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Destiny

Discuss all things Destiny.
Edited by Federal: 10/3/2014 5:54:28 PM
14

Shortest Strike

This wouldn't be an issue if Toland would have kept it together. In your experience, which is the shortest strike for you and your fireteam?

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  • Edited by alccode: 10/2/2014 9:47:01 PM
    I’m collectively responding to a bunch of suggestions here. IMO, whether a strike is short or not depends not just on the number of checkpoints, but also on their [b]difficulty[/b]. Considering that, Devil’s Lair wins, hands down. Someone mentioned that there is only one checkpoint with 3 waves in Winter’s Run versus a checkpoint with 3 waves, the spider boss, and finally Sepkis in Devil’s Lair. The trouble is that the 3 waves are WAY easier in Devil’s Lair than Winter’s Run. In Winter’s you have each time [i]three[/i] yellow Hobgoblins (which can snipe you to death so easily if you’re not careful), Minotaurs, and Hydras (!!). Devil’s has easy Hive and Fallen, maybe a Wizard or two, that’s it. A few people mentioned Nexus, but the final boss is so hard if you don’t have a good team, especially with sneak Vex attacks from the sides, and oh god those minotaurs. I’ve wiped a few times here. The final boss fight for Winter’s run is also very difficult. The endless mobs can beat down a team very effectively especially with the sheer number of shanks (flying robot things), vandals, and dregs if you don't keep culling them in a timely manner. Also the Archon is breathing down your neck the whole time. I’ve also wiped here with random teammates. Devil’s Lair, on the other hand, is a piece of cake. The 3 waves at the beginning are trivially easy. For the spider boss, you just have to crouch in the corner to the right, looking down the hallway, and snipe his legs and throw grenades. The low overhang of the hallway ceiling protects you against his missiles. Once he goes down to expose his head, run forward and fusion or shotgun him or super, run back, rinse and repeat. Or just stand behind some of the other pillars or obstacles on the map. And for Sepkis, the final boss, just climb up on the railing to the left and hide behind the big object there. Fallen tend to not climb up here except shanks, but you can take care of them when they spawn and fly next to you. The best part is that you can shoot at Sepkis from above the obstacle, and his return fire will not hurt you at all (even though he is in your line of sight). Honestly, even if Devil’s Lair is technically longer with more checkpoints (just one more though), the fact that it’s so easy compared to the other ones, especially if you’re getting random teammates, makes the difference IMO. Devil’s Lair all the way! xD

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