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Edited by Nen Rx: 1/14/2016 12:19:29 AM
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Answers: Your three points against 16 Orb strat points - 1. Ogres can be killed by one person with a 320 ToM and a high enough light level. No big deal there, but it doesn't often come to that anyway. 2. Ogres don't teleport ever so long as your Ogre DPS is maintaining at least one person agro. This is a mechanic, not a glitch. So as long as you're doing it well, no need to worry about teleport. 3. My team has never had any issue dying while killing the knights. Not even once. I don't run that role. I am the designated relic runner so maybe my team is just really good or really lucky, but no one ever dyes during ogre/knight killing part. They only used to die during detonation phase and running away from Oryx's bombardment. Your three points for no knight strat - 1. Maybe not, but when you jump up to come make it back center you've got more eyes out if you have just let the ogres roam free so that is more dangerous right there. 2. I don't understand the point you're trying to make with your point two. Seems like fluff. 3. This is the big flaw in your strat... you have no control where your ogre goes. You let him roam so one team mates bomb might be stairs left all the way back by the stairs while another persons bomb is Saturn right just below where you jump down from the platforms. This lack of symmetry and the added coordination it takes between team mates running different distances to detonate bombs is way to reckless. Your chance of success isn't in your own hands on no knight strat. It is in the AI hands of the ogres and where they roam. With 16 orb, you have full control and again, statistically speaking, leaving the aura 1 time for detonation is mathematically smarter than leaving it 4 separate times throughout a battle. My teams have always been the exact same teams so no issues in difference in skill. I'll pass on running with you guys. Definitely not interested but thanks anyways. And shade is way easier than running bombs phase. Running bombs phase is a glitch fest and people wipe there constantly. The shade phase... he is usually killed as he approaches on his first roam which means three whole players never even get teleported in. It is the easiest part of the whole fight.
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  • It doesn't matter where your ogre roams adds don't spawn till they die, as long as you have coordination and communication your fine because adds don't hit you as you've already gotten your orb by the time they get to you. Ogres don't teleport? Don't know how many times you've actually done the fight but they do indeed regardless of dps. Have seen ogres as there coming out of the pool disappear and reappear in the middle of the room, that is a glitch not a mechanic, look on the forums and online a bit because many many many people were having issues with this when the challenge for oryx had arrived. I don't see how bombs can glitch as someone who has done it many times it's usually a sense of someone not knowing where to run at or running at the wrong place and causing someone else to die. From experience speaking the 16 orb strat only became a bigger thing when oryx challenge surfaced before hardly anyone did it. So what strategy did you use prior to challenge mode because you haven't been doing it for very long, Kings Fall I mean. For a pug group No Knight Strategy [i]imo[/i] is much easier vs 16 orb is something that would require a more competent team usually people that raid together frequently.

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