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{{new content|[[The Final Shape]]}} | |||
{{Level infobox | {{Level infobox | ||
|nameBG=black | |nameBG=black | ||
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|place= [[The Pale Heart]], [[The Traveler]] | |place= [[The Pale Heart]], [[The Traveler]] | ||
|objective= Assemble your [[fireteam]], ascend [[the Witness]]'s monolith, and confront oblivion. | |objective= Assemble your [[fireteam]], ascend [[the Witness]]'s monolith, and confront oblivion. | ||
|factions=[[The Dread]]<br>[[ | |factions=[[The Dread]]<br>[[Shadow Legion]]<br>[[Sol Divisive]]<br>[[Xivu Arath's Horde]] | ||
|races=[[ | |races=[[Cabal]]<br>[[Hive]]<br>[[Scorn]]<br>[[Taken]]<br>[[Vex]] | ||
}} | }} | ||
{{article quote|Free the [[Light]].}} | {{article quote|Free the [[Light]].}} | ||
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==Unique enemies== | ==Unique enemies== | ||
{{expand-section}} | |||
*[[Devotee of the Witness]] | *[[Devotee of the Witness]] | ||
*[[Keeper of the Monolith]] | *[[Keeper of the Monolith]] | ||
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===Herald of Finality=== | ===Herald of Finality=== | ||
Before starting the encounter the fireteam should divide themselves into three teams of two, each assigned to either the left, middle or right side; it is recommended that the most skilled of the fireteam be assigned to the left side considering | Before starting the encounter the fireteam should divide themselves into three teams of two, each assigned to either the left, middle or right side; it is recommended that the most skilled of the fireteam be assigned to the left side considering it's difficulty regarding terrain. Once the teams have made it to their sides, they should destroy the blight in the middle of the arena, thus summoning the [[Herald of Finality]] into the fray and activating the '''Final Shape Looming''' wipe mechanic. The team should immediately start eliminating the [[Ravenous Taken Knight]]s and [[Attendant]]s on their side and their respective Trammels: [[Trammel of Demise]] on left, [[Trammel of Conflict]] in middle and [[Trammel of Time]] on right. Once at least one of the Trammels are eliminated, the Herald of Finality will summon a player from each side to the center of the arena. Guardians can deal with this in one of two ways, either dealing with the Herald first, gaining the Stolen Favor they need to read immediately, but can be risky with little time to activate plates or dealing with plates first, having the resonances on standby, but having to deal with another Trammel. Either way, the teams have to deal with the circuit plates and answer the Herald in conflict. | ||
The players with the visible '''Called to Reckoning''' buff should enter the center part of the arena with the Herald and shoot the glowing spot on their head to try and gain the '''Stolen Favor''' buff. However, the team should notice that an orb of blight will spawn around the Herald and immediately negate all damage to the spot on the head. To remove it, the entire fireteam should look around the arena for blights that will have spawned around the sides of the arena and destroy them. Once so, the engaged team should focus fire on the critical spot and gain the '''Stolen Favor''' buff. Players in the center arena should also now notice a new Witness hand attack, this time, sprouting from the floor. Once it spirals, it will launch a barrage of Resonant Seekers that will target a circular area within the arena, and can burn away health nearly instantly, so players should avoid this attack whenever possible. Additionally, if the Called team is eliminated, the Herald will "celebrate your failure" and immediately invoke a wipe. | The players with the visible '''Called to Reckoning''' buff should enter the center part of the arena with the Herald and shoot the glowing spot on their head to try and gain the '''Stolen Favor''' buff. However, the team should notice that an orb of blight will spawn around the Herald and immediately negate all damage to the spot on the head. To remove it, the entire fireteam should look around the arena for blights that will have spawned around the sides of the arena and destroy them. Once so, the engaged team should focus fire on the critical spot and gain the '''Stolen Favor''' buff. Players in the center arena should also now notice a new Witness hand attack, this time, sprouting from the floor. Once it spirals, it will launch a barrage of Resonant Seekers that will target a circular area within the arena, and can burn away health nearly instantly, so players should avoid this attack whenever possible. Additionally, if the Called team is eliminated, the Herald will "celebrate your failure" and immediately invoke a wipe. | ||
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===Verity=== | ===Verity=== | ||
Upon entering Verity, the fireteam should first see six statues, each accurately showing themselves and changing whenever a player either swaps gear or fashion. It is extremely important to have each player AND their [[Ghost]]s as distinct from one another as possible, as distinguishing players from one another is essential for the encounter ahead. Additionally, the team should see three glowing statues deeper into the room, each rapidly changing, in front of a "projector screen" constantly changing | Upon entering Verity, the fireteam should first see six statues, each accurately showing themselves and changing whenever a player either swaps gear or fashion. It is extremely important to have each player AND their [[Ghost]]s as distinct from one another as possible, as distinguishing players from one another is essential for the encounter ahead. Additionally, the team should see three glowing statues deeper into the room, each rapidly changing, in front of a "projector screen" constantly changing shapes, from circle, square and triangle. Upon interaction with the glowing statues, the encounter will begin and the fireteam will be randomly divided and a wipe timer with three and a half minutes, called '''Imminent End''', will begin counting down. | ||
