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    Destiny

    Game » consists of 25 releases. Released Sep 09, 2014

    Shoot your way across the solar system to level up and collect new loot in this multiplayer-focused first-person shooter from Bungie and Activision.

    Wrath of the Machine Guide (Spoilers Inside: You've Been Warned) Challenge Mode Notes Updated 11/21

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    Hestilllives19

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    #1  Edited By Hestilllives19

    Wrath of the Machine has now been released in Destiny for over a month. I figured it was about time we had a guide put up about how to complete the Raid. This guide should include decriptions, strategies for both Normal and Heroic, and loadout recommendations for weapons and classes for each fight. I will not go over how to Unlock Outbreak Prime by unlocking all 5 monitors, but there are many guides out there for that. I will also not go over the Exotic Chest locations either or Siva Clusters. But both of those links are to videos by Datto about those exact things, so watch those if you want. He is the guy whose group first solved Outbreak Prime, and one of the most well respected Twitch/Youtube Destiny players.

    Bungie Recommended Levels: 370 for Normal Mode, 380 for Heroic. Note: Try to be between 390-400 (Ideally 400) for the Weekly 390 Raid when WotM is the Weekly Raid. This is the only time the 390 WotM will be available (once a month).

    My Recommended Levels: 375+ for Normal Mode, 385+ and at least 3 Normal Mode Completions for Heroic. 385 is very easy to obtain now just by doing Strikes, so going in under that is unnecessary. Also going into Heroic without at least 3 Normal Completions is dropping yourself into the deep end without knowing all of the mechanics. It's both a hindrance to yourself and your team.

    Materials of Note: Siva Cache Keys and Siva Key Fragments. Every 10 Key Fragments can be turned into a Siva Cache Key, but only Key Fragments are transferable via DIM, Bungie.net or other outside sources from within the game. Cache Keys can only be picked up and equiped from a character or via the Vault. So it is recommended you always keep Siva Cache Keys stored as Siva Key Fragments when not about to be used. Shiro at the Iron Temple can turn Keys into Fragments for a small cost, and also has a Questline resulting in 1 per character. Inside the Raid Siva Cache Keys work similarly to Moldering Shards from King's Fall, only they work on a Chest at every Phase completion of the Raid.

    Super DPS Ability Stacking Info: Viking Funeral on Sunsingers can stack roughly at 15.76% (5% x 5% x 5%) but only on constant Fusion Grenade Spam (in Radiance). Weapons of Light from a Defender can stack either 25% or 35% when running Illuminated (highly recommended, as in do not use without it). Both of those stack with anything. But the next two cancel each other out, with priority taken by Nightstalker Shadowshot. Shadowshot is a 35% stack. Sunbreaker also have a 50% stack from Melting Point. Melting Point stacks higher but has to be attached by a melee, which isn't feasible for most fights. It also only lasts 6s as opposed to Shadowshots 8s. But it is a Melee, so in theory it will come back quicker than a Super, outside of a situation where there are enough orbs sitting around for an instant Super. Note: This information works anywhere, including any and all Raids.

    Vosik Phase 1

    Description - The Raid starts out overlooking a familiar place from the Plaguelands from the story, this is your entry point to Wrath of the Machine. There are now 3 Charging Stations or Terminals and bright Charges bursting forth from spots around the map. To start the Vosik Phase 1 fight a player needs to move over 4 Charges. Each charge will add up to 15 seconds on a timer. At the 4th Charge that player will be Fully Charged. He must then go to the closest of the 3 Terminals (any terminal will do, as their charges are connected) and discharge by Slamming the Terminal. The first Slam of the terminal will bring out Vosik. Ads (enemies) will start spawning in and Vosik will start to teleport to each side of the map while shooting a Cannon at players. There will now enter 3 unique enemies preceded by 2 shanks each time. These large Shanks look similar to S.A.B.E.R.-2 from the Fallen S.A.B.E.R strike. They are called Voltage Eater Shanks and will do just that if they get close enough to your Terminals. Destroy them as quickly as possible. To do this position at least 1 player at each Terminal defending it. Most teams prefer to use 2 "Runners" and a 2nd player guarding the middle Terminal that can help both Right and Left Terminals if they are overun. Now just like a player did to originally bring out Vosik, 2 players will run around grabbing Charges until they are fully Charged and then discharge themselves on one of the Terminals. Once the Terminals have been charged by players you will get a message that says “Foundry spinners producing SIVA charges". The Terminals will then start spitting out small round Siva Charges. These must be thrown at Vosik to drop his shield. So Runners need to quickly make their way to the open Terminals that only have 1 player as each Terminal will spit out Siva Charges in quick rotation, or more than 1 player can throw. If his shield is taken down and there are extra Siva Charges, keep throwing them, as they do massive damage to Vosik. Once all Siva Charges are thrown pull out weapons to do max DPS to Vosik. After the first rotation his shields will go back up but he should be at roughly half health or more, otherwise you did pretty poor DPS. Again Charge Terminals and Throw Siva Charges at Vosik until he retreats at roughly 10% health. You are done.

