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===The Coliseum===
===The Coliseum===


Upon completion of the previous encounter, the doors behind you will shut. Players will receive a new objective: Complete the trials. This objective stays until the final encounter. Players will enter a massive stadium, with surrounding stands filled with combatants; hive, nightmare, and taken they are. When the doors close, the encounter begins, but nothing initially happens. Two messages will appear. The first one, "The crowd is placing bets," does nothing until the end of a wave. Then, the message "The crowd demands some flair" will appear. To please the crowd, all players must activate any of their emotes. If someone does not activate an emote after 15 seconds, the message "The crowd grows disappointed" will appear, and everyone who did not taunt will be struck dead by combatants with snipers in the crowd.
Upon completion of the previous encounter, the doors behind you will shut. Players will receive a new objective: Complete the trials. This objective stays until the final encounter. Players will enter a massive stadium, with surrounding stands filled with combatants; hive, nightmare, and taken they are. When the doors close, the encounter begins, but nothing initially happens. Two messages will appear. The first one, “The crowd is placing bets,does nothing until the end of a wave. Then, the message “The crowd demands some flair” will appear. To please the crowd, all players must activate any of their emotes. If someone does not activate an emote after 15 seconds, the message “The crowd grows disappointed” will appear, and everyone who did not taunt will be struck dead by combatants with snipers in the crowd.
From this point in the raid forward, players are in a blackout zone, so players are not able to respawn 30 seconds after death, and must be revived to respawn. If the team is wiped, everyone is returned to orbit. Light-based abilities only charge upon defeating enemies, but do more damage than normal. Stasis abilities recharge automatically, but do less damage than normal.
From this point in the raid forward, players are in a blackout zone, so players are not able to respawn 30 seconds after death, and must be revived to respawn. If the team is wiped, everyone is returned to orbit. Light-based abilities only charge upon defeating enemies, but do more damage than normal. Stasis abilities recharge automatically, but do less damage than normal.
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Once a boss reaches half health, it will introduce its wipe mechanic. If not already in the stands, it will teleport back up. For 60 seconds, it will raise its arm, stand still, and charge up its attack. To make it stop, simply repeat the process to get it down from the stands. If not, it will bring down its arm and six massive bolts will fall from the sky onto each player, killing them. Players must be very careful about how evenly they spread the damage to each boss. If all three are charging their wipe simultaneously, you're in trouble.
Once a boss reaches half health, it will introduce its wipe mechanic. If not already in the stands, it will teleport back up. For 60 seconds, it will raise its arm, stand still, and charge up its attack. To make it stop, simply repeat the process to get it down from the stands. If not, it will bring down its arm and six massive bolts will fall from the sky onto each player, killing them. Players must be very careful about how evenly they spread the damage to each boss. If all three are charging their wipe simultaneously, you're in trouble.
When a boss is defeated, instead of dying, it will kneel in the center and not attack. One of two messages will then appear. If the message "The crowd demands a spare" appears, players must leave the boss alone and after a few seconds, it will teleport back up to the stands with its shield up. If the message "The crowd demands an execution" appears, the fire team must nominate an executioner to approach the boss and use their finisher to end it. If these instructions are not followed, the bosses will not die and the player who disappointed the crowd will be killed. The messages that appear are random. A boss may be spared 0, 1, 2, or 3 times.
When a boss is defeated, instead of dying, it will kneel in the center and not attack. One of two messages will then appear. If the message “The crowd demands a spare” appears, players must leave the boss alone and after a few seconds, it will teleport back up to the stands with its shield up. If the message “The crowd demands an execution” appears, the fire team must nominate an executioner to approach the boss and use their finisher to end it. If these instructions are not followed, the bosses will not die and the player who disappointed the crowd will be killed. The messages that appear are random. A boss may be spared 0, 1, 2, or 3 times.
If a boss is spared, bring its shield down again and it will instantly teleport to the center and kneel. Repeat this process until all three minds are dead. Once they are dead, the message "The crowd goes wild" will appear and all players will receive a random legendary item. Upon receiving the item, the encounter is complete.
If a boss is spared, bring its shield down again and it will instantly teleport to the center and kneel. Repeat this process until all three minds are dead. Once they are dead, the message “The crowd goes wild” will appear and all players will receive a random legendary item. Upon receiving the item, the encounter is complete.
