Editing Prison of Elders/Strategy

From Destinypedia, the Destiny wiki

You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
This page covers general recommendations for encounters in the [[Prison of Elders]]. Included are strategies for different boss rounds.
This page covers general recommendations for encounters in the [[Prison of Elders]]. Included are strategies for different boss rounds.


Line 5: Line 4:


===Fallen===
===Fallen===
This room is a large, open area that contains a partially enclosed hallway around the side closest to the entrance. Most enemies come from doorways along this hall. The left side is raised higher than most of the arena and has only two ramps, making it somewhat defensible. The right side has a single, smaller raised platform with no ramps, meaning no enemies can walk up. However, cover is somewhat limited. In the middle are several pieces of debris that can be used as platforms, or as tunnels underneath. The back edge furthest away from the door is very dangerous to traverse, as it has no cover and lots of exposure. Do not attempt to use this pathway unless invisible or enemy presence is very light. Any bosses in this room will be able to relatively easily wander around the arena.
This room is a large, open area that contains a partially enclosed hallway around the side closest to the entrance. Most enemies come from doorways along this hall. The left side is raised higher than most of the arena and has only two ramps, making it somewhat defensible. The right side has a single, smaller raised platform with no ramps, meaning no enemies can walk up. However, cover is somewhat limited. In the middle are several pieces of debris that can be used as platforms, or as tunnels underneath. The back edge furthest away from the door is very dangerous to traverse, as it has no cover and lots of exposure. Do not attempt to use this pathway unless invisible or enemy presence is very light. Any bosses in this room will be able to relatively easily wander around the arena.


Line 10: Line 10:


===Hive===
===Hive===
This room is smaller and enclosed. The left side is slightly raised and has tall cover available, making it useful in certain boss fights. It also forces all enemies to take one path The right side has three different paths of approach and very low cover, meaning that enemies such as [[Wizard]]s and [[Ogre]]s can have an easy line of fire. In the middle is a raised hill and a shallow pool of water; this area is a major killzone as Ogres and [[Wretched Knight]]s spawn here, and Wizards and Boomer [[Knight]]s can easily target you here. Unfortunately, it is also a potential splinter mine location. Because [[Thrall]]s tend to make hallway cover less effective, finding areas to funnel them is a safer option.
This room is smaller and enclosed. The left side is slightly raised and has tall cover available, making it useful in certain boss fights. It also forces all enemies to take one path The right side has three different paths of approach and very low cover, meaning that enemies such as [[Wizard]]s and [[Ogre]]s can have an easy line of fire. In the middle is a raised hill and a shallow pool of water; this area is a major killzone as Ogres and [[Wretched Knight]]s spawn here, and Wizards and Boomer [[Knight]]s can easily target you here. Unfortunately, it is also a potential splinter mine location. Because [[Thrall]]s tend to make hallway cover less effective, finding areas to funnel them is a safer option.


Line 15: Line 16:


===Vex===
===Vex===
This room is a large, open area that contains a partially enclosed hallway around the side closest to the entrance. Most enemies come from doorways along this hall. There is also a raised walkway above the center of the room with limited cover. There is a large broken vex gate in the middle; most [[minotaur]]s and bosses will appear in this area. The left and right sides have some cover, though larger enemies such as [[Overmind Minotaur]]s will be able to fire down from the center if Guardians are not crouching.
This room is a large, open area that contains a partially enclosed hallway around the side closest to the entrance. Most enemies come from doorways along this hall. There is also a raised walkway above the center of the room with limited cover. There is a large broken vex gate in the middle; most [[minotaur]]s and bosses will appear in this area. The left and right sides have some cover, though larger enemies such as [[Overmind Minotaur]]s will be able to fire down from the center if Guardians are not crouching.


Line 20: Line 22:


===Cabal===
===Cabal===
This room is smaller and enclosed. The center has a raised platform that looks out over a larger open area where most Cabal appear. The area immediately between this central platform and the entrance is fairly narrow and can serve to funnel enemies. The left side has some eye-level cover, and can only be approached from two directions, one of those being the narrow, funneling pathway. The right side has a tower which can be walked through, climbed on top of, or walked around. This area can provide short-term protection but is otherwise not easily defensible against a large number of enemies approaching from the center of the room.
This room is smaller and enclosed. The center has a raised platform that looks out over a larger open area where most Cabal appear. The area immediately between this central platform and the entrance is fairly narrow and can serve to funnel enemies. The left side has some eye-level cover, and can only be approached from two directions, one of those being the narrow, funneling pathway. The right side has a tower which can be walked through, climbed on top of, or walked around. This area can provide short-term protection but is otherwise not easily defensible against a large number of enemies approaching from the center of the room.


