Sanctified Mind, Sol Inherent: Difference between revisions

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(Went to play GoS today, it isn’t a Torch Cannon, it’s an Engulfing Cannon)
Tag: Mobile edit
(→‎Gameplay: Revamped the gameplay section to clarify differences in mechanics and strategy, along with correcting the misinformation and spelling errors in the section.)
Tag: Mobile edit
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==Gameplay==
==Gameplay==


- First Phase -
====First Phase====
The encounter starts when someone shoots the boss while its in the air. When this happens, the Sanctified mind starts to assemble and fight the guardians.


The boss will spawn a round of goblins, including an Ultra Hydra, which is called Angelic, as you may have seen throughout the whole raid. Destroying it will expose the Sanctified Mind´s photoreceptors, which are in 2 spots: Its knee and its shoulder. Shooting these photoreceptors open up a portal that leads to a far away section of the arena, where players have to defeat enemies and collect the motes they drop (This is why most people call players who go through the portals Team Gambit).
The boss encounter will begin when Sanctified Mind is hit by anything. It will then assemble into a Minotaur form and drop to the ground, which is covered in Vex Radiolarian Fluid.
Opening up a portal will trigger 2 things.
First, a [[Cyclops]] will spawn in a pillar, to the side where the portal was opened. Second, the boss will wipe out a random platform where the guardians are. Its important to mention that when the platform dissapears, it will kill any guardian thats inside, so be careful with that.


Throughout the whole encounter, you will have to face the issue of the white-shielded goblins coming in to sacrifice in the relays. Personal experience has determined the orange or dark energy relay is the most common one to be full of goblins sacrificing in the shortest time. For this, theres Team Gambit, which I´ll explain now.
During this time, a wave of Goblins and an [[Angelic]] will spawn. After around 20 seconds, both of Sanctified Mind’s photoreceptors (the red, glowing circles that appear on its shoulder and thigh) will begin to glow, signaling they are vulnerable. Shooting these photoreceptors open up a portal with a corresponding color to the side that was shot (Left is Blue, Right is Orange) that leads to a section of the encounter that is separated from the main area. Within these portals are sets of Vex that come in one of two variants:


- Team Gambit (2) -
:12 Goblins and 1 Minotaur
Team Gambit. The fireteam is split into 3 teams, 2 being Gambit 1 and Gambit 2. When the photoreceptors appear, you are meant to shoot one of them to open a portal that leads to the Gambit section of the map, as I explained before. The knee photoreceptor opens a blue portal, whereas the shoulder photoreceptor opens an orange portal.
Gambits job is to enter those portals once they open. Not both teams shall enter, its Gambit 1 first and then Gambit 2.
While Gambit 1 is inside collecting motes, Gambit 2 has to stand ready for the callout. What callout, you may say? Well, Gambit 1, when they dont see anymore motes in the radar, are going to ask to be pulled out. A team is pulled out when the matching photoreceptor is destroyed again and the portal opens. When this happens, Gambit 2 has to go inside.
Gambit 1, upon arrival, have to look for a blue relay in order to [https://imgur.com/a/Nfu06XW bank those motes]. Once they deposit them, they will recieve the buff Enlightened, which allows them to damage the white-shielded Vex. Theres a safe route to do this, which is banking with 30 seconds of difference (kind of) between both members of the Gambit team that just came back. This way, if the Gambit team thats inside delays a little bit, theres no major problems with the shielded Goblins.


Once Gambit 2 calls out to be pulled out, shoot the matching photoreceptor and inmediately set your eyes to the shoulder photoreceptor, which is the portal you have to open now.
:12 Harpies and 2 Hobgoblins
Shooting this will open an orange portal, and its just the same procedure. Go in, collect motes, swap Gambit 1 with Gambit 2, go in, collect motes, get pulled out, bank in an orange relay (which is to the right side of the arena) and get ready. For the DPS phase.


