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{{References}}
{{Article quote|Deep beneath [[Sorrow's Harbor]], the [[Hive]] keep their darkest [[Zulmak, Instrument of Torment|secrets.]]}}
{{Level infobox
{{Level infobox
|nameBG=#632218
|nameBG=#632218
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|game= [[Shadowkeep]]
|game= [[Shadowkeep]]
|name= Pit of Heresy
|name= Pit of Heresy
|image= [[File:PitofHersey2.png|360px]]
|image= [[File:PitofHersey2.png|400px]]
|player= 1-3
|player= 1-3
|light= 1600
|light= 1600
|place= [[Sorrow's Harbor]], [[Moon]]
|place= [[Sorrow's Harbor]], [[Moon]]
|objective= Destroy the Hive champion [[Zulmak, Instrument of Torment]].
|objective= Destroy the Hive champion [[Zulmak, Instrument of Torment]].
|factions= [[Hidden Swarm]]
|races= [[Hive]]
}}
}}
{{Article quote|Deep beneath [[Sorrow's Harbor]], the [[Hive]] keep their darkest [[Zulmak, Instrument of Torment|secrets.]]}}
'''The Pit of Heresy''' is a [[Dungeon]] that was introduced in the [[Shadowkeep]] expansion, and released on the 29th of October 2019. It requires [[Guardian]]s to enter the bottom of [[The Scarlet Keep]], where they fight their way past a horde of [[Hidden Swarm]], in order to slay the Hive champion, [[Zulmak, Instrument of Torment]] along with many wicked rituals that the remaining daughters of Crota have wrought. Like [[The Shattered Throne]] before it, it is now available every week. It should be noted that the dungeon has checkpoints, so if you need to rest or go do something else, you are able to leave and return to your last checkpoint.
'''The Pit of Heresy''' is a [[Dungeon]] that was introduced in the [[Shadowkeep]] expansion, and released on the 29th of October 2019. It requires [[Guardian]]s to enter the bottom of [[The Scarlet Keep]], where they fight their way past a horde of [[Hidden Swarm]], in order to slay the Hive champion, [[Zulmak, Instrument of Torment]] along with many wicked rituals that the remaining daughters of Crota have wrought. Like [[The Shattered Throne]] before it, it is now available every week. It should be noted that the dungeon has checkpoints, so if you need to rest or go do something else, you are able to leave and return to your last checkpoint.


==Walkthrough==
==Walkthrough==
To access the Pit of Heresy, you must first complete a quest from [[Eris Morn]] called [[The Deeping Wake]]. This quest involves the completion of at least Tier 3 of the [[Altars of Sorrow]], in addition to defeating 20 [[Nightmare]]s during the event. After returning to Eris, the Pit of Heresy will be visible from the [[Director]].
To access the Pit of Heresy, you must first complete a quest from [[Eris Morn]] called [[The Deeping Wake]]. This quest involves completion of at least Tier 3 of the [[Altars of Sorrow]], in addition to defeating 20 [[Nightmare]]s during the event. After returning to Eris, the Pit of Heresy will be visible from the [[Director]].


===[[Necropolis]]===
===[[Necropolis]]===
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===[[Tunnels of Despair]]===
===[[Tunnels of Despair]]===
[[File:PitofHersey5.jpg|thumb|300px|Into the Despair]]
[[File:PitofHersey5.jpg|thumb|300px|Into the Despair]]
Follow this path until you drop into a dimly lit room. Here there are some hidden tunnels with small Hive membranes protecting them, which can be destroyed with a few shots. There are also three unkillable [[Harrowing Pariah|Harrowing Pariahs]] patrolling around the wider tunnels, so watch your back.
Follow this path until you drop in to a dimly lit room. Here there are some hidden tunnels with small Hive membranes protecting them, which can be destroyed with a few shots. There are also two unkillable [[Harrowing Pariah|Harrowing Pariahs]] patrolling around the wider tunnels, so watch your back.


