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Communication during WotM final fight (Destiny)

by Cody Miller @, Music of the Spheres - Never Forgot, Tuesday, October 04, 2016, 14:18 (3064 days ago)
edited by Cody Miller, Tuesday, October 04, 2016, 14:21

Spoilers below obviously.

Our group seemed to falter during the damage phase when the Empowered buffs were shuffled around.

Why not just continue to use the system we used before during this phase? For instance, we are damaging the boss, and I get the empowered buff. I'm assigned to the right with Guardian, so I'd still say "empowered right". Then I go right. If I hear guardian also say empowered right, and an empowered left, then I know, since I'm the switcher, to go mid.

Why not stick to your sides /switchers throughout the fight? That would make it a lot easier to always have someone in position for the second and third slams.

Also, thanks to Munky and Argent for helping.

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Communication during WotM final fight

by MacAddictXIV @, Seattle WA, Tuesday, October 04, 2016, 14:27 (3064 days ago) @ Cody Miller

Spoilers below obviously.

Our group seemed to falter during the damage phase when the Empowered buffs were shuffled around.

Why not just continue to use the system we used before during this phase? For instance, we are damaging the boss, and I get the empowered buff. I'm assigned to the right with Guardian, so I'd still say "empowered right". Then I go right. If I hear guardian also say empowered right, and an empowered left, then I know, since I'm the switcher, to go mid.

Why not stick to your sides /switchers throughout the fight? That would make it a lot easier to always have someone in position for the second and third slams.

Also, thanks to Munky and Argent for helping.

You could definitely define someone as a switcher. So that if two people are empowered on the same side to not have to figure out who is switching. We just called out who was empowered and the last person to call basically just ran where he needed to be. And it was only problematic for round two of DPS because the first round has the shortest DPS time and thus the shortest time to figure out where people need to be for round two of stunning.

But we beat it so... Now for hard mode :-D

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Communication during WotM final fight

by Cody Miller @, Music of the Spheres - Never Forgot, Tuesday, October 04, 2016, 14:40 (3064 days ago) @ MacAddictXIV

Spoilers below obviously.

Our group seemed to falter during the damage phase when the Empowered buffs were shuffled around.

Why not just continue to use the system we used before during this phase? For instance, we are damaging the boss, and I get the empowered buff. I'm assigned to the right with Guardian, so I'd still say "empowered right". Then I go right. If I hear guardian also say empowered right, and an empowered left, then I know, since I'm the switcher, to go mid.

Why not stick to your sides /switchers throughout the fight? That would make it a lot easier to always have someone in position for the second and third slams.

Also, thanks to Munky and Argent for helping.


You could definitely define someone as a switcher. So that if two people are empowered on the same side to not have to figure out who is switching. We just called out who was empowered and the last person to call basically just ran where he needed to be. And it was only problematic for round two of DPS because the first round has the shortest DPS time and thus the shortest time to figure out where people need to be for round two of stunning.

But we beat it so... Now for hard mode :-D

Here's what I think is the easiest:

Split in to 3 groups of two. Each group goes either left, middle, or right. In each group, define one person is the switcher.

When the empowered buffs come out, each player who has the buff calls out "empowered SIDE", where side is where they are. If you hear Empowered for Right, middle, and left, nobody has to move. The empowered person stays on the side until the servitor on their side is killed, then they throw the charge and wait in position. The non empowered player grabs the canon, kills their servitor, then goes middle.

If two people on the same side are empowered, you listen to which side has nobody with the buff, then the switchers switch. For example, if two on the right and one on the left have the buff, then the switchers from middle and right will swap, and everything continues as above with you on a new side.

I think the same thing should happen during the damage phases.

You are damaging the boss, and if you have the buff call out as before with your side and move to it. Two people on the same side with the buff? Then go to whichever side was not called out. This will ensure someone is always in position.

