Wrath of the Machine (Raid)

Wrath of the Machine is a raid in Rise of Iron. It was made available on September 23, 2016 at 10am PDT.

Opening the Door
The fireteam starts at the entrance of Foundry 113. The team will notice glowing electric charges scattered around the area. The objective is to gather charges and bring the maxed voltage charge to the Foundry Spinner located at the ground in the middle of the area, which will activate the boss. Maxed voltage charge requires 4 charges to be collected, each 1 resetting the timer for the charge. If the player carrying the charge fails to collect the next one, he will die immediately. Once the first maxed charge is brought to the spinner, Vosik, The Archpriest will spawn at the stage in front of the spinner and the fight begins.

The mission is still same, only this time there are 3 Foundry Spinners in total: 1 in the middle, 1 in the left and 1 in the right side of the stage. Team should split into 3 teams of 2, each deciding which teammate should defend the spinner while the other 1 collects charges, While carrying the charges, Vosik will constantly spawn Voltage eaters (which resembles the S.A.B.E.R. 2 Shank from the Fallen S.A.B.E.R. strike), which will slowly move towards the spinners attempting to defuse the voltage charges. Teammates defending the spinners should take them out as soon as they spawn.

The spinners must be charged 5 times in total (each Voltage charge brought into 1 spinner will affect each), which will then start to drop SIVA charges, which must be thrown at Vosik in order to defuse his shield. Once his shield is down, he's vulnerable to damage, so the team should start to focus on him. After a few seconds, his shield will recharge and the spinners will defuse again, starting the phase from the start. Throwing SIVA charges at him while vulnerable will give the team more time to do damage.

Once Vosik's health drops to about 15%, he will retreat and the entrance to next area will open.

Vosik, the Archpriest
After making your way through a light jumping section, the fireteam will come to a room with three lanes filled with numerous monitors and with four doorways, two on either side on the upper and lower right and left, leading to smaller rooms. Approaching the central platform will trigger the encounter, and Vosik will warp in and start laying down a barrage with his cannon. Accompanying him will be a swarm of Vandals and Dregs that will emerge from gateways at the back of the room and also drop from the ceiling. Divide the fireteam into three groups of two, one for each line, and thin out the mobs.

After a short while, a trio of SIVA charges will drop from dispensers, one for each lane. As with the encounter outside, one player in every group of two is to take the charge and lob it at Vosik to drain his shield. It is recommended you do this simultaneously to maximize damage output, while also being wary of any Splicers falling from above that could end up unintentionally taking the hit in the middle lane. After this, attention must be given to the wall of monitors. A screen will light up that needs to be called out and destroyed - failure to do so will result in Vosik triggering critical SIVA density that will either wipe the party or greatly reduce the amount of damage you can do even if you make it to a safe room, so give the glowing monitor a barrage of primary fire to take it out quickly when it appears.

Once you do so, the first phase will essentially repeat. Thin out the enemies, throw your charges, and eliminate the monitor before the wipe effect is triggered. In the third phase onward, the composition of enemies will differ slightly - Reaver Splicer Captains will spawn in among the Dregs and Vandals. Kill them with haste, as their toughness and damage output can easily cause trouble. Once Vosik's shield has drained, pop a Weapons of Light bubble or a tether and deal as much damage as you can in the short window of time that you have. During the damage phase, another three SIVA charges will drop from above, which you can hurl at him for significant additional damage.

Once the damage phase has passed, Vosik will trigger critical SIVA density. In order to avoid it, the fireteam must locate which of the aforementioned four rooms is lit up, run inside it and shoot the lock to activate a safe room which shields the team from the effects of the wipe. Resume your positions afterwards, run through the phases again to wear down his shield, and remember to stay alert for active monitors.

When Vosik's health drops below half, a variety of Shanks will spawn in place of Vandals and Dregs, with Captains still emerging from the third round of charges onward. Prioritize eliminating the Exploder Shanks, both to prevent them from causing havoc and to destroy other Shanks as collateral damage.

