Raid

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Raid. Source: Game Modes. Artist: Bungie. Accessed on 2015-04-15

"Some evils you cannot fight alone. Join with other brave Guardians to quest deep into the heart of Darkness and confront threats beyond imagination. Steel yourself. You will be tested to the very edge of your strength."
Grimoire Description.

Raid is a game mode of Destiny. Raids are 6-player cooperative assassination missions that are of high challenge, and require communication between players to succeed.[1] They involve specific quests for groups of fireteams.[2] No waypoints or explicit objectives are provided.[3] Raids typically involve epic, climactic encounters against various bosses, culminating in intense final battles against legendary bosses across the Destiny series.

Overview[edit]

Raids differ from Strikes in a few ways:

  • 6 player fireteams, as opposed to 3.
  • No matchmaking. A player must form a fireteam beforehand or search on an LFG (Looking For Group) site.
    • In Destiny 2 the new Guided Games feature allowed solo-players to seek out Clan members to play within end-game activities such as raids but is not available for all raids.
  • Raid enemies will have abilities not found elsewhere in the game (i.e. unique enemies, debuffs, etc).
  • Strikes last roughly ten to fifteen minutes, whereas raids can take up to several hours, usually only if players are new to the raid or during the initial few days following the release of a new Raid.
  • Raids have no objective markers. A player must find out where to go and what to do by themselves.[4]
  • Raids can be dropped and picked up at a later time in the week. Players don't have to finish them in one sitting, but they do have to finish it before their checkpoint expires every Tuesday, relative to your timezone (10AM PDT).[5]
  • Players will have the opportunity to acquire gear and weapons specific to a raid once an encounter is complete. The gear that drops from the raids will often have perks specific to that raid and are intended to make the raids easier if a player chooses to equip a piece of armor or a weapon from that specific raid, although they are not bound to that activity.[6]

Difficulty[edit]

Two difficulty levels exist for raids: normal, and hard (Prestige). The normal mode must be completed before the harder ones can be attempted. This means that players who have completed the normal difficulty cannot take players through the hard mode even if they are the fireteam leader. The normal mode is designed to teach players raid mechanics, and how to operate as a team. The hard mode provides tougher enemies, additional objectives and a harsher death penalty.[3]

Destiny[edit]

  • Normal Mode: Players need to wait 30 seconds before a teammate can revive them. Each encounter has easier objectives and enemies are easier to kill. Weapons and armor dropped from normal mode raids drop at a lower Light cap than hard mode raids.
  • Hard Mode: Players cannot be revived at all during an encounter (with the exception of self-reviving Sunsingers) but will automatically respawn if the fireteam progresses to the next checkpoint. Also, more difficult obstacles are included, such as additional objectives, harder-to-kill enemies, etc. The Light cap for items dropped in the hard mode is higher than the normal mode, and some weapons and armor pieces may drop that are exclusive to the hard mode, such as the 'Harrowed' armor and weapons from King's Fall and the Spliced armor from Wrath of the Machine.

Destiny 2[edit]

  • Normal: Players need to wait 5 seconds before a teammate can revive them. However, each player has one revive token, allowing them to revive only one teammate per encounter.
  • Prestige: Exclusive to Year 1 Leviathan raids, which are currently in the Destiny Content Vault and inaccessible. Players lose their revive token on death. Otherwise identical to Hard Mode from Destiny.
  • Master: A mode added to all Destiny 2 raids from Vault of Glass's reprisal onwards. Enemies have increased strength, durability, and occasionally have stronger variants within the raid. Completing encounter challenges on Master difficulty awards an Adept weapon. It is only available for the latest raid and the current weekly rotator raid.

Raid Lairs[edit]

Raid Lairs are a Raid activity that debuted in Curse of Osiris. Like Raids, Raid Lairs are six-player activities that feature puzzles, challenging bosses, and exclusive loot, as well as Normal and Prestige difficulty options. Where Raid Lairs differ is their length: they are designed to be shorter encounters than full Raids: Eater of Worlds is approximately the same length as Crota's End, while Spire of Stars is slightly longer. Raid lairs were vaulted with the release of Beyond Light.

Fireteams and checkpoints[edit]

Players need to assemble their fireteam before entering a raid. If desiring to begin from a specific checkpoint in a raid, ensure that the Fireteam leader holds that checkpoint.

There is a checkpoint for every encounter completed, allowing players to return to the raid on other days, within a week (see lockout below). Players should agree upon how much progress they will make in each session if they don't plan on completing the raid in one session.

Lockout[edit]

Unlike all other activities, the Raid game mode employs a weekly lockout for earning loot. This means two things:

  1. Players have until the next Tuesday to complete the raid, otherwise their progress will be wiped and they have to start over.
  2. Players cannot earn new loot from the raid more than once a week per character. Separate characters on the same account can each play the raid and still get loot; this means an individual player can earn loot from a raid (including chests) for a maximum of three times (for three characters) per weekly lockout.[7]

In Destiny 2, with the release of Season of the Haunted, loot lockout is removed for the latest raid and the current weekly rotator raid, enabling targeted farming of drops.