    Heroic Changes - Enemies for the Entire Raid are LL 390, so in all sections they have more health. No other changes.

    Recommended Class - If nothing is mentioned specifically that means you are free to use any of the abilities in that tree at will. In other words nothing or more useful than anything else in that spec. For Artifacts, I recommend everyone use Skorri while Raiding at all times, helping any teammates around you generate Super if you are holding it is extremely useful, and no other Artifact carries that kind of usefulness in PvE.

    Hunters - Nightstalker spec'd with Black Hole, Light of the Pack, and Predator. Personally I run Vanish for Smoke here.

    Warlocks - Voidwalker spec'd with Life Steal, Annihilate or The Hunger, and Embrace the Void. If your team is running low on DPS you may run a Sunsinger with Fusion Grenades, Radiant Skin, Viking Funeral, and Touch of Flame.

    Titan - Defender spec'd with Weapons of Light, Bastion, and Illuminated.

    Recommended Weapons

    Primary - Anything you are comfortable with, but this is a large room, Pulses and Scouts work great here. Hand Cannons and Auto Rifles can be used but Range may cause large damage falloff. During any part of the Raid, if you ever find yourself dying a lot more often than others, and DPS is not an issue for the team, try using a Red Death. This puts Raids and other content on Easy Mode since it will regen your health with every ad kill you get. But keep in mind in puts out pretty poor DPS and often takes away an Exotic slot best used by an Exotic Heavy Weapon.

    Secondary - Snipers are preferred, specifically Highest Impact Snipers. Look for Event Horizon from the Crucible Quarter Master or the Devil's Dawn, both are readily available. But you can use a Shotgun, though you will need to be using a Heavy with a lot of firepower such as Sleeper Simulant for DPS phase as a Shotgun will be utterly useless in that part.

    Heavy - Sleeper Simulant is a great choice here, my overall top pick. Though Gjallarhorn also makes a strong showing. Outside of these 2 any High Blast Radius Rocket Launcher or Machine Gun will do the trick to be honest, but those 2 would be the preferred weapons of choice.

    Vosik Phase 2

    Description - After dropping down from a vent you will fall into a room surrounded in monitors. There are 4 Clean Rooms on each corner of the room. There are 5 places of note otherwise, Center, Right, Left, Center Stage, and Boss Stage. Once any player steps on the Center Stage Vosik will spawn in up front on the Boss Stage and remain there the entire fight. Ads will begin to spawn at Center Stage, Front Right, and Front Left. Pretty Quickly 1 Siva Charge will drop on each side; Left, Right, and Center. Once a Siva Charge has been picked up by all 3 players someone needs to call out when to throw the Charges (do not throw charges where ads spawn in, as they may drop down and the Siva Charge will be thrown into ads and not hit Vosik) as these need to be timed to hit Vosik at the same time. Once the Siva Charges have been thrown go back to dealing with ads on your side. Quickly after Vosik has been damaged by Siva Charges one of the small monitors at the front of the room will light up. Players need to quickly identify this monitor and shoot it until it explodes. If the monitor is not taken down Vosik will activate "Siva Density Critical", which means every player needs to find one of the 4 Clean Rooms mentioned earlier that has a Light on. All players must rush to 1 specific Clean Room, as each Room only gets one use per fight. Ideally you will never allow this to happen at this stage because you destroyed the monitors everytime though. After the 2nd Siva Charges are thrown an Elite Captain will spawn on each side (Left, Right, Center). Taking him out quickly is of utmost importance. Note: He frequently falls off the map during teleportation, if this happens he IS NOT gone. He will respawn behind players in 5-10 seconds at the health he had before falling off the map, so be prepared for that. After Vosik is hit by 9 Siva Charges it will begin his DPS phase. All players will move to the Center together to DPS Vosik (this is where Super DPS abilities come into play, utilize them as best as your team composition allows here). During the DPS phase 2 Siva Charges will drop, these should be thrown at Vosik for added DPS. Shortly after Siva Charges drop the DPS phase will end and you will see "Siva Density Critical". This is when you are supposed to locate a Clean Room and move as a team into said Room quickly. Once the team is inside close the door by shooting the panel on the right side. This will protect the team from his attack. Do Not use more than 1 saferoom per DPS cycle. This will allow you up to 5 DPS cycles or Monitors fails to kill Vosik. Repeat this process until Vosik is under 50% health. At 50% health the normal ads will be replaced with both Sniper and Exploding Shanks falling from the ceiling. Otherwise the fight stays the same. Repeat this process until Vosik is dead.

