Vow of the Disciple: Difference between revisions

grammar and links
(grammar and links)
Line 26: Line 26:
===Entrance===
===Entrance===


Guardians will spawn facing the entrance to the raid, with a projection of Savathun and numerous Hive defending it. Killing the projection will despawn all enemies and allow progression. It's just a short Sparrow section to reach the first area.
Guardians will spawn facing the entrance to the raid, with a [[Projection of Savathun]] and numerous [[Hive]] defending it. Killing the Projection will despawn all enemies and allow progression. It's just a short Sparrow section to reach the first area.


===Disciple's Bog===
===Disciple's Bog===
Guardians must get within close proximity of the payload to begin this section. The payload will advance towards the Pyramid, stopping at 6 different points. At each stop, Scorn waves will begin spawning, including Knowledge Bearer Abominations. Killing these Abominations will cause knowledge-granting Darkness shards to spawn in the area. Collect these (a maximum of 3 can be held) and bring them all back to the payload to allow it to advance again. While Knowledge Bearers live, anyone not within close proximity to the payload will receive stacks of Pervading Darkness. Once these reach 10, the Guardian will die.
Guardians must get within close proximity of the payload to begin this section. The payload will advance towards the Pyramid, stopping at 6 different points. At each stop, waves of [[Scorn]] will begin spawning, including [[Knowledge Bearer]] [[Abomination]]s. Killing these Abominations will cause knowledge-granting [[Darkness]] shards to spawn in the area. Collect these (a maximum of 3 can be held) and bring them all back to the payload to allow it to advance again. While Knowledge Bearers live, anyone not within close proximity to the payload will receive stacks of [[Pervading Darkness]], progressively impeding their vision. Once these reach 10, the Guardian will die.


There are 3 different Darkness shard switches that can be shot during this segment to allow an optional chest to be opened. The first shard can be found nestled beneath the rocks and trees on the left hand side of the second stopping point for the payload. The second can be found at the end of the long path that is taken by the payload to reach the third stopping point. The final switch can be found beneath the bridge that the payload flies over, just after the fourth stopping point. This can be shot from the far side from the fourth stop.
There are 3 different Darkness shard switches that can be shot during this segment to allow an optional [[chest]] to be opened. The first shard can be found nestled beneath the rocks and trees on the left hand side of the second stopping point for the payload. The second can be found at the end of the long path that is taken by the payload to reach the third stopping point. The final switch can be found beneath the bridge that the payload flies over, just after the fourth stopping point. This can be shot from the far side from the fourth stop.


The reward chest can be found to the right of the fifth stopping point, inside a building above the swamp level. The door will only open once all 3 switches have been shot.
The reward chest can be found to the right of the fifth stopping point, inside a building above the swamp level. The door will only open once all 3 switches have been shot.
Once inside the Pyramid, on the way to the first encounter, players will run into a room with 26 symbols. Looking at these symbols shows their name on the screen. These will reoccur over the whole raid, and knowledge of their identification will be helpful.


===Acquisition===
===Acquisition===
   
   
In this section, Guardians must defend 3 obelisks from Scorn attackers (various minor units, and Unstoppable Abominations). 2 shield-bearing Abated Adherent Scorn units will home in on the obelisk, firing upon it, causing it to fill up with energy. Once any obelisk completely fills, a wipe will occur, killing all Guardians.
In this section, Guardians must defend 3 obelisks from Scorn attackers (various minor units, and [[Unstoppable Abomination]]s). Two Elite Lurkers named [[Abated Adherent]] will home in on the obelisk, firing upon it rather than the players, causing it to fill up with energy. Once any obelisk completely fills, a wipe will occur, killing all Guardians.


To complete this section and open the way to continue, 3 specific symbols on each obelisk must be shot within a short period of time of each other. Knowing which to shoot is revealed via a specific process. The fireteam should split into 3 teams, 2 at each obelisk, with one nominated as the runner, the other as the defender.
To complete this section and open the way to continue, 3 specific symbols on each obelisk must be shot within a short period of time of each other. Knowing which to shoot is revealed via a specific process. The fireteam should split into 3 teams, 2 at each obelisk, with one nominated as the runner, the other as the defender.


