Editing Wrath of the Machine

From Destinypedia, the Destiny wiki

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

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

Latest revision Your text
Line 13: Line 13:
|place=[[Old Russia]], [[Earth]]
|place=[[Old Russia]], [[Earth]]
|objective= Find the [[Aksis, Archon Prime|source]] of the remaining [[SIVA]] infection and destroy it.
|objective= Find the [[Aksis, Archon Prime|source]] of the remaining [[SIVA]] infection and destroy it.
|factions=[[Devil Splicers]]
|races=[[Fallen]]
|nowalk=yes
}}
}}
{{quote|Where the Light ends, evolution begins.}}
{{quote|Where the Light ends, evolution begins.}}


'''Wrath of the Machine''' is the flagship [[Raid]] of the ''[[Rise of Iron]]'' expansion. It became playable on September 23, 2016, three days after the fourth expansion's release.
'''Wrath of the Machine''' is the flagship [[Raid]] of the ''[[Rise of Iron]]'' expansion. It became playable on September 23, 2016, three days after the fourth expansion's release. The [[Exotic|exotic]] [[Pulse rifle|pulse rifle]] [[Outbreak Prime]] can be acquired in the raid by finding and activating all of the monitors throughout the map. The recommended [[Light]] Level is 370.


After the destruction of the [[Replication Complex]], [[Guardians]] must bring a permanent end to the [[SIVA Crisis]] by killing the leader of the [[Devil Splicers]]:  [[Aksis, Archon Prime]].
The theme of the raid revolves around a guardian fireteam finally ending the [[SIVA]] infection by killing the leader of the [[Devil Splicers]]:  [[Aksis, Archon Prime]].
 
==Gameplay==
The [[Raid]] [[Exotic|exotic]] [[Pulse rifle|pulse rifle]] [[Outbreak Prime]] can be acquired by finding and activating all of the monitors throughout the map. The recommended [[Light]] Level is 370.


The Heroic Mode for Wrath of the Machine was released at 2PM PT on Tuesday, October 18, 2016. It features new mechanics that are meant to make the raid more challenging. The recommended [[Light]] Level is 380.
The Heroic Mode for Wrath of the Machine was released at 2PM PT on Tuesday, October 18, 2016. It features new mechanics that are meant to make the raid more challenging. The recommended [[Light]] Level is 380.
Line 47: Line 41:


===[[Foundry 113]]===
===[[Foundry 113]]===
[[File:Vosikattackl.jpg|thumb|300px|Vosik, the Archpriest]]
[[File:Vosikattackl.jpg|thumb|right|300px|Vosik, the Archpriest]]


You will spawn outside the giant transport sphere that serves as a gateway into the lair of the [[Devil Splicers]]. Almost immediately, you should notice a number of white pillars of energy jutting up from the ground. These are voltage charges, which you need to accumulate and deposit in one of the generators, of which there are three - one directly ahead of where you start, and two further back to the left and right. Upon picking up a charge, you will have 15 seconds to find and pick up another for a maximum of four, otherwise you will die instantly when the timer runs out after 15 seconds. You will respawn quickly, however, after 5 seconds or until someone else revives you. When someone deposits four charges in a generator, the boss, [[Vosik, the Archpriest]], will enter the field. He will attack you with an arm-mounted [[Scorch Cannon]] throughout the encounter, but do not focus on him for now.
You will spawn outside the giant transport sphere that serves as a gateway into the lair of the [[Devil Splicers]]. Almost immediately, you should notice a number of white pillars of energy jutting up from the ground. These are voltage charges, which you need to accumulate and deposit in one of the generators, of which there are three - one directly ahead of where you start, and two further back to the left and right. Upon picking up a charge, you will have 15 seconds to find and pick up another for a maximum of four, otherwise you will die instantly when the timer runs out after 15 seconds. You will respawn quickly, however, after 5 seconds or until someone else revives you. When someone deposits four charges in a generator, the boss, [[Vosik, the Archpriest]], will enter the field. He will attack you with an arm-mounted [[Scorch Cannon]] throughout the encounter, but do not focus on him for now.
Line 58: Line 52:


