Editing Forum:Takedown on the Almighty

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Once the door opens, players will be greeted by three looming [[Thresher]] gunships and a [[Harvester]] approaching a skirmish on a distant, lower platform, where Cabal guards can be seen engaging rampant Vex units emerging from a breach in the adjacent wall. Players will then be greeted by a small Vex contingent revealing themselves from another nearby breach, providing the Guardian(s) a way to reach the carnage. After entering the breach, the team will be met with a massive force of disheveled, headless Vex flanked by seemingly mint-condition Vex units. While simple grunts such as [[Goblin]]s, [[Vex Laser Rifle|Laser Rifle]] [[Hobgoblin]]s and [[Harpy|Harpies]] don't pose much of a threat, enemies such as [[Cyclops]]es, berserk [[Line Rifle]] Hobgoblins and berserk [[Minotaur]]s will easily end a run then and there. For more difficult runs or if more player are present, there is a greater chance a [[Champion]] will spawn, so the player(s) should remain vigilant for any game-changing factors such as that. After deposing the massive Vex army, the barrier blocking deeper access will open but before a massive flock of Harpies and an [[Ultra]] [[Hydra]] emerge from it. After either killing the Vex's response or evading them, players should be met with a massive rocky slope leading down to a blown-open Cabal door. There will be a bunch of Vex adds on the slope that can be ignored, but shouldn't be, as well as a decently sized group of Cabal reinforcements at the bottom. Usually, the squad will consist of a bunch of [[Legionary|Legionaries]], a line of [[Phalanx]]es creating a massive barrier that envelops the distant door, two [[Incendior]]s and a [[Centurion]], but on higher difficulties or with a larger squad, a [[Colossus]] or two will be present or Cabal Champions will replace a few of them. From above the carnage on a catwalk above, [[Psion]]s might provide sniper fire for their allies. Once the squad guarding the door is killed, a new squad will emerge to replace them, mostly armed with close-range or melee weaponry such as [[War Beast]]s, [[Gladiator]]s, [[Cabal Slug Shotgun|Slug Shotgun]] troops as well as some berserk Legionaries and [[Blood Guard Centurion]]s. Once the reinforcements are killed, the player(s) will then be granted access to the platform they first saw after leaving the "safe-room".
Once the door opens, players will be greeted by three looming [[Thresher]] gunships and a [[Harvester]] approaching a skirmish on a distant, lower platform, where Cabal guards can be seen engaging rampant Vex units emerging from a breach in the adjacent wall. Players will then be greeted by a small Vex contingent revealing themselves from another nearby breach, providing the Guardian(s) a way to reach the carnage. After entering the breach, the team will be met with a massive force of disheveled, headless Vex flanked by seemingly mint-condition Vex units. While simple grunts such as [[Goblin]]s, [[Vex Laser Rifle|Laser Rifle]] [[Hobgoblin]]s and [[Harpy|Harpies]] don't pose much of a threat, enemies such as [[Cyclops]]es, berserk [[Line Rifle]] Hobgoblins and berserk [[Minotaur]]s will easily end a run then and there. For more difficult runs or if more player are present, there is a greater chance a [[Champion]] will spawn, so the player(s) should remain vigilant for any game-changing factors such as that. After deposing the massive Vex army, the barrier blocking deeper access will open but before a massive flock of Harpies and an [[Ultra]] [[Hydra]] emerge from it. After either killing the Vex's response or evading them, players should be met with a massive rocky slope leading down to a blown-open Cabal door. There will be a bunch of Vex adds on the slope that can be ignored, but shouldn't be, as well as a decently sized group of Cabal reinforcements at the bottom. Usually, the squad will consist of a bunch of [[Legionary|Legionaries]], a line of [[Phalanx]]es creating a massive barrier that envelops the distant door, two [[Incendior]]s and a [[Centurion]], but on higher difficulties or with a larger squad, a [[Colossus]] or two will be present or Cabal Champions will replace a few of them. From above the carnage on a catwalk above, [[Psion]]s might provide sniper fire for their allies. Once the squad guarding the door is killed, a new squad will emerge to replace them, mostly armed with close-range or melee weaponry such as [[War Beast]]s, [[Gladiator]]s, [[Cabal Slug Shotgun|Slug Shotgun]] troops as well as some berserk Legionaries and [[Blood Guard Centurion]]s. Once the reinforcements are killed, the player(s) will then be granted access to the platform they first saw after leaving the "safe-room".


