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Destiny - Vault of Glass: Raid Walkthrough


F8L Fool

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http://i.imgur.com/nGfKGyh.png

 

This walkthrough is a supplement guide for the Destiny Trophy Guide and Road Map, that will assist everyone in succeeding in the Vault of Glass raid. The walkthroughs are divided up by boss and event, in the order that you will encounter them in the raid.

 

The main purpose of the guide is to lay the groundwork for mastering the raid and eventually unlock Raider, Epic Raider and the pinnacle of them all: Flawless Raider. As my group becomes more familiar with the bosses and the game as a whole, the strategies will become more fine tuned so be sure to check back often.

 

Lastly be sure to check out the trophy guide for help with anything trophy related, boss tips, or other useful information.

 

Now, on to the guide!

[center[b_______________________________________________[/b][/center]

 

 

Before You Begin

Before you start your raid I suggest each member of your fireteam prepares for what’s to come. If you are really confident you are prepared and feel like glossing over this information, just skip over the spoiler below and get right to business.

 

[spoiler=tips]

Recommended Level- 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 28. 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 one shot 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.

 

Fusion Rifle - 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.

 

Special and Heavy Ammo Synthesis - 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).

 

Coordinate Supers - 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. This is because of the Orb’s of Light that drop whenever a Super is used against the enemy. Being able to drop a Ward of Dawn as a Titan and then instantly fill it back up, because a Hunter picked off nearby enemies, is an invaluable asset. Talk to your team about this and also see what Super’s they are using.

 

Lastly and most importantly…

 

Be vocal, vocal, and more vocal - 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 any and everything involving the Relic.

 

 

Boss #1: Open the Vault of Glass

Objective(s): Summon a Conflux using Sync Plates while keeping Praetorian’s out of them

Enemies: Goblin, Harpy, Praetorian

Guardian Grouping: 2-2-2

 

Overview

The first encounter in the Vault of Glass is a rather simple fight with only a single phase and one real mechanic. You must simultaneously activate and maintain three Sync Plates at three different locations in the entrance hall, in order to build a Conflux. The Conflux opens the entrance to the Vault of Glass after it has been channeled long enough. While the Conflux is being constructed, a steady stream of Vex will attempt to disrupt the process.

 

The Encounter

In order to handle the Vex you should break up into pairs to defend each Sync Plate. The locations of the plates, enemy spawn points and their pathing, as well as where the Guardians should be standing can be seen in the image below.

 

Positioning and map layout for the Vault of Glass entrance event

 

Each Guardian should focus on the enemy spawn nearest to them. Roughly every other spawn wave a Praetorian will appear. When this happens the most important thing to do is call out where it is (i.e. Back Right Praetorian, Front Left Praetorian, etc.) and focus fire it down. Nothing else matters as much because the Praetorian is the only one that can disrupt the Sync Plates, so they need to die long before they reach them. They are also the most dangerous so they shouldn’t be up long.

 

The most important role on the map is the G3 slot. Enemies will frequently peel off and loop towards the middle Sync Plate. When this happens pepper them down as best you can and tell the mid they are on their way. You also should be looking towards the right sync plate to put in some damage if they are being overwhelmed, especially if you have a quality scout rifle or assault rifle with bonus ranged effectiveness.

 

That is literally all there is to the fight. It is just rinse and repeat, clear waves and keep them off the plates long enough for the conflux to spawn.

 

Credit to olsen77 for the Challenge videos.

Edited by Terminator
Updated the Guide links.
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Boss #2: Templar

Objective(s): Defend the confluxes; destroy the Oracles; defeat the Templar within 8 minutes

Enemies: Fanaticm Goblin, Harpy, Minotaur

Level: 26

Guardian Grouping: P1&2 2-2-2, P3 2-1-3

 

Overview

This is the first full on boss rather than mini-boss event in the dungeon. It consists of three phases, two of which have sub-phases within them. For the majority of the fight the boss is hidden behind a shield, completely immobile and rarely performing any task.

 

What makes the fight difficult is the sheer number of things happening at a time along with many foreign mechanics. There is the constant looming threat of the Templar’s Mark of Negation which instantly kills the player that is debuffed, along with a large variant of adds and the first true cleanse mechanics within Destiny.

 

The key is to designate roles to every person along with quadrants they are responsible for. Beyond that a huge amount of responsibility rests with the Relic carrier. Because if the relic carrier dies it must be picked up within seconds or the entire group dies. As long as each person does their assignment this fight is simple. A marathon, sure, but still simple.

