Vow of the Disciple: Difference between revisions

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===Entrance===
===Entrance===


Guardians will spawn facing the entrance to the raid, with a [[Projection of Savathun]] and numerous [[Hive]] defending it. Killing the Projection will despawn all enemies and allow progression. It's just a short Sparrow section to reach the first area.
Guardians will spawn facing the entrance to the raid, with a [[Projection of Savathun]] and numerous [[Hive]] defending it. Killing the Projection will despawn all enemies and allow progression. It's just a short [[Sparrow]] section to reach the first area.


===Disciple's Bog===
===Disciple's Bog===
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===Acquisition===
===Acquisition===
   
   
In this section, Guardians must defend 3 obelisks from Scorn attackers (various minor units, and [[Unstoppable Abomination]]s). Two Elite Lurkers named [[Abated Adherent]] will home in on the obelisk, firing upon it rather than the players, causing it to fill up with energy. Once any obelisk completely fills, a wipe will occur, killing all Guardians.
In this section, Guardians must defend 3 obelisks from Scorn attackers (various minor units, and [[Unstoppable Abomination]]s). Two Elite [[Lurker]]s named [[Abated Adherent]] will home in on the obelisk, firing upon it rather than the players, causing it to fill up with energy. Once any obelisk completely fills, a wipe will occur, killing all Guardians.


To complete this section and open the way to continue, 3 specific symbols on each obelisk must be shot within a short period of time of each other. Knowing which to shoot is revealed via a specific process. The fireteam should split into 3 teams, 2 at each obelisk, with one nominated as the runner, the other as the defender.
To complete this section and open the way to continue, 3 specific symbols on each obelisk must be shot within a short period of time of each other. Knowing which to shoot is revealed via a specific process. The fireteam should split into 3 teams, 2 at each obelisk, with one nominated as the runner, the other as the defender.


Directly across from each obelisk, there are columns of 3 panels that start out blank. When the encounter begins (by firing upon the Darkness switch found in the middle of the area), the top symbol will be revealed on one of these columns, showing either Traveler or Pyramid. This indicates the spawning point for a [[Disciple’s Compass]] [[Taken Knight]]. The large central structures of the area will indicate which side is Traveler and which side is Pyramid, via the symbols found on them. Killing the Disciple’s Compass will reveal the next symbol on the column that indicated its spawn point.
Directly across from each obelisk, there are columns of 3 panels that start out blank. When the encounter begins (by firing upon the Darkness switch found in the middle of the area), the top symbol will be revealed on one of these columns, showing either [[Traveler]] or Pyramid. This indicates the spawning point for a [[Disciple’s Compass]] [[Taken Knight]]. The large central structures of the area will indicate which side is Traveler and which side is Pyramid, via the symbols found on them. Killing the Disciple’s Compass will reveal the next symbol on the column that indicated its spawn point.


The middle symbol will then reveal which room must be entered, of which there are 9 spread around the area. Each runner will have 3 rooms they handle, closest to their obelisk. The runner must enter the specified room to begin revealing the next symbol on the current concern column. If the door of the room is not open, shoot the Darkness switch to swap which side of the room has open doors, Traveler or Pyramid.
The middle symbol will then reveal which room must be entered, of which there are 9 spread around the area. Each runner will have 3 rooms they handle, closest to their obelisk. The runner must enter the specified room to begin revealing the next symbol on the current concern column. If the door of the room is not open, shoot the Darkness switch to swap which side of the room has open doors, Traveler or Pyramid.


Once inside, the runner will contend with a wave of [[Screebs]], and two [[Glyphkeeper]] [[Chieftan]]s, spawning on the "Light" and "Dark" side of the room. Depending upon the third symbol revealed on the column outside (light or dark), the runner should kill the corresponding Glyphkeeper, which will then reveal a symbol on its initial spawn point. This will be one of the symbols you have to shoot on an obelisk outside. Killing a Glyphkeeper will reset the level of energy in all obelisks around the room, providing more time to survive.
Once inside, the runner will contend with a wave of [[Screeb]]s, and two [[Glyphkeeper]] [[Chieftain]]s, spawning on the "Light" and "Dark" side of the room. Depending upon the third symbol revealed on the column outside (light or dark), the runner should kill the corresponding Glyphkeeper, which will then reveal a symbol on its initial spawn point. This will be one of the symbols you have to shoot on an obelisk outside. Killing a Glyphkeeper will reset the level of energy in all obelisks around the room, providing more time to survive.


