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|prev= [[Deep Stone Crypt ( | |prev= [[Deep Stone Crypt (Raid)|Deep Stone Crypt]] | ||
|next= [[Root of Nightmares]] | |next= [[Root of Nightmares]] | ||
|game= ''[[Destiny 2]]'' | |game= ''[[Destiny 2]]'' | ||
|name= Vow of the Disciple | |name= Vow of the Disciple | ||
|image= | |image= | ||
[[File:Vow of the Disciple.jpg| | [[File:Vow of the Disciple.jpg|340px]] | ||
|player= 1-6 | |player= 1-6 | ||
|light= | |light= 1520 | ||
|place= [[ | |place= [[Savathûn's Throne World]] | ||
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}} | }} | ||
{{article quote|The disciple beckons...}} | {{article quote|The disciple beckons...}} | ||
'''Vow of the Disciple''' is a [[Raid]] in ''Destiny 2'', released in the ''[[Witch Queen]]'' expansion on March 5, 2022.<ref name="article 1">[https://kyberscorner.com/destiny2/vow-of-the-disciple/ Kyber's Corner - Destiny 2: Vow of the Disciple Raid]</ref> | '''Vow of the Disciple''' is a [[Raid]] in ''Destiny 2'', released in the ''[[Witch Queen]]'' expansion on March 5, 2022.<ref name="article 1">[https://kyberscorner.com/destiny2/vow-of-the-disciple/ Kyber's Corner - Destiny 2: Vow of the Disciple Raid]</ref> | ||
At a sunken [[Pyramid]] lying deep in the swamps of [[Savathûn's Throne World]], [[Guardian]]s must venture inward and | At a sunken [[Pyramid]] lying deep in the swamps of [[Savathûn's Throne World]], [[Guardian]]s must venture inward and confront the ancient [[Rhulk, Disciple of the Witness|Disciple]] imprisoned within; all before he threatens to seal the [[Light]] from the throne world with his [[Upended|doomsday machine]]. | ||
==Bosses== | ==Bosses== | ||
*[[The Caretaker]] | *[[The Caretaker]] | ||
*[[Rhulk, Disciple of the Witness]] | |||
*[[Rhulk, Disciple of the Witness]] | |||
==Walkthrough== | ==Walkthrough== | ||
===Entrance=== | ===Entrance=== | ||
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===Disciple's Bog=== | ===Disciple's Bog=== | ||
Guardians must get within close proximity of the payload to begin this section. The payload will advance towards the Pyramid, stopping at 6 different points. At each stop, waves of [[Scorn]] will begin spawning, including [[Knowledge Bearer]] [[Abomination]]s. Killing these Abominations will cause knowledge-granting [[Darkness]] shards to spawn in the area. Collect these (a maximum of 3 can be held) and bring them all back to the payload to allow it to advance again. While Knowledge Bearers live, anyone not within close proximity to the payload will receive stacks of | Guardians must get within close proximity of the payload to begin this section. The payload will advance towards the Pyramid, stopping at 6 different points. At each stop, waves of [[Scorn]] will begin spawning, including [[Knowledge Bearer]] [[Abomination]]s. Killing these Abominations will cause knowledge-granting [[Darkness]] shards to spawn in the area. Collect these (a maximum of 3 can be held) and bring them all back to the payload to allow it to advance again. While Knowledge Bearers live, anyone not within close proximity to the payload will receive stacks of [[Pervading Darkness]], progressively impeding their vision. Once these reach 10, the Guardian will die. | ||
There are 3 different | There are 3 different Darkness shard switches that can be shot during this segment to allow an optional [[chest]] to be opened. The first shard can be found nestled beneath the rocks and trees on the left hand side of the second stopping point for the payload. The second can be found at the end of the long path that is taken by the payload to reach the third stopping point. The final switch can be found beneath the bridge that the payload flies over, just after the fourth stopping point. This can be shot from the far side from the fourth stop. | ||
The reward chest can be found to the right of the fifth stopping point, inside a building above the swamp level. The door will only open once all 3 switches have been shot. | The reward chest can be found to the right of the fifth stopping point, inside a building above the swamp level. The door will only open once all 3 switches have been shot. | ||
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===Acquisition=== | ===Acquisition=== | ||
In this section, Guardians must defend 3 obelisks from Scorn attackers (various minor units, and [[Unstoppable Abomination]]s). Two Elite [[Lurker]]s named [[Abated Adherent]] will home in on the obelisk, firing upon it rather than the players, causing it to fill up with energy. Once any obelisk completely fills, a wipe will occur, killing all Guardians. | In this section, Guardians must defend 3 obelisks from Scorn attackers (various minor units, and [[Unstoppable Abomination]]s). Two Elite [[Lurker]]s named [[Abated Adherent]] will home in on the obelisk, firing upon it rather than the players, causing it to fill up with energy. Once any obelisk completely fills, a wipe will occur, killing all Guardians. | ||
To complete this section and open the way to continue, 3 specific symbols on each obelisk must be shot within a short period of time of each other. Knowing which to shoot is revealed via a specific process. The fireteam should split into 3 teams, 2 at each obelisk, with one nominated as the runner, the other as the defender. | To complete this section and open the way to continue, 3 specific symbols on each obelisk must be shot within a short period of time of each other. Knowing which to shoot is revealed via a specific process. The fireteam should split into 3 teams, 2 at each obelisk, with one nominated as the runner, the other as the defender. | ||