While Verity is infamous for screening multiple fireteams during the raid race, the premise is quite simple: make sure the Guardians do not have the shape their statues are holding on the inside. The fireteam will be randomly divided in two, inside players and outside players. Inside players will be trapped in an alternate realm of the room by their lonesome while outside players will be together. Inside players will see their and two other players' statues on the inside holding a shape. Inside players should announce to the team, primarily to the Outside team, the order of the shapes from left to right facing the projector wall. The inside team should endeavor to remove the shape assigned to their statue. To do so, first, they can look at the projector wall, which will be fluxing between two shapes, which will either be a shape their statue is holding and another shape they don't, or two of the shapes their statue has. To remove any shapes from their room, they must eliminate [[Splintered Curator]]s that will spawn in the room. Once done, the knight will drop a shape that is being projected on their wall. The guardian can pick up this shape and deposit it on any of the statues except their own or a guardian they've already interacted with in a rotation. If a guardian receives a shape or loses one on the ground, a [[Revenant Ogre]] will spawn and will respawn the knights once eliminated. In order to escape the realm, the inside team needs two shapes that are not the ones their statues are holding to form a | While Verity is infamous for screening multiple fireteams during the raid race, the premise is quite simple: make sure the Guardians do not have the shape their statues are holding on the inside. The fireteam will be randomly divided in two, inside players and outside players. Inside players will be trapped in an alternate realm of the room by their lonesome while outside players will be together. Inside players will see their and two other players' statues on the inside holding a shape. Inside players should announce to the team, primarily to the Outside team, the order of the shapes from left to right facing the projector wall. The inside team should endeavor to remove the shape assigned to their statue. To do so, first, they can look at the projector wall, which will be fluxing between two shapes, which will either be a shape their statue is holding and another shape they don't, or two of the shapes their statue has. To remove any shapes from their room, they must eliminate [[Splintered Curator]]s that will spawn in the room. Once done, the knight will drop a shape that is being projected on their wall. The guardian can pick up this shape and deposit it on any of the statues except their own or a guardian they've already interacted with in a rotation. If a guardian receives a shape or loses one on the ground, a [[Revenant Ogre]] will spawn and will respawn the knights once eliminated. In order to escape the realm, the inside team needs two shapes that are not the ones their statues are holding to form a 3d object or a key to escape the realm by exiting through the glass wall behind them. | ||
A strategy to make inside team's shape depositing easier is to, first, have all of the shapes their statue is holding by keeping the symbol their statue is holding and give the other shape they have to the other guardian statue holding that very shape. For example, if the guardian is triangle, and they have a triangle and square, they should keep their triangle and give the square to the square statue, while the circle guardian, who already has their circle will give their triangle to the triangle guardian. Second is to then give the two similar shapes to the other two inside players so that the player no longer has their two same shapes and, ideally, by next round, have the two shapes their statue is not holding. Thus, on the second rotation, the triangle guardian should give their triangles to the other two guardians and the other two should give their pair of shapes to their peers. Finally, they should collect the two shapes to form the 3d key to finally escape the realm. Finally, triangle guardian should now have a circle and a square, thus forming a cylindrical key to escape. These player should not pick up more than two shapes until they are ready to escape the realm, else they will hold a 3d object containing the shape their statue is holding, making escape impossible. To form the 3d shape, the player simply needs to acquire both shapes at once without depositing one or the other. | |||
Once at least one of the inside teams have removed their designated shapes, however, the Witness will "notice the fireteam's progress", and kill the inside team through '''Catatonic Decimation'''; however, this is not a true death. Upon this happening, the inside team will be frozen in place and see the Verity arena for what it truly is, a desiccated, tainted place, as well as the statues in the spawn, with three glowing pedestals, one of which containing one of their trapped peers. Outside team will notice the vacancies, as well as three of the trapped team's ghosts on the outside. The outside team must collect the Ghosts and head to spawn to aid the trapped team. The trapped guardians should spectate the outside team to guide them to the statues of their peers. Upon depositing the ghost to their respective Guardian, the player should be "revived" and can continue to engage through the encounter. If a ghost is deposited to the wrong guardian, that depositing player will be killed instantly. | |||
