Forum:The Black Garden (Twisted Fate): Difference between revisions

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Once more, the players will have to split into two teams of three; one team stays in the center relay with the boss, while the other will be prompted to head to one of the four relays, which will be indicated by a white beam of light shooting up from the designated conflux.  
Once more, the players will have to split into two teams of three; one team stays in the center relay with the boss, while the other will be prompted to head to one of the four relays, which will be indicated by a white beam of light shooting up from the designated conflux.  


At the indicated relay the second team must head to, Vex will once again attempt to sacrifice themselves to it, although this time they will be surrounded by immunity shields. A Major Minotaur, indicated by its glowing white aura, will also spawn at the start of the encounter. This Minotaur must be killed for it to drop an orb of [[Arc]] energy that must be carried and deposited to the target Conflux. Doing so will cause it to emit a pulse of light that will bestow the ‘Enlightened’ buff to any nearby players, allowing their weapons to break through the shields of the encroaching Vex and kill them. This buff will last only for 10 minutes, which is helped only by that the Minotaur needed to acquire it will constantly respawn. Angelics will also occasionally spawn among the continuous waves of Vex, as well as swarms of Supplicants from the sides pathways, both of which needing to be destroyed.
At the indicated relay the second team must head to, Vex will once again attempt to sacrifice themselves to it, although this time they will be surrounded by immunity shields. A Major Minotaur, indicated by its glowing white aura, will also spawn at the start of the encounter. This Minotaur must be killed for it to drop an orb of [[Arc]] energy that must be carried and deposited to the target Conflux. Doing so will cause it to emit a pulse of light that will bestow the 'Enlightened’ buff to any nearby players, allowing their weapons to break through the shields of the encroaching Vex and kill them. This buff will last only for 10 minutes, which is helped only by that the Minotaur needed to acquire it will constantly respawn. Angelics will also occasionally spawn among the continuous waves of Vex, as well as swarms of Supplicants from the sides pathways, both of which needing to be destroyed.


Meanwhile, the first team will be forced to fight off several waves of enemies, all the while evading the boss’ occasional barrage of laser fire. After some time it will once again create a Voltaic Charge, and one player must run over to it. This time, however, the moment a Guardian touches it they will be Detained. The boss will then float over to the detained Guardian and open up all of its fins, revealing six glowing eyes on them, three of the eyes being colored red and the other three blue. The detained player will only be able to see either the red or blue cluster of eyes, while any other player will see all six lit up. The detained player must call out which set of eyes they see to shoot at (either red or blue), and if they are not shot in time, or if the wrong eyes are hit, the trapped Guardian will die. After its eyes have been fired at enough, the Harpy will teleport some distance away to another part of the relay, and an Elite Minotaur will spawn along with a squadron of Finalizers. Players will acquire the Voltaic Overflow debuff after entering the Charge, and cannot do so again for as long as they still have the debuff.
Meanwhile, the first team will be forced to fight off several waves of enemies, all the while evading the boss’ occasional barrage of laser fire. After some time it will once again create a Voltaic Charge, and one player must run over to it. This time, however, the moment a Guardian touches it they will be Detained. The boss will then float over to the detained Guardian and open up all of its fins, revealing six glowing eyes on them, three of the eyes being colored red and the other three blue. The detained player will only be able to see either the red or blue cluster of eyes, while any other player will see all six lit up. The detained player must call out which set of eyes they see to shoot at (either red or blue), and if they are not shot in time, or if the wrong eyes are hit, the trapped Guardian will die. After its eyes have been fired at enough, the Harpy will teleport some distance away to another part of the relay, and an Elite Minotaur will spawn along with a squadron of Finalizers. Players will acquire the Voltaic Overflow debuff after entering the Charge, and cannot do so again for as long as they still have the debuff.
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The Builder team will be tasked with standing on and guarding a large Sync Plate in the center of their relay, which will begin to assemble a large Spire in the center of the arena. While doing so, they must prevent squadrons of Vex from securing the plate from them, which will lock it down and undo the progress of the spire’s formation. The Eschaton Mind will also lay into the players with Slap Rifle fire which they need to avoid, and will occasionally Detain them, which they can break free of by shooting the suppression field encasing them. The Builder team must continue to hold down their sync plate until the Defender team deposits enough Arc charges into their conflux.
The Builder team will be tasked with standing on and guarding a large Sync Plate in the center of their relay, which will begin to assemble a large Spire in the center of the arena. While doing so, they must prevent squadrons of Vex from securing the plate from them, which will lock it down and undo the progress of the spire’s formation. The Eschaton Mind will also lay into the players with Slap Rifle fire which they need to avoid, and will occasionally Detain them, which they can break free of by shooting the suppression field encasing them. The Builder team must continue to hold down their sync plate until the Defender team deposits enough Arc charges into their conflux.


