Forum:Ravenous Rite

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Ravenous Rite

Game:

D&Destiny: Fractures

Campaign:

Wrath of the Hive

Player(s):

3 (minimum)

Location:

The Scar, Aloria

Objective(s):

Slay the Conjured Abomination and the Interloper it was summoned to deal with.

 

Ravenous Rite is a Strike within the Wrath of the Hive campaign. It is located in the Scar.

Objectives[edit]

  • Head for the Bunker
    • Hive Ritual activity is off the charts. Go investigate before the Hive catch us by surprise.
  • Enter the Bunker
    • Eliminate the Hive guarding the bunker entrance and descend.
  • Repel the Hive
    • Runes Decoded
    • X of 4
  • Defeat the Hive
    • Hive incoming, fight them off.
  • What was that?
    • Some giant snake thing just... eliminated that Knight.
  • Proceed
    • Head deeper into Bunker, enter a previously sealed section.
  • Approach the ritual site
    • Interrupt the ritual.
  • Terminate the Ogre and the Snake
    • Eliminate the Abomination and the Blood Viper.

Modifiers[edit]

  • Legend Modifiers
    • Combatant Tier 3 - Deadly Combatants- Extreme numbers of advanced and challenging combatants will appear.
      • Three times as many enemies, and a moderate number of majors
    • Extra Shields- More enemies have shields.
      • More combatants have shields.
  • Shielded Foes: Solar/Void- You will face Combatants with Void, and Solar Shields. Activity modifiers may add more shield types.
  • Galvanized II- Combatants are harder to stun.
    • Enemies have maximized health and advantage against being stunned. They also gain Health Boost II.
  • Contest- The activity is at a fixed difficulty. Test your might.
    • Every enemy will be stronger than you, deal higher damage, have increased health, and destroy creature will not auto kill most enemies. Activate Combatant Tier III, and Galvanized II unless told otherwise. If Banes present; Scourge II. Also Activate Extra Shields.
  • Legendary- Every enemy will be stronger than you, deal higher damage, have increased health, and destroy creature will not auto kill most enemies. Activate Combatant Tier III, and Galvanized II unless told otherwise. If Banes present; Scourge II. Also Activate Extra Shields.
    • Shields on for all combatants that can have shields, everything is tankier (Maximized health for all combatants), and destroy creature doesn't autokill. Activate Expert Modifiers.
  • Scourge 2- Combatants with Banes are encountered more frequently.
    • Atleast 10 Bane combatants on the field
  • Curated Banes- Zealous, [Redacted], Caltrops
    • Caltrops- Affected combatants drop damaging Elemental pools during combat and after being defeated.
    • [Redacted]- [Redacted]
    • Zealous- When defeated, affected combatants emit a wave, causing nearby combatants to become faster and more aggressive.
  • Battlefield Promotion- You may encounter combatants who were recently promoted. When a combatant defeats a player or another combatant, they get promoted.
  • Fire Pit- When defeated, Acolytes spawn fire pools that cause damage over time.
    • Acolytes spawn a 5-foot pool of fire on death. This pool deals 8 (2d8) solar damage, and lasts for 3 rounds. While active any creature hostile to the caster begins burning taking the damage at the start of each of their turns. The burning can be ended upon leaving the pool.
  • Fortified Combat Doctrine- Powerful enemy combatants incorporate increased defenses.
    • Elite or higher enemies spawn with a regenerating Overshield.
  • Igniter- Precision hits against scorched combatants causes ignitions.
    • Critical hits against combatants with any amount of scorch stacks causes them to immediately ignite.
  • Slayer- The player with the most final blows during an activity deals moderately increased damage.
    • In a fireteam, the Guardian with the most final blows gains double damage.
  • Class Healing- Casting your class ability restores some of your health.
    • Using a Light or Dark ability heals 4d4+4 HP

Enemies[edit]

Hive - Spawn of Crota
Champions

Bosses[edit]