On heroic mode, champions will appear during this encounter. Only champions drop orbs. Barrier for Imminent, Overload for Primeval, Unstoppable for Eschaton.
On heroic mode, champions will appear during this encounter. Only champions drop orbs. Barrier for Imminent, Overload for Primeval, Unstoppable for Eschaton.
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Upon completion of the previous encounter, the door on the far side of the coliseum will open. Once all players are through, the fire team will enter an area known as the Infernal Abyss. It is a jumping puzzle that includes moving and time weaving platforms sprawled out in all directions, as well as taken mines littering the correct path, so be careful. There are also many snipers on some platforms and along the walls. The distance between platforms becomes greater and the platform size will decrease as you progress further through this encounter.
Upon completion of the previous encounter, the door on the far side of the coliseum will open. Once all players are through, the fire team will enter an area known as the Infernal Abyss. It is a jumping puzzle that includes moving and time weaving platforms sprawled out in all directions, as well as taken mines littering the correct path, so be careful. There are also many snipers on some platforms and along the walls. The distance between platforms becomes greater and the platform size will decrease as you progress further through this encounter.
Dying in this area displays the message "The void below absorbs the kill" and causes what once was complete darkness below to catch fire. The player who died can be revived with no trouble, but if there is a total of six deaths, the fire will grow in size with each death and eventually consume the fireteam, causing a wipe.
Dying in this area displays the message “The void below absorbs the kill” and causes what once was complete darkness below to catch fire. The player who died can be revived with no trouble, but if there is a total of six deaths, the fire will grow in size with each death and eventually consume the fireteam, causing a wipe.
Players will know they have reached the end because there will be a single platform at the end that extends out from the wall. In the wall is an open door, and next to it are two lit braziers. The fire below (if there is one) will also die down and disappear upon reaching this point. When all of this has been done, the encounter is complete.
Players will know they have reached the end because there will be a single platform at the end that extends out from the wall. In the wall is an open door, and next to it are two lit braziers. The fire below (if there is one) will also die down and disappear upon reaching this point. When all of this has been done, the encounter is complete.
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There is no major complex mechanic to kill Primius for these encounters, which may feel like a nerf, but do not be swayed. The sheer number ads that will spawn is enough to overpower a team of 5 in a minute, and Primius has incredibly high resistance and does a ton of damage. The taken cyclopses that are summoned also have the special ability to shoot five different elemental grenades (kinetic, solar, arc, void, stasis) to go along with their standard attack, which is commonly a one shot. In addition to this, dying will cause a pool of taken energy to start filling below, similar the the Infernal Abyss. When 10 deaths occur, the pool will reach the lower part of the arena. When 20 occur, it will reach the upper level, causing a wipe. When added up, this boss fight has three wipe mechanics.
There is no major complex mechanic to kill Primius for these encounters, which may feel like a nerf, but do not be swayed. The sheer number ads that will spawn is enough to overpower a team of 5 in a minute, and Primius has incredibly high resistance and does a ton of damage. The taken cyclopses that are summoned also have the special ability to shoot five different elemental grenades (kinetic, solar, arc, void, stasis) to go along with their standard attack, which is commonly a one shot. In addition to this, dying will cause a pool of taken energy to start filling below, similar the the Infernal Abyss. When 10 deaths occur, the pool will reach the lower part of the arena. When 20 occur, it will reach the upper level, causing a wipe. When added up, this boss fight has three wipe mechanics.
For the first phase of this encounter, Primius teleports you to a multitude of different simulations and summons many different enemies. For each simulation, players have two minutes to eliminate all of the enemies. If that time passes, the team will be inflicted with the "Simulation Meltdown" debuff and will be wiped five seconds later, even if the last enemy is defeated within those five seconds. There are a total of 6 simulations, and in between each one, you can do a little bit of damage to Primius, but not enough to make any difference. Dying while inside a simulation does not effect the pool outside of it.
For the first phase of this encounter, Primius teleports you to a multitude of different simulations and summons many different enemies. For each simulation, players have two minutes to eliminate all of the enemies. If that time passes, the team will be inflicted with the “Simulation Meltdown” debuff and will be wiped five seconds later, even if the last enemy is defeated within those five seconds. There are a total of 6 simulations, and in between each one, you can do a little bit of damage to Primius, but not enough to make any difference. Dying while inside a simulation does not effect the pool outside of it.


