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Edited by chucklenoris: 2/8/2016 1:37:34 PM
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Monster Talk

This forum list is for discovering monsters and strategies to use against them, Edit (2/8/16): I will also be creating videos later down the road to give more visual to these posts. Check in every so often to see updates and edits.

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  • Target: Hydra Race: Vex Special: Rotating Shield I will talk about one of my more resent encounters with the Vex "Hydra". I have died twice, at the moment of this post, because of a silly little mechanic the Hydra has. I have only encountered five, but a 2.5 kill ratio is horrible. I'm truly ashamed and crawl into a corner and cry sometimes. But I pull it together and look into why this tough to kill monster has such a good hold on my KR. First what we know. Hydra's have a revolving shield that rotates around its body. You cannot by pass this shield with weapons and getting close to it does damage to you. Best way to get handle the shield, wait or move to it's opening and/or grenades, or get to a high point and shoot in. I play dominantly Sunbreaker, so my thermite grenades work well. I'm sure others work well if placed right. Second the Hydra has a melee attack. It doesn't punch, but discharges. It hurts too. Enough if you melee and run into his shield it's a one-two-punch and dead. As a Sunbreaker I have my melee set up to increase incoming damage from myself and allies. So I punch and punch often, it would be wise to strike and jump out quickly. Third is his ranged attack. What a freakin annoying attack. They hit hard and shake your screen. Then add all of his buddies doing the same thing and now you are running into walls. They hit hard and I would guess for those with low defense, could even be a one shot. Boss forms of these Hydra's are hell on game play. Wise thing to do is to let him see you, duck behind a pillar and stay low and move around. Fourth is their communication skills and speed. They are slow, but become alert to your location quickly. As stated above, if you are moving around to get away or better vantage point and a goblin or another one of his buddies see you, the Hydra will launch his heavy assault in that last known location without having to see you. In boss fights or in normal game play, killing the other mobs is "critical" *snickers*. Fifth and the reason I have a low KR on this guy. When a Hydra dies, they blow up. I melee a lot, when an enemy is weak enough I move in and seal the deal. It takes a while for this death to happen, but when it does it is like a super grenade. So far a Hydra is the only mod I know of that does damage as it dies. Do not be anywhere near it. Even a guy in melee like myself has enough time to move in, move out. BUT, if you are like me and move in and get pinned by incoming fire, well get ready for a res. I'm not sure the area of effect range, but my guess is no less than ten meters. This scales to Hydra bosses. My poor fellow Strike mates went in to collect loot after our victory and they were blown apart. Funny, it truly was, because the AoE is much larger, duh. Silver lining about this, it kills other things besides us. How to handle: Move around and stay moving. Weak spots are it's "Head", aim for eye. If a model has a white crystal in it's body, that is a good spot to shoot too. Use the AoE death to your advantage. Get his buddies next to him and drop it like its hot, saves ammo. Do not use heavy swords, chances are you will jump into his shield. Grimoire: First Tier → 50 kills , Second Tier → 125 Kills, Third Tier → 250 Kills

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  • Target: Walker Tanks Race: Fallen Special: Long range cannon, heavy pulse cannon, minigun, mines, shank release, AoE blast Walker Tanks are part of old Fallen tech. The Fallen tank is to be respected, even when in a team. It is one of the few enemies that is a true multi-tasker. It can shoot it's minigun, shoot it's cannon, and release mines or shanks all at the same time. Heavily armored, very high hit points, and unforgiving weapons make this enemy a good challenging play. First the armor on this tank is good. Shooting it in the areas that do not allow precision damage, it takes a lot to budge the hit point. Then add in the fact it has high hit points. Just as the name implies, it's a tank. Most mobs in any game that has a reference to tank or anything that sounds heavy, it typically has great armor and hit points. Tanks move slow, prefer to stay in one spot offering fire support and turn in place to address threats. Or maybe it's just me and every time I run into a tank, there is nowhere for it to walk. The areas they show up in do not give the tank anywhere to go. This may also be on purpose to block entry to other areas or other nonsense. Second are the weapons this tank uses. The first and obvious weapon is the long barrel cannon it uses. You know when it is going to use this cannon when a blight red laser lock-on beam is coming from the cannon. A direct hit is an instant KO. Splash damage can be anything from an instant KO to minor shield damage. I noticed as a Titan, getting hit by splash damage inside the blast zone drops my shields. As a Hunter or Lock I noticed this same distance kills. In either case get moving if this red light is locking onto you. The pulse cannon is mounted on top of the long cannon system. This is a multi-shot cannon that released hard hitting energy blasts. One shot by itself isn't enough to one-shot KO, but getting hit by all blasts doesn't benefit your health either. More used to get a target off it's back or to push back a target. Moving in too close or sniping the tank will invite this attack. Other weapon systems include the front mounted minigun under the front head is used as push back, but also if the target is close enough and in front of the tanks LoS. Each projectile does low damage, but the rate of fire is very high, so it adds up. Though I typically even ignore this weapon it is wise to avoid and not sit in one spot. The tank also releases mines when coming out of an error state or if targets get too close. These are deadly for those who stand too close, and even advanced model tanks allow the mines to homing in on targets. Getting into the tanks melee range will result in a arc based AoE blast. It seems to have some slight knockback and does moderate damage. Also at the same time mines will be released to add to your escape fun. The last thing a tank will do is release Shanks. Reading the Grimoire, it seems the shanks are released to repair the tank. Though that is what they would do in real life, in game I have yet to see this happen. Though I have noticed the tank taking a lot of damaging hits and the hit points do not move. Might be related, but I beg needs further investigation. I do notice a few things, the shanks will either move out to seek targets and pin them down or eliminate, hover by the tank to either add support fire, or very bravely take a hit for the tank, and lastly I have seen some even fly into the sky to try and out flank targets in the field. More of an annoyance than anything, but should be taken care of as quickly as possible. How to handle: As tough as they are, these tanks can be fluffy kittens, but large than a house and full of nuts and bolts. Each leg has an armor plate protecting it, well funny enough, not protecting it. This is one of seven weak spots, each leg being one.Shooting the leg armor counts as a precision shot. Once the armor blows off it sends the tank into error mode. The head extends showing the seventh weak spot which is the brightly glowing red/orange circuitry. Between the leg armor and this opening you should be able to reduce the tanks health by 25% if you do things right. During error mode the tank takes 99% less damage to being fully immune to damage except the red/orange part of the head. So you must shoot into this for maximum effect. Once leg armor is gone, the leg still takes precision damage, but at a reduced rate. Eample; if you were getting 2k hits on the armor, you may now get 500 to 1k hits without armor. Funny huh? Avoiding the weapons is key in the fight. Another important key is to kill off all other support like sniper vandals, captains, dregs and shanks that are out flushing out targets for the tank to pick off. Get the tank by itself and begin to pick off it's leg armor. Use LoS to your advantage and get behind cover when it uses it's pulse cannon, minigun, or releases mines. If it targets your area with the long cannon, get away asap. You have roughly three second once it locks. Maybe two seconds. If going in solo, LoS is important to get the tank turned where you can shoot the legs, and believe me it knows and will hide the leg you just shot. If in a team, get a three point system going (assuming you are with two other people), and keep it on the move. This way the tank can only focus on two targets at once, while one member just picks it apart or helps drop the tanks support. Also allows team members to be far enough away to aid in revives and not everyone die in one shot. No grimoire points for this tank.