===[[Splicer's Den]]===
===[[Splicer's Den]]===
[[File:SplicerRise.jpg|thumb|300px|Vosik charges his attack]]
[[File:SplicerRise.jpg|thumb|right|300px|Vosik charges his attack]]


Upon entering this area, you will immediately come across a jumping puzzle. There are a number of platforms you can use to reach the door at the end - be wary, however. Like the Wretched Eye Strike, some of these platforms may give way beneath your feet, so keep on your toes. There are a couple of ways to the end, from using the platforms on the side and the overturned tank chassis to get to the end to climbing up to the rafters and jumping on from there, but the route is fairly straightforward. Just watch your jumps, stay alert for falling platforms and eliminate the light enemy resistance ahead, and you'll come to a red hallway that leads to a drop.
Upon entering this area, you will immediately come across a jumping puzzle. There are a number of platforms you can use to reach the door at the end - be wary, however. Like the Wretched Eye Strike, some of these platforms may give way beneath your feet, so keep on your toes. There are a couple of ways to the end, from using the platforms on the side and the overturned tank chassis to get to the end to climbing up to the rafters and jumping on from there, but the route is fairly straightforward. Just watch your jumps, stay alert for falling platforms and eliminate the light enemy resistance ahead, and you'll come to a red hallway that leads to a drop.
Line 66: Line 60:
You will come to a walkway terminating at a large platform, two lanes either side of it, and a wall festooned with multiple monitors at the far side of the room from where you enter, as well as two rooms each at the upper and lower right and left areas of the stage. Approaching the middle platform as well as stepping on the stage at the back near the monitors triggers the encounter, and [[Vosik, the Archpriest]] will warp in with his health and shield fully regenerated and will start laying down suppressing fire with his [[Scorch Cannon]]. Priority must be initially given to mob clearance, so separate into teams of two for each lane and take out as many [[Splicer Dreg]]s and [[Splicer Vandal]]s as you can. After a short time, a trio of [[SIVA]] Charges will drop from dispensers on the ceiling - much like the first encounter, one player from each team must pick up the charge and throw it Vosik to drain his shield. It is advised you do so simultaneously for increased damage.
You will come to a walkway terminating at a large platform, two lanes either side of it, and a wall festooned with multiple monitors at the far side of the room from where you enter, as well as two rooms each at the upper and lower right and left areas of the stage. Approaching the middle platform as well as stepping on the stage at the back near the monitors triggers the encounter, and [[Vosik, the Archpriest]] will warp in with his health and shield fully regenerated and will start laying down suppressing fire with his [[Scorch Cannon]]. Priority must be initially given to mob clearance, so separate into teams of two for each lane and take out as many [[Splicer Dreg]]s and [[Splicer Vandal]]s as you can. After a short time, a trio of [[SIVA]] Charges will drop from dispensers on the ceiling - much like the first encounter, one player from each team must pick up the charge and throw it Vosik to drain his shield. It is advised you do so simultaneously for increased damage.


[[File:VosikMonitors.jpg|thumb|300px|Vosik's monitors]]
[[File:VosikMonitors.jpg|thumb|right|300px|Vosik's monitors]]


After the initial shield damage phase, all focus must be placed on the wall of monitors. A screen will illuminate, and if it isn't destroyed within the next few seconds Vosik will trigger critical [[SIVA]] density, which will cause a wipe if you don't make it to a safe room in time, and which will greatly reduce the amount of potential damage you can do and use a safe room if you avoid dying regardless. Safe rooms are indicated by glowing orange light emanating from them, with there being a maximum of two safe rooms active after any damage phase. Safe rooms can be activated by shooting the glowing button on the right side of the doorway.  If you are left out of a safe room after Vosik begins his wipe mechanic, you will die. Calling out the location of the screen is imperative (left, center, or right). After it has been destroyed, clear enemies and wait for the second wave of charges, doing the same as before. Keep your eyes on the monitors after the charges have been thrown.
After the initial shield damage phase, all focus must be placed on the wall of monitors. A screen will illuminate, and if it isn't destroyed within the next few seconds Vosik will trigger critical [[SIVA]] density, which will cause a wipe if you don't make it to a safe room in time, and which will greatly reduce the amount of potential damage you can do and use a safe room if you avoid dying regardless. Safe rooms are indicated by glowing orange light emanating from them, with there being a maximum of two safe rooms active after any damage phase. Safe rooms can be activated by shooting the glowing button on the right side of the doorway.  If you are left out of a safe room after Vosik begins his wipe mechanic, you will die. Calling out the location of the screen is imperative (left, center, or right). After it has been destroyed, clear enemies and wait for the second wave of charges, doing the same as before. Keep your eyes on the monitors after the charges have been thrown.
Line 78: Line 72:


