Vow of the Disciple: Difference between revisions

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{{Images}}
{{Level infobox
{{Level infobox
|nameBG=#008b8b
|nameBG=#94331E
|BG=#008b8b
|BG=#94331E
|sectionBG=#008b8b
|sectionBG=#94331E
|lineBG=#008b8b
|lineBG=#94331E
|prev= [[Deep Stone Crypt (Raid)|Deep Stone Crypt]]
|prev= [[Deep Stone Crypt (Raid)|Deep Stone Crypt]]
|next= TBA
|next= [[Root of Nightmares]]
|game= ''[[Destiny 2]]''
|game= ''[[Destiny 2]]''
|name= Vow of the Disciple
|name= Vow of the Disciple
|image=
|image=
[[File:Vow of the Disciple.jpg|340px]]
[[File:Vow of the Disciple.jpg|400px]]
|player= 1-6
|player= 1-6
|light= 1520
|light= 1600
|place= [[Savathûn's Throne World]]
|place= [[Court of Savathûn]], [[Ascendant Realm]]
|objective=  
|objective= Venture into the Pyramid ship of [[The Witness|the Witness]]'s first [[Disciple]] and confront [[Rhulk]] deep within.
}}
}}
{{article quote|The disciple beckons...}}
{{article quote|The disciple beckons...}}


'''Vow of the Disciple''' is a [[Raid]] in ''Destiny 2'', released in the ''[[Witch Queen]]'' expansion on March 5, 2022.<ref name="article 1">[https://kyberscorner.com/destiny2/vow-of-the-disciple/ Kyber's Corner - Destiny 2: Vow of the Disciple Raid]</ref>  
'''Vow of the Disciple''' is a [[Raid]] in ''Destiny 2'', released in the ''[[Witch Queen]]'' expansion on March 5, 2022.<ref name="article 1">[https://kyberscorner.com/destiny2/vow-of-the-disciple/ Kyber's Corner - Destiny 2: Vow of the Disciple Raid]</ref>  


At a sunken [[Pyramid]] lying deep in the swamps of [[Savathûn's Throne World]], [[Guardian]]s must venture inward and confront the ancient [[Rhulk, Disciple of the Witness|Disciple]] imprisoned within; all before he threatens to seal the [[Light]] from the throne world with his [[Upended|doomsday machine]].
At a sunken [[Pyramid]] lying deep in the swamps of [[Savathûn's Throne World]], [[Guardian]]s must venture inward and face the imprisoned [[Rhulk, Disciple of the Witness|Disciple]] within; all before he threatens to seal the [[Light]] from the throne world with [[The Upended|the Upended]].
 
==Unique enemies==
*[[Abated Adherent]]
*[[Disciple's Centurion]]
*[[Disciple's Compass]]
*[[Disciple's Hourglass]]
*[[Glyphkeeper]]
*[[Knowledge Bearer]]
*[[Resonant Glyphkeeper]]


==Bosses==
==Bosses==
*[[The Caretaker]]
*[[The Caretaker]]
*[[Rhulk, Disciple of the Witness]]
**[[Dul'na, the Dissector]]
**[[Mar'y'n, the Devourer]]
**[[Xeno'doti, the Scavenger]]
*[[Rhulk, Disciple of the Witness]] {{C|Final Boss}}


==Walkthrough==
==Walkthrough==
===Entrance===
===Entrance===


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===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, 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.
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.
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Once the boss has been damaged enough, or all 3 plates have been exhausted, The Caretaker will gain immunity and teleport away. Stairs will lower on both sides of the floor, allowing the fireteam to advance to the next. Repeat this process on 3 different floors to advance to the final stand floor, where the 3 plates will be in a row towards The Caretaker. The same mechanic to damage exists here, no obelisk to worry about.
Once the boss has been damaged enough, or all 3 plates have been exhausted, The Caretaker will gain immunity and teleport away. Stairs will lower on both sides of the floor, allowing the fireteam to advance to the next. Repeat this process on 3 different floors to advance to the final stand floor, where the 3 plates will be in a row towards The Caretaker. The same mechanic to damage exists here, no obelisk to worry about.


