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Destiny

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Edited by Toland: 4/13/2015 4:33:50 PM
38

The Darkened God [NEW RAID]

-Before I begin, I want to give a quick shoutout to the guy who makes weapon designs for the raids I create. His name is BRO WarFare and he is currently away dealing with a brain tumor. Get well soon buddy- [b][i][u]LINK TO OTHER RAIDS[/u][/i][/b]: https://www.bungie.net/en/Forum/Post/110766177/0/0 [b][i][u]MISSION[/u][/i][/b]: Enter the portal which the Oversoul spawns from, then destroy it's source... [b][i][u]RAID PT. I[/u][/i][/b]: You and 5 other guardians spawn in the building where Crota's crystal was. The area, towers and all, is abandoned. 6 of you step on a Hove sigil where Crota once stood, and a bridge begins to form, leading into the Oversoul. The 6 hop on their sparrows and drive across the bridge. An infinite amount of Wizards will continue to spawn on both sides of the bridge, and your sparrow has to be fast enough to avoid the crossfire. Once you reach a certain distance (and if any of you are still alive) your sparrow will abandon you and your guardians vision will begin to warp. If you continue walking forward, you and your fireteam will be teleported into a VERY dark area... [b][i][u]RAID PT. II[/u][/i][/b]: The 6 guardians are in special Hive catacombs. No longer on the Moon, they are now stuck on a Hive-infested planet, with the only way out being found somewhere in the pitch black catacombs. Small green Hive lanterns illuminate mounds of bones from previous explorers, but you must push on through the dark. Small swarms of Thrall are here as well as a few Ogres. Some parts of the catacombs make you feel as if you're travelling in a circle, some actually are taking you in a circle. After a while, the fireteam will want to split up. When someone finds the exit, he/she will have to use communication skills to guide the other guardians through the winding tunnels. [b][i][u]RAID PT III.[/u][/i][/b]: Once you all escape, you come across a bridge overlooking an infinite black abyss, devoid of all light. Once all guardians get off this bridge, it disappears, and another Hive sigil activates in the middle of 5 towers. One guardian must stand INSIDE the sigil at all times, while the other 5 go into the 5 towers. Inside each tower is a high-level Wizard (Not as difficult as Omnigul, think more like Ir-Yut). The guardians must eliminate each Wizard, and for every one they defeat, they obtain a drop called "Dark Shard". Once all 5 Wizards are vanquished, they take each shard down to the center sigil where they left the one guardian standing. Once there, he shards are removed from your inventory, and used to summon the boss. The guardian now should step off the sigil. [b][i][u]RAID PT. IV[/u][/i][/b]: The combined shards make a Dark Piece of The Traveler. Much like the one in the ORIGINAL Moon mission, but not guarded by Wizards. The Piece has no main attack, but applies a debuff to only one player at a time. The debuff is called "Shard Sickness" and it causes the targets screen to slowly turn black. The guardian which becomes infected must journey back up to one of the towers where a cleansing sigil will be on the floor of the top level of the tower. While inside this sigil, your character is permitted to damage the Dark Piece of The Traveler. If you are not successful in getting to the tower in time, the character will die, and the player will have to watch their Titan/Hunter/Warlock become a vessel of darkness. For the person who dies their view will be cast out into spectator and watch as The Piece shoots 3 spiraling darkness tendrils (Black Garden much) into your charcter, bringing him back to life and trying to wipe out the rest of the fireteam. Your fireteam must kill your possessed character, then revive you in time for another one to become infected. To kill the Piece, stand in one of the cleansing sigils and fire away. The Piece cannot infect you if you are in the sigil, and it will infect another player, with another sigil to be activated elsewhere. Once the Piece takes enough damage, the darkness peels off of it, and you have successfully destroyed the source of the Oversoul, converting it BACK into a Piece of The Traveler... Mission over. [b][i][u]RAID ARMOR[/u][/i][/b]: -Titans: spiky, calcified steel armor -Hunters: pulsating, darkened bone armor -Warlocks: light grey shimmering bone armor [b][i][u]RAID WEAPONS[/u][/i][/b]: -Legendary Hancannon: Oversource (Void) -Exotic Pulse Rifle: Hivemind Heartbeat (Arc) -Legendary Pulse Rifle: Shadowspear (Solar) -Legendary Auto Rifle: Unholy Sanction (Solar) -Legendary Scout Rifle: Ravine Pulse (Void) -Legendary Sniper Rifle: Sunbeam (Solar) -Legendary Shotgun: Darkforce (Void) -Legendary Fusion Rifle: Shard Venom (Arc) -Legendary Rocket Launcher: Piecebraker (Arc) -Legendary Machine Gun: Bleak Worship (Void) [b][i][u]RAID SPARROWS[/u][/i][/b]: -Abysmal Light: Black color, has a neon green contrail, and can do tricks (EV-30 style) -Shadowprowl: Light grey sparrow, white contrail, any ramming damage done is an instakill [b][i][u]RAID SHIP[/u][/i][/b]: -Eternity Infinite: White ship, has blue engines, and can occasionally spark electricity [b][i][u]RAID SHADERS[/u][/i][/b]: -Purity: Solid white, can glow -Smokescreen: Solid black, leaves a trail of smoke [b][i][u]CHEST LOCATIONS[/u][/i][/b]: -One in the right tower near spawn -Two in the catacombs -Two behind random towers in the boss occurrence [b][i][u]LEAVE POSITIVE FEEDBACK BELOW, IF YOU WANT TO BE A RAIDMAKER JOIN THE GROUP. NEXT RAID DESIGN IS FALLEN.[/u][/i][/b] Edit 1: Added Legendary Pulse Rifle Edit 2: Not a lot of hate, but some are dissatisfied Edit 3: Scratch edit 2, people love this Edit 4: Fallen Raid incoming, just hold your horses [spoiler]Get well soon @Bro WarFare[/spoiler]

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  • Edited by ryanhatfield: 4/13/2015 4:29:56 PM
    I won't get into opinions on all the specifics here... But will give you props for the idea of future raids continuing where others left off. I love Vault of Glass, I'm hoping instead of a harder hard mode we return at some point to the actual vault and then continue on past the point we down Atheon. Expanding a raid is preferable to just upping the difficulty.

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