Post by TRUE EB0LA on Sept 25, 2016 1:21:25 GMT
- Edit: Siva Cache Keys: They can be used on the chest that spawns after the second boss, after the death zamboni, and after the final boss. the other chests don't use them. they basically give you another roll on loot, though it isn't a guarantee (i got 10 motes). You get 2 by completing the quest from Shiro.
First Boss
Loadout:
- Titan: Run defender with weapons of light and bastion/illuminated and max armor/recovery, as always. Sunbreakers can also be useful if there are a surplus of titans, or if you’re having trouble killing adds.
- Hunter: Nightstalker is your go-to with blackhole, light of ther pack, and invis, with max armor and recovery. Bladedancers can also be useful for killing adds if necessary. And gunslingers with celestial nighthawk can be used if you’re having trouble with DPS (and have other nightstalkers)
- Warlocks stormcaller is recommended for ad duty with chaining, transcendence, and electrostatic mind/perpetual charge, max armor and recovery. Sunsingers are also useful if you’re having trouble staying alive
- Note: runners can increase their agility to make running easier, if they have no problem staying alive
- Weapons: Besides the boss, it’s a fairly close range fight. I would recommend a scout or hand cannon, although any primary is viable really. You should pick a sniper for your secondary, preferably one with triple tap or bonus damage to fallen. Shotguns can be an option for taking down the shank, although it isn’t recommended. Raze lighter/swords work great as a heavy, although it isn’t necessary for everyone to have them. Sleeper and gally are also good options. LMG’s work alright, but are not recommended.
Explanation of the fight:
- Summary: The first fight involves 3 players running through charges to gain a voltage, slamming that voltage on terminals, killing a “light eater”-type shank, chucking nades at the boss to lower his heath, doing DPS, then repeating. Edit - This is also possible with 1 runner charging the same or any terminal, and everyone else on ad control
- Strategy: Split up into 3 teams of 2. One on left, one middle, one right. You should designate 1 player to be the runner who will run through the charges and slam the relic. The other player should be on add duty and try to keep the adds off the runner.
- Runner: The runner can help with adds if they start to pile up, however they should mainly focus on gaining their charges. It is exactly like the patrol mission for gathering data where you have to run through the pillars of light, except the pillars will be white, and instead of a decreasing charge, you will have a time limit. The time limit is 15 seconds, and if you don’t gain another charge by that time you will die. The pillars will spawn on each side, and the middle ones will spawn towards the boss and on the stage. If you’re having trouble finding a pillar, jump as high as you can to get a good view of the area. When in doubt, head to the stage and pick up some voltage there. They spawn fairly rapidly, so there shouldn’t be any shortage of them. Once you have gained 4 charges, head back to the terminal and hold X [XB1] or square [PS4] to slam it. This will increase the voltage on the terminal and will bring you closer to the grenade spawn phase. After slamming, keep an eye out for a giant yellow bar shank heading towards your terminal, they will eat the voltage and make the phase longer if they get to the terminal. When they spawn you want to try to kill them immediately.
- I’m not certain there is a time window that you all need to slam in (like I've heard elsewhere), you probably just have to reach max voltage on each terminal. Either way, running and slamming as quick as possible without any coordination has worked for me.
- Ad Duty - Ad duty is fairly simple, just kill everything. I like to keep a high vantage point while on ad duty so I can have a clear shot on adds on both levels of the area. It’s not absolutely necessary to kill everything, but you should kill enough adds so that the runner isn’t getting lit up. Your main job will be to keep an eye out for the voltage eater shank. When it spawns, call it out to your runner, and unload your heavy on it. Raze lighter works great here.
