mutation or natural gift, is capable of unleashing considerable blasts of energy under players' feet. The boss is capable of the Psionic Entropy attack.
  • Meteors: The boss can summon a volley of 5 tracking meteors much like the bane.
  • Dark Suns: The boss can summon a volley of 5 tracking Solar Resonant Suns. Applies Pervading Darkness on successful hits.
  • Stormcaller: The boss can conjure pillars of Arc energy on the last location the Guardian(s) were.
  • Suncaller: The boss can conjure pillars of Solar Suns of Lubrae on the last location the Guardian(s) were. Applies Pervading Darkness on successful hits.
  • Trapper: The boss can trap a Guardian in a Void Void Prison.
  • Dark Jailer: The boss can trap a Guardian in a Solar Resonant Shackle. The shackle will slowly apply Pervading Darkness to the Guardian but will destroy them with Solar energy after enough time has elapsed. Can be broken by destroying an orbiting pyramid spike.
  • Draconic: The boss is capable of firing a barrage of Solar Flame Jets from their mouth like a Taken Knight.
  • Tether: The boss can deploy a Tether orb that suppresses and slows Guardians nearby it.
  • Whirlwinds: The boss can occasionally deploy Solar Resonant Whirlwinds to swirl around them and fire outwards. These whirlwinds can not only apply Pervading Darkness to players, but also deal considerable chip damage and launch them upwards.
  • Harrier: The boss can summon a Resonant Harrier to support it as long as it is alive.
  • Strand Nest: The boss can occasionally deploy a swarm of 5 Threadlings to chase down the Guardians.
  • Whiplash: The boss can pull Guardians in with a Strand Transverse Reed.
  • Displacer: The boss can teleport a Guardian to a random location within the arena.
  • Dark Barrier: The boss can conjure a massive barrier for it and its allies to hide within. All can shoot through it.
  • Armored: The boss is well-protected from attacks. Non-critical damage is reduced.
  • Heavily Armored: The boss is extremely protected from attacks. Non-critical damage is severely reduced.
  • Summoner: The boss can conjure allied support on a whim. This includes Shanks, Thralls, Harpies, War Beasts, Shadow Thralls or Ravagers.
  • Dark Summoner: The boss can conjure a swarm of allied Grim for support.
  • Unflinching: The boss will not stagger under any circumstance, come paracausal attack or steel-piercing shot.
  • Resilient: Weakening debuffs are less effective against bosses with this keyword.
  • Elemental Tolerance: Elemental effects are less effective against these bosses (verbs such as Scorch, Unravel, Jolt, etc. are harder to apply to this boss and are less prone to their adverse effects).
  • Relentless: The boss will continuously chase down their Guardian adversaries until they or their target is dead. Usually a few second pause after they have spotted their opponents, dealt a gruesome melee blow or have eliminated one of their opponents. This is relegated only to Major level bosses or Nemeses.
  • Soft Immunity: [HVT/Hub Boss Only] The boss has soft health gates. Players can damage the boss over a certain threshold for a time before they acquire their immune shield.
  • Hard Immunity: [HVT/Hub Boss Only] The boss has hard health gates. Once the damage threshold is reached, the Immunity shield will come right on.

Boons[edit]