Repeat this process of hunting the Knight via the revealed symbol, sending a runner to the specified room, calling out whether to kill the light or dark side Glyphkeeper, until you have 3 symbols. Once you know all 3, check which obelisk has all 3 of these symbols, and shoot them within a short period of time of one another. This will then "accept" your offering, to complete the first stage. If you are too slow to shoot the right symbols, your offering will be rejected, shuffling the symbols and causing the obelisk to fill up with energy. Try shooting the right symbols again to progress.
Repeat this process of hunting the Knight via the revealed symbol, sending a runner to the specified room, calling out whether to kill the light or dark side Glyphkeeper, until you have 3 symbols. Once you know all 3, check which obelisk has all 3 of these symbols, and shoot them within a short period of time of one another. This will then "accept" your offering, to complete the first stage. If you are too slow to shoot the right symbols, your offering will be rejected, shuffling the symbols and causing the obelisk to fill up with energy. Try shooting the right symbols again to progress.
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Once the boss has been damaged enough, or all 3 plates have been exhausted, The Caretaker will gain immunity and teleport away. Stairs will lower on both sides of the floor, allowing the fireteam to advance to the next. Repeat this process on 3 different floors to advance to the final stand floor, where the 3 plates will be in a row towards The Caretaker. The same mechanic to damage exists here, no obelisk to worry about.
Once the boss has been damaged enough, or all 3 plates have been exhausted, The Caretaker will gain immunity and teleport away. Stairs will lower on both sides of the floor, allowing the fireteam to advance to the next. Repeat this process on 3 different floors to advance to the final stand floor, where the 3 plates will be in a row towards The Caretaker. The same mechanic to damage exists here, no obelisk to worry about.


For skilled fireteams, it is possible to skip the third floor obelisk entirely. When damaging The Caretaker per floor, on the second plate, be careful not to push its health to the end of its current segment. The reason for this is that the third damage plate provides a longer opportunity to damage The Caretaker than the first and second. If the fireteam pushes as much of its damage on the third plate, it's possible to push damage into The Caretaker's next health segment. Save your high damage supers (Orpheus Rigs Moebius Quiver, Nova Bomb, Cuirass Thundercrash) for the third plate, in this instance.
For skilled fireteams, it is possible to skip the third floor obelisk entirely. When damaging The Caretaker per floor, on the second plate, be careful not to push its health to the end of its current segment. The reason for this is that the third damage plate provides a longer opportunity to damage The Caretaker than the first and second. If the fireteam pushes as much of its damage on the third plate, it's possible to push damage into The Caretaker's next health segment. Save your high damage supers ([[Moebius Quiver]], [[Nova Bomb]], Cuirass [[Thundercrash]]) for the third plate, in this instance.


===Platforming===
===Platforming===
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The Exhibition encounter will start the fireteam off in a small room with a [[Resonant Shard]] to pick up. One Guardian must pick this up to start the encounter. When picked up, everyone will be given the Terminal Resonance debuff. It will have a countdown timer on it, which, when it reaches 0:00, will kill all Guardians. The aim of this encounter is to move as fast as possible to the next room to deposit relics to reset your timer, to allow progression.
The Exhibition encounter will start the fireteam off in a small room with a [[Resonant Shard]] to pick up. One Guardian must pick this up to start the encounter. When picked up, everyone will be given the Terminal Resonance debuff. It will have a countdown timer on it, which, when it reaches 0:00, will kill all Guardians. The aim of this encounter is to move as fast as possible to the next room to deposit relics to reset your timer, to allow progression.


'''Room 1''': After picking up the Shard, a Glyphkeeper Chieftan on the left, a [[Resonant Glyphkeeper]] Taken Phalanx on the right and a shielded [[Disciple's Hourglass]] Taken Knight will spawn in the room. Killing a Glyphkeeper will cause 3 symbols to appear in a column, in a fixed position on its side of the room. The Chieftan symbols can be read by anyone not holding a relic. The Phalanx symbols can be read by anyone who is currently holding a relic. Kill both Glyphkeepers to learn which symbol is in common between the two columns that spawn. Shooting this symbol out of the 6 surrounding the locked door will cause it to open, allowing the fireteam to advance.
'''Room 1''': After picking up the Shard, a Glyphkeeper Chieftain on the left, a [[Resonant Glyphkeeper]] Taken Phalanx on the right and a shielded [[Disciple's Hourglass]] Taken Knight will spawn in the room. Killing a Glyphkeeper will cause 3 symbols to appear in a column, in a fixed position on its side of the room. The Chieftain symbols can be read by anyone not holding a relic. The Phalanx symbols can be read by anyone who is currently holding a relic. Kill both Glyphkeepers to learn which symbol is in common between the two columns that spawn. Shooting this symbol out of the 6 surrounding the locked door will cause it to open, allowing the fireteam to advance.


To make it simple to identify which symbol is in common, one side should call out their symbols, and the other side should then determine which is in common and declare that to the fireteam.
To make it simple to identify which symbol is in common, one side should call out their symbols, and the other side should then determine which is in common and declare that to the fireteam.
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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...