Line 27: Line 30:


===Gulrot, Unclean===
===Gulrot, Unclean===
[[Gulrot, Unclean|Gulrot]]'s main ability is to spew bile in the air, which slows down players (similar to a web mine explosion). The key to staying alive is finding adequate cover while the bile lasts; the left and right corners of the room offer some protection. The left corner is generally safer as it has higher walls and funnels enemies down a narrower path.
[[Gulrot, Unclean|Gulrot]]'s main ability is to spew bile in the air, which slows down players (similar to a web mine explosion). The key to staying alive is finding adequate cover while the bile lasts; the left and right corners of the room offer some protection. The left corner is generally safer as it has higher walls and funnels enemies down a narrower path.


Line 32: Line 36:


===Kaliks Reborn===
===Kaliks Reborn===
[[Kaliks Reborn|Kaliks]] fights just like Sepiks Prime, with the added twist of being able to regenerate health. Look for glowing purple [[Dreg]]s called "[[Archon Servant]]s". They will mainly appear from one of the doors nearest the arena entrance. Kill as many as you can before Kaliks consumes them to prevent it from regenerating health. Once all Archon Servants have been dispatched, weed out the remaining enemies to give you some breathing room.
 
[[Kaliks Reborn|Kaliks]] fights just like Sepiks Prime, with the added twist of being able to regenerate health. Look for glowing purple [[Dreg]]s called "Archon Servants." They will mainly appear from one of the doors nearest the arena entrance. Kill as many as you can before Kaliks consumes them to prevent it from regenerating health. Once all Archon Servants have been dispatched, weed out the remaining enemies to give you some breathing room.


Once Kaliks' health is down 50%, players will be required to kill a critical target. Do not be dismayed if Kaliks regenerates; this will only happen once. Continue until Kaliks is destroyed.
Once Kaliks' health is down 50%, players will be required to kill a critical target. Do not be dismayed if Kaliks regenerates; this will only happen once. Continue until Kaliks is destroyed.


===Valus Trau'ug===
===Valus Trau'ug===
Be sure to have everyone on the team equip one of each weapon damage type before entering this fight. [[Valus Trau'ug|Trau'ug]] has a shield that will change colors every time it regenerates (which is about 10 seconds after the last shield is disabled). Because of your narrow window, maximize your damage output while you have the chance.
Be sure to have everyone on the team equip one of each weapon damage type before entering this fight. [[Valus Trau'ug|Trau'ug]] has a shield that will change colors every time it regenerates (which is about 10 seconds after the last shield is disabled). Because of your narrow window, maximize your damage output while you have the chance.


===Qodron, Gate Lord===
===Qodron, Gate Lord===
[[Qodron, Gate Lord|Qodron]] will mainly stay in the middle; the thing to look out for is a glowing blue [[Goblin]] called "[[Qodron's Eye]]". Get Qodron's Eye's health down as much as possible, but do not kill it until the message "Qodron searches for targets" appears. Killing Qodron's Eye grants the "Jailbreaker" buff, allowing one player to easily destroy the detainment bubbles that appear every 40 seconds or so. Without it, it is very difficult to destroy the detainment bubbles before they kill you.
 
[[Qodron, Gate Lord|Qodron]] will mainly stay in the middle; the thing to look out for is a glowing blue [[Goblin]] called "Qodron's Eye". Get Qodron's Eye's health down as much as possible, but do not kill it until the message "Qodron searches for targets" appears. Killing Qodron's Eye grants the "Jailbreaker" buff, allowing one player to easily destroy the detainment bubbles that appear every 40 seconds or so. Without it, it is very difficult to destroy the detainment bubbles before they kill you.


