Regicide/Walkthrough
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| Regicide | |
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Type: |
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Location(s): |
Saturn's Rings |
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Steps: |
7 |
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Mission(s): |
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Statistics[edit]
Starting Gear[edit]
None
Drops[edit]
Rewards[edit]
Walkthrough[edit]
- Main article: Regicide
Hull breach: The players will spawn at the Dreadnought Hull breach, as is common, the cabal and Hive are fighting. The players can ignore this and proceed down a corridor, entering the Mausoleum.
Mausoleum: After entering the players must go to the rupture and fight off Hive and Taken enemies such as Knights, Wizards, Thrall,and Acolytes After killing the enemies, the players must enter the rupture teleporting them to The Founts.
The Founts: After spawning, the Players will proceed through a long corridor and the arrive at The Asylum.
The Asylum: Immediately after going through a hallway, there will be a ball of white,taken energy. When the player approaches the ball, it teleport in between the pair of steps,and getting closer triggers a fighting sequence. The players must kill Taken enemies to proceed. At the back of the room there will be a door that the players must approach and wait for it to open leading to a hallway and another rupture.
Mini boss: Ta'aun,Hand of Oryx will step out of the rupture,and will begin firing at the players. Taken will spawn, joining the fight. When Ta'aun is at around 60% health, Baxx,Hand of Oryx will appear from the rupture and begin firing eye blasts at players meaning they'll have to be fought both at the same time. One of the two bosses will usually fire from the elevated position while the other will use the rocky-terrain below. The two act the same as any colossus or ogre with one notable difference: After either is taken out the other will enter a berserk-state emanating a red glow around their character-model. This can catch players off-guard especially since once activated the remaining boss will start closing-in disregarding all forms of cover and aggressively try to pursue and stomp down the guardian. On higher difficulties or lower light-levels this could mean high-damage or instant-death. To counter this the player should focus on taking down Baxx first. He is one of the few ogres that can pursue you and fire precisely on the move and should also posess the most health in the encounter as he spawns after Ta'aun is damaged enough. This is done because if Ta'aun is the one turning berserk he will not fire his weapon on the move, because as with all Colossi it requires a short setup-time (But due to his unique weapon requires no wind-up time as with Cabal-Versions of the Slug-Throwers) and can only be fired while he is stationary. Simply occasionally peek out of the ample cover on the lower-area using an exotic or heavy weapon to eventually kill Baxx and any Taken-Goblins that may spawn to shield him without taking too many risks. Staying out of cover for too long or facing both bosses at once is detrimental to the guardians health. As they both wield incredibly precise automatic weapons, combined fire from both bosses can heavily surpress and kill even high-level guardians very quickly. Once Ta'aun or the boss that wasn't killed becomes enraged, simply kite and shoot them around the lower-level of the arena while occasionally hiding behind boulders or rocks if health gets too low or the boss starts firing his automatic-weapon. If you are not used to kiting, try to jump between the elevated part of the arena and the lower level. The boss will either be forced to take the long way to reach you or awkwardly jump up and down the ledge giving many opportunities for damage. After they are both killed the rupture will open,the players must step into the rupture to be taken to the Trench way.
Trench way: Across from the players, there will be an entrance to Oryx's throne room, which will be populated by Wizards, Knights, and Acolytes who will recede into the darkness of the hall way behind them. Oryx will also taunt the players welcoming them,and creating a bridge across to proceed. By going either left or right the players will arrive at a long hallway illuminated by the aforementioned white ball of taken energy. The ball of energy will move to the far side of the room,leaving a trail of White, ethereal fire. Upon reaching the end of the hall the taken energy will illuminate Oryx's sigil and after a moment or so,the light will turn a dark red-orange opening the door,and the players will finally arrive at The Alter of Oryx.
Alter of Oryx: The room will be near pitch -black ,aside from red undertones. The shadows will recede into the center revealing Oryx's silhouette. Oryx will then fully appear and his sword ,Willbreaker, will materialize and he will grasp it starting the final fight of the mission. Taken will spawn and Oryx's debuff , "Grasp of the king " will drain the players super energy. Oryx will teleport multiple times during the fight stating his contempt for the player. For this first phase it is advisable to be on the move. The middle of the arena is lower than he right and left levels. It is Ill advised to either go into the middle, charge at Oryx directly (since his sword can smash the ground dealing high damage or kills the guardian swiftly) or run to the far end of the arena. The area there provides close to no cover and should be avoided. Oryx will mostly spend his time teleporting and applying the debuff at the corners of the arena which drains super-energy but in turn will leave him vulnerable to attacks. Relying on a super is not advised since the drain of the debuff is faster than the damage the player can deal to interrupt Oryx's casting. If Oryx is allowed to finish his chant, the "Grasp of the King"-Debuff will implode and damage the player heavily. If the player decides to allow Oryx to complete the chant, be it intentional or not one should watch out for their health. If the guardians shield is broken the chants implosion may insta-kill the player depending on light-level. After implosion or interruption of the debuff, Oryx will usually strafe with his wings around the arena or aggressively close in while shooting salvos of explosive void-projectiles that have enough AOE to hit the guardian behind cover if shot at the right angle. It is advised to stay mobile since his shots have a slight travel-time or jump to avoid them. The guardian should also keep a distance from Oryx as his wings can approach the player deceptively fast making him able to dish out damage much faster. Stay in cover when the unique sound of the Taken-Reinforcement can be heard. If dealing with the reinforcements while Oryx is present becomes too harsh, allow him to chant which takes Oryx out of the battle for a time and allows the player to focus on taking out the various Taken that spawn but watch out to keep the guardians shields active if Oryx finishes the chant and lets the debuff implode.
When Oryx is at around 20% health the second phase starts. He will teleport the players to a pocket dimension of the far middle end of the arena. There is almost no cover except the pillars which can't be hidden behind for long. Oryx will teleport behind the white veil where he is very hard to see. Watch for the glowing hand where his void-blasts exit from and the three glowing eyes. He will attack from multiple angles. A squad of Taken-Thralls will spawn in front of the player that teleport frequently. The guardian has a small window of time to dispatch them since after about thirty seconds have passed, regardless if the thralls have been killed or not, Oryx will roar audibly and charge at the player with his sword. The attack is exceptionally hard to avoid with the player needing to jump at the right time to avoid or at least migitate damage. While avoiding the attack make sure to face and potentially shoot Oryx since it is the only time where he will be vulnerable to any form of damage before taking to the skies and appearing at a random angle in the circular arena behind the immunity-veil. In this phase, provided he didn't drain it enough before opening the pocket-dimension, the players super can be actively used since Oryx will never attempt a chant again. These actions will repeat until Oryx's health drops to zero which will have him arch back and float above ground in the arena. After defeating Oryx, there will be a cutscene and a credit roll scene.
As of current knowledge both bossfights in the mission cannot be cheesed meaningfully or avoided.
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Regicide/Walkthrough |