Meanwhile, outside team has the same goal of ensuring inside team statues are not holding the shape they are holding on the inside. However, instead of seeing a two dimensional object like inside team, they instead see 3d shapes in their hands. The goal remains the same and is quite easy when broken down. Unlike inside, who is merely giving shapes to one another, outside team is swapping shapes between statues. For example, if a guardian picks up a square and deposits it into a guardian holding a cylinder, and then picks up a triangle and deposits it into a guardian holding a prism, the square is transferred to the prism guardian and the triangle is transferred to the cylinder, changing the shapes to a cone and cube respectively. Thus, outside team must exercise a bit of logic to ensure the inside team can safely escape their realm to form shapes their trapped peers are not holding, which should be done within two dissections, if not three if all statues are holding 3d objects containing two of the shapes the inside is holding such as a sphere for circle, a pyramid for triangle and a cube for square. Unlike inside team, outside team have access to all shapes, but have to deal with two [[Unstoppable Ogre]]s after dealing with a dissection. | |||
For example, the inside team read their statues left to right, seeing that the order is triangle, circle and square in that order, while the outside compares that to the statues on the outside, which see that the order of objects is a cone, cylinder and prism. One of the guardians should eliminate the three knights to have access to all shapes, and begin logically moving shapes around. After picking up a triangle, for example, they should take that to the cone, because they know that the cone player should not have a triangle at the end of the rotation, and after picking up a square, they should take it to the player holding a prism, because they know they shouldn't have a square. Once the dissection is complete, the cone is changed to a cylinder and the prism into a pyramid. Now, the player should take the circle to the cylinder and should seek a triangle to swap with the pyramid, changing the two shapes into a prism and cone respectively. Outside player should now see insider statues holding a cylinder, prism and cone, which do not contain a triangle, circle and square in the 3d object respectively. | |||
For example, the inside team read their statues left to right, seeing that the order is triangle, circle and square in that order, while the outside compares that to the statues on the outside, which see that the order of objects is a cone, cylinder and prism. One of the guardians should eliminate the three knights to have access to all shapes, and begin logically moving shapes around. After picking up a triangle, for example, they should take that to the cone, because they know that the cone player should not have a triangle at the end of the rotation, and after picking up a square, they should take it to the player holding a prism, because they know they shouldn't have a square. Once the dissection is complete, the cone is changed to a cylinder and the prism into a pyramid. Now, the player should take the circle to the cylinder and should seek a triangle to swap with the pyramid, changing the two shapes into a prism and cone respectively. Outside player should now see insider statues holding a | |||
Once both teams have done their jobs correctly, inside team can escape the realm and converge with outside team in the real realm, and the '''Imminent End''' timer will temporarily vanish. Once the fireteam is reunited, they all must deal with an onslaught of [[Grim]], [[Thrall]] and Unstoppable Ogres. After chiefly eliminating Unstoppable Ogres and much of the attacking forces, all of the fireteam but one are afflicted with '''Catatonic Decimation''' and must be freed within the span of one minute or face the '''Imminent End''' wipe mechanic. Thus, the team should scatter as much as possible without being unreachable so that their ghosts can be easily traced back to their guardians and the Decimated players should coordinate with the survivor to allow their peers to be freed, reading the empty pedestals left to right to better organize freeing them all. Once the Ghosts are taken back to the correct statues and all players are freed from their Catatonic prisons, the wipe timer should dissipate and the team should repeat this process twice more until the arena shows its true corruption and the lift in the middle allows them progress further up the monolith. | Once both teams have done their jobs correctly, inside team can escape the realm and converge with outside team in the real realm, and the '''Imminent End''' timer will temporarily vanish. Once the fireteam is reunited, they all must deal with an onslaught of [[Grim]], [[Thrall]] and Unstoppable Ogres. After chiefly eliminating Unstoppable Ogres and much of the attacking forces, all of the fireteam but one are afflicted with '''Catatonic Decimation''' and must be freed within the span of one minute or face the '''Imminent End''' wipe mechanic. Thus, the team should scatter as much as possible without being unreachable so that their ghosts can be easily traced back to their guardians and the Decimated players should coordinate with the survivor to allow their peers to be freed, reading the empty pedestals left to right to better organize freeing them all. Once the Ghosts are taken back to the correct statues and all players are freed from their Catatonic prisons, the wipe timer should dissipate and the team should repeat this process twice more until the arena shows its true corruption and the lift in the middle allows them progress further up the monolith. | ||
