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===[[Foundry 113]]===
===[[Foundry 113]]===
[[File:Vosikattackl.jpg|thumb|right|300px|Vosik, the Archpriest]]
[[File:Vosikattackl.jpg|thumb|300px|Vosik, the Archpriest]]


You will spawn outside the giant transport sphere that serves as a gateway into the lair of the [[Devil Splicers]]. Almost immediately, you should notice a number of white pillars of energy jutting up from the ground. These are voltage charges, which you need to accumulate and deposit in one of the generators, of which there are three - one directly ahead of where you start, and two further back to the left and right. Upon picking up a charge, you will have 15 seconds to find and pick up another for a maximum of four, otherwise you will die instantly when the timer runs out after 15 seconds. You will respawn quickly, however, after 5 seconds or until someone else revives you. When someone deposits four charges in a generator, the boss, [[Vosik, the Archpriest]], will enter the field. He will attack you with an arm-mounted [[Scorch Cannon]] throughout the encounter, but do not focus on him for now.
You will spawn outside the giant transport sphere that serves as a gateway into the lair of the [[Devil Splicers]]. Almost immediately, you should notice a number of white pillars of energy jutting up from the ground. These are voltage charges, which you need to accumulate and deposit in one of the generators, of which there are three - one directly ahead of where you start, and two further back to the left and right. Upon picking up a charge, you will have 15 seconds to find and pick up another for a maximum of four, otherwise you will die instantly when the timer runs out after 15 seconds. You will respawn quickly, however, after 5 seconds or until someone else revives you. When someone deposits four charges in a generator, the boss, [[Vosik, the Archpriest]], will enter the field. He will attack you with an arm-mounted [[Scorch Cannon]] throughout the encounter, but do not focus on him for now.
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===[[Splicer's Den]]===
===[[Splicer's Den]]===
[[File:SplicerRise.jpg|thumb|right|300px|Vosik charges his attack]]
[[File:SplicerRise.jpg|thumb|300px|Vosik charges his attack]]


Upon entering this area, you will immediately come across a jumping puzzle. There are a number of platforms you can use to reach the door at the end - be wary, however. Like the Wretched Eye Strike, some of these platforms may give way beneath your feet, so keep on your toes. There are a couple of ways to the end, from using the platforms on the side and the overturned tank chassis to get to the end to climbing up to the rafters and jumping on from there, but the route is fairly straightforward. Just watch your jumps, stay alert for falling platforms and eliminate the light enemy resistance ahead, and you'll come to a red hallway that leads to a drop.
Upon entering this area, you will immediately come across a jumping puzzle. There are a number of platforms you can use to reach the door at the end - be wary, however. Like the Wretched Eye Strike, some of these platforms may give way beneath your feet, so keep on your toes. There are a couple of ways to the end, from using the platforms on the side and the overturned tank chassis to get to the end to climbing up to the rafters and jumping on from there, but the route is fairly straightforward. Just watch your jumps, stay alert for falling platforms and eliminate the light enemy resistance ahead, and you'll come to a red hallway that leads to a drop.
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You will come to a walkway terminating at a large platform, two lanes either side of it, and a wall festooned with multiple monitors at the far side of the room from where you enter, as well as two rooms each at the upper and lower right and left areas of the stage. Approaching the middle platform as well as stepping on the stage at the back near the monitors triggers the encounter, and [[Vosik, the Archpriest]] will warp in with his health and shield fully regenerated and will start laying down suppressing fire with his [[Scorch Cannon]]. Priority must be initially given to mob clearance, so separate into teams of two for each lane and take out as many [[Splicer Dreg]]s and [[Splicer Vandal]]s as you can. After a short time, a trio of [[SIVA]] Charges will drop from dispensers on the ceiling - much like the first encounter, one player from each team must pick up the charge and throw it Vosik to drain his shield. It is advised you do so simultaneously for increased damage.
You will come to a walkway terminating at a large platform, two lanes either side of it, and a wall festooned with multiple monitors at the far side of the room from where you enter, as well as two rooms each at the upper and lower right and left areas of the stage. Approaching the middle platform as well as stepping on the stage at the back near the monitors triggers the encounter, and [[Vosik, the Archpriest]] will warp in with his health and shield fully regenerated and will start laying down suppressing fire with his [[Scorch Cannon]]. Priority must be initially given to mob clearance, so separate into teams of two for each lane and take out as many [[Splicer Dreg]]s and [[Splicer Vandal]]s as you can. After a short time, a trio of [[SIVA]] Charges will drop from dispensers on the ceiling - much like the first encounter, one player from each team must pick up the charge and throw it Vosik to drain his shield. It is advised you do so simultaneously for increased damage.