Directly across from each obelisk, there are columns of 3 panels that start out blank. When the encounter begins (by firing upon the | Directly across from each obelisk, there are columns of 3 panels that start out blank. When the encounter begins (by firing upon the Darkness switch found in the middle of the area), the top symbol will be revealed on one of these columns, showing either [[Traveler]] or Pyramid. This indicates the spawning point for a [[Disciple's Compass]] [[Taken Knight]]. The large central structures of the area will indicate which side is Traveler and which side is Pyramid, via the symbols found on them. Killing the Disciple's Compass will reveal the next symbol on the column that indicated its spawn point. | ||
The middle symbol will then reveal which room must be entered, of which there are 9 spread around the area. Each runner will have 3 rooms they handle, closest to their obelisk. The runner must enter the specified room to begin revealing the next symbol on the column. If the door of the room is not open, shoot the | The middle symbol will then reveal which room must be entered, of which there are 9 spread around the area. Each runner will have 3 rooms they handle, closest to their obelisk. The runner must enter the specified room to begin revealing the next symbol on the current concern column. If the door of the room is not open, shoot the Darkness switch to swap which side of the room has open doors, Traveler or Pyramid. | ||
Once inside, the runner will contend with a wave of [[Screeb]]s, and two [[Glyphkeeper]] [[Chieftain]]s, spawning on the "Light" and "Dark" side of the room. Depending upon the third symbol revealed on the column outside (light or dark), the runner should kill the corresponding Glyphkeeper, which will then reveal a symbol on its initial spawn point. This will be one of the symbols you have to shoot on an obelisk outside. Killing a Glyphkeeper will reset the level of energy in all obelisks around the room, providing more time to survive | Once inside, the runner will contend with a wave of [[Screeb]]s, and two [[Glyphkeeper]] [[Chieftain]]s, spawning on the "Light" and "Dark" side of the room. Depending upon the third symbol revealed on the column outside (light or dark), the runner should kill the corresponding Glyphkeeper, which will then reveal a symbol on its initial spawn point. This will be one of the symbols you have to shoot on an obelisk outside. Killing a Glyphkeeper will reset the level of energy in all obelisks around the room, providing more time to survive. | ||
Repeat this process of hunting the | Repeat this process of hunting the Knight via the revealed symbol, sending a runner to the specified room, calling out whether to kill the light or dark side Glyphkeeper, until you have 3 symbols. Once you know all 3, check which obelisk has all 3 of these symbols, and shoot them within a short period of time of one another. This will then "accept" your offering, to complete the first stage. If you are too slow to shoot the right symbols, your offering will be rejected, shuffling the symbols and causing the obelisk to fill up with energy. Try shooting the right symbols again to progress. | ||
Repeat this process until you have shot 3 symbols for each of the 3 obelisks, and you will succeed. | Repeat this process until you have shot 3 symbols for each of the 3 obelisks, and you will succeed. | ||
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===Collection=== | ===Collection=== | ||
The next encounter is against [[The Caretaker]]. For this fight, a recommended setup is to split into 3 teams of 2. One team will be the Symbol Team, another team will be the Stun Team, and the third team will be the Kill Team. To begin, shoot either of the | The next encounter is against [[The Caretaker]]. For this fight, a recommended setup is to split into 3 teams of 2. One team will be the Symbol Team, another team will be the Stun Team, and the third team will be the Kill Team. To begin, shoot either of the Darkness switches on the sides of the door opposite the obelisk. | ||
'''Symbol Team''': The Symbol Team's job is to enter the dark room across from the obelisk one at a time. The reason for the one at a time rule is that the door to the room will close after a short period, leaving the Guardian inside trapped. Shooting a switch outside will open the door again. The other team member should be keeping the door open at all times, while assisting the Kill Team | '''Symbol Team''': The Symbol Team's job is to enter the dark room across from the obelisk one at a time. The reason for the one at a time rule is that the door to the room will close after a short period, leaving the Guardian inside trapped. Shooting a switch outside will open the door again. The other team member should be keeping the door open at all times, while assisting the Kill Team | ||