Directly across from each obelisk, there are columns of 3 panels that start out blank. When the encounter begins (by firing upon the Darkness switch found in the middle of the area), the top symbol will be revealed on one of these columns, showing either Traveler or Pyramid. This indicates the spawning point for a Disciple’s Compass Taken Knight. The large central structures of the area will indicate which side is Traveler and which side is Pyramid, via the symbols found on them. Killing the Disciple’s Compass will reveal the next symbol on the column that indicated its spawn point.
Directly across from each obelisk, there are columns of 3 panels that start out blank. When the encounter begins (by firing upon the Darkness switch found in the middle of the area), the top symbol will be revealed on one of these columns, showing either Traveler or Pyramid. This indicates the spawning point for a [[Disciple’s Compass]] [[Taken Knight]]. The large central structures of the area will indicate which side is Traveler and which side is Pyramid, via the symbols found on them. Killing the Disciple’s Compass will reveal the next symbol on the column that indicated its spawn point.


The middle symbol will then reveal which room must be entered, of which there are 9 spread around the area. Each runner will have 3 rooms they handle, closest to their obelisk. The runner must enter the specified room to begin revealing the next symbol on the current concern column. If the door of the room is not open, shoot the Darkness switch to swap which side of the room has open doors, Traveler or Pyramid.
The middle symbol will then reveal which room must be entered, of which there are 9 spread around the area. Each runner will have 3 rooms they handle, closest to their obelisk. The runner must enter the specified room to begin revealing the next symbol on the current concern column. If the door of the room is not open, shoot the Darkness switch to swap which side of the room has open doors, Traveler or Pyramid.


Once inside, the runner will contend with a wave of Screebs, and two Glyphkeeper Chieftans, spawning on the "light" and "dark" side of the room. Depending upon the third symbol revealed on the column outside (light or dark), the runner should kill the corresponding Glyphkeeper, which will then reveal a symbol on its initial spawn point. This will be one of the symbols you have to shoot on an obelisk outside. Killing a Glyphkeeper will reset the level of energy in all obelisks around the room, providing more time to survive.
Once inside, the runner will contend with a wave of [[Screebs]], and two [[Glyphkeeper]] [[Chieftan]]s, spawning on the "Light" and "Dark" side of the room. Depending upon the third symbol revealed on the column outside (light or dark), the runner should kill the corresponding Glyphkeeper, which will then reveal a symbol on its initial spawn point. This will be one of the symbols you have to shoot on an obelisk outside. Killing a Glyphkeeper will reset the level of energy in all obelisks around the room, providing more time to survive.


Repeat this process of hunting the Knight via the revealed symbol, sending a runner to the specified room, calling out whether to kill the light or dark side Glyphkeeper, until you have 3 symbols. Once you know all 3, check which obelisk has all 3 of these symbols, and shoot them within a short period of time of one another. This will then "accept" your offering, to complete the first stage. If you are too slow to shoot the right symbols, your offering will be rejected, shuffling the symbols and causing the obelisk to fill up with energy. Try shooting the right symbols again to progress.
Repeat this process of hunting the Knight via the revealed symbol, sending a runner to the specified room, calling out whether to kill the light or dark side Glyphkeeper, until you have 3 symbols. Once you know all 3, check which obelisk has all 3 of these symbols, and shoot them within a short period of time of one another. This will then "accept" your offering, to complete the first stage. If you are too slow to shoot the right symbols, your offering will be rejected, shuffling the symbols and causing the obelisk to fill up with energy. Try shooting the right symbols again to progress.
Line 53: Line 55:
===Collection===
===Collection===


The next encounter is against The Caretaker. For this fight, a recommended setup is to split into 3 teams of 2. One team will be the Symbol Team, another team will be the Stun Team, and the third team will be the Kill Team. To begin, shoot either of the Darkness switches on either side of the door opposite the obelisk.
The next encounter is against [[The Caretaker]]. For this fight, a recommended setup is to split into 3 teams of 2. One team will be the Symbol Team, another team will be the Stun Team, and the third team will be the Kill Team. To begin, shoot either of the Darkness switches on the sides of the door opposite the obelisk.


