Persys, Primordial Ruin: Difference between revisions

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Upon reaching the reactor core of the Ares Spire, [[The Guardian|the Guardian]] will see Persys attempting to overload the reactor. Any stray shot hitting its chassis or getting too close will instigate the encounter, causing Persys to turn around and begin approaching the team. Upon Persys entering the main room, the door it came through will shut and [[Vex]] reinforcements will arrive, which includes legions of [[Goblin]]s, flocks of [[Supplicant]]s, and two [[Incarcerator Hydra]]s, one being on each side. Upon the destruction of the Hydras, [[Conduit Minotaur]]s will begin spawning where the Hydras spawned. These must be destroyed to get the "Arctrician" buff. Then the [[Guardian]](s) with the buff must quickly shoot all five nodes for the red wires, with four being on each of the four main pillars and the fourth being right above the gate where Persys walked through at the start. Upon the completion of this, the gate and the yellow wire nodes will open. The yellow wires must be completed and upon completion, the reactor will begin charging, forcing Persys to walk to it to deactivate the protocol.
Upon reaching the reactor core of the Ares Spire, [[The Guardian|the Guardian]] will see Persys attempting to overload the reactor. Any stray shot hitting its chassis or getting too close will instigate the encounter, causing Persys to turn around and begin approaching the team. Upon Persys entering the main room, the door it came through will shut and [[Vex]] reinforcements will arrive, which includes legions of [[Goblin]]s, flocks of [[Supplicant]]s, and two [[Incarcerator Hydra]]s, one being on each side. Upon the destruction of the Hydras, [[Conduit Minotaur]]s will begin spawning where the Hydras spawned. These must be destroyed to get the "Arctrician" buff. Then the [[Guardian]](s) with the buff must quickly shoot all five nodes for the red wires, with four being on each of the four main pillars and the fourth being right above the gate where Persys walked through at the start. Upon the completion of this, the gate and the yellow wire nodes will open. The yellow wires must be completed and upon completion, the reactor will begin charging, forcing Persys to walk to it to deactivate the protocol.


While Persys is in the core room, the red nodes will open again, allowing them to be shot and the gate to once again be closed, sealing Persys inside. Once the core activates, it blasts Persys, deactivating its shield and dealing minor damage to it, along with causing the gate to open again. Persys will then begin to charge the team, now vulnerable, for about ten seconds before it reactivates its shield and the cycle repeats until it is destroyed.
While Persys is in the core room, the red nodes will open again, allowing them to be shot and the gate to once again be closed, sealing Persys inside. Once the core finishes charging and begins to purge, Persys will be forced to absorb the dispersed radiation, deactivating its shield and dealing minor damage to it, along with causing the gate to open again. Persys will then begin to charge the team, now vulnerable, for about ten seconds before it reactivates its shield and the cycle repeats until it is destroyed.


==Strategies==
==Strategies==

Revision as of 00:44, December 14, 2022

Persys, Primordial Ruin
PersysInfobox.jpg
Biographical information

Species:

Vex

Faction:

Sol Divisive

Rank:

Axis Mind

Class:

Wyvern

Combat information

Mission:

Spire of the Watcher

Weapon(s):

Warp Lance

Abilities:

Summon Vex
High Durability
Immunity Shield
Fan Shield
Blinding Gravity Slam

 

Persys, Primordial Ruin is a Vex Wyvern Axis Mind of the Sol Divisive encountered as the final boss of the Spire of the Watcher Dungeon. It is one of the two Sol Divisive minds sent by The Witness to infiltrate the Ares Spire and send it into overload after stealing its data.[1]

Gameplay

Upon reaching the reactor core of the Ares Spire, the Guardian will see Persys attempting to overload the reactor. Any stray shot hitting its chassis or getting too close will instigate the encounter, causing Persys to turn around and begin approaching the team. Upon Persys entering the main room, the door it came through will shut and Vex reinforcements will arrive, which includes legions of Goblins, flocks of Supplicants, and two Incarcerator Hydras, one being on each side. Upon the destruction of the Hydras, Conduit Minotaurs will begin spawning where the Hydras spawned. These must be destroyed to get the "Arctrician" buff. Then the Guardian(s) with the buff must quickly shoot all five nodes for the red wires, with four being on each of the four main pillars and the fourth being right above the gate where Persys walked through at the start. Upon the completion of this, the gate and the yellow wire nodes will open. The yellow wires must be completed and upon completion, the reactor will begin charging, forcing Persys to walk to it to deactivate the protocol.

While Persys is in the core room, the red nodes will open again, allowing them to be shot and the gate to once again be closed, sealing Persys inside. Once the core finishes charging and begins to purge, Persys will be forced to absorb the dispersed radiation, deactivating its shield and dealing minor damage to it, along with causing the gate to open again. Persys will then begin to charge the team, now vulnerable, for about ten seconds before it reactivates its shield and the cycle repeats until it is destroyed.

Strategies

The biggest threat of Persys' encounter is rarely Persys itself, more the small army it summons. The use of crowd control weapons like Malfeasance, Osteo Striga, and Witherhoard are heavily recommended. Along with easy access to healing and invisibility such as through the echo of obscurity aspect on the Void subclasses which allows for invisibility on a successful finisher. Combining this with echo of starvation, which grants devour upon picking up an Orb of Power and a Masterwork weapon that generates orbs on multi-kills will ensure constant lost health recovery, however burst damage such as from Hydra and Minotaur Torch Hammers and Persys' own Warp Lances can be an issue.

Unlike most of the dungeon, one cannot take their time with this encounter as the constant Supplicant flocks causing immense damage and Goblins preventing passive health regen cause losing less through failure to do the mechanics, but instead through attrition. Speed and evasion is key to avoiding the Supplicants and Persys' gravity slam. Void weapons are the most useful as Minotaurs are the only elementally shielded enemy in this encounter so a void shotgun or The Enigma, the currently only void glaive, are very useful for tearing through a minotaur before they wipe one's health out with their torch hammers and warp smashes.

To damage Persys, there's two main strategies, swords, or precision. Due to the short damage phase, slow but high damaging weapons like Sleeper Simulant, Gjallarhorn, and others are not advised. Instead, legendary linear fusion rifles, aggressive framework sniper rifles, and machine guns are more useful to maximize damage. However, if a Warlock or Titan is on the team, they can use Well of Radiance or Ward of Dawn respectively to ensure a full health team to damage Persys with swords like The Lament, The Other Half, and Quickfang. However this strategy is more risky as Persys' temporal shockwave does enough damage to where it may even out damage these sources of protection, along with it occasionally moving too far away from the protection for swords to be viable.

Gallery

Promotional

Spire of the Watcher

Trivia

  • Persys' name derives from the Greek hero Perseus, who was known as a slayer of monsters.
  • Persys is the first Sol Divisive Wyvern encountered so far throughout the Destiny series.

List of appearances

References