Salvation's Edge: Difference between revisions

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→‎Trivia: Yes you do die as you go into the Guardian Down menu. There has been no other instance of the Guardian Down instance not meaning you're dead. For all intents and purposes, you are dead until your teammates reshape your death into life
(→‎Trivia: Yes you do die as you go into the Guardian Down menu. There has been no other instance of the Guardian Down instance not meaning you're dead. For all intents and purposes, you are dead until your teammates reshape your death into life)
 
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|prev= [[Root of Nightmares]] (Raid) <br> [[Hope (Exotic Mission)|Hope]] (Story)
|prev= [[Root of Nightmares]] {{c|Raid}} <br> [[Hope (Exotic Mission)|Hope]] {{c|Story}}
|next= TBA (Raid)<br>[[Excision]] (Story)
|next= TBA {{c|Raid}}<br>[[Excision]] {{c|Story}}
|game= ''[[Destiny 2]]''
|game= ''[[Destiny 2]]''
|name= Salvation's Edge
|name= Salvation's Edge
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'''Salvation's Edge''' is a [[Raid]] in Destiny 2, released in the ''[[The Final Shape|Final Shape]]'' expansion on June 7th, 2024. At the [[The Pale Heart|Pale Heart]] of the [[The Traveler|Traveler]], [[Guardian]]s must face oblivion in one epic confrontation with [[The Witness|the Witness]] and break its hold on the Traveler's Light before it imposes finite salvation in the [[Final Shape|final shape]] upon all existence.  
'''Salvation's Edge''' is a [[Raid]] in Destiny 2, released in the ''[[The Final Shape|Final Shape]]'' expansion on June 7th, 2024. At the [[The Pale Heart|Pale Heart]] of the [[The Traveler|Traveler]], [[Guardian]]s must face oblivion in one epic confrontation with [[The Witness|the Witness]] and break its hold on the Traveler's Light before it imposes finite salvation in the [[Final Shape|final shape]] upon all existence.  
==Objectives==
*'''Approach Finality'''
:''Discover a way into the monolith and stop the Witness.''
*'''Gain Access to the Monolith'''
:''Operate the inscrutable machinery to enter the monolith's core.''
*'''Enter the Monolith's Core'''
:''Find a way to ascend the monolith.''
*'''Defeat the Herald'''
:''Remove the Herald of Finality from your path.''
*'''Ascend the Monolith'''
:''Progress up the monolith and stop the Witness.''
*'''Carve A Path'''
:''Gain access to the Witness.''
*'''Ascend the Monolith'''
:''Continue to ascend the monolith.''
*'''See Beyond'''
:''Find a path to ascension.''
*'''Make Your Final Ascent'''
:''Climb to the summit and confront the Witness.''
*'''Stop the Final Shape'''
:''Free the Traveler's Light and thwart the Witness's plans.''


==Unique enemies==
==Unique enemies==
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Upon entering Verity, the fireteam should first see six statues, each accurately showing themselves and changing whenever a player either swaps gear or fashion. It is extremely important to have each player AND their [[Ghost]]s as distinct from one another as possible, as distinguishing players from one another is essential for the encounter ahead. Additionally, the team should see three glowing statues deeper into the room, each rapidly changing, in front of a "projector screen" constantly changing 2D shapes, from circle, square and triangle. Upon interaction with the glowing statues, the encounter will begin and the fireteam will be randomly divided and a wipe timer with three and a half minutes, called '''Imminent End''', will begin counting down.
Upon entering Verity, the fireteam should first see six statues, each accurately showing themselves and changing whenever a player either swaps gear or fashion. It is extremely important to have each player AND their [[Ghost]]s as distinct from one another as possible, as distinguishing players from one another is essential for the encounter ahead. Additionally, the team should see three glowing statues deeper into the room, each rapidly changing, in front of a "projector screen" constantly changing 2D shapes, from circle, square and triangle. Upon interaction with the glowing statues, the encounter will begin and the fireteam will be randomly divided and a wipe timer with three and a half minutes, called '''Imminent End''', will begin counting down.


