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As previously mentioned, stunners team has the job of stunning Koregos by destroying its four arms that charge up its devastating Arc beam. Not only does it prevent Koregos' fearsome beam attack from causing problems for the mainline mechanic players, it also refreshes the debuff time for every Constant player, including the one not mainly tasked with stunning. In the mean time, attack Constants also have the essential job of clearing the vast waves of Goblins and Minotaurs. Meanwhile, the three/four other players, one with '''Constant Temporality''', one with '''Absolute Temporality''', and one/two with '''Cyclical Temporality''', must initially stop the '''Digitization''' wipe mechanic and bring the team to a damage phase.
As previously mentioned, stunners team has the job of stunning Koregos by destroying its four arms that charge up its devastating Arc beam. Not only does it prevent Koregos' fearsome beam attack from causing problems for the mainline mechanic players, it also refreshes the debuff time for every Constant player, including the one not mainly tasked with stunning. In the mean time, attack Constants also have the essential job of clearing the vast waves of Goblins and Minotaurs. Meanwhile, the three/four other players, one with '''Constant Temporality''', one with '''Absolute Temporality''', and one/two with '''Cyclical Temporality''', must initially stop the '''Digitization''' wipe mechanic and bring the team to a damage phase.


Upon receiving their buffs, the fireteam should notice a bunch of "sea-mine" shaped devices circling the arena and another hoop-mounted Hourglass hovering over a bottomless pit in the center of the arena. These "mines" are essential to draw closer to a damage phase. After Constant players temporarily disarm Koregos, players should notice a tetrad of pools atop of a couple of short pillars when, upon debuffed players entering, will provide them with the '''Temporal Oculus''' buff, allowing them all to see specific things for said mines and the hoop-mounted Hourglass. In terms of order of operations, the player with the '''Absolute Temporality''' debuff can see the type of Chronons needed in the center hoop, either red Cinnebar Chronons, white Antimony Chronons, or blue Cobalt Chronons and can destroy the mines circling around the arena, with their debuff counter reset when destroying a true mine (Absolute players should not destroy Mines randomly, as a wrong mine destroyed will set the Hourglass back a Chronon). Meanwhile, the player with '''Constant Temporality''' can see which Chronons the mines around the arena are currently holding. Finally, the player(s) with the '''Cyclical Temporality''' debuff can see which ones are covered in a white, digital aura, marking them as true mines and can dunk their Chronons in middle, which resets their debuff counter. Upon filling the hourglass with six Chronons, the fireteam can finally move onto a damage phase.
Upon receiving their buffs, the fireteam should notice a bunch of "sea-mine" shaped devices circling the arena and another hoop-mounted Hourglass hovering over a bottomless pit in the center of the arena. These "mines" are essential to draw closer to a damage phase. Atop four pillars around the arena, a pool will spawn when, upon debuffed players entering, will provide them with the '''Temporal Oculus''' buff, allowing them all to see specific things for said mines and the hoop-mounted Hourglass. In terms of order of operations, the player with the '''Absolute Temporality''' debuff can see the type of Chronons needed in the center hoop, either red Cinnebar Chronons, white Antimony Chronons, or blue Cobalt Chronons and can destroy the mines circling around the arena, with their debuff counter reset when destroying a true mine (Absolute players should not destroy Mines randomly, as a wrong mine destroyed will set the Hourglass back a Chronon). Meanwhile, the player with '''Constant Temporality''' can see which Chronons the mines around the arena are currently holding. Finally, the player(s) with the '''Cyclical Temporality''' debuff can see which ones are covered in a white, digital aura, marking them as true mines and can dunk their Chronons in middle, which resets their debuff counter. Upon filling the hourglass with six Chronons, the fireteam can finally move onto a damage phase.


