King's Fall: Difference between revisions

added more of Destiny 2 info, moved enemies section to the bottom in alignment with the other raid pages
Tag: Mobile edit
(added more of Destiny 2 info, moved enemies section to the bottom in alignment with the other raid pages)
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King's Fall was reintroduced as a reprised raid in Destiny 2's [[Season of Plunder]], on August 26th 2022.
King's Fall was reintroduced as a reprised raid in Destiny 2's [[Season of Plunder]], on August 26th 2022.
==Unique enemies==
*[[Adept]] (Major [[Acolyte]])
*[[Light-Eater Ogre]] (Ultra [[Ogre]])
*[[Vessel of Oryx]] (Major [[Knight]])
*[[Light-Eater Knight]] ([[Knight]])
*[[Shade of Oryx]] ([[Echo of Oryx]] variant)


==Bosses==
==Bosses==
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#You will now leave Hall of Souls and enter the next location, The Crux.
#You will now leave Hall of Souls and enter the next location, The Crux.


'''Destiny 2''': This section of the raid is largely the same. The only changes are that the walls blocking progression for carriers must be shot in the Taken Blight in the center to break them, and that the chest through the portal will contain gear (either a Scout Rifle or a Class Item). Beneath the Court of Oryx portal, three symbols can be found, which correspond to specific ones that can be shot throughout the raid to spawn a guaranteed Deepsight King's Fall raid weapon once Oryx has been defeated.
'''Destiny 2''': This section of the raid is largely the same. The only changes are that the walls blocking progression for carriers must be shot in the Taken Blight in the center to break them, and that the chest through the portal will contain gear (either a [[Scout Rifle]] or a Class Item). Beneath the Court of Oryx portal, three symbols can be found, which correspond to specific ones that can be shot throughout the raid to spawn a guaranteed [[Weapon Crafting|Deepsight Resonant]] King's Fall raid weapon once Oryx has been defeated.


===The Crux and Portico===
===The Crux and Portico===
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You will need to split up into two teams of three again, per side. Picking up the Brand of Unweaving and the Brand of Weaving must still occur, but the transfer of this buff is different.
You will need to split up into two teams of three again, per side. Picking up the Brand of Unweaving and the Brand of Weaving must still occur, but the transfer of this buff is different.


Now, to transfer the Brand from the player holding it, a player must pick up a Brand Claimer buff, spawned by defeating a Hive Wizard and then a Taken Knight, on the balconies to the sides of the doorway to the Warpriest. Once picked up, they will have a 30 second timer to return to the person holding a Brand to be able to interact with them to "claim" it, and take it upon themselves. The person holding the Brand will die if their timer for holding it runs out, losing all stacks of Deathsinger's Power, so you need to transfer it before it expires.
Now, to transfer the Brand from the player holding it, a player must pick up a Brand Claimer buff, spawned by defeating a Hive [[Wizard]] and then a [[Blightguard]] Taken Knight, on the balconies to the sides of the doorway to the Warpriest. Once picked up, they will have a 30 second timer to return to the person holding a Brand to be able to interact with them to "claim" it, and take it upon themselves. The person holding the Brand will die if their timer for holding it runs out, losing all stacks of Deathsinger's Power, so you need to transfer it before it expires.


While under the influence of a Brand, any enemy killed will provide stacks of Deathsinger's Power. Minors provide 1, Majors provide 2. Depositing Deathsinger's Power works the same way, on the central plate in front of the door. Be aware that you can't pick up Brand Claimer if you have any stacks of Deathsinger's Power, so make sure to get rid of them all before you try to do so. You'll be told "Brand Denied" if you hold any Deathsinger's Power when trying to pick up Brand Claimer.
While under the influence of a Brand, any enemy killed will provide stacks of Deathsinger's Power. Minors provide 1, Elites provide 2. Depositing Deathsinger's Power works the same way, on the central plate in front of the door. Be aware that you can't pick up Brand Claimer if you have any stacks of Deathsinger's Power, so make sure to get rid of them all before you try to do so. You'll be told "Brand Denied" if you hold any Deathsinger's Power when trying to pick up Brand Claimer.