'''Symbol Team''': The Symbol Team's job is to enter the dark room across from the obelisk one at a time. The reason for the one at a time rule is that the door to the room will close after a short period, leaving the Guardian inside trapped. Shooting a switch outside will open the door again. The other team member should be keeping the door open at all times, while assisting the Kill Team
'''Symbol Team''': The Symbol Team's job is to enter the dark room across from the obelisk one at a time. The reason for the one at a time rule is that the door to the room will close after a short period, leaving the Guardian inside trapped. Shooting a switch outside will open the door again. The other team member should be keeping the door open at all times, while assisting the Kill Team
Line 63: Line 65:
Collecting, shooting and clearing all symbols from the Obelisk will provide a warning message that the ritual is complete, indicating that the damage phase will soon begin.
Collecting, shooting and clearing all symbols from the Obelisk will provide a warning message that the ritual is complete, indicating that the damage phase will soon begin.


'''Stun Team''': The Stun Team's objective is to prevent The Caretaker from progressing to the obelisk, as once it reaches the obelisk, it will overflow the obelisk with energy, killing all raid fireteam members. One member should be nominated as the face side, the other member as the back side. The face side member should stick close to The Caretaker, which will force it to fixate on them. They should then shoot the face of The Caretaker when it glows, which will cause the small coffin-like object on its back to open, exposing a weak point. The back side member should then shoot this weak point, which will cause The Caretaker to become stunned, falling to one knee. The face side member should always try to rotate The Caretaker so that it is walking backwards to the obelisk, which will allow the back side member to stun it easily, and also provide the ability for other Guardians to assist with shooting this if the back side member is unable to for any reason. As the face side member, be wary of stomps from The Caretaker. A well-timed melee attack will prevent you from being knocked away.
'''Stun Team''': The Stun Team's objective is to prevent The Caretaker from progressing to the obelisk, as once it reaches the obelisk, it will overflow the obelisk with energy, killing all raid fireteam members. One member should be nominated as the face side, the other member as the back side. The face side member should stick close to The Caretaker, which will force it to fixate on them. They should then shoot the face of The Caretaker when it glows, which will cause the coffin-like object on its back to open, exposing a weak point. The back side member should then shoot this weak point, which will cause The Caretaker to become stunned, falling to one knee. The face side member should always try to rotate The Caretaker so that it is walking backwards to the obelisk, which will allow the back side member to stun it easily, and also provide the ability for other Guardians to assist with shooting this if the back side member is unable to for any reason. As the face side member, be wary of stomps from The Caretaker. A well-timed melee attack will prevent you from being knocked away.


'''Kill Team''': The Kill Team objective is to kill any and all enemies that spawn in the room. Abated Adherent's will spawn again, aiming to shoot the obelisk to fill it with energy. These take priority over other enemies. Kill Team members should also help take care of the Darkness Scale drones that spawn from The Caretaker's back. Leaving these alive can heavily endanger the Stun Team, as they will turn into homing missiles when an unspecified mechanism is triggered.
'''Kill Team''': The Kill Team objective is to kill any and all enemies that spawn in the room. Abated Adherent's will spawn again, aiming to shoot the obelisk to fill it with energy. These take priority over other enemies. Kill Team members should also help take care of the Darkness Scale drones that spawn from The Caretaker's back. Leaving these alive can heavily endanger the Stun Team, as they will turn into homing missiles when an unspecified mechanism is triggered.
Line 76: Line 78:
===Platforming===
===Platforming===


Next comes a short platforming section. The route forward is rather clear, though has a mechanic to mix it up for Guardians. After reaching a large room with Taken and Scorn enemies, Guardians will spot a Darkness switch, similar to those seen in Acquisition and Collection. Shooting this switch will cause specific platforms to extend or retract in the next section of platforming. Therefore, leave behind a couple of Guardians and let the rest proceed to clear the platforming. Calling out to each other when to shoot and only firing upon it then will be important to help your teammates avoid falling to their death. Once a Guardian reaches the next room with spawning waves of Taken and Scorn, the previous platforms will "stabilise" and the switch is no longer required to make progress.
Next comes a short platforming section. The route forward is rather clear, though has a mechanic to mix it up for Guardians. After reaching a large room with [[Taken]] and Scorn enemies, Guardians will spot a Darkness switch, similar to those seen in Acquisition and Collection. Shooting this switch will cause specific platforms to extend or retract in the next section of platforming. Therefore, leave behind a couple of Guardians and let the rest proceed to clear the platforming. Calling out to each other when to shoot and only firing upon it then will be important to help your teammates avoid falling to their death. Once a Guardian reaches the next room with spawning waves of Taken and Scorn, the previous platforms will "stabilise" and the switch is no longer required to make progress.


