Vow of the Disciple: Difference between revisions

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The Aegis from Vault of Glass functions exactly the same as in that raid. Shielding with the Aegis, via the sword block button, will create a bubble around the holder. Standing inside this bubble will remove Pervading Darkness, which will now begin to accrue on fireteam members through the rest of Exhibition. The Aegis holder must be ready to cleanse Guardians with regularity to keep the fireteam alive.
The Aegis from Vault of Glass functions exactly the same as in that raid. Shielding with the Aegis, via the sword block button, will create a bubble around the holder. Standing inside this bubble will remove Pervading Darkness, which will now begin to accrue on fireteam members through the rest of Exhibition. The Aegis holder must be ready to cleanse Guardians with regularity to keep the fireteam alive.


Advancing into the next room, the fireteam should split into two teams of three on each side. Various Scorn and Taken units will appear to harass the fireteam. Killing them will advance spawns of more enemies, and eventually a Glyphkeeper on each side. Killing these Glyphkeepers will spawn symbols, and the same identification process as in Room 1 must occur. Once the Glyphkeepers are dead, [[Overload Hobgoblin]]s will spawn. These can be killed or ignored, as moving toward the next objective will render them unable to attack you. Keep moving towards the far end of the room. The Shard holder should kill the Disciple's Hourglass to reset Terminal Resonance. Keep killing enemies to spawn two more Glyphkeepers. Once dead, more symbols appear. Identify the shared symbol, and together with the symbol identified in the first set of Glyphkeepers for Room 2, shoot the two symbols at the door to open it and advance. Ensure you kill the next Disciple's Glyphkeeper before doing this, to give yourself some extra time.
Advancing into the next room, the fireteam should split into two teams of three on each side. Various Scorn and Taken units will appear to harass the fireteam. Killing them will advance spawns of more enemies, and eventually a Glyphkeeper on each side. Killing these Glyphkeepers will spawn symbols, and the same identification process as in Room 1 must occur. Once the Glyphkeepers are dead, [[Overload Taken Hobgoblin]]s will spawn. These can be killed or ignored, as moving toward the next objective will render them unable to attack you. Keep moving towards the far end of the room. The Shard holder should kill the Disciple's Hourglass to reset Terminal Resonance. Keep killing enemies to spawn two more Glyphkeepers. Once dead, more symbols appear. Identify the shared symbol, and together with the symbol identified in the first set of Glyphkeepers for Room 2, shoot the two symbols at the door to open it and advance. Ensure you kill the next Disciple's Glyphkeeper before doing this, to give yourself some extra time.


Be careful when rushing into the next room, as Screebs will spawn in a large group near the deposit points. Kill these from afar before moving forward. Have the Aegis holder deposit as soon as they can, but have the Shard holder keep it in their grasp. The reason for this is that the Aegis holder has 30 seconds of Curbed Resonance when depositing, being unable to grab a relic, and you should have enough time left on Terminal Resonance to let Curbed Resonance expire for them. This provides another person who can grab a relic in case of emergency or if the group identifies them as proficient with that relic. This is important for Room 4, but first...
Be careful when rushing into the next room, as Screebs will spawn in a large group near the deposit points. Kill these from afar before moving forward. Have the Aegis holder deposit as soon as they can, but have the Shard holder keep it in their grasp. The reason for this is that the Aegis holder has 30 seconds of Curbed Resonance when depositing, being unable to grab a relic, and you should have enough time left on Terminal Resonance to let Curbed Resonance expire for them. This provides another person who can grab a relic in case of emergency or if the group identifies them as proficient with that relic. This is important for Room 4, but first...
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For the Shard holder, the Disciple's Hourglass will spawn on a tiny platform in the middle of the abyss, in the middle of the room. This will be the same spot for the next Knight for the next set of Glyphkeepers, so take note of this spot.
For the Shard holder, the Disciple's Hourglass will spawn on a tiny platform in the middle of the abyss, in the middle of the room. This will be the same spot for the next Knight for the next set of Glyphkeepers, so take note of this spot.


Continue advancing as a crew, defeating Overload Hobgoblins, Glyphkeepers and Scorn to identify the correct symbols for the next door. Speed is essential due to the timer you are on. Once you know the right symbols and have killed the last Disciple's Hourglass, shoot the symbols and pile in to the next room, being careful of the Screeb wave. Deposit the Aegis and the Taken Essence, wait for Curbed Resonance to expire, then deposit the Shard.
Continue advancing as a crew, defeating Overload Taken Hobgoblins, Glyphkeepers and Scorn to identify the correct symbols for the next door. Speed is essential due to the timer you are on. Once you know the right symbols and have killed the last Disciple's Hourglass, shoot the symbols and pile in to the next room, being careful of the Screeb wave. Deposit the Aegis and the Taken Essence, wait for Curbed Resonance to expire, then deposit the Shard.


'''Room 4''': The final room, with no new mechanics or pick-ups required. The difficulty of this room is substantially increased due to the requirement for more platforming, as there is a large abyss to fall into that might doom your efforts. Enemies adore jumping between the platforms, so be extra careful not to get bodychecked by a Scorn in mid-air, sending you down to the depths. Dropping a relic into the abyss will return it to the start of this section, so dropping one might prove to be fatal to your clear efforts, as you need to rush back to grab it then come back to perform your job.
'''Room 4''': The final room, with no new mechanics or pick-ups required. The difficulty of this room is substantially increased due to the requirement for more platforming, as there is a large abyss to fall into that might doom your efforts. Enemies adore jumping between the platforms, so be extra careful not to get bodychecked by a Scorn in mid-air, sending you down to the depths. Dropping a relic into the abyss will return it to the start of this section, so dropping one might prove to be fatal to your clear efforts, as you need to rush back to grab it then come back to perform your job.
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