Sanctified Mind, Sol Inherent
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Biographical Information
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Species:
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Vex
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Faction:
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Sol Divisive (Sol Inherent)
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Rank:
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Axis Mind
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Class:
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Minotaur
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Combat Information
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Mission:
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Garden of Salvation
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Weapon(s):
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Engulfing Cannon
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Abilities:
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Summon Vex Summon Angelic High Durability Temporal Shockwave Disintegration Voltaic Overload Open Portal Initial Immunity Tether Repair Sequence Sacred Dematerialization
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The Sanctified Mind is a Vex Axis Mind, and the final boss of the Garden of Salvation Raid. Following the events of the Shadowkeep campaign, it had made contact with one of the Pyramid Scales to empower the Sol Divisive with its Darkness, only to be defeated by the Guardians.
Overview[edit]
The Sanctified Mind is one of the two Sol Inherent minds of the Sol Divisive whose solemn duty was to commune with a Pyramid Scale found in the Black Garden, which involved the Vex harvesting their radiolarian fluid in the process to reap its Darkness. Much like the Consecrated Mind before it, the Sanctified Mind seems to have been warped by exposure to the paracausality of the Pyramids. Instead of the brass-like metal of ordinary Vex, much of its chassis resembles more closely the rough stone used in Vex architecture (and indeed becomes an inanimate stone statue when defeated), and sprouts glowing blue tentacles, as well as orange ones at times. Its primary photoreceptors appear to be non-functional, and instead it sports spherical masses in one shoulder and one thigh that each contain a glowing red photoreceptor.
When the Guardians entered into the Black Garden to intercept the source of a signal emanating from the Unknown Artifact, the Sol Divisive sent its legions of Vex to keep the Guardians from disrupting the Sanctified Mind. Unfortunately, the Mind would be defeated and become petrified by the Guardians as they located the signal which derived from a veiled statue, similar to the one found in the Pyramid on Luna in the mission Beyond.
Gameplay[edit]
The boss encounter will begin when Sanctified Mind is hit by anything. It will then assemble into a Minotaur form and drop to the ground, which is covered in Vex Radiolarian Fluid.
During this time, a wave of Goblins and an Angelic will spawn. After around 20 seconds, both of Sanctified Mind’s photoreceptors (the red, glowing circles that appear on its shoulder and thigh) will begin to glow, signaling they are vulnerable. Shooting these photoreceptors open up a portal with a corresponding color to the side that was shot (Left is Blue, Right is Orange) that leads to a section of the encounter that is separated from the main area. Within these portals are sets of Vex that come in one of two variants:
- 12 Goblins and 1 Minotaur
- 12 Harpies and 2 Hobgoblins
Harpies and Goblins will drop one Mote each, whereas Minotaurs and Hobgoblins will drop three Motes each.
In addition to creating a portal of the corresponding color, a Cyclops will spawn on the pillar of the corresponding side of the boss that was shot. Additionally, Sanctified Mind will disintegrate a portion of the floor, flooding that area with Vex Radiolaria.
On each side of the map (designated to be Left/Blue and Right/Orange) is a Relay. Atop these Relays, is a Tether Box, which will initiate a tether that connects to the closest Guardian in its radius. It will also be the locations players deposit motes acquired from the portals, increasing the energy inside them. Relays will start with ten Motes deposited.
Throughout the fight, waves of ten Goblins will spawn near Sanctified Mind’s feet, and split into groups of five that attempt to sacrifice to the Relay on each side. Successful sacrifices will drain ten Motes from the Relay they sacrificed near. If a Relay reaches energy below zero, all Guardians are killed.
After any players deposit Motes to any relay, all Goblins that spawn will be surrounded in a shield that requires the “Enlightenment” buff, acquired from depositing Motes, to be destroyed. These shields will not appear on any side with a Relay that is pulsing with energy (40 total motes, or 30 deposited).