- Grenade Phase: Once the max voltage has been reached on the terminals, you will see a message pop up saying “Foundry spinners producing SIVA charges", hear a sound, and see icons pop up on your screen. Stop everything you’re doing and head towards the icons on your side. There are 6 total, 2 on each side, so everyone should be able to pick one up. Hold x or square to grab them, then chuck them at the boss with RB/R1. You can throw them pretty far, so there is no need to run on the stage. Keep chucking these charges till his shield drops. Once it drops there will still be leftover nades pick them up and chuck them at him for some good damage, then start DPSing. It’s a good idea to coordinate tethers and weapons bubbles on this for max DPS, however it isn’t totally necessary to all group up in one spot. It might allow for more DPS by staying on your respective sides and saving time from running to a group up spot. Use snipers and heavy for DPS and aim at his head if you can. After a while, his shield will recharge, then the fight is just rinse and repeat until you finish.
Tips:
- The boss teleports, so watch where you’re standing, because he will kill you if he teleports on you.
- Generally, you don’t have to worry about the boss much when collecting voltage, you can safely jump right past him if needed.
- There is a meter on the terminals, that will tell you how much charge it has (and how much time you have left with nades I believe)
- Remember to equip max light before getting any chests/loot for the entire raid
First Jumping Puzzle
- There isn’t much I can say about this that will help you, so I’ll link a video to how to do it. Just make sure you max your agility.
- Right inside the giant husk at the top of the pipe, there is a chest.
- There is also another chest, and a SIVA cluster in this puzzle. In one of the first areas in the puzzle, there will be a platform with two yellow lights on it and to the left will be another odd looking platform. Stay on the platform with the lights and jump up the wall to the left to where this guy starts in this video for the first chest.
- Move on from that area and you will come to a rectangular platform with 4 suspenders with a door to the left hand side that leads to the vent you have to break at the end. Jump on the platform for the door, but instead of going left through the hall to the end of the puzzle, head straight onto a ledge on the side. Run all the way to the back wall, and follow this video.
- Instead of jumping across, there is a beam opposite the wall that you can walk across. I don’t believe there is a monitor in this puzzle, or at least I can’t find any info on it. If someone has found one, let me know and I’ll update the post. But that’s it for the puzzle.
Second Boss Fight
Loadout:
- The loadouts should be the same as the first fight, but snipers are necessary. Raze Lighter isn’t as preferred, but can still be useful for killing yellowbar captains. I would go with Ghorn or sleeper for DPS personally.
Explanation:
- Split up into teams of two on right, middle and left again. Before starting, take note of the four small rooms in the corners of the boss area, these will be important later. Kill adds, and designate one person each side to throw granades at the boss to take his shield down. You need to hit a total of 9 nades to do a DPS phase, where 3 nades spawn per phase. We always coordinated so that we threw all 3 nades at him at the same time, the rumor is that this does more damage. Again, you can chuck them from far away to avoid damage from adds.
- After you hit him with nades, everyone needs to keep an eye on the monitors behind the boss. One of them will light up in one of the four corners of the monitor setup, and you need to shoot it. Primary works fine for this, however one person can take it out with a few sniper shots if you prefer to have a designated monitor watcher. Once it is down, rinse and repeat.
- After the second nade phase, there will be a yellow bar captain on each side, which you can use heavy/snipers/supers to take out. If you mess up and miss a nade, you can still continue onto a fourth round.
- If you mess up and miss a monitor, you will see a SIVA symbol pop up on your screen, and a message saying “SIVA destiny critical” on the bottom left. This means you have to book it to one of the small rooms in the four corners of the room. The ones that you can go to will light up orange/yellow (I believe it spawns one on left and one on right, so have it coordinated ahead of time which side you will all go to). You all have to go to the same room, because you can only use each room once (or so I’ve heard). When you get to the room, you only have a few seconds to shoot the little circle on the door panel on the inside of the room next to the door, or the boss will kill you. If a few people seem like they’re going to be late, that’s ok. Just shut the door and pop the Finger Wag emote. You can res them later. (PS, don’t do the relic throwing method for the doors, it’s unnecessary).