While Verity is infamous for screening multiple fireteams during the raid race, the premise is quite simple: make sure the Guardians do not have the shape their statues are holding on the inside. The fireteam will be randomly divided in two, inside players and outside players. Inside players will be trapped in an alternate realm of the room by their lonesome while outside players will be together. Inside players will see their and two other players' statues on the inside holding a shape. Inside players should announce to the team, primarily to the Outside team, the order of the shapes from left to right facing the projector wall. The inside team should endeavor to remove the shape assigned to their statue. To do so, first, they can look at the projector wall, which will be fluxing between two shapes, which will either be a shape their statue is holding and another shape they don't, or two of the shapes their statue has. To remove any shapes from their room, they must eliminate [[Splintered Curator]]s that will spawn in the room. Once done, the knight will drop a shape that is being projected on their wall. The guardian can pick up this shape and deposit it on any of the statues except their own or a guardian they've already interacted with in a rotation. If a guardian receives a shape or loses one on the ground, a [[Revenant Ogre]] will spawn and will respawn the knights once eliminated. In order to escape the realm, the inside team needs two shapes that are not the ones their statues are holding to form a 3D object or a key to escape the realm by exiting through the glass wall behind them. Players should note the following buffs on their screen:
While Verity is infamous for screening multiple fireteams during the raid race, the premise is quite simple: make sure the Guardians do not have the shape their statues are holding on the inside. The fireteam will be randomly divided in two, inside players and outside players. Inside players will be trapped in an alternate realm of the room by their lonesome while outside players will be together. Inside players will see their and two other players' statues on the inside holding a shape. Inside players should announce to the team, primarily to the Outside team, the order of the shapes from left to right facing the projector wall. The inside team should endeavor to remove the shape assigned to their statue. To do so, first, they can look at the projector wall, which will be fluxing between two shapes, which will either be a shape their statue is holding and another shape they don't, or two of the shapes their statue has. To remove any shapes from their room, they must eliminate Hive Knights called [[Splintered Curator]]s that will spawn in the room. Once done, the knight will drop a shape that is being projected on their wall. The guardian can pick up this shape and deposit it on any of the statues except their own or a guardian they've already interacted with in a rotation. If a guardian receives a shape or loses one on the ground, a [[Revenant Ogre]] will spawn and will respawn the knights once eliminated. In order to escape the realm, the inside team needs two shapes that are not the ones their statues are holding to form a 3D object or a key to escape the realm by exiting through the glass wall behind them. Players should note the following buffs on their screen:


*'''Trigon''' -> Triangle
*'''Trigon''' -> Triangle
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*'''Conoid''' -> Cone (Circle + Triangle)
*'''Conoid''' -> Cone (Circle + Triangle)


A strategy to make inside team's shape depositing easier is to, first, have all of the shapes their statue is holding by keeping the symbol their statue is holding and give the other shape they have to the other guardian statue holding that very shape. For example, if the guardian is triangle, and they have a triangle and square, they should keep their triangle and give the square to the square statue, while the circle guardian, who already has their circle will give their triangle to the triangle guardian. Second is to then give the two similar shapes to the other two inside players so that the player no longer has their two same shapes and, ideally, by next round, have the two shapes their statue is not holding. Thus, on the second rotation, the triangle guardian should give their triangles to the other two guardians and the other two should give their pair of shapes to their peers. Finally, they should collect the two shapes to form the 3D key to finally escape the realm. Finally, triangle guardian should now have a 3D object that doesn’t have a triangle; thus they must create either a sphere, a cube, or a cylinder to escape. These player should not pick up more than two shapes until they are ready to escape the realm, else they will hold a 3D object containing the shape their statue is holding, making escape impossible. To form the 3D shape, the player simply needs to acquire both shapes at once without depositing one or the other.  
A strategy to make inside team's shape depositing easier is to, first, have all of the shapes their statue is holding by keeping the symbol their statue is holding and give the other shape they have to the other guardian statue holding that very shape. For example, if the guardian is triangle, and they have a triangle and square, they should keep their triangle and give the square to the square statue, while the circle guardian, who already has their circle will give their triangle to the triangle guardian. Second is to then give the two similar shapes to the other two inside players so that the player no longer has their two same shapes and, ideally, by next round, have the two shapes their statue is not holding. Thus, on the second rotation, the triangle guardian should give their triangles to the other two guardians and the other two should give their pair of shapes to their peers. Finally, they should collect the two shapes to form the 3D key to finally escape the realm. Finally, triangle guardian should now have a 3D object that doesn’t have a triangle; thus they must create either a cylinder, a prism, or a cone to escape. These players should not pick up more than two shapes until they are ready to escape the realm, else they will hold a 3D object containing the shape their statue is holding, making escape impossible. To form the 3D shape, the player simply needs to acquire both shapes at once without depositing one or the other.  


