Crota's End
Changes
Bridge Encounter - After all players cross the bridge, instead of spawning 2 Ogre's, an awful lot of Knights start showing up. They need to be quickly dispatched for about 10-15 seconds before 6 Swords spawn at the front of the Bridge on the edge of the Seal (since I've had 4 runs through it, I noticed also 2 Sword spawns on the opposite side of the bridge once the 5th person crosses, allowing the 6th player to just grab a sword and run across). After another 20 seconds several Unkillable Knights (only killable by the spawned Swords) will show up as well. Wipe all of the ads to proceed. A new Curse spawns on a player when they are left solo on the far side of the bridge that instakills the player. This may make it impossible to solo (*It isn't impossible, you can do it with a Sunsinger, player has to damage 1st Knight, die/self-res, then go across again, kill damaged Knight, damage 2nd Knight, die/self res, and keep this up for 6 rotations until all 6 Knights have been killed: Yes it is kind of insane but a few players have done it already).
Thrallway - The room at the top of the Thrallway now contains Heavy Ammo (*after several runs it appears to include several different materials or consumables) instead of Raid materials. It is also now an Exotic Chest.
Ir Yut - Similar to before ads will spawn outside, once wiped a Witch spawns, and after killed there is a Shrieker that must be killed (this is mirror'd for each side). Now, 2 Knights will spawn next to Ir Yut, and once killed Ir Yut will Shriek in Fear. During this phase she can be killed to end the phase... or see Ir Yut Challenge Mode. You have 139 seconds, or 2:19 to kill her before the team is wiped due to the 30 second Lithargy mechanic.
Crota - Chalice of Light has returned from Normal Mode. Oversoul now does not proc on player death, but rather every single time Crota kneels as long as it isn't still up while he is re-kneeled (very much recommended you re-kneel him before destroying the Oversoul, so that you do not have to destroy 2 Oversouls per rotation). *Of note, 1 Nighhawk GG shot destroys Oversoul entirely, so it may be wise to have 1 Hunter dedicated to this. *Also important to note, Crota's health in relevance to Guardians has changed from 18 to 16 R2 swings, with a Super counting as 2 R2 swings, so keep track of damage not to over or under damage him due to his enrage mechanic at his final 10% of health. He still stands up immune and another sword rotation is required for the kill after enrage.
Ir Yut Challenge Mode
After killing the two Knights surrounding Ir Yut, she will Cower in Fear. Run back out to the center of the arena where 3 Knights spawn in each tower, 4 Ogre's spawn in the middle of the arena, and several Acolytes spawn as well. The team needs to wipe all of the ads here until only Ir Yut remains. Upon accomplishing this a Swordbearer will spawn from the same doorway under Crota that he does in that encounter. Kill him and take his sword. Have 1 player use said sword to run back and kill Ir Yut, it should only take 1 swing. If she dies from the sword before Lithargy completes, you complete Challenge Mode. Note: There is a record book node for completing this in under 2 minutes, or 19 seconds faster than required. Keep in mind that if Lithargy has started before the Swordbearer is spawned, you likely do NOT have enough time to run to Ir Yut for the kill to complete in under 2 minutes because it take at least 8 seconds to run to Ir Yut from that door on either a Titan Skating or a Hunter Bones Control. DO NOT run the sword with a Warlock or Hunter without Bones Control, you are giving away valuable time if attempting this, even on the fastest Warlock/Hunter. A good Titan at Skating is the preferred killer of Ir Yut to save time.
Crota Challenge Mode
The explanation of the Crota Challenge mode is rather simple. No player can pick up the sword more than once. Which means you can only use it on one full rotation, and you cannot for any reason drop said sword and then pick it back up again, even in your rotation. This completely removed the most common strategy of a Bladedancer using Invisible Blink Strike and just standing behind Crota during Sword phase. It also means any single character can now perform sword duties just as well, which is nice since most groups will need several separate Sword Bearers (I recommend using 3) per Crota kill since most teams do not have an absolute monster Sword Bearer like this guy...