[[File:VosikMonitors.jpg|thumb|right|300px|Vosik's monitors]]
[[File:VosikMonitors.jpg|thumb|300px|Vosik's monitors]]


After the initial shield damage phase, all focus must be placed on the wall of monitors. A screen will illuminate, and if it isn't destroyed within the next few seconds Vosik will trigger critical [[SIVA]] density, which will cause a wipe if you don't make it to a safe room in time, and which will greatly reduce the amount of potential damage you can do and use a safe room if you avoid dying regardless. Safe rooms are indicated by glowing orange light emanating from them, with there being a maximum of two safe rooms active after any damage phase. Safe rooms can be activated by shooting the glowing button on the right side of the doorway.  If you are left out of a safe room after Vosik begins his wipe mechanic, you will die. Calling out the location of the screen is imperative (left, center, or right). After it has been destroyed, clear enemies and wait for the second wave of charges, doing the same as before. Keep your eyes on the monitors after the charges have been thrown.
After the initial shield damage phase, all focus must be placed on the wall of monitors. A screen will illuminate, and if it isn't destroyed within the next few seconds Vosik will trigger critical [[SIVA]] density, which will cause a wipe if you don't make it to a safe room in time, and which will greatly reduce the amount of potential damage you can do and use a safe room if you avoid dying regardless. Safe rooms are indicated by glowing orange light emanating from them, with there being a maximum of two safe rooms active after any damage phase. Safe rooms can be activated by shooting the glowing button on the right side of the doorway.  If you are left out of a safe room after Vosik begins his wipe mechanic, you will die. Calling out the location of the screen is imperative (left, center, or right). After it has been destroyed, clear enemies and wait for the second wave of charges, doing the same as before. Keep your eyes on the monitors after the charges have been thrown.
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===[[Apex]]===
===[[Apex]]===
[[File:SeigeEngine2.jpg|thumb|right|300px|The Siege Engine]]
[[File:SeigeEngine2.jpg|thumb|300px|The Siege Engine]]


Upon exiting the [[Splicer's Den]], you will reach the top of the wall in which the [[Devil Splicers]] have holed up. Turning around once you get outside will reveal a giant [[Fallen]] assault battery lying immobile. Progress along the wall, being careful not to touch the sides as they are electrified and being wary of fires across the area. Clear the handful of [[Splicers]] present and reach the barrier on the opposite side.
Upon exiting the [[Splicer's Den]], you will reach the top of the wall in which the [[Devil Splicers]] have holed up. Turning around once you get outside will reveal a giant [[Fallen]] assault battery lying immobile. Progress along the wall, being careful not to touch the sides as they are electrified and being wary of fires across the area. Clear the handful of [[Splicers]] present and reach the barrier on the opposite side.
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Upon picking up one of the parts, you will receive the "Encumbered" debuff which lasts nine seconds that will greatly reduce your speed at the cost of you being able to carry the part around ([[Transversive Steps]], as well as other walk speed buffs, are of great benefit). After the timer has elapsed, you will then receive the "Exhausted" debuff, leaving you unable to carry a part for an additional nine seconds. The team must juggle the parts between fresh and exhausted players, calling out the parts they carry, while simultaneously being wary of more Skiffs jumping in, [[Splicer Captain]]s lining the way back that must be killed, and the mines. If at all possible, given room, one player should scout ahead and eliminate as many mines as possible in order to ensure that progress isn't slowed.
Upon picking up one of the parts, you will receive the "Encumbered" debuff which lasts nine seconds that will greatly reduce your speed at the cost of you being able to carry the part around ([[Transversive Steps]], as well as other walk speed buffs, are of great benefit). After the timer has elapsed, you will then receive the "Exhausted" debuff, leaving you unable to carry a part for an additional nine seconds. The team must juggle the parts between fresh and exhausted players, calling out the parts they carry, while simultaneously being wary of more Skiffs jumping in, [[Splicer Captain]]s lining the way back that must be killed, and the mines. If at all possible, given room, one player should scout ahead and eliminate as many mines as possible in order to ensure that progress isn't slowed.