Once at least one of the inside teams have removed their designated shapes, however, the Witness will "notice the fireteam's progress", and freeze the inside team through '''Catatonic Decimation'''; however, this is not a true death. Upon this happening, the inside team will be frozen in place and see the Verity arena for what it truly is, a desiccated, tainted place, as well as the statues in the spawn, with three glowing pedestals, one of which containing one of their trapped peers. Outside team will notice the vacancies, as well as three of the trapped team's ghosts on the outside. The outside team must collect the Ghosts and head to spawn to aid the trapped team. The trapped guardians should spectate the outside team to guide them to the statues of their peers. Upon depositing the ghost to their respective Guardian, the player should be "revived" and can continue to engage through the encounter. If a ghost is deposited to the wrong guardian, that depositing player will be killed instantly.
Once at least one of the inside teams have removed their designated shapes, however, the Witness will "notice the fireteam's progress", and freeze the inside team through '''Catatonic Decimation'''; however, this is not a true death. Upon this happening, the inside team will be frozen in place and see the Verity arena for what it truly is, a desiccated, tainted place, as well as the statues in the spawn, with three glowing pedestals, one of which containing one of their trapped peers. Outside team will notice the vacancies, as well as three of the trapped team's ghosts on the outside. The outside team must collect the Ghosts and head to spawn to aid the trapped team. The trapped guardians should spectate the outside team to guide them to the statues of their peers. Upon depositing the ghost to their respective Guardian, the player should be "revived" and can continue to engage through the encounter. If a ghost is deposited to the wrong guardian, that depositing player will be killed instantly.
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During Glyphbreaking, however, one might find their hand glowing and hear a screaming in the distance after destroying it. This indicates that the Witness is now testing the fireteam, and will spawn a collection of large Pyramid spikes in front of it. If these spikes are not addressed or are destroyed the wrong way, the team will lose all ability to jump and will face a wave of energy that will instantly kill all on the ground. To deal with this test, players must remember what kind of attack glowed and attempt to make a similar shape from the spikes. For example, if the attacking hand that glowed was the Witness' hanging triangle attack, the team must try to make a triangle out of the spikes, or if the attacking hand that glowed was the one that created Resonant seekers, the team must try to make a circle (though it will look a lot more like a diamond) or if the hand was the beam, the team must try to make a square. If done quickly, the Witness will still try to unleash the wave of energy, but the team is free to jump and avoid the attack entirely.
During Glyphbreaking, however, one might find their hand glowing and hear a screaming in the distance after destroying it. This indicates that the Witness is now testing the fireteam, and will spawn a collection of large Pyramid spikes in front of it. If these spikes are not addressed or are destroyed the wrong way, the team will lose all ability to jump and will face a wave of energy that will instantly kill all on the ground. To deal with this test, players must remember what kind of attack glowed and attempt to make a similar shape from the spikes. For example, if the attacking hand that glowed was the Witness' hanging triangle attack, the team must try to make a triangle out of the spikes, or if the attacking hand that glowed was the one that created Resonant seekers, the team must try to make a circle (though it will look a lot more like a diamond) or if the hand was the beam, the team must try to make a square. If done quickly, the Witness will still try to unleash the wave of energy, but the team is free to jump and avoid the attack entirely.


