Vow of the Disciple: Difference between revisions

Rhulk guide added
(More verbose guidance on the encounters provided. Will update with platforming section guidance and Rhulk at a later time.)
(Rhulk guide added)
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Once you kill all Glyphkeepers and identify the common symbols, shoot them again, advance into the next room, staying aware of the Screebs, and deposit all relics to clear the encounter.
Once you kill all Glyphkeepers and identify the common symbols, shoot them again, advance into the next room, staying aware of the Screebs, and deposit all relics to clear the encounter.


===Rhulk, Disciple of the Witness===
===Dominion===
 
The final stage of Vow of the Disciple concerns the defeat of [[Rhulk, Disciple of the Witness]]. Initially, Guardians will notice a sarcophagus-like object floating at the top of stairs at the back of the area. Approaching this will "wake" Rhulk up, with dialogue playing and him projecting a force field out that will push players back to the starting edge of the arena, where a rally flag can be placed. Be aware that adding any additional force (such as jumping) will accelerate the push from the force field, potentially sending the Guardian over the edge into the abyss below. This is important to remember for a later part of the fight. Allowing it to push you and not moving will mean the friction of your character landing will prevent you from going over the edge.
 
Once pushed back, stepping up the first set of short stairs and approaching the force field will prompt Rhulk to summon his glaive, applying stacks of Pervading Darkness to all fireteam members. Shooting the glaive above his head will break it, providing a Leeching Force buff to the Guardian dealing the killing blow. It is advised that the player breaking the Glaive use a long range weapon, such as a scout or pulse rifle, to make their job easier. It can take a few hits before breaking. Now comes the tactics, where you will need to assign specific roles to the fireteam.
 
'''Swapper''': The role of Swapper is to ensure that at least one Guardian holds the Leeching Force buff at all times. If your fireteam loses this, Rhulk will re-summon his glaive and begin applying Pervading Darkness again. Repeating this 3 times will mean the glaive will become invincible, ensuring the fireteam will be wiped when Pervading Darkness stacks reach 10.
 
There is a plate in the middle ground of the lowest part of the arena, and standing on this while under the influence of Leeching Force will summon two Darkness Cruxes in the far back of the arena. When two Guardians shoot these and break them, Leeching Force will be applied to them, and removed from the initial Swapper, giving the role its name. You just need to swap the buff to other Guardians to keep things rolling.
 
If you are a designated Swapper, be careful not to be hit by Rhulk's beam of Darkness energy attack. Being hit by this will transform your buff into Emanating Force, which cannot be swapped to other players. Also be aware of the timer on your Leeching Force. Once it hits 0, you will die.
 
'''Dunker''': The role of the Dunker involves taking Leeching Force, and then transforming it into Emanating Force by being hit by Rhulk's beam of Darkness. Once Emanating Force is held, it must be deposited at a specific point in the raid arena to push back the force field, allowing the fireteam to progress the fight. Possessing Emanating Force means the barrier will no longer push you back.
 
'''Reader''': The role of Reader is to take note of the symbols appearing on six different pillars spread around the arena. Depending upon which symbol is in common with some earlier callouts, the Reader will indicate which pillar to go to for a player holding Emanating Force, so they can dunk it to progress the fight. Advising a Dunker to deposit at the wrong pillar will cause them to die, as the symbol must match for a safe dunk. A good spot for the Reader to be able to see almost all symbols at once is by standing on the top of the left pillar just at the top of the first set of small stairs, where the fight is triggered.
 
To make reading easy for everyone, you should assign static callouts to the pillars. One popular method is to name them L1, L2, L3, R1, R2 and R3. The 1's are closest to where you place the rally flag, the 3's are the furthest away pair that flank the thin stairs at the back. Feel free to use any method that your fireteam can collectively agree is most simple.
 
'''First Phase''': As the fight begins, waves of Taken Psions will spawn, with periodic Scorn Abominations and Taken Hobgoblins during specific waves. After one wave, the second wave will spawn with two Glyphkeepers (Taken Phalanx on left, Scorn Chieftan on right). Killing these will spawn two columns of symbols, which can be seen on the left and right of the arena respectively. Anyone holding Leeching/Emanating Force can see the left column, anyone without it can see the right column. A player holding Leeching/Emanating should call out the symbols they see on the left hand side, and the Reader should prepare to identify the safe pillars to dunk at from the common symbol between the two columns.
 
During this, Rhulk will continually teleport to the left, middle or right of the arena, and fire a large beam of Darkness that covers one whole third of the arena, dealing heavy damage and transforming Leeching Force to Emanating Force for anyone touching it. Anyone without a specific role can call this teleport out for the other fireteam members, though the time between teleport and beam is largely telegraphed and should be easy to avoid.
 
