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    Destiny 2

    Game » consists of 4 releases. Released Sep 06, 2017

    The full-fledged follow-up to Bungie's sci-fi "looter shooter", streamlining much of the previous game's mechanics while featuring larger worlds and new abilities. It was later made free-to-play.

    Eater of World: Raid Lair Guide

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    Hestilllives19

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    #1  Edited By Hestilllives19

    Since the Raid Lair, Eater of World, has been out awhile, I wanted to put up a Guide to help the 3 or 4 people still around playing Destiny 2, that haven't been able to finish it (most likely this is for players to look back on as they jump back in for Gods of Mars). So without further ado.

    The Entrance

    The entrance is pretty straight forward. Moving forward you will see a Giant Door at the end of the Bridge, but unlike Leviathan and moving up to the Palace, you will be entering through this door as 4 piston latches unlock as you proceed closer to the door. Proceed forward through the cooridoors to see some pretty cool environments, but everything is very easy to navigate, and impossible to get lost in as there will only be 1 way to ever proceed. At the end you will find yourself running up to a Platform on a Purple Lake. You have arrived at your first encounter.

    The Lake

    The Lake is basically just a rather simple puzzle. In front of your will be a single Piston coming out of the Lake (this will be true at the start of each Platform). 1 Player needs to jump on the Piston Plate. Once this is done another plate will appear, to which that same player needs to jump onto that new Piston Plate. At the same time, a new Player need to jump on the first Piston Plate. This pattern needs to be followed throughout the room, and if any 2 players ever occupy the same Piston (sometimes even if they both hover above the same Piston Plate at the same time), all Platforms will turn red, no more Piston Plates will spawn, and after about 10 seconds, all Piston Plates will rescind into The Lake. If all, or the majority of players, are able to reach the next Platform, all of the Pistons will respawn to allow any remaining players to reach the new Platform after about 15 seconds, and the Piston Plate for the next section will spawn. Some sections have multiple starting Piston Plates, or branch of halfway through, so be aware that you need to coordinate which players will be jumping to those Piston Plates, always keeping in mind to follow the leader as best as possible. Once all players have reached the final Platform (it's hard to miss as it's about 5x the size of all the others and in the direction you've been heading all along), there are two separate sections where Ads spawn. Split up into 2 teams of 3 (you likely would have already done this to navigate the Piston Puzzle in places) and send Group 1 to the far right and leave Group 2 to defend the part of the Platform where you first arrive. You will kill Ads for about 90 seconds before 4 Loyalist Colossal enemies spawn. Killing these will finish the encounter, and will spawn your first Reward Chest. Fall down the Pipe that opens into the next encounter after picking up your rewards.

    Rewards - Legendary Engram, 3 Calus Elite Shader, 3 Leviathan Tokens.

    Video Timeline:*0:00 Entrance; *1:10 The Lake; *3:55 Engine Room; 4:25 Planetary Core; 7:40 Argos (* indicate important parts of this video, or parts I want to highlight from this video not said better elsewhere).

    Engine Room/Cannon

    As you approach the Engine Room, you will notice a lot of Pipes, with weird Cubicle style walls, and a weird Pulsing sound that activates every 6-8 seconds or so. That Pulsing sound is a shockwave that kills anything in the room not behind a barrier, so those Cubicle walls are safe zones. So your job here is to run from Safe Zone to Safe Zone, until you are across. You have just barely longer than enough time (enough for 1 minor mistake) to go to every other Safe Zone while crossing, but if you are stuggling, just take it one Zone at a time until you cross. Afterwards, you will go down to a 007 looking gun barrel. When all players in your group reach this point the Cannon will go off and shoot all players into a free floating Space area where Players are able to slightly alter their trajectory to both avoid asteroid rocks and to make sure you pass through as many Vex Rings as possible on your way down (see below). Once you land at the bottom, if all 6 Vex Rings were activated, grab your loot, otherwise prepare for the first major encounter of the Raid Lair.