In this next room, the same business will repeat. You should send platforming-confident Guardians ahead, while the rest can stay to kill enemies and operate the switch. However, take note that there are two paths in this section. One will allow the fireteam to directly proceed, whereas the other will allow a secret chest to be obtained. Following the path that keeps a wall to your right hand side will ensure you reach the secret chest. You'll reach a section where you have to jump between vaguely tubular platforms that straddle the gap between two walls, jumping up on the last one to reach the room containing the chest. Once in here, a shortcut to reach the next intended room will open up on the right hand side upper-level of this room. This chest will provide drops of weapons and armor you have already obtained in the raid, as well as a raid mod.
In this next room, the same business will repeat. You should send platforming-confident Guardians ahead, while the rest can stay to kill enemies and operate the switch. However, take note that there are two paths in this section. One will allow the fireteam to directly proceed, whereas the other will allow a secret chest to be obtained. Following the path that keeps a wall to your right hand side will ensure you reach the secret chest. You'll reach a section where you have to jump between vaguely tubular platforms that straddle the gap between two walls, jumping up on the last one to reach the room containing the chest. Once in here, a shortcut to reach the next intended room will open up on the right hand side upper-level of this room. This chest will provide drops of weapons and armor you have already obtained in the raid, as well as a raid mod.


Once in the third room of spawning Scorn and Taken, you'll find another switch. Shooting this will cause platforms to begin scrolling side to side in front of it, rotating at different points. Shooting the switch will reverse the direction the platforms travel. Yet again, platforming-confident Guardians should be sent ahead to take care of this, with everyone else operating the switch and killing enemies. Be careful of shooting the switch too early, as doing this locks out the ability to use the switch for a short time, and may make the platforms recede into their hiding spots on the sides. Waiting until they are at least 3/4th of the way across to the side they are heading to will provide ample time and space for Guardians to make it across.
Once in the third room of spawning Scorn and Taken, you'll find another switch. Shooting this will cause hexagonal columns to begin scrolling side to side in front of it, rotating at different points. Shooting the switch will reverse the direction the platforms travel. Yet again, platforming-confident Guardians should be sent ahead to take care of this, with everyone else operating the switch and killing enemies. Be careful of shooting the switch too early, as doing this locks out the ability to use the switch for a short time, and may make the platforms recede into their hiding spots on the sides. Waiting until they are at least 3/4th of the way across to the side they are heading to will provide ample time and space for Guardians to make it across.


Once completed, the platforms will once again stabilise, jutting out on each side. Everyone should then cross the gap using these, and continue on to the next fight, as this is the end of this platforming section.
Once completed, the platforms will once again stabilise, jutting out on each side. Everyone should then cross the gap using these, and continue on to the next fight, as this is the end of this platforming section.
Line 86: Line 88:
===Exhibition===
===Exhibition===


The Exhibition encounter will start the fireteam off in a small room with a Darkness Shard to pick up. One Guardian must pick this up to start the encounter. When picked up, everyone will be given the Terminal Resonance debuff. It will have a countdown timer on it, which, when it reaches 0:00, will kill all Guardians. The aim of this encounter is to move as fast as possible to the next room to deposit relics to reset your timer, to allow progression.
The Exhibition encounter will start the fireteam off in a small room with a [[Resonant Shard]] to pick up. One Guardian must pick this up to start the encounter. When picked up, everyone will be given the Terminal Resonance debuff. It will have a countdown timer on it, which, when it reaches 0:00, will kill all Guardians. The aim of this encounter is to move as fast as possible to the next room to deposit relics to reset your timer, to allow progression.


