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The siege engine will continue along until it comes to a large gap in the wall, at which point it will (slowly) drive over the edge and topple into the sea. A loot chest is available on a rocky outcropping at the bottom of the gap, along with the path to the next area.
 
The siege engine will continue along until it comes to a large gap in the wall, at which point it will (slowly) drive over the edge and topple into the sea. A loot chest is available on a rocky outcropping at the bottom of the gap, along with the path to the next area.
   
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===Perfection Chamber===
===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 [[Dreg]]s and [[Vandal]]s 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 should be killed swiftly and one player in every group of two should to pick up the cannon they drop.
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The fireteam will eventually reach the heart of the Perfection Complex, a nearly lightless room. The encounter will not commence until a player steps into the swirling cloud of SIVA mites. Upon doing so, the room will light up, [[Aksis]] will be revealed, and a large number of enemies will appear. Much like Vosik's room, this area is divided into clear left, right, and center sections.
   
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When most of the enemies have been killed, three [[Captain]]s will appear, one in each section. Each one carries a cannon of a different [[Damage Type|element]]: arc, solar, or void, although which element appears where is random. These captains must be killed and their cannons claimed by three players.
While continuing to manage the mobs, the other players in the three teams are to guide the cannon-bearers to their respective [[Servitor]]s 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.
 
   
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Following the captains are three [[Servitor]]s, again each associated with a different element and again each appearing in random locations- but never in the same place as the captain carrying the corresponding cannon was. Each player holding a cannon must locate their matching servitor and kill it, as the matched cannon is the only weapon that can damage them. The entire team must help to locate servitors so that they can be killed quickly, as their destinations are three charged plates set into the floor which will cause the fireteam to wipe if reached and activated.
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 [[Shank]]s will spawn from openings in the wall above Aksis. Focus on their elimination and take out as many as you can before the regular enemies reappear.
 
   
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Each servitor drops a SIVA charge upon death. A player who has picked up a cannon cannot pick up these charges, so the three remaining players must take them and throw them at SIVA panels which slide into view around the boss at this time. Once all the panels in a round have been damaged, the boss will summon large numbers of [[Shank]]s for a time, then begin again with another wave of minions, elemental captains, and servitors. The cycle must be completed three times, first with two panels, then with three, then with seven. In the final cycle, additional servitors will continue to spawn after the first three are killed, so the team must remain alert and continue to guide cannon carriers until all seven panels have been destroyed. Failure to destroy the panels will result in the boss achieving critical SIVA density and wiping the fireteam.
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.
 
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Completing the third cycle will depower Aksis and deliver loot to the center of the area. The final encounter of the raid may be completed by shooting the glowing region on his chest.
   
 
===Aksis, Archon Prime (Phase 2)===
 
===Aksis, Archon Prime (Phase 2)===

Revision as of 17:38, 11 October 2016

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For the quest, see Wrath of the Machine (Quest).

Where the Light ends, evolution begins.
― In-game description

Wrath of the Machine is a raid in Rise of Iron.[1] It was made available on September 23, 2016 at 10am PDT.[1]

Warning! The following information contains plot details or spoilers on new material! [Skip]

Guide

Support This section lacks information and needs to be expanded.

Opening the Door

The fireteam starts in Foundry 113. There are three spinners in the area which require voltage to operate- in the center, and to the left and right of the central platform. Voltage may be gathered by guardians coming into contact with glowing plates scattered throughout the area. Touching a charge plate will grant the guardian a level of voltage, and four plates must be touched in rapid succession for the guardian to reach maximum voltage- if a guardian touches a plate and fails to reach maximum voltage before the timer expires, they will die. Once maximum voltage has been attained, it may be delivered to any spinner by standing in the ring around it and pressing square/X.

Each spinner requires four voltage deliveries to reach full power. Once a single spinner has reached this level, Vosik will spawn on the central platform and periodically teleport to other locations. Voltage Eaters (large shanks resembling the boss of the Fallen S.A.B.E.R. strike) will also appear and attempt to drain voltage from the spinners. Once all three spinners have been brought to maximum voltage, they will begin to produce SIVA charges, small bombs which guardians may pick up and throw at Vosik. With enough charge impacts his shield will fall, allowing him to be damaged for a short time. SIVA charges will continue to be produced during this period, and may also be used to damage him.

This process must be repeated until Vosik's health drops to about 15%, at which point he will retreat and the entrance to next area will open. 

Vosik, the Archpriest

Vosik is next encountered in the Splicer Den, standing on a platform overlooking a large room divided into 3 lanes, with spinners on the ceiling and four small rooms on the sides. He will be accompanied by a large number of minions and again protected by an impenetrable shield.

Shortly after the encounter begins, spinners in the ceiling of the room will activate and drop three SIVA charges; their exact positions vary but there will always be one on the left, one on the right, and one on the center. Guardians must gather these charges and synchronize their throws to hit Vosik with all three charges simultaneously to maximize damage to his shield.

After the charges have been thrown, one of the TV monitors behind Vosik will activate. This monitor must be targeted and destroyed by the entire fireteam, otherwise Vosik will use his area attack prematurely. Breaking the monitor will allow additional SIVA charges to drop, and this sub-cycle repeats until Vosik's shield is completely down, allowing the team to damage him.