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  • Target: Taken Vandal Race: Taken Special: Ward and healing Everyone has a monster that just get on their nerves and comes close to being a bane of your existence. Taken Vandals are this to me. Personally very few other monsters give me problems, but Vandals are in my top five. Always a sniper, the Taken Vandal is a true support unit using a Taken version of the wire rifle, can lift a Taken Ward to protect itself and it's buddies, and is able to heal from damage. Taken Vandals come in groups of two to four when spawning into a fight. They look for a good high ground spot, or find a heavily protected low spot. Judging from how they act though, I will say they hang around areas that need protecting or near mobs they are covering. For example during the Taken invasions on patrols, these guys hide by the boss/champion and pick off would be attackers. Their weapons can drop shields in one hit, they are relentless and in groups are capable in killing targets with a one-two-three punch. Deadly accurate and should be handled carefully. Their Taken powers are annoying too. When threatened or taking damage, they will lift a Taken Ward, much like the Titans Defender Ward. This allows other buddies of his to take a breather and step inside or allows them to use LoS to their advantage by stepping out and shoot in cover. While inside the ward, the Vandal can heal a good portion of any hit points they have lost. They always work to support, cover, and over come with their Taken Brethren. How to Handle: With all the tactical and special advantages these guys have, there is actually a good few methods to handling their annoying support. First if you are far enough away to sniper them down, do so, but if they feel threatened or know you are there they will drop the ward. This ward drop has one slight flaw, it seems to put all Taken Vandals on an universal cooldown from using it rapidly. So once one ward goes up, then comes down, it can be two to five seconds before the next one raises up. I only notice this in vandal groups that are close. If the groups or individuals are spread out enough they can raise wards without question. If you are mid range or closer, make a move to get into the ward. You can't shoot in and they can't shoot out. Please remember rockets are not your friends in these. Get inside the ward and melee or shotgun them out. Be mindful of any of his buddies that are in there too. If you are close enough and move in they may move out, but gives you protection. The face and glowing eye are the weak spots. Snipers, scouts, pulse, hand cannons, and shotguns work wonders. If a ward has a Taken Party taking place, then use your rocket launcher and/or grenades for maximum impact once ward is down. But these Taken Vandals need to be a priority in any fight. Very few other mobs come before a Taken Vandal in my book, blight, because it probably spawned the SoB in, a boss or champ blocking my path to the vandal, or a Taken Captain within 30 meters of my position. Do not get caught in a Vandal gang bang. This is where three Vandals just pick you out of the sky. Stay low and move in quick, using LoS to your advantage. No grimoire points exist for this mob.

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  • Target: Ogre Race: Hive Brutal, Big, and Tough. Ogre monsters have it all when it comes to defense and offense, making them a monster to be respected in engagement. They do not use any of the Hive weapons, but have a strong melee, powerful beam they shoot, and can charge. Add on top of that the higher than normal hit points and armor and you have a glorified tank. Ogres have a main attack they prefer to use is a high powered magical beam from their face. I won't lie, that just sounds funny, but trying to locate eyes on this guy is like finding Waldo. Their face reminds me of Metroids, you remember those don't you? In either case, this rapid firing beam can cut down targets quick. Staying in one spot for too long while this happens will require another to revive you. Their melee is unforgiving too. They smash the ground causing serious AoE damage. Enough to drop shields down 100% opening up you to flanking fire from his buddies. Melee and close range attacks should be saved for a finishing blow. When taking damage the Ogre has a chance to go into a rage. Much like a Hive Knight, they will turn redish and have a red cloud above their head. In this state they will charge in to melee their target. Only a few ways to stop this. One: run around until they cool off. Two: Take the hit. Three: keep shooting until killed or until the damage reverses the effect. With their high hit points and armor, precision shots are key. Ogres aren't common, but protect key areas, lead or support high end fights, or are the muscle and get their point across in brute force. Ogres are used as champions and bosses. Just like their normal builds, these elite versions are harder hitting and harder to drop. Such Ogres like Pogoth the Untamed take team work and LoS to bring down. How to handle: As tough as they are, they also have a very big and open weak spot. That beautiful, but deadly face of theirs. Just examine that bulge, it's like an electrically powered jello mold. Putting your shots into this location can nearly double to triple your normal output damage. I suggest good stable rapid fire weapons, snipers, and fusion rifles. Scouts work too, just don't be the one getting beamed or chased. Best idea is to find a good hiding spot with at least two exit points and shoot at the face. Once the beam heads your way, break LoS and go to your second exit to get a few more good shots off. Rinse and repeat. If the chase is on, then use your secondary exit to make a run for it. I would only put an ogre in high priority if he is wiping the group or you solo. Typically they are in with teams of Hive, who are the ones that will pick you off. Focus on his support group and even the odds to help you better. Boss fights it is important to have someone doing CC to the boss or to the mobs supporting. You cannot kill boss ogres quick enough to just ignore the mobs, they must die first then the boss. Grimoire: First Tier → 50 Kills, Second Tier → 125 Kills, Third Tier → 250 KIlls

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  • Target: Cyclops Race: Vex Special: Heavy weapon, Vex sensor, Point Defender You won't find Cyclops with a grimoire point system. This is due to the fact that they are not a Vex unit. They are in fact, a vex structure. A structure with several functions. They prioritize in defending a certain location or entry. Their weapons hit hard, and even though they are stationary, they alert all vex to your location. Lots of hit points and tough, these structures can cause a lot of heart ache. Again these structures are defenders. Most locations they defend are entries further into Vex domains, a hold out position the vex have set up, or are part of a mission or patrol randomly placed. Mostly found in strikes like the Undying Mind or quests like the Black Garden. Killing one gives you access to further your progress. The Cyclops' weapons are strong and fast. It shoots a void based blast that travels relatively fast. The impact does a good amount of damage and the splash reaches up to five meters. Other weapons the cyclops has is an overload array. This has some silver lining to it. When a Cyclops overloads it emits energy particles that do moderate damage. These can also damage nearby Vex. Cyclops' will over load when taking too much damage at once or when it receives a total amount of consistent damage. The alert sensors on this structure is unmatched in the Vex collective. They are spotters and seekers. Once they see a target, Vex will either pull back to defend or mobilize to attack. Typically Hobgoblins will fall back and hide to gain a better sniping vantage point. Goblins will move in to attack the last known location of the target is LoS is broken. Harpies will move in to support all Vex and scout for the Cyclops, while Minotaurs move in to attack Targets at all fronts. How to Handle: Cyclops' are stationary, so you do not have to worry about them moving to you and really just have to avoid the incoming fire from one of these guys. Your problem from them comes their command. Though not technically in command, they help the collective mobilize. If solo, take out all of the vex running around and make the Cyclops your last priority. In a group you can do the same, by mopping up the Vex running around, or you can have one person in the group focus all their fire on the Cyclops. Consider it multitasking. This is an actually method needed on a few strikes to gain further progress. Cyclops' also summon in troops and until killed, keep sending in troops. So having one person focus on reviving and bringing down the Cyclops is needed while the others keep the mobs at bay. Sending the Cyclops into overdrive is needed, well in tough fights. Overdrive will damage units the Cyclops is warping in as well as giving you a chance to deal damage. Weak spots are the eye and small areas surround it. Suggested weapons are the Rocket Launcher, Snipers, and Machine guns for high impact. No Grimoire points for this Structure.