 

Phase 1: Defend the Conflux

The start of the fight is fairly straight forward in that you must defend a single Conflux from the invading horde of Vex. If they reach the confluxes 4 times you will lose the fight. They will spawn in three primary locations: back left, back right, and middle. The only catch is a new type of enemy called a Fanatic that drops green pools of slime on the ground upon death.

 

The pools place a debuff on whoever steps in it called a "Mark of Negation". You can tell if you have it by a red a red icon above the bottom left HUD that will say "Mark of Negation" next to it.

 

If you happen to step into a pool for whatever reason, you must quickly get to the very center of the room and get cleansed. A bright white light circle is located there—amid three separate enemy spawn points—that will instantly remove the debuff when you walk into it. The reason you must cleanse ASAP is that the Templar will periodically cast a skill called "Ritual of Negation", which instantly kills any player that is marked. Avoid getting within melee range of the Fanatics and kill them as fast as you can when you see them.

 

In order to combat the Fanatic pools and keep all enemies from reaching the Confluxes, I suggest doing the positioning in the following image.

 

Templar Phase 1 positioning and map scheme

 

The left and right sides of the map can be handled quite easily by two people without incident. However, every so often a huge zerg of Fanatics will overrun the middle and Axis Harpies will begin to spawn at the back left/right. You will know when this is about to occur by the message "The Templar summons its legions" at the bottom left of your screen, a constant beeping noise, and the tunnels will cease to spawn. When the zerg begins G2 and G4 should peel off and clean them up before they can get far up the stairs. G1 and G3 can handle the harpies quite easily with a Rocket Launcher or Heavy Machinegun.

 

After a few minutes the middle Conflux will split into two; one on the front and right left. Minotaurs will also begin to spawn on the back right and left tunnels with a void shield, so make sure to have a Void weapon equipped—preferably a Fusion Rifle.

 

A third and final split will happen that is the same as the previous phases. Just hold out

 

Phase 2: Destroy the Oracles

In this phase the Fanatics will stop spawning. Additional Goblins will spawn now around the perimeter of the map on concrete perches. They will indefinitely snipe players and have an extremely short respawn timer. Just continuously move and only focus one down if you are low health and forced into cover near one.

 

The biggest change from P1 is an enemy called an Oracle will appear at one of 8 preset locations repeatedly, for short bursts at a time. They are large, yellow, glowing cubes that grow in size the longer they are up. You will know that one has appeared when a series of chimes or bells rings out, indicating that you must find and dispatch it immediately.

 

The Oracle locations as well as the adjustments in Guardian positioning can be seen in the next image:

 

http://i.imgur.com/aa0xkvK.jpg[/url]

Templar Phase 2: positioning and Oracle locations (yellow dots)

 

If you happen to let an Oracle finish its song it will place a mark on everyone in the raid. The only way to remove it is by going into the cleanse. Obviously having the entire raid cease what they are doing is dangerous, so the Oracles must die at all times.

 

Simply continue killing goblins Oracles until the phase ends.

 

Phase 3: Defeat the Templar

The final phase is the one that requires the most amount of caution and coordination out of the three. The cleanse circle is now disabled but the risk of Mark of Negation remains, thanks to Oracles also being present in this phase and the Relic. If the relic holder dies at any point in this phase the relic will fall on the ground. If it is not picked up within 3-5 seconds the Templar will kill the entire group. Luckily the only enemy that appears are slow moving Harpy's that only attack if left alone for a long time.

 

To begin the encounter you must first pick up the Relic. The Relic is a glowing sphere that has now been placed on the inactive Cleanse circle. It is the most important object in the fight and whomever holds it has the most responsibility, by far. Because of that it requires its own mini-tutorial and explanation below. Especially because it will be seen again later on in the raid ;).

 

Relic Controls:

[spoiler=relic]

:l1: + :r1: - Ranged Super that does enormous AoE damage and removes the shield from the Templar. This is the only means of making the Templar vulnerable which is why the Relic is so important. The skill shoots out similar to the Warlock Nova Bomb and has a slight arc towards the cursor. It is ideal to jump before using it to avoid hitting an obstruction. Recharge the Super faster by constantly Harpy's with :r2:.

 

:l1: - Large radius channeled cleansing shield that removes all debuffs and protects players within it. The button must be held down to use it, has its own charge timer, and the longer you hold it down the more the charge drains. If you are attempting to remove the Mark of Negation just hold down :l1: for ~1.5s or so and then release it. The only time you want to hold it down for an extended period is to regenerate health or save someone.