===[[Apex]]===
===[[Apex]]===
[[File:SeigeEngine2.jpg|thumb|300px|The Siege Engine]]
[[File:SeigeEngine2.jpg|thumb|right|300px|The Siege Engine]]


Upon exiting the [[Splicer's Den]], you will reach the top of the wall in which the [[Devil Splicers]] have holed up. Turning around once you get outside will reveal a giant [[Fallen]] assault battery lying immobile. Progress along the wall, being careful not to touch the sides as they are electrified and being wary of fires across the area. Clear the handful of [[Splicers]] present and reach the barrier on the opposite side.
Upon exiting the [[Splicer's Den]], you will reach the top of the wall in which the [[Devil Splicers]] have holed up. Turning around once you get outside will reveal a giant [[Fallen]] assault battery lying immobile. Progress along the wall, being careful not to touch the sides as they are electrified and being wary of fires across the area. Clear the handful of [[Splicers]] present and reach the barrier on the opposite side.


When the last of your team approaches the barricade on the other side of the wall, a short cutscene will play and the [[Siege Engine]] will activate and begin advancing towards you, laying down fire with its [[Arc]] siege turrets. To be touched by it brings about near-instantaneous death, so do not venture near it. At the same time, a massive horde of [[Splicer Dreg]]s and [[Splicer Vandal]]s will spawn crawling up from pits in the floor, while [[Splicer Skiff]]s in the air provide fire support. Be as far back as possible to avoid Skiff fire. Two or three members of the team should prioritize mob clearance using appropriate classes and builds, such as [[Sunbreaker]] [[Titan (class)|Titans]], [[Voidwalker]] [[Warlock]]s, and [[Nightstalker]] [[Hunter]]s. [[Sword]]s, especially [[Dark-Drinker]] due to its elemental match to the [[Void]] shields of [[Splicer Captain]]s and efficient add-clear ability, are also very effective choices for this encounter. You must also be careful of the gaps in the floor down which you can easily fall. The others, potentially bolstered by Weapons of Light, must focus on taking out the Siege Engine's turrets situated on either side of its head. When both turrets are destroyed, the head of the Engine will rip open, and more firepower must be applied to reveal the entrance. Once you have done sufficient damage, the Siege Engine will suffer a hull breach. The electrical field surrounding it will dissipate, and you must jump up onto the Engine itself to continue forward.
When the last of your team approaches the barricade on the other side of the wall, a short cutscene will play and the [[Siege Engine]] will activate and begin advancing towards you, laying down fire with its [[Arc]] siege turrets. To be touched by it brings about near-instantaneous death, so do not venture near it. At the same time, a massive horde of [[Splicer Dreg]]s and [[Splicer Vandal]]s will spawn crawling up from pits in the floor, while [[Splicer Skiff]]s in the air provide fire support. Be as far back as possible to avoid Skiff fire. Two or three members of the team should prioritize mob clearance using appropriate classes and builds, such as [[Sunbreaker]] [[Titan (class)]]s, [[Voidwalker]] [[Warlock]]s, and [[Nightstalker]] [[Hunter]]s. [[Sword]]s, especially [[Dark-Drinker]] due to its elemental match to the [[Void]] shields of [[Splicer Captain]]s and efficient add-clear ability, are also very effective choices for this encounter. You must also be careful of the gaps in the floor down which you can easily fall. The others, potentially bolstered by Weapons of Light, must focus on taking out the Siege Engine's turrets situated on either side of its head. When both turrets are destroyed, the head of the Engine will rip open, and more firepower must be applied to reveal the entrance. Once you have done sufficient damage, the Siege Engine will suffer a hull breach. The electrical field surrounding it will dissipate, and you must jump up onto the Engine itself to continue forward.


