Forum:Fervent Mind, Sol Inherent: Difference between revisions
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|rank= [[Ultra]] | |rank= [[Ultra]] | ||
|class= [[Cyclops]] | |class= [[Cyclops]] | ||
|mission= [[Forum:Garden of Salvation (Reimagined)|Garden of Salvation (Reimagined]] | |mission= [[Forum:Garden of Salvation (Reimagined)|Garden of Salvation (Reimagined)]] | ||
|height= 24' | |height= 24' | ||
|weapon= [[Arc]] [[Slap Rifle|Rend Cannon]]s <br> [[Torch Hammer|Scatter Pulse]] <br> Purge Blast | |weapon= [[Arc]] [[Slap Rifle|Rend Cannon]]s <br> [[Torch Hammer|Scatter Pulse]] <br> Purge Blast | ||
|ability= Summon [[Vex]] <br> High Durability <br> Foresight <br> Inquisitor's Will <br> Summon [[Angelic]] <br> Summon [[Forum:Zealous Minds, Sol Inherent|Zealous Minds, Sol Inherent]] <br> Enlightened <br> Volatile Penitence <br> Charity's Lift <br> Summon Tethers <br> Gather Energies <br> Paganless Sanctuary <br> Absolution <br> Forfeit Paradise | |ability= Summon [[Vex]] <br> High Durability <br> Foresight <br> Summon Oversight Platforms <br> Inquisitor's Wrath <br> Inquisitor's Will <br> Summon [[Angelic]] <br> Summon [[Forum:Zealous Minds, Sol Inherent|Zealous Minds, Sol Inherent]] <br> Enlightened <br> Volatile Penitence <br> Charity's Lift <br> Summon Tethers <br> Gather Energies <br> Paganless Sanctuary <br> Absolution <br> Forfeit Paradise | ||
}} | }} | ||
The '''Fervent Mind, Sol Inherent''' is a [[Forum:Sol Inherent|Sol Inherent]] [[Cyclops]] seen as the overseer of the ''Shadow Greenhouse'' in the [[Black Garden]] and serves as the second boss and encounter of the [[Forum:Garden of Salvation (Reimagined)|Garden of Salvation (Reimagined]] [[Raid]]. | The '''Fervent Mind, Sol Inherent''' is a [[Forum:Sol Inherent|Sol Inherent]] [[Cyclops]] seen as the overseer of the ''Shadow Greenhouse'' in the [[Black Garden]] and serves as the second boss and encounter of the [[Forum:Garden of Salvation (Reimagined)|Garden of Salvation (Reimagined)]] [[Raid]]. | ||
==Overview== | ==Overview== | ||
==Gameplay== | ==Gameplay== | ||
Most important to the encounter is the Foresight buff which tells which panels on the [[Cyclops]]' head must be shot to properly end the damage phase and which energy tethers the boss will bind to to prevent the wipe and initiate the damage. However, the player with Foresight must quickly tell which plates and tethers must be targeted before the Fervent mind escapes its "meditation" and engages the team. For the panels, there are 3 panels on each of its 4 plates; a good way to remember the call-out is to read clockwise starting from its top left plate and see if the panels are either near the tip of the plate (1), the middle of the plate (2), or the brunt of the plate (3) and read it in | Most important to the encounter is the Foresight buff which tells which panels on the [[Cyclops]]' head must be shot to properly end the damage phase and which energy tethers the boss will bind to to prevent the wipe and initiate the damage. However, the player with Foresight must quickly tell which plates and tethers must be targeted before the Fervent mind escapes its "meditation" and engages the team. For the panels, there are 3 panels on each of its 4 plates; a good way to remember the call-out is to read clockwise starting from its top left plate and see if the panels are either near the tip of the plate (1), the middle of the plate (2), or the brunt of the plate (3) and read it in this fashion and in the clockwise order (for example either 1132, 2313, 3221, etc.). The other thing Foresight indicates is the energy the boss will gather on its two prongs when attempting to wipe the team, where the Voltaic Motes gathered from the patrolling [[Vex]] units are to be emptied into the spires on the upper floor by the ''Enlightened''. | ||
The encounter begins when a person enters the ''Foresight'' pool in front of the Fervent Mind, where the person has about 5 seconds to tell the panels that need to be shot and the energies that need to be gathered for a damage phase; once the boss gets into its attack stance, the pool dissipates. Now, the team should split across the arena; there are 3 platforms with 3 individual confluxes (where enemies can still sacrifice with the Volatile Penitence wipe ensuing) and the team should organize 3 teams of 2. [[Angelic]]s will occasionally spawn for the purpose of blocking the space between the platforms. Killing the barrier [[Angelic]] will open the way between, however, the Fervent Mind will create an ''Inquisitor's Will'' Barrier, so the teams should plan their travels between the platforms