  • Pyromaniac
    "The strange energies of the Pyramid bolster your command over Solar energy."
    20% boost to Solar Damage. Can stack.
  • Electrician
    "The strange energies of the Pyramid bolster your command over Arc energy."
    20% boost to Arc Damage. Can stack.
  • Shadowseer
    "The strange energies of the Pyramid bolster your command over Void energy."
    20% boost to Void Damage. Can stack.
  • Cryomancer
    "The strange energies of the Pyramid bolster your command over Stasis energy."
    20% boost to Stasis Damage. Can stack.
  • Fateweaver
    "The strange energies of the Pyramid bolster your command over Strand energy."
    20% boost to Strand Damage. Can stack.
  • Mercy
    "Agony is purged faster as the resonant energies seek to swiftly end those that suffer."
    Damage over time is increased.
  • Pugilist
    "Energy gathers around the knives' edge and balled fists, bringing to bear jagged purpose."
    20% boost to Melee damage. Can stack.
  • Powdersmith
    "Esoteric energies swirl around your grenades, granting them increased destructive properties."
    20% boost to Grenade damage. Can stack.
  • Striker
    "Resonant energies reinvigorate tired muscles and hone damaged blades."
    Melee abilities recharge 20% faster. Can stack.
  • Grenadier
    "Paracausal energy seemingly bolsters the rate in which your grenades recharge."
    Grenade abilities recharge 20% faster. Can stack.
  • Tactician
    "The power of the Plutonian Pyramid reinvigorates your unique abilities, allowing wards, auras and boosts to come to you much more quickly."
    Class abilities recharge 20% faster. Can stack.
  • Exemplar
    "Light and Dark energies coalesce around you, granting their paracausal ordnance and power far faster."
    Super abilities recharge 20% faster. Can stack.
  • Reforging
    "A fount of power has emerged here, seeking something to empower. Tendrils of esoteric energy reach out for your weapon."
    The equipped weapon will be granted an additional, random 3rd perk.
  • Disengagement
    "In dire moments, a haze of energy shall conceal you from sight, allowing a stealthy escape from hateful eyes."
    When critically injured, the Guardian will disappear in a puff of smoke."
  • Polychromatic
    "The energies of Light and Darkness swirl together with little resistance against each other. These energies seek a master to wield them together."
    The Guardian gains a Prismatic bar that generates energy slowly, but surely through engagement. Prismatic wielders' energy charges 10% faster.
  • [TBC]

Common Objectives[edit]

As previously mentioned, there are similar objectives some factions may use on a path. Some examples include:

  • Elimination
    "A considerable force of enemies have been detected in the area. If we are to safely explore this place, it is paramount we must eliminate them."
    A rather simple objective in concept, players must purge enemy resistance in the area. However, Eliminations might feature fortifications and other defenses that might make the matter all the more troublesome, such as Security Turrets, Shriekers or Scorpius Turrets. Regardless, this objective is arguably among the easier objectives to do, as it is simple elimination of hostiles.
  • High Value Target
    "We have discovered a ranking officer in the area. Eliminating them will throw enemy operations and logistics in shambles and limit possible rivals in our pursuit of the pyramid."
    A tough boss enemy will be encountered, though they lack any mechanics much like the final boss of a path. They will continue to spawn lackeys to support them as they attempt to defend themselves from your onslaught and may feature keywords that make them harder to kill, not just in terms of health but also in competitive damage. As previously mentioned, enemies will continue to spawn in and waylay into the Guardians until the boss is killed (however, the adds must also be killed before the objective is truly complete).
  • Data Recovery
    "A data collection team was reported to have been lost here. Recover any of their findings before the enemies take it for themselves and/or destroy it."
    A distinct objective, Guardians must interface with a central terminal and pick up a scanner to locate data-filled Frames that are scattered across the vast area. While dealing with an ever-coming onslaught, players with the scanner must also pay attention to an audible and distinct chiming that picks up frequency the closer to a body they get. Upon finding and identifying the body with the scanner, they can recover the data with the device and either search for other bodies or return it to the central terminal; whatever the choice matters little, as long as the data is recovered. Upon successfully recovering the data, players must temporarily defend the central terminal before eliminating what ever opposition is left and progressing further.
  • Equipment Recovery
    "Some of our teams were forced to drop their equipment as they were overwhelmed by hostile opposition. Recover them from any dead or from the hands of our enemies."
    A common objective, Guardians must haul equipment to an extraction site safely while ensuring said equipment remains out of enemy hands until otherwise recovered by ally units. Varying in terms of size and heft, equipment can either be found in distant nooks, on the bodies of dead allies or destroyed frames or on the backs of special enemies within the area. After gathering them all in one place, players must endure a horde of enemies before backup arrives to safely extract the vital equipment and are permitted to progress deeper down the path.
  • Asset Defense
    "An asset of great importance to our efforts here is being targeted by enemy saboteurs backed by a massive following of guards and apprentices. Defend it at all costs."
    Whether it be a terminal, supplies, ally, mining probe or injection rig, enemies are swarming in the hopes of eliminating it. Guardians must stave off a considerable threat and safeguard their objective until it is complete. Though seemingly formidable, players can salvage these operations by healing/repairing the subject of the objective, reinitiating a download or eliminating a thief who stole data. Regardless, despite the menace of punishing failure, asset defense isn't nearly as bad as other defense or escort objectives.

