Salvation's Edge: Difference between revisions

→‎Substratum: I believe it was actually called a conductor, now that I replayed it. Also gotta correct a couple of other little tidbits
Tag: Mobile edit
(→‎Substratum: I believe it was actually called a conductor, now that I replayed it. Also gotta correct a couple of other little tidbits)
Tag: Mobile edit
Line 39: Line 39:
The team should mainly always be split into two teams of three, as each team splits off into the freshly opened rooms. Players must enter them and kill all [[Sol Divisive]] [[Vex]] and even [[The Dread|Dread]] units on each side, although [[Hydra]] [[Keeper of the Monolith|Keepers of the Monolith]] and [[Overload Minotaur]]s known as the [[Devotee of the Witness|Devotees of the Witness]] should take priority if the chance is given. Be warned that each time the two doors are opened allowing exploration into the peripheral rooms, a swarm of [[Supplicant]]s will spawn, so rushing into rooms is highly advised against. Additionally, the spawned Witness hand from the ceiling should also be seen swirling into a manifold hand, as it is now casting a triangular Area of Effect attack that can instant kill low resilience players, so all Guardians should be on their toes to avoid this attack. Each time a Keeper is eliminated, a door progressing further into the side rooms is opened until the team encounters a Devotee of the Witness and eliminates them. Once so, all players are called to middle to eliminate an [[Ultra]] [[Tormentor]] called a [[Threshold Sentinel]]; as soon as players start converging on the main rooms and while the Tormentor is alive, the recently opened doors into the side rooms will close, either trapping players inside or crushing them in the doors themselves, so players are advised to enter the center room with haste. Once the Tormentor is eliminated, two more doors will open and players must repeat the process of clearing out the rooms.  
The team should mainly always be split into two teams of three, as each team splits off into the freshly opened rooms. Players must enter them and kill all [[Sol Divisive]] [[Vex]] and even [[The Dread|Dread]] units on each side, although [[Hydra]] [[Keeper of the Monolith|Keepers of the Monolith]] and [[Overload Minotaur]]s known as the [[Devotee of the Witness|Devotees of the Witness]] should take priority if the chance is given. Be warned that each time the two doors are opened allowing exploration into the peripheral rooms, a swarm of [[Supplicant]]s will spawn, so rushing into rooms is highly advised against. Additionally, the spawned Witness hand from the ceiling should also be seen swirling into a manifold hand, as it is now casting a triangular Area of Effect attack that can instant kill low resilience players, so all Guardians should be on their toes to avoid this attack. Each time a Keeper is eliminated, a door progressing further into the side rooms is opened until the team encounters a Devotee of the Witness and eliminates them. Once so, all players are called to middle to eliminate an [[Ultra]] [[Tormentor]] called a [[Threshold Sentinel]]; as soon as players start converging on the main rooms and while the Tormentor is alive, the recently opened doors into the side rooms will close, either trapping players inside or crushing them in the doors themselves, so players are advised to enter the center room with haste. Once the Tormentor is eliminated, two more doors will open and players must repeat the process of clearing out the rooms.  