[[File:SeigeEngineRaid.jpg|thumb|right|300px|Guardians battling the Siege Engine]]
[[File:SeigeEngineRaid.jpg|thumb|300px|Guardians battling the Siege Engine]]


However, there is something else to factor in - as you advance, a Skiff will warp in behind the Siege Engine and dispatch a small boarding party. Among this group of enemies is a unique Major named [[Meksis, Siege Engineer]]. It is risky to charge ahead past the other adds and try and kill him first, but if he is not eliminated before he reaches the bridge of the Siege Engine, he will lock it down, retracting the ramp you need to climb up to deliver the parts. If you receive a notification that he has locked down the Engine, have people with [[shotgun]]s, heavy weapons or active [[Super]]s race over to where he is in order to kill him as quickly as possible so the ramp can be lowered.
However, there is something else to factor in - as you advance, a Skiff will warp in behind the Siege Engine and dispatch a small boarding party. Among this group of enemies is a unique Major named [[Meksis, Siege Engineer]]. It is risky to charge ahead past the other adds and try and kill him first, but if he is not eliminated before he reaches the bridge of the Siege Engine, he will lock it down, retracting the ramp you need to climb up to deliver the parts. If you receive a notification that he has locked down the Engine, have people with [[shotgun]]s, heavy weapons or active [[Super]]s race over to where he is in order to kill him as quickly as possible so the ramp can be lowered.
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===[[Server Farm]]===
===[[Server Farm]]===
[[File:ServerFarm1.jpg|thumb|right|300px|The Server Farm]]
[[File:ServerFarm1.jpg|thumb|300px|The Server Farm]]


Upon entering The Server Farm players will have to navigate a maze-like [[SIVA]] containment area. Once you enter, the team will be assaulted by Devil Splicers and possibly [[Rahndel, the Perfected]], a [[SIVA]]-enhanced [[Fallen]] Vandal who has a very small chance of spawning. At first, the lights will be red; upon defeating the Splicers in the area the lights will turn blue, although engaging and defeating this group of enemies is not required in order to move to the next encounter. Players will then have to get out of the maze. The easiest way to do this is to simply hug the wall to the right immediately after entering the server farm, with the exit into the next room being all the way up the right-most wall. Two monitors can be found within this room as well. These monitors are only used to open the large [[SIVA]] capsule in the next room and do not need to be interacted with if players will not be solving the puzzle in order to open said capsule.
Upon entering The Server Farm players will have to navigate a maze-like [[SIVA]] containment area. Once you enter, the team will be assaulted by Devil Splicers and possibly [[Rahndel, the Perfected]], a [[SIVA]]-enhanced [[Fallen]] Vandal who has a very small chance of spawning. At first, the lights will be red; upon defeating the Splicers in the area the lights will turn blue, although engaging and defeating this group of enemies is not required in order to move to the next encounter. Players will then have to get out of the maze. The easiest way to do this is to simply hug the wall to the right immediately after entering the server farm, with the exit into the next room being all the way up the right-most wall. Two monitors can be found within this room as well. These monitors are only used to open the large [[SIVA]] capsule in the next room and do not need to be interacted with if players will not be solving the puzzle in order to open said capsule.
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===[[Perfection Complex]]===
===[[Perfection Complex]]===
[[File:AksisRaid2.jpg|thumb|right|300px|Aksis, Archon Prime emerges]]
[[File:AksisRaid2.jpg|thumb|300px|Aksis, Archon Prime emerges]]