accordingly. To open the upper floor, which can only be accessed by ''Enlightened'' Players, one of the platforms should call out when they are ready to send a person up, for sending a person up decreases preparation phase time as well as gets another person for the crucial bit of the lift mechanic, and get the squad on the platform to make a pattern which shows up when the conflux's box is shot. Once the ''Enlightened'' person acquires an energetic charge from a [[Forum:Zealous Minds, Sol Inherent|Zealous Mind, Sol Inherent]], which only spawns once the starting platform's conflux is filled with either Dark or Light Motes (which is collected after the starting platform shoot a vent on the Fervent Mind, which spawns enemies coursing with the same energies as the vent) and spawns on the aforementioned platform. Once the conflux on the upper floor is filled, it becomes tied to the conflux underneath it, and, so, the once ''Enlightened'' person should guard the conflux, as well as the ''Enlightened'' person adjacent to them (the starting platform has no energetic conflux like the others, but does have a conflux to guard). | |||
Once enough time passes, the Fervent Mind will attempt to wipe the team with its ''Paganless Sanctuary'' attack as it is gathering energies. To prevent this, the confluxes on the upper floor must be chained to the boss' respective prong (if the call-out was said correctly, the prongs should be oriented to the similarly energized tethers), where 3 get its left prong and 3 get it's right. Once the ''Paganless Sanctuary'' wipe mechanic is halted, the players are teleported to the starting platform for damage. The eyes that originally covered its central eye will disappear, revealing a leaking Vex Core; the critical spot. Once open players should unload everything they have into the eye before they have to end the damage phase and prevent the ''Absolution'' attack. To end the damage phase, the team must remember the order of the panels called out earlier and shoot the correct ones, unless they want to be wiped by the ''Forfeit Paradise'' attack. Once completed, the boss should be briefly stunned, and a ''Foresight'' pool will spawn, where the team must rinse and repeat. | |||
Apart from all this, the Fervent Mind has three other, more common ways of attacking: using either the [[Arc]] [[Slap Rifle|Rend Cannon]]s or the [[Void]] [[Torch Hammer|Scatter Pulse]] launchers mounted on its prongs. The Rend Cannons can quickly strip a [[Guardian]] of their shields and tear their health asunder; however, only the lower platform players have to deal with this attack. The Scatter Pulse Launchers launch a scatter of highly explosive [[Void]] flechettes into the air before they come down like a mortar, though, only those on the upper platform have to bear and resist this attack. A third attack is the Purge Blast, which the Fervent Mind will fire if one of its vents is shot, where the Cyclops will launch a more volatile Eye Blast. As another method of attack, it will activate its ''Inquisitor's Wrath'' attack, where the Fervent Mind will energize the barriers between the platforms and spin them around the arena to migrate the opposing Guardians to another platform; if the Fervent Mind lost half of its health, the Mind will either speed up one end or stop one to either kill any slow Guardians or kill any who preemptively jumped on the lifts. At two-thirds of its health, it will spawn rotating platforms (only accessible by enemies through the ''Overseer's Scorn'' Debuff), where [[Line Rifle|sniper]] [[Hobgoblin]]s will spawn and harass the assailing Guardians. At a third of its health, [[Quantum Cyclops]]es will replace the [[Hobgoblin]]s. | |||
[[Category:Enemy fan fiction]] | |||
[[Category:Vex fan fiction]] |
Latest revision as of 11:48, October 29, 2024
Forums: Index → Fan Fiction → Fervent Mind, Sol Inherent |
Fervent Mind, Sol Inherent | |
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Biographical information | |
Species: |
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Faction: |
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Rank: |
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Class: |
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Height: |
24' |
Combat information | |
Mission: |
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Weapon(s): |
Arc Rend Cannons |
Abilities: |
Summon Vex |
The Fervent Mind, Sol Inherent is a Sol Inherent Cyclops seen as the overseer of the Shadow Greenhouse in the Black Garden and serves as the second boss and encounter of the Garden of Salvation (Reimagined) Raid.
