Vow of the Disciple: Difference between revisions

Platforming section, secret chest and other additions
(Rhulk guide added)
(Platforming section, secret chest and other additions)
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===Disciple's Bog===
===Disciple's Bog===
Guardians must get within close proximity of the payload to begin this section. The payload will advance towards the Pyramid, stopping at 6 different points. Scorn waves will begin spawning, including Knowledge Bearer Abominations. Killing these Abominations will cause knowledge-granting Darkness shards to spawn in the area. Collect these (a maximum of 3 can be held) and bring them back to the payload to allow it to advance again. While Knowledge Bearers live, anyone not within close proximity to the payload will receive stacks of darkness. Once this reaches 10, the Guardian will die.
Guardians must get within close proximity of the payload to begin this section. The payload will advance towards the Pyramid, stopping at 6 different points. At each stop, Scorn waves will begin spawning, including Knowledge Bearer Abominations. Killing these Abominations will cause knowledge-granting Darkness shards to spawn in the area. Collect these (a maximum of 3 can be held) and bring them all back to the payload to allow it to advance again. While Knowledge Bearers live, anyone not within close proximity to the payload will receive stacks of Pervading Darkness. Once these reach 10, the Guardian will die.


There are 3 different Darkness shard switches that can be shot during this segment to allow an optional chest to be opened. The first shard can be found nestled beneath the rocks and trees on the left hand side of the second stopping point for the payload. The second can be found at the end of the long path that is taken by the payload to reach the third stopping point. The final switch can be found beneath the bridge that the payload flies over, just after the fourth stopping point. This can be shot from the far side from the fourth stop.
There are 3 different Darkness shard switches that can be shot during this segment to allow an optional chest to be opened. The first shard can be found nestled beneath the rocks and trees on the left hand side of the second stopping point for the payload. The second can be found at the end of the long path that is taken by the payload to reach the third stopping point. The final switch can be found beneath the bridge that the payload flies over, just after the fourth stopping point. This can be shot from the far side from the fourth stop.
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'''Symbol Team''': The Symbol Team's job is to enter the dark room across from the obelisk one at a time. The reason for the one at a time rule is that the door to the room will close after a short period, leaving the Guardian inside trapped. Shooting a switch outside will open the door again. The other team member should be keeping the door open at all times, while assisting the Kill Team
'''Symbol Team''': The Symbol Team's job is to enter the dark room across from the obelisk one at a time. The reason for the one at a time rule is that the door to the room will close after a short period, leaving the Guardian inside trapped. Shooting a switch outside will open the door again. The other team member should be keeping the door open at all times, while assisting the Kill Team


Once inside, Pervading Darkness stacks will begin to accrue, of which 10 will kill the Guardian. Symbols can be found floating off the ground in the room, of which a Guardian can pick up a maximum of 3. The objective is for a Symbol Team member to race into the room, grab symbols, leave the room, and then shoot the corresponding symbols they picked up on the obelisk outside. Warning text in the bottom left corner will indicate when a player can begin shooting their symbols to provide an "offering". Picking up only 2 symbols is advised, as it is easiest to be able to shoot 2 within the small timeframe you have to have your offering "accepted". Picking up 3 risks having each symbol be on a different face of the triangular prism that makes up an obelisk. You have a tough timeframe to rotate and shoot the right symbol on all 3 sides, in this instance. With only two symbols, you may have them both on one side, or can stand facing the edge shared by the two sides and shoot the symbols you have with ease. Failing to shoot the correct symbols in the granted timeframe will cause your offering to be "rejected", meaning you lose any symbols you collected, returning them to the room.
Once inside, Pervading Darkness stacks will begin to accrue, of which 10 will kill the Guardian. Symbols can be found floating off the ground in the room, of which a Guardian can pick up a maximum of 3. The objective is for a Symbol Team member to race into the room, grab symbols, leave the room, and then shoot the corresponding symbols they picked up on the obelisk outside. Warning text in the bottom left corner will indicate when a Guardian can begin shooting their symbols to provide an "offering". Picking up only 2 symbols is advised, as it is easiest to be able to shoot 2 within the small timeframe you have to have your offering "accepted". Picking up 3 risks having each symbol be on a different face of the triangular prism that makes up an obelisk. You have a tough timeframe to rotate and shoot the right symbol on all 3 sides, in this instance. With only two symbols, you may have them both on one side, or can stand facing the edge shared by the two sides and shoot the symbols you have with ease. Failing to shoot the correct symbols in the granted timeframe will cause your offering to be "rejected", meaning you lose any symbols you collected, returning them to the room.


