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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 its 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.
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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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. These callouts, then would be "Back left, front right, jump" 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 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 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.  Players have almost no time to do damage here, no more then a single set of attacks, so players are advised to save their supers and burst damage weapons for this phase. 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.
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.


===Secret Deepsight Puzzle===
===Secret Deepsight Puzzle===
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===Raid Mod Puzzle===
===Raid Mod Puzzle===
Before players can solve the puzzle, they must have completed 5 of these 10 specific triumphs: Touch and Go, Changing Tactics, Singular Torment, Equal Distribution, Careful Calculation, Scenic Route, At Capacity, Balanced Diet, Varied Geometry, and/or Coordinated Efforts. Otherwise, the following text will be displayed when attempting to interact with a box where you would normally deposit resonance in the raid: "You are found lacking." Once those specific triumphs are completed, type in the order shown on column 3 from bottom to top into the text chat, but this time ignore the first, third, and fifth shapes shown in that column, as they are reserved for the secret deepsight puzzle. The fourth hidden conductor can be found underneath a pair of staircase; approaching the box will give you a prompt to unlock it and then the following text will be displayed once players interact with the box: "Energy flows into the architecture." Once again, players will know they have locked down the conductor with the correct type of resonance when the following text is displayed: "Energy flows deeper into the monolith…". Locking down the conductor with the incorrect type of resonance will have the following text displayed: "Energy retreats from your grasp…". After completing the first 2 encounters, the final hidden conductor can be found in the outside area where pillars of unstable resonance will flow into the floor and kill players that attempt to pass through them, but instead of jumping onto the ledges to the right, jump to the left towards a room separated by an impassable grate in the middle. Approach the box on the right side of the room to unlock it and complete the puzzle. Once both of the final 2 hidden conductors have been locked down with the correct type of resonance, a reward chest will spawn containing a mod that is only active while in the raid, an entry of the Rubicon lore book, and Spoils of Conquest once the final encounter is completed.
Before players can solve the puzzle, they must have completed these specific triumphs: Touch and Go, Changing Tactics, Singular Torment, Equal Distribution, and Careful Calculation. Otherwise, the following text will be displayed when attempting to interact with a box where you would normally deposit resonance in the raid: "You are found lacking." Once those specific triumphs are completed, type in the order shown on column 3 from bottom to top into the text chat, but this time ignore the first, third, and fifth shapes shown in that column, as they are reserved for the secret deepsight puzzle. The fourth hidden conductor can be underneath pair of staircase; approaching the box will give you a prompt to unlock it and then the following text will be displayed once players interact with the box: "Energy flows into the architecture." Once again, players will know they have locked down the conductor with the correct type of resonance when the following text is displayed: "Energy flows deeper into the monolith…". Locking down the conductor with the incorrect type of resonance will have the following text displayed: "Energy retreats from your grasp…". After completing the first 2 encounters, the final hidden conductor can be found in the outside area where pillars of unstable resonance will flow into the floor and kill players that attempt to pass through them, but instead of jumping onto the ledges to the right, jump to the left towards a room separated by an impassable grate in the middle. Approach the box on the right side of the room to unlock it and complete the puzzle. Once both of the final 2 hidden conductors have been locked down with the correct type of resonance, a reward chest will spawn containing a mod that is only active while in the raid, an entry of the Rubicon lore book, and Spoils of Conquest once the final encounter is completed.


==Rewards==
==Rewards==
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===Miscellaneous Equipment===
===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: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)
**[[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]].
**[[lightgg:2412329837|Resonant Cellweave]] - Find both hidden chests within the [[Raid]].
**'''[[lightgg:2412329836|Diametric Crush]]''' - Complete all encounters in the "Salvation's Edge" raid without any member of your fireteam dying or returning to orbit.
*'''The Rubicon''' [[Lore]] book
*'''[[Lore:The Rubicon|The Rubicon]]''' [[Lore|lore book]]


==Transcript==
==Transcript==
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==Trivia==
==Trivia==
*Salvation's Edge had the longest time to a first clear at 18 hours, 59 minutes, and 41 seconds beating out [[Last Wish]] by 10 minutes.
*Salvation's Edge had the longest time to a first clear at 18 hours and 59 minutes, beating out [[Last Wish]] by 10 minutes.
**Salvation's Edge also had the lowest day one first clear rate out of any other raid in Destiny 2, with only 1 clear in the first 24 hours, beating out [[Last Wish]], which had 2 in the same timespan
**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
**The Excision mission can be accessed from several locations in the Pale Heart, including at the end of the raid itself.
**The Excision mission can be accessed from several locations in the Pale Heart, including at the end of the raid itself.


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