Overview[edit]
Gameplay[edit]
Most important to the encounter is the Foresight buff which tells which panels on the Cyclops' head must be shot to properly end the damage phase and which energy tethers the boss will bind to to prevent the wipe and initiate the damage. However, the player with Foresight must quickly tell which plates and tethers must be targeted before the Fervent mind escapes its "meditation" and engages the team. For the panels, there are 3 panels on each of its 4 plates; a good way to remember the call-out is to read clockwise starting from its top left plate and see if the panels are either near the tip of the plate (1), the middle of the plate (2), or the brunt of the plate (3) and read it in this fashion and in the clockwise order (for example either 1132, 2313, 3221, etc.). The other thing Foresight indicates is the energy the boss will gather on its two prongs when attempting to wipe the team, where the Voltaic Motes gathered from the patrolling Vex units are to be emptied into the spires on the upper floor by the Enlightened.
The encounter begins when a person enters the Foresight pool in front of the Fervent Mind, where the person has about 5 seconds to tell the panels that need to be shot and the energies that need to be gathered for a damage phase; once the boss gets into its attack stance, the pool dissipates. Now, the team should split across the arena; there are 3 platforms with 3 individual confluxes (where enemies can still sacrifice with the Volatile Penitence wipe ensuing) and the team should organize 3 teams of 2. Angelics will occasionally spawn for the purpose of blocking the space between the platforms. Killing the barrier Angelic will open the way between, however, the Fervent Mind will create an Inquisitor's Will Barrier, so the teams should plan their travels between the platforms accordingly. To open the upper floor, which can only be accessed by Enlightened Players, one of the platforms should call out when they are ready to send a person up, for sending a person up decreases preparation phase time as well as gets another person for the crucial bit of the lift mechanic, and get the squad on the platform to make a pattern which shows up when the conflux's box is shot. Once the Enlightened person acquires an energetic charge from a Zealous Mind, Sol Inherent, which only spawns once the starting platform's conflux is filled with either Dark or Light Motes (which is collected after the starting platform shoot a vent on the Fervent Mind, which spawns enemies coursing with the same energies as the vent) and spawns on the aforementioned platform. Once the conflux on the upper floor is filled, it becomes tied to the conflux underneath it, and, so, the once Enlightened person should guard the conflux, as well as the Enlightened person adjacent to them (the starting platform has no energetic conflux like the others, but does have a conflux to guard).
Once enough time passes, the Fervent Mind will attempt to wipe the team with its Paganless Sanctuary attack as it is gathering energies. To prevent this, the confluxes on the upper floor must be chained to the boss' respective prong (if the call-out was said correctly, the prongs should be oriented to the similarly energized tethers), where 3 get its left prong and 3 get it's right. Once the Paganless Sanctuary wipe mechanic is halted, the players are teleported to the starting platform for damage. The eyes that originally covered its central eye will disappear, revealing a leaking Vex Core; the critical spot. Once open players should unload everything they have into the eye before they have to end the damage phase and prevent the Absolution attack. To end the damage phase, the team must remember the order of the panels called out earlier and shoot the correct ones, unless they want to be wiped by the Forfeit Paradise attack. Once completed, the boss should be briefly stunned, and a Foresight pool will spawn, where the team must rinse and repeat.
Apart from all this, the Fervent Mind has three other, more common ways of attacking: using either the Arc Rend Cannons or the Void Scatter Pulse launchers mounted on its prongs. The Rend Cannons can quickly strip a Guardian of their shields and tear their health asunder; however, only the lower platform players have to deal with this attack. The Scatter Pulse Launchers launch a scatter of highly explosive Void flechettes into the air before they come down like a mortar, though, only those on the upper platform have to bear and resist this attack. A third attack is the Purge Blast, which the Fervent Mind will fire if one of its vents is shot, where the Cyclops will launch a more volatile Eye Blast. As another method of attack, it will activate its Inquisitor's Wrath attack, where the Fervent Mind will energize the barriers between the platforms and spin them around the arena to migrate the opposing Guardians to another platform; if the Fervent Mind lost half of its health, the Mind will either speed up one end or stop one to either kill any slow Guardians or kill any who preemptively jumped on the lifts. At two-thirds of its health, it will spawn rotating platforms (only accessible by enemies through the Overseer's Scorn Debuff), where sniper Hobgoblins will spawn and harass the assailing Guardians. At a third of its health, Quantum Cyclopses will replace the Hobgoblins.