- DPS Phase -
Harpies and Goblins will drop one Mote each, whereas Minotaurs and Hobgoblins will drop three Motes each.  
Once both relays are overcharged, the Sanctified Mind will begin to channel a "bomb" which will wipe the fireteam if its not disabled. This "bomb" will be either white or orange, and you have to link the matching relay to it in order to disorient the boss and be able to damage it. To be able to open the cube on top of the relay, you will have to kill an Angelic that will spawn at the bosses feet. Normally, theres 3 or 4 guardians in charge of this, so the ones that dont play part of if have to stay away so they dont get tethered and slow down the DPS phase. Once the relay is linked to the "bomb" and the boss is disoriented, everyone in the fireteam will gather somewhere in the arena (for Well of Radiance, Ward of Dawn, and every other damage buff) and begin to shoot. The boss will fly up in the air, and thats where it recieves 2x the damage, which is why then abilities like Golden Gun or weapons like Izanagi´s burden should be used.


After a brief period, the boss will go down again and become inmune to damage. The rest of the encounter its just repeating the steps mentioned before.
In addition to creating a portal of the corresponding color, a [[Cyclops]] will spawn on the pillar of the corresponding side of the boss that was shot. Additionally, Sanctified Mind will disintegrate a portion of the floor, flooding that area with Vex Radiolaria.  


- General Advices -
On each side of the map (designated to be Left/Blue and Right/Orange) is a Relay. Atop these Relays, is a Tether Box, which will initiate a tether that connects to the closest Guardian in its radius. It will also be the locations players deposit motes acquired from the portals, increasing the energy inside them. Relays will start with ten Motes deposited.


1. In order to defuse the "bomb" the Sanctified Mind is charging, the matching relay HAS TO BE OVERCHARGED. That meaning both Gambit 1 and Gambit 2 have charged it correctly and no goblins sacrificed in that specific relay. If its not fully charged, the link to the "bomb" will be too weak to defuse it, which will cause an inevitable wipe.
Throughout the fight, waves of ten Goblins will spawn near Sanctified Mind’s feet, and split into groups of five that attempt to sacrifice to the Relay on each side. Successful sacrifices will drain ten Motes from the Relay they sacrificed near. If a Relay reaches energy below zero, all Guardians are killed.  


2. Theres a kind of margin of error for the Gambit teams. Sometimes, when they kill an enemy in the Gambit section of the map, it sometimes happens that a mote falls off the limits of the section and it cannot be retrieved. From what I´ve researched, its up to 1 mote lost per Gambit run, so be careful where you kill your enemies.
After any players deposit Motes to any relay, all Goblins that spawn will be surrounded in a shield that requires the “Enlightenment” buff, acquired from depositing Motes, to be destroyed. These shields will not appear on any side with a Relay that is pulsing with energy (40 total motes, or 30 deposited).  


3. This is the most common problem when the DPS phase comes. Since you have to open a portal to pull out the last Gambit team, everyone forgets about the Cyclops that spawns in a pillar, and get one shot out of existance. Keep that in mind.
After around five minutes, or when both Relays are pulsing with energy, Sanctified Mind will begin casting an attack that will kill all Guardians after one minute, spawning a single Angelic in the process. While casting this attack, Sanctified Mind will lift up an object that is either Blue or Orange. This can be only be avoided by connecting the tether from a Relay that is both pulsing with energy and is the same color. Once this connects, the boss becomes vulnerable to all damage, and shortly after will fly into the air. Players can choose to use the other Relay (if pulsing with energy) to connect to boss during this phase, but this is optional.  


4. This is also a common problem. Communications are important. Listen carefully to your teammates. Sometimes happens that Gambit 1 has to go to a portal but the second member of that teams forgets about it and only one person is inside the Gambit area collecting motes. This slows down massively the process to reach the DPS phase, added to the fact that leaves the whole fireteam exposed to white-shielded Goblins, being the guy who went inside first the only one to have the Enlightened buff.  
After each damage phase, Relays have a chance to move to one of three spots on each side.