After around five minutes, or when both Relays are pulsing with energy, Sanctified Mind will begin casting an attack that will kill all Guardians after one minute, spawning a single Angelic in the process. While casting this attack, Sanctified Mind will lift up an object that is either Blue or Orange. This can be only be avoided by connecting the tether from a Relay that is both pulsing with energy and is the same color. Once this connects, the boss becomes vulnerable to all damage, and shortly after will fly into the air. Players can choose to use the other Relay (if pulsing with energy) to connect to boss during this phase, but this is optional.
After each damage phase, Relays have a chance to move to one of three spots on each side.
Strategy[edit]
Each player should be put onto one of three teams:
- These players will remain the main area for the entirety of the fight, barring rare exceptions. Their main tasks should be to ensure no Goblins sacrifice (if non-Shielded), Cyclopes are killed, Portal Teams are pulled when called, and the floors remain intact.
- These players are responsible for entering the first portal of each side. Within the portals, the players should eliminate all Vex, acquire Motes, then call out when all possible Motes have been picked up. The total value across both players should be 15-18. After being pulled back to main area, these players should deposit Motes and use their “Enlightened” buff to assist in defending the Relays.
- Team two has a nearly identical role to Team One, with the exception being that they will utilize the second set of portals on each side.
Upon destroying the first photoreceptor (either left or right), the players designated to Team One should enter. During this time, Defenders should be doing their tasks with the assistance of Team Two. Upon Team One’s callout, players in the main area should shoot the photoreceptor of the side Team One is currently on. This will bring Team One back to main area, and open a new portal that Team Two should enter. Team One should then deposit their motes. Likewise, when Team Two is completed inside their portal and have called to be brought back to the main area, the correct photoreceptor should be destroyed. Ideally, after Team Two deposits, the Relay should become pulsing with energy. This will not be the case if motes were missed such that the total across both teams is less than 30, or a Goblin sacrificed to that Relay. If either are the case, a player, ideally a player on the Defending team, should enter the portal of the side Team Two just returned from.
This process should be repeated on the opposite side.
During any downtime, Defenders should work with any players in the main area to complete the rebuilding of all adjacent floors to the Relays. Take caution in deciding when to construct these platforms, as players are unable to use any abilities or weapons while tethered.
Damage Phase[edit]
In addition the teams assigned for the main portion of this fight, there should be two teams designated for the damage phase of this fight. Players should be assigned as to two groups of three as follows:
- These players are responsible for organizing the tether used to disrupt Sanctified Mind’s casting of the wipe mechanic. These should be segmented into (1) Anchor, the player closest to the Relay, (2) Middle, the player in the middle, and (3) Boss, the player closest to Sanctified Mind.
- This team’s sole purpose should be to deal damage to Sanctified Mind. They should also assist in killing any Goblins that are attacking the Tether team.
While it is possible to extend the duration of a damage phase by tethering again, it is discouraged, as it is very difficult to coordinate compared to the first tether, and will prevent players using any “Relay Defender” mods from obtaining the damage increase while standing next to the opposite Relay.
Medium-long range weapons are ideal to use for damage, as Sanctified Mind flies into the air during damage, making close range weapons unusable and close-medium range weapons outside of optimal range. Snipers and Grenade Launchers are most commonly used, while strong Exotics are: Xenophage, Whisper of the Worm, One Thousand Voices, and Izanagi’s Burden.
After a brief period of time, the damage phase will end, and the process should be repeated. There is a long period of time between the end of damage and when the first Angelic spawns. This time should be utilized to reconstruct missing platforms.
- The Sanctified Mind is the third final boss of a Raid to be a Vex, behind Atheon, Time's Conflux and Argos, Planetary Core.
- Upon the death of the Sanctified Mind, it turns into a stone statue, hinting a connection between the Sol Inherent and the Sol Progeny as vessels for the Darkness, albeit the Black Heart and the Pyramids respectively.
