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Edited by ZEE THE CEO: 12/31/2014 11:20:52 PM
273

10 Reasons Why House of Wolves Will Be A Hard Raid

I've read a few posts that the fallen won't particularly make for a very difficult opponent in the next raid. I beg to differ, and here's why. 10 things to consider... 1. Weapons that track better than any other in the game 2. Invisible Vandals of all kinds (snipers, sword bearers) 3. Teleporting Captains 4. Captains and Vandals that know how to take cover very well 5. Vandals with swords that chase you aggressively 6. Dregs with knives that chase you aggressively (these aren't like dumb thralls) 7. Vandals that know how to snipe very well 8. Servitors that teleport 9. Bosses carry weapons that kill you in one shot 10. Shanks! (pests like harpies!) BONUS: Randal the Vandal has family you haven't met!!! Edit: I didn't even include the fact the fallen know how to run. Vex goblins only walked. Minotaurs would walk fast but not run. So since the fallen run, how much harder will this raid be?
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  • Here is the raid that I want to see: The House of Wolves has finally committed itself to the fight. The Mother Ketch has landed! Take the fight to the Ketch and somehow battle your way up to kill the Winter Kell. Encounter 1: Opening the doors. To open the doors you need to battle a group of respawning Cabal and steal an Interceptor. Using the rocket launcher on the Interceptor you blast open the doors. The doors have shield generators above them that can not be taken out by splash damage, so you need the fireteam to bring them down. Fallen and Cabal are constantly spawning and going to war in the area. Encounter 2: The Cargo Hold Once inside you battle you way though a group of Captains and come to the Cargo Hold. Inside the Hold there are 3, count um, 3 spider tanks. You need to kill every tank. Spawning from the sides are Fallen Servitors whom heal the tanks if they are close by. There is little cover but there is a deployable wall that can be used to block the main guns. The wall functions like the relic from VoG but deploys in a horizontal plane, not a sphere. Encounter 3: The Run to the Cockpit From here it is a timed event. The Ketch has taken off and is venting the cargo spaces. You need to quickly make your way though the spaces with reduced shield regeneration (as the power that usually goes to your shield is instead going to life support) and fight your way into the pilot house. Use Dinklebot to stop the venting. During the run there is a Revive Pack (for lack of a better name) which will instantly revive fallen Guardians. Guardians can ONLY be revived by the Pack. Encounter 4: The Winter Kell The Kell and a boss Servitor are in a gigantic throne room. The servitor buffs the Kell's damage if they are close by and the Kell gives the Angry buff (cannot stagger) to any Fallen whom are close by him. You need to (almost) sacrifice a Guardian to sever the link between Kell and Servitor by having a Guardian steal a pike and ram the Servitor with it. You then revive the Guardian with the Pack if they died. The area will be largely devoid of cover so you will need to flank and use walls which spawning Fallen deploy.

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