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{{Quote|When fire blooms from long-dormant steel, it heralds the rise of the Black Armory.|Ada-1}}
The '''Gofannon Forge''' is one of the four [[Black Armory]] [[Lost Forges|forges]]. It is located in the [[Lost Fuselage]] on [[Nessus]] amongst crashed wreckage from the [[Exodus Black]]. [[Fallen]] from the [[Kell's Scourge]] have seized control of it and placed [[Zevious-3, Forge Warden]] in charge of the device.
The '''Gofannon Forge''' is one of the four [[Black Armory]] [[Lost Forges|forges]]. It is located in the [[Lost Fuselage]] on [[Nessus]] amongst crashed wreckage from the [[Exodus Black]]. [[Fallen]] from the [[Kell's Scourge]] have seized control of it and placed [[Zevious-3, Forge Warden]] in charge of the device.


Inspired by the [[House of Meyrin]] and their French roots, the Gofannon Forge specializes in crafting precision-based weapons, including the [[Tatara Gaze]] [[Sniper Rifle]] and the [[Kindled Orchid]] [[Hand Cannon]].
==Walkthrough==
{{Expand-section}}


==History==
As in the other Forges, the main goal of the activity is to throw Radiant Batteries at the central Forge until it is charged. The activity is split into three phases: two phases titled “Charge the forge”, and a final, boss phase titled “Defeat the Forge Warden”. Both charging phases have a timer which initially begins at one minute, whereas the final phase begins at two minutes. The timer can be increased by defeating Phased and other enemies, where [[Elite]] enemies provide 4 seconds and [[Major]] enemies provide 10 seconds upon death.
The second of the Forges to be recovered, it somehow ended up among the wreckage of the [[Exodus Black]], where it was quickly seized by the Kell's Scourge. As soon as it was recovered from Fallen hands, Guardians continued to return to the Forge to assemble more weapons of the Black Armory.


During the events of [[Season of Arrivals]], all available Guardians were tasked by the Vanguard to help evacuate [[Titan (moon)|Titan]], [[Mercury]], [[Mars]], and [[Io]]. This gave Fallen raiding parties the perfect opportunity to breach the Forges and dismantle them, much to Ada-1's distraught.<ref>'''Bungie (2021/05/11)''', ''[[Season of the Splicer|Destiny 2: Season of the Splicer]] - [[Lore]]: [[Lore:Pathfinding#I_._A Path's End|Pathfinding: I. A Path's End]]''</ref>
=== Charge the forge I ===
 
==Walkthrough==
As in the other Forges, the main goal of the activity is to throw Radiant Batteries at the central Forge until it is charged. The activity is split into three phases: two phases titled "Charge the forge", and a final, boss phase titled "Defeat the Forge Warden". Both charging phases have a timer which initially begins at one minute, whereas the final phase begins at two minutes. The timer can be increased by defeating Phased and other enemies, where [[Elite]] enemies provide 4 seconds and [[Major]] enemies provide 10 seconds upon death.
 
=== Charge the Forge I ===
During the first phase of the activity, the Forge accepts Radiant Batteries through any part of its hitbox. [[Elite]] [[Dreg|Phased Dregs]] will spawn alongside regular Dregs and [[Exploder Shank|Exploder Shanks]] at specific locations in the map. Killing these special enemies will drop one Battery. Occasionally, a [[Major]] [[Captain|Phased Captain]] will spawn, who will drop two Batteries upon death.
During the first phase of the activity, the Forge accepts Radiant Batteries through any part of its hitbox. [[Elite]] [[Dreg|Phased Dregs]] will spawn alongside regular Dregs and [[Exploder Shank|Exploder Shanks]] at specific locations in the map. Killing these special enemies will drop one Battery. Occasionally, a [[Major]] [[Captain|Phased Captain]] will spawn, who will drop two Batteries upon death.


An [[Arc]] weapon is useful for this phase, as it allows the aforementioned Captain's shield to be broken quickly. It can be beneficial to target the Exploder Shanks first, to avoid being overwhelmed later on.
An [[Arc]] weapon is useful for this phase, as it allows the aforementioned Captain’s shield to be broken quickly. It can be beneficial to target the Exploder Shanks first, to avoid being overwhelmed later on.