Simulation 1 is located in [[The Summoning Pits]] and summons [[Hive]]. Simulation 2 is located in [[Cerberus Vae III]] and summons [[Cabal]]. Simulation 3 is located at [[Winter's Run]] and summons [[Fallen]]. Simulation 4 is located in [[The Nexus]] and summons [[Vex]]. Simulation 5 is located in [[The Hollowed Lair]] and summons [[Scorn]]. Simulation 6 is located in [[Cyclone 141G]] and summons [[Splicer]] Fallen.
Simulation 1 is located in [[The Summoning Pits]] and summons [[Hive]]. Simulation 2 is located in [[Cerberus Vae III]] and summons [[Cabal]]. Simulation 3 is located at [[Winter's Run]] and summons [[Fallen]]. Simulation 4 is located in [[The Nexus]] and summons [[Vex]]. Simulation 5 is located in [[The Hollowed Lair]] and summons [[Scorn]]. Simulation 6 is located in [[Cyclone 141G]] and summons [[Splicer]] Fallen.
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When he spawns taken guardians, he will only summon three of them, but they will appear as powerful champions, a Barrier Taken Hunter, an Overload Taken Warlock, and an Unstoppable Taken Titan. They behave the same as sweats in the crucible, welding seasonal meta weapons. It is crucial to eliminate these enemies as quickly as possible, as they can eventually use their stasis supers with grim accuracy, which one shot if they hit.
When he spawns taken guardians, he will only summon three of them, but they will appear as powerful champions, a Barrier Taken Hunter, an Overload Taken Warlock, and an Unstoppable Taken Titan. They behave the same as sweats in the crucible, welding seasonal meta weapons. It is crucial to eliminate these enemies as quickly as possible, as they can eventually use their stasis supers with grim accuracy, which one shot if they hit.


Once half of Primius's health is depleted, the message "Primius lures you across the chasm" appears. Vex time weaving platforms will appear, and you are now able to cross. Standard taken enemies will now spawn on both sides, and Cyclopses will generate his shield. It is recommended to split into two teams of three, one crosses the chasm, the other stays back. This is so the team that stayed can easily eliminate the cyclopes and any other major threat the other team may be facing. The team on Primius's side is there primarily for damage.
Once half of Primius's health is depleted, the message “Primius lures you across the chasm” appears. Vex time weaving platforms will appear, and you are now able to cross. Standard taken enemies will now spawn on both sides, and Cyclopses will generate his shield. It is recommended to split into two teams of three, one crosses the chasm, the other stays back. This is so the team that stayed can easily eliminate the cyclopes and any other major threat the other team may be facing. The team on Primius's side is there primarily for damage.


In addition to summoning standard taken enemies, Primius will switch to using only one shot attacks. The most commonly used one is summoning Walls of Deletion, which spawn at the back of the area and move slowly toward the front. You cannot shoot through these walls, making it hard to target things for the team that stayed. For his second attack he picks the person that has done the most damage to him in the past 15 seconds and grants them the debuff "Marked for Annihilation" for 15 seconds. Once these 15 seconds are up, they die. This attack cannot be avoided. For his third attack, he will give everyone the "Reality Collapse" debuff and the message "Primius attempts to erase the fireteam" will appear. To avoid this, players must destroy the Totem of Annihilation that appears before 15 seconds pass.
In addition to summoning standard taken enemies, Primius will switch to using only one shot attacks. The most commonly used one is summoning Walls of Deletion, which spawn at the back of the area and move slowly toward the front. You cannot shoot through these walls, making it hard to target things for the team that stayed. For his second attack he picks the person that has done the most damage to him in the past 15 seconds and grants them the debuff “Marked for Annihilation” for 15 seconds. Once these 15 seconds are up, they die. This attack cannot be avoided. For his third attack, he will give everyone the “Reality Collapse” debuff and the message “Primius attempts to erase the fireteam” will appear. To avoid this, players must destroy the Totem of Annihilation that appears before 15 seconds pass.