Once inside, Pervading Darkness stacks will begin to accrue, of which 10 will kill the Guardian. Symbols can be found floating off the ground in the room, of which a Guardian can pick up a maximum of 3. The objective is for a Symbol Team member to race into the room, grab symbols, leave the room, and then shoot the corresponding symbols they picked up on the obelisk outside. Warning text in the bottom left corner will indicate when a Guardian can begin shooting their symbols to provide an "offering". Picking up only 2 symbols is advised, as it is easiest to be able to shoot 2 within the small timeframe you have to have your offering "accepted". Picking up 3 risks having each symbol be on a different face of the obelisk. You have a tough timeframe to rotate and shoot the right symbol on all 3 sides, in this instance. With only two symbols, you may have them both on one side, or can stand facing the edge shared by the two sides and shoot the symbols you have with ease. Failing to shoot the correct symbols in the granted timeframe | Once inside, Pervading Darkness stacks will begin to accrue, of which 10 will kill the Guardian. Symbols can be found floating off the ground in the room, of which a Guardian can pick up a maximum of 3. The objective is for a Symbol Team member to race into the room, grab symbols, leave the room, and then shoot the corresponding symbols they picked up on the obelisk outside. Warning text in the bottom left corner will indicate when a Guardian can begin shooting their symbols to provide an "offering". Picking up only 2 symbols is advised, as it is easiest to be able to shoot 2 within the small timeframe you have to have your offering "accepted". Picking up 3 risks having each symbol be on a different face of the triangular prism that makes up an obelisk. You have a tough timeframe to rotate and shoot the right symbol on all 3 sides, in this instance. With only two symbols, you may have them both on one side, or can stand facing the edge shared by the two sides and shoot the symbols you have with ease. Failing to shoot the correct symbols in the granted timeframe will cause your offering to be "rejected", meaning you lose any symbols you collected, returning them to the room. | ||
Be careful of your Pervading Darkness stacks when entering the room. Higher stack counts will limit your visibility, hampering your chances of navigating the room and obtaining symbols, and 10 will kill you. You may need to wait a short time outside for these stacks to tick down before going back inside. | Be careful of your Pervading Darkness stacks when entering the room. Higher stack counts will limit your visibility, hampering your chances of navigating the room and obtaining symbols, and 10 will kill you. You may need to wait a short time outside for these stacks to tick down before going back inside. | ||
Collecting, shooting and clearing all symbols from the | Collecting, shooting and clearing all symbols from the Obelisk will provide a warning message that the ritual is complete, indicating that the damage phase will soon begin. | ||
'''Stun Team''': The Stun Team's objective is to prevent | '''Stun Team''': The Stun Team's objective is to prevent The Caretaker from progressing to the obelisk, as once it reaches the obelisk, it will overflow the obelisk with energy, killing all raid fireteam members. One member should be nominated as the face side, the other member as the back side. The face side member should stick close to The Caretaker, which will force it to fixate on them. They should then shoot the face of The Caretaker when it glows, which will cause the coffin-like object on its back to open, exposing a weak point. The back side member should then shoot this weak point, which will cause The Caretaker to become stunned, falling to one knee. The face side member should always try to rotate The Caretaker so that it is walking backwards to the obelisk, which will allow the back side member to stun it easily, and also provide the ability for other Guardians to assist with shooting this if the back side member is unable to for any reason. As the face side member, be wary of stomps from The Caretaker. A well-timed melee attack will prevent you from being knocked away. | ||
'''Kill Team''': The Kill Team objective is to kill any and all enemies that spawn in the room. Abated Adherents will spawn again, aiming to shoot the obelisk to fill it with energy. These take priority over other enemies. Kill Team members should also help take care of the Darkness Scale drones that spawn from | '''Kill Team''': The Kill Team objective is to kill any and all enemies that spawn in the room. Abated Adherents will spawn again, aiming to shoot the obelisk to fill it with energy. These take priority over other enemies. Kill Team members should also help take care of the Darkness Scale drones that spawn from The Caretaker's back. Leaving these alive can heavily endanger the Stun Team, as they will turn into homing missiles when an unspecified mechanism is triggered. | ||
'''Damage Phase''': Once all 9 symbols on the obelisk have been shot and cleared, The Caretaker will no longer be stunnable, continuing its advance to the obelisk. 3 plates will surround the obelisk, which is where damage is performed. When | '''Damage Phase''': Once all 9 symbols on the obelisk have been shot and cleared, The Caretaker will no longer be stunnable, continuing its advance to the obelisk. 3 plates will surround the obelisk, which is where damage is performed. When The Caretaker reaches the obelisk, the plate from the side The Caretaker approached will glow, providing a Resonant Breakthrough buff to anyone standing on it. This allows damage to be done. After a set amount of time, the plate will de-power and the next one along will begin glowing. Move to this plate as a group and begin damage again. Once more, the plate will de-power and the final plate will glow. Move to this for your final chance to do damage for this floor. | ||
Once the boss has been damaged enough, or all 3 plates have been exhausted, | Once the boss has been damaged enough, or all 3 plates have been exhausted, The Caretaker will gain immunity and teleport away. Stairs will lower on both sides of the floor, allowing the fireteam to advance to the next. Repeat this process on 3 different floors to advance to the final stand floor, where the 3 plates will be in a row towards The Caretaker. The same mechanic to damage exists here, no obelisk to worry about. | ||