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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. | ||
Once all six of the Witness' glyphs are broken, the central, organic platform will rise and a glowing, writhing attack point will emerge in the Witness' chest, thus starting a damage phase. To better coordinate it, once the Witness has only one Glyph left and one of the Glyphbreakers has their buff, all members should converge on that central plate before the Glyph is destroyed; the fireteam should still be on the move on the plate so to avoid the Witness' hand attacks. Once damage phase has begun, the team can unload everything they can into the Witness. However, they should by no measure remain still, as the Witness will try to retaliate against its attackers, unleashing powerful blasts of resonance and waves of fatal energy on the floor. So while damaging the Witness, some of the fireteam should keep an eye out for the Witness hands and see where they are attacking. If a hand is moving to attack the front right corner of the plate, they should tell the team to fall back to the back left and vice versa once the pattern attacks back left. | Once all six of the Witness' glyphs are broken, the central, organic platform will rise and a glowing, writhing attack point will emerge in the Witness' chest, thus starting a damage phase. To better coordinate it, once the Witness has only one Glyph left and one of the Glyphbreakers has their buff, all members should converge on that central plate before the Glyph is destroyed; the fireteam should still be on the move on the plate so to avoid the Witness' hand attacks. Once damage phase has begun, the team can unload everything they can into the Witness. However, they should by no measure remain still, as the Witness will try to retaliate against its attackers, unleashing powerful blasts of resonance and waves of fatal energy on the floor. So while damaging the Witness, some of the fireteam should keep an eye out for the Witness hands and see where they are attacking. If a hand is moving to attack the front right corner of the plate, they should tell the team to fall back to the back left and vice versa once the pattern attacks back left. The Witness will sometimes combine both resonant blast and ground attack on the second attack during a rotation, which is visible by the Witness glowing and pulling back for a second, so callout players should alert their peers to both move out of the way of the '''Wrathful Disarray''' and jump to avoid being fatally killed by the ground energy. After three pairs of attacks the Witness will pull back and slam down the central plate, ending the damage phase and either outright killing or sending remaining players flying, so players should leave beforehand. The Guardians will repeat this process until final stand is reached. | ||
Once players reach final stand, the Witness will become temporarily immune as it recoils in pain and glares at the team menacingly. After which, the Witness glowing damage spot will reappear and it will attempt to expedite the deployment of the '''Final Shape''' wipe, which it will do after around 15 seconds once its critical spot reappears. After avoiding the Witness' attacks and greatly wounding it, the Witness will then retreat, one of it's arms will appear on the platform and the team will reap the rewards of finally completing Salvation's Edge. | |||
=== | ===Red Border Chest=== | ||
==Rewards== | ==Rewards== | ||
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|} | |} | ||
===Miscellaneous | ===Miscellaneous=== | ||
*'''Raid Armor Mods''': | *'''Raid Armor Mods''': | ||
**Electrified Conductor - In "Salvation's Edge," receive a large amount of Special ammo when charging a conductor. | **Electrified Conductor - In "Salvation's Edge," receive a large amount of Special ammo when charging a conductor. | ||
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*'''[[Timeless Bond]]''' - Exotic [[Ghost shell]] | *'''[[Timeless Bond]]''' - Exotic [[Ghost shell]] | ||
*'''[[Emblem]]s''': | *'''[[Emblem]]s''': | ||
** | **[[lightgg:2847579026|Edfication]] - Complete all encounters of the [[Raid]]. | ||
** | **[[lightgg:2847579025|Hunker Down]] - Complete all encounters of the [[Raid]] within the first 48 hours of release (June 7th - June 9th, 2024) | ||
*'''[[Shader]]s''': | *'''[[Shader]]s''': | ||
** | **[[lightgg:2412329837|Resonant Cellweave]] - Find both hidden chests within the [[Raid]]. | ||
*'''The Rubicon''' [[Lore]] book | |||
*''' | |||
==Transcript== | ==Transcript== | ||
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==Trivia== | ==Trivia== | ||
*Salvation's Edge had the longest time to a first clear at 18 hours | *Salvation's Edge had the longest time to a first clear at 18 hours and 59 minutes, beating out [[Last Wish]] by 10 minutes. | ||
** | **Additionally, [[Hunker Down]], the emblem given to those who beat the raid within the first 48 hours of its release, is the rarest Challenge/Contest mode emblem ever, with only 3286 people having unlocked it <ref>https://emblem.report/2847579025</ref>. | ||
*The Raid includes nearly all enemy races, except for the [[Fallen]]. | *The Raid includes nearly all enemy races, except for the [[Fallen]]. | ||
*Salvation's Edge is the first raid where the final boss does not die, instead being killed in the [[Excision]] mission | *Salvation's Edge is the first raid where the final boss does not die, instead being killed in the [[Excision]] mission | ||
** | **This can be accessed from several locations in the Pale Heart, including at the end of the raid itself. | ||
==References== | ==References== | ||
<references/> | <references/> | ||
[[Category:Raids]] | [[Category:Raids]] |