    Rewards - If all 6 Vex Rings were activated... Either a Legendary, or Exotic Engram will be obtained. This functions similarly to how Hidden Exotic Chest worked in Destiny 1 rather than the Key Chests from Leviathan.

    Planetary Core, Agros

    The first major encounter of Eater of Worlds is the Planetary Core, or Argos Stage 1 (as some people call it, since you are revealing the Boss by defeating it). You will notice a few things as you enter the room (shown in detail in the image below). First, there are 3 Platform with a Plate made of an Element (Void/Solar/Arc). Each location has it's own name, Sphere-Void, Grove-Solar, and Expanse-Arc, but it's generally easier to just call the area out by it's Element, rather than the area name (if you say taking Cranium to Expanse, other players will likely say WTF are you talking about). Also shown below are the Cranium locations, 2 of which will spawn between each Platform. Also of note during this phase is the large Planetary Core, that includes 2 Rock Formations per location (Sphere/Grove/Expanse), and 3 Quantum Mine spawning locations per Rock Formation (Total of 18 Quantum Mine locations). During this Phase, Charged Craniums are what you will be using to destroy these Quantum Mines (or Elemental Rock looking structures proceeding out of the Planetary Core). To charge Craniums, simply place a Cranium into 1 of the 3 empty Charging Stations located in a triangular pattern at each of the 3 locations (Sphere/Grove/Expanse) that corresponds to the Element you want to charge it with (Void/Solar/Arc).

    Now that you understand your surroundings, this is how the fight works. Divide into 3 Teams of 2 Players, and place each team at 1 of the 3 locations (Void/Solar/Arc). Players at each location will be in charge of the Craniums to their left, or Arc Team the Craniums between Arc/Void, Void Team between Void/Solar, and Solar Team between Solar/Arc. Each Team will divide into 2 Roles, a Defender and Runner.

    Defender

    A Defenders job is to both control Ads within his zone, and make the necessary callouts to runners if and when Quantum Mines spawn at his location. Defenders should be extremely liberal with both Roaming Supers (or Orpheus Rig Shadowshot if Nightstalker) and Power Ammo. Keeping the area clear is important, but even more important is being clear on the callouts of which Elements the Quantum Mines are and if they have spawned on your side. You should only mess with Craniums if your Runner has died or is too far away to quickly charge a needed Cranium of your Element and you can get there faster, but if everyone is doing their jobs, this shouldn't be an issue.

    Runner

    At the start of the encounter, each runner should grab 1 Cranium and immediately charge it on their own side. Once that is done, proceed back to your 2nd Cranium and wait for the 1st callout of what Quantum Mines have spawned. If the callout is 1 of each, each Runner should place their 2nd Cranium in their own side again. If however, the Callout is 2 of an Element, then the players who had their Element called should again charge their Element on their own side. The player whose Element wasn't called, should proceed to the side whose Element was called twice. Example: Quantum Mine call is Void/Void/Solar, on Void side. Void and Solar charge a 2nd Cranium, but Arc Runner takes his Cranium to Void in the 3rd slot to charge. Similarly, if the callout is all 3 of the same Element, all Runners must proceed to that side to charge a Cranium. Note: The last Runner to arrive will have to wait for that side's Runner to place his Cranium, and pick up his already charged Cranium so that they may replace it. Example: Quantum Mine call is Arc/Arc/Arc, on Solar side. Arc Runner grabs his Cranium and places it at Arc, and as soon as the original Arc Cranium is charged, he head off to Solar. Solar is closer, so Solar drops of his Cranium and waits for the Arc Runners Cranium to Charge. Since Void Runner's Cranium is the further from Arc, he should be the last to arrive, and if Arc Runner is already gone, he places his Cranium and waits for Solar Runners to come up, otherwise he waits for Arc Runner to grab the 1st Cranium and leave to Solar and puts his own Cranium into that same slot before grabbing the Solar Runners Cranium once it is charged. This pattern will continue, with the goal of always keeping 1 of each Element cooking/cooked. Now, once you have a Charged Cranium and are looking at the Quantum Mine you are supposed to destroy you will notice a few things. Each Charged Cranium has 40 uses, and you shoot them just like any gun. Without any buffs (see section Weapon/Loadout Recommendations), Quantum Mines take 25 shots to kill, leaving you with 15 uses left. If there are two, or 3 Quantum Mines of the Element you are holding, use those extra shots to damage the other Mine. On Triple Mines, this effectively allows only 2 Charged Craniums to take down 3 Quantum Mines ideally. Continue these patterns until all Quantum Mines have been destroyed.

