Forum:Takedown on the Almighty

The Takedown on the Almighty is a Cabal Takedown released following the Season of the Worthy. A culmination of every feat in the Season of the Worthy, Guardians must return to the Almighty and destroy the source of a psionic barrier that the Red Legion had unleashed in a desperate effort to prevent the destruction of the Almighty. Players are prompted to carve through the fierce Cabal opposition and race through the rusted machinery of the massive war ship, gathering new, unique Red Legion themed gear and weaponry, as well as an opportunity to gain the Heir Apparent through fiercer opposition and more relentless encounters.

Overview
After the culmination of all of the Guardians' efforts, Rasputin was finally ready to blow the Almighty off its collision course towards Earth. However, the remaining sister of the Red Legion Flayers, Amtec, caught on to the Vanguard's goal and made a desperate ploy to shield the Almighty and keep it on its path down. After discovering the recent development, Zavala would reach out to any Guardian capable, asking them to board the Almighty and take down its shielding and end the Red Legion's threat to the Solar System once and for all.

Unlike Raids and Dungeons, the Takedown lacks heavily mechanic based encounters, instead, relying on numerous enemies and the progression through them, save for the boss encounters, in a similar fashion to that of Strikes. Most prominent of these features is the unforgiving checkpoint system, only offering three save spots: the beginning, after defeating Val Sartuum and after defeating Primus Kala'tam for those who embarked on the Heir Apparent weapon quest.

Boarding
When players first land on the Almighty, they will first be met with a path leading to a room with ammo crates, an orb generator, a hastily placed vault and a bunch of constantly flickering security terminals, depicting the many chambers and hallways of the Almighty bustling with Red Legion patrols, all getting into positions, placing defenses and activating weaponry and vehicles, as well as one, if the players are playing the Takedown before it's release, slowly counting down in Cabal numerals, showing the time remaining before the activation of the Takedown. For players prepping for World's First, once the timer hits "zero", the door automatically opens, while players returning to or playing the Takedown later will be given the option to pull a lever to start it, opening the door to the rest of the Almighty.

Bosses

 * Amtec, Equilibrium's Ward
 * Val Sartuum, Insatiable Strife
 * Volam, Adamant Bastion (Mini-Boss)
 * Talan, Enduring Shield (Mini-Boss)
 * Novak, Durable Rampart (Mini-Boss)
 * The Vindictive Mind (Mini-Boss)
 * Primus Kala'tam, Harbinger of the Domina (Heir Apparent Side-Quest)

Unique Enemies

 * Retiarius: A specialized Psion unit that channels Void energy for the purpose of trapping enemy units. Armed with a Cabal Bronto Cannon, these units specialize in creating a singularity that draws in opponents, hurls a leash at a target and pull their opponents towards them or conjure a sphere that traps enemies within it, leaving them so until the Retiarius is killed or the white, rapidly rotating weak point is damaged.


 * Murmillo: A specialized Psion unit that wields Solar energy with the intent of conjuring barrier for their allies. Usually armed with a Slug Rifle (though there is a chance to encounter ones wielding Cabal Headhunters, Projection Rifles, and, extremely rarely, Cabal Magma Launchers), these units have the ability to create barrier shields, a massive dome shield focalized around them, or a massive spiked barbican that temporarily creates cover before unleashing a wave of burning energy in the direction its faced.


 * Hoplomachus: A specialized Psion unit that utilizes Arc energy with the goal of unleashing projectiles and waves of energy against their enemies. Armed with a Cabal Slug Shotgun, these units will either unleash a directed bolt of energy, launch bolts of lightning into the air before quickly coming back down, or dash to a location, creating a trail of damaging electricity before exploding at their destination.