Wrath of the Machine: Difference between revisions

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===Splicer's Den===
===Splicer's Den===
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. Much 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.
Continue, and fall down to the next room.
You will come to a walkway terminating at a large platform, two lanes either side of it, and a wall festooned with multiple monitors, as well as two rooms each at the upper and lower right and left areas of the stage. Approaching the platform triggers the encounter, and Vosik will warp in and start laying down suppressing fire with his solar cannon. Priority must be initially given to mob clearance, so separate into teams of two for each lane and take out as many Dregs and Vandals 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.
After the initial shield damage phase, 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. Calling out the screen is imperative. After it has been destroyed, clear adds 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.
For the third wave of charges and onward until either SIVA density is triggered or Vosik's shield is destroyed, Splicer Captains will start spawning in with the mobs. Eliminate them swiftly - their toughness and damage output can torpedo your efforts. When you've thrown enough SIVA charges at Vosik to completely drain his shield, he will be stunned for a brief period. Damage him as much as you can, and amplify the damage with a Shadowshot if your team has a Nightstalker Hunter. In addition, charges will drop from above, and these can be thrown at Vosik to damage him further. After the damage phase has elapsed, Vosik will activate critical SIVA density. To avoid it, you have to run into the lit room on the left or right hand side, with the room being called out beforehand, and shoot the glowing lock to activate a safe room. Ride out the attack, assume your previous positions, and rinse and repeat; whittle away at the adds and at Vosik's shield when the charges arrive as before, all the while watching the monitors.
When Vosik is below half health, numerous varieties of Splicer Shanks will begin drifting down from the ceiling. Destroy the Exploders first - both to stop them cold before they do serious damage, and to occasionally take out other Shanks in the blasts they create. When you kill Vosik, he drops rewards and a SIVA cache also appears on the middle platform. These rewards can include the raid boots, fusion rifle and shotgun.


===Apex===
===Apex===

Revision as of 12:31, October 1, 2016

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"Where the Light ends, evolution begins."
— Mission description

Wrath of the Machine is the raid of the Rise of Iron expansion. It was unlocked on September 23, 2016, three days after the expansion's release.

Unique Enemies

Bosses

Walkthrough

Foundry 113

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. You respawn quickly, however. When someone deposits four charges in a generator, a boss, Vosik the Archpriest, will spawn in. He will attack you throughout the encounter but do not focus on him for now.

Divide yourself into teams of two to cover every generate and designate one of your team members as a runner to collect charges and deposit them in the generators, all while remembering to stay away from Vosik. While charges are being collected and while the generators are being defended, priority must be given to special enemies named Voltage Eaters, Fallen SABER Void Shanks that will drain generators of their voltage if you let them get too close to them. They don't have a great deal of health so taking them out shouldn't be problematic, but you must kill them first and foremost.

Keep an eye out for Voltage Eaters and Vosik's positioning as you clear adds and drop charges in the generators. Once you have fully charged the generators, you will receive a notification that they are producing SIVA charges, which all players must use. Pick these up and, using your melee button, hurl them at Vosik to drain his shield. These eat through his defenses rapidly, and with concentrated throwing you should get through his shield quickly. Even if you do that, however, don't stop using the charges - they do far more damage than any weapon you have, taking roughly 100,000 HP off his health per charge thrown when his shield is down. Damage him as much as you can, then rinse and repeat when his shield regenerates, clearing adds, collecting charges and eliminating Voltage Eaters, then throwing the charges once they're generated.

Once Vosik has sustained significant damage, he will retreat and gradually warp inside the lair. Jump up through the open doors and onto the pipes through the central opening, and you will come across a chest that can potentially contain Exotic loot. From there, make your way through the narrow corridors beyond to enter the Splicer's Den.

Splicer's Den

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. Much 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.

Continue, and fall down to the next room.

You will come to a walkway terminating at a large platform, two lanes either side of it, and a wall festooned with multiple monitors, as well as two rooms each at the upper and lower right and left areas of the stage. Approaching the platform triggers the encounter, and Vosik will warp in and start laying down suppressing fire with his solar cannon. Priority must be initially given to mob clearance, so separate into teams of two for each lane and take out as many Dregs and Vandals 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.

After the initial shield damage phase, 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. Calling out the screen is imperative. After it has been destroyed, clear adds 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.