    Heroic Changes – Starting now there are no Revives for encounters outside of Sunsinger Self-Res (cannot be done if wiped outside by Siva Density Critical). Instead of 3 Siva Charges spawning, now 6 Siva Charges will spawn, requiring all 6 team members to throw a Siva Charge (this can be used to manipulate Vosik DPS, purposely miss 1 in 18 Charges, the next round will allow you to throw the 5 extra Siva Charges for DPS, or over 500k free DPS at the start of each DPS phase). The last change is that the Clean Rooms will now be 75% closed at all times. This requires each team member to slide or crouch walk (sliding preferred, as it is much faster) into the Room during Siva Density Critical. Also, since there are no Revives, it is Critical you wait for all teammates to enter the Clean Room before closing it.

    Challenge Mode: Challenge Mode for Vosik is pretty simple. Basically you just take the two 2 Siva Charges that drop during DPS and instead of throwing them at Vosik for DPS, take them to the two Clean Rooms during Siva Density Critical. Have all players in one of the two rooms, the exact spread doesn't matter as long as all players make it into the rooms. The two players with the Siva Charges must throw the Siva Charges into the panel to the right of the door to close the Clean Room. Be sure to aim a bit low as they throw a bit high. You must use all 4 clean rooms in the first two cycles, using Siva Charges to close the Clean Rooms each time. You also must kill Vosik on the 3rd DPS phase. And there you go, Challenge Mode complete.

    Rewards - Loot is on the Boss Stage, but Loot Chests Spawn at Center Stage. Heroic on the Right, Normal on the Left (only Normal shows up in the Normal Raid). This is where you use your Siva Cache Keys.

    Leg Armor (Gain a Speed Boost when Carrying a Cannon)

    Normal Mode - Quantiplasm (Shotgun), Ether Nova (Fusion Rifle).

    Heroic Mode - Ex Machina~ (Sniper Rifle), Zeal Vector~ (Sidearm).

    Recommended Class

    Hunters - Nightstalker spec'd with Black Hole, Light of the Pack, and Predator. Personally I run Vanish for Smoke here.

    Warlocks - Voidwalker spec'd with Life Steal, Annihilate or The Hunger, and Embrace the Void. If your team is running low on DPS (or that player is dying a lot) you may run a Sunsinger with Fusion Grenades, Fireborn, Viking Funeral, and Touch of Flame.

    Titan - Defender spec'd with Weapons of Light, Bastion, and Illuminated. If you have more than 2 Titans, running either a Blessings of Light Defender or Sunbreaker with Forgemaster, Explosive Pyre, and Cauterize can be very useful.

    Recommended Weapons

    Primary - Anything you are comfortable with, but this is a smaller room, Pulses and Auto’s work great here. Firefly Scouts also put in some serious work. Hand Cannons can also really shine in this engagement range. It’s also worth noting that Shanks do not take Precision damage, therefor no Firefly. Sniper Shanks also die to one mid Impact HC shot, so they can be dealt with quickly. Personally I use a Firefly Scout until Shank phase and quickswap to a HC, but that is very dangerous and isn’t for everyone, as you can easily die if you aren’t careful about it. Note: Outbreak Prime does the most DPS of any Primary. If you don't have a great DPS option for Heavy, but do have an Outbreak Prime, it's a great go to weapon.

    Secondary - Snipers are very good, specifically Highest Impact Snipers. Look for Event Horizon from the Crucible Quarter Master or the Devil's Dawn, both are readily available. In my opinion though, this is one of the sections of the Raid where Shotguns shine under certain loadouts. While using Sleeper Simulant as Heavy for DPS phase, a Shotgun can be incredibly helpful for taking out wayward Captains if a Super is missed either by your section or another, or if he teleports off of the map only to spawn behind you. Look for Mid to High Impact Shotguns with High Fire Rates, as you want to dump a clip and stagger them. I use a Full-Auto Party Crasher. Keep in mind Black Spindle has the highest possible DPS in this section but it requires using both Heavy and Sniper perks, plus not missing a single Crit. 1 reload can keep you from hitting the 17-18 shots needed to beat out a Sleeper Simulant. It's also worth noting that outside of monitor damage, it's rather useless outside of Vosik Damage as well and may hinder the hardest part of this fight, staying alive. I highly recommend a Shotgun/Sleeper build here.

    Heavy - Sleeper Simulant is a great choice here, my overall top pick. Though Gjallarhorn also makes a strong showing. Outside of these 2 any High Blast Radius Rocket Launcher or Machine Gun will do the trick to be honest, but those 2 would be the preferred weapons of choice.