For skilled fireteams, it is possible to skip the third floor obelisk entirely. When damaging | For skilled fireteams, it is possible to skip the third floor obelisk entirely. When damaging The Caretaker per floor, on the second plate, be careful not to push its health to the end of its current segment. The reason for this is that the third damage plate provides a longer opportunity to damage The Caretaker than the first and second. If the fireteam pushes as much of its damage on the third plate, it's possible to push damage into The Caretaker's next health segment. Save your high damage supers ([[Moebius Quiver]], [[Nova Bomb]], Cuirass [[Thundercrash]]) for the third plate, in this instance. | ||
===Platforming=== | |||
Next comes a short platforming section. The route forward is rather clear, though has a mechanic to mix it up for Guardians. After reaching a large room with [[Taken]] and Scorn enemies, Guardians will spot a Darkness switch, similar to those seen in Acquisition and Collection. Shooting this switch will cause specific platforms to extend or retract in the next section of platforming. Therefore, leave behind a couple of Guardians and let the rest proceed to clear the platforming. Calling out to each other when to shoot and only firing upon it then will be important to help your teammates avoid falling to their death. Once a Guardian reaches the next room with spawning waves of Taken and Scorn, the previous platforms will "stabilise" and the switch is no longer required to make progress. | Next comes a short platforming section. The route forward is rather clear, though has a mechanic to mix it up for Guardians. After reaching a large room with [[Taken]] and Scorn enemies, Guardians will spot a Darkness switch, similar to those seen in Acquisition and Collection. Shooting this switch will cause specific platforms to extend or retract in the next section of platforming. Therefore, leave behind a couple of Guardians and let the rest proceed to clear the platforming. Calling out to each other when to shoot and only firing upon it then will be important to help your teammates avoid falling to their death. Once a Guardian reaches the next room with spawning waves of Taken and Scorn, the previous platforms will "stabilise" and the switch is no longer required to make progress. | ||
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===Exhibition=== | ===Exhibition=== | ||
'''Room 1''': After picking up the Shard, a Glyphkeeper Chieftain on the left, a [[Resonant Glyphkeeper]] Taken Phalanx on the right and a shielded [[Disciple's Hourglass]] Taken Knight will spawn in the room. Killing a Glyphkeeper will cause 3 symbols to appear in a column, in a fixed position on its side of the room. The Chieftain symbols can be read by anyone not holding a relic. The | The Exhibition encounter will start the fireteam off in a small room with a [[Resonant Shard]] to pick up. One Guardian must pick this up to start the encounter. When picked up, everyone will be given the Terminal Resonance debuff. It will have a countdown timer on it, which, when it reaches 0:00, will kill all Guardians. The aim of this encounter is to move as fast as possible to the next room to deposit relics to reset your timer, to allow progression. | ||
'''Room 1''': After picking up the Shard, a Glyphkeeper Chieftain on the left, a [[Resonant Glyphkeeper]] Taken Phalanx on the right and a shielded [[Disciple's Hourglass]] Taken Knight will spawn in the room. Killing a Glyphkeeper will cause 3 symbols to appear in a column, in a fixed position on its side of the room. The Chieftain symbols can be read by anyone not holding a relic. The Phalanx symbols can be read by anyone who is currently holding a relic. Kill both Glyphkeepers to learn which symbol is in common between the two columns that spawn. Shooting this symbol out of the 6 surrounding the locked door will cause it to open, allowing the fireteam to advance. | |||
To make it simple to identify which symbol is in common, one side should call out their symbols, and the other side should then determine which is in common and declare that to the fireteam. | To make it simple to identify which symbol is in common, one side should call out their symbols, and the other side should then determine which is in common and declare that to the fireteam. | ||
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For the Disciple's Hourglass, this Taken Knight allows the fireteam to reset the Terminal Resonance timer. The shield surrounding it can only be destroyed by firing the laser from the Shard at it. Once dead, it will reset the timer on Terminal Resonance to maximum. | For the Disciple's Hourglass, this Taken Knight allows the fireteam to reset the Terminal Resonance timer. The shield surrounding it can only be destroyed by firing the laser from the Shard at it. Once dead, it will reset the timer on Terminal Resonance to maximum. | ||
'''Room 2''': This next room will provide a deposit point for the Shard. Placing this will reset Terminal Resonance, and spawn the [[Aegis]] from the [[ | '''Room 2''': This next room will provide a deposit point for the Shard. Placing this will reset Terminal Resonance, and spawn the [[Aegis]] from the [[Vault of Glass]] raid on the other side of the room. 2 fireteam members must then pick up the Shard and the Aegis to continue. The Guardian that deposits the Shard will gain a debuff called Curbed Resonance, which will prevent them from picking up any relic for 30 seconds. | ||
