Editing Gofannon Forge

From Destinypedia, the Destiny wiki

You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{References}}
{{Level infobox
{{Level infobox
|prev:
|prev:
Line 13: Line 12:
The '''Gofannon Forge''' is one of the four [[Black Armory]] [[Lost Forges|forges]]. It is located in the [[Lost Fuselage]] on [[Nessus]] amongst crashed wreckage from the [[Exodus Black]]. [[Fallen]] from the [[Kell's Scourge]] have seized control of it and placed [[Zevious-3, Forge Warden]] in charge of the device.
The '''Gofannon Forge''' is one of the four [[Black Armory]] [[Lost Forges|forges]]. It is located in the [[Lost Fuselage]] on [[Nessus]] amongst crashed wreckage from the [[Exodus Black]]. [[Fallen]] from the [[Kell's Scourge]] have seized control of it and placed [[Zevious-3, Forge Warden]] in charge of the device.


Inspired by the [[House of Meyrin]] and their French roots, the Gofannon Forge specializes in crafting precision-based weapons, including the [[Tatara Gaze]] [[Sniper Rifle]] and the [[Kindled Orchid]] [[Hand Cannon]].
Inspired by the [[House of Meyrin]] and their French roots, the Gofannon Forge specializes in crafting precision-based weapons, including the [[Tatara Gaze]] [[Sniper rifle]] and the [[Kindled Orchid]] [[Hand cannon]].


==Walkthrough==
==Walkthrough==
As in the other Forges, the main goal of the activity is to throw Radiant Batteries at the central Forge until it is charged. The activity is split into three phases: two phases titled "Charge the forge", and a final, boss phase titled "Defeat the Forge Warden". Both charging phases have a timer which initially begins at one minute, whereas the final phase begins at two minutes. The timer can be increased by defeating Phased and other enemies, where [[Elite]] enemies provide 4 seconds and [[Major]] enemies provide 10 seconds upon death.
 
As in the other Forges, the main goal of the activity is to throw Radiant Batteries at the central Forge until it is charged. The activity is split into three phases: two phases titled “Charge the forge”, and a final, boss phase titled “Defeat the Forge Warden”. Both charging phases have a timer which initially begins at one minute, whereas the final phase begins at two minutes. The timer can be increased by defeating Phased and other enemies, where [[Elite]] enemies provide 4 seconds and [[Major]] enemies provide 10 seconds upon death.


=== Charge the Forge I ===
=== Charge the Forge I ===
During the first phase of the activity, the Forge accepts Radiant Batteries through any part of its hitbox. [[Elite]] [[Dreg|Phased Dregs]] will spawn alongside regular Dregs and [[Exploder Shank|Exploder Shanks]] at specific locations in the map. Killing these special enemies will drop one Battery. Occasionally, a [[Major]] [[Captain|Phased Captain]] will spawn, who will drop two Batteries upon death.
During the first phase of the activity, the Forge accepts Radiant Batteries through any part of its hitbox. [[Elite]] [[Dreg|Phased Dregs]] will spawn alongside regular Dregs and [[Exploder Shank|Exploder Shanks]] at specific locations in the map. Killing these special enemies will drop one Battery. Occasionally, a [[Major]] [[Captain|Phased Captain]] will spawn, who will drop two Batteries upon death.


An [[Arc]] weapon is useful for this phase, as it allows the aforementioned Captain's shield to be broken quickly. It can be beneficial to target the Exploder Shanks first, to avoid being overwhelmed later on.
An [[Arc]] weapon is useful for this phase, as it allows the aforementioned Captain’s shield to be broken quickly. It can be beneficial to target the Exploder Shanks first, to avoid being overwhelmed later on.


=== Charge the Forge II ===
=== Charge the Forge II ===
Once 20 Batteries have been thrown at the Forge, the second phase starts with an initial timer of one minute. The hitbox of the Forge changes: the three arms open slightly, and only the glowing main body will accept Batteries. Initially, swarms of [[Overcharge Shank]]s will spawn around the map, casting an electric field around themselves which inflicts low, but constant damage and provides the Shock debuff. [[Tracer Shank|Phased Tracer Shanks]] will also spawn alongside the occasional [[Servitor]] and [[Vandal|Vandals]]. They will drop one Battery when killed. Major [[Heavy Shank|Phased Heavy Shanks]] will also spawn, which will drop two Batteries.  
Once 20 Batteries have been thrown at the Forge, the second phase starts with an initial timer of one minute. The hitbox of the Forge changes: the three arms open slightly, and only the glowing main body will accept Batteries. Initially, swarms of [[Shank|Overcharge Shanks]] will spawn around the map, casting an electric field around themselves which inflicts low, but constant damage and provides the Shock debuff. [[Tracer Shank|Phased Tracer Shanks]] will also spawn alongside the occasional [[Servitor]] and [[Vandal|Vandals]]. They will drop one Battery when killed. Major [[Heavy Shank|Phased Heavy Shanks]] will also spawn, which will drop two Batteries.  