 

:r2: - Shield charge/bash that hits a single target for 2000+ damage. It is the best way to regenerate a lot of Super Energy as quickly as possible. This is necessary in order to keep the Templar shield down as much as possible, so be vigilant with killing Harpy's.

 

Jump+:r2: - Ground slam AoE attack that hurts all surrounding enemies. Best used when 2 or more targets are around or attempting to kill an Oracle. It has a slight leap animation so account for it.

 

 

Now that you know what the Relic does you can decide who uses it before picking it up. If you are with someone that is below level 26 they should never carry the Relic, due to the fact they have a higher chance of dying.

 

Here is the new positioning scheme for the third and final phase, as well as the Oracles each side is responsible for killing:

 

Templar Phase 3: positioning and Oracle responsibilities

 

 

Once the Relic carrier picks it up the Templar will spawn at the dead center of the map, between the middle and front stairs. He will constantly bombard players just like the boss in the Strike "The Nexus" does. However, he will be encompassed in a giant shield that makes him immune to all attacks. This shield must be taken down and you will use the Relic super to do so.

 

The super takes some time to charge but you can shorten it dramatically by killing Harpy's. Keep the relic carrier on the back left side with a single person and roam when the wave is cleared, always returning when possible. This serves two purposes: 1.) guard their partner by killing Harpy's full time, which allows the non-relic player to scan the entirety of the left side for Oracles, and 2.) keeps them out of the line of fire from the boss.

 

This tandem will take care of 100% of the left side Oracles that spawn and should never need assistance, thanks to the enormous burst damage of the relic.

 

The right side should be taken care of by the remaining four players. They must keep the side clear of Harpy's and every Oracle in order to have clean transitions to the non-shield phases.

 

If at any time an Oracle should get the Mark of Negation cast off everyone should immediately collapse on to the relic carrier. You will be able to see where the Relic is at all times because he will have a grey and white star on him. After grouping up the carrier then uses :l1: to remove the mark and the players return to their original positions.

Edited by F8L Fool
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http://i.imgur.com/FHJ04VC.jpg

Templar Phase 3: the relic prior to being picked up; note the white/grey star icon

 

Once the super is nearly charged the relic carrier should tell the group he is going to bring down the shield. Everyone should then drop what they are doing, unless it is killing an oracle, and beeline towards the boss. When the shield falls unload on it and try to aim for the white light on the front of it to do bonus precision damage.

 

Here is a video of a kill from my perspective as the Relic Carrier.

 

[ame]

[/ame]

 

Note: I show how to block the teleport in order to be thorough and showcase all of the mechanics. I personally prefer to not block it unless it is absolutely safe. You can read more about that below.

 

Two mechanics will take place once the shield is brought down that I will now cover. The first is Detain and the second is Teleport.

 

Detain

As soon as the shield falls the Templar will cast an ability called "Detain" on anyone within its line of sight. It is a red pixelated bubble that surrounds the player, slows them, and blocks all outgoing damage. Detain lasts 12 seconds and will remain until it takes enough damage to be broken or the duration ends. Luckily it can also be broken by outside sources, so if someone is in a bad location at the time of the detain for whatever reason, the party can focus fire it down and break it very quickly.

 

What makes Detain especially dangerous is that if you physically walk out or exit it for whatever reason before breaking it, you will continuously take damage until you either die or the Detain is destroyed. The person that should be most wary of the mechanic is the Relic Carrier. They can break their own Detain barrier by using :r2: or :cross:+:r2:, but it can be extremely finicky. If you are too close to the edge of the Detain when you use :r2: it can thrust you out of it and position you on the outside, leading to a death most of the time. So when you use :r2: make sure you are centered or just inside of the :r2:'s max range.

 

Lastly, the one thing about Detain that everyone needs to be conscious of is falling out of it while jumping. If you are falling from a ledge or jumping at all when the Templar Shield comes down and you get detained, the Detain barrier will appear where you previously were. Meaning you will instantly exit its perimeter and start to die. To avoid this resist the urge to jump or run off of a ledge when you hear that the shield is being broken. This goes double for the Relic Carrier since there is a high chance your raid will wipe if you die.

 

Templar Teleport

A few moments after the shield is brought down the Templar will attempt to teleport to a new location. When he does so he will reapply the immune shield and you must use the Relic super again to disable it. You CAN stop the teleport from happening if you proceed to his intended destination, which is indicated by a red circle and a white light vertical line. However, when you stop it he will spawn a Minotaur that is rather problematic.