Head down the outer walkway into the Perfection Complex, and jump down carefully. You will come to a nearly pitch black room, and the boss encounter will not commence until a player steps into the swirling cloud of [[SIVA]] mites just ahead. When you do, the room lights up, and the raid's final boss - [[Aksis, Archon Prime]] - is revealed.
Head down the outer walkway into the Perfection Complex, and jump down carefully. You will come to a nearly pitch black room, and the boss encounter will not commence until a player steps into the swirling cloud of [[SIVA]] mites just ahead. When you do, the room lights up, and the raid's final boss - [[Aksis, Archon Prime]] - is revealed.
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Throughout all phases the strategy remains the same, but in the third phase it is up to both cannon bearers and charge runners to call out the positions and elements of [[Servitors]] once the captains have been killed and their guns obtained. When all seven charges have hit the [[SIVA]] containment cores, [[Aksis]] seemingly dies and the encounter ends.
Throughout all phases the strategy remains the same, but in the third phase it is up to both cannon bearers and charge runners to call out the positions and elements of [[Servitors]] once the captains have been killed and their guns obtained. When all seven charges have hit the [[SIVA]] containment cores, [[Aksis]] seemingly dies and the encounter ends.


[[File:AksisRaid3.jpg|thumb|right|300px|Aksis battling the Guardians]]
[[File:AksisRaid3.jpg|thumb|300px|Aksis battling the Guardians]]