Once one forth of his health is left, Primius will attack you with every attack he possesses (minus the simulations). Unusual taken enemies will be spawned rather than standard ones (no guardians.)
Once one forth of his health is left, Primius will attack you with every attack he possesses (minus the simulations). Unusual taken enemies will be spawned rather than standard ones (no guardians.)
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Upon completion of the previous encounter, players will enter the door that leads to the next area, still called Malevolence. When all players are in the room, players must draw out Galrath by scanning a massive ethereal blackish red energy spike in the center, much like a nightmare. When it is scanned, players must stand next to it for sixty seconds while defending against hordes of thrall and cursed thrall. Letting an enemy inside the circle stops the timer, and if the enemies inside outnumbers the players, the timer is slowly set back. Once the this has been complete, instead of transforming to reveal an enemy, the orb will explode, dealing damage to those who are too close.
Upon completion of the previous encounter, players will enter the door that leads to the next area, still called Malevolence. When all players are in the room, players must draw out Galrath by scanning a massive ethereal blackish red energy spike in the center, much like a nightmare. When it is scanned, players must stand next to it for sixty seconds while defending against hordes of thrall and cursed thrall. Letting an enemy inside the circle stops the timer, and if the enemies inside outnumbers the players, the timer is slowly set back. Once the this has been complete, instead of transforming to reveal an enemy, the orb will explode, dealing damage to those who are too close.
Galrath will come into the room using the door that was left open from the last encounter. Once he enters, the message "Galrath's presence darkens the room" will appear and the room will darken. Lamps are scattered that pop on and off to provide light. The damage phase can begin as soon as Galrath enters the room. Players must use extreme caution fighting him, because every attack he possesses is a one shot. Hive enemies will continue to spawn throughout this encounter.
Galrath will come into the room using the door that was left open from the last encounter. Once he enters, the message “Galrath's presence darkens the room” will appear and the room will darken. Lamps are scattered that pop on and off to provide light. The damage phase can begin as soon as Galrath enters the room. Players must use extreme caution fighting him, because every attack he possesses is a one shot. Hive enemies will continue to spawn throughout this encounter.
There are two mechanics to this boss fight. Every ten seconds, Galrath will cloak himself in nightmare energy for one second, becoming immune to all attacks when he does so. Whenever a fourth of his health is depleted, he will summon a nightmare orb in the center and cloak himself with nightmare energy. He will then begin to sprint towards the nearest player and attack them with his blade. He will continue to do this until the orb in the middle has been destroyed by standing next to it. If this orb is not destroyed in 100 seconds, it will blow up the entire room, wiping the team.
There are two mechanics to this boss fight. Every ten seconds, Galrath will cloak himself in nightmare energy for one second, becoming immune to all attacks when he does so. Whenever a fourth of his health is depleted, he will summon a nightmare orb in the center and cloak himself with nightmare energy. He will then begin to sprint towards the nearest player and attack them with his blade. He will continue to do this until the orb in the middle has been destroyed by standing next to it. If this orb is not destroyed in 100 seconds, it will blow up the entire room, wiping the team.
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===Tzak===
===Tzak===


Tzak is of a race that is unknown to all but himself and his peers. Even the hive do not know exactly what he is, though they speculate his race is made up of devoted servants of the Darkness, or entities that were created by the Darkness itself, which would elevate them as gods above the Worms. According to Tzak himself, there are 13 other entities like him, though he does not use their names. He refers to them as "the Isolated," "the Fearful," "the Anguished," "the Despaired," "the Brutal," "the Failed," "the Greedy," "the Insane," "the Jealous," "the Obscure," "the Raged," "the Servant," and "the Vain." All of these titles are those of essences dropped by nightmares. This is most likely not a coincidence. Tzak and his peers also seem to live on the Pyramids. Tzak did list a few names in his writings, but never associated them with their titles. (Morzum and Durzic were the names mentioned)
Tzak is of a race that is unknown to all but himself and his peers. Even the hive do not know exactly what he is, though they speculate his race is made up of devoted servants of the Darkness, or entities that were created by the Darkness itself, which would elevate them as gods above the Worms. According to Tzak himself, there are 13 other entities like him, though he does not use their names. He refers to them as “the Isolated,” “the Fearful,” “the Anguished,” “the Despaired,” “the Brutal,” “the Failed,” “the Greedy,” “the Insane,” “the Jealous,” “the Obscure,” “the Raged,” “the Servant,and “the Vain.All of these titles are those of essences dropped by nightmares. This is most likely not a coincidence. Tzak and his peers also seem to live on the Pyramids. Tzak did list a few names in his writings, but never associated them with their titles. (Morzum and Durzic were the names mentioned)
Tzak seems to have an obsession with sports and is very proud of his skills. This either influenced his name, or his name influenced his personality. According to himself, the others of his kind have personalities similar to their names, so the later is probably the more likely case. For some reason, Tzak also tends to be very sarcastic and tries to be funny.