 

http://i.imgur.com/Q6SZE3t.jpg

Templar Teleport Destination

 

It is also very dangerous most of the time to actually stop the teleport from happening. You will be out of position when doing so, susceptible to fire from all angles, and he may teleport before you reach the circle—often leading to a quick death from being too close. If you stagger the Minotaur by never consecutively blocking his teleport it isn't too bad, but still dangerous if Harpies aren't taken care of well.

 

Because of this I suggest just avoiding the teleport and killing him. At most you'll shave off 1-2 minutes from the kill, which isn't a big deal. If you let your Relic Carrier farm kills non-stop he will be at ~75% super before the teleport and re-shielding even begins.

 

This means there's no more than a 4-5s delay between him teleporting and the shield coming back down again. Add it up and you prolong the fight by MAYBE 45 seconds, or a minute at most. That's a lot better than wiping outright because a Minotaur teleported in and nearly 1-shots the relic carrier, who then dies to Harpies/Minotaur/Templar as they flee.

 

Super, Shoot, Repeat

This fight is simply rinse and repeat during the third phase. What makes it difficult is always having maximum up time on the boss when he shield is down. If you do not have everyone up constantly and to the boss when the shield falls, you run the risk of the fight going too long.

 

Once the fight reaches 7 minutes he will let out a red warning that he is about to Enrage. A minute later he will enrage and start spawning Minotaurs and Goblins. Don't panic: all hope isn't lost. You can still kill the boss if it is low health so long as you quickly dispatch the Minotaurs and group up. Although I suggest simply wiping the group if within the first minute or so you have a few deaths, rather than risking an enrage.

 

Continue to bring down the shield, do damage during it, and kill oracles until the boss is dead.

 

Boss #3: The Gorgon’s Labyrinth

 

Objective(s): Sneak by the Gorgon's unseen

Enemies: Gorgons

Level: N/A

Guardian Grouping: 6

 

 

Overview

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. Don't use double jump until you are very near the ground or else you will die.

 

Once you land you'll be in a dark cave along with a few fluorescent Gorgon's. 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 the video below for how to get both chests and reach the exit.

 

[ame=http://www.youtube.com/watch?v=ovcVSOHe9Hg]Destiny - Vault of Glass (Raid Walkthrough - Grogon's Labyrinth (All Chests and Exit) - YouTube[/ame]

 

Chest 1

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.

 

Chest 2

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.

 

Labyrinth Exit

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.

 

Hard Mode Walkthrough

On Hard (level 30) there are additional stationary Gorgon's that you must watch out for. Luckily the exit is in the same location, you just need to take a slight detour along some rocks to reach it. Rather than running straight to it from the first Gorgon you will jump along the rocks to your left, then proceed to follow them until you see the exit area.

 

Once the Gorgon that circles by it loops past it you can jump down and right over.

 

[ame=http://www.youtube.com/watch?v=68IoX7hSvAk]Destiny - Gorgon's Labyrinth (Hard Mode Walkthrough) - YouTube[/ame]

 

Templar Challenge (390 Version Only):

 

The goal of this challenge is to prevent the Templar from teleporting. If you manage this, then you only have to worry about the oracles and taking down his shield once. However, what makes this difficult is that the adds will build up and deal quite a bit of damage.

 

It is possible to have the relic holder block both teleport locations but it is very difficult. The easiest way may be to have one or several, players on the left side with one on the right side to deal with that teleport location.

 

The other guardians can be on the right side (this can be problematic since the adds will pile up on that side) or in the area where you first drop down (less problematic since the adds take a while to get to you).

 

Use Gjallarhorn or Sleeper Simulant to do the most damage to the Templar. You have unlimited time as long as you block the teleport locations. This challenge mechanically is pretty easy but it is very hectic and chaotic.

 

[ame]

[/ame] Edited by Terminator
Supplement revisions by Terminator 08/04/2017.
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Boss #4: Atheon

Objective(s): Defeat the gatekeeper; collect the relics from the timegates to build the Conflux; defeat Atheon

Enemies: Gatekeeper, Goblin, Harpy, Praetorian, Oracle

Level: 27 (P1/2), 28 (P3)

Guardian Grouping: P1 2-2-2; P2 3-3 / 3-2-1 / 6; P3 3-3

 

Overview

This fight combines the aspects of all of the previous encounters and adds even more. You will be getting a Relic, defending separate Sync plates, cleansing debuffs, and much, much more. One of the many difficult parts of this fight is the overwhelming number of directions enemies come from in combination with the sniping power of the Goblins. Combined with the need to split up a great deal and you end up with a ton of personal responsibility.

