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originally posted in:LionsGuard Rogue Light
Edited by Lord Aglarel: 10/4/2014 10:57:57 AM
5

Vault of Glass - Raid Guide

This Guide was borrowed in its entirety from F8L Fool on Playstation Trophies. I've added some minor addendums and formatting, but the bulk of the effort was made by him. I've read through a variety of guides, and his is by far the best. The link above goes to the original, for anyone interested. [i]This section contains the bulk details everyone in the fireteam should know prior to even attempting the raid:[/i] [b][i]Recommended Level[/i][/b] - The best level to fully clear this dungeon is 28, but 27 is still very effective. Although the raid says that it is level 26 the enemies in the final room are actually level 27 and [b][u]28[/u][/b]. This is unlike any other content in Destiny, which never scales above the level required to participate in the Strike or Mission. For every level you are beneath the enemy you are fighting, you will take amplified amounts of damage while suffering an outgoing damage penalty. Being level 25 or lower will result in a [b][u]one shot[/u][/b] from virtually all enemy attacks in Atheon's room. Because of this, I suggest being no lower than 26 when attempting to fully clear through Atheon for the first time, otherwise you will be a huge liability to your group. [i][b]Fusion Rifle[/b][/i] - Each player should bring with them a good Fusion Rifle to deal with the heavily shielded enemies. It is the best weapon against Major and Ultra tier enemies, as well as anything that has a shield or high armor. Although it can’t critical (precision) on weak points it will pierce enemies and is effective from all angles. This is a big deal especially against Templar due to his “Detain” ability. It may be beneficial to secure one rare or better fusion rifle of every damage type to be prepared for every shield type you come across. All three shield types appear in the Vault of Glass. Purple shields are weak to Warp damage, Blue shields are weak to Arc damage, and Orange shields are weak to Solar damage. [i][b]Special and Heavy Ammo Synthesis[/b][/i] - This is a big deal and can really save the raid when you get in a bind. Some encounters a well placed rocket can set the tone for the entire attempt, or save you from a wipe. Being able to continuously use your weapon of choice is invaluable, especially when the ammo drops are in an inconvenient place. Don’t worry about the cost; you’ll make thousands upon thousands of Glimmer during the raid. Easily enough to hit the cap (25,000). [i][b]Coordinate Supers[/b][/i] - This is huge and not enough people take advantage of it. If you use your Super effectively with the rest of the party, you can have a steady stream of them going, using the Orb’s of Light that drop whenever a Super is used against the enemy. Communicate ahead of time when you plan on using a Super. As the fireteam will usually be divided into three groups of two, coordinate closely with the Guardian who will be nearest to you. If you can collect orbs safely without deviating too far from your position of responsibility, do so. Lastly and most importantly… [i][b]Communicate[/b][/i] - Every boss has a mechanic that requires a special amount of attention. If you are near death and can’t fulfill your role let people know. If something spawns that you know should be focused fired, say where and what it is. The quicker your team can react the better your chances of success in the raid. This is particularly true for anything and everything involving the Relic. For this reason, it is essential for every member of the raid to have a functional headset and be linked into party chat. Each phase of the raid will be detailed in the comments below. Remember to sort comments by "Oldest First," in case the section headings aren't clear enough.

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  • Edited by Lord Aglarel: 10/3/2014 9:21:17 AM
    [u][b]Section 3: The Gorgon’s Labyrinth[/b][/u] [b]Objective[/b]: Sneak by the Gorgon's unseen [b]Enemies[/b]: Gorgons [b]Level[/b]: N/A [b]Guardian Grouping[/b]: 6 [b]Overview[/b] After killing the templar, you will traverse the side of the wall and then reach a huge hole. Back up and sprint towards the edge and jump as far into the hole as you can get, away from the left wall. [b]Don't use double jump until you are very near the ground or else you will die.[/b] Once you land you'll be in a dark cave along with a few fluorescent Gorgons. They are very slow and path around in a preset pattern. They will not notice you if you crouch and walk behind them, stand on an elevated surface, or hide just outside of their rather short range. The closer you get to their visibility range the faster a beeping noise will become. There are two hidden chests here on opposite sides of the room. The first is on the left and the second is on the right. Get them both prior to moving on to the next section because if you don't it will be lost forever. See this [url=http://www.youtube.com/watch?feature=player_embedded&v=ovcVSOHe9Hg]video[/url] for how to get both chests and reach the exit. [b]Chest 1[/b] Once you drop down head directly to the left. You'll see a steep hill that you can climb up, as well as some stepping stone to the left of that. Rather high up is a triangular hole in the wall that you can reach by ascending the stones or the hill. Once you reach it head to the left down the tunnel until you reach the chest. [b]Chest 2[/b] The second chest is just beyond the first Gorgon on the right. To reach it take the rightmost path and evade the Gorgon. He will walk around a giant boulder, going left to right. Follow him and once he's on the rightmost side of the boulder have your entire party sprint straight past it until you reach a tiny alcove with purple fire in it. Wait there for just a moment until the second Gorgon does another lap around the boulder. Then follow the leftmost wall until you reach the chest. After you get the chest you should just suicide so you can start back at the beginning. [b]Labyrinth Exit[/b] From the respawn point, walk straight in and to the left of the giant center rock. You'll see a Gorgon just ahead which you need to let pass to the right. After it is out of range, run straight until you see a narrow crack in the wall. Enter it and hug/follow the right wall all the way until you are finally forced to take a hard left. Proceed through the hallway until you exit and reach the jumping puzzle.

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