Upon death, Vosik will drop rewards and a SIVA cache will appear on the central platform. At the back of the room another passageway opens, leading to another jumping segment which takes you to the next area - the Apex.

Siege Engine
After entering the Apex, the Siege Engine is initially located behind the team when they venture outside on top of the wall. A handful of Splicer Vandals and Dregs wait ahead. Take them out and advance to the wall in the distance. On doing so, a short cutscene will play - the Siege Engine will activate and begin trundling towards the fireteam, laying down a barrage of fire with its turrets. As this happens, a large group of Splicer Dregs and Vandals will spawn from holes in the floor and Skiffs jump in to briefly provide air support. Hug the wall as tightly as possible and use what little cover there is to best avoid Skiff fire, or have a Defender use their Ward, while delegating half of the team at most to deal with mobs - Sunbreakers, Nightstalkers, Stormcallers, Voidwalkers and possibly Bladedancers are the most effective here - while the other half targets the Siege Engine's turrets with concentrated sniper fire.

On destroying both turrets, the head of the Siege Engine tears open, and more damage must be done to that gap. When the Engine has taken sufficient damage, a notification will pop up stating that it has suffered a hull breach. The electrical field surrounding the machine will disappear, and the fireteam must jump up onto the Engine itself to continue forward.

The Engine will knock the first wall down - it is advisable that you don't stand near the head when this happens, as the ensuing explosion can potentially kill you instantly. As you pass through to the second half of the encounter, you'll see another Skiff hanging in the distance. A group of regular enemies and a Splicer Reaver Captain wait underneath it. Be mindful of the Skiff's armament and take out the Captain and the others as quickly as possible - Void shotguns, Raze-Lighter, Gjallarhorn, and AoE supers like Nova Bomb and Fist of Havoc are most effective at dispatching the Captains quickly, as you need time to be in your side in this encounter.

Once the Captain is killed, the Skiff will drop three items and then leave. These are the Driveshaft, Engine Block and Warhead, the three components of the Siege Engine that you need to take back to it in order to repair it and continue progressing. Picking up one of these parts will give the player an Encumbered debuff that lets them carry the part in exchange for having their speed greatly reduced for the next nine seconds. The fireteam must coordinate between each other, with fresh players carrying parts after exhausted players drop them, while simultaneously clearing away Captains and red-bar enemies that block their advance - Shadowshot tethers are immensely effective at helping with crowd control - and clearing the passageways of mines that can slow you down. If at all possible, have someone go a little further ahead and destroy the mines ahead of the main group. Another Skiff will jump in as well, bombarding you with its guns. Blessing of Light is a must in this section for Defenders.

Players must also take great care not to drop any parts down the numerous pitfalls that dot the stage - the Siege Engine is on a timer as you bring the parts back to it. If the timer expires the Engine will detonate causing a wipe, and if a part is dropped repairing it is impossible and it detonates instantly.

However, while the fireteam is juggling parts on the way back to the Engine, a third Skiff will warp in behind it and send out a small party of Splicers. Among them is a unique Major: Meksis, Siege Engineer. While it is risky to charge ahead of the group to try and take him out first, his elimination is to be prioritized - if he reaches the head of the Siege Engine, a notification will appear saying that he has locked it down. This retracts the ramp the group must climb up to deliver the parts. If you see the notification, have a few sufficiently equipped players race over to the Engine, take him out and head back as quickly as possible.

When the fireteam makes it back to the Siege Engine they must put the parts they have in the correct slots. Inserting a part slows down the timer, so you are allowed a little more room to breathe if other carriers are lagging behind. The Driveshaft is inserted into a slot that is to the right of where you climb up the ramp, the Warhead is placed into a receptacle in the center lane up and to the left of where you climb up the ramp, and the Engine Block's slot is at the Siege Engine's back right, or back left from the point of view of players. Once all three parts are properly delivered the Engine will move again, and as before the fireteam must ride it to continue onward.