So long as the team is staying alive and destroying detainment bubbles, chip down Qodron's health until he is dead.
So long as the team is staying alive and destroying detainment bubbles, chip down Qodron's health until he is dead.


===Urrox, Flame Prince===
===Urrox, Flame Prince===
[[Urrox, Flame Prince|Urrox]] will stay close to the pool of water where he appears, and is able to lob boomer projectiles over long distances, so take cover. The best place to take cover is on the left hand side; this place is also good for when Urrox activates his searing flames attack: for ten seconds he makes the ground cause damage, requiring players to jump in the air to avoid damage. The barriers on the left side are the only ones high enough to completely protect players while jumping. A Defender Titan's Ward of Dawn bubble with Blessing of Light greatly helps in this instance. Recommended weapon loadout is ascended Solar-based weaponry (as there is typically a Solar Burn), a primary (e.g., Vision of Confluence), a special like Ice Breaker or Black Hammer, with a heavy weapon like either Hunger of Crota or the Gjallarhorn.
[[Urrox, Flame Prince|Urrox]] will stay close to the pool of water where he appears, and is able to lob boomer projectiles over long distances, so take cover. The best place to take cover is on the left hand side; this place is also good for when Urrox activates his searing flames attack: for ten seconds he makes the ground cause damage, requiring players to jump in the air to avoid damage. The barriers on the left side are the only ones high enough to completely protect players while jumping. A Defender Titan's Ward of Dawn bubble with Blessing of Light greatly helps in this instance. Recommended weapon loadout is ascended Solar-based weaponry (as there is typically a Solar Burn), a primary (e.g., Vision of Confluence), a special like Ice Breaker or Black Hammer, with a heavy weapon like either Hunger of Crota or the Gjallarhorn.


===Skolas, Kell of Kells===
===Skolas, Kell of Kells===
This fight predominantly has two phases. During the first phase, players cannot do full damage against [[Skolas]] until they kill one of two glowing blue [[servitor]]s called "Kaliks Minor". Skolas himself will wander all over the arena armed with a [[Scorch Cannon]], so be sure to find adequate cover and avoid his blasts.
This fight predominantly has two phases. During the first phase, players cannot do full damage against [[Skolas]] until they kill one of two glowing blue [[servitor]]s called "Kaliks Minor". Skolas himself will wander all over the arena armed with a [[Scorch Cannon]], so be sure to find adequate cover and avoid his blasts.


When his health goes down to 50%, players will no longer be required to kill Kaliks Minor and instead dismantle mines. However, Skolas will also cast a debuff called "Devouring light" which will kill Guardians within 30 seconds. The only way to avoid death is for another person to pick up the debuff; the person who previously had the debuff will be immune for 35 seconds, meaning that the third player needs to take the debuff off the second player before they are killed. If one player with the debuff is killed, Skolas simply casts it on another player after a few seconds. It's crucial to revive the downed player sooner rather than later, due to the need to pass on the debuff. As of The Taken King Update, you can survive the debuff if you block with a sword. Stay close and on alert to make sure all three players stay alive. Players will be required to dismantle mines a second time once Skolas' health goes down to about 25%.  
When his health goes down to 50%, players will no longer be required to kill Kaliks Minor and instead dismantle mines. However, Skolas will also cast a debuff called "Devouring light" which will kill Guardians within 30 seconds. The only way to avoid death is for another person to pick up the debuff; the person who previously had the debuff will be immune for 35 seconds, meaning that the third player needs to take the debuff off the second player before they are killed. If one player with the debuff is killed, Skolas simply casts it on another player after a few seconds. It's crucial to revive the downed player sooner rather than later, due to the need to pass on the debuff. Stay close and on alert to make sure all three players stay alive. Players will be required to dismantle mines a second time once Skolas' health goes down to about 25%. As of The Taken King Update, you can survive the debuff if you block with a sword.


[[Category:Activities]]
[[Category:Activities]]

Please note that all contributions to Destinypedia are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see Destinypedia:Copyrights for details). If you don't want your writing to be edited mercilessly and redistributed at will, then don't submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

To view or search uploaded images go to the list of images. Uploads and deletions are also logged in the upload log. For help including images on a page see Help:Images. For a sound file, use this code: [[Media:File.ogg]].

Do not copy text from other websites without permission. It will be deleted.