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Communication during WotM final fight

by unoudid @, Somewhere over the rainbow, Tuesday, October 04, 2016, 15:16 (3064 days ago) @ Cody Miller

Here's what we did on the xbox crew.

Assigned roles.

Throwers (Left, Center, Right)
Roamers/Canons (Left, Center, Right)

When the empowered stage hit, we'd call out our spots. If there were two in the same location, the second person to call it out would go to the vacant spot (or the roamer/canon person would go, which is easier for the first round)

As soon as the empowered buff transfers, you'd call out your location you currently are in, again if there are two in the same spot, the last person to call it out would go to the empty spot. Rinse and repeat.

After the three damage phases you'd just reset and start over.

This worked pretty well in general for us.

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Communication during WotM final fight

by MacAddictXIV @, Seattle WA, Tuesday, October 04, 2016, 15:20 (3064 days ago) @ unoudid

Here's what we did on the xbox crew.

Assigned roles.

Throwers (Left, Center, Right)
Roamers/Canons (Left, Center, Right)

When the empowered stage hit, we'd call out our spots. If there were two in the same location, the second person to call it out would go to the vacant spot (or the roamer/canon person would go, which is easier for the first round)

As soon as the empowered buff transfers, you'd call out your location you currently are in, again if there are two in the same spot, the last person to call it out would go to the empty spot. Rinse and repeat.

After the three damage phases you'd just reset and start over.

This worked pretty well in general for us.

This is basically what we did as well. However, the only problem with this is that it isn't as flexible and it would be absolutely terrible for randos. It worked great for us because we knew each other and how we played and different and LOTS of communication.

Mostly great

by Earendil, Tuesday, October 04, 2016, 15:24 (3064 days ago) @ MacAddictXIV

"Mac is empowered"
"Fin is Empowered"
"Who is empowered"
"I said Fin is empowered"
"No, Wu is Empowered"
"Gosh darnit".

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Mostly great

by Chappy, Arlington, VA., Tuesday, October 04, 2016, 15:51 (3064 days ago) @ Earendil

Don't use names. The call-outs for the first stun should only be "Empowered Left", "Empowered Right" and "Empowered Back". If one side is doubled up, it's the cannoneer on that side that should shift to cover the vacant area.

After the first Stun, the first person to call out a location has dibs on it. If you're empowered and you hear someone call out the side you're on, wait to hear the other call out and then call out the missing section - it's yours and you should be heading towards it. Note that after the first stun, the call-outs should be to the three locations the boss isn't occupying (so any three of "Empowered Left", "Empowered Right", "Empowered Front" and "Empowered Back")

Other thoughts:
Each two-man team should have one person as the designated thrower and the other as the designated cannoneer for the entire encounter. The highest light guardians should carry the cannons - its damage is light-leveled and the cannons do the highest DPS to the boss (60-110k depending on light and buffs).

The empowered guardians on the left and right side should position themselves so that they can also stun front if that's the teleport location. The empowered guardian in the center should only cover the back.

Cannoneers can use Raze-lighter to kill their captains quickly - two pulls of the right trigger will do it. They won't need rockets or Sleeper for the boss since they're using cannons. When their cannon is empty they should switch to snipers for DPS.

Throwers must finish off the shanks on their side as soon as possible to keep everyone safe.

Titans should work out their weapons of light bubble locations in advance so cannoneers (and others) know where to go to get the buff.

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Mostly great

by Cody Miller @, Music of the Spheres - Never Forgot, Tuesday, October 04, 2016, 16:05 (3064 days ago) @ Chappy

I guess it makes sense for the cannon guy to kill the captain. I was using golden gun to take out the captain so I could have a heavy during the dps phase. Munky suggested (demanded) I use tether instead on the boss. Looks like this is a good way to make that happen.