For skilled fireteams, it is possible to skip the third floor obelisk entirely. When damaging The Caretaker per floor, on the second plate, be careful not to push its health to the end of its current segment. The reason for this is that the third damage plate provides a longer opportunity to damage The Caretaker than the first and second. If the fireteam pushes as much of its damage on the third plate, it's possible to push damage into The Caretaker's next health segment. Save your high damage supers ([[Moebius Quiver]], [[Nova Bomb]], Cuirass [[Thundercrash]]) for the third plate, in this instance.
For skilled fireteams, it is possible to skip the third floor obelisk entirely. When damaging The Caretaker per floor, on the second plate, be careful not to push its health to the end of its current segment. The reason for this is that the third damage plate provides a longer opportunity to damage The Caretaker than the first and second. If the fireteam pushes as much of its damage on the third plate, it's possible to push damage into The Caretaker's next health segment.
 
Important Note: Stun team needs to bait a stomp for the Caretaker's face to glow.


===Platforming===
===Platforming===
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===Exhibition===
===Exhibition===


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.
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 if 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, a Glyphkeeper Chieftain 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 Chieftain 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 Chieftain 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 Chieftain 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.
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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 Taken 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.
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 Taken 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 Hourglass 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...
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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 Guardians 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.
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 Guardians 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 Guardian 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.
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 Guardian breaking the Glaive use a long range weapon. 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.
'''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.
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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.
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 Guardian 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.
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 Guardian 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. This is the most common strategy, and it speeds up the Rhulk fight a substantial amount


'''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.
'''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.
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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.
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. The Emanating Guardian must then go to the pillar with the corresponding symbol and deposit their buff.  
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. However, this attack is fairly easy to dodge if you're watching for it. 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. The Emanating Guardian must then go to the pillar with the corresponding symbol and deposit their buff.  


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.
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. Taking too long in this phase (about 90 seconds to 2 minutes) will result in Rhulk charging his barrier again, throwing all players off the Upended back to the start of the fight, and wasting an entire damage rotation


After all 4 are broken, Rhulk will enter an Enraged stage and will proceed to attack again. 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. Having a Guardian utilize the Exotic trace rifle Divinity is a highly recommended method to deal with Rhulk at this time, as the constant movement of the phase can make hitting accurate precision shots quite difficult.
After all 4 are broken, Rhulk will enter an Enraged stage and will proceed to attack again. 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. The fireteam has three damage phases to defeat Rhulk. Failing to bring Rhulk to Final Stand in those three phases will result in Final Stand starting early, and requiring more damage to kill Rhulk in time.


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.
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.
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==Master Mode==
==Master Mode==
As with other Master difficulty content, the recommended power level is 20 above the Pinnacle Cap. The '''Chaff''' (radar disabled) and '''Shielded Foes''' modifiers are applied. All Glyphkeepers and Resonant Glyphkeepers are changed to their respective [[Champion]] version, while the [[Ravenous Taken Vandal]]s in the Caretaker encounter become [[Overload Taken Hobgoblin]]s. In addition to the usual [[Solar]] [[Absorption Shield]]s of Taken Knights, (applied to the Disciple's Compass), uniquely all [[Wraith]]s will sport Solar shields and non-Champion [[Taken Hobgoblin]]s will sport [[Void]] shields.
As with other Master difficulty content, the recommended power level is 20 above the Pinnacle Cap. The '''Chaff''' (radar disabled) and '''Shielded Foes''' modifiers are applied. All Glyphkeepers and Resonant Glyphkeepers are changed to their respective [[Champion]] version, while the [[Ravenous Taken Vandal]]s in the Caretaker encounter become [[Overload Taken Hobgoblin]]s. In addition to the usual [[Solar]] [[Absorption Shield]]s of Taken Knights, (applied to the Disciple's Compass), uniquely all [[Wraith]]s will sport Solar shields and non-Champion [[Taken Hobgoblin]]s will sport [[Void]] shields.
==Unique enemies==
*[[Abated Adherent]]
*[[Disciple's Centurion]]
*[[Disciple's Compass]]
*[[Disciple's Hourglass]]
*[[Glyphkeeper]]
*[[Knowledge Bearer]]
*[[Resonant Glyphkeeper]]