    Death Zamboni (Siege Engine)

    Description - (Phase 1) After coming out of the tunnel after defeating Vosik you see a long highway with a Giant Wall at the end. Proceed forward and kill the dregs/vandals that stand between you and that Wall. When the team gets close enough to the Wall a cutscene will play showing a Giant Death Zamboni far off in the distance. You will now be turned around facing the way you ran in, with your back against the wall. Notice the two turrets at the center of the Zamboni that is now approaching. Use long range weapons (Scout Rifles, Sniper Rifles preferred) to shoot at these two turrets. Once enough damage has been done to each they will explode. Once both Turrets are destroyed it will reveal a giant round orange Headlight. Shoot the Headlight until it explodes as well. Ideally while this is going on you have a Nighstalker Shadowshot on the Dregs in front of you and 1 player using a Roaming Super ability (Stormtrance preferred) killing the ads. A Defender Blessing Bubble can also be placed just in front of a Shipping Crate behind where you spawn after the cutscene and allows your team to stand behind it and Snipe the Turrets/Headlight from it's cover. Once the Headlight is destroyed an opening will appear on the left side of the Zamboni that you can jump on the Zamboni from. Nightstalkers can throw Invisibility Smokes at the feet of the team to prevent any ads from shooting the team as they approach the Zamboni. The Zamboni will then Crash through the Wall, destroying it. Before this happens players can jump off the back of the Zamboni and gather Orbs, Ammo, and Res any dead teammates. Jump back quickly on the Zamboni afterwards. If the Headlight is not destroyed, if it wasn't obvious, the team will all wipe to the Death Zamboni. The front of the Zamboni and the side railings will instakill (electrocute) any player that touches them, so stay away from those area's.

    (Phase 2) After crashing through the Giant Wall you will see another stretch of highway. This one is filled with House of Wolves slow orbs (the first section has them, but they are far more noticeable and impactful here). Jump off of the Zamboni as it is now broken and in need of repair (it did just crash through a Giant Wall). A ship will drop off a group of enemies led by an Elite Captain. Shoot the Turrets off of the Ship if possible and then proceed to kill the enemies. Once they are dead 3 Zamboni parts will fall from the ship as it flies away. This can be done one of two ways.

    1. Have 3 players grab the parts, 1 player will clear mines, while the other two kill ads spawning in. When players are exhausted (10s of holding parts) they will be locked out of holding parts again. So switch the 3 players not holding parts for those that are, resuming roles of killing ads and clearing mines until they are all gone.
    2. Do not pick up the parts, have everyone clear ads, making sure to eliminate the guns on each ship as it drops ads. As soon as the 3rd ship has dropped it's ads and they are cleared, go back and pick up the 3 parts, switching out players as quickly as possibly to move the parts as fast as possible. Again 1 player starts quickly clearing the mines. This is my teams preferred method, as it mostly prevents unnecessary deaths, which wastes a lot of time.

    Either way once the parts near the ramp going up to the Zamboni 1 player will break off back up to the Zamboni. An Elite Captain and some of his cronies have decided to take back over control of the Zamboni, raised the bridge and are preventing your teammates from walking the parts up it. So go up to the top of the Zamboni and quickly dispatch this jerk (Exotic Swords are preferred, likely Dark Drinker, for reasons specified later, and it can be used to quickly take out all of his cronies before killing the Captain, but Supers such as Nova Bomb or Fist of Havok work here as well, just kill him quickly). This drops the ramp and your teammates will be able to then walk the parts up the ramp easily. If finished early you can also help clear out the other Elites that spawn at the top in front of the Zamboni. Next walk the parts to their locations. The Driveshaft goes directly into the right Console after coming off of the ramp. The Warhead goes into the right center Console just under the top of the Zamboni where the Captain was killed. The Engine goes in the far back left Console. If you do not put the Zamboni parts back into their respective places, it appears the Warhead goes off and wipes the entire team and you have to start all over from Phase 1. Install parts and you are finished. Note: Shooting the Headlight on both the outside and inside of the Zamboni slows the Warhead timer, giving you significantly more time to place the Zamboni parts into their respective places. Have all players not carrying parts shoot the Headlight unless they are waiting to pick up a part about to drop from another player. Note 2: Once the 2nd Giant Wall has been crashed through, do not be too quick to run ahead of the team. Because of a glitch players found Bungie put in an anti-cheat mechanic that cost the first team that finished Death Zamboni during the Heroic World First race to redo the entire Death Zamboni encounter because one player rushed to the end of the encounter too quickly. Enjoy the show, especially if it's your first run, the Death Zamboni is possibly my favorite part of the Raid.

    Heroic Changes – The only change to this section for Heroic is they added a Spider Tank that spawns in just in front of the Death Zamboni ramp. You can either kill it (recommended) or take out one of its legs and walk the parts past. Keep in mind taking out the front right leg on any Spider Tank will take the Tank down for twice as long, giving you plenty of time to either kill or walk past it.

    Rewards - Loot is on the small Island after falling down from the end of the Highway. Heroic Chest is on the Right, Normal on the Left (only Normal shows up in the Normal Raid). This is where you use your Siva Cache Keys.