Though it is very doable in two rotations as I can often knock off around 60% of Crota's health, only being a pretty decent Sword Bearer. Note: Weapons of Light/Tether may now increase Sword damage output on Crota, though I have no definitive confirmation of this. Just player speculation of it seemed to work better. I'll search real sources later though. *Datto confirmed Weapons of Light buff works, while Debuffs do not. So there you have it, with that information, I highly recommend a Double Bubble of Weapons/Blessings and a Nighthawk Gunslinger for each Crota Challenge Mode. Put the Bubble's barely on the stage, just in the corner and then retreat to left bridge at the start of every Sword rotation, then use the Golden Gun shot to 1 hit the Oversoul. Makes Crota a much easier to deal with encounter. This should reduce the hits to kill from 16 R2's to 13 ideally due to Weapons of Light. For a two rotation kill that's 2.25 hits per kneel plus a Super on every 2nd kneel, which is very doable.
Abridged Guide
Here is Datto's Abridged Guide explaining the changes. Check out his guide on the Challenge Modes linked at the end of this video if do not understand my explanations of it or need video reference.
As far as Weapons/Class recommendations throughout the Raid, stick with Zhalo, Firefly perk'd Primaries (Scouts preferable like the Taken King DO Hung Jury), Necrocasm, and Icebreaker for all of the thralls. Exotic Sword are useful for the Bridge and Ir Yut encounters. Shotguns are useful during the Ir Yut fight specifically for all of the Knights and to conserve Sword Ammo. A High Impact Sniper is great for the Tower Knights against Crota. Gjallarhorn and Machine Guns can always be used. Titans can be useful as any class up until Crota, though having 1 Blessing Bubble during the Abyss is very useful. I recommend 2 Defenders at Crota as mentioned above running Weapons/Blessing to put Bubbles on the corner of the Crota stage. For Hunters, I highly recommend Nightstalker up until Crota running Light of the Pack, Predator, and Vanish Smokes. Then if you own a Nighthawk helmet switch to that with Deadeye/Over the Horizon for the Oversoul. Warlocks are, like as often is right now, best served up with hot Nova Bombs on Voidwalker in an Embrace the Void vampire build (Annihilate and Lifesteal) using Axions or Nothing Manacle Scatters throughout the Raid.
Challenge Mode Rewards
Exotic Adept Fang of Ir Yut (Arc)
Exotic Adept Oversoul Edict (Arc)
Exotic Adept Word of Crota (Void)
Exotic Adept Abyss Defiant (Solar)
Vault of Glass
Changes
Templar Well - Added a new Chest to the back way to the Templar Well, which is also an Exotic Chest. The first chest above it appears to be an Exotic Chest now too. Added a turn back zone to the ledge on the far right side ledge at the back of the Templar Well. Drastically increased the height of the giant left pillar so that you cannot reach the top of it. You also now get a turn back killzone if you even attempt to climb up it. Closed a small hidey hole above the Spirit Bloom Room on the left side of the Templar Well. Spirit Bloom Room is also now locked off during fights in the Templar Well. All fights in the Templar Well now have a Joining Allies prompt when an activity in the Templar Well starts.
Confluxes - Remains the same in layout, but the length has been reduced. Harpies and Supplicants come out during the Fanatics phases.
Oracles - Oracles spawn rate significantly increased. There are now only 4 waves total but wave one includes 9 Oracle spawns., followed by 7, 7, and then 9 Oracles again (didn't realize this was a mechanic, but if you fail to kill an Oracle and need to cleanse, you have to repeat that Oracle phase). This speeds up one of the longest encounters in any Raid which is a very good change, but at the same time, makes it much more challenging to complete. Due to the changing number of Oracles, these Oracles have different spawn sequences than they did originally.
Templar - Harpies Disciples are now in effect Supplicants as well. What this means is that if they close in on you, they explode rather than just shoot at you similar to how they work in the Atheon fight and now the Confluxes Fanatics phase. Oracles have also changed color to Red, and must be killed because the Aegis Shield can no longer Cleanse. If any one Oracle is missed, the entire encounter is a wipe as it will proc Prophecy of Doom and then immediately a Ritual of Negation from the Templar that wipes the entire team.
Gorgons Maze - Gorgon's health do not increase with each kill, but seem to have been significantly increased (similar health to about the 4th Gorgon killed previously) per Gorgon to compensate. Keep this in mind due to the Record Book Challenge of killing all Gorgons in the Maze.
Gatekeepers - The first Gatekeeper now starts teleporting upon first damage. Surprisingly, now that first Gatekeeper also drops a 3rd (new) Aegis Shield. More ads have seemingly been added to each Portal World, most of which are Elites, which is likely why the extra Aegis is needed. We found it much harder to kill each Gatekeeper than before. Note: A Bloodbound Tether, then an Aegis slam seemed to put in work on the 2nd Gatekeeper since all the ads were so close (an R2 slam would damage 2 enemies, doubling damage done to the Gatekeeper).