==Rewards==
==Rewards==
===Weapons===
===Weapons===
*'''[[Collective Obligation ]]''' - [[Exotic]] [[Pulse Rifle]]<ref name="weapons">[https://dotesports.com/destiny/news/all-vow-of-the-disciple-raid-weapons-in-destiny-2 All Vow of the Disciple raid weapons in Destiny 2]</ref>
*'''[[Collective Obligation ]]''' [[Exotic]] {{icon|Void}} [[Pulse Rifle]]<ref name="weapons">[https://dotesports.com/destiny/news/all-vow-of-the-disciple-raid-weapons-in-destiny-2 All Vow of the Disciple raid weapons in Destiny 2]</ref>
*[[Submission ]] - Legendary [[Submachine Gun]]<ref name="weapons" />
*[[Submission ]] – [[Legendary]] {{icon|Kinetic}} [[Submachine Gun]]<ref name="weapons" />
*[[Cataclysmic ]] - Legendary [[Linear Fusion Rifle]]<ref name="weapons" />
*[[Cataclysmic ]] Legendary {{icon|Solar}} [[Linear Fusion Rifle]]<ref name="weapons" />
*[[Insidious ]] - Legendary [[Pulse Rifle]]<ref name="weapons" />
*[[Insidious ]] Legendary {{icon|Arc}} [[Pulse Rifle]]<ref name="weapons" />
*[[Forbearance]] - Legendary [[Grenade Launcher]]<ref name="weapons" />
*[[Forbearance]] Legendary {{icon|Arc}} [[Grenade Launcher]]<ref name="weapons" />
*[[Deliverance ]] - Legendary [[Fusion Rifle]]<ref name="weapons" />
*[[Deliverance ]] Legendary {{icon|Stasis}} [[Fusion Rifle]]<ref name="weapons" />
*[[Lubrae's Ruin]] - Legendary [[Glaive]]<ref name="weapons" />
*[[Lubrae's Ruin]] Legendary {{icon|Solar}} [[Glaive]]<ref name="weapons" />
 
===Armor sets===


===Armor===
{| class="wikitable"
*[[Resonant Fury Suit (Hunter)]]<ref name="armor">[https://www.blueberries.gg/weapons/vow-of-the-disciple-loot-table/ Destiny 2 Vow of the Disciple Loot table: Raid Weapons & Armor]</ref>
|-
*[[Resonant Fury Suit (Titan)]]<ref name="armor" />
! [[Resonant Fury Suit (Hunter)]] !! [[Resonant Fury Suit (Warlock)]] !! [[Resonant Fury Suit (Titan)]]
*[[Resonant Fury Suit (Warlock)]]<ref name = "armor" />
|-
| [[Resonant Fury Suit (Hunter)#Resonant Fury Mask| Resonant Fury Mask]] || [[Resonant Fury Suit (Warlock)#Resonant Fury Cowl| Resonant Fury Cowl]] || [[Resonant Fury Suit (Titan)#Resonant Fury Helm|Resonant Fury Helm]]
|-
| [[Resonant Fury Suit (Hunter)#Resonant Fury Grips|Resonant Fury Grips]] || [[Resonant Fury Suit (Warlock)#Resonant Fury Gloves|Resonant Fury Gloves]] || [[Resonant Fury Suit (Titan)#Resonant Fury Gauntlets|Resonant Fury Gauntlets]]
|-
| [[Resonant Fury Suit (Hunter)#Resonant Fury Vest|Resonant Fury Vest]] || [[ Resonant Fury Suit (Warlock)#Resonant Fury Robes|Resonant Fury Robes]] || [[Resonant Fury Suit (Titan)#Resonant Fury Plate|Resonant Fury Plate]]
|-
| [[Resonant Fury Suit (Hunter)#Resonant Fury Strides|Resonant Fury Strides]] || [[Resonant Fury Suit (Warlock)#Resonant Fury Boots|Resonant Fury Boots]] || [[Resonant Fury Suit (Titan)#Resonant Fury Greaves|Resonant Fury Greaves]]
|-
| [[Resonant Fury Suit (Hunter)#Resonant Fury Cloak|Resonant Fury Cloak]] || [[Resonant Fury Suit (Warlock)#Resonant Fury Bond|Resonant Fury Bond]] || [[Resonant Fury Suit (Titan)#Resonant Fury Mark|Resonant Fury Mark]]
|}