Be careful of your Pervading Darkness stacks when entering the room. Higher stack counts will limit your visibility, hampering your chances of navigating the room and obtaining symbols, and 10 will kill you. You may need to wait a short time outside for these stacks to tick down before going back inside.
Be careful of your Pervading Darkness stacks when entering the room. Higher stack counts will limit your visibility, hampering your chances of navigating the room and obtaining symbols, and 10 will kill you. You may need to wait a short time outside for these stacks to tick down before going back inside.
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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 (Orpheus Rigs Moebius Quiver, Nova Bomb, Cuirass Thundercrash) for the third plate, in this instance.
===Platforming===
Next comes a short platforming section. The route forward is rather clear, though has a mechanic to mix it up for Guardians. After reaching a large room with Taken and Scorn enemies, Guardians will spot a Darkness switch, similar to those seen in Acquisition and Collection. Shooting this switch will cause specific platforms to extend or retract in the next section of platforming. Therefore, leave behind a couple of Guardians and let the rest proceed to clear the platforming. Calling out to each other when to shoot and only firing upon it then will be important to help your teammates avoid falling to their death. Once a Guardian reaches the next room with spawning waves of Taken and Scorn, the previous platforms will "stabilise" and the switch is no longer required to make progress.
In this next room, the same business will repeat. You should send platforming-confident Guardians ahead, while the rest can stay to kill enemies and operate the switch. However, take note that there are two paths in this section. One will allow the fireteam to directly proceed, whereas the other will allow a secret chest to be obtained. Following the path that keeps a wall to your right hand side will ensure you reach the secret chest. You'll reach a section where you have to jump between vaguely tubular platforms that straddle the gap between two walls, jumping up on the last one to reach the room containing the chest. Once in here, a shortcut to reach the next intended room will open up on the right hand side upper-level of this room. This chest will provide drops of weapons and armor you have already obtained in the raid, as well as a raid mod.
Once in the third room of spawning Scorn and Taken, you'll find another switch. Shooting this will cause platforms to begin scrolling side to side in front of it, rotating at different points. Shooting the switch will reverse the direction the platforms travel. Yet again, platforming-confident Guardians should be sent ahead to take care of this, with everyone else operating the switch and killing enemies. Be careful of shooting the switch too early, as doing this locks out the ability to use the switch for a short time, and may make the platforms recede into their hiding spots on the sides. Waiting until they are at least 3/4th of the way across to the side they are heading to will provide ample time and space for Guardians to make it across.
Once completed, the platforms will once again stabilise, jutting out on each side. Everyone should then cross the gap using these, and continue on to the next fight, as this is the end of this platforming section.


===Exhibition===
===Exhibition===
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For the Disciple's Hourglass, this Taken Knight allows the fireteam to reset the Terminal Resonance timer. The shield surrounding it can only be destroyed by firing the laser from the Shard at it. Once dead, it will reset the timer on Terminal Resonance to maximum.
For the Disciple's Hourglass, this Taken Knight allows the fireteam to reset the Terminal Resonance timer. The shield surrounding it can only be destroyed by firing the laser from the Shard at it. Once dead, it will reset the timer on Terminal Resonance to maximum.


'''Room 2''': This next room will provide a deposit point for the Shard. Placing this will reset Terminal Resonance, and spawn the Aegis from the Vault of Glass raid on the other side of the room. 2 fireteam members must then pick up the Shard and the Aegis to continue. The player that deposits the Shard will gain a debuff called Curbed Resonance, which will prevent them from picking up any relic for 30 seconds.
'''Room 2''': This next room will provide a deposit point for the Shard. Placing this will reset Terminal Resonance, and spawn the Aegis from the Vault of Glass raid on the other side of the room. 2 fireteam members must then pick up the Shard and the Aegis to continue. The Guardian that deposits the Shard will gain a debuff called Curbed Resonance, which will prevent them from picking up any relic for 30 seconds.


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 players 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 Hobgoblins 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 Glyphkeeper 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 Hobgoblins 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 Glyphkeeper 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.
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'''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 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.


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 players 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.


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.
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===Dominion===
===Dominion===


The final stage of Vow of the Disciple concerns the defeat of [[Rhulk, Disciple of the Witness]]. Initially, Guardians will notice a sarcophagus-like object floating at the top of stairs at the back of the area. Approaching this will "wake" Rhulk up, with dialogue playing and him projecting a force field out that will push players back to the starting edge of the arena, where a rally flag can be placed. Be aware that adding any additional force (such as jumping) will accelerate the push from the force field, potentially sending the Guardian over the edge into the abyss below. This is important to remember for a later part of the fight. Allowing it to push you and not moving will mean the friction of your character landing will prevent you from going over the edge.
The final stage of Vow of the Disciple concerns the defeat of [[Rhulk, Disciple of the Witness]]. Initially, Guardians will notice a sarcophagus-like object floating at the top of stairs at the back of the area. Approaching this will "wake" Rhulk up, with dialogue playing and him projecting a force field out that will push Guardians back to the starting edge of the arena, where a rally flag can be placed. Be aware that adding any additional force (such as jumping) will accelerate the push from the force field, potentially sending the Guardian over the edge into the abyss below. This is important to remember for a later part of the fight. Allowing it to push you and not moving will mean the friction of your character landing will prevent you from going over the edge.