    Chest Armor (Take Half Damage when Carrying a Siva Charge), Gauntlets (Increased Heavy Ammo from Fallen Enemies)

    Normal Mode - Sound and Fury (Rocket Launcher)

    Heroic Mode - IF Materia~ (Machine Gun)

    Recommended Class

    Hunters - Nightstalker spec'd with Black Hole, Light of the Pack, and Predator. Personally I run Vanish for Smoke here.

    Warlocks - This is where Stormcaller's really shine. They are the king of ad control here. Run it with Superconductor, Transcendance, and Electrostatic Mind. Having a 2nd Warlock as a Voidwalker as describe before isn't the worst thing in the world either, but your 1st one should be a Stormcaller here.

    Titan - Defender spec'd with Blessings of Light, Bastion, and Illuminated. If you have more than 1 Titans, running either a Striker or Sunbreaker with Forgemaster, Explosive Pyre, and Cauterize can be very useful.

    Recommended Weapons

    Primary - Anything you are comfortable with, but this is a large open space again, which favors Scouts and Pulses. Scouts are ideal here though.

    Secondary - Snipers are ideal, specifically Highest Impact Snipers. Look for Event Horizon from the Crucible Quarter Master or the Devil's Dawn, both are readily available. Shotguns are again pretty useless here. They will cripple you more than they help. *Some teammates swear by Shotguns in the fight, especially on heroic. I think it makes Phase 1 much more challenging as the Zamboni gets far too close without Snipers, only use Shotguns if you run Strategy 1.

    Heavy - Exotic Swords are my go to pick here, specifically Dark Drinker. Mainly because you only want to invest into 1 Exotic Sword Heavy, and do to reason specified later, that is the one you want to invest in. Gjallarhorn can also be used to great effect here though, being the workhorse for most of the team. Though I wouldn't be the person going up to the top of the Zamboni without my Dark Drinker or a Nova/Fist myself. On Heroic Sleeper Simulant can put in some serious work on the Spider Tank though, but is less useful for the rest of the fight, so I wouldn't recommend it. A High Impact Sniper/Exotic Sword build is my go to here.

    Aksis Phase 1

    Description - After dropping down from the dance floor above, you will be in a dark room lit up only by a red Siva splatter on the ground in front of you. Walk into this splatter of Siva. This will start the Aksis Phase 1 fight. Break up into 3 teams of 2. Ideally send 1 spiking damage Super to each side (Nova Bomb, Fist of Havok, Nighthawk Golden Gun; Sunbreaker and Stormtrance will do, but the animations take longer than is ideal, at least in my opinion, my overall preference is Nova Bomb). An Exotic Sword or Shotgun can replace a Spiking Super in a pinch though. Personally I run a Shotgun or Sword (Sniper/Sword for Heroic lately due to the 1 shot potential of Turrets) for that oh crap moment anyways during this section. Ads will spawn on each side, take them out as quickly as possible. Watch out for the 1 Elite Splicer that will be rushing at you. Once he is dead a Scorch Captain will have spawned. Have the player designated to kill the Scorch Captain rush the captain and kill him quickly (ideally with the Spiking Super mentioned, Shadowshots, Envenom Smoke, Flashbangs, and Suppressor Grenades all make Captains a lot more docile as well). Once he is killed look for the Servitor coming out of the same room that the Scorch Captain just spawned from. Call out the type of Servitor he is (Void/Solar/Arc) and what side you are on (Right/Left/Mid). Notice that your Scorch cannon also has a element (Void/Solar/Arc). Go to the position called out for your element and shoot your Scorch Cannon into the Servitor that matches your Element. Hold the trigger for 1-3 seconds and release. This will kill the Servitor. Now the other player will need to pick up a Siva Charge that drops out of the destroyed Servitor and throw it towards the stage where a glowing Siva Crystal sits. The first round has 2, so only 2 of the 3 sides need to hit their Siva Crystals. After the Siva Crystals are destroyed all players gather back at the center stage where the Siva splatter was at the start. An army of Shank will now spawn out of the ceiling coming down towards the players. A Nightstalker should Shadowshot the ground where the Center Scorch Captain was hanging out. This will tether any incoming Shanks, create both orbs and drop ammo in this area for all teammates. Kill all of the Shanks. After they are dead you start round 2. They only change to round 2 is that there is now 3 Siva Crystals to destroy with the Siva Charges. Do the same process again until all Shanks are dead. The last round changes a bit. Now each side will spawn 3 Servitors, so keep calling out their positioning if you are the player throwing Siva Charges. There are now 7 Siva Crystals to destroy. Work your way from outside in to the middle from your side when throwing Siva Charges. Only 7/9 Charges must hit a Crystal. Once all Crystals are destroyed, you are done.

    Heroic Changes – A Siva Turret will spawn on each side, Middle, Left, and Right. It will respawn frequently and must be continually destroyed.