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  • Target: Shank Race: Fallen Machines designed to support Fallen troops. These machines are hardly ever by themselves minus a few spots in patrols. In quests, strikes, and events they are always armed with weapons that are driven to battle success. Most of the time they are equipped with an equivalent to a shock pistol. Others use the shock rifle, while the more advanced models in tougher fights are snipers using the wire rifle. The equivalents are have some extended range and in those hard fights, they will do critically more damage. They hover just above the ground at eye height, but are able to boost upwards to avoid incoming fire or low throw grenades. Mobility wise, they can move from point A to point B quickly. During this they do not have active weapons. If they engage they will slow down to an evasive speed that still allows them to dodge, but maintain steady weapon fire. In some cases a Shank can be treated as a bee. Their shots are annoying, but not threatening. Get a bunch, then you have issues if not dealt with. Shanks come in many models. The mid-range support models, sniper models, and kamikaze models. Mid ranged models can range from annoying to high threat depending on the fight you are in. Mostly they just support Dregs and higher beings in the Fallen, but as the fighting goes on, these models become more accurate, do more damage, shoot more rapidly, and some are even equipped with shields. Sniper models are sneaky. Most of the time you won't know they are there unless you happen to be where they spawn, By this point they have already dropped your shields down to nothing and have you on the run. Some times it is so confusing that you start looking for Vandals, who are more known to snipe, and ignore the machine floating in the air, because you are use to them shooting the shock pistol. The kamikaze models are good ol' fun. Mostly seen in the Strike "S.A.B.E.R", these models are becoming more popular and seen in other strikes, patrols, quests, and raids as the patches come through. These guys do not hover in evasive mode like the shooters, they use their full boost and charge right at their targets. They are strapped with bombs and blow up once in range to their target. I have not seen weapon systems on these guys except for the bombs, yet. The blast range is hard to tell, I believe they share the same blast range as Chaos Thralls. My guess anything within 10 meters it is a near instant kill. Within 3-5 meters this is a given. Outside of 10 meters I would say splash damage is good, but not enough to kill you unless your shields are already down. At 15+ you should be safe. Shanks are just as common as Dregs. Most are assisting teams of Fallen, some are summoned by bosses, and some are released during Fallen Tank fights from the tank itself. How to handle: Shanks are like Dregs, a one shot deal. That is for the weak models. Advanced models can take some punishment. I mention they are evasive. Well they can be, but choose not too. I notice on a Night Stalker (Hunter), and on weapons with targeting sensors, a weak spot is marked. These do not give precision shots. But the front of the Shank or in the back between the engines is a good spot to place your attack. Sniper models need to be taken out asap. Do not let them keep you pinned. That would be bad considering that a boss or bigger mob is on you. Mid-ranged can be handled as needed. If you notice that these models are getting stronger each kill, then the more important it becomes to clean them out. For both Mid-range and Snipers, use LoS to help avoid and get a better vantage point. Weak models I would just simply shoot them. One solid shoot or a few rapid hits takes them out. Kamikaze models need to be taken out from a safe distance asap. Be mindful of team mates and make sure all are far enough away to avoid damage. Or be a polite dick. Kill the kamikaze and blow up your team mate, but make sure you can get in there and hand out a rez. During tank fights the tanks release these guys a lot. I would make sure to mop these up as their only focus is protecting the tank. Grimoire: First Tier → 150 Kills, Second Tier → 375 kills, Third Tier → 750

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  • Target: Legionary Race: Cabal Legionaries are the Cabal grunt. Always supporting and backing up Centurions or Phalanx, these massive brutes are a common site in combat. Able to use the variety of weapons in the Cabal arsenal, able to boost to and from attack points, and packs a mild melee. Can be seen in groups of three or in a mixed group supporting his buddies. Minus the minigun the Colossus uses, the Legionary is capable of using both the slug and projection rifles. Most Legionary troops use the Slug rifle, but as they respawn there are chances this changes to the Projection. Elites will almost always have the projection rifle. These cause a minor distraction, but if left alone can finish off a wounded Guardian. Their melee attack is mild compared to their Centurion brothers, but in groups these can lead to some unforeseen circumstances. These mobs aren't the fastest, but they can move point to point fast enough to close a gap in the line. They also use their boosters to jump around, more so than Centurions. Boosters are also used to dodge slow firing weapons like fusion rifles that have to charge. This also works in their favor while hiding, then moving out to the open to surprise their target. How to Handle: Easily dismissed, Legionary mobs can be taken out in a few good shots from most weapons. Weak spots are the head. If close enough to melee, a solid shot and a melee attack will kill them. Any weapon is a good weapon to use on these guys. They stumble easy if shot in the chest or legs. Opening up the head for a good shot. Just don't let a full group surround you and should never have any issues. Grimoire: First Rank → 300 Kills, Second Rank → 750 Kills, Third Rank → 1500 Kills

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  • Target: Taken Blight Race: Taken Special: Summoning Though you will not find the Blight in the Grimoire, Blight can cause headache in any fight. Blight is found everywhere from events, patrols, Strikes, and raids. Ok maybe besides Crucibles, for now. What is Blight you ask? Blight, as I'm calling it, is the Black Sphere that spawns during Taken fights. Still confused, think of levels like Taken Coven on Earth, or the Strike "Dark Blade". The large orbs of darkness summon in teams of monsters, Taken only. Here are your warnings, if you do not bring these down quickly or destroy the team it summons without destroying the sphere, then it continues to summon teams of Taken. Luckily most are programmed to summon set teams. I say quickly for this reason, really only this reason. If in a Strike or Raid and team members are clearing out mobs, these spheres will continue to summon them in. You must be quick to address this issue. A typical priority should be Blight, Taken team per that Blight, then back to prime target (if any). How to handle: Blights do range in Hit Points based off of Light Difficulty. The higher the Light required to play a quest, strike, or raid, the stronger these Blight Spheres become. Rapid fire weapons help and strong impact weapons do well. I also suggest to use grenades that do Damage over Time, example is Solar, Vortex, or Thermite Grenades. Make sure to get the grenade on the blight or under it, then add in heavy hits from weapons or rapid fire and the Blights go away quickly. Since they spawn fresh troops, make them a priority. It doesn't matter if it is an event or boss fight. Once the Blights are summoned in, take them down and worry about their troops last. This way you only have to fight these guys once and not more than twice. Be mindful, some higher end quests and mechanics in fights will re-summon Blight. Just make sure to handle them quickly. Notes: For clans I will say Blights are good for training people in your groups that are responsible for CC. I suggest the Quest "Fears Embrace" (requires 260 Light on Normal) located on Phobos as a good area to train those how to handle a Boss fight with heavy CC. The quest also builds good situational awareness. Again no Grimoire information.

