Valus Ta'aurc

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Revision as of 11:08, May 21, 2021 by Vergil the Ghost (talk | contribs) (→‎List of appearances: Adding appearance in Destiny 2 as an aspect.)

"The last sounds to reach their ears were the creak of tank tread and the battle-cry of Ta'aurc."
— Grimoire description
Valus Ta'aurc
Destiny-ValusTaaurc.jpg
Biographical information

Species:

Cabal

Faction:

Sand Eaters (inferred, formerly)
Siege Dancers (commander)
Dust Giants

Rank:

Ultra

Class:

Colossus

Gender:

Male

Combat information

Mission:

Cerberus Vae III

Weapon(s):

Heavy Slug Thrower
Missile Swarms

Abilities:

Quake Attack
Initial Immunity
High Durability
Summon Cabal

 

Valus Ta'aurc is a Cabal Colossus boss in Cerberus Vae III strike mission.[1] Ta'aurc is the commander of the Siege Dancers, though he is a member of the Dust Giants, and is infamous for conquering more land on Mars than any other Cabal commander, having occupied the region of Freehold as his stomping ground. He took over the Siege Dancers after their Primus was killed by Calus.

Biography

"Find the source! Rouse the Flayers and find the source!"
— Valus Ta'aurc after Rasputin's orbital bombardment

After the death of an unknown Primus, Ta'aurc became the acting Legion commander of the Siege Dancers.[2] Ta'aurc led his forces in attempting to secure Meridian Bay against the Vex. During a pitched battle against the machines, both sides suffered heavy casualties when a orbital bombardment directed by the Warmind Rasputin struck the battlefield. Outraged by the unexpected assault, Ta'aurc roared orders to his soldiers to have the Psion Flayers locate the entity behind the orbital strike. [3]

Resurrection

Years after his death at the hands of the Guardian, Ta'aurc was brought back to life by the power of Xol, Will of the Thousands, who had established himself among the Taken on Io following his own death. Ta'aurc was then Taken, and became Ta'aurc, Aspect of War.

Gameplay

"Whether we wanted it or not, we've stepped into a war with the Cabal on Mars. So let's get to taking out their command, one by one. Valus Ta'aurc. From what I can gather he commands the Siege Dancers from an Imperial Land Tank outside of Rubicon. He's well protected, but with the right team, we can punch through those defenses, take this beast out, and break their grip on Freehold."
— Commander Zavala

He is the final boss for the Cerberus Vae III Strike, where the Guardians battle against him within his base of operations, an Imperial Land Tank. He is armed with a Heavy Slug Thrower and Rocket Pods, and is supported by Skyburners Legionaries, Phalanxes and Psions. [4] His Heavy Slug Thrower fires faster and has higher accuracy than those of standard Colossi, allowing him to suppress Guardians with ease, even at long range. He will continuously fire this weapon to prevent them from moving out of cover. On top of that, he can launch bigger barrages of missiles than a normal Colossus can (up to eleven), and is thus capable of swiftly destroying his targets. Getting too close to Valus Ta'aurc will trigger his "Quake" ability, where he performs a ground stomp that creates a massive shockwave, which is, more often than not, an instant kill.

Strategy

When fighting Valus Ta'aurc, it's of the best interest to stay on the high ground as much as possible, that way you have easy access to cover and you have to force Ta'aurc and his legion to come to you and has no chance to use his ground slam. Valus Ta'aurc is stubborn and tends to keep his fire on a target even if they're behind cover. If someone wants to remove his lock on their teammate, a headshot with a sniper is the best, most reliable way to draw his attention. If Ta'aurc roars, get behind cover as that is his call for his missile barrage and it will guarantee a death if it's not blocked with cover, however be aware that he can do up to three barrages in a row. A missile barrage is often also his announcement that he is moving to a new location. Valus Ta'aurc tends to have five locations. Back middle where he arrives, top right and left which is where the team should be stationed most of the fight unless he moves there, directly in the middle of the room, and front middle where the fireteam arrived in the room. Valus Ta'aurc moves often and tends to reach a spot only to instantly move to another unless he locks onto a Guardian.

Valus Ta'aurc is infamous for his high health pool, making him a damage sponge even post his Taken King health nerf. It's best to take the fight slow and clear out the ads that spawn on the higher levels from behind cover from the Valus to make sure that there is as little of a threat while fighting him as possible. If Valus Ta'aurc is nearing death, he will almost perpetually be using his missile barrage, however due to his stubbornness this can be used against him by drawing his attention, then hide behind cover while the missiles hit the terrain while the other teammates finish him off, however be aware he can often change targets mid missile barrage so be near cover just in case along with the fact that the missiles do splash damage, so being right next to the terrain the missiles are hitting is ill-advised. It's best to stay behind it, but a fair distance away just in case.

Trivia

  • Zavala's introduction to the Strike mission where Ta'aurc is fought, "Whether we wanted it or not, we've stepped into a war with the Cabal on Mars," has also become a popular meme.
  • Upon entering the room, Valus Ta'aurc is fully immune to all damage until the doors behind him are fully closed.
    • This was fixed in Rise of Iron, but he still can occasionally be invulnerable for longer periods of time than usual even after the door is closed.
  • When he returned in Destiny 2 as a Taken on Io, he appeared as a Centurion rather than a Colossus.
  • Valus Ta'aurc's cluster missiles and his ground slam are both named Quake in his kill-cam. It is unknown if this was intended, a bug, or an oversight and was never patched.

Gallery

List of appearances

References

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