However, while progressing through the rooms, the teams should notices a glowing plate on the ground and an obelisk shaped object in a connecting room with a glowing central piece. These are the main mechanic for this and the following two encounters: circuit plates and a conduit. As soon as the players have made their rounds and eliminated their second Threshold Sentinel, players are safe to begin bouncing the charges between the plates as soon as they are located. Once the glowing plate is stepped on, a glowing bolt of light should be seen traversing one of the orange lines connected between the rooms, heading towards the room with the powered conduit. Players in both rooms should be coordinating bouncing these charges to not only keep the charge on, but also spawn resonances in the plate rooms and the center. So, the two teams should also break down into two of the players dealing with the plates, one of which deals with the conduit itself, while the other one deals with add clear and also picking up resonances that will spawn in middle. To maintain the charge, plate players should step on their plates when they see the charge enter their plate or, more safely, wait to see when a rapidly shrinking circular aura spawns on it while the plate itself also glows. While waiting for the charge to bounce back to them, the plate players should be collecting the resonances that have spawned in their rooms while add clear should be picking up resonances in the center room when their sides don't need help dealing with reinforcements. It should be noted that Guardians can only hold a maximum of 3 resonances, any more and they will be killed instantly. Additionally, the stacks also have a timer that will also kill the wielder if the timer hits zero. While bouncing charges, teams of [[Goblin]]s and [[Weaver]]s should be spawning. While Goblins don't pose as much of a threat, Weavers should take priority as their {{Icon|Strand}} Transverse Weave ability can disrupt plate charges and stall time. If by any chance a charge is lost when a player doesn't step on their plate in time, a [[Subjugator]] will lock down the plates and conduits, and must be eliminated as quickly as possible. To lock down a conduit, the player in the room with it must gather their resonance, shoot the center of the conduit (it should start to generate a rippling resonant aura once done so) and then step on their plate when the charge enters it. Once done, the player should lose one of their resonance stacks while the entire conduit should close and glow brightly. However, once a conduit is closed, the resonances that spawned on their corresponding sides will despawn, so Guardians should have all the resonance the can gather from their rooms and the center. When both conduits are powered, the team should rendezvous in the center to eliminate the Vex and a Subjugator before a chest spawns. All players should start to gather around the chest to activate it as these chests are proximity activated, and only can be interacted with once everyone is around it. After a player with stacks of resonance interacts with it, they should lose the resonance entirely and the Final Shape Looming wipe timer should visibly increase back up again. All players should dunk their resonances to spare them of the after effects of the resonance itself and give them more time for another round, which should increase back to the  original timer of 4 minutes if done properly. Note that the Witness will continue to harry the team with the Resonant Gaze attack, which can also be troublesome once the team starts to deposit their resonances in the center chest. The players then repeat this process two more times until the enemies retreat and a staircase leading further into the monolith unfurls from the ceiling.
However, while progressing through the rooms, the teams should notices a glowing plate on the ground and an obelisk-shaped object in a connecting room with a glowing central piece. These are the main mechanic for this and the following two encounters: circuit plates and a [[Resonant Conductor]]. As soon as the players have made their rounds and eliminated their second Threshold Sentinel, players are safe to begin bouncing the charges between the plates as soon as they are located. Once the glowing plate is stepped on, a glowing bolt of light should be seen traversing one of the orange lines connected between the rooms, heading towards the room with the powered conduit. Players in both rooms should be coordinating bouncing these charges to not only keep the charge on, but also spawn resonances in the plate rooms and the center. So, the two teams should also break down into two of the players dealing with the plates, one of which deals with the conductor itself, while the other one deals with add clear and also picking up resonances that will spawn in middle. To maintain the charge, plate players should step on their plates when they see the charge enter their plate or, more safely, wait to see when a rapidly shrinking circular aura spawns on it while the plate itself also glows. While waiting for the charge to bounce back to them, the plate players should be collecting the resonances that have spawned in their rooms while add clear should be picking up resonances in the center room when their sides don't need help dealing with reinforcements. It should be noted that Guardians can only hold a maximum of 3 resonances, any more and they will be killed instantly. Additionally, the stacks also have a timer that will also kill the wielder if the timer hits zero. While bouncing charges, teams of [[Goblin]]s and [[Weaver]]s should be spawning. While Goblins don't pose as much of a threat, Weavers should take priority as their {{Icon|Strand}} Transverse Weave ability can disrupt plate charges and stall time. If by any chance a charge is lost when a player doesn't step on their plate in time, they can reset without a hitch once. If the players miss bouncing a charge again, a [[Subjugator]] will lock down the plates and conductors, and must be eliminated as quickly as possible. To lock down a conductor, the player in the room with it must gather their resonance, shoot the center of the device (it should start to generate a rippling resonant aura once done so) and then step on their plate when the charge enters it. Once done, the player should lose one of their resonance stacks while the entire conductor should close and glow brightly. However, once a conductor is closed, the resonances that spawned on their corresponding sides will despawn, so Guardians should have all the resonance they can gather from their rooms and the center before powering the conductors up.  
 
When both conductors are powered, the team should rendezvous in the center to eliminate the Vex and a Subjugator before a chest spawns. All players should start to gather around the chest to activate it as these chests are proximity activated, and only can be interacted with once everyone is around it. After a player with stacks of resonance interacts with it, they should lose the resonance entirely and the Final Shape Looming wipe timer should visibly increase back up again. All players should dunk their resonances to spare them of the after-effects of the resonance itself and give them more time for another round, which should increase back to the  original timer of 4+ minutes if done properly. Note that the Witness will continue to harry the team with the Resonant Gaze attack, which can also be troublesome once the team starts to deposit their resonances in the center chest. The players then repeat this process two more times until the enemies retreat and a staircase leading further into the monolith unfurls from the ceiling.


===Herald of Finality===
===Herald of Finality===