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==Walkthrough== | ==Walkthrough== | ||
To access the Pit of Heresy, you must first complete a quest from [[Eris Morn]] called [[The Deeping Wake]]. This quest involves | To access the Pit of Heresy, you must first complete a quest from [[Eris Morn]] called [[The Deeping Wake]]. This quest involves completion of at least Tier 3 of the [[Altars of Sorrow]], in addition to defeating 20 [[Nightmare]]s during the event. After returning to Eris, the Pit of Heresy will be visible from the [[Director]]. | ||
===[[Necropolis]]=== | ===[[Necropolis]]=== | ||
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===[[Tunnels of Despair]]=== | ===[[Tunnels of Despair]]=== | ||
[[File:PitofHersey5.jpg|thumb|300px|Into the Despair]] | [[File:PitofHersey5.jpg|thumb|300px|Into the Despair]] | ||
Follow this path until you drop | Follow this path until you drop in to a dimly lit room. Here there are some hidden tunnels with small Hive membranes protecting them, which can be destroyed with a few shots. There are also three unkillable [[Harrowing Pariah|Harrowing Pariahs]] patrolling around the wider tunnels, so watch your back. | ||
Escape this encounter by navigating the small tunnels and killing the Hive Knights you come across. Each Knight that you kill will drop a Void orb. Dunk this orb in a vessel outside of | Escape this encounter by navigating the small tunnels and killing the Hive Knights you come across. Each Knight that you kill will drop a Void orb. Dunk this orb in a vessel outside of three doors the ogres are protecting. After you kill three Knights and deposit their orbs at each of these doors, the next stage opens. | ||
===[[Chamber of Suffering]]=== | ===[[Chamber of Suffering]]=== | ||
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Similar to the previous encounter, you need to kill multiple Knights and deposit their Void orbs in the container next to the blocked door. It sounds simple, but this time, your team is affected by a stacking debuff. If the team accrues enough stacks, your entire team will die and you'll have to start the encounter over. Every time you deposit an orb, you (and only you, not your entire team) will lose stacks of the debuff, so don't take too long between Knight kills. You will also wipe if no one is standing underneath the Hive Totem, so occasionally have someone stand under it until the fire inside it stops. | Similar to the previous encounter, you need to kill multiple Knights and deposit their Void orbs in the container next to the blocked door. It sounds simple, but this time, your team is affected by a stacking debuff. If the team accrues enough stacks, your entire team will die and you'll have to start the encounter over. Every time you deposit an orb, you (and only you, not your entire team) will lose stacks of the debuff, so don't take too long between Knight kills. You will also wipe if no one is standing underneath the Hive Totem, so occasionally have someone stand under it until the fire inside it stops. | ||
To make this simple, nominate one player as a runner who collects orbs, and the others can defend from the plate, killing anything that spawns. When depositing an orb, be aware of the pair of Boomer-wielding Knights that spawn on ledges high up in the room. They can easily kill you but don't take much to kill themselves. The | To make this simple, nominate one player as a runner who collects orbs, and the others can defend from the plate, killing anything that spawns. When depositing an orb, be aware of the pair of Boomer-wielding Knights that spawn on ledges high up in the room. They can easily kill you, but don't take much to kill themselves. The Ad's that spawn will keep spawning as they get killed, so clear them out to a handleable density to make the job of the orb-collector easier. | ||
A | A stratagy for the Chamber for 2 or 3 people is to have one player kill the Knights that drop the Void Orbs, and have another stand on the platform at all times. | ||
Solo, the strategy is much different. When you have identified where the Knight is, fire a long-range weapon at it. Rocket Launchers such as [[Gjallarhorn]] and [[Eyes of Tomorrow]], or a [[Sniper Rifle]] with the perk Vorpal Weapon, work very well for killing the Knights. | Solo, the strategy is much different. When you have identified where the Knight is, fire a long-range weapon at it. Rocket Launchers such as [[Gjallarhorn]] and [[Eyes of Tomorrow]], or a [[Sniper Rifle]] with the perk Vorpal Weapon, work very well for killing the Knights. | ||
Once the Knight is dead, run over, pick up the orb, and BOOK IT back to the Totem. It should have a fire in the center by now, and you | Once the Knight is dead, run over, pick up the orb, and BOOK IT back to the Totem. It should have a fire in the center by now, and you shoule have five to ten seconds left before wiping. After the orb is dunked, shoot the Boomer Knights on the upper balcony with your Rocket Launcher or Sniper, rinse and repeat. | ||
===[[Harrow]]=== | ===[[Harrow]]=== | ||
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The fifth and final section of the Pit of Heresy is a boss fight against Zulmak, Instrument of Torment, that recalls some of the previous encounters' mechanics. You need to kill Knights for swords, which allow you to kill specific enemies with specific abilities, then dunk more void orbs, all while the dungeon boss attacks you from the middle of the room. | The fifth and final section of the Pit of Heresy is a boss fight against Zulmak, Instrument of Torment, that recalls some of the previous encounters' mechanics. You need to kill Knights for swords, which allow you to kill specific enemies with specific abilities, then dunk more void orbs, all while the dungeon boss attacks you from the middle of the room. | ||
After depositing the third orb, the boss enters a damageable phase and the floor surrounding the central crystal glows green. Stay in the green aura to be able to deal damage to Zulmak. After a period of time, Zulmak will bend down on one knee and start to charge an attack. This attack will kill you instantly if you are still standing on the floor surrounding the crystal when they finish, so get off this when Zulmak begins charging. After Zulmak is defeated, you will receive a high-stat Dreambane armor drop. | |||
After depositing the third orb, the boss enters a damageable phase and the floor surrounding the central crystal glows green. Stay in the green aura to be able to deal damage to Zulmak. | |||
==Bosses== | ==Bosses== | ||
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===Weapons=== | ===Weapons=== | ||
* | *[[A Fine Memorial]]: [[Machine Gun]] | ||
*[[Apostate]] | *[[Apostate]]: [[Sniper Rifle]] (Hymn of Desecration reward only) | ||
*[[ | *[[Arc Logic]]: [[Auto Rifle]] | ||
*[[ | *[[Blasphemer]]: [[Shotgun]] (Hymn of Desecration reward only) | ||
*[[ | *[[Dream Breaker]]: [[Fusion Rifle]] | ||
*[[Every Waking Moment]]: [[Submachine Gun]] | |||
*[[ | *[[Heretic]]: [[Rocket Launcher]] (Hymn of Desecration reward only) | ||
*[[ | *[[Loud Lullaby]]: [[Hand Cannon]] | ||
*[[Loud Lullaby]] | *[[Love and Death]]: [[Grenade Launcher]] | ||
*[[Love and Death]] | *[[Night Terror]]: [[Sword]] | ||
*[[Night Terror]] | *[[One Small Step]]: [[Shotgun]] | ||
*[[One Small Step]] | *[[Premonition]]: [[Pulse Rifle]] | ||
*[[Premonition]] | *[[Tranquility]]: [[Sniper Rifle]] | ||
*[[Tranquility]] | *[[Xenophage]]: [[Machine Gun]] (Exotic Quest) | ||
===Armor=== | ===Armor=== | ||
* | *Dreambane Armor | ||
==Trivia== | ==Trivia== |