After the second wall is cleared, however, the main wall itself comes to a sheer drop. The fireteam must jump off the Engine and carefully leap all the way down to the rocky platforms far below the wall, where a chest and a SIVA cache can be found. The Siege Engine will slowly topple off the wall and fall into the sea below. The entrance to the next area lies directly ahead.

Aksis, Archon Prime (Phase 1)
After dropping into the heart of the Perfection Complex, the fireteam will enter a nearly lightless room. The encounter will not commence until a player steps into the swirling cloud of SIVA mites just ahead. Upon doing so, the room will light up and Aksis will be revealed. Much like the fight with Vosik, the team is to divide itself into three groups of two to cover each individual lane down left, middle and right. Almost directly after the encounter begins, a massive horde of Dregs and Vandals and three Vandal Majors will spawn, one for each lane. Thin their ranks as best as possible and focus on eliminating the Major. Once that is done, a Scorch, Shock and Null Captain will spawn in a random order across the three lanes. They are to be killed swiftly and one player in every group of two is to pick up the cannon they drop.

While continuing to manage the mobs, the other players in the three teams are to guide the cannon-bearers to their respective Servitors that spawn after the Captains are slain. They are Scorch, Shock and Null, spawn randomly - although they are never the same element of the Captain that preceded them - and can only be killed by their matching cannon. Time is of the essence, as after the Captains die a slow timer for critical SIVA density is activated, and in addition the Servitors cannot be allowed to reach the red plates at the front of each lane, otherwise Aksis will attempt to wipe the party.

Upon death, the Servitors will drop SIVA charges, and it is the duty of the players not wielding the cannons to throw them at glowing red panels that surround Aksis. The cannon-bearers cannot simply drop their weapon and pick it up, because dropping a cannon gives the player a Charge Lockout debuff that lasts for 30 seconds and prevents them from using the charges. This phase repeats three times - the first instance requires two charges to be thrown, the second requires three, and the third requires seven as an increasing number of panels open up around Aksis. Additionally, after the first and second phases, a horde of various Shanks will spawn in from openings in the wall above Aksis. Focus on their elimination and take out as many as you can before the regular enemies reappear.

Communication and coordination are paramount across this encounter, so call out the locations of Servitors when they appear and ensure that the charges they produce are thrown rapidly, especially for the third phase where constant callouts are required. Once seven charges have been thrown at the SIVA containment cores, Aksis supposedly dies - but the encounter is not over yet.

Aksis, Archon Prime (Phase 2)
Aksis will fall still, and a rewards chest will spawn in just in front of the central platform. The second phase of the encounter is initiated when his chestplate is shot off. On doing so, Aksis revives, fuses his upper body with a set of mechanical legs and immediately summons large swarms of Shanks down each lane. The fireteam must resume their previous positions and thin out the mobs that spawn. Additionally, care must be taken to avoid Aksis' own attacks as he teleports around the stage, as he is now armed with a launcher capable of firing both regular solar projectiles and a SIVA swarm that does damage over time to players that stand in it. A distinctive charging sound is heard before he fires a swarm cloud, so be sure to check your angles and use what cover you have to avoid the bulk of his fire.

After a short time, the elemental captains will appear again. As before, after they are killed, three players are to take the cannons and hunt for the matching Servitor, and the other three are to call out Servitor types and locations. Here, however, is where things deviate from the first stage - after the Captains spawn, three random players glow blue and are given an Empowered buff. With the buff being randomly given, the players should ideally call out empowerment and where they are; if there are two empowered players on a single lane, have one of them rotate out. These empowered players must stay around four locations - back left, back right, and the middle and back of the middle lane. Whoever is empowered middle After killing the Servitors, being sure not to allow them to reach the red plates, and throwing the three dropped charges at Aksis' shield to destroy it, he will teleport to one of these four areas. It is the duty of the empowered player who is standing nearest to where Aksis teleports to jump up onto his open back and stun him, done by holding down square on PS4 controllers or X on Xbox One controllers - if you are empowered while holding a cannon, this can still be done.