- Switching gears back to DPSing the boss after 9 nades have hit. Everyone should group up middle, titans coordinate bubbles and hunters coordinate tethers, and unload on him. If you see a nade on the floor that is left over, go ahead and chuck it at him for some extra damage. Once the DPS phase is finished, and the boss regains his shield, book it to the room and close the door. It’s rinse and repeat from there, however when he gets to around half health, shanks will spawn instead of dregs and vandals, so watch the exploders. A yellow bar captain will still spawn however.
Second Jumping puzzle:
- This puzzle is full of loot, so keep your eyes peeled. But first, before we leave the boss room, there is a monitor in a room on the lefthand side with a fan on the ceiling. Jump on the fan and up into the pipe to find a monitor. Here is a video of it.
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- There is a siva cluster towards the beginning that you can find here.
- Near that is the first chest, and here is where to find it.
- Also in that room is another monitor, that you can see here. Go to the room with the chest, and go to the opposite side to jump off and back into the jumping puzzle.
- The next chest is right before the end, right after that part where you have to jump around a slight bump in the wall like VoG. Look up and you will see long beams spanning the length of the tunnel, the chest is on one of them. You can see where to go here. As far as I know, that’s it for this area.
Death Zamboni
Loadout:
- Some slight changes. Defenders should switch to blessings (or keep weapons for the first phase, then switch for the second). Stormcaller is preferred if you can stay alive, but self res is very handy if you can’t. You will want one or two people with raze lighter, and everyone else preferably with gally (though variants are acceptable of course). Snipes are necessary for the first phase, but shottys can be useful for the second, so if you’re not shooting the Zamboni on the first phase, rock a shotty, preferably void.
Phase 1:
- When you first get on the bridge, turn around and look at the Zamboni. In the middle of it will be its “head” with two turrets on the left and right side of it. You will need to snipe those off, and after they’re off you will need to snipe the middle of his head when it lights up, so it’s good to know where they are.
- Make your way to the end of the bridge and kill adds along the way, make sure to save your heavy, and watch out for holes. Once you get to the end, the fight will start. Adds will spawn on the bridge,and the Zamboni will start moving towards you.
- You should preferably have at least 2 people on ad duty. Hunters use your tethers to slow them down, and stormcallers should vacuum the adds up if they can. The other 4 people should be sniping the turrets immediately after the fight starts, two to each turret, until they’re destroyed. People on ad duty should try to hit a few sniper shots if there is a lull in adds as well. Once the turrets are down, a screen will light up in the center. The four snipers should then focus on that until it blows up. The Zamboni will not stop moving, so run to the left side and jump on it. Do not go underneath it or you will die. As long as one person survives and can make it on top of the Zamboni, you’ve won this phase, since you can jump off the back to res your team after it moves past them.
- Note: If you make it on top and have low health, don’t get close to the front of the zamboni, as it will damage you when it breaks through the wall.
- When on the zabmoni, take a second to look at the three lit up sections on the ground floor. If looking where the Zamboni is moving, they are in the front left, mid left, and back right. They each correspond to specific relic parts which need to be inserted in those locations in phase two, but I will get to that in a second.
Phase 2:
- Before starting this phase, it might be a good idea to designate teams for carrying parts. When you’re carrying a part, you will move slow and can only carry it for 10 seconds before you drop it and can’t carry it again for another 5 seconds or so. Assigning teams ensures that people know when to carry their parts, but it isn’t necessary. It is necessary to deviate who will pick up the weapon parts first though, to avoid confusion. Just make sure you call out when you drop your part.
- Climb back up to the top and wait for the drop ship to spawn at the back. Snipe/primary the turrets off the ship, then jump off the Zamboni and run to where the ship was. There should be a few dregs and a captain. Try to kill the dregs first, as the captain will spawn the parts when it’s killed. Raze lighter takes him out pretty quick.