 

The key to the entire fight is how you handle the Timegates (activated via Sync Plate) and the Relics. If you manage that well everything else comes down to not dying to a myriad of things.

 

The Encounter

 

Phase 1: Kill the Gatekeeper

The first phase is as cookie cutter as they come. Head up to the platform where a ton of dormant Vex are waiting and pick them off. Once the white Vex are cleared out you can start taking aim at the Gatekeeper. With some focus fire it will go down within one or two teleports around the map. Nothing to fear here.

 

Phase 2: Collect the relics and defend the Conflux

Phase 2 is where all hell starts to break loose. In order to progress to the next phase you must open up a Timegate on either side, go in and kill the Gatekeeper, and take the Relic that it drops back to the present time. This must be done on both sides before the newly spawned Conflux is destroyed by Vex in the middle of the map.

 

The instant you transition to this phase G1, 2, and 3 need to get in the left gate. It is the harder of the two because of the Praetorians so you want to get it out of the way first. While the Relic trio are in the Timegate the remaining people outside must fend off the Praetorians so they don’t sabatoge the Sync Plate, just like in the very first event of the raid. If they close it while players are inside they will become “Lost in Time” and the entire raid will die. It must stay open until they exit.

 

This is my setup for keeping the initial Sync Plate safe while the Timegate group gets the relic:

 

Atheon Phase 2: G1-3 get in the gate that G4-6 opens and protects for the full duration

 

After killing the Gatekeeper and picking up the relic the three players need to exit as fast as possible from the same side of the gate, so they will be standing just outside the gate together. When they exit they must stand still so the relic carrier can hold :l1: and cleanse off the Mark of the Void debuff that is gained when the relic becomes active in the Timegate. The instant the debuff comes off the relic carrier and one of the people from the original Timegate group needs to go to the right one, activate it, and go in.

 

Two of the remaining people outside will fend off the newly spawning Minotaurs that are coming down the center of the map to destroy the Conflux. The other two will keep the right Sync Plate clear just like they did with the previous one.

 

This will be the new Guardian distribution after the first Relic is secured:

 

Atheon Phase 2: G3 and G6 protect the Conflux from Minotaurs

 

After the relic carrier and his partner enters the second gate the carrier needs to launch a Super into the middle of the enemy, making sure to hit the boss. The partner should use rockets and grenades to finish off the rest, and then steadily push the gatekeeper up the hill. Once the screen begins to get dark the Relic Carrier needs to :l1: and cleanse both himself and his partner, then continue the assault on the gatekeeper.

 

If for some reason the Timegate group is struggling inside, you can try to use three people like the first gate, but you run the risk of losing the Conflux to minotaurs.

 

Upon acquiring the second relic make your way outside as safely as possible in order to not drop either relic. If either relic carrier drops their relics at this point it will be an instant wipe, so be cautious. Once outside the entire raid should group up on the Conflux and dispatch any remaining enemies until the event concludes.

Edited by F8L Fool
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Phase 3: Defeat Atheon

There is an eight minute enrage timer, but using this strategy it will be nearly impossible to take that long. If you are running into the 8 minute timer with this method either people are dying or are too low level to kill the boss.

 

The third and final phase of the fight is the main boss. He has an enormous amount of health, hits very hard, and spawns self-destructing Harpies. He also forcibly transfers the three farthest players - no it is not random like many seem to believe - into the timegate to pick up the relic.

 

The difference is that this time the exit won’t be open until the people on the outside open it for you. You will also be able to immediately pick up the Relic and the Mark of the Void debuff will again be present. Unfortunately there are also Oracles spawning that must be dealt with immediately or they kill everyone in the timegate and wipe the raid. Because of the Oracles you can't simply flee the timegate in a hurry and circumvent dealing with frequent Mark of the Void cleansing.

 

After exiting the timegate you are given a buff called "Time's Vengeance" which multiplies outgoing damage on Atheon by roughly 5x. You can resume attacking Atheon for thirty seconds until the buff expires, then he will teleport three more people into the timegate. Each time he does this he forces any open Sync Plates and their gate closed and destroys the previous relic, meaning that the relic holder can be teleported as well.