The Gunner team, meanwhile, must shoot down endless Vex reinforcements as Oracles periodically spawn around their relay, which if not destroyed in time will wipe out the entire fireteam. Among the waves of enemies will spawn swarms of Supplicants, which will not only overwhelm the Gunner team if they aren’t killed quickly but will also rush towards the Conflux and eastern relay to eliminate the Guardians stationed there. Angelics will also routinely spawn, and unless all of the enemies in their relay are destroyed in time their shields will be impenetrable. Upon spawning the Angelic will attempt to head over to either the Conflux or the Builder team’s sync plate, and when they reach their destination they will envelop it in a suppression field that will deal tremendous damage to any player that attempts to step through. Angelics near the Conflux will attempt to sacrifice themselves to it, and upon doing so, all fireteam members will be afflicted with the ‘Expungement’ debuff and will be wiped shortly after. This means that it is imperative that the Gunners prioritize the Angelic’s destruction as soon as one appears.
The Gunner team, meanwhile, must shoot down endless Vex reinforcements as Oracles periodically spawn around their relay, which if not destroyed in time will wipe out the entire fireteam. Among the waves of enemies will spawn swarms of Supplicants, which will not only overwhelm the Gunner team if they aren’t killed quickly but will also rush towards the Conflux and eastern relay to eliminate the Guardians stationed there. Angelics will also routinely spawn, and unless all of the enemies in their relay are destroyed in time their shields will be impenetrable. Upon spawning the Angelic will attempt to head over to either the Conflux or the Builder team’s sync plate, and when they reach their destination they will envelop it in a suppression field that will deal tremendous damage to any player that attempts to step through. Angelics near the Conflux will attempt to sacrifice themselves to it, and upon doing so, all fireteam members will be afflicted with the 'Expungement’ debuff and will be wiped shortly after. This means that it is imperative that the Gunners prioritize the Angelic’s destruction as soon as one appears.


Once enough Arc charges have been deposited within the Defender team’s Conflux, all three of the Sanctified Minds will begin casting an attack that will wipe all six players in a few seconds. As this happens, a Major Harpy with a purple aura will spawn, and it must be destroyed for it to drop several [[Void]] charges. All of these charges must be picked up and thrown at the hole-like opening in the center of the spire, which will disable the Sanctified Minds’ wipe attack and leave them vulnerable to damage. The players have a few minutes at most to unload as much damage as they can onto the three Minotaurs before they become invulnerable again, and the entire process must repeat.  
Once enough Arc charges have been deposited within the Defender team’s Conflux, all three of the Sanctified Minds will begin casting an attack that will wipe all six players in a few seconds. As this happens, a Major Harpy with a purple aura will spawn, and it must be destroyed for it to drop several [[Void]] charges. All of these charges must be picked up and thrown at the hole-like opening in the center of the spire, which will disable the Sanctified Minds’ wipe attack and leave them vulnerable to damage. The players have a few minutes at most to unload as much damage as they can onto the three Minotaurs before they become invulnerable again, and the entire process must repeat.  
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It should be noted, however, that if the Builder team have not finished fully assembling the spire by the time the Conflux has been filled up, then the encounter will fail as all players are wiped.
It should be noted, however, that if the Builder team have not finished fully assembling the spire by the time the Conflux has been filled up, then the encounter will fail as all players are wiped.


Once at least two of the Minds have been destroyed, the final one remaining will be open to all damage, and if it is not killed in time it will afflict all players with the ‘Ritual of Annihilation’ debuff, which will kill them instantly after some time. Once all three of the Sanctified Minds have been destroyed, a chest will spawn in at the Conflux area as a reward for finishing the encounter.
Once at least two of the Minds have been destroyed, the final one remaining will be open to all damage, and if it is not killed in time it will afflict all players with the 'Ritual of Annihilation’ debuff, which will kill them instantly after some time. Once all three of the Sanctified Minds have been destroyed, a chest will spawn in at the Conflux area as a reward for finishing the encounter.


===Destroy the Black Heart===
===Destroy the Black Heart===
In order for the final encounter to begin, players must shoot the Black Heart hovering above the arena. When shot, the prism-like structure around the entity will break apart and fall as pieces into the Radiolarian sea, and it will slowly expand and descend into the arena. Now, the final fight has begun.
In order for the final encounter to begin, players must shoot the Black Heart hovering above the arena. When shot, the prism-like structure around the entity will break apart and fall as pieces into the Radiolarian sea, and it will slowly expand and descend into the arena. Now, the final fight has begun.