The Engine will knock the first barrier down - do not stand near the head when this happens, as the resulting explosion can potentially kill you if you are under leveled. You'll come across a [[Skiff]] in the distance, a handful of adds, and a winding set of passageways riddled with slowing mines. Dismantling these before the start of the next phase can greatly speed things up. Race to the [[Skiff]] while being wary of its guns and its own arc mines, and kill the regular enemies and the Splicer Captain below it. After doing so, the [[Skiff]] will drop three items, the Engine Block, Warhead and Driveshaft and then leave. These items are crucial - they are components of the Siege Engine that you must transport back to it in order to repair it and continue. If one of these items are lost or the timer expires, the [[Siege Engine]] will explode and wipe your team.  
The Engine will knock the first barrier down - do not stand near the head when this happens, as the resulting explosion can potentially kill you if you are under leveled. You'll come across a [[Skiff]] in the distance, a handful of adds, and a winding set of passageways riddled with slowing mines. Dismantling these before the start of the next phase can greatly speed things up. Race to the [[Skiff]] while being wary of its guns and its own arc mines, and kill the regular enemies and the Splicer Captain below it. After doing so, the [[Skiff]] will drop three items, the Engine Block, Warhead and Driveshaft and then leave. These items are crucial - they are components of the Siege Engine that you must transport back to it in order to repair it and continue. If one of these items are lost or the timer expires, the [[Siege Engine]] will explode and wipe your team.  
Line 88: Line 82:
Upon picking up one of the parts, you will receive the "Encumbered" debuff which lasts nine seconds that will greatly reduce your speed at the cost of you being able to carry the part around ([[Transversive Steps]], as well as other walk speed buffs, are of great benefit). After the timer has elapsed, you will then receive the "Exhausted" debuff, leaving you unable to carry a part for an additional nine seconds. The team must juggle the parts between fresh and exhausted players, calling out the parts they carry, while simultaneously being wary of more Skiffs jumping in, [[Splicer Captain]]s lining the way back that must be killed, and the mines. If at all possible, given room, one player should scout ahead and eliminate as many mines as possible in order to ensure that progress isn't slowed.
Upon picking up one of the parts, you will receive the "Encumbered" debuff which lasts nine seconds that will greatly reduce your speed at the cost of you being able to carry the part around ([[Transversive Steps]], as well as other walk speed buffs, are of great benefit). After the timer has elapsed, you will then receive the "Exhausted" debuff, leaving you unable to carry a part for an additional nine seconds. The team must juggle the parts between fresh and exhausted players, calling out the parts they carry, while simultaneously being wary of more Skiffs jumping in, [[Splicer Captain]]s lining the way back that must be killed, and the mines. If at all possible, given room, one player should scout ahead and eliminate as many mines as possible in order to ensure that progress isn't slowed.


[[File:SeigeEngineRaid.jpg|thumb|300px|Guardians battling the Siege Engine]]
[[File:SeigeEngineRaid.jpg|thumb|right|300px|Guardians battling the Siege Engine]]


However, there is something else to factor in - as you advance, a Skiff will warp in behind the Siege Engine and dispatch a small boarding party. Among this group of enemies is a unique Major named [[Meksis, Siege Engineer]]. It is risky to charge ahead past the other adds and try and kill him first, but if he is not eliminated before he reaches the bridge of the Siege Engine, he will lock it down, retracting the ramp you need to climb up to deliver the parts. If you receive a notification that he has locked down the Engine, have people with [[shotgun]]s, heavy weapons or active [[Super]]s race over to where he is in order to kill him as quickly as possible so the ramp can be lowered.
However, there is something else to factor in - as you advance, a Skiff will warp in behind the Siege Engine and dispatch a small boarding party. Among this group of enemies is a unique Major named [[Meksis, Siege Engineer]]. It is risky to charge ahead past the other adds and try and kill him first, but if he is not eliminated before he reaches the bridge of the Siege Engine, he will lock it down, retracting the ramp you need to climb up to deliver the parts. If you receive a notification that he has locked down the Engine, have people with [[shotgun]]s, heavy weapons or active [[Super]]s race over to where he is in order to kill him as quickly as possible so the ramp can be lowered.


