Forum:Eternal Mind

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Eternal Mind

Game:

D&Destiny: Fractures

Campaign:

Vex Fey Induction

Player(s):

6 (minimum)

Location:

Undying Barrow, Black Garden

Enemy faction(s):

Sol Divisive

Hostile race(s):

Vex

Objective(s):

Purge The Undying Mind once and for all.

 
In the barrows of Darkness

Eternal Mind is a Raid in Vex Fey Induction. Where The Undying Mind resurfaces again after its presumed permanent destruction.

Unique enemies[edit]

Bosses[edit]

Walkthrough[edit]

Landing[edit]

Upon transmat back to Black Garden, players will be instructed by dialogue to head for the lair of the Undying Mind where they vanquished it the first time.

Delve Deeper[edit]

To proceed through the next room players will need to correctly solve a Conflux puzzle. Failure to do so results in a Wipe. The Puzzle is setup as thus; there are 7 Confluxes around the area that must be activated according to the order presented on the large triangular prism Monolith floating where The Undying Mind's Portal used to be. During this Encounter copies of The Undying Mind will appear after each conflux sequence you do, once six are finished and all six copies are destroyed the encounter ends and a chest will appear. If the Puzzle is completed successfully the Monolith opens to reveal a whole Boss Arena with the Final Boss within, currently safe inside a barrier that must now be broken.

Break the Barrier[edit]

This encounter sets up the mechanics used to battle The Eternal Mind. There are three larger sections, each with a set of three braziers at their center. The flames coming out of these braziers dictate which element that platform is infused with - Void, Arc and Solar. In between the larger sections are smaller platforms and debris that can be jumped on to bridge the gaps between each elemental section. On one piece of debris in each of these "bridging" sections there lies a Vex Cranium. This cranium looks like a small gun and can be charged in one of the elemental braziers. Lastly, the center of the room has a large pyramidal vex construct, which encases The Eternal Mind. On each side, Void, Arc, and Solar, there are two sets of 3 rings indented in The Eternal Mind' cover. There are two roles during this fight, 3 runners and 3 defenders. Each runner is assigned an element and so is each defender. The runner will typically pick up craniums to the left of their elemental section to avoid stealing another section's cranium.

As soon as the first cranium is picked up the encounter begins and there will be a chat message in the lower left corner of the screen saying Quantum Mines are armed or something to that effect. One of the sets of 3 indentations will begin to glow. During this period the runners will begin charging their first cranium at their respective element. As soon as the first cranium is "cooking" they will run back to where they started to find a second uncharged cranium in a different nearby spawn. The craniums take about 30 seconds to "cook" until they are ready to be picked up and fired. While this is happening the defenders will be clearing adds that are constantly spawning down the platform to the left and right, and also occasionally at the braziers. It should be noted that every time a cranium gets put in a brazier an orange bar minotaur will spawn down the platform.

The defenders are also in charge of communicating what the callout is. As soon as a defender sees mines on their side glowing they call out what elements they see and what side they are on. For example, 2 purple and 1 white at solar side would be 2 void and 1 arc at solar. There are only 2 uncharged craniums for each element but each cranium has enough firepower to take out 1.5 mines, and if you are using the gauntlet raid mod for +20% damage on melee kill you can take out 2 mines with one cranium after punching a goblin or similar enemy. After the first callout the mines will continue spawning in a clockwise manner until all 6 sets have been defused with craniums. If you take too long to shoot a mine you will begin to hear a cyclical low tone indicating a wipe is near. If you take too long this speeds up and the mine detonates, wiping the raid. If you are successful at taking out all the mines you are rewarded with a chest at the Void side.

The Eternal Mind[edit]

This encounter expands upon the mechanics of Breaking the Barrier. Just as before we are charging craniums to match the callout but this time The Eternal Mind is now active and on the attack registering its threatened. Additionally, this time both the runner and defender are going to be grabbing an uncharged vex cranium to begin. The simplest method for fight The Eternal Mind involves waiting for it to face an elemental side and three orbs to spawn, one above it, one to its left, and one to its right. At this point someone on that side will call out what side it is facing and what the three orbs are.

Phase One: Cooking the Craniums[edit]

For the sake of simplicity, many groups will send the three defenders to the plate it is facing and the 3 runners will fill in what is needed. An example would be The Eternal Mind is facing Arc side and the three orbs are 2 Void and 1 Solar. The three defenders go to Arc, and the runners figure out amongst themselves who is going to Solar while the other two go Void. A notable exception is when there are only two elements needed, the side The Eternal Mind is facing and one of the other elements. An example would be when The Eternal Mind faces Arc side but the orbs are 2 Arc and 1 Void. In this case, the 3 defenders would still go Arc but all 2 runners would go Void.

When you reach the correct platform you begin "cooking" your cranium and clearing adds. Typically one of the defenders will be a Hunter running tether with Orpheus Rig, generating a preposterous amount of orbs at the side Argos is facing, also known as the DPS plate. Once the craniums at the offplates are done cooking they are brought to the dps plate where players assign themselves to an orb to shoot. Only 3 craniums are needed for this and the other three are saved for doing damage to Argos during the DPS phase. If you are assigned to an orb you will shoot it and as it gets hit by the correct cranium, it will move towards the center of Argos. You will "walk" it there with continuous fire and when it reaches the center it will explode. All three orbs must explode within a reasonable time of each other, about 5 seconds. At this point, a hole will appear in Argos' shield.

Phase Two: DPS[edit]

When his shield pops, The Eternal Mind will shoot out a triangle mesh net towards the center of the braziers. If you are hit with this you will be trapped in a net and float away to your death unless the fireteam shoots you out of it. This takes away from DPSing the boss so everyone should dodge this attack.

At this time the other three craniums should be fired into it as well as any juice left in the three used to pop its shield as these do more damage than your guardian could ever hope to on his/her own.

After about 20 seconds the first wave of homing, exploding harpies will spawn. Three of them will be on either side of The Eternal Mind and these are easily spotted as they look much sleeker than the normal harpies. They also have a white glowing light on their front and they will kill low resilience guardians if you don't shoot them down quickly. Shortly after dealing with the harpies The Eternal Mind will fire another net at the fireteam, so once again, dodge this and continue with DPS. After some time, maybe 45 seconds-1 minute, its shield will close back up and a final wave of suicide harpies will spawn. At this point, the DPS phase is over and you will ignore the fact that it is facing another side with 3 new orbs because it's time for...

Phase Three: Don't Wipe[edit]

The Eternal Mind' shield will completely disappear and a series of curved platforms will appear around it. It will begin charging up to wipe the raid. In order to avoid this, it must be staggered two times. There are 6 weak points on its body, meaning you can have a total of 4 DPS phases before it's all over. These weak points glow white and can be found on his head (2), lower arm (2), and back (2). It doesn't matter which two spots you target so long as two get destroyed each wipe phase. Teams typically stick to left side head and arm, right side head and arm, and back for groupings as these require little movement in between weak spots. The key here is not how much damage you are doing so put away that rocket launcher, we want sustained critical damage. If you are hitting the white part you will see the yellow critical damage and that is crucial. If you aren't doing critical damage you aren't accomplishing anything. As the spot turns red it will reach a point where it blows up and The Eternal Mind staggers. Do this to two spots and you have avoided certain death. After doing so jump off the platforms as they will disappear and reset to your original position for phase 1.

Repeat the three phases until The Eternal Mind is dead. A Chest will appear on a platform where the mind once stood and the Raid is over.