In essence, the trio of players assigned onto a side should be rotating between standing under the totem and killing to gain power, killing the Hive Wizard and Taken Knight so they can get Brand Claimer to relieve the person who is currently with Brand, and returning to deposit Deathsinger's Power in the center.
In essence, the trio of players assigned onto a side should be rotating between standing under the totem and killing to gain power, killing the Hive Wizard and Taken Knight so they can get Brand Claimer to relieve the person who is currently with Brand, and returning to deposit Deathsinger's Power in the center.


An Unstoppable Ogre will periodically spawn from the pool in front of the power deposit plate, so make sure you have Unstoppable weapons/season mods equipped to handle these.
An [[Unstoppable Ogre]] will periodically spawn from the pool in front of the power deposit plate, so make sure you have Unstoppable weapons/season mods equipped to handle these.


Another tip for the person currently Branded is that if their timer is running low, they can get off the plate beneath the Annihilator Totem and run towards the person with Brand Claimer. You have more than enough time before the forced wipe occurs for the person who has Brand Claimer to take the Brand and make it back to the plate to pacify the Totem.
Another tip for the person currently Branded is that if their timer is running low, they can get off the plate beneath the Annihilator Totem and run towards the person with Brand Claimer. You have more than enough time before the forced wipe occurs for the person who has Brand Claimer to take the Brand and make it back to the plate to pacify the Totem.
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===Warpriest===
===Warpriest===
[[File:Hive2.png|thumb|right|300px|The Warpriest]]
[[File:Hive2.png|thumb|right|300px|The Warpriest]]
The Warpriest will not spawn until you step on all three plates at the same time. Use this as an opportunity to decide who goes on which plate (right, middle, and left). After everyone goes to their assigned plate, have one person step on each plate, and then the Warpriest will spawn. He is initially immune to all attacks and thus will start firing at all [[Guardian]]s in sight with his [[Boomer]] in an attempt to suppress them. Don't be flattered. As the adds spawn, clear them out. When you hear a Knight yell (which is when all the Adepts are dead), a Hallowed melee Knight will spawn for each plate. Kill them fast. Once all three are dead, the Glyph sequence starts. Have one person call out the sequence. (Most often, the first sequence is either left, middle, right; or left, right, middle.) If you take too long to start the Glyph sequence or you fail it too many times, the Warpriest will summon a Wormstone Idol to reject the Initiate, therefore wiping the team. But if pulled off correctly, the person who stepped on the last plate will get the "Brand of The Initiate." This brand is the only way to inflict damage on the Warpriest; when their timer is at three seconds (stacks for 5 times), kill an add or the one with the brand will die, while the remaining five unload all their weapons' fire on the Warpriest. If the one holding the Brand dies, then the brand will be transferred to someone else. It is recommended that in order to start the damage phase, there should be a Nightstalker to tether the Warpriest so that the team will have an easier time firing at the Warpriest. This is a fight where [[Black Spindle]] would come in real handy.  
The Warpriest will not spawn until you step on all three plates at the same time. Use this as an opportunity to decide who goes on which plate (right, middle, and left). After everyone goes to their assigned plate, have one person step on each plate, and then the Warpriest will spawn. He is initially immune to all attacks and thus will start firing at all [[Guardian]]s in sight with his [[Boomer]] in an attempt to suppress them. Don't be flattered. As the adds spawn, clear them out. When you hear a Knight yell (which is when all the Adepts are dead), a Hallowed melee Knight will spawn for each plate. Kill them fast. Once all three are dead, the Glyph sequence starts. Have one person call out the sequence. (Most often, the first sequence is either left, middle, right; or left, right, middle.) If you take too long to start the Glyph sequence or you fail it too many times, the Warpriest will summon a Wormstone Idol to reject the Initiate, therefore wiping the team. But if pulled off correctly, the person who stepped on the last plate will get the "Brand of The Initiate." This brand is the only way to inflict damage on the Warpriest; when their timer is at three seconds (stacks for 5 times), kill an add or the one with the brand will die, while the remaining five unload all their weapons' fire on the Warpriest. If the one holding the Brand dies, then the brand will be transferred to someone else. It is recommended that in order to start the damage phase, there should be a Nightstalker to tether the Warpriest so that the team will have an easier time firing at the Warpriest. This is a fight where [[Black Spindle]] would come in real handy.  


