Sanctified Mind, Sol Inherent: Difference between revisions

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{{Boss infobox
{{Boss infobox
|nameBG=#466D1D
|BG=#466D1D
|sectionBG=#466D1D
|lineBG=#466D1D
|name= Sanctified Mind, Sol Inherent
|name= Sanctified Mind, Sol Inherent
|image= [[file:Sanctified Mind Sol Inherent.jpg|350px]]
|image= [[file:Sanctified Mind Sol Inherent.jpg|300px]]
|species= [[Vex]]
|species= [[Vex]]
|faction= [[Sol Divisive]] (Sol Inherent)
|faction= [[Sol Divisive]]
|rank= [[Axis Mind]]
|rank= [[Axis Mind]] <br> [[Ultra]]
|class= [[Minotaur]]
|class= [[Minotaur]]
|mission= [[Garden of Salvation]]
|mission= [[Garden of Salvation]]
|gender=
|weapon= {{icon|Void}} Engulfing Cannon
|height=
|ability= Summon Vex <br> Summon [[Angelic]] <br> High Durability <br> {{icon|Kinetic}} Temporal Shockwave <br> Disintegration <br> Volatile Penitence <br> Open Portal <br> Initial Immunity <br> Tether Repair Sequence <br> Sacred Dematerialization  
|mass=
|weapon= Engulfing Cannon
|ability= Summon [[Vex]] <br> Summon Angelic <br> High Durability <br> Temporal Shockwave <br> Disintegration <br> Voltaic Overload <br> Open Portal <br> Initial Immunity <br> Tether Repair Sequence <br> 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 Scale]]s to empower the [[Sol Divisive]] with its [[Darkness]], only to be defeated by the Guardians.
The '''Sanctified Mind''' is a massive [[Vex]] [[Axis Mind]], and the final boss of the ''[[Garden of Salvation]]'' [[Raid]]. It had previously established contact with [[The Witness|the Witness]] and the [[Black Fleet]] sometime within the [[Black Garden]] and was left with one of the [[Pyramid Scale]]s to empower the [[Sol Divisive]] with paracausal [[Darkness]], only to be defeated by the Guardians.<ref>'''Bungie (2019/10/29)''',''[[Destiny 2]]: [[Shadowkeep]], [[Raid]]: [[Garden of Salvation]]''</ref>


==Overview==
==Biography==
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.
The Sanctified Mind is one of the two Sol Inherent minds of the [[Sol Divisive]] who had communed with [[The Witness|the Witness]] when the [[Black Fleet]] came to the [[Black Garden]] and left a [[Pyramid Scale]] to propagate the environment with [[Darkness]]; a process which involved harvesting a lake full of Vex radiolarian fluid for them to reap its paracausal power and grow. Much like the [[Consecrated Mind, Sol Inherent]] before it, the Sanctified Mind has been warped by exposure to the [[Darkness]]-aligned resonance of the [[Pyramid]]s. 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 which shifts to an orange hue 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]].
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, losing its paracausal power and becoming 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==
==Gameplay==
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:


- First Phase -
: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.
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).
*Team Two:
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.
: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.


- Team Gambit (2) -
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.
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.
This process should be repeated on the opposite side.
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 -
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.  
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.
======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:


- General Advices -
*Tether Team:


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.
: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.  


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.
*Damage Team:


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.
: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.


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.  
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.


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.
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==
*The Sanctified Mind is the third final boss of a Raid to be a Vex, behind [[Atheon, Time's Conflux]] and [[Argos, Planetary Core]].
*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.
*Underneath all of the vernal growth and rock-like formations, its chassis is similar in appearance to [[Protheon, Modular Mind]]'s chassis.  
*Unlike other Axis Minds or other Ultra Vex bosses, the Sanctified Mind does not possess a glowing central eye.
*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.
**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.
*Due to its name, the Sol Inherent may be a sub faction of Vex that 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]].
*The Sanctified Mind is the largest [[Minotaur]] in Destiny history so far, larger than either Atheon or Protheon.  
*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]].
*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==
==Gallery==
<GALLERY>
<gallery>
File:Roderick-weise-dartheon-close.jpg|Render of the Sanctified Mind
File:Roderick-weise-dartheon-close.jpg|Render of the Sanctified Mind
File:SanctifiedMinddamaged.jpg|The Sanctified Mind during damage phase with its chassis exposed
File:SanctifiedMinddamaged.jpg|The Sanctified Mind during damage phase with its chassis exposed
</GALLERY>
</gallery>
==List of appearances==
 
==Appearance==
*''[[Destiny 2]]'': ''[[Shadowkeep]]'' {{1st}}
*''[[Destiny 2]]'': ''[[Shadowkeep]]'' {{1st}}


Line 79: Line 102:
<references/>
<references/>


{{BossD2}}
{{Bosses|D2}}


[[Category:Artificial intelligence]]
[[Category:Artificial intelligence]]

Latest revision as of 10:40, December 1, 2023

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

Species:

Vex

Faction:

Sol Divisive

Rank:

Axis Mind
Ultra

Class:

Minotaur

Combat information

Mission:

Garden of Salvation

Weapon(s):

VoidS.png Engulfing Cannon

Abilities:

Summon Vex
Summon Angelic
High Durability
KineticS.png Temporal Shockwave
Disintegration
Volatile Penitence
Open Portal
Initial Immunity
Tether Repair Sequence
Sacred Dematerialization

 

The Sanctified Mind is a massive Vex Axis Mind, and the final boss of the Garden of Salvation Raid. It had previously established contact with the Witness and the Black Fleet sometime within the Black Garden and was left with one of the Pyramid Scales to empower the Sol Divisive with paracausal Darkness, only to be defeated by the Guardians.[1]

Biography[edit]

The Sanctified Mind is one of the two Sol Inherent minds of the Sol Divisive who had communed with the Witness when the Black Fleet came to the Black Garden and left a Pyramid Scale to propagate the environment with Darkness; a process which involved harvesting a lake full of Vex radiolarian fluid for them to reap its paracausal power and grow. Much like the Consecrated Mind, Sol Inherent before it, the Sanctified Mind has been warped by exposure to the Darkness-aligned resonance 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 which shifts to an orange hue 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, losing its paracausal power and becoming 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[edit]

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[edit]

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[edit]

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.

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[edit]

  • The Sanctified Mind is the third final boss of a Raid to be a Vex, behind Atheon, Time's Conflux and Argos, Planetary Core.
  • Underneath all of the vernal growth and rock-like formations, its chassis is similar in appearance to Protheon, Modular Mind's chassis.
  • 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 that 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.
  • 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[edit]

Appearance[edit]

References[edit]

  1. ^ Bungie (2019/10/29),Destiny 2: Shadowkeep, Raid: Garden of Salvation