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  • Target: Taken Captain Race: Taken Special: Blink and Dark Energy Taken Captains pose multiple threats in combat. When a stronger mob is close by they will fall back to protect it, but once one decides to engage get ready to have your hands full. Able to move quickly, blink between 5-20 meters, accurate with ranged weapons, shielded, and able to manifest dark energy that can blind and damage its target. The Taken Captain is one of a handful of enemies that should be truly respected on the battle field. First lets talk about the weapons these brutes use. Ranged TCs will use a taken version of the Shrapnel launcher. Same concept and hits just as hard and they are deadly with it. Unlike the Fallen Captain, the TC will actually get close enough to makes it's shots work. Melee TCs use Taken versions of the shock blades and shock daggers. Outside of special events, bosses, and high end target mission, I would rank the melee TC in the top three deadliest to engage hand to hand. Even those with the heavy sword need to be cautious. They naturally attack faster than Guardians and can get a hit in before we can land a strike. Both ranged and melee use LoS to their advantage. Hiding and ambushing targets as they please. Second their health and shields are nearly unmatched. Compared to the Fallen Captain, Taken Captains have stronger shields, more health, and better recharge rates. In similar, the TC will retreat and hide until they recharge. That is unless the TC is going in for the kill then they do not stop until you make them stumble or they kill their target. Third is how capable they are at moving around. TCs are quick on foot and blink aggressively. Think of the Fallen Vandal (melee) as foot speed, and the blinking a TC does is second only to Vex Minotaurs. This gives the TC the edge in closing into a target or falling back. Fourth the TC is very protective. They will stay around stronger mobs to help give fire support and drive off anyone getting too close. Their favorite thing to do is to manifest Dark Energy and launch it at their targets. This is a nasty attack that can blind/darken your screen and does moderate to heavy damage depending on the mob being elite or not. The attack flies in a linear fashion and is not affected by gravity. It has a long range and travels until it hits a solid surface or extends its full range. They use this attack as much, if not more, than their weapons. Boss TC will use this to keep targets at bay while they bombard them with the shrapnel rifle. When the TC is the strongest mob in the group, they run the gambit in combat. They are relentless and pursue their targets with extreme prejudice. How to handle: First look around you and know your LoS spots, pit falls, ramps/stairs, and so on. This will help when giving chase, tracking down, or avoiding the TC. If a boss or boss like enemy is near by, you will find 80% of them by the boss. AoE attacks work in weakening and dropping these protectors. If they are the stronger being, they will be engaging on all fronts. Keep an eye open for Taken Vex Goblins, if they are near, they will shield the TC and will make them unstoppable. First get rid of all Taken Goblins, if any are present. If possible get rid of sniper support or farm the TC out of LoS. At long to mid range use snipers or rocket launchers. Up close use shotguns/fusion rifles. Rapid fire weapons will work too, but only if close enough to get all the shots in. Shields are strong so be patient. Elites over use the Dark Energy attack. Also their melee attacks do a bit of damage. These guys bring a lot of chaos to a fight and can keep their targets on the run. Personally I try to farm them around and either group them up to AoE them with grenades, rockets or supers. I will also bottleneck them up a flight of steps to center my attack. If they are supported by snipers or goblins I use their fast speed to my advantage by breaking them apart from these groups into a new location where it is one-on-one. When protecting a boss figure I will rid myself of the Vandals, then start throwing in grenades and rockets. Or as a defender I will bubble up and go to town with my sword.

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  • Do one about those taken captains

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  • Target: Harpy Race: Vex Harpys are the fastest unit in the Vex collective. They float around and move with better speed than most other units and have a rapid firing weapon system. They are typically grouped in two or three, or can be seen giving support to other Vex bipeds or Hydras. Their mobility makes them a threat in multiple ways. First, this allows them to acquire targets fast and communicate to other Vex quick. Second, it allows them to get into firing range and/or switch positions better than even other Vex blinking. Third, since these machines like to swarm they can quick flank their targets position. Their weapon system is deadly in close range, but at mid range their accuracy goes down. The rapid firing plasma burst they give off can quickly ruin shields and push back guardians not ready to deal with this onslaught. As normal, elites shoot faster and are much more aggressive to get into position to begin shooting. Harpys are not typically shielded, but advanced models and elites are more than likely shielded. They use this to their advantage by retreating back to a bigger crowd of Vex and draw their targets in close. Examples of these models can be found on Mars outside the tram station. How to Handle: Harpys are relatively weak. A few good shots and they will fall from the sky like tears from a kid who just dropped his ice cream cone on the sidewalk. Weakspots are that pretty red eye and the metal frame holding the wings. You will find Harpys are more of a pain than a threat. They are loud and give themselves away a lot more than other Vex. Remember they act as scouts. They must anchor into position to fire. You will see them spin up and open the wings so they may begin firing. This opens them up to attacks and is the best window you will get. When threatened they will spin down, so this gives you another chance to lay them low. These models like to swarm and stick together. This opens up a AoE weakness. Explosives work wonders due to the fact that these machines will huddle close together or next to other Vex models. Two birds with one Stone any one? Grimoire: First Tier → 150 Kills, Second Tier → 375 Kills, Third Tier → 750 Kills

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  • Target: Knight Race: Hive The Knight is the Hives power house. They are moderately quick, come in melee and ranged versions, able to block incoming damage, and can heal damage. Able to use the boomer weapon (their favorite) and swords. They can be found in groups with Acolytes and/or Thralls. Uncommonly, unless in special events, they are not teamed with Wizards. Events and quests are where the two stronger minions are found together. When taking damage a Knight can be prone to use a shield that materializes in front of them. Besides supers and some grenades this shield prevents damage. The Knight will summon this shield randomly. Some will do it the second you turn to shoot, some wait until at half health or lower. If you're quick enough you can catch them before they bring it up. Behind this shield the Knight will heal from their damage taken. The are immobile during this and lets you move around to shoot them down the rest of the way. The different ranged and melee versions can add to a fights character. About 60% of Knights you cross will be ranged while the other 40% will be melee. Boomers (ranged) are typically not a big hassle. Be mindful of elite/stronger types though. They lay on the Boomer like no other and can quickly drop a guardian. Melee Knights will close in fast, unless they feel that their target is unreachable or has an advantage. Swords (melee) will bring the sword down. If not careful this can one shot most toons. Though Knights are not equipped normally, some can have an overshield. You see this more in quests, boss fights, or in events where the two enemies are moving against one another. Happens more on Swords, but boomers can gain one as well. When fighting in these conditions be mindful as Knights do not replace lower beings like Acolytes and thralls, they are added on top. Most races replace lower beings with stronger ones, the Hive pours it on and the Knight is the front runner. How to Handle: In open areas like patrols or quests, the Knight is a prime target. He is typically teamed up with Thralls or Acolytes. Mop up lesser beings first then take him out. A good method to get him off your back for a few seconds, shoot him until his raises his shield. If you are close enough when he raises the shield move around and bring him down. Snipers will have the best go around with any type of Knight, and shotgunners will clean them out quickly. In bigger fights like raids, strikes, events, These guys can bring a lot of havoc. Keep your distance or use supers to bring them down quick. Boomers shoot rapidly and should become a prime target. Swords are only an issue if in range. Use LOS and move in to get close enough to handle. Once one them, do not stop until they are dead. Weak spots are head and upper chest. Grimoire: First Tier → 100 Kills, Second Tier → 250 Kills, Third Tier → 500

