Salvation's Edge: Difference between revisions

Tag: Mobile edit
Tag: Mobile edit
Line 42: Line 42:


===Herald of Finality===
===Herald of Finality===
Before starting the encounter the fireteam should divide themselves into three teams of two, each assigned to either the left, middle or right side; it is recommended that the most skilled of the fireteam be assigned to the left side considering it's difficulty regarding terrain. Once the teams have made it to their sides, they should destroy the blight in the middle of the arena, thus summoning the [[Herald of Finality]] into the fray. The team should immediately start eliminating the [[Ravenous Taken Knight]]s and [[Attendant]]s on their side and their respective Trammels: [[Trammel of Demise]] on left, [[Trammel of Conflict]] in middle and [[Trammel of Time]] on right. Once at least one of the Trammels are eliminated, the Herald of Finality will summon a player from each side to the center of the arena. Guardians can deal with this in one of two ways, either dealing with the Herald first, gaining the Stolen Favor they need to read immediately, but can be risky with little time to activate plates or dealing with plates first, having the resonances on standby, but having to deal with another Trammel. Either way, the teams have to deal with the circuit plates and answer the Herald in conflict.
Before starting the encounter the fireteam should divide themselves into three teams of two, each assigned to either the left, middle or right side; it is recommended that the most skilled of the fireteam be assigned to the left side considering it's difficulty regarding terrain. Once the teams have made it to their sides, they should destroy the blight in the middle of the arena, thus summoning the [[Herald of Finality]] into the fray and activating the Final Shape Looming wipe mechanic. The team should immediately start eliminating the [[Ravenous Taken Knight]]s and [[Attendant]]s on their side and their respective Trammels: [[Trammel of Demise]] on left, [[Trammel of Conflict]] in middle and [[Trammel of Time]] on right. Once at least one of the Trammels are eliminated, the Herald of Finality will summon a player from each side to the center of the arena. Guardians can deal with this in one of two ways, either dealing with the Herald first, gaining the Stolen Favor they need to read immediately, but can be risky with little time to activate plates or dealing with plates first, having the resonances on standby, but having to deal with another Trammel. Either way, the teams have to deal with the circuit plates and answer the Herald in conflict.


The players Called to Reckoning should enter the center part of the arena with the Herald and shoot the glowing spot on their head to try and gain the Stolen Favor buff instead. However, the team should notice that an orb of blight will spawn around the Herald and immediately negate all damage to the spot on the head. To remove it, the fireteam should look around the arena for blights that will have spawned around the sides of the arena and destroy them. Once so, the engaged team should focus fire on the critical spot and gain the Stolen Favor buff. Players in the center arena should also now notice a new Witness hand attack, this time, sprouting from the floor. Once it spirals, it will launch a barrage of Resonant Seekers that will target a circular area within the arena, and can burn away health nearly instantly, so players should avoid this attack whenever possible. Additionally, if the Called team is eliminated, the Herald will "celebrate your failure" and immediately invoke a wipe.
The players with the visible Called to Reckoning buff should enter the center part of the arena with the Herald and shoot the glowing spot on their head to try and gain the Stolen Favor buff. However, the team should notice that an orb of blight will spawn around the Herald and immediately negate all damage to the spot on the head. To remove it, the entire fireteam should look around the arena for blights that will have spawned around the sides of the arena and destroy them. Once so, the engaged team should focus fire on the critical spot and gain the Stolen Favor buff. Players in the center arena should also now notice a new Witness hand attack, this time, sprouting from the floor. Once it spirals, it will launch a barrage of Resonant Seekers that will target a circular area within the arena, and can burn away health nearly instantly, so players should avoid this attack whenever possible. Additionally, if the Called team is eliminated, the Herald will "celebrate your failure" and immediately invoke a wipe.


Once the Called Guardians have gained their Stolen Favor buff, they should immediately head to their side and read the conduit; now, a new mechanic is added to the circuits and conduits. Instead of just triangle, players should now notice a circular resonance spawning around their side. Additionally, the Guardian with stolen favor should also notice the center of the conduit contains either a glowing triangle or circle inside it; if the strategy has this player sending the charge instead of locking it in, they should call it out to the conduit player. If the wrong shaped resonance is deposited into the conduit, it will immediately invoke a wipe, so the Guardians should be picking up the correct shaped resonance. Players can pick up any resonance, but the last one picked up immediately overrides the last one picked up. For example, if the conduit needs a circle, the player locking it down can pick up two triangles, and finally pick up a circle, overriding the triangular resonance and replacing it with a circular resonance. All players should be collecting as much resonance as they can with the same principle as last time, extending the wipe timer for next phase. If a charge is lost, the players may either need to start again without much issue or have to deal with another trammel. Once all conduits are locked down, the players should head towards the vista of the arena, in the shadow of the Witness hand and deposit all their resonance into the chest that has spawned there. Once done, the timer should extend and the edges of the arena should glow, indicating that the Herald is damageable. Players should unleash all matter of attacks into the Herald while the boss itself is still vulnerable. Players should repeat this process until final stand, where the Herald will reset the timer to thirty seconds and summon all the Trammels within the arena; players should keep all focus on the Herald itself until it is hopefully eliminated within the narrow timeframe.
Once the Called Guardians have gained their Stolen Favor buff, they should immediately head to their side and read the conduit; now, a new mechanic is added to the circuits and conductors. Instead of just triangle, players should now notice a circular resonance spawning around their side. Additionally, the Guardian with stolen favor should also notice the center of the conductor contains either a glowing triangle or circle inside it; if a Guardian assigned to sending a charge was called to reckoning received this buff, they should either call it out to the conductor player or swap places with them. If the wrong shaped resonance is deposited into the conductor, it will immediately invoke a wipe, so the Guardians should be picking up the correct shaped resonance. Players can pick up any resonance, but the last one picked up immediately overrides the last one picked up. For example, if the conductor needs a circle, the player locking it down can pick up two triangles, and finally pick up a circle, overriding the triangular resonance and replacing it with a circular resonance. All players should be collecting as much resonance as they can with the same principle as last time, extending the wipe timer for next phase. If a charge is lost, the players may either need to start again without much issue or have to deal with another trammel. Once all conductors are locked down, the players should head towards the vista of the arena, in the shadow of the Witness hand and deposit all their resonance into the chest that has spawned there. Once done, the timer should extend and the edges of the arena should glow, indicating that the Herald is damageable. Players should unleash all matter of attacks into the Herald while the boss itself is still vulnerable. Players should repeat this process until final stand, where the Herald will reset the timer to thirty seconds and summon all the Trammels within the arena; players should keep all focus on the Herald itself until it is hopefully eliminated within the narrow timeframe.


===Repository===
===Repository===