Escape this encounter by navigating the small tunnels and killing the Hive Knights you come across. Each Knight that you kill will drop a Void orb. Dunk this orb in a vessel outside of the three doors that the ogres are protecting. After you kill three Knights and deposit their orbs at each of these doors, the next stage opens.
Escape this encounter by navigating the small tunnels and killing the Hive Knights you come across. Each Knight that you kill will drop a Void orb. Dunk this orb in a vessel outside of three doors the ogres are protecting. After you kill three Knights and deposit their orbs at each of these doors, the next stage opens.


===[[Chamber of Suffering]]===
===[[Chamber of Suffering]]===
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The third encounter in the Pit of Heresy is a wave defense activity with a debuff mechanic. There's a large wall protected by six Hive runes in the centre of the room. Your goal is to destroy them.
The third encounter in the Pit of Heresy is a wave defense activity with a debuff mechanic. There's a large wall protected by six Hive runes in the centre of the room. Your goal is to destroy them.


Similar to the previous encounter, you need to kill multiple Knights and deposit their Void orbs in the container next to the blocked door. It sounds simple, but this time, your team is affected by a stacking debuff. If the team accrues enough stacks, your entire team will die and you'll have to start the encounter over. Every time you deposit an orb, you (and only you, not your entire team) will lose stacks of the debuff, so don't take too long between Knight kills. You will also wipe if no one is standing underneath the Hive Totem, so occasionally have someone stand under it until the fire inside it stops.
Similar to the previous encounter, you need to kill multiple Knights and deposit their Void orbs in the container next to the blocked door. It sounds simple, but this time, your team is affected by a stacking debuff. If the team accrues enough stacks, your entire team will die and you'll have to start the encounter over. Every time you deposit an orb, you (and only you, not your entire team) will lose stacks of the debuff, so don't take too long between Knight kills. You will also wipe if no one is standing underneath the hive totem, so occasionally have someone stand under it until the fire inside it stops.
 
To make this simple, nominate one player as a runner who collects orbs, and the others can defend from the plate, killing anything that spawns. When depositing an orb, be aware of the pair of Boomer-wielding Knights that spawn on ledges high up in the room. They can easily kill you but don't take much to kill themselves. The ads that spawn will keep spawning as they get killed, so clear them out to a handleable density to make the job of the orb collector easier.


A strategy for the Chamber for 2 or 3 people is to have one player kill the Knights that drop the Void Orbs and have another stand on the platform at all times.
To make this simple, nominate one player as a runner who collects orbs, and the others can defend from the plate, killing anything that spawns. When depositing an orb, be aware of the pair of Boomer-wielding Knights that spawn on ledges high up in the room. They can easily kill you, but don't take much to kill themselves. The Ad's that spawn will keep spawning as they get killed, so clear them out to a handleable density to make the job of the orb-collector easier.
 
Solo, the strategy is much different. When you have identified where the Knight is, fire a long-range weapon at it. Rocket Launchers such as [[Gjallarhorn]] and [[Eyes of Tomorrow]], or a [[Sniper Rifle]] with the perk Vorpal Weapon, work very well for killing the Knights.
 
Once the Knight is dead, run over, pick up the orb, and BOOK IT back to the Totem. It should have a fire in the center by now, and you should have five to ten seconds left before wiping. After the orb is dunked, shoot the Boomer Knights on the upper balcony with your Rocket Launcher or Sniper, rinse, and repeat.


===[[Harrow]]===
===[[Harrow]]===
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The fifth and final section of the Pit of Heresy is a boss fight against Zulmak, Instrument of Torment, that recalls some of the previous encounters' mechanics. You need to kill Knights for swords, which allow you to kill specific enemies with specific abilities, then dunk more void orbs, all while the dungeon boss attacks you from the middle of the room.  
The fifth and final section of the Pit of Heresy is a boss fight against Zulmak, Instrument of Torment, that recalls some of the previous encounters' mechanics. You need to kill Knights for swords, which allow you to kill specific enemies with specific abilities, then dunk more void orbs, all while the dungeon boss attacks you from the middle of the room.  


As for the Disciples, the order I recommend is as follows:
After depositing the third orb, the boss enters a damageable phase and the floor surrounding the central crystal glows green. Stay in the green aura to be able to deal damage to Zulmak. After a period of time, Zulmak will bend down on one knee and start to charge an attack. This attack will kill you instantly if you are still standing on the floor surrounding the crystal when they finish, so get off this when Zulmak begins charging. After Zulmak is defeated, you will receive a high-stat Dreambane armor drop.
 