The Aegis from Vault of Glass functions exactly the same as in that raid. Shielding with the Aegis, via the sword block button, will create a bubble around the holder. Standing inside this bubble will remove Pervading Darkness, which will now begin to accrue on fireteam members through the rest of Exhibition. The Aegis holder must be ready to cleanse Guardians with regularity to keep the fireteam alive. | The Aegis from Vault of Glass functions exactly the same as in that raid. Shielding with the Aegis, via the sword block button, will create a bubble around the holder. Standing inside this bubble will remove Pervading Darkness, which will now begin to accrue on fireteam members through the rest of Exhibition. The Aegis holder must be ready to cleanse Guardians with regularity to keep the fireteam alive. | ||
Advancing into the next room, the fireteam should split into two teams of three on each side. Various Scorn and Taken units will appear to harass the fireteam. Killing them will advance spawns of more enemies, and eventually a Glyphkeeper on each side. Killing these Glyphkeepers will spawn symbols, and the same identification process as in Room 1 must occur. Once the Glyphkeepers are dead, [[Overload Taken Hobgoblin]]s will spawn. These can be killed or ignored, as moving toward the next objective will render them unable to attack you. Keep moving towards the far end of the room. The Shard holder should kill the Disciple's Hourglass to reset Terminal Resonance. Keep killing enemies to spawn two more Glyphkeepers. Once dead, more symbols appear. Identify the shared symbol, and together with the symbol identified in the first set of Glyphkeepers for Room 2, shoot the two symbols at the door to open it and advance. Ensure you kill the next Disciple's | Advancing into the next room, the fireteam should split into two teams of three on each side. Various Scorn and Taken units will appear to harass the fireteam. Killing them will advance spawns of more enemies, and eventually a Glyphkeeper on each side. Killing these Glyphkeepers will spawn symbols, and the same identification process as in Room 1 must occur. Once the Glyphkeepers are dead, [[Overload Taken Hobgoblin]]s will spawn. These can be killed or ignored, as moving toward the next objective will render them unable to attack you. Keep moving towards the far end of the room. The Shard holder should kill the Disciple's Hourglass to reset Terminal Resonance. Keep killing enemies to spawn two more Glyphkeepers. Once dead, more symbols appear. Identify the shared symbol, and together with the symbol identified in the first set of Glyphkeepers for Room 2, shoot the two symbols at the door to open it and advance. Ensure you kill the next Disciple's Glyphkeeper before doing this, to give yourself some extra time. | ||
Be careful when rushing into the next room, as Screebs will spawn in a large group near the deposit points. Kill these from afar before moving forward. Have the Aegis holder deposit as soon as they can, but have the Shard holder keep it in their grasp. The reason for this is that the Aegis holder has 30 seconds of Curbed Resonance when depositing, being unable to grab a relic, and you should have enough time left on Terminal Resonance to let Curbed Resonance expire for them. This provides another person who can grab a relic in case of emergency or if the group identifies them as proficient with that relic. This is important for Room 4, but | Be careful when rushing into the next room, as Screebs will spawn in a large group near the deposit points. Kill these from afar before moving forward. Have the Aegis holder deposit as soon as they can, but have the Shard holder keep it in their grasp. The reason for this is that the Aegis holder has 30 seconds of Curbed Resonance when depositing, being unable to grab a relic, and you should have enough time left on Terminal Resonance to let Curbed Resonance expire for them. This provides another person who can grab a relic in case of emergency or if the group identifies them as proficient with that relic. This is important for Room 4, but first... | ||
'''Room 3''': Room 3 introduces another relic, this time, [[Taken Essence]] from the [[Last Wish]] raid. It functions the exact same as Last Wish. The intended usage for the Taken Essence here is for the holder to cleanse Taken [[blight]]s that will tether and protect enemies. Pushing the grenade button next to the blight will cleanse them. Two will spawn, one on left, one on right, for each set of Glyphkeepers. Cleansing both will be required to advance. | '''Room 3''': Room 3 introduces another relic, this time, [[Taken Essence]] from the [[Last Wish]] raid. It functions the exact same as Last Wish. The intended usage for the Taken Essence here is for the holder to cleanse Taken [[blight]]s that will tether and protect enemies. Pushing the grenade button next to the blight will cleanse them. Two will spawn, one on left, one on right, for each set of Glyphkeepers. Cleansing both will be required to advance. | ||
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Continue advancing as a crew, defeating Overload Taken Hobgoblins, Glyphkeepers and Scorn to identify the correct symbols for the next door. Speed is essential due to the timer you are on. Once you know the right symbols and have killed the last Disciple's Hourglass, shoot the symbols and pile in to the next room, being careful of the Screeb wave. Deposit the Aegis and the Taken Essence, wait for Curbed Resonance to expire, then deposit the Shard. | Continue advancing as a crew, defeating Overload Taken Hobgoblins, Glyphkeepers and Scorn to identify the correct symbols for the next door. Speed is essential due to the timer you are on. Once you know the right symbols and have killed the last Disciple's Hourglass, shoot the symbols and pile in to the next room, being careful of the Screeb wave. Deposit the Aegis and the Taken Essence, wait for Curbed Resonance to expire, then deposit the Shard. | ||