After the last brand expires, all players must hide behind one of three Monolith because the Warpriest will call upon his Oculus, an Oversoul similar to Crota's Oversoul. If you do not stand behind a Monolith, you will die to Searing Torrent from the Oculus. In Hard Mode, the Warpriest will draw power from a Monolith and will gain a Taken ability based on the Monolith (left is Axion Dart, middle is Hobgoblin retaliation swarm, and right is Darkness Blast). This repeats until the Warpriest is dead, just with different Sequences. After two Pillars (or half the fight) have been destroyed, Taken start spawning along with Knights with yellow health bars spawning right on the plates.  
After the last brand expires, all players must hide behind one of three Monolith because the Warpriest will call upon his Oculus, an Oversoul similar to Crota's Oversoul. If you do not stand behind a Monolith, you will die to Searing Torrent from the Oculus. In Hard Mode, the Warpriest will draw power from a Monolith and will gain a Taken ability based on the Monolith (left is Axion Dart, middle is Hobgoblin retaliation swarm, and right is Darkness Blast). This repeats until the Warpriest is dead, just with different Sequences. After two Pillars (or half the fight) have been destroyed, Taken start spawning instead of Hive, along with Major Knights spawning right on the plates.  


After four shooting rounds have passed and you have not yet killed the Warpriest, your whole fireteam will die due to there being no Monoliths to hide behind from the Searing Torrent, which kills everyone. After Enraging, Searing Torrent's effect of killing you is persistent even after the Oculus goes away.
After four shooting rounds have passed and you have not yet killed the Warpriest, your whole fireteam will die due to there being no Monoliths to hide behind from the Searing Torrent, which kills everyone. After Enraging, Searing Torrent's effect of killing you is persistent even after the Oculus goes away.
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'''Destiny 2''': The cadence of this fight has changed, with a Hard Mode feature rolled into the regular fight (the Warpriest has the power to use all 3 Taken abilities throughout the fight, not needing to obtain them after each damage phase ends).
'''Destiny 2''': The cadence of this fight has changed, with a Hard Mode feature rolled into the regular fight (the Warpriest has the power to use all 3 Taken abilities throughout the fight, not needing to obtain them after each damage phase ends).


To begin with, assign your teams per plate, two to each. Three people should take it upon themselves to be people who will always stand on the plates for the glyph reading sequence, which leaves three players left to pick up the other role of the fight, which is Brand Claimer. Two players will need to take this role, as extension of the Brand timer is no longer a feature through simply killing an enemy. Instead, you will need to kill a Taken Knight during the damage phase to get a Brand Claimer buff to drop. Once picked up, the person holding it can interact with the Branded person to claim their Brand, thus extending the fight timer. This can be done twice before the Warpriest summons their Oculus, of which you still need to hide from.
To begin with, assign your teams per plate, two to each. Three people should take it upon themselves to be people who will always stand on the plates for the glyph reading sequence, which leaves three players left to pick up the other role of the fight, which is Brand Claimer. Two players will need to take this role, as extension of the Brand timer is no longer a feature through simply killing an enemy. Instead, you will need to kill a Blightguard during the damage phase to get a Brand Claimer buff to drop. Once picked up, the person holding it can interact with the Branded person to claim their Brand, thus extending the fight timer. This can be done twice before the Warpriest summons their Oculus, of which you still need to hide from.


