Gofannon Forge: Difference between revisions

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=== Charge the Forge II ===
=== Charge the Forge II ===
Once 20 Batteries have been thrown at the Forge, the second phase starts with an initial timer of one minute. The hitbox of the Forge changes: the three arms open slightly, and only the glowing main body will accept Batteries. Initially, swarms of [[Shank|Overcharge Shanks]] will spawn around the map, casting an electric field around themselves which inflicts low, but constant damage and provides the Shock debuff. [[Tracer Shank|Phased Tracer Shanks]] will also spawn alongside the occasional [[Servitor]] and [[Vandal|Vandals]]. They will drop one Battery when killed. Major [[Heavy Shank|Phased Heavy Shanks]] will also spawn, which will drop two Batteries.  
Once 20 Batteries have been thrown at the Forge, the second phase starts with an initial timer of one minute. The hitbox of the Forge changes: the three arms open slightly, and only the glowing main body will accept Batteries. Initially, swarms of [[Overcharge Shank]]s will spawn around the map, casting an electric field around themselves which inflicts low, but constant damage and provides the Shock debuff. [[Tracer Shank|Phased Tracer Shanks]] will also spawn alongside the occasional [[Servitor]] and [[Vandal|Vandals]]. They will drop one Battery when killed. Major [[Heavy Shank|Phased Heavy Shanks]] will also spawn, which will drop two Batteries.  


It is efficient to initially have the [[Fireteam]] spread out to watch the spawning of the first wave of Overcharge Shanks and quickly destroy them as the Shock debuff forbids the use of secondary jump abilities and sprinting. Health recovery may be strongly impacted due to the high damage output of the Tracer and the disruption of Overcharge Shanks, so methods of quickly restoring health are advisable. The high number of enemies without critical damage spots for this phase will make weapon types such as [[Submachine gun|submachine guns]] and [[Shotgun|shotguns]] preferable.
It is efficient to initially have the [[Fireteam]] spread out to watch the spawning of the first wave of Overcharge Shanks and quickly destroy them as the Shock debuff forbids the use of secondary jump abilities and sprinting. Health recovery may be strongly impacted due to the high damage output of the Tracer and the disruption of Overcharge Shanks, so methods of quickly restoring health are advisable. The high number of enemies without critical damage spots for this phase will make weapon types such as [[Submachine gun|submachine guns]] and [[Shotgun|shotguns]] preferable.