'''Room 3''': Room 3 introduces another relic, this time, [[Taken Essence]] from [[Last Wish]]. It functions the exact same as Last Wish. The intended usage for the Taken Essence here is for the holder to cleanse Taken blights that will tether and protect enemies. Pushing the grenade button next to the blight will cleanse them. Two will spawn, one on left, one on right, for each set of Glyphkeepers. Cleansing both will be required to advance.
'''Room 3''': Room 3 introduces another relic, this time, [[Taken Essence]] from the [[Last Wish]] raid. It functions the exact same as Last Wish. The intended usage for the Taken Essence here is for the holder to cleanse Taken [[blight]]s that will tether and protect enemies. Pushing the grenade button next to the blight will cleanse them. Two will spawn, one on left, one on right, for each set of Glyphkeepers. Cleansing both will be required to advance.


The exact same behavior as the last room will need to be followed initially. Three on left, three on right. However, once the first set of Glyphkeepers have been defeated, all Guardians can rendezvous where the right set of symbols spawn to be cleansed, then advance up the right side as a team to defeat the large amount of enemies that will appear, and make it easier for the Aegis holder to provide periodic cleanses to all, and protect the Taken Essence holder when they go to cleanse blights.
The exact same behavior as the last room will need to be followed initially. Three on left, three on right. However, once the first set of Glyphkeepers have been defeated, all Guardians can rendezvous where the right set of symbols spawn to be cleansed, then advance up the right side as a team to defeat the large amount of enemies that will appear, and make it easier for the Aegis holder to provide periodic cleanses to all, and protect the Taken Essence holder when they go to cleanse blights.
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To make reading easy for everyone, you should assign static callouts to the pillars. One popular method is to name them L1, L2, L3, R1, R2 and R3. The 1's are closest to where you place the rally flag, the 3's are the furthest away pair that flank the thin stairs at the back. Feel free to use any method that your fireteam can collectively agree is most simple.
To make reading easy for everyone, you should assign static callouts to the pillars. One popular method is to name them L1, L2, L3, R1, R2 and R3. The 1's are closest to where you place the rally flag, the 3's are the furthest away pair that flank the thin stairs at the back. Feel free to use any method that your fireteam can collectively agree is most simple.


'''First Phase''': As the fight begins, waves of Taken Psions will spawn, with periodic Scorn Abominations and Taken Hobgoblins during specific waves. After one wave, the second wave will spawn with two Glyphkeepers (Taken Phalanx on left, Scorn Chieftan on right). Killing these will spawn two columns of symbols, which can be seen on the left and right of the arena respectively. Anyone holding Leeching/Emanating Force can see the left column, anyone without it can see the right column. A Guardian holding Leeching/Emanating should call out the symbols they see on the left hand side, and the Reader should prepare to identify the safe pillars to dunk at from the common symbol between the two columns.
'''First Phase''': As the fight begins, waves of [[Taken Psion]]s will spawn, with periodic Scorn [[Abomination]]s and [[Taken Hobgoblin]]s during specific waves. After one wave, the second wave will spawn with two Glyphkeepers (Taken Phalanx on left, Scorn Chieftan on right). Killing these will spawn two columns of symbols, which can be seen on the left and right of the arena respectively. Anyone holding Leeching/Emanating Force can see the left column, anyone without it can see the right column. A Guardian holding Leeching/Emanating should call out the symbols they see on the left hand side, and the Reader should prepare to identify the safe pillars to dunk at from the common symbol between the two columns.


During this, Rhulk will continually teleport to the left, middle or right of the arena, and fire a large beam of Darkness that covers one whole third of the arena, dealing heavy damage and transforming Leeching Force to Emanating Force for anyone touching it. Anyone without a specific role can call this teleport out for the other fireteam members, though the time between teleport and beam is largely telegraphed and should be easy to avoid.
During this, Rhulk will continually teleport to the left, middle or right of the arena, and fire a large beam of Darkness that covers one whole third of the arena, dealing heavy damage and transforming Leeching Force to Emanating Force for anyone touching it. Anyone without a specific role can call this teleport out for the other fireteam members, though the time between teleport and beam is largely telegraphed and should be easy to avoid.
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To make this phase go faster, your team can consider doing double dunks. There will always be two available pillars for depositing Emanating Force, so you can have two Dunkers, Two Swappers, a Reader and a free Guardian for focusing on enemy management. The only thing you need to be careful of is when depositing Emanating Force, after a few seconds, the pillars will scramble and show new symbols. Dunkers should time their deposits so that they don't accidentally kill the other by depositing early and rearranging what pillars are safe.
To make this phase go faster, your team can consider doing double dunks. There will always be two available pillars for depositing Emanating Force, so you can have two Dunkers, Two Swappers, a Reader and a free Guardian for focusing on enemy management. The only thing you need to be careful of is when depositing Emanating Force, after a few seconds, the pillars will scramble and show new symbols. Dunkers should time their deposits so that they don't accidentally kill the other by depositing early and rearranging what pillars are safe.