Mid-expedition Modifications[edit]

Disregarding objectives, sometimes, other factions might get involved, either in opposition to another faction or working with them. These are these said new objectives:

  • Incursion
    "Jumping at the opportunity to seize more land, another hostile group has deployed enemies to control this territory. Expect heavy cross-fire, but continue forward."
    Indicated by ships, transports or portals from other factions in the sky, players should expect another threat on the field as this new one butts heads with the expected force from the Guardians. Though little really changes in terms of difficulty, groups should expect objectives fitting for the new threat, as well as their high-threat enemies, keywords and, possibly, Hexes.
  • Ceasefire
    "Recognizing the threat you pose, our enemies here have made a non-aggression pact with another force in the hopes of quashing you together. Prove them wrong, but watch yourself."
    Indicated by both forces means of transportation seen together in the sky, unlike an incursion, players should expect to see the two forces working together in the hopes of bringing them down. Players should expect a slight bump in difficulty as these two factions fight as one and may share in an Incoming Threat operation or objective, as well as synergizing their keywords and Hexes.

Incoming Threats[edit]

Sometimes, whether in the middle of an objective or during a transition, players might find themselves interrupted by an unprecedented threat:

  • Ambush!
    "A sizable enemy force has tracked you down! Hold your ground!"
    In the distance, players might hear a distant bellow, siren, horn or visibly see a flare or bright light flash over the horizon, followed by a cacophony of voices answering it. These are the few-second-early portents that indicate an incoming Ambush. Composed of a hodgepodge of units, but can feature tougher command units and Elites, as well as Majors. Regardless, most of these units are noticeably more concerned with melee, though are not opposed to keeping at range to deal with their opponents.
  • Nemesis
    "Your actions have caught the attention of a heavily armored threat. They are closing in on your position rapidly, so expect a tough fight to come your way."
    At times, a distinct guttural howl might rip the air or the clatter of armor will sound closer and closer. Nemeses are "mini-boss" units that will attempt to eliminate their opponent with extreme prejudice. They lack any true mechanic to them, save for increased aggression and agility, as well as ability regeneration, allowing them to unleash attacks more frequently. Though they come alone, they might feature a keyword much like end-of-path bosses and High Value Targets.
  • Hunting Parties
    "A massive contingent of high threat hostiles are searching for you. They are among the best the enemy has to offer and are equipped with some of the best of their arsenal. They do not know your position, but are closing in as we speak. ENGAGEMENT IS NOT ADVISED."
    For any faction, players have a chance to encounter a Hunting Party. Hunting Parties are extremely dangerous groups consisting only of Elite and Major enemies that follow a certain path on the field. Players are advised to avoid these groups as much as possible UNLESS they have received a considerable stack of boons from Ziggurats and/or are extremely confident in their builds. Players can detect Hunting Parties by distant chants that get closer as the Hunting Party does too and players can use terrain and Concealment places to avoid them or catch them completely unaware in an ambush. Be warned that Hunting Parties are noticeably more aggressive than their standard counterparts.
  • Elite Ambush
    "Hostile commandoes have located you and are closing in. Watch yourself and engage if necessary. Elimination might yield some insight on the area."
    Sometimes, a Guardian(s) might face an Elite Ambush, an entourage which features some of the toughest enemies each faction has to offer, from Stasis Fallen, Hive Guardians, Wyvern squads, Red Legion elites, unique Taken models, Baron-like Scorn and the Dread. Noticeably more aggressive than normal and just as devastating, especially on Legendary difficulty, Elite Ambushes can yield more rewards upon the elimination of these units or can be avoided and, with time, can disappear.

Factions[edit]

Fallen[edit]

Pirates seeking to loot the wastes of Pluto, rebels plotting vengeance against the forces of the city or agents of the House of Salvation, the Fallen have rooted themselves on this world and will fight tooth and claw to keep their holdings on this seemingly desolate rock.