As the battle begins, the Black Heart will inflict all players with the ‘Mark of the Void’ debuff, which will slowly overtake their screens with darkness and then eventually kill them. The Heart will also occasionally form puddles of darkness on various spots around the arena, which slow down any Guardians caught in it and increase the speed of the buff on them. An Angelic will also spawn at the start of the encounter, and killing it will cause two glowing pools of light to appear on the sides of the boss. Shooting either of these pools will cause a Warp Gate to appear on the corresponding side of the arena.  
As the battle begins, the Black Heart will inflict all players with the 'Mark of the Void’ debuff, which will slowly overtake their screens with darkness and then eventually kill them. The Heart will also occasionally form puddles of darkness on various spots around the arena, which slow down any Guardians caught in it and increase the speed of the buff on them. An Angelic will also spawn at the start of the encounter, and killing it will cause two glowing pools of light to appear on the sides of the boss. Shooting either of these pools will cause a Warp Gate to appear on the corresponding side of the arena.  


The fireteam must once again split into two teams of three; one stays with the boss and the other will head through both of the portals, one after the other. Once the second team goes through one of the gates, it will close behind them as they are transported to an area of the encounter, disconnected and far away from the main arena. Here, they must fight through a horde of Vex, including Cyclopses, Fanatics and Champions in order to reach a relay with a black Conflux-like structure in the middle. The dark conflux is surrounded by a suppression field and guarded by ''two'' Angelics, both of which must be destroyed to lower the field. The team then must focus all fire they have on the dark conflux itself to destroy it, where it will then explode into a pillar of white light and leave behind several Motes of Light for the team to pick up. Destroying either of the conflux will also temporarily delay the effects of the ‘Mark of the Void’.
The fireteam must once again split into two teams of three; one stays with the boss and the other will head through both of the portals, one after the other. Once the second team goes through one of the gates, it will close behind them as they are transported to an area of the encounter, disconnected and far away from the main arena. Here, they must fight through a horde of Vex, including Cyclopses, Fanatics and Champions in order to reach a relay with a black Conflux-like structure in the middle. The dark conflux is surrounded by a suppression field and guarded by ''two'' Angelics, both of which must be destroyed to lower the field. The team then must focus all fire they have on the dark conflux itself to destroy it, where it will then explode into a pillar of white light and leave behind several Motes of Light for the team to pick up. Destroying either of the conflux will also temporarily delay the effects of the 'Mark of the Void’.


The first team meanwhile, will have to fend off several waves of Supplicants which spawn from the center of the map, as well as destroy any Angelics that appear. The second team must call out when they have destroyed either of the dark confluxes in order for the team to re-open the gate they went through by shooting the Black Heart’s light pool on the corresponding side.
The first team meanwhile, will have to fend off several waves of Supplicants which spawn from the center of the map, as well as destroy any Angelics that appear. The second team must call out when they have destroyed either of the dark confluxes in order for the team to re-open the gate they went through by shooting the Black Heart’s light pool on the corresponding side.


Once both of the dark confluxes have been destroyed and all of their Motes collected, the second team is required to deposit all of them into a glowing white Conflux which will appear in one of several different spots around the main arena. Doing so will cause a massive pool of Light to materialize around it as the message ''”the Black Heart’s power weakens.”'' appears. Standing within the pool of Light will remove the ‘Mark of the Void’ debuff. The fireteam must fire at the boss until the Light pool dissipates, forcing the process to repeat again. Waves of Supplicants will also spawn during the damage phase, and must be quickly dealt with before they come too close. If any Motes of Light had not been collected before the damage phase, then the whole encounter will fail.
Once both of the dark confluxes have been destroyed and all of their Motes collected, the second team is required to deposit all of them into a glowing white Conflux which will appear in one of several different spots around the main arena. Doing so will cause a massive pool of Light to materialize around it as the message ''”the Black Heart’s power weakens.”'' appears. Standing within the pool of Light will remove the 'Mark of the Void’ debuff. The fireteam must fire at the boss until the Light pool dissipates, forcing the process to repeat again. Waves of Supplicants will also spawn during the damage phase, and must be quickly dealt with before they come too close. If any Motes of Light had not been collected before the damage phase, then the whole encounter will fail.


Once the boss’ health has been fully depleted, it will slowly shrink as rays of white light erupt out from it before exploding. The sea of Radiolaria will then drain as one last chest appears in the center of the arena, signifying the end of the final encounter and the completion of the Black Garden Raid.
Once the boss’ health has been fully depleted, it will slowly shrink as rays of white light erupt out from it before exploding. The sea of Radiolaria will then drain as one last chest appears in the center of the arena, signifying the end of the final encounter and the completion of the Black Garden Raid.