'''Second Phase''': The second part of the fight will begin after Rhulk twirls his glaive and teleports away. The force field will now completely disappear, and the fireteam can advance up the small stairway to the final arena. Before doing so, take your time and collect ammo, swap mods and armour, or any other activity you want to do. You have a fair amount of time before the next phase begins proper.
'''Second Phase''': The second part of the fight will begin after Rhulk twirls his [[glaive]]  and teleports away. The force field will now completely disappear, and the fireteam can advance up the small stairway to the final arena. Before doing so, take your time and collect ammo, swap mods and armour, or any other activity you want to do. You have a fair amount of time before the next phase begins proper.


As you step into the next area, Rhulk will be found levitating in midair. Getting close enough or advancing far enough into the arena will cause him to slam down to the ground, and begin patrolling after a random target (this can be controlled by firing at him, but is not guaranteed to attract his wrath). After a few seconds, Rhulk will begin telegraphing a charge attack with his glaive. After a couple of seconds, he will rush forward and slice at the indicated end point of the charge. Anyone caught by this will be dealt damage, and sent flying. Take note that only the end point of the charge will lead to damage. Guardians can run directly at Rhulk, if found at the end of the charge, and avoid damage completely. During this time, set waves of Shadow Thrall will spawn, 2 in each corner of the square arena.
As you step into the next area, Rhulk will be found levitating in midair. Getting close enough or advancing far enough into the arena will cause him to slam down to the ground, and begin patrolling after a random target (this can be controlled by firing at him, but is not guaranteed to attract his wrath). After a few seconds, Rhulk will begin telegraphing a charge attack with his glaive. After a couple of seconds, he will rush forward and slice at the indicated end point of the charge. Anyone caught by this will be dealt damage, and sent flying. Take note that only the end point of the charge will lead to damage. Guardians can run directly at Rhulk, if found at the end of the charge, and avoid damage completely. During this time, set waves of Shadow Thrall will spawn, 2 in each corner of the square arena.
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==Transcript==
==Transcript==
'''''Mission Starts'''''
'''''Mission Starts'''''
*'''Mara Sov:''' Guardians, I am not your Vanguard, and I give no orders, only a warning: the Pyramid ahead is not like those you've previously encountered. This one was not left for you to find. You were not guided to it, not beckoned. This domain belongs to a dark entity, unknown in power. It seeks domination of the Throne World. Your presence within will be most un-
*'''[[Mara Sov]]:''' Guardians, I am not your [[Vanguard]], and I give no orders, only a warning: the Pyramid ahead is not like those you've previously encountered. This one was not left for you to find. You were not guided to it, not beckoned. This domain belongs to a dark entity, unknown in power. It seeks domination of the Throne World. Your presence within will be most un-


*'''Rhulk:''' Welcome, children of Light. Drown in the Deep. Or rise from it.
*'''Rhulk:''' Welcome, children of Light. Drown in the Deep. Or rise from it.
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'''''The Guardians make it through the [[Disciple's Bog]] and enters Rhulk's Pyramid ship.'''''
'''''The Guardians make it through the [[Disciple's Bog]] and enters Rhulk's Pyramid ship.'''''


*'''Rhulk:''' Earth scorches. Suns fade. Look... beyond.
*'''Rhulk:''' [[Earth]] scorches. Suns fade. Look... beyond.


'''''The Guardians arrive in the Acquisitions encounter.'''''
'''''The Guardians arrive in the Acquisitions encounter.'''''


*'''Rhulk:''' The Witness... sees Light fall. Glimpses you... free of chains. Boundaries. Truly limitless potential. Domination unbound.
*'''Rhulk:''' [[The Witness]]... sees Light fall. Glimpses you... free of chains. Boundaries. Truly limitless potential. Domination unbound.


'''''After successfully completing the Acquisitions encounter.'''''
'''''After successfully completing the Acquisitions encounter.'''''
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''A drawing of a Pyramid ship is temporarily shown before being covered by a bound Traveler seen in the [[The Ritual|Ritual]] mission. Savathûn is then sketched into the scene.''
''A drawing of a Pyramid ship is temporarily shown before being covered by a bound Traveler seen in the [[The Ritual|Ritual]] mission. Savathûn is then sketched into the scene.''


*'''Ikora:''' Intentions aside, Savathûn is solely responsible for her own ruin.
*'''[[Ikora]]:''' Intentions aside, [[Savathûn]] is solely responsible for her own ruin.


''A flash of light consumes Savathûn, and the Traveler is shown losing it's bindings.''
''A flash of light consumes Savathûn, and the Traveler is shown losing it's bindings.''