'''Room 1''': After picking up the Shard, 2 Glyphkeepers (A Scorn Chieftan on the left and a Taken Phalanx on the right) and a shielded Taken Knight called the Disciple's Hourglass will spawn in the room. Killing a Glyphkeeper will cause 3 symbols to appear in a column, in a fixed position on its side of the room. The Chieftan symbols can be read by anyone not holding a relic. The Phalanx symbols can be read by anyone who is currently holding a relic. Kill both Glyphkeepers to learn which symbol is in common between the two columns that spawn. Shooting this symbol out of the 6 surrounding the locked door will cause it to open, allowing the fireteam to advance.
'''Room 1''': After picking up the Shard, a Glyphkeeper Chieftan on the left, a [[Resonant Glyphkeeper]] Taken Phalanx on the right and a shielded [[Disciple's Hourglass]] Taken Knight will spawn in the room. Killing a Glyphkeeper will cause 3 symbols to appear in a column, in a fixed position on its side of the room. The Chieftan symbols can be read by anyone not holding a relic. The Phalanx symbols can be read by anyone who is currently holding a relic. Kill both Glyphkeepers to learn which symbol is in common between the two columns that spawn. Shooting this symbol out of the 6 surrounding the locked door will cause it to open, allowing the fireteam to advance.


To make it simple to identify which symbol is in common, one side should call out their symbols, and the other side should then determine which is in common and declare that to the fireteam.
To make it simple to identify which symbol is in common, one side should call out their symbols, and the other side should then determine which is in common and declare that to the fireteam.
Line 94: Line 96:
For the Disciple's Hourglass, this Taken Knight allows the fireteam to reset the Terminal Resonance timer. The shield surrounding it can only be destroyed by firing the laser from the Shard at it. Once dead, it will reset the timer on Terminal Resonance to maximum.
For the Disciple's Hourglass, this Taken Knight allows the fireteam to reset the Terminal Resonance timer. The shield surrounding it can only be destroyed by firing the laser from the Shard at it. Once dead, it will reset the timer on Terminal Resonance to maximum.


'''Room 2''': This next room will provide a deposit point for the Shard. Placing this will reset Terminal Resonance, and spawn the Aegis from the Vault of Glass raid on the other side of the room. 2 fireteam members must then pick up the Shard and the Aegis to continue. The Guardian that deposits the Shard will gain a debuff called Curbed Resonance, which will prevent them from picking up any relic for 30 seconds.
'''Room 2''': This next room will provide a deposit point for the Shard. Placing this will reset Terminal Resonance, and spawn the [[Aegis]] from the [[Vault of Glass]] raid on the other side of the room. 2 fireteam members must then pick up the Shard and the Aegis to continue. The Guardian that deposits the Shard will gain a debuff called Curbed Resonance, which will prevent them from picking up any relic for 30 seconds.


The Aegis from Vault of Glass functions exactly the same as in that raid. Shielding with the Aegis, via the sword block button, will create a bubble around the holder. Standing inside this bubble will remove Pervading Darkness, which will now begin to accrue on fireteam members through the rest of Exhibition. The Aegis holder must be ready to cleanse Guardians with regularity to keep the fireteam alive.
The Aegis from Vault of Glass functions exactly the same as in that raid. Shielding with the Aegis, via the sword block button, will create a bubble around the holder. Standing inside this bubble will remove Pervading Darkness, which will now begin to accrue on fireteam members through the rest of Exhibition. The Aegis holder must be ready to cleanse Guardians with regularity to keep the fireteam alive.


Advancing into the next room, the fireteam should split into two teams of three on each side. Various Scorn and Taken units will appear to harass the fireteam. Killing them will advance spawns of more enemies, and eventually a Glyphkeeper on each side. Killing these Glyphkeepers will spawn symbols, and the same identification process as in Room 1 must occur. Once the Glyphkeepers are dead, Overload Hobgoblins will spawn. These can be killed or ignored, as moving toward the next objective will render them unable to attack you. Keep moving towards the far end of the room. The Shard holder should kill the Disciple's Glyphkeeper to reset Terminal Resonance. Keep killing enemies to spawn two more Glyphkeepers. Once dead, more symbols appear. Identify the shared symbol, and together with the symbol identified in the first set of Glyphkeepers for Room 2, shoot the two symbols at the door to open it and advance. Ensure you kill the next Disciple's Glyphkeeper before doing this, to give yourself some extra time.
Advancing into the next room, the fireteam should split into two teams of three on each side. Various Scorn and Taken units will appear to harass the fireteam. Killing them will advance spawns of more enemies, and eventually a Glyphkeeper on each side. Killing these Glyphkeepers will spawn symbols, and the same identification process as in Room 1 must occur. Once the Glyphkeepers are dead, [[Overload Hobgoblin]]s will spawn. These can be killed or ignored, as moving toward the next objective will render them unable to attack you. Keep moving towards the far end of the room. The Shard holder should kill the Disciple's Hourglass to reset Terminal Resonance. Keep killing enemies to spawn two more Glyphkeepers. Once dead, more symbols appear. Identify the shared symbol, and together with the symbol identified in the first set of Glyphkeepers for Room 2, shoot the two symbols at the door to open it and advance. Ensure you kill the next Disciple's Glyphkeeper before doing this, to give yourself some extra time.