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  • Target: Vandal Race: Fallen Vandals are the Fallen's most versatile mob in the Fallen army. Second in numbers only to Dregs/Shanks, and capable of using every known Fallen weapon makes the variants of the Vandal deadly. Most are able to take more than one melee hit and a rare few come with shields or have very high health. They are also just as tactful as a Captain. No matter the house, no matter the situation, you will find Vandals supporting the front with range or melee aggression. They can cloak and both cloaked and non-cloaked versions are capable of anything. All depends on the situation; event, quest, boss, and bounty. The can be found backing up Dregs, protecting Captains, and/or run the front line attach with Shock Blades themselves. In some houses they are the first line of defense for a Kell and are extremely dangerous. The different versions of the Vandal are as follows (includes cloaked and non-cloaked); Sniper support, Mid-Range support, Melee Support. Snipers use the wire gun and have a very good range. These guys can make or break a fight with targets more, in my opinion, than the other two versions. Reasoning being the extreme range. You pop your head out and boom. When the fight gets tight and shields are down and health is low, these guys are the ones who will get ya. Mid-Ranged support will use any weapon from the shock pistol, shock rifle (the Vandals favorite), or the Shrapnel Rifle (mostly on elites). Mid-Range and Sniper support typically do not engage in melee. Mid-Ranged Vandals will in hopes that their hit will make the target drop back and open up distance between them again. They hit moderately hard and elites are advised to avoid if being chased. None the less the mid-ranged Vandals cover Dregs and Shanks up from or protect Captains. Melee Vandals aren't as common as the ranged, but in quests and events and/or boss fights, these guys replace all lesser beings (Dregs/Shanks) and run the gambit at pushing back targets. They use the variety of blades and daggers and are slightly faster. They hit hard, work in groups, and flank the hell out of their target. Cloaked Melee Vandals are ruthless. Elite versions should be a priority as they will force you out of safe spots or hiding. How to Handle: The Snipers are easily countered with sniper fire. Use LOS to your advantage. They will keep shooting in the last known location to pin down their target. Use this to move around to counter shoot, or to get close enough to handle. Mid-Ranged Vandals love using the Shock Rifle. The projectiles homing in on the target which takes a lot of the aiming out of the equation. This is only bad in large groups or if you are low on health. These guys can be handled with close range gunning or melee attacks. Melee Vandals are a pain. Going toe to toe with one is ok, going toe to toe with several might cost ya, unless you have the swords or exotic versions. In either case take them out normally and keep your distance. Don't tease them with a chase as they can jump right to you. Some grenades are good for CC on these guys. Head is the weak spot and shooting them in the arms and legs will make them stumble. Grimoire: First Tier → 300 Kills, Second Tier → 750 Kills, Third Tier → 1500 Kills

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  • Target: Psion Race: Cabal Psions are the smallest of the Cabal army, yet still deadly. When engaging Cabal forces you become used to seeing and looking for large targets. The Psion use this to their advantage. Chances are you might keep your camera angle up and the Psion are always ducking, unless moving. Like Hive Acolytes and Fallen Dregs, these guys will hide behind walls and objects, peeking out to locate or shoot their target. They are mildly weak and go down in with a good shot or two from weapons. Using melee attacks are a good way to handle them up close or flanking them as they hide. Be mindful as the Psion does check his backside on a regular basis and has a nasty melee counter attack. Psions use all varieties of the Cabal weapons, minus the mini-gun the Colossus uses. They are mid formation units that try to control points of entry by bottlenecking their targets or by flanking them. They will allow Legionary and Phalanx move up to the front and will cover their approach. While busy with the front line units Psions will move to better positions and try to flank the target. In other situations they will cause a holdout bottleneck in a hallway or up on a platform. Psions differ from other support mobs by a few measures. They know when they are in trouble and will move or fall back. This is typically to a better protected spot for cover or by other mobs. If they see their target moving in on them they will move first then shoot. Some will even help cover others falling back and draw fire. If closing in on melee they are not shy using their melee counter. This is a very hard hitting attack. Elites use it frequently and can nearly one shot targets. Also elite versions of the Psions are not afraid of front line fighting. They are able to take several shots and enjoy using their melee attack to push back targets. How to handle: Psions can become an issue if you let them, just like any other small mob. Your focus on these guys should be last unless in melee range. Take care of the frontline mobs and make sure you won't become surrounded when closing in on a Psion. This counts as long as there are no elite Psions running around. If an elite is present, he should be a top priority, or at least top three. Since elites enjoy being up close, this allows you to close the gap faster, but be mindful of the melee attack they have. Elites typically shoot faster and are more accurate. As far as their melee, it is a psychic flame that shoots across the ground in front of them. Range can reach ten meters is my guess. Typical weak spots are the head and body shots have a chance to knock them off balance. Grimoire: First Tier → 300 Kills, Second Tier → 750 Kills, Third Tier → 1500 kills

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  • Target: Taken Goblin Race: Taken Special: Shielding Taken Goblins can make or break a fight for a taken assault group. They are roughly the same speed as Vex Goblins, but their weak spot has moved and their weapons do more damage. Though in many of my lists here I will claim a priority for each target, I will have to say in fight against the take, Taken Goblins need to be in the top three for priority. Why a top three? For this reason alone: can shield other targets. This isn't a shield like Captains or Centurions, this is a shield that stops all damage all together. Besides watching the immune word flying above your target, the best way to tell if this shield is active are two very obvious items. Your target has a slight greenish glow around him. A Taken Goblin within ten meters is glowing a very bright greenish white glow with a beam coming out of his eye. They can do this to any target any time and time frame depends on two factors; distance to the shielded target, and/or they are being shot at. Weapons range from a simple beam cannon to those damn annoying rocket projectors. They hit a bit harder than the Vex weapons do. This makes up for how fragile they are. Just like the Vex goblin, they take roughly one to two good hits to drop. They spawn in groups of one to four and when a boss shows up they flock to him and shield him. They will also begin shielding the elites that show up, making the group around them unstoppable. This is why we kill them first eh? How to handle: First aim for the weak spot which is that pretty little face of his. I would say between the eyes, but he has one. When a group warps in, take them out quick. When a boss is engaged, make sure they are not shielding him so you do not waste ammo. These guys cannot attack and shield at the same time, which leave them open for your attack. If they are in areas you cannot reach because a boss or elites are being shielded and blocking your way, get a grenade or rocket in there to splash them out. Won't do much to the shielded target, but the splash damage can kill the Taken Goblin. No Grimoire on these guys.