    Rewards - Loot is on front center area where you fought the Scorch Captains, but there is no Loot Chests Spawn in this section of the Raid.

    Ghost, Artifact

    Recommended Class

    Hunters - Nightstalker spec'd with Black Hole, Light of the Pack, and Predator. Personally I run Envenom for Smoke here. A Gunslinger with Nighthawk running Deadeye, Scavenger, and Over the Horizon can be useful as well if there are more than 2 Hunters and not enough Spiking Supers.

    Warlocks - This is where Voidwalkers really shine above all others. Use whatever Nova you prefer, I use Shatter, but an Embrace built as describe before with Life Steal, Annihilate or The Hunger, and Embrace the Void is very good. I highly recommend it.

    Titan - A Striker Titan is preferred here. Flashbang, Shockwave, Overload, Transfusion, and Unstoppable are my preferred way to spec for this fight. A Sunbreaker with Forgemaster, Explosive Pyre, and Cauterize can be very useful as well but I wouldn't do this unless I was throwing the Siva Charge (this is also a bad idea on Heroic, as you will likely be stuck in an animation as a Turret spawns, likely getting yourself or another killed). Defender with Blessings of Light, Suppressor Grenades, and likely wear Helm of Saint 14 if you plan on dropping it near the Captain to blind him. Though this isn't the most useful class for this fight.

    Recommended Weapons

    Primary - Anything you are comfortable with, but Hand Cannon's really shine in both Aksis Phase 1 and especially in Aksis Phase 2. HC's put in great work on Turrets in Heroic on Phase 1, only requiring 3 shots.

    Secondary - Snipers are ideal, specifically Highest Impact Snipers. Look for Event Horizon from the Crucible Quarter Master or the Devil's Dawn, both are readily available. But Shotguns can also be used to great effect here. It just depends on your playstyle and your other weapon loadouts which you choose. Note: High Impact Snipers will 1 shot Turrets on Heroic. This is why it is my preferred go to weapon for Secondaries here, especially when paired with an Exotic Sword.

    Heavy - Exotic Swords are my go to pick here, specifically Dark Drinker. Mainly because you only want to invest into 1 Exotic Sword Heavy, and do to reason specified later, that is the one you want to invest in. Gjallarhorn can also be used to great effect here on Captains. Other than these two running any Legendary Machine Gun or Rocket with High Blast Radius would be fine as well.

    Aksis Phase 2

    Description - After finishing Phase 1, it's onto Phase 2. Shoot Aksis. This will reveal Aksis, the Siva Infused Spider Robot of Death. He will jump down to his platform. Again split of into 3 teams of 2, Right/Left/Center. Aksis will start shooting Giant Domes of Siva Death at every player position as well as Siva Cannon shots. Do Not stand in Siva Domes, they will quickly deteriorate your health. Use the columns and stairs on the Right/Left to break line of sight from Aksis as he will not shoot you if he cannot see you. In the middle take cover behind the walls on either the right or left. Shanks will start to spawn in on each side. Notice 4 Panels on the ground, one Right, one Left, one Front Mid, and another Back Mid. These are the locations that Aksis can teleport to. When shanks start to spawn he will only teleport to either Right or Left. Use cover to break line of sight from him. Then from that cover kill any and all Shanks. He will soon teleport to the other side that he isn't already on (Right/Left), call out this teleport and everyone should shift to once again break line of sight from Aksis. Again kill all of the Shanks. Aksis will teleport back to his Center Stage location, at this time 3 players will receive a buff called Empowerment. Call out your location and that you are Empowered. Hopefully each location has 1 Empowered player. If 1 location has 2 Empowered players, it's not a big deal. The player handling throwing Siva Charges will stay at that location while the Cannon user will Rotate to the location that does not have an Empowered player. Right after Empowerment is called out Scorch Captain will spawn in just like in Phase 1. Again kill the Scorch Captains and have the player designated as the Cannon user grab the Cannon and someone needs to call out what Servitor is on their side. Go kill the Servitor that matches your Element (Arc/Void/Solar) and then the Siva Charge throwers on that side will toss their Charges directly at Aksis. Have 1 player wait to check if all Empowered players are in position. Players should be standing as follows. Left/Right should be standing at the broken railing on their side near the Panel on their respective side. They will both be about equal distance from here from the Panel on their side and overlooking the Front Mid Panel (if you stand too close to a Panel Aksis will teleport onto your head, killing you instantly, do not stand too close). Middle Empowered should be standing near the Back Middle Panel, on the same level as the Panel sits, not below it (very experienced players can watch both Front/Back Mid, but I wouldn't recommend this for the average group). When Aksis teleports you want to quickly jump up over his back if you are the Empowered player on that side, press the Square (X on Xbox) to slam on his back. Make sure you are above him and not riding him. It likely will not work if you are standing on his back so make sure you get height above his back, ideally about 3-6ft. After a the first slam he can be damaged for a short period of time (roughly 10-15 seconds). Immediately 3 other players will become Empowered. It is very important that this is called out as soon as possible and you claim a location, ideally one you are already near. If two positions are called the same, first call gets dibs, unless it is actually impossible for that player to get to the other location in time. If that happens immediately call off that player and tell them to go to the other open location. Aksis cannon teleport to the location he is currently at, so after the first teleport, there are only 3 open spots he could possibly go. Get to your spots quickly and DPS on the move, players not Empowered are your primary DPS during these phases. The second slam is another short DPS (10-15 seconds). The third and final slam is a longer DPS cycle (20-30 seconds). This is where your DPS Supers come into play. Drop Weapons of Light, Shadowshot, and all of your high DPS Weapons for this period.