Be careful when rushing into the next room, as Screebs will spawn in a large group near the deposit points. Kill these from afar before moving forward. Have the Aegis holder deposit as soon as they can, but have the Shard holder keep it in their grasp. The reason for this is that the Aegis holder has 30 seconds of Curbed Resonance when depositing, being unable to grab a relic, and you should have enough time left on Terminal Resonance to let Curbed Resonance expire for them. This provides another person who can grab a relic in case of emergency or if the group identifies them as proficient with that relic. This is important for Room 4, but first...
Be careful when rushing into the next room, as Screebs will spawn in a large group near the deposit points. Kill these from afar before moving forward. Have the Aegis holder deposit as soon as they can, but have the Shard holder keep it in their grasp. The reason for this is that the Aegis holder has 30 seconds of Curbed Resonance when depositing, being unable to grab a relic, and you should have enough time left on Terminal Resonance to let Curbed Resonance expire for them. This provides another person who can grab a relic in case of emergency or if the group identifies them as proficient with that relic. This is important for Room 4, but first...


'''Room 3''': Room 3 introduces another relic, this time, Taken Essence from Last Wish. It functions the exact same as Last Wish. The intended usage for the Taken Essence here is for the holder to cleanse Taken blights that will tether and protect enemies. Pushing the grenade button next to the blight will cleanse them. Two will spawn, one on left, one on right, for each set of Glyphkeepers. Cleansing both will be required to advance.
'''Room 3''': Room 3 introduces another relic, this time, [[Taken Essence]] from [[Last Wish]]. It functions the exact same as Last Wish. The intended usage for the Taken Essence here is for the holder to cleanse Taken blights that will tether and protect enemies. Pushing the grenade button next to the blight will cleanse them. Two will spawn, one on left, one on right, for each set of Glyphkeepers. Cleansing both will be required to advance.


The exact same behavior as the last room will need to be followed initially. Three on left, three on right. However, once the first set of Glyphkeepers have been defeated, all Guardians can rendezvous where the right set of symbols spawn to be cleansed, then advance up the right side as a team to defeat the large amount of enemies that will appear, and make it easier for the Aegis holder to provide periodic cleanses to all, and protect the Taken Essence holder when they go to cleanse blights.
The exact same behavior as the last room will need to be followed initially. Three on left, three on right. However, once the first set of Glyphkeepers have been defeated, all Guardians can rendezvous where the right set of symbols spawn to be cleansed, then advance up the right side as a team to defeat the large amount of enemies that will appear, and make it easier for the Aegis holder to provide periodic cleanses to all, and protect the Taken Essence holder when they go to cleanse blights.
Line 320: Line 322:


==Trivia==
==Trivia==
*This is the first raid to have [[Scorn]] as the main enemy faction.  
*This is the first raid to have [[Scorn]] as the main enemy faction.
*This is also the third raid with [[Taken]] as an enemy faction.
*This is also the third raid with [[Taken]] as an enemy faction.
*This is the first raid to have a final boss from a race previously never seen nor mentioned in the Destiny franchise.
*This is the first raid to have a final boss from a race previously never seen nor mentioned in the Destiny franchise.
**At the same time, it is also the second raid to have the final boss be a member of a race players don't normally face, with the Ahamkara, [[Riven]], from [[Last Wish]] being the first.
**At the same time, it is also the second raid to have the final boss be a member of a race players don't normally face, with the Ahamkara, [[Riven]], from [[Last Wish]] being the first.
*This is the first raid to ever have two factions that are normally hostile towards each other, be allies.
*This is the first raid to ever have two factions that are normally hostile towards each other, be allies.
*This raid features the largest variety of enemy races, having [[Hive]] at the entrance, Scorn and Taken throughout, and the final boss being a [[Lubraean]].


==References==
==References==
6,809

edits