It is efficient to initially have the [[Fireteam]] spread out to watch the spawning of the first wave of Overcharge Shanks and quickly destroy them as the Shock debuff forbids the use of secondary jump abilities and sprinting. Health recovery may be strongly impacted due to the high damage output of the Tracer and the disruption of Overcharge Shanks, so methods of quickly restoring health are advisable. The high number of enemies without critical damage spots for this phase will make weapon types such as [[Submachine gun|submachine guns]] and [[Shotgun|shotguns]] preferable.
It is efficient to initially have the [[Fireteam]] spread out to watch the spawning of the first wave of Overcharge Shanks and quickly destroy them as the Shock debuff forbids the use of secondary jump abilities and sprinting. Health recovery may be strongly impacted due to the high damage output of the Tracer and the disruption of Overcharge Shanks, so methods of quickly restoring health are advisable. The high number of enemies without critical damage spots for this phase will make weapon types such as [[Submachine gun|submachine guns]] and [[Shotgun|shotguns]] preferable.
Line 31: Line 31:


=== Defeat the Forge Warden ===
=== Defeat the Forge Warden ===
[[File:Zevious3.jpg|thumb|300px|Zevious-3, Forge Warden]]
[[File:Zevious3.jpg|thumb|right|300px|Zevious-3, Forge Warden]]


After the first two phases are complete, [[Zevious-3, Forge Warden]] will spawn close to the Forge. The Warden is protected by drones which must be destroyed in order to deal damage to the boss. It will immediately begin firing explosive projectiles at the nearest player and occasionally teleport away to a different location. The Warden will also use the Servitor's Grasp ability to teleport players to a random location, in turn providing them with an overshield. Vandals and Servitors will also spawn to assist the Warden. Upon defeating it, the Forge drops rewards and the activity ends.
After the first two phases are complete, [[Zevious-3, Forge Warden]] will spawn close to the Forge. The Warden is protected by drones which must be destroyed in order to deal damage to the boss. It will immediately begin firing explosive projectiles at the nearest player and occasionally teleport away to a different location. The Warden will also use the Servitor’s Grasp ability to teleport players to a random location, in turn providing them with an overshield. Vandals and Servitors will also spawn to assist the Warden. Upon defeating it, the Forge drops rewards and the activity ends.


Having the Fireteam deal damage from a single side can be efficient as the Warden will aim its critical damage spot at the nearest player. Some distance should be kept from the boss as it will release pulses of damage if a player is too close. The Servitors protecting the Warden may make it invulnerable and vice-versa, halting damage and wasting time.
Having the Fireteam deal damage from a single side can be efficient as the Warden will aim its critical damage spot at the nearest player. Some distance should be kept from the boss as it will release pulses of damage if a player is too close. The Servitors protecting the Warden may make it invulnerable and vice-versa, halting damage and wasting time.
Line 42: Line 42:
==List of appearances==
==List of appearances==
*''[[Destiny 2]]''
*''[[Destiny 2]]''
**''[[Season of the Forge]]'' {{1st}}
**''[[Black Armory (expansion)|Black Armory]]'' {{1st}}
 
==References==
<references/>
 
{{Activities}}


[[Category:Activities]]
[[Category:Activities]]
[[Category:Lost Forge]]
[[Category:Seasonal Activities]]
[[Category:Technology]]
[[Category:Technology]]

Please note that all contributions to Destinypedia are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see Destinypedia:Copyrights for details). If you don't want your writing to be edited mercilessly and redistributed at will, then don't submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

To view or search uploaded images go to the list of images. Uploads and deletions are also logged in the upload log. For help including images on a page see Help:Images. For a sound file, use this code: [[Media:File.ogg]].

Do not copy text from other websites without permission. It will be deleted.

This page is a member of 1 meta category: