Editing The Desert Perpetual
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Working with another, the Climber and Builders must work together to activate all three cubes on either the upper-most (spawn), middle (boss spawn) or bottom-most areas. Upon activation of the "hourglass", all players will be afflicted by the '''Diastole''' buff when, upon the fourth cube activated, will cause all players on the ground to be launched into the air. The mechanics here must be done as quickly as possible for reasons to be explained later. For now, builders must be by their pillars, each marked with three easily destructible cubes and the climber must seek out an active plate on one of the three areas to receive the '''Absolute Temporality''' debuff. When the climber is ready, all builders must shoot the bottommost cube on their pillar the instant the Diastole buff beneath the healthbar hits the fourth cube in the sequence, no sooner, no later, lest the hourglass drains faster. If done correctly, the climber can now begin ascending freshly created platforms to reach a cube they can interact with. However, they will be harried by [[Imp Swarm]]s which they should deal with at the earliest convenience as any damage will reset any progress with their cube if they interact with it. Upon full activation of the cube, a note should appear in the lesser buff section, indicating the middle cube can be shot next. Again, successfully timing the destruction of the cube with the activation of the Diastole ability will cause the next pair of platforms to spawn. The climber, however, should be quick with this and/or time their jump with the Diastole activation as the bottom platforms will disappear upon the creation of new platforms. This is to be repeated until the top most one is activated after another Diastole destruction at the top cube and the activation of the Climber's third interactable cube, finally beginning damage phase. | Working with another, the Climber and Builders must work together to activate all three cubes on either the upper-most (spawn), middle (boss spawn) or bottom-most areas. Upon activation of the "hourglass", all players will be afflicted by the '''Diastole''' buff when, upon the fourth cube activated, will cause all players on the ground to be launched into the air. The mechanics here must be done as quickly as possible for reasons to be explained later. For now, builders must be by their pillars, each marked with three easily destructible cubes and the climber must seek out an active plate on one of the three areas to receive the '''Absolute Temporality''' debuff. When the climber is ready, all builders must shoot the bottommost cube on their pillar the instant the Diastole buff beneath the healthbar hits the fourth cube in the sequence, no sooner, no later, lest the hourglass drains faster. If done correctly, the climber can now begin ascending freshly created platforms to reach a cube they can interact with. However, they will be harried by [[Imp Swarm]]s which they should deal with at the earliest convenience as any damage will reset any progress with their cube if they interact with it. Upon full activation of the cube, a note should appear in the lesser buff section, indicating the middle cube can be shot next. Again, successfully timing the destruction of the cube with the activation of the Diastole ability will cause the next pair of platforms to spawn. The climber, however, should be quick with this and/or time their jump with the Diastole activation as the bottom platforms will disappear upon the creation of new platforms. This is to be repeated until the top most one is activated after another Diastole destruction at the top cube and the activation of the Climber's third interactable cube, finally beginning damage phase. | ||
Meanwhile, the remaining two's role is no less important, as they are essential to not only quelling the number of adds in the area and keeping the boss' aggro, but also the stalling of the wipe mechanic. Once the diamond from earlier is destroyed, the hoop-mounted hourglass will slowly drain and, when fully empty, will begin a 12 second wipe mechanic called Neomutation. On top of it all, the other two players must hunt down a pair of randomly spawning Time's Burden Minotaurs who can appear anywhere in the arena, | Meanwhile, the remaining two's role is no less important, as they are essential to not only quelling the number of adds in the area and keeping the boss' aggro, but also the stalling of the wipe mechanic. Once the diamond from earlier is destroyed, the hoop-mounted hourglass will slowly drain and, when fully empty, will begin a 12 second wipe mechanic called Neomutation. On top of it all, the other two players must hunt down a pair of randomly spawning Time's Burden Minotaurs who can appear anywhere in the arena, gathering their Chronons and attempting to top off the hourglass. Even during damage phase, if the team wasn't fast enough, the hourglass may drain enough to the point of activating Neomutation during damage phase, which can be forestalled by the add-clear team if they still have a Chronon on hand. | ||
Once the climber's third cube is | Once the climber's third cube is destroyed, damage phase will begin. Upon its activation, everyone should converge where the climber is above or currently at, as that is where Iatros will appear, now weakened and exposed to damage. Iatros can pump out an incredible amount of damage with it's {{icon|Void}} [[Warp Lance]] and can launch players back with its' {{icon|Kinetic}} Ground Slam but, ultimately, lacks any true means to sabotage its' assailants assault unlike its fellow peers with the exception of a still draining Hourglass, which can deplete before the end of damage phase. Nevertheless, after enough time, Iatros will regain immunity, replace the old Hourglass with a dormant, empty one and restart the mechanics. The Guardians repeat accordingly until Iatros is finally defeated. | ||
====Challenge==== | ====Challenge==== | ||