Rewards[edit]

Completing a raid rewards players with items not found elsewhere in the game. For example in Destiny, Ascendant upgrade materials are common in chests, used to upgrade Legendary equipment, and some chests also have a chance to have an exotic weapon. Each encounter also rewards a raid-specific legendary weapon or piece of armor. Completing the raid on a higher difficulty mode will yield the best rewards, such as armor upgrade materials or Adept weapon variants. Aesthetic items such as shaders, emblems, ships and Sparrows are also given.

In Destiny 2 as of Beyond Light, raid chests may now drop 3 to 5 Spoils of Conquest, depending on the raid being played, which can be spent on extra loot at a vendor upon completing the raid in all raids from Deep Stone Crypt onward, or on vaulted raid exotics at the Monument To Lost Lights.

Content vaulting in Destiny 2[edit]

When Beyond Light was revealed, it was stated that many destinations were going to be 'vaulted' as part of the Destiny Content Vault, or DCV. This included all raids other than Last Wish and Garden of Salvation.[8] When Bungie Day and Moments of Truimph 2020 came around, the weekly raid reward lockouts were removed for the soon-to-be-vaulted raids, and players could farm as much as they wanted. The armor from these raids were given the Season of Arrivals max infusion cap, and so were the weapons and armor from Garden of Salvation and Last Wish.[9] As of The Witch Queen, no expansions or raids will be vaulted, starting from Shadowkeep, allowing players to experience and play the The Light and Darkness Saga in its entirety.

List of Raids[edit]

Destiny[edit]

Raid Light Level Location Expansion Enemy Races Bosses
Vault of Glass 130 Ishtar Sink, Venus Base Game Vex The Templar
Atheon, Time's Conflux
Crota's End 150 Ocean of Storms, Moon The Dark Below Hive Ir Yût, the Deathsinger
Crota, Son of Oryx
King's Fall 290 Dreadnaught, Rings of Saturn The Taken King Hive
Taken
Warpriest
Golgoroth
Ir Halak, Deathsinger
Ir Anûk, Deathsinger
Oryx, the Taken King
Wrath of the Machine 370 Plaguelands, Earth Rise of Iron Fallen Vosik, the Archpriest
Siege Engine
Aksis, Archon Prime

Destiny 2[edit]

Raids[edit]

Raid Power Level Location Expansion Enemy Races Bosses
Leviathan 270 The Leviathan, Nessus Orbit Base Game Cabal Royal Beasts
Emperor Calus
Last Wish 550 Dreaming City, The Reef Forsaken Taken Kalli, the Corrupted
Shuro Chi, the Corrupted
Morgeth, the Spirekeeper
Riven of a Thousand Voices
Scourge of the Past 640 The Last City, Earth Season of the Forge (Forsaken) Fallen Ablazed Glory, Kell's Scourge
Insurrection Prime, Kell's Scourge
Crown of Sorrow 740 The Leviathan, Nessus Orbit Season of Opulence (Forsaken) Hive Gahlran's Deception
Gahlran, the Sorrow-Bearer
Garden of Salvation 940 The Black Garden, Moon Shadowkeep Vex Consecrated Mind, Sol Inherent
Sanctified Mind, Sol Inherent
Deep Stone Crypt 1220 Rathmore Chaos, Europa Beyond Light Fallen Crypt Security
Atraks-1, Fallen Exo
Taniks, the Abomination
Vault of Glass 1300 Ishtar Sink, Venus Season of the Splicer (Beyond Light) Vex The Templar
Atheon, Time's Conflux
Vow of the Disciple 1520 Court of Savathûn, Ascendant Realm The Witch Queen Hive
Scorn
Taken
The Caretaker
Rhulk, Disciple of the Witness
King's Fall 1550 Dreadnaught, Saturn Season of Plunder (The Witch Queen) Hive
Taken
Warpriest
Golgoroth
Ir Halak, Deathsinger
Ir Anûk, Deathsinger
Oryx, the Taken King
Root of Nightmares 1770 Essence, Earth Orbit Lightfall Cabal
Tormentor
Zo'aurc, Explicator of Planets
Nezarec, Final God of Pain
Crota's End 1790 Ocean of Storms, Moon Season of the Witch (Lightfall) Hive Ir Yût, the Deathsinger
Crota, Son of Oryx

Raid Lairs[edit]

Raid Lair Power Level Location Expansion Enemy Races Bosses
Eater of Worlds 300 The Leviathan, Nessus Orbit Curse of Osiris Cabal
Vex
Argos, Planetary Core
Spire of Stars 370 The Leviathan, Nessus Orbit Warmind Cabal Val Ca'uor

List of appearances[edit]

References[edit]