Scream of Xivu Arath: Difference between revisions

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|sectionBG=#637830
|sectionBG=#637830
|lineBG=#637830
|lineBG=#637830
|name= Ritualist of Xivu Arath  
|name= Scream of Xivu Arath  
|image= [[File:Scream of Xivu Arath.png|300px]]
|image= [[File:Scream of Xivu Arath.png|300px]]
|species= [[Hive]]
|species= [[Hive]]
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|class= [[Wizard]]
|class= [[Wizard]]
|mission=[[Barotrauma]]
|mission=[[Barotrauma]]
|ability= Summon Hive <br> Summon [[Taken]] <br> Darkness Blast <br> Poison Cloud <br> High Durability <br> Midair Levitation <br> Rapid Flight <br> [[Solar]] [[Absorption Shield]] <br> Drop Corrupted Coral
|ability= Summon Hive <br> Summon [[Taken]] <br> {{Icon|Arc}} Darkness Blast <br> {{Icon|Kinetic}} Cloud of Darkness <br> High Durability <br> Midair Levitation <br> Rapid Flight <br> {{Icon|Solar}}  [[Absorption Shield]] <br> Drop Corrupted Coral
}}
}}


'''Screams of Xivu Arath''' are powerful [[Hive]] [[Wizard]]s of [[Xivu Arath's Horde]]. They attempted to use [[Taken]]-infused coral in a ritual to Take the fugitive [[Worm]] [[Ahsa]], who they had trapped in the [[Hadal Sunken Shelf]]. [[The Coalition]] sent a large task force, led by [[The Guardian]], coordinated by the [[Drifter]] and featuring [[Zavala]], [[Saint-14]], [[Sloane]] and [[Saladin Forge]] with his [[Iron War Beast]]s, who managed to stop the Wizards and free Ahsa.
The '''Screams of Xivu Arath''' are powerful [[Hive]] [[Wizard]]s of [[Xivu Arath's Horde]]. They attempted to use [[Darkness]]-infused [[Egregore]] Coral in a ritual to [[Taken|Take]] the fugitive [[Worm]] [[Ahsa]], who they had trapped in the [[Hadal Sunken Shelf]]. [[The Coalition]] sent a large task force, led by [[The Guardian]], coordinated by the [[Drifter]] and featuring [[Zavala]], [[Saint-14]], [[Sloane]] and [[Saladin Forge]] with his [[Iron War Beast]]s, who managed to stop the Wizards and free Ahsa.


==Gameplay==
==Gameplay==
The Screams of Xivu Arath are the final bosses of the [[Barotrauma]] [[Mission]]. The three Wizards will hover over a ritual Hive circle protected by immunity shields, and one at a time will pause the ritual to confront the player. The Wizards fight much like other Wizard [[Ultra]]s, frequently casting Poison Clouds and bombarding the player with Darkness Blasts, and are also protected by [[Solar]] [[Absorption Shield]]s, though not very durable. The first Scream initially summons numerous Hive reinforcements and an [[Eye of Xivu Arath]], and continues calling forth [[Thrall]]s and [[Cursed Thrall]]s, resummoning this larger wave once it reaches half health. Upon the death of a Scream, it will drop a Corrupted Coral sphere, which must be deposited in a nearby machine to purify it. Picking up the Coral will prompt a [[Shrieker]] to appear, and depositing it will make the encounter progress, awakening another Scream. The second and third Screams will summon increasingly numerous and powerful foes, but the player will be joined by two [[Iron War Beast]]s led by [[Tuk'rin, Iron War Boss]] to help stem the final wave. Depositing the last Scream's Coral will prompt the enemies to despawn and end the mission.
The Screams of Xivu Arath are the final bosses of the [[Barotrauma]] [[Mission]]. The three Wizards will hover over a ritual Hive circle protected by immunity shields, and one at a time will pause the ritual to confront the player. The Wizards fight much like other Wizard [[Ultra]]s, frequently casting Clouds of Darkness and bombarding the player with Darkness Blasts, and are also protected by [[Solar]] [[Absorption Shield]]s, though not very durable. The first Scream initially summons numerous Hive reinforcements and an [[Eye of Xivu Arath]], and continues calling forth [[Thrall]]s and [[Cursed Thrall]]s, resummoning this larger wave once it reaches half health. Upon the death of a Scream, it will drop a Corrupted Coral sphere, which must be deposited in a nearby machine to purify it. Picking up the Coral will prompt a [[Shrieker]] to appear, and depositing it will make the encounter progress, awakening another Scream. The second and third Screams will summon increasingly numerous and powerful foes, but the player will be joined by two [[Iron War Beast]]s led by [[Tuk'rin, Iron War Boss]] to help stem the final wave. Depositing the last Scream's Coral will prompt the enemies to despawn and end the mission.


==Trivia==
==Trivia==
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<references/>
<references/>


{{Hive}}
{{Bosses|D2}}
{{Bosses|D2}}


[[Category:Enemies]]
[[Category:Enemies]]
[[Category:Hive]]
[[Category:Hive]]

Latest revision as of 04:50, August 26, 2023

Scream of Xivu Arath
Scream of Xivu Arath.png
Biographical information

Species:

Hive

Faction:

Xivu Arath's Horde

Rank:

Ultra

Class:

Wizard

Combat information

Mission:

Barotrauma

Abilities:

Summon Hive
Summon Taken
Arc Darkness Blast
Kinetic Cloud of Darkness
High Durability
Midair Levitation
Rapid Flight
Solar Absorption Shield
Drop Corrupted Coral

 

The Screams of Xivu Arath are powerful Hive Wizards of Xivu Arath's Horde. They attempted to use Darkness-infused Egregore Coral in a ritual to Take the fugitive Worm Ahsa, who they had trapped in the Hadal Sunken Shelf. The Coalition sent a large task force, led by The Guardian, coordinated by the Drifter and featuring Zavala, Saint-14, Sloane and Saladin Forge with his Iron War Beasts, who managed to stop the Wizards and free Ahsa.

Gameplay[edit]

The Screams of Xivu Arath are the final bosses of the Barotrauma Mission. The three Wizards will hover over a ritual Hive circle protected by immunity shields, and one at a time will pause the ritual to confront the player. The Wizards fight much like other Wizard Ultras, frequently casting Clouds of Darkness and bombarding the player with Darkness Blasts, and are also protected by Solar Absorption Shields, though not very durable. The first Scream initially summons numerous Hive reinforcements and an Eye of Xivu Arath, and continues calling forth Thralls and Cursed Thralls, resummoning this larger wave once it reaches half health. Upon the death of a Scream, it will drop a Corrupted Coral sphere, which must be deposited in a nearby machine to purify it. Picking up the Coral will prompt a Shrieker to appear, and depositing it will make the encounter progress, awakening another Scream. The second and third Screams will summon increasingly numerous and powerful foes, but the player will be joined by two Iron War Beasts led by Tuk'rin, Iron War Boss to help stem the final wave. Depositing the last Scream's Coral will prompt the enemies to despawn and end the mission.

Trivia[edit]

  • The shields of the Screams of Xivu Arath appear in a glitched state, around four times the size of a regular shield.

Gallery[edit]

List of appearances[edit]

References[edit]