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  • Target: Taken Thrall Race: Taken Taken Thralls are nasty little guy. They are slightly quicker, slightly stronger, and shift around rapidly evading attacks. Do not get these guys confused with Shadow Thralls. That guy is the third version of a Thrall, which was not discussed in the Thrall section. Shadow version are used in darker areas and are somewhat harder to track on screen due to their hallowed body. Taken Thralls though are that glowing black form. In patrols and taken events occur, they can be seen in groups of 1-5 depending on the action going on around. I'm guessing it is a random algorithm that controls this. In quest they are still the front runner that closes in on your location. In Oryx quests I have noticed that their melee hits will slow/stop your super light gain for a quick second. I do not see that in patrols or events, unless that is a mechanic for that fight. Just as their Hive version, the Taken Thrall is a up close attacker and follows closely to it's Hive brother. Differences are as follows (in comparison to Hive version): Outside of the slight extra speed and strength, the Taken Thrall is able to shift or blink around rapidly. They do this often and use it to their advantage. Using a patrol encounter as an example, Taken warp in and spawn from the fancy black light, and lets say there are three that spawn (typical count). As you approach them or set up to shoot, they will walk for a step or two, then start blinking from one point to another. My guess is roughly ten meters. They will go back and forth or use it to close the gap between you and them quickly. When going into melee they will blink behind you and flank your sides or back. Typically in a group of three, one will take your melee and keep your distracted for that quick second while two of them will blink behind you and get down on it. It is also a hassle to shoot one, as they will continue to blink unless you are quick to follow. In stronger fights I have had Taken Thralls actually jump in front of my melee to a champion/elite and take it for them instead. All I have to say is grumpy cat face. Note: These guys will engage in melee, but unlike Hive Thralls, they will stick close to stronger monsters of Hive or Taken breeds. They do this to allow the blink flank maneuver to work in their favor. If they do stick around, they will hide as well, staying clear of ranged fire. How to handle: Since they don't line up and prefer to blink more than run, it takes a bit of time to get that quick eye. In patrols, as soon as you see a warp bubble forming keep an eye on it. If Thralls appear, you have just a second or two before they begin blinking around. A good quick shooter can round up a pack in mere seconds stopping them from being annoying. Also toss that grenade in and have it waiting for them. Even a sniper can pick them off before they start to move. Their attacks might be weak, but in tough battles, take them out quick so you don't get trapped in a flanking blink attack by three or more of these guys. If you are having troubles keeping up on their blinks, just watch them, they leave a shadow flame behind as they blink around and it is the best indicator to where they went. I do suggest melees if all else fails, but some are known to take a few hits. These guys do not have a grimoire. I also want to note, unless in raids/nightfalls, I have not seen a Taken Cursed Thralls. I can only imagine that these guys would bring lots of dishonor to your family if they existed.

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  • Target: Acolyte Race: Hive Acolytes are the common enemy you will find among the hive force. Only matched in numbers by the Thralls. They prefer ranged attacks and hide often. They are usually teamed with a Knight or a few Thralls, and in bigger groups both. They use Thralls and Knights to their advantage by hiding around corners and pillars and shooting at their target from a safe distance. They use both ranged weapons, Shredder and Boomer. They are relatively weak and most melees kill them in one shot. A good solid shot will take them out quickly. They stick to hit and run tactics. They will hide, turn and shoot then move to a new location. The Acolyte will be in groups of three-six and hide in separate locations. This way they can cover your flank and keep you guessing on their location. Acolytes 80% of the time use the Shredder and aren't too bad using it. In quests, boss fights, and events Acolytes will have boomers. These are the weapons Knights use. With five acolytes shooting this weapon faster than normal and from multiple directs, it can become difficult to get your weapon sites down or get into a better position a task. Elites/Majors/Champion Acolytes can be equipped with shields. These are weak shields, but they still have lots of hit points to bring down. Situations get sticky in these events. Because the Acolytes hide doing hit and runs and monsters like Thralls chase you this gives the Acolytes a good chance to shoot you. How to handle: In normal groups just take them out quick. When they are hiding they never watch their backside. Use this to your advantage. In stronger groups the same goes, unless you are being chased. In a chase pick a high area with objects to hide behind to bottleneck your chasers. You can pick a low spot, but if your Acolytes can see in, well they are shooting in. Close the gap on Acolytes and force them to move around. Stick to them like glue. They are one of few monsters that hesitate to melee. They will pistol whip you, but they would rather move to getaway. Keep them guessing and moving. Weak spots are head and upper chest and remember they hardly check their backside. Grimoire: First Tier → 500 Kills, Second Tier → 1250 Kills, Third Tier → 2500 Kills

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  • Target: Captain Race: Fallen Captains are a very versatile monster. They use all of the available Fallen weapons, can cloak, hit hard, and have lots of hit points. They command several troops at once and elite/ultra versions are common in any type of engagement. On a tactical basis, the Captain will have his troops move in first. If his team is wiped out or he is caught by himself he will move to better vantage spots or close in on melee. When a captains shields run low they will move behind objects to recharge. Luckily they have weaker shields than most and the recharge time is slow. This works well if you target a Captain until his shields are gone to get him off your back for a second. Melee captains don't do this. They will close in and keep swinging until it's target is dead. Typical troop deployment includes a mix of Dregs, Vandals, and Shanks. You will see two-three Dregs, a handful of Shanks, and two or more Vandals covering a Captain. In dire situations you can also find Servators joining the ranks. Weapons a Captain will use can vary on quests, engagement, events, and boss fights. Besides the fallen pistol, he will use all the other weapons. Ranged Captains prefer the Shrapnel Rifle. This gives them a good medium to close range weapon for battle control. The more elite versions shoot much faster and hit much harder. Other ranged Captains will use the wire rifle or shock rifle. These aren't as common, but they are seriously accurate. The second most common Captain you will see is the melee version. Both melee and shrapnel rifle versions are the most common. In high end events and boss fights be prepared to see elite versions take over. The amount of Dregs and Shanks will go away and be replaced by both ranged/melee Captains. For those with low defense kill them quick and stay away from their swords. Even a Titan must respect elite Captains. Shields on these guys are typically weak. In fact weak elite and basic Captains can be laid low with one sniper shot. Aim for the head though. The stronger the Captain the stronger the shields are. This is obvious, but scales upwards quickly in battle. Some captains take repeated reloads to just break the shields and they are just the mobs protecting the boss or running the event fight. Cloaked Captains aren't as common as cloaked Vandals, but in Taken fights and boss fights these guys run the gambit. Suggested to remove these guys first as they prefer to flank you and hide. How to handle: Like 50% of the other mobs in this game they have a slight weakness. They like to size you up and growl at you when seen. They are quick to rally their troops and to point you out, so the window to shoot him openly is short. I suggest in a group or before you go jumping in, try taking a Captain out from a distance his weapon can't hit you from. They will hide if they can't reach you. If a cloaked Captain steps in try and make his day worst than the day he is about to give you. When approaching a Captain he will summon his troops to gather to him, so in melee be sure to check all you digits, you will be surrounded. A good head shot will make quick work of one, but a fushion rifle helps. I highly suggest fushion rifles fighting elite versions as they can remove shields quickly and expose the Captain to taking more damage. If he has a group, try and take out his little guys first like Dregs and Shanks, then move to Vandals unless you are being sniped, then move to Captains. If moving in to melee, note that these guys have no problem knocking your teeth backwards and in most cases can take a hit. Grimoire: First Tier → 100 Kills, Second Tier → 250 Kills, Third Tier → 500 Kills