- Once he is dead he will drop the parts, I believe they are called Warhead, Drive Shaft, and Engine Block (?), but just call them drive, engine, and warhead. 3 people should pick up the parts and head down the ramp to the left if you’re facing the Zamboni. Another person should be waiting on that ramp when they pick up the parts because the slow motion mines will spawn along the path you have to walk. This person should run along the path and quickly take out the first few mines so they don’t become a problem, then run back to pick up a part. A titan should also move down the ramp and place a blessings bubble in the far left corner. Try not to group up too much, because you can bump people off the ledge.
- After the first carry is done, the other 3 people should pick up the parts and bring them to the bubble. Try to kill as many adds as possible. But you should stay in the blessings bubble till the drop ship above you stops releasing shock nades. Kill adds and carry the parts towards the other side of the trench.
- The person on mine duty should run ahead to clear mines again. There is one in the middle of the trench, one by the boxes at the other end, another just past the boxes, two up on the bridge to the top left, one at the top of the ramp, one to the right of that, and one right next to the Zamboni. If you clear these right after the dropship leaves, you shouldn’t have to deal with adds while trying to clear them.
- Continue along the path and remember not to group up. When you get to the area with the ramp, pull out your heavies and unload. There will be a ton of adds. If you have another titan, run up the ramp and place a blessings bubble at the top before the drop ship comes, and a hunter should tether adds.
- Bring the weapon parts towards the right-mid side of the Zamboni, but don’t get too close, and just drop them. One or two people (with raze lighter or gally) need to hop on the Zamboni (preferably a bit early) to kill the vandals on the ground floor, then run to the top and kill the yellow bar captain. Once the captain is dead, a ramp will appear in the mid-right of the Zamboni.
- Pick up the parts and bring them up the ramp. They need to go in specific positions, so pay attention to which one you have. The drive goes close right directly after the ramp, the warhead goes mid right in the hallway, and the engine goes back left. you will need more than one person to carry for this part, so make sure the 3 that don’t have a relic are splitting up and following the others. Hold x or square to insert the part. Your screen will go white if you’re running out of time, but you’ll still have a few seconds to insert it. And that’s it for this fight.
Jump/Maze Phase
- After you kill the Zamboni, you can find a monitor here on top of the wall.
- Continue on and jump off the wall onto the little island below. Pace your jumps out, because it’s a long fall. Once at the bottom, there will be a chest, and also a SIVA cluster here.
- Continue to the mouth of the cave where you can find another chest in the pipe above the entrance here.
- Continue through the maze until you get to the dark room with the invisible sword nights. Kill all of them, then head back to the start for the final siva cluster here. I’m sure there is a monitor or two in there somewhere, but I couldn’t find it. If you have any info let me know. Otherwise, that’s it. Head on to the boss, and enjoy the sights, it’s a very cool looking place.
Final Boss Fight
Loadout
- Scouts/handcannons – snipers – Gally/Sleeper/Raze Lighter. Weapons defenders, nightstalkers, and sunsingers are highly recommended. Raze Lighter is the best option for the first phase, since there is no DPS, but gally and sleeper are recommended for the 2nd unless you’re having trouble killing scorch captains.
Phase 1:
So this is the fight that is giving people the most trouble by far, especially phase 2. It isn’t hard enemy-wise, but it is very tricky mechanic wise. I’ll try to explain it as thoroughly as I can.
- Split up into teams of two again (left, middle right). Designate one person on each team as a nade thrower or scorch cannon runner, and stick with those rules throughout the fight. Preferably, you should have a hunter on left and right if possible in case a tether is needed to kill captains.
- Start the fight by walking up to the glowing red thing on the floor, and get to your sides. There are 2 doors in the middle, and 3 doors on the sides that shanks will come out of. Kill these adds and try to stay behind cover. It will make things a lot easier if you can kill the adds before the captains spawn. But eventually, a scorch captain will spawn in the close right (right side), close left (left side), and bottom left (middle). Kill the captains with your heavy, and they will drop a scorch cannon that has a specific burn on it (it will correlate to the color of the captains shield that you killed).