    Once all 18 Quantum Mines has been destroyed, this Encounter is over.

    No Caption Provided

    Image from Fallout Plays Raid Guide located here and shown below under Argos Stage 2.

    Rewards - 3 Tokens, and either a Legendary Eater of Worlds Armor/Weapon, seen here.

    Video Timeline: 0:00 Planetary Core*; 8:26 Argos (* indicate important parts of this video, or parts I want to highlight from this video said better than elsewhere).

    Argos Stage 2

    You will start the Argos Boss encounter in the same room, and in a similar fashion to the last Encounter. Split up into Teams of 2 on each of the 3 sides (Void/Solar/Arc). This fight however, is a bit more fluid, so there is no more real roles (unless you have an Orpheus Rigs Nightstalker, which ideally you do). Rather, Argos is divided into Phases.

    Cranium Charging Phase

    At the start of this fight, you will begin in the Cranium Charging Phase. During this phase, players will proceed to their side, while each grabbing a Cranium. You will quickly notice that on one of the sides, 3 large Energy Balls will appear (one on top, one on right, and one to the left). These Energy Balls, like Quantum Mines will be color coordinated with an Element (Void/Solar/Arc). One of the two players on that respective side needs to callout what Elements he sees, and which side he is on (Example: Arc/Void/Void, on Arc Side). Once announced, players need to decide how to displace Craniums accordingly. Like I mentioned earlier, if you have a Nightstalker with Orpheus Rigs, he will always then proceed to the side which was called out to help with Ads and generate Orbs. Like I said earlier, this is a much more fluid encounter, so outside of a OR Nightstalker, players should quickly charge Craniums in the necessary sides. Keep in mind you must have all 3 Energy Ball Elements covered, and ideally also have 3 Craniums charging on the side in which they are located at. If your side has the Energy Balls, you should charge your 2 Craniums on your own side, plus the Nightstalker's Cranium. The players who's side it isn't need to charge their Craniums first on the Elements needed to be covered, and then on their own side (unless they can more easily/quickly get to the same location as the other two players remaining). Example: Nightstalker is on Void, call is made of Arc/Solar/Solar on Arc. Arc players remain and the Nightstalker moves to Arc to all charge Craniums at Arc. Both Solar players remain and charge at Solar, but since the Void Cranium is close to Solar, it's actually safer for the remaining Void player to just put his Cranium in Solar as well and remain with the two Solar players. Once charged all 3 players (2 Solar, 1 Void) move together over to Arc Side with their Charged Craniums. Thus covering the both covering the Arc/Solar/Solar Energy Balls, and leaving you will 2 extra Arc and 1 extra Solar Charged Cranium. Now, notice in the example how you have 3 Charged Craniums that aren't needed for Energy Balls. This will be important for Argos DPS.

    Note: During this Phase, Ad control is key. Each side will be spawning Void Shielded Minotaurs that are walking/teleporting tanks. Focus these down as best as possible. Your OR Nightstalker needs to Tether as many Ads as possible, as frequently as possible, keeping in mind they can also Tether the entire group of Harpies in the air on that side. Killing all Ads Tethered should Guarantee a returned Super and at least 4-5 Orbs generated per Tether. That player should get off at least 4 Tether's on each rotations, making sure to generate all Orbs at the backside of the Cranium Charging Station so those Orbs do not roll off the map (these 16-20 Orbs are very important for the DPS phase, depending on your Raid configuration).