- Unlike other Axis Minds or other Ultra Vex bosses, the Sanctified Mind does not possess a glowing central eye.
- This is probably due to the two giant visors on two of its arm and leg, which are likely its optic sensors.
- Due to its name, the Sol Inherent may be a sub faction of Vex that were meant to replace the Black Heart due to the Vex of the Black Garden sacrificing themselves to the Inherent Minds.
- The Sanctified Mind is the largest Minotaur in Destiny history so far, larger than either Atheon or Protheon, Modular Mind.
- Upon the defeat of the Sanctified Mind, a Pyramid Scale is revealed to the players, this is the first time a Pyramid Scale has appeared in-game. The second being in Season of Arrivals.
Gallery[edit]
Render of the Sanctified Mind
The Sanctified Mind during damage phase with its chassis exposed
List of appearances[edit]
References[edit]
Bosses in Destiny 2
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Story Missions
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Acanthos, Gate Lord • Agoros, Gatekeeper • Besurith, Daughter of Crota • Brann, the Unbent Blade • Bruiser Thurn • Dominus Ghaul • Elykris, the Machinist • Enforcer Rusk • Entangled Mind • Erruk, the Taken • Eye of the Swarm • Fikrul, the Fanatic • Final Guard Straff • Garmurg • Gothrax, Protector of the Swarm • Hapax, the Convergent Mind • Irausk, Herald of Savathûn • Jaliks, Fallen Captain • Khartion, Archival Mind • Kiriks-16 • Kreth, the Living Skyfire • Mahesh, the Bitter • Maksor, Starving Scavenger • Methodios, Module Proxy • Modular Sigma • Modular Upsilon • Network Protector • Nokris, Herald of Xol • Norr, the Taken • Panoptes, Infinite Mind • Pashk, the Searing Will • Purifier Vurst • Scorn of the Fanatic • Scorn Walker • Skriviks, the Sharp-Eyed • Teleks-5 • Telksis the Pillager, Kell's Scourge • Thumos, the Unbroken • Tikkis, Diminished Scrapper • Tyranos, Gatekeeper • Ubara, Hive Prince • Voice of Riven • Wyr, the Taken • Xol, Will of the Thousands • Phylaks, the Warrior • Praksis, the Technocrat • Eramis, Kell of Darkness • Kridis, Dark Priestess
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Strikes
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Baurisk, Envoy of Savathûn • Belmon, Transcendent Mind • Bracus Zahn • Brakion, Genesis Mind • Dendron, Root Mind • Fikrul, the Fanatic • Grask, the Consumed • Hashladûn, Daughter of Crota • In Anânh, Brood Queen • Ignovun, Chosen of Caiatl • Kargen, the Technocrat • Navôta, Eir Spawn • Nokris, Herald of Xol • Protheon, Modular Mind • Savathûn's Song • Sedia, the Corrupted • Thaviks, the Depraved • The Mad Warden • Valus Thuun • Xol, Will of the Thousands
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Raids
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Royal Beasts • Emperor Calus • Shuro Chi, the Corrupted • Kalli, the Corrupted • Morgeth, the Spirekeeper • Riven of a Thousand Voices • Ablazed Glory, Kell's Scourge • Insurrection Prime, Kell's Scourge • Gahlran's Deception • Gahlran, the Sorrow-Bearer • Consecrated Mind, Sol Inherent • Sanctified Mind, Sol Inherent • Crypt Security • Atraks-1, Fallen Exo • Taniks, the Abomination
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Raid Lairs
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Dungeons
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Adventures