Glyph reading is also committed differently. Instead of having a player stand somewhere with the backs of all three of the monoliths visible to tell which is which, this time it is the plate standees who do this job. Once you defeat the three Knights, a message will appear stating the glyph reading sequence has begun. The person who has middle plate duty should stand on theirs and check the left and right monolith for a glowing white back, visible from their position. If they can see this, then it will be the job of that side to stand on their plate when they need to. If there is no glowing white back on either, it will be the middle plate first. Once identification has been completed, middle will step off their plate until the Hive symbology on it disappears. Then, whoever is first will step on their plate and look for the same white glow on the other monoliths and call that out. That side will then get on their plate, and whoever is left out of the trio of plate steppers will need to get on their plate. This will then provide the Brand of the Initiate to the last plate stepper. Be aware that if a monolith has been destroyed in a previous glyph reading sequence, the white glow indicator is replaced with a pillar of flame indicator instead.
Glyph reading is also committed differently. Instead of having a player stand somewhere with the backs of all three of the monoliths visible to tell which is which, this time it is the plate standees who do this job. [[Blistered Wizard]]s will spawn alongside the waves of enemies, and their death signals the arrival of [[Revenant Knight]]s with [[Cleaver]]s. These Knights will have the ability to fire a damaging wave of [[Arc]] energy with their sword swings, much like a Wave Frame [[Grenade Launcher]]. Once the Warpriest reaches half health, the Hive will be exchanged with Taken, with [[Servile Minotaur]]s taking the place of Wizards, and [[Ravenous Taken Knight]]s with Boomers taking the place of Revenant Knights, though they will appear right on a plate.


This Brand of the Initiate comes with a large glowing red aura, and anyone inside can damage the Warpriest. Players ought to gather up to begin damaging the Warpriest, and the two players assigned as Claimers before will need to decide who will claim first. They should seek out the first Taken Knight spawn (either up on the balcony on left, in middle between the right and middle monolith, or up on the right side platform), kill it and pick up the Brand Claimer buff from it, and return to the group. The Branded player should count down from 10 when their buff reaches this, so the Claimer can take it just as the timer runs out, so as to maximise the time available to deal damage. Failure to claim the Brand will cause the Branded player to die and the Warpriest to immediately summon the Oculus in an attempt to kill any players not hiding. If you successfully claim the Brand twice, the person holding it last won't die when it expires, but the Warpriest will move on to summoning the Oculus to wipe out. Choose a monolith to hide behind as a team, survive, and move on to repeat the same steps to enter the next damage phase.
Once the Knights are dead, a message will appear stating the glyph reading sequence has begun. The person who has middle plate duty should stand on theirs and check the left and right monolith for a glowing white back, visible from their position. If they can see this, then it will be the job of that side to stand on their plate when they need to. If there is no glowing white back on either, it will be the middle plate first. Once identification has been completed, middle will step off their plate until the Hive symbology on it disappears. Then, whoever is first will step on their plate and look for the same white glow on the other monoliths and call that out. That side will then get on their plate, and whoever is left out of the trio of plate steppers will need to get on their plate. This will then provide the Brand of the Initiate to the last plate stepper. Be aware that if a monolith has been destroyed in a previous glyph reading sequence, the white glow indicator is replaced with a pillar of flame indicator instead.
 
This Brand of the Initiate comes with a large glowing red aura, and anyone inside can damage the Warpriest. Players ought to gather up to begin damaging the Warpriest, and the two players assigned as Claimers before will need to decide who will claim first. They should seek out the first Blightguard spawn (either up on the balcony on left, in middle between the right and middle monolith, or up on the right side platform), kill it and pick up the Brand Claimer buff from it, and return to the group. The Branded player should count down from 10 when their buff reaches this, so the Claimer can take it just as the timer runs out, so as to maximise the time available to deal damage. Failure to claim the Brand will cause the Branded player to die and the Warpriest to immediately summon the Oculus in an attempt to kill any players not hiding. If you successfully claim the Brand twice, the person holding it last won't die when it expires, but the Warpriest will move on to summoning the Oculus to wipe out. Choose a monolith to hide behind as a team, survive, and move on to repeat the same steps to enter the next damage phase.