'''Room 4''': The final room, with no new mechanics or pick-ups required. The difficulty of this room is substantially increased due to the requirement for more platforming, as there is a large abyss to fall into that might doom your efforts. Enemies adore jumping between the platforms, so be extra careful not to get bodychecked by a Scorn in | '''Room 4''': The final room, with no new mechanics or pick-ups required. The difficulty of this room is substantially increased due to the requirement for more platforming, as there is a large abyss to fall into that might doom your efforts. Enemies adore jumping between the platforms, so be extra careful not to get bodychecked by a Scorn in mid-air, sending you down to the depths. Dropping a relic into the abyss will return it to the start of this section, so dropping one might prove to be fatal to your clear efforts, as you need to rush back to grab it then come back to perform your job. | ||
As before, split into two teams of three, advance to the small rooms on the left and right, cleansing blights, killing fodder and then Glyphkeepers. Once you identify the first symbol in common, gather up on a middle island to make it easier for the Aegis holder to perform a cleanse for everyone. | As before, split into two teams of three, advance to the small rooms on the left and right, cleansing blights, killing fodder and then Glyphkeepers. Once you identify the first symbol in common, gather up on a middle island to make it easier for the Aegis holder to perform a cleanse for everyone. | ||
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===Dominion=== | ===Dominion=== | ||
The final stage of Vow of the Disciple concerns the defeat of [[Rhulk, Disciple of the Witness]]. Initially, Guardians will notice a sarcophagus-like object floating at the top of stairs at the back of the area. Approaching this will "wake" Rhulk up, with dialogue playing and him projecting a force field out that will push Guardians back to the starting edge of the arena, where a rally flag can be placed. Be aware that adding any additional force (such as jumping) will accelerate the push from the force field, potentially sending the Guardian over the edge into the abyss below. This is important to remember for a later part of the fight. Allowing it to push you and not moving will mean the friction of your character landing will prevent you from going over the edge. | The final stage of Vow of the Disciple concerns the defeat of [[Rhulk, Disciple of the Witness]]. Initially, Guardians will notice a sarcophagus-like object floating at the top of stairs at the back of the area. Approaching this will "wake" Rhulk up, with dialogue playing and him projecting a force field out that will push Guardians back to the starting edge of the arena, where a rally flag can be placed. Be aware that adding any additional force (such as jumping) will accelerate the push from the force field, potentially sending the Guardian over the edge into the abyss below. This is important to remember for a later part of the fight. Allowing it to push you and not moving will mean the friction of your character landing will prevent you from going over the edge. | ||
Once pushed back, stepping up the first set of short stairs and approaching the force field will prompt Rhulk to summon his glaive, applying stacks of Pervading Darkness to all fireteam members. Shooting the glaive above his head will break it, providing a Leeching Force buff to the Guardian dealing the killing blow. It is advised that the Guardian breaking the Glaive use a long range weapon. It can take a few hits before breaking. Now comes the tactics, where you will need to assign specific roles to the fireteam. | Once pushed back, stepping up the first set of short stairs and approaching the force field will prompt Rhulk to summon his glaive, applying stacks of Pervading Darkness to all fireteam members. Shooting the glaive above his head will break it, providing a Leeching Force buff to the Guardian dealing the killing blow. It is advised that the Guardian breaking the Glaive use a long range weapon, such as a scout or pulse rifle, to make their job easier. It can take a few hits before breaking. Now comes the tactics, where you will need to assign specific roles to the fireteam. | ||
'''Swapper''': The role of Swapper is to ensure that at least one Guardian holds the Leeching Force buff at all times. If your fireteam loses this, Rhulk will re-summon his glaive and begin applying Pervading Darkness again. Repeating this 3 times will mean the glaive will become invincible, ensuring the fireteam will be wiped when Pervading Darkness stacks reach 10. | '''Swapper''': The role of Swapper is to ensure that at least one Guardian holds the Leeching Force buff at all times. If your fireteam loses this, Rhulk will re-summon his glaive and begin applying Pervading Darkness again. Repeating this 3 times will mean the glaive will become invincible, ensuring the fireteam will be wiped when Pervading Darkness stacks reach 10. | ||