The Omen of the Broken Blade can shoot you from long range, and is the hardest Disciple to kill, having a tendency to dodge the Sword's projectiles. Take it slow, and make sure to block with the Cleaver. Once the Omen falls, pick up the Orb, run to the center, and dunk.
 
Next, the Might of the Broken Blade. The safest way to damage it is to hold block, and wait until the Might swings. Block this, and take ONE swing of your own. Do not brute force the Might. You will die.
 
The Oracle is much easier, just make sure the ads aren't hounding you while deflecting the Oracle's shots
 
After depositing the third orb, the boss enters a damageable phase and the floor surrounding the central crystal glows green. Stay in the green aura to be able to deal damage to Zulmak. Swords such as [[The Lament]] and [[Falling Guillotine]] work great.  After a period of time, Zulmak will bend down on one knee and start to charge an attack. This attack will kill you instantly if you are still standing on the floor surrounding the crystal when they finish, so get off this when Zulmak begins charging. After Zulmak is defeated, you will receive a high-stat Dreambane armor drop.


==Bosses==
==Bosses==
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===Weapons===
===Weapons===
*'''[[Xenophage]]''' - [[Exotic]] {{icon|Solar}} [[Machine Gun]] ([[The Journey|Exotic Quest]])
*[[A Fine Memorial]]: [[Machine Gun]]
*[[Apostate]] - Legendary {{icon|Arc}} [[Sniper Rifle]] {{c|Hymn of Desecration reward only}}
*[[Apostate]]: [[Sniper Rifle]] (Hymn of Desecration reward only)
*[[Blasphemer]] - Legendary {{icon|Kinetic}} [[Shotgun]] {{c|Hymn of Desecration reward only}}
*[[Arc Logic]]: [[Auto Rifle]]
*[[Heretic]] - Legendary {{icon|Arc}} [[Rocket Launcher]] {{c|Hymn of Desecration reward only}}
*[[Blasphemer]]: [[Shotgun]] (Hymn of Desecration reward only)
*[[A Fine Memorial]] - Legendary {{icon|Arc}} [[Machine Gun]]
*[[Dream Breaker]]: [[Fusion Rifle]]
*[[Arc Logic]] - Legendary {{icon|Arc}} [[Auto Rifle]]
*[[Every Waking Moment]]: [[Submachine Gun]]
*[[Dream Breaker]] - Legendary {{icon|Solar}} [[Fusion Rifle]]
*[[Heretic]]: [[Rocket Launcher]] (Hymn of Desecration reward only)
*[[Every Waking Moment]] - Legendary {{icon|Void}} [[Submachine Gun]]
*[[Loud Lullaby]]: [[Hand Cannon]]
*[[Loud Lullaby]] - Legendary {{icon|Kinetic}} [[Hand Cannon]]
*[[Love and Death]]: [[Grenade Launcher]]
*[[Love and Death]] - Legendary {{icon|Solar}} [[Grenade Launcher]]
*[[Night Terror]]: [[Sword]]
*[[Night Terror]] - Legendary {{icon|Arc}} [[Sword]]
*[[One Small Step]]: [[Shotgun]]
*[[One Small Step]] - Legendary {{icon|Kinetic}} [[Shotgun]]
*[[Premonition]]: [[Pulse Rifle]]
*[[Premonition]] - Legendary {{icon|Void}} [[Pulse Rifle]]
*[[Tranquility]]: [[Sniper Rifle]]
*[[Tranquility]] - Legendary {{icon|Kinetic}} [[Sniper Rifle]]
*[[Xenophage]]: [[Machine Gun]] (Exotic Quest)
 
===Armor===
===Armor===
*[[Dreambane Armor]] (All Classes)
*Dreambane Armor


==Trivia==
==Trivia==
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</gallery>
</gallery>


==Appearance==
==List of appearances==
*''[[Destiny 2]]: [[Shadowkeep]]'' {{1st}}
*''[[Destiny 2]]'': ''[[Shadowkeep]]'' {{1st}}


==References==
==References==

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