    Argos DPS Phase

    Now that you have 3 Craniums that match your Energy Balls, and 3 spare Craniums, notice that this is enough for all 6 players in the Raid to each have 1. If the spare Craniums are located on the side you are now on and still in the Charging Station, feel free to leave them there for now (so you can help clear Ads), but players not already carrying a Cranium need to be able to easily access those Craniums during DPS, so be nearby them. When ready, players holding Energy Ball matching Craniums need to have called out which Energy Ball they are going to shoot, and then all 3 players need to simultaneously shoot the Energy Balls as they move towards the slot in the Center from its direction (Top, Right, Left all towards Mid). Once all 3 Energy Balls are destroyed, Argos's Shell will be destroyed and he is able to be damaged. Here is where your remaining ammo and the 3 Spare Craniums come into play. Each shot from a Cranium does 13,162 damage on Crit. Again it takes about 25 shots to send the Energy Balls into the slot. That leaves your team with a total of 165ish remaining Craniums shots for Argos, or 2,171,730 damage per rotation, so leaving that on the table per Rotation is very unwise. Two Classes Supers are the next go to for DPS, and that is Nighthawk Golden Gun and Fireforged Sunbreaker (See the Weapons/Loadout Recommendations section of this Guide and the Datto Damage Comparisson video for exactly why these are necessary here). Lastly is your Power Ammo, which should be a Cluster Bomb Rocket Launcher (again, see Weapons/Loadout Recommendations). If all else fails, and you have to resort to a Kinetic/Energy Weapon, go with Better Devils or another Explosive Payload Weapons, as they will hit Argos twice compared to other weapons, or Hard Light, as it has no damage dropoff.

    Now, there are also two other factors players need to be concerned with while doing DPS to Argos. The first of which are the Prisms. Argos will periodically shoot Triangular Prisms at players. If a player is hit by this Prism, he will be captured inside the Prism and will start to float towards Argos. If this happens he needs to quickly call out to his teammates that he is caught in a Prism. Other players are able to shoot said Prisms, and doing so will release the player caught inside after a certain amount of damage is done. If this isn't done, and a player floats too close to Argos, he will be killed instantly. So help your teammates out by shooting them out of Prisms if they are caught, even if it botches your DPS. The other factor to be concerned with are the worm like exploding Seeker Harpies. These will spawn towards the end of the DPS Phase in the air around Argos, and unless they are shot and destroyed (they are killed easily), they will seek out and kill players. Player hit by multiple Seeker Harpies will die, so destroy them as soon as they spawn as a team.

    If you did not kill Argos, after about 20 seconds, Argos's Shell will return, and you will either be returned to Cranium Charging Phase or Void Energy Phase, depending on how quickly you were, but it's probably best to just clear Ads and wait for the Void Energy Phase coming up next. If you did kill Argos, well congratulations, you just finished the Raid Lair.

    Void Energy Phase

    When the Void Energy Phase begins, Argos's Shell will again disappear, but the damage able to be done to Argos himself is minuscule. Instead, he will spawn Platforms all around himself at varying heights and angles. You will also notice Argos has 6 Weak Points, 1 on each hand, 2 on his back, and 2 on each side of his head. During this time, Argos will activate a wipe mechanic that says "Void Energy Rips The Air" and you will hear an odd ripping sound. Players need to quickly communicate which of his weak points you will be destroying, as 2 Weak Points need to be destroyed every time you enter the Void Energy Phase. You will know that you are hitting the Weak Points correctly when they light up Red and you will see Crit numbers (Auto Rifles are preferred here due to the constant damage output). If they go white, you or too many of your teammates are doing it incorrectly, or are shooting different targets. My teams go for Right Arm and Right Head, then Left Arm and Left Head (we do this because it's easier to shoot from one side rather than move all around these Platforms in each Cycle), and then Right and Left Back last. But you do you. Because of this, you will have 4 attempts to kill Argos of repeating these 3 cycles. If you do not kill Argos at the end of the 4th Cycle, you will be wiped and have to start over.