 

Here is a video of our entire fight using my method. It is of my perspective (Relic Carrier):

[ame=http://www.youtube.com/watch?v=SRYzLiUzzxM&list=UUOws9o6DaGIHXyd4-X1xwMQ]Destiny - Vault of Glass (Raid Walkthrough) - Atheon (Final Boss) - YouTube[/ame]

 

Here is another video from the perspective of the Titan inside the timegate, SneakyBean:

 

[ame=http://www.youtube.com/watch?v=bGBtnv9j470]Last boss Atheon, Vault of Glass Destiny's Raid. (The right way to kill) - YouTube[/ame]

 

 

Group Setup

Your entire raid will be divided up into two separate groups of three: timegate players and Present players. The timegate players are the three guardians that will always be entering the timegate during the transition. To accomplish this they must stand the farthest away from the boss, because he will always teleport the three farthest players. This happens 25 seconds into the fight as well as 25 seconds after you exit the timegate.

 

To prepare for this one player should be standing on top of/in the center of each stone column directly in the center of the Sync Plates. They will constantly be charging up both sides during the Timegate phase, so no matter where you are teleported, you will be able to get out quickly. It also helps to funnel the Harpies away from the gate itself so the timegate group can exit safely. They are simultaneously killing Harpies and cross firing to the other Sync Plate to assist. The third player roams and helps whoever needs it.

 

The group distribution will look just like this when you first engage the boss:

http://i.imgur.com/vARgefr.jpg

Guaridians 1-3 are waiting on the ledge in the back for teleport; 5/4 on Sync Plates with 6 roaming and helping both

 

When the timegate players are teleported inside they must immediately focus down the adds in the center of the room, as fast as possible. You should always save your supers to accomplish this and make the process as painless as possible.

 

Timegate Rooms

 

Jungle - In the Jungle room everything except the minotaur should die before your partners touch the Oracles. Try and line of sight the minotaur in the process if he doesn't instantly die from the onslaught. The Relic player should use their Super (:l1: + :r1:) on it as well as doing leaping ground slams (:cross: + :r2:) to help stagger and/or finish it off. Just don't get killed in the process no matter what, or neglect cleansing. After the oracles are gone exit the room regardless of if the minotaur is alive.

 

Desert - In the Desert room everything should die in mere seconds. The Relic user can jump in and use ground slam to clean up all of the mobs with ease, if any are left up by his teammates that is. Clear the relics while constantly cleansing and make your way out. The best case scenario is to get this room first because you will not have a super to deal with the Jungle quite yet.

 

***Transition to Present with the Relic***

This is the missing piece of the puzzle for the entire fight. The following method is, in my opinion, the true way this boss is meant to be done.

 

After downing all Oracles in each room you need to walk out of the gate with all three players in tow. Do not sprint out because it can glitch and keep you in the room. Walk, don't run. The moment you exit you will start holding :l1: to get everyone cleansed then jump on to the square isolated platform that is located between the two Timegates/Sync Plates. The rest of your group will also drop what they are doing and jump there as well.

 

The relic holder will then hold :l1: indefinitely until Time's Vengeance expires after 25 seconds. During the 25 seconds of the buff you will be able to have the shield up and negate all incoming damage, while allowing all outgoing damage to continue. Make sure that your whole part is to the right of the rock on the left or you will take splash damage when Atheon's attacks hit it.

 

When done correctly this is how your raid should appear during "Time's Vengeance":

http://i.imgur.com/NBzlkIZ.jpg

All 6 Guardians are now stacked on the middle platform, while the Relic Carrier shields them with :l1: for the duration of Time's Vengeance

 

While the shield is up four out of the 5 remaining players need to be damaging Atheon. The 5th player will be cleaning up the Harpies that are lined up at the edge and shooting at you, so that the Sync Plate players can safely return to their spots.

 

Once the Time's Vengeance buff on the bottom left reads 0:02, the three Timegate players will turn around and jump to the platform behind them. The three Present players will jump back to their spots. If you have a highly leveled Defender Titan they should throw down their Ward at 0:02 to help make the leap backwards safer.

 

Shortly after the debuff expires Atheon will teleport the farthest three players into the opposite Timegate they were previously in. So if you started in the Jungle you will now be in the Desert, then the Jungle, and so on.

 

From here on out it is rinse and repeat. Providing no one dies, the oracles are cleared quickly, and the group collapses to the center before he stops summoning Harpies the boss will die with time to spare. It is all about flawlessly executing the Timegate while the Present group plays as safe as possible. The boss should die somewhere between 5 and 6 minutes when done properly, easily avoiding the enrage timer.

 

Atheon Challenge (390 Version Only):

This challenge sounds much more difficult than it actually is. Every member of the fireteam needs to destroy an oracle.

 

The fight is basically the same. Three will be pulled through time at random and the other three will need to run to the proper plate (Mars = left, Venus = right).