- What you need to do is match up the burn on the scorch cannon with the shield color of one of 3 servitors that will spawn. The servitors spawn right after killing the captain, and come out of the same door, so you’ll want to pick up the cannon, take a peak in the door to see the servitor’s shield color, and call it out to your team. The servitor with the same burn as your cannon never spawns on your side, so if you have the scorch cannon, start moving mid or to the other side and wait for your teammates to call out servitor shields and locations. Once called out, go to that location and stick the servitor with the scorch by holding down right trigger and not releasing it until the servitor explodes.
- Once the servitor dies, it will drop a nade which cannot be picked up if you used a scorch cannon, so this is where the other 3 come in. While your teammate has the scorch and is running all over the place to get the servitor stay on your side, kill adds/captains in necessary, and keep an eye on the servitor. You will be picking up the nade for the servitor that spawned on your side. Always. (Sidenote: a lot of groups like to do the buddy system, where the nade thrower follows the scorch cannon runner. But imo this just adds unnecessary complication to the fight). Once the nade drops, pick it up and look for red monitors around the large base of the boss. Chuck your nade at the monitor that pops up at the base of the boss. There is no need to time these throws, just do it whenever possible. If a teammate goes down, you can throw their nade as well (except if you picked up a scorch cannon).
- Once the monitors go down, head down to the middle. There will be a ton of shanks spawning above the boss to the right and to the left, which will drop to the middle. Save your scorch cannons for this. You can shoot directly in the center and hold the trigger till they group up for a large explosion that will take out all the shanks in the vicinity. Hunters can tether, but weapons isn’t too necessary, you’re better off popping them to try to kill captains. Once the shanks are dead, head back to your spot and rinse and repeat.
- There are a total of 3 rounds. The first round has 2 monitors that need blown up, the second has 3, and the third has 5 (iirc) (I'm being told it's 7). The first and second round are normal, however the third is a bit tricky. After you kill the servitors on the third round, more servitors will keep spawning. So your team needs to keep calling servitor spawns, the scorch runner needs to keep killing them, and the nade thrower needs to keep finding monitors to throw them at. Make sure you’re not unnecessarily wasting your scorch ammo on this part. Also, be aware of the two monitors on the left and right wall that you need to nade (not on the boss’s base, but separate). If you finish this part, you’ve beaten the first phase and will get loot and a checkpoint.
- Pro Tip: One scorch right trigger charge will kill a scorch captain. So you should use that to help your teammates if they’re struggling with their captain
Phase 2
- This phase uses the exact mechanic as phase one (only the first and second rounds) with a few differences. First, take a second to look at the pillars that are lit up in the back. These function exactly like the yellow rooms in the 2nd boss fight, and will keep you safe when the boss tries to kill you. But they also can only be used once each, so coordinate which pillars you’ll be going to between DPS phases.
- Some communication advice here
- Next, you’ll notice that the boss has transformed into Henry J. Waternoose from Monsters Inc., and he can teleport. During the phase where you’re killing adds before the captains spawn, the boss will teleport from middle to one side after a 15-20 seconds, then will teleport to the other side. Make sure you’re not too far towards the far end of the stage, because the boss will kill you if he teleports on you. When he teleports to your side, there is a big pillar on each side you can use as cover. He shoots scorch rockets and also these AoE SIVA things that stay on the ground for 10 seconds or so and will kill you quick if you stand on them, so be careful not to get caught in those.
- Keep killing shanks till he teleports back mid and captains spawn. Right around the time the captains spawn, three people will randomly receive a buff called “Empowered”. It will give you better handling and agiity, but it is also crucial for killing the boss. I’ll explain that in a sec. But it is a good idea to call out what side / how many have empowered, so people can know that one empowered person will be needed on one of the locations that doesn't have an empowered.