    Note: Scorch Cannons do Massive Damage to Aksis (hold for 2-3 seconds or until you see the orb pulse, then let go), at level over 68k damage without buffs, and upwards of 138k at the max DPS buffs available. That is per shot. Ideally save at least 6 shots per Scorch Cannon for final slam DPS. Note 2: Dark Drinker assisted by a Weapons of Light bubble placed on Aksis can also cause Massive Damage to Aksis. If a large part of the team has Dark Drinker, it is very easy to 2 cycle Aksis. Personally I use all of the Cannon shots before final slam for 68k per shot, then use 68 Sword Ammo for 14 swings of Dark Drinker on final slam for about 550k damage with both Shadowshot and Weapons of Light active. This give me at total DPS of about 1.150 million DPS vs the 800k DPS plus the few extra Sniper/Sleeper/Gjallarhorn shots I would otherwise get (likely an extra 150k damage). If all 3 Cannons do this you are looking at an extra 600k DPS plus more from the other players. 4-5 shots could also be left for any players without Dark Drinker to use during final slam DPS. This would boost DPS even more.

    Once DPS phase has conclude Aksis will teleport back to the Center stage and activate "Siva Mites". This is similar to "Siva Density Critical" from the Vosik Phase 2 fight. Also similar to the Clean Rooms, there are 4 glowing white circular pillars. We will call these Clean Pillars. If an Empowered Slam ever misses or nobody is there Aksis will also activate "Siva Mites". Like the Clean Rooms, Clean Pillars can only be used once during the fight, so every team member must be on the same Pillar. Even jumping towards said Pillar will activate it. So don't. Rinse and Repeat this process until Aksis only has about 5% health (3 rotations is pretty normal, 4 is bad DPS but doable, and 5 means you are either very under-leveled or are not doing something right as far as DPS goes. At 5th phase Aksis becomes Enrages, though this appears to do nothing other than tell you than you have no more Clean Pillars to save you from "Siva Mites". When Aksis hits that 5% health he will teleport back to Center Stage and activate a 1% kill mechanic. Give him everything you've got. Ideally save Sniper/Heavy or Scorch Cannons for this sections on this rotation to kill him quickly. You should have plenty of time, as long as everyone isn't only down to Primary Ammo at this point. Kill him here and you have finished Wrath of the Machine.

    Note 3: There is a hidden mechanic to this fight that almost nobody uses that I thought I would mention. The square plates that the servitors are trying to get to can be used to sacrifice an Empowered player to. Do this after Aksis teleports but before a player slams on him. The timing on this is incredibly tight but it will instantly recharge everyone in the Raid's Super ability. This can be used to great effect with Nighthawk Gunslingers who can shoot Aksis for 200k DPS per shot. The team that did the first 1 cycle of Aksis used this strategy. It is not something my Raid team even attempts though. It takes far too much coordination and is honestly completely unnecessary for DPS in a normal Raid.

    Heroic Changes – Similar to Phase 1 on 3rd rotation there are now 9 Servitors and Siva Charges that Spawn. 7/9 must be thrown at Aksis to cause him to teleport rather than the 3 on Normal mode.

    Challenge Mode: Challenge Mode for Aksis is pretty complicated. It requires you to use Note 3 on every rotation. Use this video for reference. Dukaness was one of the first players using the Supercharge Mechanic, long before it was deemed even useful. The basics are this: Before the last Siva Charge is thrown make sure every player is positioned properly. Note exactly where the Servitor Plates are. The best positioning is where Dukaness shows on both sides standing in the yellow striped rectangles near the column you use to hide from Aksis during the Shank Phase. This area should also overlook Front and be near your sides Servitor Plate. Middle Empowered should be on the back right stairs just like Dukaness shows. This puts him halfway between Middle Servitor Panel and Right Servitor Panel, and close to Back Teleport. So here is where things get tricky. Right has 3 jobs; Slam Aksis if he teleports Right, Slam Aksis if he teleports Front, or Slam Right Servitor Panel if it is open. If Aksis didn't teleport to Right or Front, Right Empowered needs to immediately check his Servitor Panel. This goes for Left as well, since his only jobs are to check Left Aksis Teleport and then check his Servitor Panel. Middle also has 3 jobs though. He has to check back Aksis Teleport, then check both Middle and Right Servitor Panels and quickly Slam one if it is Active. He will only ever have to Slam the Right Servitor Panel if Aksis teleports Front. Because of this positioning players should always be closer to the Servitor Panels than Aksis, but also have plenty of time to reach Aksis if they need to slam. Do this for every teleport until Aksis is dead, and keep in mind, the more Nighthawk Gunslingers you have the better, they easily drop 150k damage on each GG shot, with 3-4 shots per cycle if you can get one off before his first teleport right after his shields go down.