5. Last but not least, keep your cool. This encounter is very easy to fail, and it may require a lot of attempts, which usually exhausts the players. Its fine, keep your head cool, dont rage, dont tilt, just focus on your task and everything should go as expected.
====Strategy====
 
Each player should be put onto one of three teams:
 
*Defender/Builder:
 
:These players will remain the main area for the entirety of the fight, barring rare exceptions. Their main tasks should be to ensure no Goblins sacrifice (if non-Shielded), Cyclopes are killed, Portal Teams are pulled when called, and the floors remain intact.  
 
*Team One:
 
:These players are responsible for entering the first portal of each side. Within the portals, the players should eliminate all Vex, acquire Motes, then call out when all possible Motes have been picked up. The total value across both players should be 15-18. After being pulled back to main area, these players should deposit Motes and use their “Enlightened” buff to assist in defending the Relays.
 
*Team Two:
 
:Team two has a nearly identical role to Team One, with the exception being that they will utilize the second set of portals on each side.
 
Upon destroying the first photoreceptor (either left or right), the players designated to Team One should enter. During this time, Defenders should be doing their tasks with the assistance of Team Two. Upon Team One’s callout, players in the main area should shoot the photoreceptor of the side Team One is currently on. This will bring Team One back to main area, and open a new portal that Team Two should enter. Team One should then deposit their motes. Likewise, when Team Two is completed inside their portal and have called to be brought back to the main area, the correct photoreceptor should be destroyed. Ideally, after Team Two deposits, the Relay should become pulsing with energy. This will not be the case if motes were missed such that the total across both teams is less than 30, or a Goblin sacrificed to that Relay. If either are the case, a player, ideally a player on the Defending team, should enter the portal of the side Team Two just returned from.
 
This process should be repeated on the opposite side.
 
During any downtime, Defenders should work with any players in the main area to complete the rebuilding of all adjacent floors to the Relays. Take caution in deciding when to construct these platforms, as players are unable to use any abilities or weapons while tethered.
 
 
======Damage Phase======
 
In addition the teams assigned for the main portion of this fight, there should be two teams designated for the damage phase of this fight. Players should be assigned as to two groups of three as follows:
 
*Tether Team:
 
:These players are responsible for organizing the tether used to disrupt Sanctified Mind’s casting of the wipe mechanic. These should be segmented into (1) Anchor, the player closest to the Relay, (2) Middle, the player in the middle, and (3) Boss, the player closest to Sanctified Mind.
 
*Damage Team:
 
:This team’s sole purpose should be to deal damage to Sanctified Mind. They should also assist in killing any Goblins that are attacking the Tether team.
 
While it is possible to extend the duration of a damage phase by tethering again, it is discouraged, as it is very difficult to coordinate compared to the first tether, and will prevent players using any “Relay Defender” mods from obtaining the damage increase while standing next to the opposite Relay.
 
Medium-long range weapons are ideal to use for damage, as Sanctified Mind flys into the air during damage, making close range weapons unusable and close-medium range weapons leave optimal range. Snipers and Grenade Launchers are most commonly used, while strong Exotics are: [[Xenophage]], [[Whisper of the Worm]], [[One Thousand Voices]], and [[Izanagi’s Burden]].
 
After a brief period of time, the damage phase will end, and the process should be repeated. There is a long period of time between the end of damage and when the first Angelic spawns. This time should be utilized to reconstruct missing platforms.


==Trivia==
==Trivia==

Revision as of 19:34, September 23, 2020


Sanctified Mind, Sol Inherent
Sanctified Mind Sol Inherent.jpg
Biographical information

Species:

Vex

Faction:

Sol Divisive (Sol Inherent)

Rank:

Axis Mind

Class:

Minotaur

Combat information

Mission:

Garden of Salvation

Weapon(s):

Engulfing Cannon

Abilities:

Summon Vex
Summon Angelic
High Durability
Temporal Shockwave
Disintegration
Voltaic Overload
Open Portal
Initial Immunity
Tether Repair Sequence
Sacred Dematerialization

 

The Sanctified Mind is a Vex Axis Mind, and the final boss of the Garden of Salvation Raid. Following the events of the Shadowkeep campaign, it had made contact with one of the Pyramid Scales to empower the Sol Divisive with its Darkness, only to be defeated by the Guardians.