Once all six of the Witness' glyphs are broken, the central, organic platform will rise and a glowing, writhing attack point will emerge in the Witness' chest, thus starting a damage phase. To better coordinate it, once the Witness has only one Glyph left and one of the Glyphbreakers has their buff, all members should converge on that central plate before the Glyph is destroyed; the fireteam should still be on the move on the plate so to avoid the Witness' hand attacks. Once damage phase has begun, the team can unload everything they can into the Witness. However, they should by no measure remain still, as the Witness will try to retaliate against its attackers, unleashing powerful blasts of resonance and waves of fatal energy on the floor. So while damaging the Witness, some of the fireteam should keep an eye out for the Witness hands and see where they are attacking. If a hand is moving to attack the front right corner of the plate, they should tell the team to fall back to the back left and vice versa once the pattern attacks back left. These callouts, then would be "Back left, front right, jump" The Witness will sometimes combine both resonant blast and ground attack on the second attack during a rotation, which is visible by the Witness glowing and pulling back for a second, so callout players should alert their peers to both move out of the way of the '''Wrathful Disarray''' and jump to avoid being  killed by the ground energy. After three pairs of attacks the Witness will pull back and slam down the central plate, ending the damage phase and either outright killing or sending remaining players flying, so players should leave beforehand. The Guardians will repeat this process until final stand is reached.
Once all six of the Witness' glyphs are broken, the central, organic platform will rise and a glowing, writhing attack point will emerge in the Witness' heart, thus starting a damage phase. To better coordinate it, once the Witness has only one Glyph left and one of the Glyphbreakers has their buff, all members should converge on that central plate before the Glyph is destroyed; the fireteam should still be on the move on the plate so to avoid the Witness' hand attacks. Once damage phase has begun, the team can unload everything they can into the Witness. However, they should be in no measure remain still, as the Witness will try to retaliate against its attackers, unleashing powerful blasts of resonance and waves of fatal energy on the floor. So while damaging the Witness, some of the fireteam should keep an eye out for the Witness’ hands and see where they are attacking. If a hand is moving to attack the front right corner of the plate, they should tell the team to fall back to the back left and vice versa once the pattern attacks back left. These callouts, then would be "Back left, front right, jump" The Witness will sometimes combine both resonant blast and ground attack on the second attack during a rotation, which is visible by the Witness glowing and pulling back for a second, so callout players should alert their peers to both move out of the way of the '''Wrathful Disarray''' and jump to avoid being  killed by the ground energy. After three pairs of attacks the Witness will pull back and slam down the central plate, ending the damage phase and either outright killing or sending remaining players flying, so players should leave beforehand. The Guardians will repeat this process until final stand is reached.