    Note: Argos's Cannons can also be destroyed during this Phase. They are near the Arms and Light up when shot. If destroyed Argos will no longer shoot his Cannon Blast at you from that side.

    When you kill Argos, you are actually pulled through space and time back into the Throne Room underneath Calus to his Chest location to obtain your rewards.

    Rewards - 3 Tokens, and either a Legendary Eater of Worlds Armor/Weapon, seen here.

    Weapon/Loadout Recommendations

    Up until the Planetary Core and Argo Stage 2 fights, Loadouts are pretty much optional, so use whatever you feel like.

    Kinetic - Throughout the Raid Lair, Better Devils is a fantastic Kinetic Weapon. Other great Kinetics include Nameless Midnight and Purpose Scout Rifles. Note: Currently Masterwork Legendaries are always preferential to Exotics in both the Kinetic and Energy slot due to their ability to generate Orbs and thus quicker Supers.

    Energy - Void Modded Energy Weapons are especially preferential for Argos Stage 2 due to their ability to more quickly take down Minotaurs. Prior to Masterworks, or if you do not have access to a Void Masterwork Legendary, Hardlight makes a very viable Energy Weapon due to is lack of range falloff. Otherwise look to other Auto's such as Uriels, Positive Outlook, Prosecutor, or a the Mannanan Scout if it's paired with an Auto like Origin Story.

    Power - Unless you plan to utilize the Wardcliff Ammo glitch, by switching back and forth to a Cluster Bomb Rocket Launcher, the only really viable Power Weapon for Eater of Worlds is a Cluster Bomb Rocket Launcher. Both Sins of the Past and Curtain Call vastly outperform all other Power Weapons due to the fact that they hit every single Cluster, almost every single time, thus providing consistently high DPS. Even though Datto seemed to have random numbers in his below tests, I've rarely seen much differentiation and it is always better than any other Power Weapon either way.

    Titan - On the Planetary Core Phase, Earthshaker Striker continue to be very strong contenders. The most surprising however, is how extremely powerful Fireforged Sunbreaker has become after the minor Super on Boss Damage buff. Vulcan's Rage turns each Hammer thrown into more or less a Cluster Bomb Rocket, thus allowing a Sunbreaker to perform rather equally to a full suite of Rocket Ammo, in a similar timeframe as using a Barrier to reload a Rocket Launcher. This allows a Sunbreaker to hit about 650k damage plus ideally get off his own 6 Rockets, all while providing a Rallying Barricade for the entire Raid Party. Even better, as an added bonus, Hammer Strike puts an absolute hurting on Minotaurs, leaving them easy to finish off with a weapon.

    Hunter - Two varying Specs for the Hunter are extremely useful in the Raid Lair. An Orpheus Rigs Nightstalker can be invaluable to any Raid Lair group, both generating Orbs, and quickly dispatching numerous Ads. Having 1 in your group in nigh a necessity during the Argos Stage 2. Conversely, one of the primary reasons why a Nightstalker is so important is due to the insane nature of how much DPS a Nighthawk Golden Gun user can output during the Argos DPS Phase. At 378.5k base per shot using the Sharpshooter Tree (you should be using Sharpshooter, as it increases the damage, and creates 2 Orbs per Crit hit, making it easier for other GG's to get their Super back), getting off multiple GG Nighthawk shots (of which you can get between 4-5 per DPS) during the DPS Phase in invaluable.