As the Warpriest is prone to running around on his balcony during the entire fight, damage opportunities may be lost if trying to use a plate as a gathering spot for committing damage. Instead, it is recommended to use the space between the right and middle monoliths as a place to plant Wells and do damage, as you will be able to comfortably view the Warpriest no matter what side of the balcony he runs to. It also provides close access to both the right and middle monoliths for hiding from the Oculus. The only problem is accessing the left monolith, which players must climb to. If this is your last monolith, it is advisable to end your damage phase early to provide enough time to reach it to avoid a wipe.
As the Warpriest is prone to running around on his balcony during the entire fight, damage opportunities may be lost if trying to use a plate as a gathering spot for committing damage. Instead, it is recommended to use the space between the right and middle monoliths as a place to plant Wells and do damage, as you will be able to comfortably view the Warpriest no matter what side of the balcony he runs to. It also provides close access to both the right and middle monoliths for hiding from the Oculus. The only problem is accessing the left monolith, which players must climb to. If this is your last monolith, it is advisable to end your damage phase early to provide enough time to reach it to avoid a wipe.


Another tip is to utilize Aeon exotic armor to spawn Special and Heavy ammo via finishers performed on the Elite and Major Knights, Wizards and Taken Minotaurs that will spawn throughout the fight. The Warpriest is bulky and as they like to attack you during your own attempts to damage him, shots may be missed via flinching, and ammunition may run low or dry.
Another tip is to utilize Aeon exotic armor to spawn Special and Heavy ammo via finishers performed on the Elite and Major Knights, Wizards and Minotaurs that will spawn throughout the fight, or an exotic primary to increase your chances of dropping Heavy ammo. The Warpriest is bulky and as they like to attack you during your own attempts to damage him, shots may be missed via flinching, and ammunition may run low or dry.


===Golgoroth's Cellar===
===Golgoroth's Cellar===
[[File:Destiny Golgoroth Emerges.jpg|thumb|right|300px|Golgoroth emerges]]
[[File:Destiny Golgoroth Emerges.jpg|thumb|right|300px|Golgoroth emerges]]
After defeating The Warpriest you will go through the portal and end up in [[Golgoroth's Cellar]] and will have to traverse a maze to get to the boss. Once your fireteam reaches the exit a door will open and you will be able to fight [[Golgoroth]]. Start the fight by shooting the orb hanging from the ceiling and Golgoroth will spawn with lots of [[Thrall]], [[Cursed Thrall]], [[Acolytes]] and Adept Acolytes.
After defeating The Warpriest you will go through the portal and end up in [[Golgoroth's Cellar]] and will have to traverse a maze to get to the boss. Once your fireteam reaches the exit a door will open and you will be able to fight [[Golgoroth]]. Start the fight by shooting the orb hanging from the ceiling and Golgoroth will spawn with lots of [[Thrall]]s, [[Cursed Thrall]]s, [[Acolytes]] and Adept Acolytes. As the fight continues, the Hive will be gradually replaced with Taken. Beware of the [[Taken Phalanx]]es that appear in the lower level, as they will try to push players out of their damage dealing positions.