Once players reach final stand, the Witness will become temporarily immune as it recoils in pain and glares at the team menacingly. After which, the Witness glowing damage spot will reappear and it will attempt to expedite the deployment of the '''Final Shape''' wipe.  Players have almost no time to do damage here, no more then a single set of attacks, so players are advised to save their supers and burst damage weapons for this phase. After avoiding the Witness' attacks and greatly wounding it, the Witness will then retreat, one of it's arms will appear on the platform and the team will reap the rewards of finally completing Salvation's Edge.
Once players reach final stand, the Witness will become temporarily immune as it recoils in pain and glares at the team menacingly. After which, the Witness glowing damage spot will reappear and it will attempt to expedite the deployment of the '''Final Shape''' wipe.  Players have almost no time to do damage here, no more then a single set of attacks, so players are advised to save their supers and burst damage weapons for this phase. After avoiding the Witness' attacks and greatly wounding it, the Witness will then retreat, one of it's arms will appear on the platform and the team will reap the rewards of finally completing Salvation's Edge.
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===Raid Mod Puzzle===
===Raid Mod Puzzle===
Before players can solve the puzzle, they must have completed 5 of these 10 specific triumphs: Touch and Go, Changing Tactics, Singular Torment, Equal Distribution, Careful Calculation, Scenic Route, At Capacity, Balanced Diet, Varied Geometry, and/or Coordinated Efforts. Otherwise, the following text will be displayed when attempting to interact with a box where you would normally deposit resonance in the raid: "You are found lacking." Once those specific triumphs are completed, type in the order shown on column 3 from bottom to top into the text chat, but this time ignore the first, third, and fifth shapes shown in that column, as they are reserved for the secret deepsight puzzle. The fourth hidden conductor can be found underneath a pair of staircase; approaching the box will give you a prompt to unlock it and then the following text will be displayed once players interact with the box: "Energy flows into the architecture." Once again, players will know they have locked down the conductor with the correct type of resonance when the following text is displayed: "Energy flows deeper into the monolith…". Locking down the conductor with the incorrect type of resonance will have the following text displayed: "Energy retreats from your grasp…". After completing the first 2 encounters, the final hidden conductor can be found in the outside area where pillars of unstable resonance will flow into the floor and kill players that attempt to pass through them, but instead of jumping onto the ledges to the right, jump to the left towards a room separated by an impassable grate in the middle. Approach the box on the right side of the room to unlock it and complete the puzzle. Once both of the final 2 hidden conductors have been locked down with the correct type of resonance, a reward chest will spawn containing a mod that is only active while in the raid, an entry of the Rubicon lore book, and Spoils of Conquest once the final encounter is completed.
Before players can solve the puzzle, they must have completed 5 of these 10 specific triumphs: Touch and Go, Changing Tactics, Singular Torment, Equal Distribution, Careful Calculation, Scenic Route, At Capacity, Balanced Diet, Varied Geometry, and/or Coordinated Efforts. Otherwise, the following text will be displayed when attempting to interact with a box where you would normally deposit resonance in the raid: "You are found lacking." Once those specific triumphs are completed, type in the order shown on column 3 from bottom to top into the text chat, but this time ignore the first, third, and fifth shapes shown in that column, as they are reserved for the secret deepsight puzzle. The fourth hidden conductor can be found underneath a pair of staircases; approaching the box will give you a prompt to unlock it and then the following text will be displayed once players interact with the box: "Energy flows into the architecture." Once again, players will know they have locked down the conductor with the correct type of resonance when the following text is displayed: "Energy flows deeper into the monolith…". Locking down the conductor with the incorrect type of resonance will have the following text displayed: "Energy retreats from your grasp…". After completing the first 2 encounters, the final hidden conductor can be found in the outside area where pillars of unstable resonance will flow into the floor and kill players that attempt to pass through them, but instead of jumping onto the ledges to the right, jump to the left towards a room separated by an impassable grate in the middle. Approach the box on the right side of the room to unlock it and complete the puzzle. Once both of the final 2 hidden conductors have been locked down with the correct type of resonance, a reward chest will spawn containing a mod that is only active while in the raid, an entry of the Rubicon lore book, and Spoils of Conquest once the final encounter is completed.


==Rewards==
==Rewards==
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===Armor sets===
===Armor sets===
{| class="wikitable"
*[[Promised Reign Suit]] - [[Hunter]] Armor set
|-
*[[Promised Victory Suit]] - [[Warlock]] Armor set
! [[Promised Reign Suit]] (Hunter) !! [[Promised Victory Suit]] (Warlock) !! [[Promised Reunion Suit]] (Titan)
*[[Promised Reunion Suit]] - [[Titan (class)|Titan]] Armor set
|-
| [[Promised Reign Mask]] || [[Promised Victory Hood]]|| [[Promised Reunion Helm]]
|-
| [[Promised Reign Grips]] || [[Promised Victory Wraps]] || [[Promised Reunion Gauntlets]]
|-
| [[Promised Reign Vest]] || [[Promised Victory Robes]] || [[Promised Reunion Plate]]
|-
| [[Promised Reign Strides]] || [[Promised Victory Boots]] || [[Promised Reunion Greaves]]
|-
| [[Promised Reign Cloak]] || [[Promised Victory Bond]] || [[Promised Reunion Mark]]
|}