    Warlock - Oddly, Warlock go from the most valuable in Leviathan to the least valuable (which is the opposite of what happened to Hunters) in Eater of Worlds. Both Voidwalker and Stormcaller can be used decently, but neither have the utility here both Sunbreaker, Nightstalkers, and Golden Guns have. Empowering Rifts can be useful, but due to all the moving parts here, they may even be more dangerous to utilize than helpful.

    *Raid Armor Bonuses - Mods recently released for the Raid Armor sets have drastically bumped up performance of Classes all around. Most notable are the Gloves abilities to grant 20% increased damage for a short period after a melee kill, and Class Item's 25% Bonus Damage to Elemental Abilities by Element. Even more significant is the fact that in both Leviathan at Calus, Royal Pools, and Pleasure Gardens, and Argos, when damage is needed, there are readily available trash mobs to easily be melee'd to death. Stacking these two abilities on both Fireforged Sunbreaker and Nighthawk Golden gun results in a massive 45% bump to an already impressive DPS number, making these two Subclasses and Armor pieces both the obvious go to's for DPS now in most Raid related DPS situations. Example: Gladd and company making an absolute mockery of Calus with the new Mods. Even more noticeable is the fact that getting a melee kill right before using a Cranium also buffs those by 20%, making both destroying Quantum Mines and Energy Balls in 19 shots rather than 25 possible, thus resulting in the ability of 1 Cranium being able to knock out two entire Quantum Mines by itself, and saving 6 shots for Argos which translates into an extra free 236,916 damage against Argos. As far as the stacking on Golden Guns, it bumps those GG shots up to 549k per shot, and Hammers up to 943k for their Super. That's a potential 680-850k free damage on Golden Gun (note, the Melee 20% buff will likely falloff during those GG's, but you could go get another melee kill rather easily), and 293k on Sunbreaker. Pretty significant.

    Argos 2 DPS Per Phase - Explained by Datto below starting at 1:15. The jist of it is this though, doing 2 Damage Phases can indeed result in more Damage Output, but it likely won't result in a massive difference, and that small difference combined with the drastic increase in difficulty to obtain it due to the drastic difference in speed needed, is why I highly recommend against even attempting 2 DPS Phases per Cycle. But if your Group finds themself struggling in the DPS arena, even after reading up on utilizing Golden Guns and Sunbreakers, which you shouldn't, but if you do, feel free to give a 2 DPS Phase Strategy a chance.

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    BeardDuder

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    #2  Edited By BeardDuder

    This is one hell of a write up. Good work.

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    Hestilllives19

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    @beardduder: Thanks Chance, I figured since I wrote one for Leviathan, I might as well put one up for the Raid Lair.

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    rorie

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    I'll have to try this sometime! I got away from D2 for a while there but I've been itching to go back and get my levels up since they put out the Osiris stuff. I'm not sure I even got through the questlines for Osiris, though.

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    Hestilllives19

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    #5  Edited By Hestilllives19

    @rorie: The Raid Lair is easily the star of the Osiris DLC. Sad thing is, as upset as the Destiny Community is right now, it's pretty hard to find groups for stuff like this unless you already have a friends list full of Destiny players, and even so, I think I might see 2-3 of my 100+ Destiny friends on Destiny 2 on any given night currently. But if you find yourself wanting to try out Eater of World with a Giant Bomb group that has run it a few times, let me know, as I can probably get 4 of my Raid Group on to run it with you. We like to get on every week or two to hang out with each anyways, and since not all of us are playing Monster Hunter World together currently it would be fun to jump back in to Destiny for a night.

    Sidenote: I also really want to try out the new Raid Perks, as they seem like they make a bit of a mockery of the Raids now. We've already been talking about doing a Normal Leviathan just to check them out.

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    morrelloman

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    Lives the goat. Maybe he will play with me sometime.

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    Hestilllives19

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    @morrelloman: I'll probably be back on more often when the DLC drops, but right now I'm playing a lot of Monster Hunter with a bunch of the guys. Feel free to hit me up if you pick it up. Gotta slay those Elder Dragons.

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