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When this charge is complete, he will leave behind his glaive, floating. Shooting this until it breaks will once again grant Leeching Force to the Guardian delivering the killing blow, and leave behind a stack of symbols. Meanwhile, Rhulk will still be stalking after Guardians, aiming to kick them if he gets close enough. Guardians should stay away from him to prevent this, and to avoid delaying the next attack. This next attack will involve Rhulk charging up his beam of Darkness again, but this time it will emanate from him in an X\+ shape, indicated by four shapes forming around him during the charge-up animation. This will inflict heavy damage, quickly rack up stacks of Pervading Darkness, and will transform Leeching Force to Emanating Force once again. However, this attack is fairly easy to dodge if you're watching for it. The Guardian holding Leeching Force should aim to have this transformed into Emanating Force, with the rest of the fireteam advising them on which symbol was left behind by the glaive upon breaking it. The Emanating Guardian must then go to the pillar with the corresponding symbol and deposit their buff. | When this charge is complete, he will leave behind his glaive, floating. Shooting this until it breaks will once again grant Leeching Force to the Guardian delivering the killing blow, and leave behind a stack of symbols. Meanwhile, Rhulk will still be stalking after Guardians, aiming to kick them if he gets close enough. Guardians should stay away from him to prevent this, and to avoid delaying the next attack. This next attack will involve Rhulk charging up his beam of Darkness again, but this time it will emanate from him in an X\+ shape, indicated by four shapes forming around him during the charge-up animation. This will inflict heavy damage, quickly rack up stacks of Pervading Darkness, and will transform Leeching Force to Emanating Force once again. However, this attack is fairly easy to dodge if you're watching for it. The Guardian holding Leeching Force should aim to have this transformed into Emanating Force, with the rest of the fireteam advising them on which symbol was left behind by the glaive upon breaking it. The Emanating Guardian must then go to the pillar with the corresponding symbol and deposit their buff. | ||
Once Emanating Force is correctly deposited in this section, Rhulk will become temporarily stunned, exposing a weak point on his shoulders, then his hips, with each successive deposit. You need four deposits in total to expose them all, Rhulk repeating his previous glaive charge then beam attack once you deposit. Break these weak points by shooting at them to advance him towards the damage phase of the battle. Taking too long in this phase (about 90 seconds to 2 minutes) will result in Rhulk charging his barrier again, throwing all players off the Upended back to the start of the fight, and wasting an entire damage rotation | Once Emanating Force is correctly deposited in this section, Rhulk will become temporarily stunned, exposing a weak point on his shoulders, then his hips, with each successive deposit. You need four deposits in total to expose them all, Rhulk repeating his previous glaive charge then beam attack once you deposit. Break these weak points by shooting at them to advance him towards the damage phase of the battle. Taking too long in this phase(about 90 seconds to 2 minutes) will result in Rhulk charging his barrier again, throwing all players off the Upended back to the start of the fight, and wasting an entire damage rotation | ||
After all 4 are broken, Rhulk will enter an Enraged stage and will proceed to attack again. This is his unique damage phase, wherein he is mobile but damageable. He will summon his glaive and begin stalking after Guardians at increased speed, combining his teleport and beam attack into one as he attempts to kill you. The previous weak points the fireteam broke will function as crit spots, and so will his head. | After all 4 are broken, Rhulk will enter an Enraged stage and will proceed to attack again. This is his unique damage phase, wherein he is mobile but damageable. He will summon his glaive and begin stalking after Guardians at increased speed, combining his teleport and beam attack into one as he attempts to kill you. The previous weak points the fireteam broke will function as crit spots, and so will his head. Having a Guardian utilize the Exotic trace rifle Divinity is a highly recommended method to deal with Rhulk at this time, as the constant movement of the phase can make hitting accurate precision shots quite difficult. Also, the fireteam has three damage phases to defeat Rhulk. Failing to bring Rhulk to Final Stand in those three phases will result in Final Stand starting early, and requiring more damage to kill Rhulk in time. | ||
When enough time has passed of Rhulk being enraged, he will slam his glaive into the ground and begin charging up. This is your cue to begin running back to the very start of the first phase arena. After a set amount of time, Rhulk will summon a force field that will push any Guardian back. This can be an easy death sentence, as if you hit any objects on the way back, you can be killed. You may also get sent off the arena, if you are caught mid-jump by the force field. If you are unable to get to safety before the field is summoned, try to stick to the middle of the arena. This will mean no obstacles to splat off, and you have a good chance of stopping via basic floor friction when the force field stops pushing you. | When enough time has passed of Rhulk being enraged, he will slam his glaive into the ground and begin charging up. This is your cue to begin running back to the very start of the first phase arena. After a set amount of time, Rhulk will summon a force field that will push any Guardian back. This can be an easy death sentence, as if you hit any objects on the way back, you can be killed. You may also get sent off the arena, if you are caught mid-jump by the force field. If you are unable to get to safety before the field is summoned, try to stick to the middle of the arena. This will mean no obstacles to splat off, and you have a good chance of stopping via basic floor friction when the force field stops pushing you. | ||
