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Once beginning the encounter, the Witness will start to unleash the '''Final Shape''', summon its [[Scorn]] forces to the arena, as well as unleash it's hand attacks it has been showing throughout the raid, the hanging triangular blast attack, the floor-firing seeker swarm attack and the horizontal beam. It is here where learning the shapes of each attack comes in handy, as it is essential to defeating the Witness. The team should be divided into two teams, one prioritizing add clear and the other assigned to breaking the Witness's glyphs. Regardless of how fireteams want to divide themselves, the goal ultimately remains the same. Beforehand, players who stand in the projected attack zone of one of the Witness's hands long enough should notice a droning sound before their Guardian acquires a shaped resonance in their buff section above their super. If they stand in the Witness's triangular attack ('''Resonant Outburst''') for long enough, they'll pick up '''Pyramidal resonance''', if they stand in the imminent impact zone of the '''Resonant Seeker''' swarm, they'll acquire '''Spherical Resonance''' and it they stand in the beam attack's projected firing zone ('''Wrathful Disarray'''), they'll pick up '''Hexahedral resonance'''. | Once beginning the encounter, the Witness will start to unleash the '''Final Shape''', summon its [[Scorn]] forces to the arena, as well as unleash it's hand attacks it has been showing throughout the raid, the hanging triangular blast attack, the floor-firing seeker swarm attack and the horizontal beam. It is here where learning the shapes of each attack comes in handy, as it is essential to defeating the Witness. The team should be divided into two teams, one prioritizing add clear and the other assigned to breaking the Witness's glyphs. Regardless of how fireteams want to divide themselves, the goal ultimately remains the same. Beforehand, players who stand in the projected attack zone of one of the Witness's hands long enough should notice a droning sound before their Guardian acquires a shaped resonance in their buff section above their super. If they stand in the Witness's triangular attack ('''Resonant Outburst''') for long enough, they'll pick up '''Pyramidal resonance''', if they stand in the imminent impact zone of the '''Resonant Seeker''' swarm, they'll acquire '''Spherical Resonance''' and it they stand in the beam attack's projected firing zone ('''Wrathful Disarray'''), they'll pick up '''Hexahedral resonance'''. | ||
In order to reach a damage phase, the Glyphbreaker team should organize themselves into dealing with specific attacks. If there are three in glyphbreaking, one should deal with the Witness's hanging hand, another deals with the floor hand and the other deals with the horizontal hand. To deal with these hands, these players must stand in the projected attack area and shoot the glowing armband on the | In order to reach a damage phase, the Glyphbreaker team should organize themselves into dealing with specific attacks. If there are three in glyphbreaking, one should deal with the Witness's hanging hand, another deals with the floor hand and the other deals with the horizontal hand. To deal with these hands, these players must stand in the projected attack area and shoot the glowing armband on the Witness, which should show a different color underneath. This color corresponds to the correct resonance needed to destroy it. A green armband requires Pyramidal resonance to destroy, a yellow armband requires Spherical resonance to destroy and a red armband requires Hexahedron resonance to destroy. For example, if the Witness's horizontal beam hand's armband shows it's Glyphbreaker a green armband, that player must stand in the attack zone of the Witness's sky-suspended hand's triangle attack to acquire Pyramidal resonance to destroy the horizontal beam-firing hand they read. Once that Guardian acquires the Pyramidal resonance needed to destroy that arm, they must return to the projected attack site of the horizontal hand and shoot the armband again, which should destroy the hand itself and give that player '''Glyphbreaker'''; they should do this as quickly as possible as to avoid accidentally picking up the attacking hand's resonance. It should be noted that the player will not lose the resonance and thus, it they do not remove it, they will die. To address it, that player must head to the circular, organic and light-charged platform in the center of the arena and shoot one of the glowing glyphs on the Witness to both cleanse themselves of the resonance and get closer to a damage phase. It should also be noted that if either an add clear member accidentally acquires resonance or if one of the Glyphbreakers accidentally picked up too much of the wrong resonance, they can also be cleansed through this method. | ||
During Glyphbreaking, however, one might find their hand glowing and hear a screaming in the distance after destroying it. This indicates that the Witness is now testing the fireteam, and will spawn a collection of large Pyramid spikes in front of it. If these spikes are not addressed or are destroyed the wrong way, the team will lose all ability to jump and will face a wave of energy that will instantly kill all on the ground. To deal with this test, players must remember what kind of attack glowed and attempt to make a similar shape from the spikes. For example, if the attacking hand that glowed was the Witness' hanging triangle attack, the team must try to make a triangle out of the spikes, or if the attacking hand that glowed was the one that created Resonant seekers, the team must try to make a circle (though it will look a lot more like a diamond) or if the hand was the beam, the team must try to make a square. If done quickly, the Witness will still try to unleash the wave of energy, but the team is free to jump and avoid the attack entirely. | During Glyphbreaking, however, one might find their hand glowing and hear a screaming in the distance after destroying it. This indicates that the Witness is now testing the fireteam, and will spawn a collection of large Pyramid spikes in front of it. If these spikes are not addressed or are destroyed the wrong way, the team will lose all ability to jump and will face a wave of energy that will instantly kill all on the ground. To deal with this test, players must remember what kind of attack glowed and attempt to make a similar shape from the spikes. For example, if the attacking hand that glowed was the Witness' hanging triangle attack, the team must try to make a triangle out of the spikes, or if the attacking hand that glowed was the one that created Resonant seekers, the team must try to make a circle (though it will look a lot more like a diamond) or if the hand was the beam, the team must try to make a square. If done quickly, the Witness will still try to unleash the wave of energy, but the team is free to jump and avoid the attack entirely. |