Wrath of the Machine: Difference between revisions

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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 - but the encounter isn't over yet.
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 - but the encounter isn't over yet.


A chest will spawn in the middle of the room that can contain an artifact or a Ghost shell. Aksis lies still, but the second phase of the encounter begins when his chestplate is shot off. 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 mite shot which gives you time to relocate. Be wary of where [[Aksis]] teleports to between the central, left and right platforms, shield yourself from his fire as best as you can, and dispatch the horde of Shanks that spawn. After a short while, Captains 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. Aksis lies still, but the second phase of the encounter begins when his chestplate is shot off. 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 mite shot which gives you time to relocate. Be wary of where Aksis teleports to between the central, left and right platforms, shield yourself from his fire as best as you can, and dispatch the horde of Shanks that spawn. After a short while, Captains 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.


However, here is where things deviate from the first stage - as the Captains spawn, three random players will glow blue and receive an Empowered buff. The players with the Empowered buff cannot hold the cannons under almost 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, 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 Shanks 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 PS4 players and X for Xbox One players. This will leave him vulnerable and damage can be done, but do not use any hard-hitting weapons just yet. 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.
However, here is where things deviate from the first stage - as the Captains spawn, three random players will glow blue and receive an Empowered buff. The players with the Empowered buff cannot hold the cannons under almost 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, 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 Shanks 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 PS4 players and X for Xbox One players. This will leave him vulnerable and damage can be done, but do not use any hard-hitting weapons just yet. 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.