As you do all of this, the [[Siege Engine]] is on a timer - failure to get at all of its parts in place before the timer runs out results in it detonating, wiping the team. The extension you are offered if you get a part in place just before the timer passes is brief, so try and get there as quickly as possible without hindrance. [[Gjallarhorn]]s, [[Dark-Drinker]]s and shotguns are effective at dispatching [[Captain]]s, and [[Shadowshot]], [[Stormtrance]] and Blessing of Light from a [[Titan (class)|Titans]] bubble help immensely here for mob clearance and increased survivability. Be careful of the pits interspersed throughout the field, however. If you end up dropping a piece of the Engine down a hole, the run is unsalvageable, and the Engine immediately detonates.
As you do all of this, the [[Siege Engine]] is on a timer - failure to get at all of its parts in place before the timer runs out results in it detonating, wiping the team. The extension you are offered if you get a part in place just before the timer passes is brief, so try and get there as quickly as possible without hindrance. [[Gjallarhorn]]s, [[Dark-Drinker]]s and shotguns are effective at dispatching [[Captain]]s, and [[Shadowshot]], [[Stormtrance]] and Blessing of Light from a [[Titan (class)]] bubble help immensely here for mob clearance and increased survivability. Be careful of the pits interspersed throughout the field, however. If you end up dropping a piece of the Engine down a hole, the run is unsalvageable, and the Engine immediately detonates.


Upon clearing the passageway and the adds, the parts must be placed. The Driveshaft goes in a receptacle to the right of where you climb up the ramp, the Warhead goes in a slot in the center, and the Engine Block goes in a port at the Engine's back right or back left from the perspective of players. Once you have all three parts in place, the [[Siege Engine]] will move again, and you must ride it through the second barrier as before. **The three pieces of the engine match the color of the slot they are assigned to**.
Upon clearing the passageway and the adds, the parts must be placed. The Driveshaft goes in a receptacle to the right of where you climb up the ramp, the Warhead goes in a slot in the center, and the Engine Block goes in a port at the Engine's back right or back left from the perspective of players. Once you have all three parts in place, the [[Siege Engine]] will move again, and you must ride it through the second barrier as before. **The three pieces of the engine match the color of the slot they are assigned to**.
Line 99: Line 93:


===[[Server Farm]]===
===[[Server Farm]]===
[[File:ServerFarm1.jpg|thumb|300px|The Server Farm]]
[[File:ServerFarm1.jpg|thumb|right|300px|The Server Farm]]


Upon entering The Server Farm players will have to navigate a maze-like [[SIVA]] containment area. Once you enter, the team will be assaulted by Devil Splicers and possibly [[Rahndel, the Perfected]], a [[SIVA]]-enhanced [[Fallen]] Vandal who has a very small chance of spawning. At first, the lights will be red; upon defeating the Splicers in the area the lights will turn blue, although engaging and defeating this group of enemies is not required in order to move to the next encounter. Players will then have to get out of the maze. The easiest way to do this is to simply hug the wall to the right immediately after entering the server farm, with the exit into the next room being all the way up the right-most wall. Two monitors can be found within this room as well. These monitors are only used to open the large [[SIVA]] capsule in the next room and do not need to be interacted with if players will not be solving the puzzle in order to open said capsule.
Upon entering The Server Farm players will have to navigate a maze-like [[SIVA]] containment area. Once you enter, the team will be assaulted by Devil Splicers and possibly [[Rahndel, the Perfected]], a [[SIVA]]-enhanced [[Fallen]] Vandal who has a very small chance of spawning. At first, the lights will be red; upon defeating the Splicers in the area the lights will turn blue, although engaging and defeating this group of enemies is not required in order to move to the next encounter. Players will then have to get out of the maze. The easiest way to do this is to simply hug the wall to the right immediately after entering the server farm, with the exit into the next room being all the way up the right-most wall. Two monitors can be found within this room as well. These monitors are only used to open the large [[SIVA]] capsule in the next room and do not need to be interacted with if players will not be solving the puzzle in order to open said capsule.
Line 115: Line 109:


===[[Perfection Complex]]===
===[[Perfection Complex]]===
[[File:AksisRaid2.jpg|thumb|300px|Aksis, Archon Prime emerges]]
[[File:AksisRaid2.jpg|thumb|right|300px|Aksis, Archon Prime emerges]]