After killing all the enemies, except Golgoroth, have one player shoot Golgoroth in the back while the rest shoot one of the orbs hanging from the ceiling and when you stand in it, you will get a massive damage buff against Golgoroth by entering the Pool of Reclaimed Light, and you will do the most damage by shooting him in the chest. To do that, have the player who has captured his Gaze stand behind the players on the upper platform shooting the projectiles Golgoroth is firing at you. When the Gaze timer reaches zero, that player must tell their fireteam to get out before Golgoroth wipes them.  
After killing all the enemies, except Golgoroth, have one player shoot Golgoroth in the back while the rest shoot one of the orbs hanging from the ceiling and when you stand in it, you will get a massive damage buff against Golgoroth by entering the Pool of Reclaimed Light, and you will do the most damage by shooting him in the chest. To do that, have the player who has captured his Gaze stand behind the players on the upper platform shooting the projectiles Golgoroth is firing at you. When the Gaze timer reaches zero, that player must tell their fireteam to get out before Golgoroth wipes them.  
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===Confronting Oryx===
===Confronting Oryx===
[[File:OryxKingsFall.jpg|thumb|right|300px|Oryx, the Taken King]]
[[File:OryxKingsFall.jpg|thumb|right|300px|Oryx, the Taken King]]
Before spawning Oryx there will be a black orb at the end of the room. Approaching it begins the fight so take this time to talk strategy and gear up accordingly. When you approach the orb, Oryx appears much larger than before. A Relic similar to the daughters' one appears, and the same counter-clockwise pattern of platforms begins. The difference is two people jump on the first platform with the first one touching it becoming torn. Choose the most parkour savvy party member to do the platforming. While you stand on the platforms, Light-Eater Ogres spawn (Light-Eater Knights on hard) in the order of platforms you should stand on. The two people on Add control will need to ''kill the Ogres''. They are problematic, and you need to kill them to spawn orbs of corrupted Light to damage Oryx. (And it's crucial to kill the Light-Eater Knights after dealing with the Orges, because they will steal the orbs that were dropped).
Before spawning Oryx there will be a black orb at the end of the room. Approaching it begins the fight so take this time to talk strategy and gear up accordingly. When you approach the orb, Oryx appears much larger than before. A Relic similar to the daughters' one appears, and the same counter-clockwise pattern of platforms begins. The difference is two people jump on the first platform with the first one touching it becoming torn. Choose the most parkour savvy party member to do the platforming. While you stand on the platforms, [[Light-Eater Ogre]]s spawn ( with [[Light-Eater Knight]]s on hard mode) in the order of platforms you should stand on. The two people on Add control will need to ''kill the Ogres''. They are problematic, and you need to kill them to spawn orbs of corrupted Light to damage Oryx. (And it's crucial to kill the Light-Eater Knights after dealing with the Orges, because they will steal the orbs that were dropped).