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Once defeated, enjoy the unique death animation for Rhulk, and claim your loot from his glaive in the center. | Once defeated, enjoy the unique death animation for Rhulk, and claim your loot from his glaive in the center. | ||
==Master Mode== | ==Master Mode== | ||
As with other Master difficulty content, the recommended power level is 20 above the Pinnacle Cap. The '''Chaff''' (radar disabled) and '''Shielded Foes''' modifiers are applied. All Glyphkeepers and Resonant Glyphkeepers are changed to their respective [[Champion]] version, while the [[Ravenous Taken Vandal]]s in the Caretaker encounter become [[Overload Taken Hobgoblin]]s. In addition to the usual [[Solar]] [[Absorption Shield]]s of Taken Knights, (applied to the Disciple's Compass), uniquely all [[Wraith]]s will sport Solar shields and non-Champion [[Taken Hobgoblin]]s will sport [[Void]] shields. | As with other Master difficulty content, the recommended power level is 20 above the Pinnacle Cap. The '''Chaff''' (radar disabled) and '''Shielded Foes''' modifiers are applied. All Glyphkeepers and Resonant Glyphkeepers are changed to their respective [[Champion]] version, while the [[Ravenous Taken Vandal]]s in the Caretaker encounter become [[Overload Taken Hobgoblin]]s. In addition to the usual [[Solar]] [[Absorption Shield]]s of Taken Knights, (applied to the Disciple's Compass), uniquely all [[Wraith]]s will sport Solar shields and non-Champion [[Taken Hobgoblin]]s will sport [[Void]] shields. | ||
==Unique enemies== | |||
*[[Abated Adherent]] | |||
*[[Disciple's Centurion]] | |||
*[[Disciple's Compass]] | |||
*[[Disciple's Hourglass]] | |||
*[[Glyphkeeper]] | |||
*[[Knowledge Bearer]] | |||
*[[Resonant Glyphkeeper]] | |||
==Rewards== | ==Rewards== | ||
===Weapons=== | ===Weapons=== | ||
*'''[[Collective Obligation ]]''' | *'''[[Collective Obligation ]]''' - [[Exotic]] [[Pulse Rifle]]<ref name="weapons">[https://dotesports.com/destiny/news/all-vow-of-the-disciple-raid-weapons-in-destiny-2 All Vow of the Disciple raid weapons in Destiny 2]</ref> | ||
*[[Submission ]] | *[[Submission ]] - Legendary [[Submachine Gun]]<ref name="weapons" /> | ||
*[[Cataclysmic ]] | *[[Cataclysmic ]] - Legendary [[Linear Fusion Rifle]]<ref name="weapons" /> | ||
*[[Insidious ]] | *[[Insidious ]] - Legendary [[Pulse Rifle]]<ref name="weapons" /> | ||
*[[Forbearance]] | *[[Forbearance]] - Legendary [[Grenade Launcher]]<ref name="weapons" /> | ||
*[[Deliverance ]] | *[[Deliverance ]] - Legendary [[Fusion Rifle]]<ref name="weapons" /> | ||
*[[Lubrae's Ruin]] | *[[Lubrae's Ruin]] - Legendary [[Glaive]]<ref name="weapons" /> | ||
===Armor=== | |||
*[[Resonant Fury Suit (Hunter)]]<ref name="armor">[https://www.blueberries.gg/weapons/vow-of-the-disciple-loot-table/ Destiny 2 Vow of the Disciple Loot table: Raid Weapons & Armor]</ref> | |||
*[[Resonant Fury Suit (Titan)]]<ref name="armor" /> | |||
*[[Resonant Fury Suit (Warlock)]]<ref name = "armor" /> | |||
=== | ===Other rewards=== | ||
* | *[[Gouging Light]] [[Sparrow]] | ||
*[[Imperious Sun Shell]] | |||
* | |||
==Transcript== | ==Transcript== | ||
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**At the same time, it is also the second raid to have the final boss be a member of a race players don't normally face, with the Ahamkara, [[Riven]], from [[Last Wish]] being the first. | **At the same time, it is also the second raid to have the final boss be a member of a race players don't normally face, with the Ahamkara, [[Riven]], from [[Last Wish]] being the first. | ||
*This is the first raid to ever have two factions that are normally hostile towards each other, be allies. | *This is the first raid to ever have two factions that are normally hostile towards each other, be allies. | ||
*This raid features the largest variety of enemy races, having [[Hive]] at the entrance, Scorn and Taken throughout, and the final boss being a [[Lubraean]]. | |||
*While on the way to the third encounter of the raid, Guardians can find a prophecy wall in one of the rooms that reveal some clues of [[The Witness]]'s plans via the symbols encountered throughout the raid. When the symbols are put together, the prophecy reads as follows: "The [[Hive]] and the [[Scorn]] will love the Darkness and worship the Witness. The [[Black Fleet]] will enter [[Earth]] and stop the [[Guardians]]. The Witness will commune with the [[Traveler]] and drink the Light. Finally, the Witness will kill ____." The last symbol on the wall was destroyed by a crumbled pillar, so it is unclear what/who the Witness will kill. | *While on the way to the third encounter of the raid, Guardians can find a prophecy wall in one of the rooms that reveal some clues of [[The Witness]]'s plans via the symbols encountered throughout the raid. When the symbols are put together, the prophecy reads as follows: "The [[Hive]] and the [[Scorn]] will love the Darkness and worship the Witness. The [[Black Fleet]] will enter [[Earth]] and stop the [[Guardians]]. The Witness will commune with the [[Traveler]] and drink the Light. Finally, the Witness will kill ____." The last symbol on the wall was destroyed by a crumbled pillar, so it is unclear what/who the Witness will kill. | ||