Atheon - During the timestream Oracles spawns have been changed. They now spawn faster, in slightly different locations, and now there are only 6 rather than 7. This is extremely important for Challenge Mode.
Templar Challenge Mode
Much to absolutely nobody's surprise, Challenge Mode for Templar to to prevent the Templar from Teleporting. Not much to explain here since this has always been a Challenge for Templar to spawn the 6th Chest. The only thing of note is that after the first two Oracles are killed, if you are preventing the Templar from teleporting, no more Oracles will spawn. Note: Once the teleport Circle appears, you have exactly 10 seconds to stand on it (it will turn white if you are in it correctly). So you need to be standing on it at exactly 8 seconds to be sure to block said teleport. As an Aegis Shield carrier I wait 6 seconds after seeing it spawn and then head straight there and block with the Grenade button's Shield. That gives you plenty of time to block the teleport and then bug out.
Atheon Challenge Mode
Here is where things get a bit crazy and hectic. The Atheon Challenge Mode is to have each Guardian kill exactly 1 Oracle in every single Timestream phase. The reason this is tricky is that as noted above, the Oracle spawn rates have been increased, while 3 Guardians still spawn outside of the Timestream. To make matter more difficult, at least 1 player must always be outside the Timestream or the team will be wiped. What this means is that while the Aegis Shield player is wiping the Timestream ads, players (lets call all players in number order with Aegis being 3) 1 & 2 inside the Timestream must each kill their own Oracles and then be cleansed by the Aegis before promptly leaving the Timestream. *(Strategy 1) After wiping ads with the Aegis, player 3 must use the Aegis Super to kill Oracle 3 and then cleanse players 1 & 2. On the outside player 6 must open whichever Timegate of the Timestream (lets call them Venus or Mars) the players 1-3 were teleported to. Players 4 & 5 need to proceed to the Timegate for Venus/Mars while wiping Supplicant ads. Once the Timegate opens 4 & 5 will enter the Timestream and start killing their Oracles 4 & 5, while players 1 & 2 are exiting. Once players 1 & 2 exit the Timegate player 6 must enter the Timestream to kill Oracle 6. Keep in mind all players exiting the Timestream must be recleansed or will otherwise go blind so player 3 must exit the Timestream with players 4 & 5 once they kill their Oracles so that players outside the Timestream aren't killed by Supplicants while blind. *(Strategy 2) Player 3 waits to kill Oracle 5, which means players 4 & 5 must enter the Timestream very quickly to kill Oracles 3 & 4. Then everything proceeds normally (the reason for this strategy is because the Super Charge sometimes takes longer than when Oracle 3 spawns, and often player 4 kills Oracle 3 by mistake anyway, causing Player 3 to waste said Super on an Oracle that just was killed). Outside of the Timestream, the Atheon fight presents as usual. Note: I highly suggest placing 3 players on each side of the Atheon room, already standing around the pillar, prior to the Timestream teleport. This will allow at least 1 player to be Player 6 and already be opening the Timegate when players are teleported. I also highly recommend 2 other things: The Aegis Shield user exit immediately after giving one cleanse to players 4 & 5 and then heading straight to the middle platform so everyone can meet there for cleanse and prepare to damage Atheon, and plan for 2 full rotations using the last 10 seconds of Time's Vengence to kill all of the remaining Supplicants in the room before proceeding back to your spots to be teleported. You should easily be able to knock off 55-65% of Atheon's health, kill all Supplicants, and get back into position in a full Time's Vengence window.
If this sounds complicated its because... well, it is very complicated, and it will require extremely good communication and coordination to accomplish. The fights now confusing roles are confounded by the fact that Atheon still randomly Teleports 3 Guardians into the Timestream each time, so there is no way to designate rolls for each of the 6 players. Good luck!