Head down the outer walkway into the Perfection Complex, and jump down carefully. You will come to a nearly pitch black room, and the boss encounter will not commence until a player steps into the swirling cloud of [[SIVA]] mites just ahead. When you do, the room lights up, and the raid's final boss - [[Aksis, Archon Prime]] - is revealed.
Head down the outer walkway into the Perfection Complex, and jump down carefully. You will come to a nearly pitch black room, and the boss encounter will not commence until a player steps into the swirling cloud of [[SIVA]] mites just ahead. When you do, the room lights up, and the raid's final boss - [[Aksis, Archon Prime]] - is revealed.
Line 127: Line 121:
Throughout all phases the strategy remains the same, but in the third phase it is up to both cannon bearers and charge runners to call out the positions and elements of [[Servitors]] once the captains have been killed and their guns obtained. When all seven charges have hit the [[SIVA]] containment cores, [[Aksis]] seemingly dies and the encounter ends.
Throughout all phases the strategy remains the same, but in the third phase it is up to both cannon bearers and charge runners to call out the positions and elements of [[Servitors]] once the captains have been killed and their guns obtained. When all seven charges have hit the [[SIVA]] containment cores, [[Aksis]] seemingly dies and the encounter ends.


[[File:AksisRaid3.jpg|thumb|300px|Aksis battling the Guardians]]
[[File:AksisRaid3.jpg|thumb|right|300px|Aksis battling the Guardians]]


A chest will spawn in the middle of the room that can contain an artifact or a [[Ghost]] shell. The final encounter begins when players shoot the glowing red square on [[Aksis]]' chest. [[Aksis]] will detach from the wall and fuse his body with a set of mechanical legs, gaining both the ability to teleport and the ability to attack you directly with his own cannon which launches both regular [[Solar]] projectiles and clouds of [[SIVA]] mites that will damage players over time the longer they stand in them. There is a distinctive charging sound before each shot which gives you time to relocate. Be wary of where [[Aksis]] teleports to between the central, left and right platforms (Although the boss can only teleport to 4 different places around the arena, if the boss teleports to where a player is standing, that player dies. Shield yourself from his fire as best as you can, and dispatch the horde of [[Shank]]s that spawn. After a short while, [[Captain]]s will spawn in again, and just like the first phase, it's up to one player on each team to pick up the cannon and destroy the matching [[Servitor]].
A chest will spawn in the middle of the room that can contain an artifact or a [[Ghost]] shell. The final encounter begins when players shoot the glowing red square on [[Aksis]]' chest. [[Aksis]] will detach from the wall and fuse his body with a set of mechanical legs, gaining both the ability to teleport and the ability to attack you directly with his own cannon which launches both regular [[Solar]] projectiles and clouds of [[SIVA]] mites that will damage players over time the longer they stand in them. There is a distinctive charging sound before each shot which gives you time to relocate. Be wary of where [[Aksis]] teleports to between the central, left and right platforms (Although the boss can only teleport to 4 different places around the arena, if the boss teleports to where a player is standing, that player dies. Shield yourself from his fire as best as you can, and dispatch the horde of [[Shank]]s that spawn. After a short while, [[Captain]]s will spawn in again, and just like the first phase, it's up to one player on each team to pick up the cannon and destroy the matching [[Servitor]].
Line 133: Line 127:
However, here is where things deviate from the first stage - as the [[Captain]]s spawn, three random players will glow blue and receive an Empowered buff. The players with the Empowered buff cannot hold the cannons under a any circumstance, as the ''Charge Lockout'' debuff will cripple your chances of effectively taking down [[Aksis]]' shield and stunning him afterwards. As the assignment is random, players who receive the buff should call out Empowerment, and where you are - if there is more than one player empowered on a certain side, have them swap places to a side that needs them, replacing a player that isn't Empowered. While maintaining positions and clearing [[Shank]]s near the back on the right and left side, and hovering in between back middle and center middle for the center lane, the empowered players are to take the charges the Servitors drop and throw them at Aksis to destroy his shield. Meanwhile, the cannon bearers are to drop their cannons at the middle in front of the stairs. Upon this being done, Aksis will teleport to one of four areas in the room - back right, back left, back middle or center middle. The nearest empowered player has roughly five seconds to jump on top of Aksis' glowing back and stun him, done by holding '''square''' for Playstation players and '''X''' for Xbox players. This will leave him vulnerable and damage can be done. Empowerment also shifts with each stun and new players are affected - call out Empowerment, where you are, and if any Empowered players are needed on lanes that don't have them, move quickly. Note that this boss is technically a modified [[Fallen Walker]] tank, which means that each of his legs, his chest, and head all have separate hitboxes. Weapons such as [[Rocket Launcher]]s with cluster bombs, the [[Dark-Drinker]] [[Exotic]] [[Sword]], and [[Titan (class)]] Thermite grenades are capable of dealing exponentially more damage to [[Aksis, Archon Prime]] than weapons that can only deal damage to a single hitbox because they can hit multiple of them at a time.
However, here is where things deviate from the first stage - as the [[Captain]]s spawn, three random players will glow blue and receive an Empowered buff. The players with the Empowered buff cannot hold the cannons under a any circumstance, as the ''Charge Lockout'' debuff will cripple your chances of effectively taking down [[Aksis]]' shield and stunning him afterwards. As the assignment is random, players who receive the buff should call out Empowerment, and where you are - if there is more than one player empowered on a certain side, have them swap places to a side that needs them, replacing a player that isn't Empowered. While maintaining positions and clearing [[Shank]]s near the back on the right and left side, and hovering in between back middle and center middle for the center lane, the empowered players are to take the charges the Servitors drop and throw them at Aksis to destroy his shield. Meanwhile, the cannon bearers are to drop their cannons at the middle in front of the stairs. Upon this being done, Aksis will teleport to one of four areas in the room - back right, back left, back middle or center middle. The nearest empowered player has roughly five seconds to jump on top of Aksis' glowing back and stun him, done by holding '''square''' for Playstation players and '''X''' for Xbox players. This will leave him vulnerable and damage can be done. Empowerment also shifts with each stun and new players are affected - call out Empowerment, where you are, and if any Empowered players are needed on lanes that don't have them, move quickly. Note that this boss is technically a modified [[Fallen Walker]] tank, which means that each of his legs, his chest, and head all have separate hitboxes. Weapons such as [[Rocket Launcher]]s with cluster bombs, the [[Dark-Drinker]] [[Exotic]] [[Sword]], and [[Titan (class)]] Thermite grenades are capable of dealing exponentially more damage to [[Aksis, Archon Prime]] than weapons that can only deal damage to a single hitbox because they can hit multiple of them at a time.