For a long drawn example, upon receiving the '''Temporal Oculus''' buff, the Absolute player looks to the hoop and sees it wreathed in a red dust, thus calling out red to the mechanics team. Next, the Constant player looks around with the buff for any mines also wreathed in red dust and points it out more concisely with fire from a distinct weapon (particularly a [[Trace Rifle]]) for the Cyclical player(s), asking if it is a real mine. Then, the Cyclical player(s) see that it is covered in a digital aura, marking it as a real mine; if it is false, then the Constant player can safely point to the the other mines that are wreathed in that dust and determine them real, as only one of the three needed mines are fake while the other two are real. Then, the Absolute player destroys the true mine(s), refreshing their buff timer and dropping Chronons upon the site of the mine's destruction. Finally, the Cyclical player(s) receive their Chronon(s) and run through the hoop to fill up the hourglass; if it is a double dunk strategy, both players MUST do it at the same time or around it, as the Hourglass will change its needed Chronons shortly after the first, and a wrong Chronon will kill the player instantly. The mechanics team repeats this process, all the while gaining '''Temporal Oculus''' buffs from different pillars, until the hourglass is maxed and a diamond beneath it can be destroyed.
For a long drawn example, upon receiving the '''Temporal Oculus''' buff, the Absolute player looks to the hoop and sees it wreathed in a red dust, thus calling out red to the mechanics team. Next, the Constant player looks around with the buff for any mines also wreathed in red dust and points it out more concisely with fire from a distinct weapon (particularly a [[Trace Rifle]]) for the Cyclical player(s), asking if it is a real mine. Then, the Cyclical player(s) see that it is covered in a digital aura, marking it as a real mine; if it is false, then the Constant player can safely point to the the other mines that are wreathed in that dust and determine them real, as only one of the three needed mines are fake while the other two are real. Then, the Absolute player destroys the true mine(s), refreshing their buff timer and dropping Chronons upon the site of the mine's destruction. Finally, the Cyclical player(s) receive their Chronon(s) and run through the hoop to fill up the hourglass; if it is a double dunk strategy, both players MUST do it at the same time or around it, as the Hourglass will change its needed Chronons shortly after the first, and a wrong Chronon will kill the player instantly. The mechanics team repeats this process, all the while gaining '''Temporal Oculus''' buffs from different pillars, until the hourglass is maxed and a diamond beneath it can be destroyed.
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Here the team can now fire into Koregos' exposed head, earning precision hits from the three sets of three eyes looking around the now-platform shaped boss. However, Koregos is far from defenseless, as it now has created a diamond above its exposed head that fires off two beams of {{icon|Arc}} Arc energy that follow a certain path and can change at random intervals. These beams can easily melt Guardians upon direct hit and leave behind a damaging trail that can prove fatal if no healing is present. Thus, during damage phase, players should be mindful of where these beams are. To note, these beams can be hitting two of three places: close to Koregos' head, furthest from Koregos' head, or in the spot in between. Thus, players should note where these beams are being fired and situate themselves in the place the beams are not firing. It should be noted, however, that the beams can change their paths, so players should also be mindful of when the beams change places and maneuver accordingly. Finally, however, Koregos can also shorten damage phase via the introduction of a local hourglass and the appearance of three different Chronons types around Koregos. Thus, one player among the group should be designated to attempt to prolong the damage phase. This player should notice the dusty aura around the ring indicating the Chronon needed to be deposited into it, seek that Chronon around Koregos and deposit it into the hoop, thus extending the damage phase. After three of these damage extension checks, successful or not, Koregos will regain its armor, angle its fins downward to shake off its boarders and teleport once more to deal with its attackers, thus restarting mechanics accordingly.
Here the team can now fire into Koregos' exposed head, earning precision hits from the three sets of three eyes looking around the now-platform shaped boss. However, Koregos is far from defenseless, as it now has created a diamond above its exposed head that fires off two beams of {{icon|Arc}} Arc energy that follow a certain path and can change at random intervals. These beams can easily melt Guardians upon direct hit and leave behind a damaging trail that can prove fatal if no healing is present. Thus, during damage phase, players should be mindful of where these beams are. To note, these beams can be hitting two of three places: close to Koregos' head, furthest from Koregos' head, or in the spot in between. Thus, players should note where these beams are being fired and situate themselves in the place the beams are not firing. It should be noted, however, that the beams can change their paths, so players should also be mindful of when the beams change places and maneuver accordingly. Finally, however, Koregos can also shorten damage phase via the introduction of a local hourglass and the appearance of three different Chronons types around Koregos. Thus, one player among the group should be designated to attempt to prolong the damage phase. This player should notice the dusty aura around the ring indicating the Chronon needed to be deposited into it, seek that Chronon around Koregos and deposit it into the hoop, thus extending the damage phase. After three of these damage extension checks, successful or not, Koregos will regain its armor, angle its fins downward to shake off its boarders and teleport once more to deal with its attackers, thus restarting mechanics accordingly.


Once final stand is reached, Koregos will gain temporary immunity and spin its head around erratically before finally dropping its immunity and beginning a short wipe mechanic. Players must now race against a very short clock to finally defeat Koregos before they are annihilated; they should thus save their hard hitting and ammo-consuming weapons and damage supers for this phase. Players that rely on precision damage should notice, however, that the frantic nature of Koregos' head spins can now situate the eyes vertically or diagonally, and will spin them frequently, so they should either make their shots quickly or wait for their opening when they temporarily stop spinning. Additionally, the laser beams now also move in a far more erratic pattern, now carving a destructive trail far more unpredictably, which can eventually lead to the beam coming for the team at an unexpected angle and thus requiring more advanced movement compared to a standard beam attack. Irregardless, after narrowly blowing apart Koregos' head, the team should now notice a debuff at the top of their screen called '''Decoherence Imminent!'''. Every Guardian must dismount Koregos and seek high ground on one of the pillars or get far enough away from the exploding boss where the warning disappears before Koregos finally explodes and violently crashes into the ground, killing anyone nearby, which can cause a very unfortunate wipe for the unsuspecting. Nevertheless, with the Worldline defeated, and the team surviving its death throes, the Guardians can reap the rewards of finally completing the Desert Perpetual raid and seek more focused loot from the [[Maya Sundaresh|Conductor]] statue at one end of the arena.
Once final stand is reached, Koregos will gain temporary immunity and spin its head around erratically before finally dropping its immunity and beginning a short wipe mechanic. Players must now race against a very short clock to finally defeat Koregos before they are annihilated; they should thus save their hard hitting and ammo-consuming weapons and damage supers for this phase. Players that rely on precision damage should notice, however, that the frantic nature of Koregos' head spins can now situate the eyes vertically or diagonally, and will spin them frequently, so they should either make their shots quickly or wait for their opening when they temporarily stop spinning. Additionally, the laser beams now also move in a far more erratic pattern, now carving a destructive trail far more unpredictably, which can eventually lead to the beam coming for the team at an unexpected angle and thus requiring more advanced movement compared to a standard beam attack. Irregardless, after narrowly blowing apart Koregos' head, the team should now notice a debuff at the top of their screen called '''Decoherence Imminent!'''. Every Guardian must dismount Koregos and seek high ground on one of the pillars or get as far away from the exploding boss before Koregos finally explodes and violently crashes into the ground, killing anyone nearby, which can cause a very unfortunate wipe for the unsuspecting. Nevertheless, with the Worldline defeated, and the team surviving its death throes, the Guardians can reap the rewards of finally completing the Desert Perpetual raid and seek more focused loot from the [[Maya Sundaresh|Conductor]] statue at one end of the arena.


====Challenge====
====Challenge====

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