Every two Emanating Forces that are deposited, the force field will be pushed back towards Rhulk and the fireteam will have more room to maneuver, though it is advised to stay near the swapping plate. Continue swapping and dunking until you have deposited 6 Emanating Forces. This will begin the next phase.
 
If you lose Leeching Force from being held by anyone during this time, Rhulk will teleport back to the middle and summon his glaive. This must be broken again to regain Leeching Force, and will reset the symbol columns too. Glyphkeepers will appear again, and must be killed to reveal the symbol columns. They will be in different positions depending on how far back the force field is, though will not be hard to spot.
 
To make this phase go faster, your team can consider doing double dunks. There will always be two available pillars for depositing Emanating Force, so you can have two Dunkers, Two Swappers, a Reader and a free player for focusing on enemy management. The only thing you need to be careful of is when depositing Emanating Force, after a few seconds, the pillars will scramble and show new symbols. Dunkers should time their deposits so that they don't accidentally kill the other by depositing early and rearranging what pillars are safe.
 
'''Second Phase''': The second part of the fight will begin after Rhulk twirls his glaive and teleports away. The force field will now completely disappear, and the fireteam can advance up the small stairway to the final arena. Before doing so, take your time and collect ammo, swap mods and armour, or any other activity you want to do. You have a fair amount of time before the next phase begins proper.
 
As you step into the next area, Rhulk will be found levitating in midair. Getting close enough or advancing far enough into the arena will cause him to slam down to the ground, and begin patrolling after a random target (this can be controlled by firing at him, but is not guaranteed to attract his wrath). After a few seconds, Rhulk will begin telegraphing a charge attack with his glaive. After a couple of seconds, he will rush forward and slice at the indicated end point of the charge. Anyone caught by this will be dealt damage, and sent flying. Take note that only the end point of the charge will lead to damage. Guardians can run directly at Rhulk, if found at the end of the charge, and avoid damage completely. During this time, set waves of Shadow Thrall will spawn, 2 in each corner of the square arena.
 
When this charge is complete, he will leave behind his glaive, floating. Shooting this until it breaks will once again grant Leeching Force to the Guardian delivering the killing blow, and leave behind a stack of symbols. Meanwhile, Rhulk will still be stalking after Guardians, aiming to kick them if he gets close enough. Guardians should stay away from him to prevent this, and to avoid delaying the next attack. This next attack will involve Rhulk charging up his beam of Darkness again, but this time it will emanate from him in an X\+ shape, indicated by four shapes forming around him during the charge-up animation. This will inflict heavy damage, quickly rack up stacks of Pervading Darkness, and will transform Leeching Force to Emanating Force once again. The Guardian holding Leeching Force should aim to have this transformed into Emanating Force, with the rest of the fireteam advising them on which symbol was left behind by the glaive upon breaking it.
 
Once Emanating Force is correctly deposited in this section, Rhulk will become temporarily stunned, exposing a weak point on his shoulders, then his hips, with each successive deposit. You need four deposits in total to expose them all, Rhulk repeating his previous glaive charge then beam attack once you deposit. Break these weak points by shooting at them to advance him towards the damage phase of the battle.
 
After all 4 are broken, Rhulk will roar in anger, and go into a berserker mode. This is his unique damage phase, wherein he is mobile but damageable. He will summon his glaive and begin stalking after Guardians at increased speed, combining his teleport and beam attack into one as he attempts to kill you. The previous weak points the fireteam broke will function as crit spots, and so will his head. Divinity is a recommended method to deal with Rhulk at this time, as the constant movement of the phase can make hitting accurate crits difficult.
 
When enough time has passed of Rhulk being enraged, he will slam his glaive into the ground and begin charging up. This is your cue to begin running back to the very start of the first phase arena. After a set amount of time, Rhulk will summon a force field that will push any Guardian back. This can be an easy death sentence, as if you hit any objects on the way back, you can be killed. You may also get sent off the arena, if you are caught mid-jump by the force field. If you are unable to get to safety before the field is summoned, try to stick to the middle of the arena. This will mean no obstacles to splat off, and you have a good chance of stopping via basic floor friction when the force field stops pushing you.
 
Repeat the exact same as the first phase to get back to the top. Once up there, the same applies as your previous second phase. However, once you reach the final stand, Rhulk will angrily roar again, and begin applying constant Pervading Darkness stacks while still chasing and casting beams. This means the fireteam has a limited amount of time to kill him before being forcibly wiped out. Saving supers for the final stand is recommended, and also making sure you go into it without any prior stacks of Pervading Darkness.
 
Once defeated, enjoy the unique death animation for Rhulk, and claim your loot from his glaive in the center.


==Bosses==
==Bosses==