 

The two pulled through not holding the relic should destroy the first two oracles.The two on the outside not holding the plate should run into the portal immediately and kill the next two oracles. All four that have killed oracles should run out and hold the plate while the last person runs in and destroys their oracle.

 

The last oracle should be destroyed by the relic holder to give maximum time to damage Atheon. After the relic holder is out, everyone again meets in the middle. A Titan places a Weapons of Light bubble in the back and a Hunter tethers Atheon for maximum damage. If everyone is using Sleeper Simulants or high impact/fast reloading sniper rifles, then Atheon can be defeated in one damage phase.

 

[ame]

[/ame] Edited by Terminator
Supplement revision 08/04/2017.
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I'd like to give a big shoutout to my newly formed clan Vexed Minds, for doing such an awesome job on this raid and making it that much more enjoyable. If it wasn't for the five other guys with me I wouldn't have been able to clear the raid in such a timely fashion, or get this information out to the community. So again, thanks and great job learning the content, listening well, and performing when it counted.

 

Vexed Minds

Fatal_Fool

SneakyBean

Californiuh24

Spieg9500

Sparkidius

xxZykosxx

 

Also, a big thanks to the guys that filled in early on when people had to leave early: Specmajster, draigotus and dwford.

Edited by F8L Fool
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The guide is now posted. It isn't entirely done due to the fact I haven't cleared the last portion, but I plan on getting it done as soon as my group can get back on.

 

Also expect a ton of video to accompany the walkthrough, that will display every strategy I present.

 

I hope everyone enjoys the raiding as much as I do :D.

Edited by Terminator
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Great tip for the Templar boss. When you have the relic have everyone in the fire team go the the pillar on the left where the snipers where. There's a smaller pillar beside it you can use to jump up. Once there you can see all the Templars teleport points. Don't need to worry about getting the oracles as it will only mark you. Easy cleanse since you are all grouped. Use relic super and sniper the crit point. That's how me and my team got him down. Would recommend bringing a few secondary ammo synths.

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Great tip for the Templar boss. When you have the relic have everyone in the fire team go the the pillar on the left where the snipers where. There's a smaller pillar beside it you can use to jump up. Once there you can see all the Templars teleport points. Don't need to worry about getting the oracles as it will only mark you. Easy cleanse since you are all grouped. Use relic super and sniper the crit point. That's how me and my team got him down. Would recommend bringing a few secondary ammo synths.

 

It takes much longer to kill the boss by doing this and it also gives no practice with the relic. Since there is no easy method for cheesing the final boss it is a good idea to actually get practice. The final phase of Templar isn't even chaotic or difficult as the 2nd one.

 

Also I'm pretty confident there's no way they won't patch that method out. How something like that slipped through the cracks in their testing team is beyond me, since it trivializes the encounter.

 

I'll post about it before the reset if it isn't fixed by then, just so people can for sure get the Templar down if they are struggling enough to spend all the extra time.

Edited by F8L Fool
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Not getting destiny myself but I must commend Fatal.. As usual his guides are well written with explicit attention to detail. Good work :)

 

Was actually about to post the same thing myself. No plans to get Destiny either, but holy Hell this game seems complex. Good job putting what seems to be a metric shit ton of work into the guide(s). :applause:

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How would you rate the difficulty of each encounter? What are the rewards like for completing each tier? I just hit 26 but would ideally like to be 27 or so before going for it.

 

I was going to mention the loot after my group finished off P3 Atheon today, but it's pretty standard. Legendary chance on every event/boss that has unique raid modifiers. Also Ascendant upgrade mats.

 

I've always been a pretty hardcore progression raider in MMO's so I've seen more than my share of group based content. With that being said it's hard to put a real number or letter value on the difficulty of content, especially in this genre.

 

Too many factors come into play when trying to assess the average difficulty of the encounters. Such as level (gear), group make up and of course, skill.

 

That is why I avoided ranking them here.

 

If I had to give you an Easy -> Hard metric though, I'd say that the only challenging parts of the raid are the 2nd and 3rd phases of the Templar and Atheon. Everything else is less difficult than the Nightfall weekly and even some heroics.

 

The challenge comes from having 6 people of the appropriate gear level communicate well. Not from how hard the mechanics are. For the most part it comes down to "Stand in X, Y, Z locations and shoot stuff". If I had to discern the true difficulty of the raid it comes down to two things: relics and oracles. They make up 80-90% of the apparent difficulty in this raid. That is because making a mistake with either can instantly wipe the group, where no other mechanics are pure raid wipes.