When the person grabs the Relic, they have to steal "The Aura of Immortality" from the Vessel, a special melee Knight wandering the area. After stealing the Aura, kill him. He will eat the orbs, which are crucial for dealing max damage on Oryx. After dealing with him, find Oryx and shoot his chest when it glows white or he will wipe everyone if not enough damage is done. After you stun him, the players that are assigned to their platform need to stand in the aura of the corrupted Light. Pay attention to the Updates in the lower left corner for the "X has detonated a corrupted Light." Get back to the person with Aura of Immortality. This player ''should not move'' from rough center during the detonation sequences since the detonation will wipe the area outside of the Aura and stun Oryx. Failure to detonate results in wipe. Unload into Oryx who will fall and reappear at the starting position.
When the person grabs the Relic, they have to steal "The Aura of Immortality" from the Vessel, a special melee Knight wandering the area. After stealing the Aura, kill him. He will eat the orbs, which are crucial for dealing max damage on Oryx. After dealing with him, find Oryx and shoot his chest when it glows white or he will wipe everyone if not enough damage is done. After you stun him, the players that are assigned to their platform need to stand in the aura of the corrupted Light. Pay attention to the Updates in the lower left corner for the "X has detonated a corrupted Light." Get back to the person with Aura of Immortality. This player ''should not move'' from rough center during the detonation sequences since the detonation will wipe the area outside of the Aura and stun Oryx. Failure to detonate results in wipe. Unload into Oryx who will fall and reappear at the starting position.
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After one more cycle of corrupted Light detonations on his last bit of health, Oryx will appear at the front in a last ditch attempt to kill you. Unload all firepower into his chest. Supers are ineffective against him at all times, except Golden Gun with Celestial Nighthawk. Once he dies and starts floating towards Saturn, congratulate and thank your team and enjoy watching his dead corpse float into the void of space after looting the chest.
After one more cycle of corrupted Light detonations on his last bit of health, Oryx will appear at the front in a last ditch attempt to kill you. Unload all firepower into his chest. Supers are ineffective against him at all times, except Golden Gun with Celestial Nighthawk. Once he dies and starts floating towards Saturn, congratulate and thank your team and enjoy watching his dead corpse float into the void of space after looting the chest.
'''Destiny 2''': this fight functions more or less the same, but with some crucial changes.
First of all, Light-Eater Knights will always spawn, even in normal mode, and must be dealt with. After each damage phase, the retaliaton Oryx chooses is chosen randomly between the two.
When the full Brand Claimer is found and Oryx calls upon the Darkness, the Corrupted Light must be used to stun him instead of inflicting damage. After the Corrupted Light is primed, with the message "[Player] has detonated a Corrupted Light", they will have a short amount of time to run inside the Aura of Immortality, from where they will be allowed to damage Oryx with their weapons and Supers. Oryx will remain stunned longer the more Corrupted Lights are detonated at the same time, ideally four, but for a challenge run, players will need to detonate as many Lights as possible at the same time.
Once he moves to the front for his final stand, the current holder of the Aura will keep it, and two more Light Eater Ogres will spawn, dropping another Corrupted Light each. These Lights should be detonated one at a time to maximize the amount of time players have to damage Oryx. Wound him enough, and the Taken King will capitulate once again.
==Unique enemies==
*[[Adept]] ([[Major]] [[Acolyte]], [[Elite]] in ''Destiny 2'')
*[[Light-Eater Ogre]] (Ultra [[Ogre]])
*[[Vessel of Oryx]] (Major [[Knight]], Elite in ''Destiny 2'')
*[[Light-Eater Knight]] ([[Knight]], Major in ''Destiny 2'')
*[[Shade of Oryx]] ([[Echo of Oryx]] variant)
====Destiny 2====
*[[Blightguard]] (Major [[Taken Knight]])
*[[Blistered Wizard]] (Major [[Wizard]])
*[[Servile Minotaur]] (Major [[Taken Minotaur]])
*[[Servile Wizard]] (Major [[Taken Wizard]])


==Messages==
==Messages==
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==Trivia==
==Trivia==
*There is a basketball court located in the Transept that became the center of fan speculation that it would unlock a secret. However Luke Smith quickly clarified there are no rewards associated with it and it was just added for fun.
*There is a basketball court located in the Transept that became the center of fan speculation that it would unlock a secret. However Luke Smith quickly clarified there are no rewards associated with it and it was just added for fun.
**The basketball court became part of the final step for the obtainment of the [[Exotic catalyst]] for Touch of Malice in ''Destiny 2''.
*The Oryx encounter was the first Raid encounter to have a Last Stand ability.
*The Oryx encounter was the first Raid encounter to have a Last Stand ability.
*Oryx is the first raid boss in the Destiny franchise that cannot be killed in one phase and/or a couple of seconds, as the encounter requires at least four phases to complete.
*Oryx is the first raid boss in the Destiny franchise that cannot be killed in one phase and/or a couple of seconds, as the encounter requires at least four phases to complete.
*King's Fall is the longest raid in the [[Destiny]] franchise; with eight total encounters and five bosses.
*King's Fall is the longest raid in the [[Destiny]] franchise; with eight total encounters and five bosses.
*King’s Fall is the [[Vault of Glass (raid)|second raid]] to be reprised and revamped for the sequel, [[Destiny 2]], during the events of Season 18.
*King’s Fall is the [[Vault of Glass (raid)|second raid]] to be reprised and revamped for the sequel, ''[[Destiny 2]]'', during the events of Season 18.


==List of appearances==
==List of appearances==
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