Vault of Glass (raid)/Walkthrough: Difference between revisions

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As a puzzle, this stage is fairly simple. The most significant threat to the Sync Plates are powerful [[Minotaur]] variants called [[Praetorian]]s. Once a Praetorian spawns, it will rapidly advance toward the nearest Sync Plate. Players should focus on destroying Praetorians above all else so that the Spire is not interrupted as they are the only units that can capture Plates, the adds being shields and cannon fodder. When the Spire is complete, it will link with the Vault portal and open it, allowing the party to proceed.
As a puzzle, this stage is fairly simple. The most significant threat to the Sync Plates are powerful [[Minotaur]] variants called [[Praetorian]]s. Once a Praetorian spawns, it will rapidly advance toward the nearest Sync Plate. Players should focus on destroying Praetorians above all else so that the Spire is not interrupted as they are the only units that can capture Plates, the adds being shields and cannon fodder. When the Spire is complete, it will link with the Vault portal and open it, allowing the party to proceed.


''Destiny''
''Destiny 2''


This encounter works exactly the same as its [[Destiny]] 1 counterpart, the only exceptions being the types of enemies that spawn. [[Goblin]]s and [[Hobgoblin]]s are the main enemies players will fight, with the occasional [[Major]] [[Minotaur]] spawning with a group of other grunts. Every few waves, a [[Vex]] [[Cyclops]] will spawn on a rock in a random location. These enemies are annoying to deal with, so they should be killed as quickly as possible. The encounter ends when the Spire is fully formed, enabling players to advance further into the [[Vault of Glass (location)|Vault of Glass]].
This encounter works exactly the same as its [[Destiny]] 1 counterpart, the only exceptions being the types of enemies that spawn. [[Goblin]]s and [[Hobgoblin]]s are the main enemies players will fight, with the occasional [[Major]] [[Minotaur]] spawning with a group of other grunts. Every few waves, a [[Vex]] [[Cyclops]] will spawn on a rock in a random location. These enemies are annoying to deal with, so they should be killed as quickly as possible. The encounter ends when the Spire is fully formed, enabling players to advance further into the [[Vault of Glass (location)|Vault of Glass]].
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Players need to kill all the Oracles that spawn as quickly as possible (ten to fifteen seconds is the limit) or they will be Marked for Negation. Hobgoblins will appear on the edges of the map, far out on distant platforms, so be careful of stray sniper shots. If a player sniper has successfully managed to stay alive, and conserved their ammo well, they can deal with the Hobgoblins, although wariness and caution is required.
Players need to kill all the Oracles that spawn as quickly as possible (ten to fifteen seconds is the limit) or they will be Marked for Negation. Hobgoblins will appear on the edges of the map, far out on distant platforms, so be careful of stray sniper shots. If a player sniper has successfully managed to stay alive, and conserved their ammo well, they can deal with the Hobgoblins, although wariness and caution is required.


''Destiny''
''Destiny 2''


Players should split into 3 teams of two to cover each of the 3 sections. The encounter starts after any player enters the arena. Once the encounter begins, enemies begin spawning from the various caves and crevices on the far sides of each area. Waves will consist of mostly [[Goblin]]s and [[Hobgoblin]]s, with a [[Major]] [[Harpy]] or Overload [[Minotaur]] spawning occasionally. If a [[Minotaur]] or a [[Harpy]] sacrifices to any of the three [[Conflux]]es in the arena, it will cause the team to wipe, forcing a restart. There are also [[Fanatic]]s that spawn alongside regular waves of enemies, and killing them leaves a negation pool for around 15 seconds. Entering a negation pool will give the player "Marked For Negation", and in order to get rid of this debuff a player must enter the cleansing pool in the center of the arena. Be warned, entering the pool will cause it to despawn for a period of time, so players should call out if they've been marked.
Players should split into 3 teams of two to cover each of the 3 sections. The encounter starts after any player enters the arena. Once the encounter begins, enemies begin spawning from the various caves and crevices on the far sides of each area. Waves will consist of mostly [[Goblin]]s and [[Hobgoblin]]s, with a [[Major]] [[Harpy]] or Overload [[Minotaur]] spawning occasionally. If a [[Minotaur]] or a [[Harpy]] sacrifices to any of the three [[Conflux]]es in the arena, it will cause the team to wipe, forcing a restart. There are also [[Fanatic]]s that spawn alongside regular waves of enemies, and killing them leaves a negation pool for around 15 seconds. Entering a negation pool will give the player the "Marked For Negation" debuff, and in order to get rid of this debuff a player must enter the cleansing pool in the center of the arena. Be warned, entering the pool will cause it to despawn for a period of time, so players should call out if they've been marked.


The [[Oracle]] phase has also changed: There are still 5 waves of [[Oracle]]s to kill, but this time, they must be killed in the order they appear. If an [[Oracle]] is killed out of order, all players will receive the "Marked For Negation" debuff. Players can only remove this buff by jumping into the cleansing pool in the center of the arena, similar to the [[Conflux]]es encounter immediately prior. [[Overload Minotaur]]s will also spawn every few waves.  
The [[Oracle]] phase has also changed: There are still 5 waves of [[Oracle]]s to kill, but this time, they must be killed in the order they appear. If an [[Oracle]] is killed out of order, all players will receive the "Marked For Negation" debuff. Players can only remove this buff by jumping into the cleansing pool in the center of the arena, similar to the [[Conflux]]es encounter immediately prior. [[Overload Minotaur]]s will also spawn every few waves.