- There is an confirmed mechanic called "Guardians are Supercharged" with the red vents on the floor. And empowered person can trigger it (by standing in it I believe) to give the rest of the team supers, possibly at the cost of losing one empowered.
- In the second phase of the Aksis fight, the empowered guardians can "discharge" the power to give the entire team their supers instantly. The way that it works is as follows: At any given time, there are 3 guardians that are empowered. One of whom will need to drop the charge into Aksis's back to stun him. The other two guardians have an opportunity to discharge the energy. This is done at the glass squares on the ground that the elemental Servitors are trying to race towards. When this option is available, there will be the same red aura coming up from the ground. The guardian just needs to walk over to it and hold X, or square. This will instantly give your entire fireteam full super energy.
- The way my team used this, was to run three golden guns wearing Celestial Nighthawks, and we nuked Aksis no problem.
- Kill the captains (remember to help your team with your scorch cannons if they're having trouble), kill the servitors, get the nades, and throw them directly at the boss. 3 nades will take his shield down and he will teleport either to the spots on left and right that he had teleported to before, down low in the middle where the captain/servitor spawn, or all the way in the back mid where you first spawn in/drop down. It is VERY important to work out who is empowered and what side they're on as the servitors are being killed. You NEED one empowered person per side. The empowered people on right and left should be relatively close to the bosses spawn point when nades are being thrown (the boss can’t hurt you during this phase). The one in the middle should stay between the center, and back mid spawn and be ready for both (you should stand where the glowing red thing appeared, that was used to start the previous boss phase). You can tell where the boss will teleport because the boss will leave a red trail in the direction he is teleporting to.
- Once he teleports, his back will be open. An empowered person needs to jump on it and hold x or square to slam the boss, which will open his crit for DPS. You need to do this 3 times in a row. The first time, his crit will be open for a very short amount of time, the second is a bit longer, and the third is where you get the majority of your DPS in.
- The empowered positioning is arguably the most crucial part of the fight. You need to have it communicated before the last bomb is thrown, and whoever calls a side first gets dibs.
- This is very important: keep your scorch cannons. A charge with it does 60K+ on the boss, 70K+ with tether and WoL, and the first and second DPS phases are relatively short anyways, you can save your heavy for the third DPS phase if you use a scorch. You can also damage the boss before the empowered slams, and after the crit spot closes. An empowered slam only opens his crit. Never stop doing damage unless you’re running to slam him (even if you don't have a scorch).
- Titans should work out bubbles. You want to preferably be in the same place and have everyone get weapons, but that just won’t happen. It’s ok to pop a bubble on the side if needed. I typically would pop one during first DPS, and one right after 2nd DPS, but it’s different with every group.
- Unload all of your heavy/ special into the boss, then when his shield goes up, everyone needs to run to the same back pillar to be safe. If you don’t make it, it’s not a big deal since you can be res’d. DO NOT jump on another pillar to save yourself. While on the pillar, pop a heavy synth, you’ll be able to pop one every other round, so let the heavy ammo accumulate while you have full heavy. The raid gloves and ruin wings are amazing for this fight.
- From there, it’s rinse and repeat until he gets down below about 10% health. When that happens, he will teleport up on the stage where he originally was, and you need to DPS him, just like Oryx. Except you need MUCH more DPS for this part. Use weapons of light, tethers, heavy, whatever you got. He has a lot of health that you have to take down in a short amount of time.
- If you’re not able to do it in 4 rounds, he will become enraged. I think this just means that his back closes up quicker and he shoots more AoE. It’s not a hard enrage to beat as long as the empowered people are on point.
- When you finally kill him, there will be look and a cache key chest at the bottom.
Extra
- Whenever we find all the monitors, you can get the monitor chest by going to the back rail on the left side by the spawn point and looking down off the ledge. You’ll see another ledge that leads to a hallway with lasers that will deactivate if you find all the monitors
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