Once pushed back, stepping up the first set of short stairs and approaching the force field will prompt Rhulk to summon his glaive, applying stacks of Pervading Darkness to all fireteam members. Shooting the glaive above his head will break it, providing a Leeching Force buff to the Guardian dealing the killing blow. It is advised that the player breaking the Glaive use a long range weapon, such as a scout or pulse rifle, to make their job easier. It can take a few hits before breaking. Now comes the tactics, where you will need to assign specific roles to the fireteam.
Once pushed back, stepping up the first set of short stairs and approaching the force field will prompt Rhulk to summon his glaive, applying stacks of Pervading Darkness to all fireteam members. Shooting the glaive above his head will break it, providing a Leeching Force buff to the Guardian dealing the killing blow. It is advised that the Guardian breaking the Glaive use a long range weapon, such as a scout or pulse rifle, to make their job easier. It can take a few hits before breaking. Now comes the tactics, where you will need to assign specific roles to the fireteam.


'''Swapper''': The role of Swapper is to ensure that at least one Guardian holds the Leeching Force buff at all times. If your fireteam loses this, Rhulk will re-summon his glaive and begin applying Pervading Darkness again. Repeating this 3 times will mean the glaive will become invincible, ensuring the fireteam will be wiped when Pervading Darkness stacks reach 10.
'''Swapper''': The role of Swapper is to ensure that at least one Guardian holds the Leeching Force buff at all times. If your fireteam loses this, Rhulk will re-summon his glaive and begin applying Pervading Darkness again. Repeating this 3 times will mean the glaive will become invincible, ensuring the fireteam will be wiped when Pervading Darkness stacks reach 10.
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There is a plate in the middle ground of the lowest part of the arena, and standing on this while under the influence of Leeching Force will summon two Darkness Cruxes in the far back of the arena. When two Guardians shoot these and break them, Leeching Force will be applied to them, and removed from the initial Swapper, giving the role its name. You just need to swap the buff to other Guardians to keep things rolling.
There is a plate in the middle ground of the lowest part of the arena, and standing on this while under the influence of Leeching Force will summon two Darkness Cruxes in the far back of the arena. When two Guardians shoot these and break them, Leeching Force will be applied to them, and removed from the initial Swapper, giving the role its name. You just need to swap the buff to other Guardians to keep things rolling.


If you are a designated Swapper, be careful not to be hit by Rhulk's beam of Darkness energy attack. Being hit by this will transform your buff into Emanating Force, which cannot be swapped to other players. Also be aware of the timer on your Leeching Force. Once it hits 0, you will die.
If you are a designated Swapper, be careful not to be hit by Rhulk's beam of Darkness energy attack. Being hit by this will transform your buff into Emanating Force, which cannot be swapped to other Guardians. Also be aware of the timer on your Leeching Force. Once it hits 0, you will die.


'''Dunker''': The role of the Dunker involves taking Leeching Force, and then transforming it into Emanating Force by being hit by Rhulk's beam of Darkness. Once Emanating Force is held, it must be deposited at a specific point in the raid arena to push back the force field, allowing the fireteam to progress the fight. Possessing Emanating Force means the barrier will no longer push you back.
'''Dunker''': The role of the Dunker involves taking Leeching Force, and then transforming it into Emanating Force by being hit by Rhulk's beam of Darkness. Once Emanating Force is held, it must be deposited at a specific point in the raid arena to push back the force field, allowing the fireteam to progress the fight. Possessing Emanating Force means the barrier will no longer push you back.


'''Reader''': The role of Reader is to take note of the symbols appearing on six different pillars spread around the arena. Depending upon which symbol is in common with some earlier callouts, the Reader will indicate which pillar to go to for a player holding Emanating Force, so they can dunk it to progress the fight. Advising a Dunker to deposit at the wrong pillar will cause them to die, as the symbol must match for a safe dunk. A good spot for the Reader to be able to see almost all symbols at once is by standing on the top of the left pillar just at the top of the first set of small stairs, where the fight is triggered.
'''Reader''': The role of Reader is to take note of the symbols appearing on six different pillars spread around the arena. Depending upon which symbol is in common with some earlier callouts, the Reader will indicate which pillar to go to for a Guardian holding Emanating Force, so they can dunk it to progress the fight. Advising a Dunker to deposit at the wrong pillar will cause them to die, as the symbol must match for a safe dunk. A good spot for the Reader to be able to see almost all symbols at once is by standing on the top of the left pillar just at the top of the first set of small stairs, where the fight is triggered.


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 player 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 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.


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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If you lose Leeching Force from being held by anyone during this time, Rhulk will teleport back to the middle and summon his glaive. This must be broken again to regain Leeching Force, and will reset the symbol columns too. Glyphkeepers will appear again, and must be killed to reveal the symbol columns. They will be in different positions depending on how far back the force field is, though will not be hard to spot.
If you lose Leeching Force from being held by anyone during this time, Rhulk will teleport back to the middle and summon his glaive. This must be broken again to regain Leeching Force, and will reset the symbol columns too. Glyphkeepers will appear again, and must be killed to reveal the symbol columns. They will be in different positions depending on how far back the force field is, though will not be hard to spot.


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 player 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.