===Miscellaneous Equipment===
===Miscellaneous Equipment===
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*'''[[Timeless Bond]]''' - Exotic [[Ghost shell]]
*'''[[Timeless Bond]]''' - Exotic [[Ghost shell]]
*'''[[Emblem]]s''':
*'''[[Emblem]]s''':
**'''[[lightgg:2847579026|Edfication]]''' - Complete all encounters of the [[Raid]].
**'''[[lightgg:2847579026|Edification]]''' - Complete all encounters of the [[Raid]].
**'''[[lightgg:2847579025|Hunker Down]]''' - Complete all encounters of the [[Raid]] within the first 48 hours of release (June 7th - June 9th, 2024)
**'''[[lightgg:2847579025|Hunker Down]]''' - Complete all encounters of the [[Raid]] within the first 48 hours of release (June 7th - June 9th, 2024)
*'''[[Shader]]s''':
*'''[[Shader]]s''':
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==Trivia==
==Trivia==
*Salvation's Edge had the longest time to a first clear at 18 hours, 59 minutes, and 41 seconds beating out [[Last Wish]] by 10 minutes.
*Salvation's Edge had the longest time to a first clear at 18 hours, 59 minutes, and 41 seconds beating out [[Last Wish]] by 10 minutes.
**Salvation's Edge also had the lowest day one first clear rate out of any other raid in Destiny 2, with only 6 clears in the first 24 hours, beating out [[Last Wish]], which had 12 in the same timespan
**Salvation's Edge also had the longest single encounter clear time, with the [[Verity]] encounter alone taking 9 hours.
**Salvation's Edge also had the lowest day one first clear rate out of any other raid in Destiny 2, with only 1 clear in the first 24 hours, beating out Last Wish, which had 2 in the same timespan.
*The Raid includes nearly all enemy races, except for the [[Fallen]].
*The Raid includes nearly all enemy races, except for the [[Fallen]].
*During the raid, players have noticed 4 symbols from [[Vow of the Disciple]] through each of the encounters, the Give symbol is in a box where you dunk the resonance buffs to extend the looming timer before you wipe, and they can see the finalized statues of Rhulk, Nezarec, and Calus in the second encounter, and in the stairway to the final boss encounter, they also appeared in 6 columns by the stairs but their poses have their arms up like the Worship symbol as if they worshiping the [[Darkness]]. And finally, the Guardian's symbol is somewhat different, instead the arms down and being overshadowed by the Traveler, it has become overshadowed not just by the [[Ghost]], but also by the Witness. And considering the prophecy wall in Vow was missing the final symbol, it may be time for the Guardians to make their own fates.
*Despite the different types of [[Champions]] that were seen in the Raid itself, there were no [[Barrier Hobgoblin]]s, [[Unstoppable Taken Phalanx]]es, [[Barrier Colossus|Barrier Colossi]], [[Barrier Knight]]s, [[Overload Chieftain]]s  and [[Unstoppable Abomination]]s seen in the first, second third, fourth, fifth encounters on Master Mode.
*Salvation's Edge is the first raid where the final boss does not die, instead being killed in the [[Excision]] mission.
*Salvation's Edge is the first raid where the final boss does not die, instead being killed in the [[Excision]] mission.
**The Excision mission can be accessed from several locations in the Pale Heart, including at the end of the raid itself.
**The Excision mission can be accessed from several locations in the Pale Heart, including at the end of the raid itself.
*The Verity encounter is the only time in Destiny history where the death mechanic was mandatory.


==References==
==References==
<references/>
<references/>
[[Category:Raids]]
[[Category:Raids]]