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DoD Guardians of Aus

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    This is a great clan of Aussie dads who enjoy playing in our 'spare time'....We are part of the Global Dads of Destiny Group who we base our membership and playing principles on. We currently have 3 clans; DoD GoA; DoD GoA II; and DoD GoA Redjacks. We LFG through this website: www.the100.io/groups/985 And we socialise and communicate through the App - Discord: Once you have opened an account send a private message to one of the moderators / administrators and we will add you as a member. If you've come to play....you've come to the right place. Welcome Guardians...

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originally posted in:DoD Guardians of Aus
Edited by ddold: 9/28/2015 12:55:10 AM
1

King's Fall tips, part one ... spoilers ahead

As a general rule, folks smarter than I have come up with these, I've just recorded and re-watched the runs I've been in so I could get them down since I missed most of the comments during the runs themselves out of sheer panic. Hall of Souls This should look familiar to anyone who's been to the court. There are two obvious relics sitting there, begging to be touched and a bunch of taken behind a glass wall near the court totems. Two guys grab the relics, the rest of the team shoots the glass wall and then the taken, and the relic holders dunk the relics at the same time. You don't have to worry about where you put them as they are obviously marked. Now it get's tricky as you need to dunk four more relics, two from each side, and the relics spawn down the hallways to the left and right of the court entrance with the later round of relics spawning relatively far away. To make this more efficient, split the entire team into two groups before you start the run. As the first two relic holders are grabbing the relics, one guy from each team shoots the glass/taken while the third member of each team runs down the hallways and across the small bridge to the far platform. After the taken in the totem room are down, the shooter runs down the hall and on to the first platform but stops short of going across the bridge. The dunker runs down the hall and stops in the room before the first platform. When both teams are ready, the relic runners will double jump off the bottom platform, grabbing the relic mid air so they land on the top platform. It's helpful to start from the bottom as once you have the relic you can no longer double jump so if you jump down from the top platform you then need to circle back to run up the bridge at a slowed speed. When the relic is grabbed, taken will spawn on the platform. The shooter on the upper platform is responsible for taking those guys out while the guy in the room takes out the doors blocking the relic from leaving the top platform. Once the taken and doors are down, the guy from the room and the shooter can sprint ahead to clear the path for the relic runner. This will include another door on the totem room with more taken behind it. After the path to the totems is entirely clear, the two shooters from that run just move one position further in the chain; platform shooter cross the bridge and heads in to the next chamber to grab the third relic set, room shooter becomes the platform shooter, and after dunking the relic, the relic holder becomes the room shooter. You then repeat the process, again coordinating when the relics are grabbed and when they get dunked. There are multiple spawn locations for the distant set of relics. The sets can spawn in the air on either side of the bridge, on the far platform itself on either side, and in the far chamber either under the walkway in that chamber or on the far side of the chamber. They will follow that progressions though; mid air, then platform, then chamber. The Crux There's not much to explain here other than it's epic. Freaking epic looking. Portico Again, it's just epic and fun to do. Having someone tell you left, right, up, left probably isn't as helpful as just doing it. In the second phase, there is a chest that requires some coordination to access. We think, but I have not done it, that if you activate all four plates at once by sending four guys across on the ship while two remain behind to hold the first plates, and then have two guys jump off before the ship goes through the gate, they'll be able to jump up to a chest in a doorway on the left which will open when the other two guys hop on the two plates on the far side. Basilica There are a few cool mechanics at play here. First, the acolytes you see crouched in front of the portal have a wrinkle to them. If you can't avoid the urge to shoot the yellow bastard first, all of the red bars get really ticked off and start shooting ogre lasers from their eyes. It's bad news, so don't do that. You're going to split the fireteam into two groups again, one going left and the other going right. One member from each team will stay in the main room and be responsible for adds on their side, especially wizards on the balcony and sword knights that want to wander down each hallway. The other four team members will head down into their respective chambers, with one from each side grabbing the relic in the middle of their hallway along the way. Each chamber is filled with poison, so you need to stay in the relic bubble ala Atheon to avoid taking damage. The two man away team heads down to the totem in each chamber, which has to be continuously manned throughout the entire event like the Crota bridge totems. If you don't have someone on each totem at all times, you will wipe. The two away teams need to coordinate totem activation, and then a 30 second timer starts for the person holding the relic, during which you'll be killing adds that come in via the door underneath the balcony in the chamber. The team members in the main chamber can then start killing the adds starting with the wizards, then acolytes, and then sword knights. Once the 30 seconds is up, the relic will be automatically passed to the second guy in the room and the original relic holder now has a buff called Deathsinger's Power x10. That guy calls out that he has the buff and sprints towards the plate in the first room. He must remain on that central plate until his buff has expired, killing adds at the same time, again focusing on sword knights and wizards on the balcony. Once the buff has expired, you no longer need to stand on the central plate, so feel free to move off to keep killing adds. All of the adds in all spawns will stack, so if you don't take them down you will end up with huge amounts of incoming damage awaiting the guys on the next rotation. Don't be that guy. Once the original relic holder sprints off, the remaining team member in the chamber should focus on that upper balcony and take out the boomer knight that appears there. A high impact sniper will one shot the knight, although you'd guess when hard mode comes out that knight will be a yellow bar. The team member who was in the central room at the start of the rotation joins the new relic holder on the totem and kills adds. It is helpful if the two chamber mates split adds duties with the relic holder keeping track of the guys who come in through the doors while the other focuses on keeping the hallway clear. Rinse and repeat to power all 10 runes on the portal and open the door to the raid proper. The warpriest will deem you worthy and invite you in for tea.

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  • One additional comment on the Basilica that became more apparent this weekend ... when you are doing the transition from the totem plate to the center, you need to make sure you've passed the relic. It usually takes a second after you've been granted the deathsingers power, but your original buff will change from 'Brand of' to 'Aura of', at which point you're free to go. If you leave before that happens, the guys on the totem will succumb to the poison.

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