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Araskes, the Trickster • Azyrax, Exalted Conjurer • Blood Cleaver • Curator Arrox • Cyronax • Defender Born • Defender Hahn • Drusk, the Crushing Fist • Elyksul, Assault Leader • Enforcer Karch • Herald of Savathûn, Proxy • Hiraks, the Mindbender • Investigator Prurg • Investigator Tosusk • Iraz, Eye of Savathûn • Jagad, the Overwhelming Surge • Kagathos, Empathic Mind • Kaniks, the Mad Bomber • Merix-5 • Nalcthor, the Crystaline • Network Minotaur • Ordnance Keeper Tulg • Pirrha, the Rifleman • Prusk, the Unequaled Maul • Raktar, the Unrelenting • Relentless Grak • Reksis Vahn, the Hangman • S.A.B.E.R.-0.6 • Security Chief Kolg • Skexsis, Outcast Captain • Spekkis, Pike Captain • Taksor, Scavenger Raider • Taskmaster Vazar • Teliks, Bandit Captain • Tekton, Constructive Mind • Valus Traud, Proxy • Vex Warden • Viadon, Inquisitor Mind • Warden Derg • Yaviks, the Rider
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Lost Sectors
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Azilis, Dusk Marauder • Calzar, Scarred Captain • Devourer Darg • Drekthas, Metal Captain • Dust-Choked Thrag • Fortifier Yann • Garut Gra'am • Golmuut • Graxus, Blind Captain • Inkasi, Disciple of Quria • Kalsis, Sunless Captain • Karugul • Keldrik, Drained Captain • Kurg, the All-Seeing Force • Mazan, Lost Captain • Nariks Reborn • Nightmare of Arguth, the Tormented • Nightmare of Kelnix Reborn • Nightmare of Reyiks, Actuator • Nightmare of Rizaahn, the Lost • Pakrion • Pandrok, Pillar of Nothing • Phyzann, Drowned Captain • Primus Cal'aug • Qeldron, Keeper • Rannix, Drenched Captain • Ruined Mind • Segrex, the Tainted • Talas, Dusk Captain • Thaan'Hul • Thyrdron • Ur Haraak, Disciple of Quria • Varghul, Fragment of Oryx • Vendraxis, Shadow of Oryx • Vilzii, Scorn Chieftain • Yirksii, Subversive Chieftain • Zerz, the Unstoppable Weight • Zetix-7
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Patrol
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Abyssal Champion • Abyssal Sorcerer • Arsenal Walker • Barit, Imprisoned Flayer • Blightmaker • Choking Blade • Demented Abomination • Elite Mercury Defender • Empathic Sentinel • Ereshkel, Insight of Savathûn • Excavator Valus • Falysion, Frenzied Mind • Fanatic's Chosen • Ghalsis, Pilferer Captain • Glomus, the Severing Slash • Hemolymph Repair Shank • Infiltrator Valus • Integration Mind • Kashur, the Infinite Blaze • Kathok, Roar of Xol • Kiphoris, the Eclipsed • Kudazad, Binder of Savathûn • Lurg, the Burning Shield • Mercury Conqueror • Mercury Defender • Moag, the Deafening Volley • Naktal, Fury of Savathûn • Nur Abath, Crest of Xol • Prime Ether Servitor • Rudoc, Imprisoned Flayer • Salvaged Walker • Shambling Torrent • Soaring Keen • Subterranean Mind • Terminus Keeper • Thox, the Smoldering Wasp • Vanbaluk, Trusted of Savathûn • Vex Gate Lord • Viadion, Cleansing Mind • Viadion, Transformed Mind • War Hound • Watchful Harpy • Vrees, Imprisoned Flayer • Wretch Captain • Xegonion, Warped Mind • Yalsis, the Igniter
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World Quests
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Brandaks Prime • Commander Truvul • Drensik, Venom of Oryx • Elatiox, Beloved of Quria • Hagios, Reverent Mind • Haraal, Venom of Oryx • Ir Arok, Tongue of Quria • Kraug, the Undeterred • Mithrax, the Forsaken • Raksil, Archon Priest • Serkuleks, the Fount • Val Bulgur • Val Garurc• Zarik, the Booming Voice
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Escalation Protocol
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Lost Forges
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The Menagerie
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Nightmare
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The Sundial
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Battlegrounds
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