Vosik will then regain his shield and being to charge his ultimate attack, accompanied by the message "SIVA density critical". This attack may be survived by entering a "clean room" on either side of the main area. At any given time, only two of the four rooms are usable, one on the left and one on the right, but the entire fireteam should enter the same room together because each room may only be used once during the encounter. When every living member of the team has entered the clean room, it must be activated by shooting or meleeing the switch inside it before Vosik's attack fires.

After surviving the area attack, the entire cycle restarts. The guardians have five chances to drop Vosik's shield and do enough damage to kill him- there is no clean room available to survive the fifth area attack.

Upon death, Vosik will drop rewards and a SIVA cache will appear on the central platform. A passage will open at the rear of the right-side clean room closest to the monitors, leading to another jumping sequence and the next encounter.

Siege Engine

The team will emerge into the Apex underneath the Siege Engine and venture out onto the top of The Wall, a vast open area with a barrier in the distance blocking further progress. Upon reaching the barrier, 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. Additionally, a large group of Splicer Dregs and Vandals will spawn from holes in the floor and Skiffs jump in to briefly provide air support. While fighting off these attackers, the team must also damage the siege engine- first targeting its two gun turrets, then the area exposed when both turrets have been destroyed.

After taking enough damage, the siege engine will suffer a hull breach. A chunk of debris will fall off its left side, allowing the fireteam to board it and escape being crushed against the barrier. The siege engine will kill any remaining enemies on the ground, knock down the barrier (guardians should stand back for this), and proceed further down the path towards a second barrier before breaking down.

The siege engine needs replacement parts to continue along the wall. Near the second barrier, a skiff will deliver a group of Fallen including a major Captain. Killing this captain will cause the skiff to drop the replacement parts- the driveshaft, the warhead, and the engine block- and leave, and will also start a hidden timer whose expiration will cause the siege engine to explode and wipe the fireteam. The parts must be quickly retrieved and inserted into the correct locations in the siege engine before the timer expires.

The fireteam must pick up the parts and begin carrying them back to the siege engine. Each guardian may only carry a part for ten seconds, after which they will drop the part and receive an "exhausted" debuff which prevents them from picking it back up for a further ten seconds. Thus, all guardians must participate in the relay, swapping the three parts back and forth to continue moving them down the path back to the siege engine. Guardians not carrying parts must protect carriers from hazards, such as enemy squads and mines which will greatly slow carrier progress if they are allowed to detonate. If a part is lost down a hole in the map, the siege engine will immediately explode. A final obstacle is Meksis, Siege Engineer, a unique enemy delivered directly to the siege engine itself. He will cause the engine to retract its ramp and prevent carriers from delivering parts, so he must be killed to finish the final leg of the relay.

The parts must then be inserted into the correct places on the siege engine; each part installed buys a little more time before detonation. The driveshaft is inserted into a bay immediately to the right of the ramp, the warhead goes into a receptacle in the middle of the vehicle, and the engine block's slot is diagonally across from the ramp, near the rear. Once all three parts are installed the Engine will begin moving again, demolishing the second barrier and killing any remaining enemies in its path.

The siege engine will continue along until it comes to a large gap in the wall, at which point it will (slowly) drive over the edge and topple into the sea. A loot chest is available on a rocky outcropping at the bottom of the gap, along with the path to the next area.

Perfection Chamber

The fireteam will eventually reach the heart of the Perfection Complex, a nearly lightless room. The encounter will not commence until a player steps into the swirling cloud of SIVA mites. Upon doing so, the room will light up, Aksis will be revealed, and a large number of enemies will appear. Much like Vosik's room, this area is divided into clear left, right, and center sections.

When most of the enemies have been killed, three Captains will appear, one in each section. Each one carries a cannon of a different element: arc, solar, or void, although which element appears where is random. These captains must be killed and their cannons claimed by three players.

Following the captains are three Servitors, again each associated with a different element and again each appearing in random locations- but never in the same place as the captain carrying the corresponding cannon was. Each player holding a cannon must locate their matching servitor and kill it, as the matched cannon is the only weapon that can damage them. The entire team must help to locate servitors so that they can be killed quickly, as their destinations are three charged plates set into the floor which will cause the fireteam to wipe if reached and activated.

Each servitor drops a SIVA charge upon death. A player who has picked up a cannon cannot pick up these charges, so the three remaining players must take them and throw them at SIVA panels which slide into view around the boss at this time. Once all the panels in a round have been damaged, the boss will summon large numbers of Shanks for a time, then begin again with another wave of minions, elemental captains, and servitors. The cycle must be completed three times, first with two panels, then with three, then with seven. In the final cycle, additional servitors will continue to spawn after the first three are killed, so the team must remain alert and continue to guide cannon carriers until all seven panels have been destroyed. Failure to destroy the panels will result in the boss achieving critical SIVA density and wiping the fireteam.

Completing the third cycle will depower Aksis and deliver loot to the center of the area. The final encounter of the raid may be completed by shooting the glowing region on his chest.

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, sniper rifles, Sleeper 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 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.

Chests

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Article plot details or spoilers end here.

Loot

Normal

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

Armor

Hunter
Titan
Warlock

Weapons

Heroic

Armor

Hunter
Titan
Warlock

Gallery

Video

References

  1. 1.0 1.1 destinygame (2016) YouTube: Destiny: Rise of Iron – Wrath of the Machine Raid Trailer Retrieved September 22, 2016.