Faction Specific Objectives[edit]

  • Supply Destruction
    "Where there is concentrated Fallen activity, there are great caches of Ether. Seek and destroy their life-source, and they will retreat."
    Simply put, Guardians are to find nearby Ether canisters and destroy them. Though simple in concept, fireteams should notice that Fallen presence is greatly increased here, and Guardians can easily be overrun if they tunnel-vision on the barrels. Additionally, sometimes, these barrels are shielded, and require an override code from a nearby major to disable it and expose it. On higher difficulties, as well, a noticeable, pale blue cloud should be visible; any Fallen within this cloud gain minor health regeneration, as well as heightened aggression. Regardless, Supply Destruction is a simple objective and can be completed fast enough by a competent Guardian(s).
  • Equipment Destruction
    "We have tracked Fallen ordnance to this location. If brought to bear against us, our efforts will be greatly impaired. Destroy with extreme prejudice."
    From landed Skiffs to racks of Fallen weapons, from idle Brigs to slumbering Walkers, or even active ones for that matter (a combination of both is also likely), players simply must destroy these equipment. There are different ways to go about this objective, from overclocking their systems to hauling bombs to detonate them in a glorious fireball. Active targets may also require the use of Scorch Cannons or, at times, even other elemental cannons to destroying them, or even recovered bombs to disable shields.
  • Den Sweep
    "You are approaching the heart of Fallen operations in this sector. Do whatever you can to clear it out to impair their movements and allow us to pull essential data we need."
    A combination of a bunch of other objectives, Den Sweeps require players to clear out a vast and well-fortified den, whether that means neutralizing Servitors, disabling turrets or stealing information that isn't nailed down. What sets a Den Sweep apart from an Elimination objective is that the Fallen are considerably more aggressive than normal and is extremely likely to spawn a Nemesis.
  • Drill Hijack
    "There is a well defended Drill on our path. Whether it is extracting glimmer or something of great importance matters not. Seize control of it."
    Players will encounter a Fallen drill in the middle of excavating the ground. Whether it is just defending the drill or powering it further from stealing access keys from nearby enemies, hauling fuel to feed it or throwing power into it's core, players must defend the drill from the incoming Fallen onslaught and stand their ground as they seek to recover it. The drill will also move around, so players must follow it around and reestablish their defensive positions.
  • Fallen Prisoners
    "There are friendly Fallen nearby being held captive by our common enemies. Free them and allow them to safely extract."
    Whether Awoken allied spy, turncoat Fallen or House of Light soldiers, Guardians must seek out the cages scattered across the arena and allow them to escape. Sometimes a keycard is required to access them, but most don't. However, proximity to these cages might summon their wardens in great droves so that they may secure them. Additionally, players may have to defend these units from an onslaught whether they can defend themselves or not.
  • Splinter Mines
    "You have entered a Fallen kill zone! Disable those Splinter Mines before they detonate!"
    A common objective for many players, Guardians must disarm Splinter Mines that will continually spawn around the arena. Whether it requires being in proximity with the mine, shooting it or disarming them with switches from a central console, Splinter mines are not that complex of an objective for the few who have faced their menace before.
  • Ketch Raid
    "The Fallen have established a teleportation pad to a nearby Ketch. This is an opportunity we cannot pass up. Board it and disable it."
    Players must overtake a Fallen teleportation pad and board a Ketch. Though the map usually stays the same the objectives can change, from destroying a pilot servitor to send it careening into the earth, destroying a reactor to leave the ship disabled, killing the baron of the ship or turning the ships guns against the Fallen's own fleet. Regardless, players must enter the well-defended Fallen ship and do as much grievous damage to it as possible.

Special Enemies[edit]

Name Table[edit]

Nemeses[edit]

Hexes[edit]

  • Hex of the Wolf
    "The bitter-hearted veterans of a House long dead fight with brutal vigour and hatred. They will stop at nothing to kill their adversaries."
    Fallen units fire faster and enrage quicker. Melee attacks deal more damage.
  • Hex of the Shipstealer
    "The sinister influence of the pyramids have seeped into the hearts of these Fallen warriors. Their cold demeanors have become physical."
    Some fallen are coated in obvious rime, and are more tolerant to damage. Killing these units will cause a Stasis blast that coats nearby units in similar shielding and freezes nearby enemies.
  • Hex of the Prime
    "There is low-spread SIVA readings across the area. Seek out "safe zones" to cleanse yourself of their taint before they reach critical mass."
    Flesh-warping SIVA nanites are found in the area. Over time, players will continue to gather stacks of SIVA contamination. When it reaches 20 stacks, the Guardian dies. Players must seek out a nearby white bubble to slowly but surely cleanse themselves of its infectious influence. A bubble lasts 10 seconds before vanishing once entered.