A chest will spawn in the middle of the room that can contain an artifact or a [[Ghost]] shell. The final encounter begins when players shoot the glowing red square on [[Aksis]]' chest. [[Aksis]] will detach from the wall and fuse his body with a set of mechanical legs, gaining both the ability to teleport and the ability to attack you directly with his own cannon which launches both regular [[Solar]] projectiles and clouds of [[SIVA]] mites that will damage players over time the longer they stand in them. There is a distinctive charging sound before each shot which gives you time to relocate. Be wary of where [[Aksis]] teleports to between the central, left and right platforms (Although the boss can only teleport to 4 different places around the arena, if the boss teleports to where a player is standing, that player dies. Shield yourself from his fire as best as you can, and dispatch the horde of [[Shank]]s that spawn. After a short while, [[Captain]]s will spawn in again, and just like the first phase, it's up to one player on each team to pick up the cannon and destroy the matching [[Servitor]].
A chest will spawn in the middle of the room that can contain an artifact or a [[Ghost]] shell. The final encounter begins when players shoot the glowing red square on [[Aksis]]' chest. [[Aksis]] will detach from the wall and fuse his body with a set of mechanical legs, gaining both the ability to teleport and the ability to attack you directly with his own cannon which launches both regular [[Solar]] projectiles and clouds of [[SIVA]] mites that will damage players over time the longer they stand in them. There is a distinctive charging sound before each shot which gives you time to relocate. Be wary of where [[Aksis]] teleports to between the central, left and right platforms (Although the boss can only teleport to 4 different places around the arena, if the boss teleports to where a player is standing, that player dies. Shield yourself from his fire as best as you can, and dispatch the horde of [[Shank]]s that spawn. After a short while, [[Captain]]s will spawn in again, and just like the first phase, it's up to one player on each team to pick up the cannon and destroy the matching [[Servitor]].
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However, here is where things deviate from the first stage - as the [[Captain]]s spawn, three random players will glow blue and receive an Empowered buff. The players with the Empowered buff cannot hold the cannons under a any circumstance, as the ''Charge Lockout'' debuff will cripple your chances of effectively taking down [[Aksis]]' shield and stunning him afterwards. As the assignment is random, players who receive the buff should call out Empowerment, and where you are - if there is more than one player empowered on a certain side, have them swap places to a side that needs them, replacing a player that isn't Empowered. While maintaining positions and clearing [[Shank]]s near the back on the right and left side, and hovering in between back middle and center middle for the center lane, the empowered players are to take the charges the Servitors drop and throw them at Aksis to destroy his shield. Meanwhile, the cannon bearers are to drop their cannons at the middle in front of the stairs. Upon this being done, Aksis will teleport to one of four areas in the room - back right, back left, back middle or center middle. The nearest empowered player has roughly five seconds to jump on top of Aksis' glowing back and stun him, done by holding '''square''' for Playstation players and '''X''' for Xbox players. This will leave him vulnerable and damage can be done. Empowerment also shifts with each stun and new players are affected - call out Empowerment, where you are, and if any Empowered players are needed on lanes that don't have them, move quickly. Note that this boss is technically a modified [[Fallen Walker]] tank, which means that each of his legs, his chest, and head all have separate hitboxes. Weapons such as [[Rocket Launcher]]s with cluster bombs, the [[Dark-Drinker]] [[Exotic]] [[Sword]], and [[Titan (class)]] Thermite grenades are capable of dealing exponentially more damage to [[Aksis, Archon Prime]] than weapons that can only deal damage to a single hitbox because they can hit multiple of them at a time.
However, here is where things deviate from the first stage - as the [[Captain]]s spawn, three random players will glow blue and receive an Empowered buff. The players with the Empowered buff cannot hold the cannons under a any circumstance, as the ''Charge Lockout'' debuff will cripple your chances of effectively taking down [[Aksis]]' shield and stunning him afterwards. As the assignment is random, players who receive the buff should call out Empowerment, and where you are - if there is more than one player empowered on a certain side, have them swap places to a side that needs them, replacing a player that isn't Empowered. While maintaining positions and clearing [[Shank]]s near the back on the right and left side, and hovering in between back middle and center middle for the center lane, the empowered players are to take the charges the Servitors drop and throw them at Aksis to destroy his shield. Meanwhile, the cannon bearers are to drop their cannons at the middle in front of the stairs. Upon this being done, Aksis will teleport to one of four areas in the room - back right, back left, back middle or center middle. The nearest empowered player has roughly five seconds to jump on top of Aksis' glowing back and stun him, done by holding '''square''' for Playstation players and '''X''' for Xbox players. This will leave him vulnerable and damage can be done. Empowerment also shifts with each stun and new players are affected - call out Empowerment, where you are, and if any Empowered players are needed on lanes that don't have them, move quickly. Note that this boss is technically a modified [[Fallen Walker]] tank, which means that each of his legs, his chest, and head all have separate hitboxes. Weapons such as [[Rocket Launcher]]s with cluster bombs, the [[Dark-Drinker]] [[Exotic]] [[Sword]], and [[Titan (class)]] Thermite grenades are capable of dealing exponentially more damage to [[Aksis, Archon Prime]] than weapons that can only deal damage to a single hitbox because they can hit multiple of them at a time.


[[File:Aksisattack.jpg|thumb|right|300px|Aksis attacks]]
[[File:Aksisattack.jpg|thumb|300px|Aksis attacks]]


[[Aksis]] will do this twice more, and players must maintain their positions, so they can stun him quickly. After the third stun, the longest damage phase begins. After the third phase elapses, [[Aksis]] will trigger critical [[SIVA]] density, which you must avoid by retreating to one of the pillars of light in the back of the room, of which there are four in total. It is imperative that you must all gather on the same platform, as each of them will disappear after being used. This means that the team can do no more than 5 damage phases.
[[Aksis]] will do this twice more, and players must maintain their positions, so they can stun him quickly. After the third stun, the longest damage phase begins. After the third phase elapses, [[Aksis]] will trigger critical [[SIVA]] density, which you must avoid by retreating to one of the pillars of light in the back of the room, of which there are four in total. It is imperative that you must all gather on the same platform, as each of them will disappear after being used. This means that the team can do no more than 5 damage phases.