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  • Todays Target: Centurion Race: Cabal Centurions are Legionary's on steroids. They are shielded (even basic units), use both base line weapons, hit like trucks, and are very tactical. As far as weapons they prefer the Projection rifle. Some do use the Slug Rifle, but they really like getting more bang for the buck. In group setting they are typically leading a group of two-three Legionarys and two Phalanxs. This can be a mix up group too where one or two Centurions will have five-six Legionarys. In either case expect to find the Centurions are armed with Projection Rifles 80% of the time. In events or boss fight these guys always have Projection rifles. Down side is they shoot more often and become very accurate with them. Every Centurion is shielded. Even basic everyday, run of the mill guys are shielded. Unlike other mobs, these shields are a tad bit stronger. As they go from basic to elite, champion, or stronger, well you guessed it, the shield becomes stronger. They can also take a hit. Legionary mobs take maybe two good hits, one if you hit the right place, Centurions can take several shoots/melees to bring down. This is with shields down. I can't tell you how many bar fights I have been in with this guys and they just keep coming back for more. Lets then add in they hit just as hard in their melee. If you aren't careful, the other Cabal will gather in to surround you and all melee at the same time. Back to shields, they are strong and in events and boss fights, these guys are everywhere and take a lot to lay low. Centurions are hard on the approach. Closing in on one can cost one his/her life. In events and boss fights, these guys are like bees and are everywhere. Get into a good spot and pick them off, or just go super and lay waste. They also boost around like Legionarys but not as often. In times they are in trouble they will boost out of the fight to hide and recharge, or boost to get into a good position like a high point. How to handle: Centurions have one good flaw, that if used properly can open an opportunity to drop it before it even shoots. These guys on eye contact will growl and snarl at you, like a grizzly sizing up his opponent. Well, by George, this is just a great time to shoot him. It seems quick in the moment, but is actually really slow at getting his testosterone level up to begin fighting. Even if you don't kill him in this time frame, you will have a chance of putting him on the run. Disclaimer: do not expect this out of event or boss fight Centurions, no body got time for dat. Since they are hard on the approach, use obstacles to your advantage to get close enough to shoot or melee. If you must melee like me, swords still cut through these guys pretty good. Regular melees just heed a bit of caution and save for the final blow. Weakspots are the typical head shot. If in range, shotguns and fushion rifles are great at destroying shields. Sticky grenades work well too. When fighting a lot of these guys at once, they will circle around you and create a nasty firing squad. Get out asap and try to circle them. Grimoire: First Tier → 100 kills, Second Tier → 250 Kills, Third Tier → 500 Kills

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  • Edited by chucklenoris: 10/8/2015 12:40:44 PM
    Todays Target: Goblin Race: Vex Goblins are the low end machines for the Vex. They are mildly fast, fearless, accurate, can teleport, and uses all ranges of the vex weapons. These guys are a front line blocker. They are typically found in groups of three all the way up to ten. They don't swarm, but they will line up side by side to create a wall and keep shooting until their target is dead. When chasing targets or moving in to get into position they will teleport. Very rarely do they teleport to move out of enemy fire or to gain a combat advantage. Goblins use all Vex type weapons. They mostly use the slap rifle and they are fairly accurate with it. It special cases like strikes, events, and boss fights in quests, the Goblin will use Line Rifles and Torch Hammers. Line Rifles are the sniper weapon you see Hobgoblins use and Torch Hammers are the only weapon a Minotaur uses. When entering an event or into a boss fight the amount of Goblins with Torch Hammers goes up quick. When facing elite versions of these guys, they are in the same pack size of three -ten and are joined by elite Harpys and Minotaurs. Their communication skills are strictly to track down targets to shoot or to communicate to other Vex. This is deadly in the sense that you can lose a group of machines by dodging around pillars. As soon as even one sees you, all will shift their attention to your way. Remember they are a collective, so one mind sees all. How to Handle: When facing normal Goblins, shoot them in the belly. There is a white crystal there and that is your "head shot". One clean shot should put them on their back. If you happen to perform a real head shot one and it lives, there is a chance that it's head will blow off it's shoulders. When this happens they will go into a frenzy and chase down their target all the while holding down their trigger on the gun they are using. A little bit of chaos, but handled just the same, shoot that crystal. If your toon is a softy, I would suggest not diving into the line wall they create. Might not be pretty. For elites the same strategy applies, but they have shields and more health. I would simple farm them into a circle and pick them off one by one. Watch for the back up Minotaurs and Harpys, they will flank you. Grimoire: Tier One → 500 Kills, Tier Two → 1250 Kills, Tier Three → 2500 Kills

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  • Edited by chucklenoris: 10/8/2015 11:35:58 AM
    The Taken are strong versatile monsters. Today's talk will include one of our previous talks is the Taken Phalanx. These guys also show up I believe as corrupted and/or consumed. Either way they are "critical" to the taken ranks. As with the normal Phalanx their shield is immune to regular attacks. Unlike the normal Phalanx though, the Taken Phalanx leaves himself open to attacks. This open has a trade off as his shield is a weapon. He doesn't bash with it, but in fact shoots a mildly damaging attack that does a knockback. Recall the talk about how a normal Phalanx swings in or out with his shield and in doing so can cause you to hit the wall as fall damage. The same applies here. In tight spaces this attack can force you into places that your Guardian body should not fit. In open areas it can send you flying backwards way out of the fight. In areas with drop offs or hills, this attack can kill you from fall damage or going over the edge. Now one shield isn't too bad, but add two or three more shields doing the same thing and now you will have issues. A good example of this trouble would be Entropy's Pinnacle. When facing off against the Echo of Oryx, he summons quite a few of these Taken Phalanx. I was blown off the top of the pinnacle that I had no way of ever returning at all. Needless to say, I was pissed. Luckily the attack is only used when in melee and has a cone AoE up to several meters. When these taken monsters show up they are typically in groups of three-five. When engaging against taken on patrols, on Mars, I notice that they will spawn as sets of three one group at a time. If you get into the thick of things and are near these guys, mop them up quick. When the boss Taken shows up he will summon two-three groups of these guys at a time with four-five in each set. They like stay close to the boss as well. Making if difficult to close in on either target. They do moderate weapon damage and also summon a orb that will track you down and explode doing heavy damage. Good thing about these, you can shoot them to get rid of them. Be mindful these orbs can strafe around to avoid incoming fire. Between the orb, their normal attack, and the shield attack it can be difficult to close in or move around. How to handle: They are relatively weak. A few good shots puts them down. Use their openness to your advantage. When they summon an orb it should be your priority. If you must get close try to avoid getting hit by the shield attack by jumping all the way over them or get behind a solid structure. Grenades work good and super abilities are a good way to wipe out groups at a time. Though they normally don't, they will smack and punch, so melee at your discretion. No Grimoire for this Monster. I will see if killing these guys counts for the Cabal Phalanx.

