Board Thread:Destiny Forum/@comment-26388714-20151105143114/@comment-26355186-20151107000043

Ok, so I have thought on a raid for a looooooonnnnnnng time now, and I think that it's almost done. Please note that all of this is work in progress. And please, do come with feedback.

Forge of Gods/Armageddon
(description a work in progress)

Beginning

The team spawn in the new area on Mars, Blazing Sands. In the distance, the giant volcano of Olympus Mons can be seen, known by the Cabal as the Forge of Gods. Near the spawn, a large gate leading inside a mountain can be found. After a few seconds, two Gladiator type enemies called "Gatewatcher" will appear from Harvesters. Kill them to make two random players recieve the buff "Network Access". The players with the buff must activate two terminals on either side of the gate. The gate will open and the team can proceed into the Raid-exclusive area Melted Canyon.

The Bridge

When entering the new area, the team will find themselves inside an underground ravine, with a bridge in the middle of it, which points downwards. Once the Fireteam begins their descent, Harvesters with the black and orange livery of the Burning Legion will appear, dropping off Legionaries, Phalanxes and Centurions. As the team fights their way through to the middle of the bridge, a special Harvester will appear. This Harvester doesn't drop troops, instead, it houses a single Colossus by the name of "Kho'ogh, Watcher of the Gauntlet". Kho'ogh will fire his weapon, a large crossbow, at the Guardians. If the bolt hits, the Guardian hit by it will be given the debuff "Targeted for Destruction", which lasts for 15 seconds. After the 15 seconds, a barrage of missiles will be launched from the Harvester, aimed at the Guardian with the debuff, and Kho'ogh will fire a bolt at another player. To counter this, along the way of the bridge there are three Heavy slug thrower turrets placed out. To activate them, there is a Gatewatcher at each turret, which grants the "Network Access" to the Guardian that killed it. Activate a turret with the buff to make to fire on Kho'ogh's Harvester, damaging it. When the Harvester has lost a third of its Health, the turret will deactivate, and the team must continue on. To destroy the Harvester, all three Turrets along the bridge must be activated. When the Harvester is destroyed at the end of the bridge, Kho'ogh will jump out, arming himself with a Flamethrower. Two additional Harvesters will drop down two Gatewatchers each. To advance into the Gauntlet, all enemies including Kho'ogh must be killed, and the "Network Access" buff from the Gatewatchers must be used to open the gate. Kho'ogh is fairly easy to defeat, and has very little Health.

The Gauntlet

As the Fireteam enters the open gates, they will find themselves in what seems to be an abandoned train station underground, similar to Tharsis Junction. Directly infront of them, the Guardians can find the first Loot chest, which award materials. The team must now reach a large device in the middle of the room, which appears to be a teleporter. When entered, the Fireteam will be teleported to The Gauntlet, a gigantic armoured train speeding straight towards the Forge of Gods. Upon spawning, the team must make it from the wagon at the end of the train to the frontcof it, by fighting their way through hordes of Cabal, both on the outside and the inside of the train. A special enemy type will spawn on the train, called Juggernaut. A Juggernaut is a larger than normal Phalanx armed with a one-handed Forge Hammer and a smaller shield. Juggernauts have the ability to charge at Guardians, and being able to knock Guardians hit by it backwards. If they are killed, they drop a Forge Hammer relic, which can be used by Guardians. To proceed through wagons, a Forge Hammer must be used to destroy the door to the next wagon.

When the team reaches the final wagon, Galur, Solar Flayer will appear. Galur is not armed with any weapon, instead, he uses a number of different abilities. He also has a shield which grants him invulnerability. Galur's abilities include firing solar projectiles which seek out enemies, covering himself in fire and rushing towards the Guardians, and his normal Psionic Blast leaves a damaging burn field after it. However, his powerful abilities come at a cost. Whenever Galur uses any sort of ability, his shield drains a little bit. Eventually, the shield will reach zero, and the Flayer will be stunned by it. This leaves him open to attack for about 20 seconds. When Galur has lost his shield for the first time in the fight, adds will begin to spawn. When Galur has lost 33% of his Health, he will add a new attack. When his Shields are being replenished, he will float into the air and release a powerful AOE attack that can take away about half the Health of an undamaged Guardian. The only way to avoid this is to hide behind the few covers in the room. However, as the fight goes on, more and more cover will disappear. When the Flayer has lost 66% of his Health, he will add a powerful beam of energy which he fires in a wide circle clockwise. This beam insta-kills Guardians at full Health, but it can be easily avoided. As Galur places himself in the middle of the room while doing this attack, Guardians must run away from the beam. At running speed, a Guardian with decent Agility stats can outrun the beam. On Hard Mode, Galur adds a final attack when he loses 99% of his Health. He will float into the air and charge up a desperate suicide attack, in which he fills himself with energy and then detonates, wiping the Guardians. To stop this, the Fireteam must take Galur's last 1% of Health down while he charges the attack.

[Part One done. To be continued]

Again, please give feedback.