#Munkywasright

by someotherguy, Hertfordshire, England, Tuesday, October 04, 2016, 16:40 (3064 days ago) @ Cody Miller

- No text -

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#Munkywasright

by Korny @, Dalton, Ga. US. Earth, Sol System, Tuesday, October 04, 2016, 16:46 (3064 days ago) @ someotherguy

[image]

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This is pretty much exactly what we did

by Beorn @, <End of Failed Timeline>, Tuesday, October 04, 2016, 16:35 (3064 days ago) @ Chappy

We were running without Weapons of Light, but that’d be a helpful DPS boost. The Cannoneers would be able to get to the bubble and back to position pretty quickly.

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This is pretty much exactly what we did

by Speedracer513 @, Dallas, Texas, Wednesday, October 05, 2016, 10:11 (3064 days ago) @ Beorn

We were running without Weapons of Light, but that’d be a helpful DPS boost. The Cannoneers would be able to get to the bubble and back to position pretty quickly.

Hopefully you're saving the cannons for the third round of dps each time. They do way more damage (with a charge-up) than anything else can. Important to note through that Weapons of Light do not increase Cannon damage, but a shadowshot tether does. Having two tethers is super effective - especially if they're saved for the third round of dps (and coordinated do that they aren't fired at the same time, of course).

This is pretty much exactly what we did

by someotherguy, Hertfordshire, England, Wednesday, October 05, 2016, 10:22 (3064 days ago) @ Speedracer513
edited by someotherguy, Wednesday, October 05, 2016, 10:25

Hopefully you're saving the cannons for the third round of dps each time.

Not strictly necessary. If you've got multiple tethers/bubbles, use them whenever appropriate. The important thing is not to waste them by using them without a damage buff.

Important to note through that Weapons of Light do not increase Cannon damage

Odd, I was sure it did? Cant say for certain because we always had a tether too, but I could have sworn they were affected by WoL?

Also don't forget Viking Funeral, or if you have too few tethers/an abundance of Titans, Melting Point. Just dont tether and melting point at the same time, because they cancel out for some reason.

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Chappy explanations are the best

by unoudid @, Somewhere over the rainbow, Tuesday, October 04, 2016, 16:45 (3064 days ago) @ Chappy

- No text -

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Thanks

by Chappy, Arlington, VA., Tuesday, October 04, 2016, 17:25 (3064 days ago) @ unoudid

Thank you. I was working on a raid walkthrough last week but work got kinda busy - only finished the first encounter (and not sure it's really needed at this point anyway).

[spoilers below for Wrath of the Machine]

Vosik (Part 1)
Mechanics:
At the start of the encounter, Vosik will appear initially at the back center of the map on a raised platform. He’s protected by an immunity shield, and will teleport around the area to 3-4 other locations around the map. Splicer Vandals and Splicer Repeater Shanks will spawn from fixed locations, and large “Voltage Eater” Shanks will spawn at regular intervals from the center structure.

There are three “Voltage Spinners” around the map – one left, one right, and one center. Dotted around the map are glowing columns of white energy. Guardians who run through this energy will pick up a voltage charge visible in the feed, along with a 15 second timer. If the timer reaches zero for a charged guardian, they will die. The timer resets to 15 each time another voltage charge is picked up, and guardians can carry up to 4 voltage charges. In order to remove a charge (and prevent death), guardians must run to a Voltage Spinner and hold [x] to transfer their accumulated charge to the spinner. A voltage meter on the front of the spinner indicates how much energy has been transferred to it. The Voltage Eater Shanks will move toward the Spinners and remove energy from them. Your initial goal is to charge one or more Spinners while controlling adds and particularly Voltage Eaters.

When the voltage meter on a spinner reaches maximum, an alarm will sound. All three spinners will animate and glow with red energy, and begin dropping “SIVA Charges” for a short time. The charges can be picked up, carried and thrown by guardians. Charges left on the ground or held for too long will disappear. Guardians can’t damage Vosik’s shield with direct fire, but he takes considerable damage from thrown “SIVA Charges”.