=== Charge the Forge II ===
=== Charge the forge II ===
Once 20 Batteries have been thrown at the Forge, the second phase starts with an initial timer of one minute. The hitbox of the Forge changes: the three arms open slightly, and only the glowing main body will accept Batteries. Initially, swarms of [[Overcharge Shank]]s will spawn around the map, casting an electric field around themselves which inflicts low, but constant damage and provides the Shock debuff. [[Tracer Shank|Phased Tracer Shanks]] will also spawn alongside the occasional [[Servitor]] and [[Vandal|Vandals]]. They will drop one Battery when killed. Major [[Heavy Shank|Phased Heavy Shanks]] will also spawn, which will drop two Batteries.  
Once 20 Batteries have been thrown at the Forge, the second phase starts with an initial timer of one minute. The hitbox of the Forge changes: the three arms open slightly, and only the glowing main body will accept Batteries. Initially, swarms of [[Shank|Overcharge Shanks]] will spawn around the map, casting an electric field around themselves which inflicts low, but constant damage and provides the Shock debuff. [[Tracer Shank|Phased Tracer Shanks]] will also spawn alongside the occasional [[Servitor]] and [[Vandal|Vandals]]. They will drop one Battery when killed. Major [[Heavy Shank|Phased Heavy Shanks]] will also spawn, which will drop two Batteries.  


It is efficient to initially have the [[Fireteam]] spread out to watch the spawning of the first wave of Overcharge Shanks and quickly destroy them as the Shock debuff forbids the use of secondary jump abilities and sprinting. Health recovery may be strongly impacted due to the high damage output of the Tracer and the disruption of Overcharge Shanks, so methods of quickly restoring health are advisable. The high number of enemies without critical damage spots for this phase will make weapon types such as [[Submachine gun|submachine guns]] and [[Shotgun|shotguns]] preferable.
It is efficient to initially have the [[Fireteam]] spread out to watch the spawning of the first wave of Overcharge Shanks and quickly destroy them as the Shock debuff forbids the use of secondary jump abilities and sprinting. Health recovery may be strongly impacted due to the high damage output of the Tracer and the disruption of Overcharge Shanks, so methods of quickly restoring health are advisable. The high number of enemies without critical damage spots for this phase will make weapon types such as [[Submachine gun|submachine guns]] and [[Shotgun|shotguns]] preferable.
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=== Defeat the Forge Warden ===
=== Defeat the Forge Warden ===
[[File:Zevious3.jpg|thumb|300px|Zevious-3, Forge Warden]]
After the first two phases are complete, [[Zevious-3, Forge Warden]] will spawn close to the Forge. The Warden is protected by drones which must be destroyed in order to deal damage to the boss. It will immediately begin firing explosive projectiles at the nearest player and occasionally teleport away to a different location. The Warden will also use the Servitor’s Grasp ability to teleport players to a random location, in turn providing them with an overshield. Vandals and Servitors will also spawn to assist the Warden. Upon defeating it, the Forge drops rewards and the activity ends.
 
After the first two phases are complete, [[Zevious-3, Forge Warden]] will spawn close to the Forge. The Warden is protected by drones which must be destroyed in order to deal damage to the boss. It will immediately begin firing explosive projectiles at the nearest player and occasionally teleport away to a different location. The Warden will also use the Servitor's Grasp ability to teleport players to a random location, in turn providing them with an overshield. Vandals and Servitors will also spawn to assist the Warden. Upon defeating it, the Forge drops rewards and the activity ends.


Having the Fireteam deal damage from a single side can be efficient as the Warden will aim its critical damage spot at the nearest player. Some distance should be kept from the boss as it will release pulses of damage if a player is too close. The Servitors protecting the Warden may make it invulnerable and vice-versa, halting damage and wasting time.
Having the Fireteam deal damage from a single side can be efficient as the Warden will aim its critical damage spot at the nearest player. Some distance should be kept from the boss as it will release pulses of damage if a player is too close. The Servitors protecting the Warden may make it invulnerable and vice-versa, halting damage and wasting time.


==Trivia==
*[[Wikipedia:Gofannon|Gofannon]] is a character in Middle Welsh literature, who appears as a great metal worker.


==List of appearances==
==List of appearances==
*''[[Destiny 2]]''
*''[[Destiny 2]]''
**''[[Season of the Forge]]'' {{1st}}
**''[[Black Armory (expansion)|Black Armory]]'' {{1st}}
 
==References==
<references/>
 
{{Activities}}


[[Category:Activities]]
[[Category:Activities]]
[[Category:Lost Forge]]
[[Category:Seasonal Activities]]
[[Category:Technology]]
[[Category:Technology]]

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