[[File:Aksisattack.jpg|thumb|300px|Aksis attacks]]
[[File:Aksisattack.jpg|thumb|right|300px|Aksis attacks]]


[[Aksis]] will do this twice more, and players must maintain their positions, so they can stun him quickly. After the third stun, the longest damage phase begins. After the third phase elapses, [[Aksis]] will trigger critical [[SIVA]] density, which you must avoid by retreating to one of the pillars of light in the back of the room, of which there are four in total. It is imperative that you must all gather on the same platform, as each of them will disappear after being used. This means that the team can do no more than 5 damage phases.
[[Aksis]] will do this twice more, and players must maintain their positions, so they can stun him quickly. After the third stun, the longest damage phase begins. After the third phase elapses, [[Aksis]] will trigger critical [[SIVA]] density, which you must avoid by retreating to one of the pillars of light in the back of the room, of which there are four in total. It is imperative that you must all gather on the same platform, as each of them will disappear after being used. This means that the team can do no more than 5 damage phases.
Line 182: Line 176:


==Weapons==
==Weapons==
*'''[[Outbreak Prime]]''' - [[Exotic]] {{icon|Kinetic}} [[Pulse Rifle]] Available by completing a puzzle
*[[CHAOS DOGMA~]] ([[Scout rifle|Scout Rifle]])- Found in both Normal and Hard mode. Found after defeating Aksis phase 2.
*[[CHAOS DOGMA~]] - Legendary {{icon|Kinetic}} [[Scout Rifle]] Found in both Normal and Hard mode. Found after defeating Aksis phase 2.
*[[GENESIS CHAIN~]] ([[Auto rifle|Auto Rifle]])- Found in both Normal and Hard mode. Found after defeating Aksis phase 2
*[[GENESIS CHAIN~]] - Legendary {{icon|Kinetic}} [[Auto Rifle]] Found in both Normal and Hard mode. Found after defeating Aksis phase 2
*[[STEEL MEDULLA~]] ([[Pulse rifle|Pulse Rifle]])- Hard Mode exclusive. Found after defeating Aksis phase 2.
*[[STEEL MEDULLA~]] - Legendary {{icon|Kinetic}} [[Pulse Rifle]] Hard Mode exclusive. Found after defeating Aksis phase 2.
*[[FEVER AND REMEDY~]] ([[Hand cannon|Hand Cannon]])- Hard Mode exclusive. Found after defeating Aksis phase 2.
*[[FEVER AND REMEDY~]] - Legendary {{icon|Kinetic}} [[Hand Cannon]] Hard Mode exclusive. Found after defeating Aksis phase 2.
*[[EX MACHINA~]] ([[Sniper rifle|Sniper Rifle]])- Found in Hard mode after defeating Vosik phase 2.
*[[EX MACHINA~]] - Legendary {{icon|Void}} / {{icon|Solar}} / {{icon|Arc}}  [[Sniper Rifle]] Found in Hard mode after defeating Vosik phase 2.
*[[QUANTIPLASM~]] ([[Shotgun]])- Found in both Normal and Hard mode after defeating Vosik phase 2.
*[[QUANTIPLASM~]] - Legendary {{icon|Void}} / {{icon|Solar}} / {{icon|Arc}}  [[Shotgun]] Found in both Normal and Hard mode after defeating Vosik phase 2.
*[[ETHER NOVA~]] ([[Fusion rifle|Fusion Rifle]])- Found in both Normal and Hard mode after Vosik phase 2.
*[[ETHER NOVA~]] - Legendary {{icon|Void}} / {{icon|Solar}} / {{icon|Arc}}  [[Fusion Rifle]] Found in both Normal and Hard mode after Vosik phase 2.
*[[ZEAL VECTOR~]] ([[Sidearm]])- Hard Mode exclusive. Found after defeating Vosik phase 2.
*[[ZEAL VECTOR~]] - Legendary {{icon|Void}} / {{icon|Solar}} / {{icon|Arc}} [[Sidearm]] Hard Mode exclusive. Found after defeating Vosik phase 2.
*[[SOUND AND FURY~]] ([[Rocket launcher|Rocket Launcher]])- Found in both Normal and Hard mode.
*[[SOUND AND FURY~]] - Legendary {{icon|Void}} / {{icon|Solar}} / {{icon|Arc}} [[Rocket Launcher]] Found in both Normal and Hard mode.
*[[IF MATERIA~]] ([[Machine gun|Machine Gun]])- Hard Mode Exclusive. Found after defeating the [[Siege Engine]].
*[[IF MATERIA~]] - Legendary {{icon|Void}} / {{icon|Solar}} / {{icon|Arc}} [[Machine Gun]] Hard Mode Exclusive. Found after defeating the [[Siege Engine]].


==Trivia==
==Trivia==
Line 201: Line 194:
*Wrath of the Machine was the second and last [[Raid]] to feature modified versions of regular enemies, being [[SIVA]]-enhanced [[Fallen]]. The first being [[King's Fall]] with [[Taken]] [[Hive]].
*Wrath of the Machine was the second and last [[Raid]] to feature modified versions of regular enemies, being [[SIVA]]-enhanced [[Fallen]]. The first being [[King's Fall]] with [[Taken]] [[Hive]].
*[[SIVA]] weapons acquired from this [[Raid]] evolve their look as they are upgraded, gaining more of an "infected" look as the user unlocks perks. This type of weapon evolution is exclusive to this [[Raid]] and is not found anywhere else in either [[Destiny]] or [[Destiny 2]].
*[[SIVA]] weapons acquired from this [[Raid]] evolve their look as they are upgraded, gaining more of an "infected" look as the user unlocks perks. This type of weapon evolution is exclusive to this [[Raid]] and is not found anywhere else in either [[Destiny]] or [[Destiny 2]].
*Wrath of the Machine was the first ever Raid, and the only one in Destiny 1, to feature a cutscene inside the Raid.


==References==
==References==

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

Cancel Editing help (opens in new window)

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

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

Templates used on this page: