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{{Quote|I believe you're refering to Savathûn's Wellspring? Er, main source of Light distribution around the Throne World? |[[Fynch]]}} | |||
'''The Wellspring''' is an six-man activity that takes place within [[Savathûn's Throne World]] that was introduced with the launch of [[The Witch Queen]] expansion. It has two versions that rotate daily, '''The Wellspring: Attack''' and '''The Wellspring: Defend'''. It has both a Legendary and Master version. | '''The Wellspring''' is an six-man activity that takes place within [[Savathûn's Throne World]] that was introduced with the launch of [[The Witch Queen]] expansion. It has two versions that rotate daily, '''The Wellspring: Attack''' and '''The Wellspring: Defend'''. It has both a Legendary and Master version. | ||
Revision as of 03:32, August 6, 2022
- "I believe you're refering to Savathûn's Wellspring? Er, main source of Light distribution around the Throne World? "
- — Fynch
The Wellspring is an six-man activity that takes place within Savathûn's Throne World that was introduced with the launch of The Witch Queen expansion. It has two versions that rotate daily, The Wellspring: Attack and The Wellspring: Defend. It has both a Legendary and Master version.
The Wellspring can be unlocked by completing the quest Trust Goes Both Ways as well as The Witch Queen campaign. It can be found on the right hand side of Savathûn's Throne World's map.
Lore
Gameplay
The Wellspring has different gameplay depending on which version of the activity you are completing.
The Wellspring: Attack
The attack version of The Wellspring first spawns in the players behind a wall of Hive magic along with three destructible Hive crystals along with a spot to place a Rally Banner. Destroying these three crystals drops the wall and begins the first part of the activity. In this first portion, the players much make it past a long bridge that is guarded by Acolytes, Shriekers, and a Lightbearer Acolyte.
After killing all the enemies, the players will then be launched upwards and be met by a Darkness payload that is covered in destructible hive gunk. After the gunk has been destroyed, the escort portion will begin. This payload must be escorted throughout this portion of the mission. There are various points along the path of the payload that go over patches purple spikes of Hive energy that damage players that stand on top of them. In order to remove these spikes, players can shoot a green crystal that hovers over each spike patch. The players will also be swarmed by constant waves of Acolytes, Thrall, Knights, and Wizards. After passing the steps, the players will escort the payload through a tunnel, destroying crystals and killing the constant waves of Thrall and Acolytes until the payload stops at a door that is protected by invulnerable crystals. The payload will charge up for a moment before exploding and destroying the crystals and the door.
The attack version of The Wellspring concludes with a fight with either Golmag, Warden of the Spring, a massive Hive Knight, or Bor'gong, Warden of the Spring, a massive Hive Ogre. Both have the same fight mechanics and rotate every time Wellspring is in its attack version. The players will have the ability to plant a Rally Banner before the fight. When entering the room, they will find the boss kneeling in the center, protected by an immunity shield, with three floating crystals around it. Destroying all three starts the fight. In order to progress the fight further, there are three rooms to the side of the arena that have a hive ritual circle and an Wizard protected by an immunity shield in each. The players must stand on and guard these circles as waves of Hive try to interrupt the ritual. Once all three circles have been protected for an adequate amount of time, the immunity shields on the Wizards will drop and will drop a Void charge on death. Players will bring the charge back to central arena and deposit them into the center pillar. Depositing these charges spawn another hive crystal floating in the air. Once all three charges have been deposited and all three crystals have been destroyed, the immunity shield around the boss will drop and the fight will commence. Constant waves of Thrall will rush out to assist the Warden during the fight.
After losing a quarter of their health, the Warden will summon an immunity shield and call upon more reinforcements. Players must kill a Butcher of the Spring to take their Void Charge and deposit it in the Wellspring to disable the boss's shield and continue damaging them. The Warden will do this three times throughout the fight for each quarter of health taken. The amount of Butchers that spawn will increase by one each time. After the third shield is removed, The Warden will no longer be able to go immune.
The Wellspring: Defend
The defend version of The Wellspring spawns the players into The Wellspring arena where they fought The Warden of the Spring. There is an area to plant a Rally Banner before beginning. In front of the players will be an interact-able artifact of Darkness. Interacting with this artifact will open the large door in front of the players and begin the activity. In the first part of the activity the players must stand near and defend the Wellspring from waves of Scorn Raiders, Ravagers, Stalkers, Chieftains and Abominations.
After the progress circle has been filled, the players will move on into the room that the large door leads to. There will be another spot to plant a Rally Banner, a large wall of Darkness energy that blocks the way, and an interact-able artifact, Interacting with the artifact drops the wall and begins the next section. As the players move into the tunnel, Crux of Darkness will spawn in front of them with two smaller crystals that shimmer next to it. Destroying the two crystals destroys the crux and the players can progress. In the large room after, there will be five cruxes guarded by scorn that the players must destroy before moving on. Each crux will be protected by an Abomination that needs to be killed before the small crystals spawn. In the center of the room is a Scorn Walker that deploys an Arc energy shield when a leg is destroyed, forcing players close to it in order to continue damaging it while down. Throughout this section, constant waves of Scorn will spawn in order to impede player progress. Once the previous four cruxes have been destroyed, players will move down the steps to find the fifth and final crux will be at the bottom. Waves of Scorn will spawn, including Wraiths. Killing all the scorn spawns in the crystals.
After the final crux is destroyed, another interact-able artifact will spawn with a place to plant a Rally Banner. Interacting with this artifact begins a fight with either Vezuul, Lightflayer, a large Scorn Chieftan, or Zeerik, Lightflayer, a large Scorn Raider. Like the Wellspring: Attack bosses, these two bosses will rotate each time Wellspring is in its defend version and they share the same mechanics. The Lightflayer will spawn in with several Scorn. Dealing enough damage to the boss will cause them to put up an immunity shield and teleport down to the bridge below. Players will chase the boss across the bridge while fighting through several waves of scorn. Along the way, cruxes will spawn with crystals surrounding them. Once the crux is destroyed, the immunity shield will drop and players can damage the boss. After bringing the Lightflayer down by one-third of its health, the immunity shield will reappear and it will move further back along the bridge. This process repeats two more time per one-third of health with the amount of crystals needing to be destroyed going up by two each time. After the final crux is destroyed, The Lightflayer will no longer be able to go immune.
Master Wellspring
On Wellspring: Attack, Hive Champions will appear including both Barrier Knights and Unstoppable Ogres. In addition, Knights will have Arc shields.
On Wellspring: Defend, Scorn Champions will appear, including both Overload Chieftains and Unstoppable Abominations.
Loot
There are currently four weapons obtainable via The Wellspring. All four can be crafted at The Enclave. These weapons rotate on a daily basis.
- Fel Taradiddle - Lightweight Bow
- Come to Pass - High Impact Auto Rifle
- Father's Sins - Rapid-Fire Frame Sniper Rifle
- Tarnation - Rapid-Fire Frame Drum Grenade Launcher