===Other rewards===
===Miscellaneous===
*[[Gouging Light]] [[Sparrow]]
*'''Raid Armor Mods''':
*[[Imperious Sun Shell]]
**Distorted Gatekeeper - Damaging a Glyphkeeper with a [[grenade]] causes your equipped [[Auto Rifle]]s, [[Linear Fusion Rifle]]s, [[Scout Rifle]]s, and [[Sniper Rifle]]s to deal additional damage.
**Shocked Glyphkeeper - Damaging a Glyphkeeper with a grenade causes your equipped [[Pulse Rifle]]s, [[Sidearm]]s, [[Machine Gun]]s, and [[Submachine Gun]]s to deal additional damage.
**Smoldering Glyphkeeper - Damaging a Glyphkeeper with a grenade causes your equipped [[Hand Cannon]]s, [[Shotgun]]s, [[Grenade Launcher]]s, and [[Rocket Launcher]]s to deal additional damage.
**Stagnant Glyphkeeper - Damaging a Glyphkeeper with a grenade causes your equipped [[Bow]]s, [[Fusion Rifle]]s, [[Sword]]s, and [[Trace Rifle]]s to deal additional damage.
**Siphoned Glyphkeeper - Killing a Glyphkeeper grants some grenade, class, and [[Super]] energy.
**Umbral Hastening - While you have several stacks of Pervading Darkness, you gain increased mobility.
**Umbral Recharge - While you have several stacks of Pervading Darkness, your class ability recharges quicker.
**Umbral Sharpening - While you have several stacks of Pervading Darkness, you deal increased weapon damage.
**Into The Light - Your grenades recharge quicker and deal more damage when you are not under the effects of Pervading Darkness.
*'''[[Gouging Light]]''' – Exotic [[Sparrow]]
*'''[[Imperious Sun Shell]]''' – Exotic [[Ghost Shell]]
*'''[[Emblem]]s''':
**'''[[lightgg:787024996|Light of the Dark Sun]]'''
**'''[[lightgg:787024999|The Cleaver]]'''
*'''[[Shader]]s''':
**'''[[lightgg:1782474706|Echoed Anger]]'''
**'''[[lightgg:1782474707|Divinity’s Caress]]'''


==Transcript==
==Transcript==
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*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]].
*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]].
*It is heavily implied that Rhulk does not at first take the guardians seriously as he fights them in the final encounter. This is likely because of his arrogant and egotistical ways, as he frequently taunts the guardians throughout the raid and in battle. However, his ego and underestimation of the light-bearers ultimately cost him the fight when the team of guardians overwhelms and defeat him, despite his effort to recover in a final stand.
*While on the way to the third encounter of the raid, Guardians can find a prophecy wall in one of the rooms that reveal some clues of [[The Witness]]'s plans via the symbols encountered throughout the raid. When the symbols are put together, the prophecy reads as follows: "The [[Hive]] and the [[Scorn]] will love the Darkness and worship the Witness. The [[Black Fleet]] will enter [[Earth]] and stop the [[Guardians]]. The Witness will commune with the [[Traveler]] and drink the Light. Finally, the Witness will kill ____." The last symbol on the wall was destroyed by a crumbled pillar, so it is unclear what/who the Witness will kill.
*While on the way to the third encounter of the raid, Guardians can find a prophecy wall in one of the rooms that reveal some clues of [[The Witness]]'s plans via the symbols encountered throughout the raid. When the symbols are put together, the prophecy reads as follows: "The [[Hive]] and the [[Scorn]] will love the Darkness and worship the Witness. The [[Black Fleet]] will enter [[Earth]] and stop the [[Guardians]]. The Witness will commune with the [[Traveler]] and drink the Light. Finally, the Witness will kill ____." The last symbol on the wall was destroyed by a crumbled pillar, so it is unclear what/who the Witness will kill.