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Edited by gcw0068: 9/3/2015 12:55:15 AM
6

Cabal Raid- "Purge of Darkness" and Corresponding Grimoire

Background Grimoire: https://www.bungie.net/en/Forum/Post/127170304 This Raid aims to make all classes useful in their own way. Act One: Unwelcome Visitors [spoiler] 1.1: "We can't drop in any closer to Sha'aran, or their anti-air guns and Harvesters could take us down in an instant. We'll have to set down here."// simply fight your way to Sha'aran's fortress, or ride on Sparrows. 1.2: "Sha'arans fortress is pretty... well, the doors are heavy. Give us some time."// we've all heard that before. The Raid starts off by dropping you into every Guardian's favorite part of Destiny- waves of enemies that you have to defend against. This section requires all six Guardians to deploy their Ghosts, then defend from three waves of foes which drop via Harvesters. Wave one drops two interceptors (Psion pilots) and many Legionnaires. Wave two drops another hostile Interceptor, more Legionnaires, and a couple Centurions. Wave three drops Centurions interspersed among many Phalanx, as well as a Colossus. After a short time of fighting wave 3, the Ghosts successfully crack the massive doors... they slide open, and standing there is another Colossus and two more Interceptors. How convenient. You're stuck between a pair of Colossuses, or Colossi, or whatever the plural form is. Note that no Interceptors/ Interceptor-drivers need to be killed to trigger the next wave (it is based on number of enemies killed, not which enemies are killed)- so you could be up against 5 hostile Interceptors. Anyways- now stuck between two Colossus, I suggest shooting the Psion pilots off the two Interceptors that just appeared and using them to your advantage. 1.3: Once all foes are dead and the Guardians have entered into the large lobby room of the fortress, another Harvester will fly over and drop enemies outside. At the same time, Cabal foes, namely many Legionnaires, will pop out from cover on the inside. Your fireteam is again surrounded, and Harvesters continue to drop off hostile Cabal outside. These Cabal of course try to get inside to smash you to pieces. So of course, the door must be re-sealed. Defend the 6 Ghosts will you hack into the door controls to, this time, shut them. If all *Ghosts* are killed you wipe. Enemies target the Ghosts as well as the Guardians. Once the doors are sealed, all Ghosts are revived. Approach the door on the far side of the room to reveal a wide and open expanse. There is one problem with this expanse. Namely, there is a giant division between its two sides. And you need to cross. [/spoiler] Act Two: The Canyon [spoiler] 2.1: As you near the edge of your side of the canyon, you notice that it, conveniently, has two pairs of bridge extension controls. One pair of these controls is on your side. The other, on the other side. Each pair seems to function as a single enitity. And, as there are no foes on the other side of the empty canyon to control the controls on that side... activating both the controls on your side of the canyon (one leftmost, one rightmost) will presumably extend a bridge. It almost seems too easy... and it is. Harvesters rise out of the canyon and drop Cabal right on top of you. Remember to shoot the Harvester cannons down so that they cannot harm you and will descend back into the canyon after dropping their troops. 2.2: After killing the Cabal on your side of the canyon, you are dismayed to see that the bridge controls on the opposite side are now under control, and therefore the bridge cannot be extended. Even more to your dismay, a trio of Void shielded, highly durable Psions materializes in a triangle around your fireteam. These Psions are known as the "Psion Trio". There are 3 by the way.//Each member of this trio shares unique attacks. They still have the Psion blast attack, but have a few new moves as well: 1) Psion Pull: We all like Star Wars. Each Psion "pulls" the nearest Guardian to the Psion. Guardians under control of this cannot run, but they can shoot and turn. When a Guardian is within Melee range of the Psion, the Psion will release its shockwaves attack for the kill. 2) Phase Out: Whenever a Psion's shield is popped, or a Guardian willingly gets too near to a Psion, that Psion will momentarily "phase out" and appear elsewhere a few seconds later- once it's shield is back.... All Psion's do this if a Guardian is killed. They can phase out even if under the effect of blindness. Can you figure out how to beat them? No? Well if you at least tried here you go:[spoiler] Remember how I said each subclass will be useful? This is where Voidwalkers and Defenders are useful. The members of the Psion Trio are weak to melee damage and the last portion of each of these Psion's shields can only be destroyed via a melee attack. So a Void melee can take one of their shields out in one hit. This melee must be timed just before the Psion releases its shockwave, as that is the only way that one can get within melee range. Remember that Psions phase out after their shields are depleted--- however; when a Psion's shield is destroyed it very momentarily staggers. Be ready to pour on the rockets and high impact stagger hits to keep your target from phasing out. Once all 3 Psion Trio members are killed, the final test of The Canyon begins. 2.3: Bridgekeeper: Upon the defeat of the trio, Valus Tajal, Bridgekeeper will appear on the opposite side. Three Harvesters will rise from the canyon, two dropping cabal on his side, the last on your side. Remember to shoot the Harvester turrets off to prompt them back to where they came from. Tajal cannot be reached, but he can be shot at. He "looks like" a giant Centurion- solar shields (golden gun?). If any Guardian is out of cover for two seconds, Tajal will launch a massive missile from his back at that Guardian. It never misses, and has some area of effect. It also harms Cabal. Fortunately, there are small portions of scattered cover to use. The most cover can be found near the center of the Guardian side of the Canyon. Use it to take pot shots at Tajal (or is it pop shots...?).When Tajal is at 70% health, Cabal squads will appear at each control panel on the Guardian side and set up Bombs with forty five second timers. These bombs must be defused... They take five seconds to do so. And Ward of Dawn offers no protection from Tajal's giant missile. Bladedancers could be useful here. Or, split into three pairs. One pair will stay in cover distracting Tajal by popping out and taking shots at him. The others will defuse the bombs. The pair that stays in cover will definitely need to provide supporting fire to the defusers as there are Cabal on the Guardian side and on the opposite side, still able to shoot across. These bombs are similar to splinter mines in that if one goes off, your team wipes. Let me remind you that these bombs are in the open, able to be seen, and take five seconds each to defuse. Remember to have a distraction. This process repeats at 40% and 10% boss health. [/spoiler] Act 3: https://www.bungie.net/en/Forum/Post/127170950

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  • I would like to see the next raid steer away from the same ideal of challenge that Crota's End has. Fighting off hordes may work with thrall, but even that gets tiresome. I'd like to see more active teamwork based action. It's easy to stand in a line and shoot waves of incoming enemies, but coordinating to defeat Aetheon or navigate a maze without getting caught was significantly more engaging. If there was a six directional network of tasks that had to be completed in a certain timespan where we all separated and had to communicate to complete it, that would be awesome.

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