Hive[edit]

Seeded on the world years ago, answering the mysterious signal from the Pyramid or attempting to sabotage and destroy it, the Hive have already rooted themselves deep into Pluto with sights set on the dark ship.

Faction Specific Objectives[edit]

  • Nest Destruction
    "We have tracked a Hive on your path towards the Pyramid. Destroy it, and we gut the number of Hive we may come across in these wastes."
    This objective requires players to destroy Hive eggs scattered around the area. While simple in concept, some require the destruction of their gunk casings first, the death of their brood guardian or the placement of a charge or Supercharged Worm. Usually filled to the brim with Thrall, these tasks feature the highest number of hostile hive and will often require the death of the horde first before moving onto and eliminating the eggs. Regardless, Nest Destruction is a relatively simple goal.
  • Ritual Disruption
    "A massive energy surge has been detected near your location. Considering the presence of Hive in the area, expect it to be the result of a Ritual. Whatever the purpose, do not let it complete."
    A rather open and varied objective, Ritual Disruption has a plethora of methods in which it can be completed. From standing within a ritual circle to disrupt it's flow, shattering crystals across the room from pools of power or killing the Wizards in charge, Ritual Disruption is a mixed bag with unique results anytime. Sometimes, however, a ritual might bear results if not completed fast enough or as a thematic moment of making it too late, and hordes of Shadow Thrall might pour out from the dark corners of the room or Axion darts will hunt down players or Hive units will end up with overshields. No matter the result, players will find it extremely hard for another one of these objectives to replicate the mechanics of the one they just completed.
  • Portal Shutdown
    "Hive reinforcements have been pouring out from that area. We have reasons to suspect that they are using a portal to move resources and manpower from their dimension to here. Destroy it."
    All too familiar to the Public event found across the system, Portal Shutdown involves objectives ranging from destroying shielded power crystals, to their profane overseers, detonating it with explosive ordnance or even causing it to overcharge. Sometimes, however, unconventional methods are also employed, such as a completely different Portal system they use for moving around or even entering it, parkouring around and destroying the source on the other side. New means of completing Portal Shutdown should continue to keep players engaged.
  • Recruitment Drive
    "Renegade Ghosts have been spotted in this location. Do whatever it takes to prevent them from recruiting new Lightbearers for the Lucent Brood."
    A potentially punishing objective, players must navigate the arena in search of Hive Ghosts and must crush them before they spawn a Lightbearer. Though simple enough, hordes might prevent Guardians from reaching these Ghosts in time and positioning might make an easy jog to another into a mad dash from one end to another before it is too late. Though much weaker than the Elites that might spawn in, The Lightbearer Hive spawned here are formidable enough to possibly end a run then and there.
  • Grimoire Heist
    "The Hive are in possession of a relic of great importance to their religion. Study of it should glean insights on their cultures, reasons for being here or even answers on the Pyramid, as well as denying them power."
    From a mere extraction to picking up something for your "inventory" or hauling a massive tome of power, Grimoire Heists are a potentially chaotic mode that forces players to brave hordes of fervent Hive units willing to throw away everything for the defense of their relic and breaching fortified positions aided by Shrieker and Ogre alike. Sometimes, power can be commanded against their former users, but this is not often a guarantee.
  • Purify Weapons
    "The Hive have been stashing their weapons here, along with some of their most infamous of death-dealing instruments. Rites of Light could keep them out of their hands permanently."
    Through direct invocations, scattering of Light-charged matter or turning them against their own creators, Purify Weapons objectives could provide a source of entertainment to most players depending on the objective matter. Often, Swords must be turned on their creators for them to vanish or through all of the aforementioned objectives at once, a hive's weapons can be destroyed.
  • Abomination Hunting
    "Roars from this location can be heard from miles around, which means only one thing: the Hive are molding siege engines. End them before they are unleashed."
    It is here where the Hive in this location have been creating all their horrendous monstrosities to aid them in battle. Whether involving destroying them directly, killing their creators first or even overcharging them with energy before they can deploy their rage, Abomination Hunting is another versatile objective with a plethora of ways to go about it. And it can involve anything from a seething horde of Cursed Thrall, Shriekers and, of course, Ogres.
  • Totem Disarmament
    "The Hive have established Totems within their territory! Disarm them before they activate for whatever sinister purpose they serve!"
    From the death-dealing instruments of Crota's End, King's Fall or Pit of Heresy to the ritual conduits of the Lucent Brood, to merely shield generators, Guardians must do whatever it takes to disarm the scattered Annihilator Totems in the arena. All it could take is merely standing on a plate (sometimes in sequence if there are multiple and the director permits), killing a ritualist Wizard, feeding back the killer device with nearby death or overcharging the totem with an energy charge from an errant carrier.
  • Elemental Gathering
    "For reasons unknown, the Hive are gathering fundamental energies from the area. Destroy the crystals containing them and eliminate their harvesters."
    A common objective for most Guardians, players must seek and destroy scattered crystals within the area, often on a timer or before they explode and kill everyone. The way to go about destroying these crystals often change however; at times, it is a mere point-and-shoot, but other times involves getting a buff from a nearby hostile before, hauling them to a certain place to be safely destroyed, shooting them in a sequence or overcharging them.