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  • Hive monsters are a good example of swarming type mobs. One of these happens to be a Thrall. Quick, loud, deadly in packs, annoying, and explosive. Thralls are the low end monsters of the Hive collective. When approaching hive groups on patrol, quests, in events, boss fights, or what ever, these quick monsters are typically there to meet you first. If not already in the battlefield, Thralls will come tearing out of spawning points right to you. Best part most of the time, they do it in a single file line. First lets let that sink in....oh if I only had a railgun. Moving back along, you don't even have to bottleneck the Thralls they do it on their own. Just walk back slowly or get a good rifle and start laying them down. Stronger versions found in boss fights and/or events you might want to pop a few then move, rinse and repeat. These guys will swarm and surround you. That is their function. Even a Titan can be overcome by a small group if left unchecked. In some quests and events I have noticed they will drain your super energy, preventing you from using your top ability. In this case drop these guys asap. Damage they do is minor, but again ignore these guys and you'll regret it. They also like to ambush. I notice that the monster will stand behind a pillar looking for their target (another player or A.I.). Happens in strikes and events. When I see this I just mop them up as they have no clue or don't care I'm there. In a big fight if you hear a lot of screaming that sounds like a mob of "boy band groupies", then you might want to check your six. Lastly you will encounter one of my least favorite mobs, the Cursed Thrall. These guys have a plus to them, but if left unchecked can be hell in a fight. I've noticed they move slow, but I have seen these guys run on occasions. These guys have one function and one function only, to blow up. These explosions deal heavy damage. Even a near miss is enough to get your attention. Cursed Thralls aren't as easy to kill either. Unlike a one shot on a Thrall, Cursed Thralls take up to three good shots. Now make this guy and elite and now it takes more shots you can afford. Good news, their death can be used to wipe out whole squads of their collective and heavy damage to bosses. Just make sure you don't have a team mate inside when dropping one. I know I mentioned the Hydra is one of the only mobs to do damage as they die. I see this as a mechanic, where a cursed thrall has no other function, but to die and take you and everything else with it. How to handle: Thralls, just line them up and shoot them down. If in melee either get out or start hammering away. Got the heavy sword? Looks like you are set. Cursed Thralls, stay clear from, but farm them and the rest of the hive in the room to one location and drop the Cursed Thrall. Save ammo this way. Highly suggested to never melee a Cursed Thrall unless it is your final stand. My guess is that both Thralls and Cursed Thralls go towards your Grimoire points. Grimoire: Tier One → 300 Kills, Tier Two → 750 Kills, Tier Three → 1500 Kills

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  • Picking a small guy today. Lets look at the Dreg from the Fallen group. Small, quick, and weak. One by itself is not an issue, but get a group of them with multiple weapon differences, you will have you hands full. Dregs are one of the few monster types that can have and use different weapons. They are either grouped with other Dregs, vandals, captains, and shanks. Even with a low light score these little guys can be one shot with melee ability or a good weapon. This is truer for higher level toons. Weapons: They will use either the shock pistol or shock rifle. Pistols are a simple projectile and rifles homing in on targets. In heroics or during events that call in "elder" versions they will also use shrapnel launchers. They also have knives they will melee with. Though the Dreg is more ranged and dodgy, there are some that will melee or will take their chance when you venture close enough. They don't hit hard even to a hunter or warlock, but if you are trying to get low to recover from a hard hit, check your corners. Speed: These guys are one of the faster mobs you will face. Even while they run backwards to keep an eye on their target, while moving forward they can get into position quick. In a group they will typically have a few break off and hide in blind spots, while a few go into the open and draw out targets. This way the hidden ones can attack from a safe distance while their buddies faces are being punched in. They do this a lot with Vandals that are sniping. An elder Dreg can out pace a target that has little to their speed. Communications: Bottom line these guys yell and are the alarm of the group. Think of a dog when the door bell rings. How to handle: Whether you are fighting these guys in patrols or handling "elder" versions these guys need to die first. Like any other game, when there are a lot of little guys they can quickly overwhelm targets if ignored. Elders using shrapnel launcher are a prime example. They are easily killed so just mop them up quick. If chasing one down, just be mindful of a captain or an elite that they might be running to. Also since Vandals cloak, make sure you aren't running into a group of those guys. Since they like to hide, they will keep an eye on one side of the pillar or box they are behind. They do not check their rear, so when chasing, go in the opposite direction to get behind and kill. Personal Note: I love punching these guys. They sound like they are choking on their teeth I just knock backwards as they fly across the ground. The small simple things in life that I enjoy. Grimoire: Tier One → 400 kills, Tier Two → 1000 Kills, Tier Three → 2000 Kills. (I think this is dated, but it's close to what it is now)

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  • Today's monster pick is the Phalanx from the Cabal army. I will first state that this guy reminds me a lot of the hunters from Halo. The hold themselves and walk in very similar ways. In most cases the same strategy you use on a Hunter can be used on a Phalanx. Beginning with his obvious strength is his shield. Regular attacks from weapons have no effect and cannot penetrate this shield. Super abilities are able too if placed right. Most grenades can make it past with their splash damage, but if it is a simple explosion right in front of the shield it will more than likely be blocked. The thermite grenades work well as the shield for the moment cannot stop the thermal trail and it passes into the Phalanx. You can get lucky with rocket launchers. If you hit his open side, right, you may one shot him, Hitting the shield directly might not do much either. There are three other ways besides moving around, using supers, or using grenades to handle this guy and his shield. The top middle of the shield is shallow and at the right angle you can squeeze a shot off into his head. Second is the right side of the shield. For him to be able to shoot you the Phalanx leaves a good gap to use his weapon. Either shoot his hand or his arm to make him drop back and then double tap. Third, wait for the phalanx to drop down and begin shooting over the shield. Again shoot his hand or move around quickly to hit his open side. Melee against the Phalanx. The Phalanx will shield bash in either fashion. He will swing out, or swing in. Sometimes both. The swing out isn't too bad, someone with good defense can handle a good direct hit. The swing in is different. It hits hard and it can perform a knockback/pushback effect. Though this is normally not bad, in a closed space I have met the wall with enough force from this that I took, in close relation, fall damage. It did not count as a Phalanx kill, but as a misadventure. If you melee like myself use the Halo 1 Hunter strategy to open this guy up and avoid the shield. There is some silver lining to missing your melee attack and hitting the shield. As a Sunbreaker with my melee set to increase damage by me and others, I can still hit the shield and let my buddies handle the dirty work. I would save these type of attacks for elite or boss versions of these mobs. Phalanx ranged attack is a pistol they can shoot with semi or fully automatic. They will shoot a couple times while moving and when they drop down, they will poke their weapon above the shield and unleash a long fully automatic attack. Damage isn't too harsh, but if cornered get out before the Phalanx drops and unloads. Phalanx are big boys, but they move fast. Take advantage of his open spots before he corrects himself or moves. They are usually joined by a team of Legionary or Psion, sometimes both. They also are typically the front line to a stronger mod like an elite, champion, or boss. How to handle: Phalanx are a distractor. They are the tank of the group they are in. They shoot when you get close enough, but not when you are far away. Take out the Phalanx's buddies then save them for last unless cornered or being charged. You can time melees correctly and take no damage from their counter. Shoot their hand or open spot and they will stumble and open up completely. This opportunity doesn't stay open for long, so be quick to shoot again or close in melee before he recovers. Weak spots are his head and if all else fails, shoot his foot to open his loving arms. Grimoire: First Tier → 250 kills, Second Tier → 625 kills, Third Tier → 1250 kills

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