 

I like the personal accountability associated with the Relic. I also enjoy the communication and coordination that comes with handling Oracles. I just would like more in depth mechanics for future raids, or harder difficulties. There is so much potential with this game and I feel like they left a ton of things out of the first raid.

 

Not getting destiny myself but I must commend Fatal.. As usual his guides are well written with explicit attention to detail. Good work :)

 

Was actually about to post the same thing myself. No plans to get Destiny either, but holy Hell this game seems complex. Good job putting what seems to be a metric shit ton of work into the guide(s). :applause:

 

Thanks a ton! Whenever I'm really enjoying a game it's hard not to become overly enthusiastic when writing about it. Especially when it has to deal with loot, raiding, or Bungie lol.

 

I'd say wait until the next expansion or two releases to pick up the game. It is pretty obvious that they left a lot out of the game in terms of mechanics and depth. But it isn't bad for introductory content by any stretch, especially now that the raid is out and more events are in the pipe.

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Thanks a ton! Whenever I'm really enjoying a game it's hard not to become overly enthusiastic when writing about it. Especially when it has to deal with loot, raiding, or Bungie lol.

 

I'd say wait until the next expansion or two releases to pick up the game. It is pretty obvious that they left a lot out of the game in terms of mechanics and depth. But it isn't bad for introductory content by any stretch, especially now that the raid is out and more events are in the pipe.

 

You're more than welcome, bub. :hug: It's obvious how much overtime you've put into the game when reading your guides on this game, so a lil props from a few here are the very least we can do.

 

Tbh, if I ever do get Destiny, it'll be at least a year when most (if not all) DLC has been long out and most likely bundled into a GotY edition of sorts.

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The guide now has every single boss and event walkthrough for Vault of Glass! Aethon last night but I was pretty busy with my birthday so I wasn't able to post phase 3 until just recently.

 

Here is a video of our kill:

 

Out of all the videos I've watched so far it is definitely the cleanest. It also uses a strategy that, to my knowledge, no other video or streamer has shown before.

 

Lastly, huge shoutout to my new clanmates in Vexed Minds for doing such a great job. Couldn't have done it without them.

 

Is there any good video out there for a route to follow in the stealth section? We don't really know where the hell we are going but we are getting further with every try lol....

 

Great guide so far thanks.

 

I'll try and find one that can hold people over until we post our own.

 

I'm glad you are enjoying the guide.

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Couple of questions about the final boss battle.

 

Did you guys always open both portals or did you use a system like red for the mars like environment then go to the correct plate to open that portal.

 

Also how did you clear up the harpies. When we do it they seem to swarm to the gate and sync plates. Did the 3 on that side just use rockets to take them all out.

 

Thanks

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Couple of questions about the final boss battle.

 

Did you guys always open both portals or did you use a system like red for the mars like environment then go to the correct plate to open that portal.

 

Also how did you clear up the harpies. When we do it they seem to swarm to the gate and sync plates. Did the 3 on that side just use rockets to take them all out.

 

Thanks

 

We always opened both portals simultaneously. When we tried to coordinate left/right (Jungle/Desert, etc.) it ended up putting our Sync Plate players at greater risk than necessary. This is because Harpies would group up in large quantities sometimes and make it difficult to reach the plate, resulting in a death and subsequent wipe.

 

I put up new pictures to show you how we spread out.

 

By leaving someone on top of each Sync Plate you take that possibility out of the equation, for the most part. They can keep Harpies distracted, use grenades/rockets to clear multiple at a time and stay out of range of their self-destruct.

 

During the transition w/ the Relic you just designate one guy to kill the Harpies before it ends so you can get back to the plates.

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Our team beat it today, just wanted to thank you again for the walkthrough and watching that video sealed it. Its definitely not that bad once you get the roles down and put in a little practice.

 

Game glitched out in the end, we couldn't get the end screen and were all stuck in boss room, had to go to orbit. Seems like a very common issue right now on every console as the forums are flooded with posts about it.

 

Also I was awarded a gun and a shader but the gun was missing from my inventory. I hear other people have missing shaders and of course miss out on whatever is awarded on mission end screen as that never goes up.

 

Oh well trying again next week, hopefully bungie fix it by then.

Edited by TheNukes
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Just wanted to say this raid was amazing. Loved every bit of it, especially the thinking. My team pushed hard and cleared the templar at around 10-11am on launch day (possibly world first templar? ^^). Anywho, we've polished out the atheon fight and got him down in 6 minutes 11 seconds! Hope everyone has enjoyed the raid as much as we have.

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