Once the player(s) approach the platform, they will overhear Cabal chatter from two of the three Blood Guard Elites commenting on the Vex onslaught on their position. From the doorway looking onto the platform, they will see a massive [[Sol Imminent]] Hydra, named [[Forum:The Vindictive Mind|The Vindictive Mind]], protected by overhead Vex Lenses flanked by other Sol Divisive units belonging to it's subtype, all taking fire from the Cabal units protecting the door in the back. After exiting the hallway approaching the platform, the final elite will discover the Guardian intruder(s), demanding the guards to focus fire on them and reveals the presence of a mysterious commander. Most of the platform will be sealed off by Cabal Barriers; to shut them down, player(s) must kill the Vex Mind besieging the Cabal encampments. The Hydra will mainly be protected by frequently summoning Vex cubes that must be destroyed to strip it of its immune shield. Even after then, the Vindictive Mind will retain the 3 rotational temporal shields. But, after disposing of it, the lockdown hiding the Cabal reinforcements will lift, allowing the player(s) to move in on the field commanders. Most of the platform will be littered with [[Scorpius]] Turrets, droves of Cabal reinforcements, especially around the Blood Guard units commanding them, as well as at least two Cabal Champions. Here, though, to progress quickly through the Takedown, the player(s) should focus on the named Blood Guard units they overheard on comms. Usually posted in a bunker or a hallway, they can be found by following the source of seemingly endless reinforcements. The named Blood Guard units are resilient and powerful by their own right, and will enter an immune state once they lose half of their health, summoning more reinforcements to back them up. Once the entire squad arrives, the named guards will lose their immune shield. Once two of the commanders are killed, the remaining one will immediately gain an immune shield and run for the overlook above the door. Once they reach the door, they will summon one last major wave of reinforcements backed by Scorpius turrets, Threshers and Cannon-armed Harvesters. Once the squad is depleted, the Threshers are brought down and the Harvesters are forced away, the commander will demand back-up and the deployment of the "elites", and thus begins the next encounter.
Once the player(s) approach the platform, they will overhear Cabal chatter from two of the three Blood Guard Elites commenting on the Vex onslaught on their position. From the doorway looking onto the platform, they will see a massive [[Sol Divisive]] Hydra, named [[Forum:The Vindictive Mind|The Vindictive Mind]], protected by overhead Vex Lenses flanked by other Sol Divisive units belonging to it's subtype, all taking fire from the Cabal units protecting the door in the back. After exiting the hallway approaching the platform, the final elite will discover the Guardian intruder(s), demanding the guards to focus fire on them and reveals the presence of a mysterious commander. Most of the platform will be sealed off by Cabal Barriers; to shut them down, player(s) must kill the Vex Mind besieging the Cabal encampments. The Hydra will mainly be protected by frequently summoning Vex cubes that must be destroyed to strip it of its immune shield. Even after then, the Vindictive Mind will retain the 3 rotational temporal shields. But, after disposing of it, the lockdown hiding the Cabal reinforcements will lift, allowing the player(s) to move in on the field commanders. Most of the platform will be littered with [[Scorpius]] Turrets, droves of Cabal reinforcements, especially around the Blood Guard units commanding them, as well as at least two Cabal Champions. Here, though, to progress quickly through the Takedown, the player(s) should focus on the named Blood Guard units they overheard on comms. Usually posted in a bunker or a hallway, they can be found by following the source of seemingly endless reinforcements. The named Blood Guard units are resilient and powerful by their own right, and will enter an immune state once they lose half of their health, summoning more reinforcements to back them up. Once the entire squad arrives, the named guards will lose their immune shield. Once two of the commanders are killed, the remaining one will immediately gain an immune shield and run for the overlook above the door. Once they reach the door, they will summon one last major wave of reinforcements backed by Scorpius turrets, Threshers and Cannon-armed Harvesters. Once the squad is depleted, the Threshers are brought down and the Harvesters are forced away, the commander will demand back-up and the deployment of the "elites", and thus begins the next encounter.


===The Response===
===The Response===

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