    Keep in mind Challenge Mode Aksis on Heroic is easily the hardest PvE content in Destiny at the moment, and probably ever. It takes more coordination that any Raid or other activity has ever before in Destiny. It is not for the faint of heart.

    Rewards - Loot is in the same location as Phase 1, but Loot Chests Spawn here as well this time. Heroic on the Right, Normal on the Left (only Normal shows up in the Normal Raid). This is where you use your Siva Cache Keys.

    Helmet (Less Damage from Fallen for a short period of time after Orb Pickup), Class Item

    Normal Mode - Genesis Chain (Auto Rifle), Chaos Dogma (Scout Rifle).

    Heroic Mode - Steel Medula~ (Pulse Rifle), Fever and Remedy~ (Hand Cannon), Nanophoenix (Ship).

    Recommended Class

    Hunters - Nightstalker spec'd with Black Hole, Light of the Pack, and Predator. Personally I run Envenom for Smoke here. A Gunslinger with Nighthawk running Deadeye, Scavenger, and Over the Horizon can be useful as well if there are more than 2 Hunters and not enough Spiking Supers. This can also be used to do Massive damage to Aksis if following Note 3.

    Warlocks - This is where Voidwalkers really shine above all others. Use whatever Nova you prefer, I use Shatter, but an Embrace built as describe before with Life Steal, Annihilate or The Hunger, and Embrace the Void is insane. An Axion Bolt can easily kill 2 Shanks and instantly recharge your grenade to be thrown again immediately. It's obnoxious and I wouldn't use any other build for Warlock here.

    Titan - Defender Titan with Weapons of Light, Bastion, and Illuminated is preferred here. If there are 3 Titans one can spec as a Striker, but it isn't necessary.

    Recommended Weapons

    Primary - Anything you are comfortable with, but Hand Cannon's really shine in both Aksis Phase 1 and especially in Aksis Phase 2. Mid Impact HC's 1 shot Shanks here easily at proper Light Level. If your side has two HC's, there should never be any Shanks on screen, or you need to learn to aim better.

    Secondary - Snipers are ideal, specifically Highest Impact Snipers. Look for Event Horizon from the Crucible Quarter Master or the Devil's Dawn, both are readily available. Black Spindle can do some serious damage to Aksis, but again has little room for mistakes, or it kills DPS. I would go High Impact Sniper, as a back up for DPS

    Heavy - Exotic Swords are my go to pick here, specifically Dark Drinker. Mainly because you only want to invest into 1 Exotic Sword Heavy, and the reason go with Dark Drinker is that it does far more DPS to Aksis than any other weapon in the game. It's not really even close either. But if you do not have it Sleeper is a close 2nd, followed by Gjallarhorn.

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    Zevvion

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    Nice TL;DR, where is the full guide at?

    It's worth noting by the way, that Black Hammer apparently does the most DPS on Vosik's second encounter according to Datto research. I prefer using Sleeper myself though. Yields me a better overall loadout.

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    Hestilllives19

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    @zevvion: Yeah right... I know about Black Spindle, I added the info about that. I didn't recommend that because in my honest opinion it just takes too perfection to reach that level of DPS with Spindle and requires two perks (Special/Sniper), especially when I prefer to run Heavy when I have an Exotic with the option to run Heavy/Special in regards to PvE/Raids. With 1 reload animation, Sleeper beats Spindle in DPS, or just 1 body shot. Plus, the hardest part of the fight is ads, and controlling Captains that like to teleport off of the map and spawn behind you, wasting your Super. That's why I prefer to run Shotgun on Vosik Phase 2, as dead guardians put out far less DPS than the difference between Sleeper and Spindle at max DPS. Though running Outbreak Prime is honestly a very solid choice for Vosik as well.

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    Zevvion

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    @hestilllives19: Don't get me wrong, I wouldn't recommend Black Spindle to anyone, just noteworthy to mention. Even the best groups wipe on that fight sometimes just because Vosik decides to be hyper-accurate occasionally or some other nonsense.

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    VannaDwight

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    #5  Edited By VannaDwight

    This is a fantastic write up, very well done. Sent this to my raid group to hopefully make the next runs easier.

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