Strategy:
Three guardians should be assigned to defend each spinner from Voltage Eaters (left, right and center). Their priority is to destroy the Voltage Eaters before they reach the spinners. They should also kill any Vandals and Shanks near them. Voltage Eaters should be killed quickly; use rockets if necessary. If a defender runs into any trouble with a Voltage Eater, or needs to retreat for ammo or regeneration, they should call out that they need help (e.g. “Left needs help with my Shank”, “Synth-ing Right”, etc.).

One guardian should be a floater, assigned to assist the defenders as needed. Their priority is add control to keep the other guardians safe, but they can and should assist with the Voltage Eaters when they appear. Vosik like to fire at guardians; the floater can try to keep his aggro focused away from the runners and defenders. If a floater accidentally runs through an energy beam, they should transfer the energy to the nearest spinner.

Two guardians should the “runners”; they should each pick a side of the map and run through 4 energy columns as quickly as possible. When the runner reaches maximum charge, they should run to an energy spinner to transfer it. Runners should focus on charging a specific Spinners (e.g. the center spinner), and they should call out when a spinner is about to reach max charge.

When SIVA charges are about to drop, the floater and defenders should move in front their closest spinner. Ideally there should be two guardians by each of the three spinners at this point. As soon as a charge is dropped, it should be picked up by a guardian and thrown. Every guardian’s priority at this point is to throw SIVA charges at Vosik. The first few charges will drop his shield, and the remaining charges will do significant damage. Once all charges have been thrown, guardians should switch to snipers or heavy to continue to deal damage. Nightstalkers should fire a black hole tether after the shield is down, and Sunsingers can throw Viking Funeral grenades. Titans can pop Weapons of Light or Hammers. After a short time, Vosik will regenerate his shield, and everyone should return to their original roles to repeat the cycle until another spinner is charged.

Eventually Vosik will reach a minimum health level and retreat back to the platform and then disappear, ending this encounter.

Traversal One:
1 SIVA Cluster
2 Exotic Chest

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Thanks

by ZackDark @, Not behind you. NO! Don't look., Tuesday, October 04, 2016, 17:46 (3064 days ago) @ Chappy

I think all the spinner share their charge, i.e. if you only charge one of them, it'll take as many charges as if you rotated which you charge. That would mean choosing a single spinner to charge isn't as effective as just charging the one closest to you when you have full charge.

Not 100% on it, though, but it sure looked like it first time I ran, since my spinner was charging even though no one was dropping in it.

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Thanks

by MacAddictXIV @, Seattle WA, Tuesday, October 04, 2016, 18:00 (3064 days ago) @ ZackDark

I think all the spinner share their charge, i.e. if you only charge one of them, it'll take as many charges as if you rotated which you charge. That would mean choosing a single spinner to charge isn't as effective as just charging the one closest to you when you have full charge.

Not 100% on it, though, but it sure looked like it first time I ran, since my spinner was charging even though no one was dropping in it.

I believe this to be true. Conversely, the Shank energy suckers drain as a whole as well. Which means if you aren't protecting Point A and B while you fill Point C, then you are fighting a losing battle.

My recommendation:

by TheeChaos @, Tuesday, October 04, 2016, 18:05 (3064 days ago) @ Cody Miller


Here's what I think is the easiest:

Split in to 3 groups of two. Each group goes either left, middle, or right. In each group, define one person is the switcher.


We started with this strategy because it was the most logical. But Licht and I found we were having issues in the middle dealing with the boss wailing on us while trying to get the captain and other adds. It actually worked better when we went 3 on the left and 3 on the right. We could focus fire the captains and adds on the sides, then use the cannons and focus fire to clear out the middle. It worked alot better for us that way.

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My recommendation:

by Cody Miller @, Music of the Spheres - Never Forgot, Tuesday, October 04, 2016, 18:23 (3064 days ago) @ TheeChaos

Yeah we ended up having the middle people leave their captain, and someone with a canon killing it..

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