Tzak seems to have an obsession with sports and is very proud of his skills. This either influenced his name, or his name influenced his personality. According to himself, the others of his kind have personalities similar to their names, so the later is probably the more likely case. For some reason, Tzak also tends to be very sarcastic and tries to be funny.
According to Tzak, there are 20 "Main Pyramids." These are the largest of the pyramids. Fourteen of them are occupied by those of his race, and the other six are occupied by other unknown enemies. One was blown up by "something too bright for us to see." One is said to be a Cabal mercenary, another is a large Taken figure, and the rest are powerful ascendant Hive. The pyramids that entered the Sol System during Shadowkeep were supposedly smaller pyramids, though the Luna pyramid is said to be medium sized.
According to Tzak, there are 20 “Main Pyramids.These are the largest of the pyramids. Fourteen of them are occupied by those of his race, and the other six are occupied by other unknown enemies. One was blown up by “something too bright for us to see.One is said to be a Cabal mercenary, another is a large Taken figure, and the rest are powerful ascendant Hive. The pyramids that entered the Sol System during Shadowkeep were supposedly smaller pyramids, though the Luna pyramid is said to be medium sized.
With the destruction of Tzak's pyramid, there are only 18 "Main Pyramids" left.
With the destruction of Tzak's pyramid, there are only 18 “Main Pyramids” left.


===Galrath===
===Galrath===
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Galrath is a hive darkblade. There is little record of his existence even in hive archives.  The majority of records that concern him are his own writings, though the the Vex somehow have minimal knowledge of him. This may be because he apparently fought in the ancient war against the Vex. According to his own writing, he was present on the moon during the Great Disaster, and the reason that there is no record of him being there is because all enemies who saw him were also slain by him. This is the case for a few other events that involved the hive.
Galrath is a hive darkblade. There is little record of his existence even in hive archives.  The majority of records that concern him are his own writings, though the the Vex somehow have minimal knowledge of him. This may be because he apparently fought in the ancient war against the Vex. According to his own writing, he was present on the moon during the Great Disaster, and the reason that there is no record of him being there is because all enemies who saw him were also slain by him. This is the case for a few other events that involved the hive.
Galrath gained the title "The Malevolent" shortly after Oryx was assassinated. He salvaged the Tablet of Ruin that was placed inside Golgoroth and somehow incorporated it into his helmet. It allowed him to gain strange abilities using the Darkness, but he did not gain the ability to take like he intended. He himself basically became a "Living Nightmare," and discovered he had the power to turn those around him into nightmares as well.
Galrath gained the title “The Malevolent” shortly after Oryx was assassinated. He salvaged the Tablet of Ruin that was placed inside Golgoroth and somehow incorporated it into his helmet. It allowed him to gain strange abilities using the Darkness, but he did not gain the ability to take like he intended. He himself basically became a “Living Nightmare,and discovered he had the power to turn those around him into nightmares as well.
Sometime during the events of Curse of Osiris, Galrath sought out to meet the most physical form of the Darkness there was, and entered the Pyramid on Luna. It told him of the coming of the fleet, and that he was invited to be a champion on one of the main pyramids. On Tzak's pyramid, Galrath formed a cult that revolved around himself.
Sometime during the events of Curse of Osiris, Galrath sought out to meet the most physical form of the Darkness there was, and entered the Pyramid on Luna. It told him of the coming of the fleet, and that he was invited to be a champion on one of the main pyramids. On Tzak's pyramid, Galrath formed a cult that revolved around himself.

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