Overview

The Sanctified Mind is an Axis Mind of the Sol Divisive whose solemn duty was to commune with a Pyramid Scale found in the Black Garden, which involved the Vex harvesting their radiolarian fluid in the process to reap its Darkness. Much like the Consecrated Mind before it, the Sanctified Mind seems to have been warped by exposure to the paracausality of the Pyramids. Instead of the brass-like metal of ordinary Vex, much of its chassis resembles more closely the rough stone used in Vex architecture (and indeed becomes an inanimate stone statue when defeated), and sprouts glowing blue tentacles, as well as orange ones at times. Its primary photoreceptors appear to be non-functional, and instead it sports spherical masses in one shoulder and one thigh that each contain a glowing red photoreceptor.

When the Guardians entered into the Black Garden to intercept the source of a signal emanating from the Unknown Artifact, the Sol Divisive sent its legions of Vex to keep the Guardians from disrupting the Sanctified Mind. Unfortunately, the Mind would be defeated and become petrified by the Guardians as they located the signal which derived from a veiled statue, similar to the one found in the Pyramid on Luna in the mission Beyond.

Gameplay

First Phase

The boss encounter will begin when Sanctified Mind is hit by anything. It will then assemble into a Minotaur form and drop to the ground, which is covered in Vex Radiolarian Fluid.

During this time, a wave of Goblins and an Angelic will spawn. After around 20 seconds, both of Sanctified Mind’s photoreceptors (the red, glowing circles that appear on its shoulder and thigh) will begin to glow, signaling they are vulnerable. Shooting these photoreceptors open up a portal with a corresponding color to the side that was shot (Left is Blue, Right is Orange) that leads to a section of the encounter that is separated from the main area. Within these portals are sets of Vex that come in one of two variants:

12 Goblins and 1 Minotaur
12 Harpies and 2 Hobgoblins

Harpies and Goblins will drop one Mote each, whereas Minotaurs and Hobgoblins will drop three Motes each.

In addition to creating a portal of the corresponding color, a Cyclops will spawn on the pillar of the corresponding side of the boss that was shot. Additionally, Sanctified Mind will disintegrate a portion of the floor, flooding that area with Vex Radiolaria.

On each side of the map (designated to be Left/Blue and Right/Orange) is a Relay. Atop these Relays, is a Tether Box, which will initiate a tether that connects to the closest Guardian in its radius. It will also be the locations players deposit motes acquired from the portals, increasing the energy inside them. Relays will start with ten Motes deposited.

Throughout the fight, waves of ten Goblins will spawn near Sanctified Mind’s feet, and split into groups of five that attempt to sacrifice to the Relay on each side. Successful sacrifices will drain ten Motes from the Relay they sacrificed near. If a Relay reaches energy below zero, all Guardians are killed.

After any players deposit Motes to any relay, all Goblins that spawn will be surrounded in a shield that requires the “Enlightenment” buff, acquired from depositing Motes, to be destroyed. These shields will not appear on any side with a Relay that is pulsing with energy (40 total motes, or 30 deposited).

After around five minutes, or when both Relays are pulsing with energy, Sanctified Mind will begin casting an attack that will kill all Guardians after one minute, spawning a single Angelic in the process. While casting this attack, Sanctified Mind will lift up an object that is either Blue or Orange. This can be only be avoided by connecting the tether from a Relay that is both pulsing with energy and is the same color. Once this connects, the boss becomes vulnerable to all damage, and shortly after will fly into the air. Players can choose to use the other Relay (if pulsing with energy) to connect to boss during this phase, but this is optional.

After each damage phase, Relays have a chance to move to one of three spots on each side.

