Root of Nightmares: Difference between revisions

Remaining raid info write-ups performed.
(Remaining raid info write-ups performed.)
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===Cataclysm===
===Cataclysm===
The raid begins with introducing a mechanic that will appear repeatedly through the raid. In front of the rally flag exists a small floating seed with an aura surrounding it, and a ripple-like white flooring beneath it. Standing within the aura and firing upon the seed will grant Guardians within the Field of Light buff, and begin the encounter.
Once shot, the seed will display a thin white trail in the direction of another similar ripple-like white floor, with another smaller seed floating above it. A designated runner should go towards this, stand next to it and fire at it while holding the Field of Light buff to link this seed with the previous one. This will wipe the Field of Light buff from that runner. They should then return to the initial seed to re-obtain the buff in the same way, then follow the trail of white lines to discover the location of the next seed, repeating this until all seeds have been linked. The location where Field of Light is obtainable will change, so the Guardian taking this job needs to be aware of the positions of these areas to keep refreshing their buff.
While the runner is performing their duties, the rest of the fireteam will have to deal with almost endless waves of Cabal units. As well as the regular mix of Legionaries, Phalanxes, War Beasts and more, a pair of special bubble-enclosed Psions will spawn in various locations around the arena, which must be killed. Once killed, a Tormentor and a Barrier Champion will spawn on the opposite sides of the arena. Dealing with the Tormentor is top priority, as defeating this will extend the timer on Sweeping Terror via a message stating "His hatred halts...". If Sweeping Terror is allowed to expire, then the team will be wiped by a burst of energy from the sarcophagus in the midfield of the arena.
Four separate chains of Fields of Light must be made to complete the encounter.


===Scission===
===Scission===
Next up for the second encounter is a repeat of the first, this time with a new element thrown into the mix. As before, Field of Light is obtainable from shooting a floating seed above a white ripple-like flooring. To contrast this, a Flux of Darkness buff is obtainable from a dark seed floating above a yellow/orange ripple-like flooring. The arena is split into two sections made up of three separate floors, divided by a huge chasm, with the fireteam starting on the bottom floor. Split your fireteam up evenly on the left and right, nominate a runner for each side, and prepare to create chains between the Dark and Light seeds, as per their specific alignment. Your fireteam will have a time limit to complete the Dark and Light chains on each floor, indicated by the Imminent Expulsion timer on your HUD. Failure to complete them within the time limit will cause the walls to push all beings off the floors, into the chasm.
As these chains will require crossing the impossible-to-jump chasm, Guardians will need to utilise plungers located along the edges. In front of each plunger there exists a small Pyramid technology switch. Upon being shot, the plunger will strike the Guardian and send them rocketing across the gap. Due to the nature of physics in the game, Guardians will need to make sure they are touching the plunger itself before shooting the switch. Without doing this, the plunger can fall short of providing the impetus needed to help cross the gap.
As runners perform their task of chaining the Light and Dark seeds to each other respectively, the other Guardians will need to deal with waves of Cabal. Occasionally, special Cabal units will spawn that are surrounded by a Light ([[Redolence of Splendor]]) or Dark ([[Redolence of Decay]]) aura. These units can only be damaged while under the influence of a Field of Light or Flux of Darkness buff respectively. When a runner refreshes their buff at a seed, Guardians not partaking in running should stand within the aura to obtain their sides` respective buff, so they can deal with these special units. Towards the end of the chain, a Barrier Colossus will spawn, so Guardians should prepare to deal with this using Anti-Barrier abilities or weaponry.
Once the two chains are complete for the floor currently being worked upon, the Imminent Expulsion timer will disappear temporarily, and a wave of aura-holding enemies will spawn. Defeating all of these enemies will require the corresponding buff. Once defeated, a switch will spawn for the plunger at the end of the floor, allowing the usage of the plunger to ascend to the next level of the arena, where the previous steps must be repeated to spawn another switch for another plunger, to reach the third level, wherein the final set of chains must be made to complete the encounter.


===Macrocosm===
===Macrocosm===


To finish the Macrocosm encounter, players must successfully defeat Zo’aurc, Explicator of Planets.  In order to do so, the team must work together to align planets correctly, and break Zo’aurc’s shield
To finish the Macrocosm encounter, Guardians must successfully defeat Zo’aurc, Explicator of Planets.  In order to do so, the team must work together to align planets correctly, and break Zo’aurc’s shield
 
The first phase of the encounter starts off with centurions spawning on each of the far sides of the room.  Once defeated, four Terrestrial Lieutenants will spawn on the four, large triangular plates at the corners of the arena.  The players who defeat the Terrestrial Lieutenants will be able to see the indexed planets (glowing light or dark), and must communicate which planets are mismatched, and must be switched. In order to move the planets, hold the interact button below the target planet, and run over to the destination, and hold interact once more.