This is to be done three times - the first two times, Aksis is not stunned long enough for you to do real damage. After every stun, empowerment shifts with new players receiving the buff, so it is vital that you adjust your positions accordingly and call out empowerment. After the third time Aksis is stunned, the true damage phase begins - pop a Shadowshot tether or Weapons of Light to amplify damage. Machine guns, snipers, the Simulant and Gjallarhorn are effective damage-dealers, but above all, the cannons must be used, as they deal far more damage to Aksis than any gun in the game.

After the damage phase passes, Aksis will trigger critical SIVA density, which the fireteam must avoid by gathering on one of the illuminated platforms situated at the back of the room, of which there are four. It is crucial that the party gathers on a single platform - if any players are standing on any other platforms by the time Aksis attempts to wipe, they will be used up as well and you will have even less safe space to use when he tries to wipe again. After avoiding that, resume your positions as the phase repeats. Eliminate as many of the Shanks as possible, kill your Captains and call out and kill your Servitors, throw the charges, and above all remember positions for empowered players and remember to call out empowerment and locations.

When Aksis reaches roughly 5-10% health, he will warp to the middle of the stage and activate a self-destruct sequence in a last-ditch attempt to kill you. Utilize tethers, Weapons of Light, and any remaining cannons if they happen to be present, and unload on Aksis with everything you have. Heavy-hitters are a must, with the aforementioned weapons being most effective as you must deplete a significant portion of health in a small window of time. Once sufficient damage is done, Aksis will at last fall dead, with a SIVA cache appearing alongside the rewards he drops. If players have completed the prior steps, a small passageway opens up below the starting platform, leading to a well-concealed Exotic chest and the first part of the quest for the Exotic pulse rifle, Outbreak Prime.

Normal
All loot obtained in Normal mode drops at a random Attack/Defense rating starting at 365.

Armor

 * Hunter
 * Nanomania Vest
 * Nanomania Grasps
 * Nanomania Mask
 * Nanomania Boots
 * Nanomania Cloak
 * SIVA Shard


 * Titan
 * Cosmoclast Plate
 * Cosmoclast Gauntlets
 * Cosmoclast Helm
 * Cosmoclast Greaves
 * Cosmoclast Mark
 * SIVA Core


 * Warlock
 * Red Miasma Robes
 * Red Miasma Gloves
 * Red Miasma Boots
 * Red Miasma Hood
 * Red Miasma Bond
 * SIVA Capsule

Weapons

 * GENESIS CHAIN~ (auto rifle)
 * STEEL MEDULLA~ (pulse rifle)
 * CHAOS DOGMA~ (scout rifle)
 * FEVER AND REMEDY~ (hand cannon)
 * ETHER NOVA~ (fusion rifle)
 * EX MACHINA~ (sniper rifle)
 * QUANTIPLASM~ (shotgun)
 * ZEAL VECTOR~ (sidearm)
 * IF MATERIA~ (machine gun)
 * SOUND AND FURY~ (rocket launcher)

Armor

 * Hunter
 * Spliced Nanomania Vest
 * Spliced Nanomania Grasps
 * Spliced Nanomania Mask
 * Spliced Nanomania Boots
 * Spliced Nanomania Cloak
 * Perfected SIVA Shard


 * Titan
 * Spliced Cosmoclast Plate
 * Spliced Cosmoclast Gauntlets
 * Spliced Cosmoclast Helm
 * Spliced Cosmoclast Greaves
 * Spliced Cosmoclast Mark
 * Perfected SIVA Core


 * Warlock
 * Spliced Red Miasma Robes
 * Spliced Red Miasma Gloves
 * Spliced Red Miasma Boots
 * Spliced Red Miasma Hood
 * Spliced Red Miasma Bond
 * Perfected SIVA Capsule