Strategy

Each player should be put onto one of three teams:

  • Defender/Builder:
These players will remain the main area for the entirety of the fight, barring rare exceptions. Their main tasks should be to ensure no Goblins sacrifice (if non-Shielded), Cyclopes are killed, Portal Teams are pulled when called, and the floors remain intact.
  • Team One:
These players are responsible for entering the first portal of each side. Within the portals, the players should eliminate all Vex, acquire Motes, then call out when all possible Motes have been picked up. The total value across both players should be 15-18. After being pulled back to main area, these players should deposit Motes and use their “Enlightened” buff to assist in defending the Relays.
  • Team Two:
Team two has a nearly identical role to Team One, with the exception being that they will utilize the second set of portals on each side.

Upon destroying the first photoreceptor (either left or right), the players designated to Team One should enter. During this time, Defenders should be doing their tasks with the assistance of Team Two. Upon Team One’s callout, players in the main area should shoot the photoreceptor of the side Team One is currently on. This will bring Team One back to main area, and open a new portal that Team Two should enter. Team One should then deposit their motes. Likewise, when Team Two is completed inside their portal and have called to be brought back to the main area, the correct photoreceptor should be destroyed. Ideally, after Team Two deposits, the Relay should become pulsing with energy. This will not be the case if motes were missed such that the total across both teams is less than 30, or a Goblin sacrificed to that Relay. If either are the case, a player, ideally a player on the Defending team, should enter the portal of the side Team Two just returned from.

This process should be repeated on the opposite side.

During any downtime, Defenders should work with any players in the main area to complete the rebuilding of all adjacent floors to the Relays. Take caution in deciding when to construct these platforms, as players are unable to use any abilities or weapons while tethered.


Damage Phase

In addition the teams assigned for the main portion of this fight, there should be two teams designated for the damage phase of this fight. Players should be assigned as to two groups of three as follows:

  • Tether Team:
These players are responsible for organizing the tether used to disrupt Sanctified Mind’s casting of the wipe mechanic. These should be segmented into (1) Anchor, the player closest to the Relay, (2) Middle, the player in the middle, and (3) Boss, the player closest to Sanctified Mind.
  • Damage Team:
This team’s sole purpose should be to deal damage to Sanctified Mind. They should also assist in killing any Goblins that are attacking the Tether team.

While it is possible to extend the duration of a damage phase by tethering again, it is discouraged, as it is very difficult to coordinate compared to the first tether, and will prevent players using any “Relay Defender” mods from obtaining the damage increase while standing next to the opposite Relay.

Medium-long range weapons are ideal to use for damage, as Sanctified Mind flys into the air during damage, making close range weapons unusable and close-medium range weapons leave optimal range. Snipers and Grenade Launchers are most commonly used, while strong Exotics are: Xenophage, Whisper of the Worm, One Thousand Voices, and Izanagi’s Burden.

After a brief period of time, the damage phase will end, and the process should be repeated. There is a long period of time between the end of damage and when the first Angelic spawns. This time should be utilized to reconstruct missing platforms.

Trivia

  • The Sanctified Mind is the third final boss of a Raid to be a Vex, behind Atheon, Time's Conflux and Argos, Planetary Core.
  • Upon the death of the Sanctified Mind, it turns into a stone statue, hinting a connection between the Sol Inherent and the Sol Progeny as vessels for the Darkness, albeit the Black Heart and the Pyramids respectively.
  • Unlike other Axis Minds or other Ultra Vex bosses, the Sanctified Mind does not possess a glowing central eye.
    • This is probably due to the two giant visors on two of its arm and leg, which are likely its optic sensors.
  • Due to its name, the Sol Inherent may be a sub faction of Vex were meant to replace the Black Heart due to the Vex of the Black Garden sacrificing themselves to the Inherent Minds.
  • The Sanctified Mind is the largest Minotaur in Destiny history so far, larger than either Atheon or Protheon, Modular Mind.
  • Upon the defeat of the Sanctified Mind, a Pyramid Scale is revealed to the players, this is the first time a Pyramid Scale has appeared in-game. The second being in Season of Arrivals.

Gallery

List of appearances

References


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