For the third wave of charges and onward until either SIVA density is triggered or Vosik's shield is destroyed, Splicer Captains will start spawning in with the mobs. Eliminate them swiftly - their toughness and damage output can torpedo your efforts. When you've thrown enough SIVA charges at Vosik to completely drain his shield, he will be stunned for a brief period. Damage him as much as you can, and amplify the damage with a Shadowshot if your team has a Nightstalker Hunter. In addition, charges will drop from above, and these can be thrown at Vosik to damage him further. After the damage phase has elapsed, Vosik will activate critical SIVA density. To avoid it, you have to run into the lit room on the left or right hand side, with the room being called out beforehand, and shoot the glowing lock to activate a safe room. Ride out the attack, assume your previous positions, and rinse and repeat; whittle away at the adds and at Vosik's shield when the charges arrive as before, all the while watching the monitors.

When Vosik is below half health, numerous varieties of Splicer Shanks will begin drifting down from the ceiling. Destroy the Exploders first - both to stop them cold before they do serious damage, and to occasionally take out other Shanks in the blasts they create. When you kill Vosik, he drops rewards and a SIVA cache also appears on the middle platform. These rewards can include the raid boots, fusion rifle and shotgun.

Apex

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 electrocuted, and being wary of fires across the area. Clear the handful of Splicers present and reach the barrier on the opposite side.

On doing so, a short cutscene will play and the Siege Engine will activate and begin advancing towards you, laying down fire with its guns. To be touched by it brings about near-instantaneous death, so do not venture near it. At the same time, a massive horde of Dregs and Vandals will spawn crawling up from pits in the floor, while Skiffs in the air provide fire support. Be as far back as possible to avoid Skiff fire. Two or three members of the team should prioritize mob clearance using appropriate classes and builds - Sunbreaker with Explosive Pyre, Stormcaller, Voidwalker with Bloom, Bladedancer with Hungering Blade, etc. You must also be careful of the gaps in the floor down which you can easily fall. The others, potentially bolstered by Weapons of Light, must focus on taking out the Siege Engine's turrets situated on either side of its head. When both turrets are destroyed, the head of the Engine will rip open, and more firepower must be poured into that wound. Once you have done sufficient damage, the Siege Engine will suffer a hull breach. The electrical field surrounding it will dissipate, and you must jump up onto the Engine itself to continue forward.

The Engine will knock the first barrier down - do not stand near the head when this happens, as the resulting explosion can potentially kill you if you are underleveled. You'll come across a Skiff in the distance, a handful of adds and a winding set of passageways riddled with mines. Race to the Skiff while being wary of its guns and its own arc mines, and kill the regular enemies and the Splicer Captain below it. After doing so, the Skiff will drop three items, the Engine Block, Warhead and Driveshaft and then leave. These items are crucial - they are components of the Siege Engine that you must transport back to it in order to repair it and continue.

Upon picking up one of the parts, you will receive an Encumbered debuff which lasts nine seconds that will greatly reduce your speed at the cost of you being able to carry the part around. After the timer has elapsed, you will then receive an Exhausted debuff, leaving you unable to carry a part for 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, Captains 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.

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 effective shotguns and heavies or active Supers race over to where he is in order to kill him as quickly as possible so the ramp can be lowered.

As you do all of this, the Siege Engine is on a timer - failure to get at least one of its parts in place before the timer runs out results in it detonating, wiping the team. The extension you are offered if you get a part in place just before the timer passes is brief, so try and get there as quickly as possible without hindrance. Gjallarhorns, Raze-Lighters and high-end shotguns are effective at dispatching Captains, and Shadowshot, Stormtrance and Blessing of Light help immensely here for mob clearance and increased survivability. Be careful of the pitfalls, though. If you end up dropping a piece of the Engine down a hole, the run is unsalvageable, and the Engine immediately detonates.

Upon clearing the passageway and the adds, the parts must be placed. The Driveshaft goes in a receptacle to the right of where you climb up the ramp, the Warhead goes in a slot in the center, and the Engine Block goes in a port at the Engine's back right, or back left from the perspective of players. Once you have all three parts in place, the Siege Engine will move again, and you must ride it through the second barrier as before.

After the second roadblock is cleared, you will almost immediately notice that the wall terminates in a steep and sudden drop. Staying on the Siege Engine all the way down will guarantee your death, so get off it - or even hop off mid-fall, if you're a thrillseeker - and land carefully on the rocky outcroppings below, whereupon you'll find a chest and a SIVA cache next to it containing either the raid rocket launcher, an artifact, or gauntlets or a chestpiece. A Dormant SIVA Cluster is also located on a small platform on the opposite side of the place you land on, and a chest is hidden in the large pipe hanging overhead. Once you're done, head onwards, and after some light platforming, you'll subsequently enter the server farm.

Server Farm

Perfection Complex

Rewards

References