Once a planetary movement has been activated, players have a set timer on the left of their screen before the planetary shift concludes, and the planets begin moving
The first phase of the encounter starts off with two Solar-shielded Centurions spawning in the area Zo`aurc occupies to begin with.  Once defeated, four Terrestrial Lieutenant Collosi will spawn on the four large triangular platforms on the sides of the arena. Guardians who defeat a Terrestrial Lieutenant will be able to see the indexed planets (glowing light or dark), and must communicate which planets are mismatched, and must be switched. Dedicating one Guardian on each triangular platform, these Guardians should call out which planet is mismatched on their side, interact with the small orb beneath that planet, and then interact with the mismatched planet on the other side of the room, called out by their compatriot. The two lower triangular platforms should coordinate with each other, with the two higher platforms doing the same with each other.


If a planet is moved to a destination that is already occupied by another, it will return to its original position.  This means that planets may only move to spots where the destination planet is also moving, forcing players to essentially “swap” planets on the left and right.
Once an orb has been interacted with, Guardians have a set timer on the left of their screen before the planetary shift concludes, and the planets begin moving.


Players may see if their planets have been swapped correctly, because the planets themselves will move once the timer has ended, and will either stay in their destination spot, or return to their original position
If a planet is moved to a destination that is already occupied by another, it will return to its original position.  This means that planets may only move to spots where the destination planet is also moving, forcing Guardians to essentially “swap” planets on the left and right.


If done correctly, phase 2 will begin, and the indexed planets will reveal themselves in the center. Players must kill Terrestrial Lieutenants to see which of the three plates in the center requires a planet of what color.  This time, players must move planets of a certain color to the plate in the center with the corresponding color (light or dark).
If done correctly, the second phase will begin, and the indexed planets will reveal themselves in the center. Guardians must kill Terrestrial Lieutenants to see which of the three plates in the center requires a planet of what color.  This time, Guardians must move planets of a certain color to the plate in the center with the corresponding color (light or dark).


Once the planets and destinations have been selected, the planetary shift timer will end, and the planets will move over the three plates.  If the indexed paracausal forces match (light or dark) the damage phase will begin.  If the indexed paracausal forces do not match, it will trigger a planetary collision and wipe the fireteam.
Once the planets and destinations have been selected, the planetary shift timer will end, and the planets will move over the three plates.  If the indexed paracausal forces match (light or dark) the damage phase will begin.  If the indexed paracausal forces do not match, it will trigger a planetary collision and wipe the fireteam.


If players take too long on either phase, Zo’aurc will attempt to align the planets incorrectly, causing three separate planetary collisions which emit a lethal wave of energy that destroys everything inside the arena.
If Guardians take too long on either phase, Zo’aurc will attempt to align the planets incorrectly, causing three separate planetary collisions which emit a lethal wave of energy that destroys everything inside the arena.


Depending on where Zo’aurc shifts his attention, players must rotate between the three damage plates in order to damage him. Once damage phase has ended, phase 1 will begin again the exact same.
With an alignment performed, Zo`aurc will return to their initial position, and hop down to the lower level of the arena to begin the damage phase. Depending upon the aura emitted by Zo`aurc, Guardians must touch a plate matching the aura to be able to damage Zo`aurc. There is no necessity to stand on the plate to deal damage, just to have touched it, so Guardians can move around and damage at will from any position. Once a short time has passed, Zo`aurc will power up a twister of flame and send it towards the fireteam, changing their shield alignment, meaning Guardians must observe its state, stand on a corresponding plate, and begin damaging him again. Once all three plates have been exhausted, Zo`aurc will become immune to damage and the fight repeats.


Once Zo’aurc reaches the final stand health cap, or if Zo’aurc becomes enraged, he will initiate a nonstop damage phase, players will have to rotate plates again in the same way, and will have a certain amount of time to defeat the boss before the planets collide and kill the entire team.
Once Zo’aurc reaches final stand, or if Zo’aurc becomes enraged, he will initiate a nonstop damage phase, Guardians will have to match shield alignment in the same way using the central three plates, and will have a certain amount of time to defeat the boss before the planets collide and kill the entire team.


===Nezarec===
===Nezarec===