Abridged Guide
As far as Weapons/Class recommendations throughout the Raid, use any Primary you feel comfortable with, but preference is given to Higher Impact, longer Range Primaries in many engagements or the any of the actual Raid Primaries during any Oracles encounters due to the Oracles disrupter perk. Note: Oracles still have a damage penalty for both Hand Cannons and Scout Rifles of 30% and 20%, so a normal HC is awful for Oracles. Use Low Impact Auto Rifles similar to Doctrine of Passing or Fusion Rifles if those are unavailable if you do not already have an Oracle disrupter weapon. Shotguns are also viable on Oracles Phase in the Templar Well, just not at Atheon. Keep in mind that while Sleeper Similant is an extremely attractive weapon due it's one shot Oracle potential, Ricochet shots are extremely common and will frequently kill the user off of Oracles. I highly recommend against using it. Conversely, Sleeper Simulant does the highest damage per shot of any weapon against Atheon and with Weapons of Light alone can pump out over 2.2 million (all non Crits would still equal 1.76 mil) damage per player in only 9 shots if all are Crits. If all 6 Guardians are using Sleeper Simulant, with 1 Tether and an Illuminated Weapons of Light, a 1 cycle on Atheon is pretty easy. I highly recommend a VoG non-Adept Primary, Highest Impact Sniper, and Sleeper Simulant loadout for both Templar and Atheon, especially with Heavy Ammo armor that gives you 12 Sleeper shots. As far as class loadouts go I recommend Nightstalker for Hunters throughout the Raid with the normal Light of the Pack/Predator/Black Hole build. Except during Gatekeepers phase, a Bloodbound bow can be extremely useful on Portal 2 (Venus) for the person who is going to grab the Aegis Shield from there. Titans can get comfortable as Defenders here with Weapons of Light, you will be popping a lot of those Bubbles. Warlocks can actually make valid use of every Subclass here. Voidwalker to Nova for Orb creation and health regen on a vampire build, Sunsingers to use a Viking Funeral/Ignite & Fusion Grenade build to give the team extra DPS during damage cycles, and Stormcallers (least useful) for similar reason as the Voidwalkers to create orbs during parts like Fanatics on the Confluxes phase.
Challenge Mode Rewards
Exotic Adept Praedyth's Timepiece (Arc)
Exotic Adept Fatebringer (Arc)
Exotic Adept Atheon's Epilogue (Void)
Exotic Adept Vision of Confluence (Solar)
King's Fall
Guide to Normal Totems/Warpriest, Normal Golgoroth, and Normal Daughters/Oryx if you've never done King's Fall before.
Guides to Challenge Modes: Warpriest, Golgoroth, and Oryx.
Weapons guides for Kings Fall have always been pretty universal but a few things have changed since Y2. For Warpriest, a Sleeper Simulant/Ex Machina (Highest Impact Sniper) combo gives you the highest possible DPS. Gjallahorn is a close 2nd. One would think Black Spindle would work great here, but there is just too much time left on the table now that ammo inventories for Sniper Rifles have been diminished so much, which leaves Spindle standing there crying with no ammo and not being able to be the monster it wants to be. Conversely, during Golgoroth, there is no King, but Black Spindle. It can drop upwards of 1,000,000 damage (just over 2.2 million damage) over Sleeper Simulant per Orb drop per player because of the smaller timeframe in question. A Legendary Sniper such as Ex Machina can be used in it's place if you do not have a Black Spindle, but it won't quite hit that kind of DPS. For Daughters, nothing hits quite as hard as Touch of Malice, and it's also extremely easy to use. Use Snipers, Gjally, or Sleeper if you do not have Touch of Malice, but note the shaking is a lot more distracting that it even seemed like it used to be, especially in regards to Snipers due to the increased Flinch they were given, so hitting shots is rather tough. Oryx is rather mechanics driven so I'd only really advise loadouts for the middle Titans and Runner. Runner should use a Razelighter, Dark Drinker, or Touch of Malice to use on the Light Eater Knight that he steals the brand from to quickly dispatch. The middle Titans should run Sleeper Simulants now, as Touch of Malice now destroys Blessings overshields. 2 Sleeper Shots will kill each Ogre. Guardians on Plates should each either use a Highest Impact Sniper such as Ex Machina or something like a Gjallahorn/Truth to 1 hit kill their Light Eater Knights. For Class Recommendations, Titans should be using Defenders, Hunters on Nightstalkers, and Warlocks should mostly be on Sunsingers with the occasional useful Voidwalker.
Challenge Mode Rewards
Exotic Adept Anguish of Drystan (Arc)
Exotic Adept Zaouli's Bane (Void)
Exotic Adept Doom of Chelchis (Void)
Exotic Adept Smite of Merain (Solar)
Wrath of the Machine
Link to post with full Raid guide including Challenge Modes. Will update if there are any changes, though it is unlikely.
Challenge Mode Rewards
Exotic Adept Chaos Dogma (Arc)
Exotic Adept Steel Medulla (Void)
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