Special Enemies[edit]

Name Table[edit]

Nemeses[edit]

Hexes[edit]

  • Hex of the Navigator
    "The Taken King is dead. But his memory lives on in the most fanatical of warriors. They will martyr themselves in his own name if need be."
    Upon death, enemies will explode in a blast of Blight. Immediate proximity deals damage and applies Entropic Rot to all within the blast. If Entropic Rot reaches enough stacks, the players will die. Entropic Rot is lost overtime at an incredibly slowed rate. Lower health enemies will provide a smaller number of stacks vs stronger enemies.
  • Hex of the Deceiver
    "The trickeries and jests of the Witch Queen continue, even with her treachery. Watch the skies for Witchflame Bolts and avoid them at all cost."
    Witchflame Bolts will attempt to blast players from the sky. Similar to Oryx's Spite of the King, Guardians should notice a screeching sound, as well as a swirling cloud of green energy above them and strikes a lot quicker. Though unlikely to instantly kill a Guardian (depending on their health and Defense), it deals significant damage and negates healing temporarily. Regardless of hit or miss, players should hear a distant chuckle from Savathûn.
  • Hex of the Warlord
    "The hatred of the God of War pervades this landscape so completely, it severs your Light. Only through conquest and slaughter can it be rekindled."
    Abilities do not regenerate. Instead, killing enemies allows them to refill. The stronger the enemy, the more power restored.

Vex[edit]

The Vex patrol the wastes of Pluto, infecting it with their malignant influence and warping it into their grand design. Worse are for those of the Sol Divisive, who seek to understand the dark wisdom of the crashed Pyramid, now that the Witness is effectively silenced.

Faction Specific Objectives[edit]

  • Confluence Neutralization
    "Outbound Baryonic streams have been detected ahead, meaning only one thing: the Vex are building something. Whatever it is, it cannot be formed. Destroy them."
    Through either interaction, defending, eliminating sacrifices or killing its architects, players must prevent the Vex from either forming a spire, killing confluence or simply interfering with data collection. A simple enough objective for players familiar with the game, but higher difficulties might find players facing punishment of a wipe for failure.
  • Destroy Oracles
    "The Vex have dispatched Oracles around your position. Whether or not the nearby sector has sufficient Vex transformation matters not. Eliminate those Oracles, quickly!"
    Here, players must dispatch Oracles scattered throughout the area. Depending on the current difficulty of the run or the progress of the Expedition, the Oracles could either just float around forever (or blink about from position to position), or they could activate to either aid nearby Vex, disrupt players and make them easy targets or, outright, wipe them. Though a simple enough premise, some Oracles may be shielded by a nearby unit or require a buff to destroy.
  • Bleeding Network
    "Scouts have confirmed that there's a breach in the Vex Network nearby. This is an opportunity we cannot pass up. Breach it and sabotage the Vex from within."
    Here, a pocket of the Vex domain will be exposed, allowing players to traverse into the network and sabotage the Vex from within, either overloading their systems with excess data from their own units, destroying the master unit(s) within or wrestling data chunks from the deepest recesses of the domain out into the real world.
  • Captive Liberation
    "The Vex are moving prisoners nearby. Utilize this opportunity to deny the Vex possible test subjects and eliminate some of their elite higher ups."
    Within this encounter, the Guardian(s) must liberate captives from Vex detainment cubes either