Vault Of Glass World First
Quick Links
- Differences Between Destiny And Destiny two VoG
- Principal Difficulty Changes
- Class The Spire
- Defend The Confluxes
- Destroy The Oracles
- Defeat The Templar
- Gorgon'south Labyrinth
- Awaken The Glass Throne (Gatekeeper Encounter)
- Destroy Atheon
Destiny's first raid, the Vault of Drinking glass, has made its way to Destiny 2. Bungie didn't but port the raid, however. There are some important mechanical changes in the Destiny two version, making this raid much harder than information technology was previously.
Of course, no raid releases without a new suite of boodle, and Vault of Glass surely delivers. Featuring old classics such equally Fatebringer and Vision of Confluence, Destiny veterans and newcomers alike tin can prepare their sights on some archetype-defining weaponry. This guide volition go over how to complete every encounter, covering encounter mechanics and strategies you lot can use to make this raid as easy equally possible.
Note: This guide doesn't cover every encounter claiming. Consult our Vault of Glass challenges guide for this information.
Updated July 23rd, 2021, by Charles Burgar: VoG'south Chief difficulty variant and weekly challenges are now available, giving Guardians a chance to consummate one of the game's hardest activities for a hazard of obtaining some powerful weapons. We've updated this guide to embrace Master difficulty changes, added links to our VoG challenges guide, and we've added a tabular array of contents for easier navigation.
Differences Between Destiny And Destiny 2 VoG
If y'all've played the Vault of Glass raid in the original Destiny, y'all might be expecting the Destiny two version to be virtually the same. This isn't the example. Bungie made some rather massive changes to VoG that make it much harder than before.
Full general Changes
- Oracles must exist destroyed in sequence now.
- Every encounter with Oracles will spawn them in a certain order. You lot must destroy the Oracles in the exact order they spawn in, else your team will be "Marked for Negation" and wipe.
- Enemy density has been amplified.
- Crowd control specs are highly recommended.
- You cannot shoot yourself out of a detain bubble.
- A teammate has to break you out of the dome once you're trapped.
Spire Encounter
- No Changes
Conflux Encounter
- Wyverns and Overload Minotaurs are nowadays in this see.
Oracle Encounter
- Oracles must exist destroyed in the order they spawn in.
- Destroying Oracles in the wrong gild volition mark every fireteam member with "Marked for Negation" and repeat the last sequence.
- This encounter has five waves of Oracles instead of 3.
- Each wave adds an additional Oracle to manage. The offset wave has three Oracles, and the last wave has seven.
Templar Come across
- Each Oracle gear up consists of three Oracles.
- You lot'll need to destroy them in sequence, as with the terminal run across.
- The Aegis no longer purges "Marked for Negation."
- Y'all'll demand to use the fundamental pool to remove the debuff.
Gorgan Maze
- Subconscious chests have inverse.
- The first hidden chest has been removed.
- The second breast cannot be accessed until you break three Vex cubes hidden in the maze.
Gatekeeper Encounter
- This see has been fundamentally overhauled.
- You just get one Custodianship, and inbound a portal with the Custodianship prevents you from leaving for 45 seconds. Yous'll need to rotate players between both portals to pass the Aegis effectually.
- Read our "Awaken the Drinking glass Throne" part of the guide for more info.
- Precursor Gatekeepers (Mars and Venus) are at present either Wyverns or Minotaurs.
- Glass Throne Minotaurs are now Overload Minotaurs.
Atheon Encounter
- Teleported players take to destroy three sets of Oracles before they can leave.
- Each Oracle gear up consists of three Oracles. The Glass Throne team must tell the portal team which Oracles to shoot. They'll spawn in a sequence for the throne squad.
- One teleported role player will get detained shortly later they leave Mars or Venus.
- It'southward random who gets chosen. Players are detained when "Time'southward Vengeance" reaches xv seconds.
- You have five seconds to react earlier you go trapped in the dome.
- Atheon moves much more than during the DPS phase.
- This makes it much harder to land critical hits.
Master Difficulty Changes
Vault of Drinking glass has two difficulty variants: Legend and Master. Master difficulty allows players to earn Masterwork materials and Timelost weapons—VoG's accept on Proficient gear—by completing much harder encounters. "Much" is an understatement. Hither are the changes you tin can look from the Master version.
Master Modifiers
- Power Level: 1,350
- This is NOT Contest Mode. Those with a loftier enough Artifact level can get at-level with each encounter.
- Champions: Overload
- Overload Minotaurs are present in certain encounters.
- Champions: Barrier
- Barrier Hobgoblins are present in certain encounters.
- Champions: Mob
- This manner contains additional Champions.
- Match Game
- Enemy shields are highly resistant to all unmatched elemental harm.
- Shields present: Arc, Void
- Crust
- Radar is disabled.
- Air Superiority
- Flying units practice increased harm.
IMPORTANT Notation: Revives have not inverse with Master VoG. If you die with a revive token, you'll keep it when you're revived. Each actor only has one revive token per encounter, as usual.
General Changes
- Harpies now have Arc shields.
- Supplicants don't take shields.
- Encounters tin now driblet Masterwork materials
- Enhancement Prisms accept a high drib chance. Ascendant Shards have a low drop take chances.
- Timelost weapons can now drop.
- You must complete the weekly challenge to obtain a Timelost weapon.
- Duplicate Timelost weapons tin can exist purchased from the Cache of Kabr at the end of a Master VoG run.
- Vault of Glass Weekly Challenge Guide
- The Timelost weapon that drops is tied to the weekly claiming.
- Conflux Challenge: Vision of Confluence
- Oracle Challenge: Praedyth's Revenge.
- Templar Challenge: Fatebringer
- Gatekeeper: Hazen Vengeance
- Atheon: Corrective Measure
- Complete All Five Challenges: Found Verdict
- You must complete the weekly challenge to obtain a Timelost weapon.
Spire Meet
- Praetorians are occasionally replaced with Overload Minotaurs.
- Praetorians still spawn.
Conflux Encounter
- Barrier Hobgoblins are at present present .
- They spawn on the left and correct Confluxes.
- Overload Minotaurs are still present.
Oracle Run across
- Overload Minotaurs now spawn.
Templar Encounter
- Overload Minotaurs now spawn.
Gorgan Maze
- No Changes
Gatekeeper See
- A moving ridge of Barrier Hobgoblins spawn when the Throne Room Conflux spawns.
- Overload Minotaurs are still present.
Atheon Encounter
- Barrier Hobgoblins are at present nowadays on Mars and Venus.
- Merely the portal realms have these enemies.
- Atheon's impairment has been increased.
- Standing in a Well of Radiance won't relieve you.
Form The Spire
See Synopsis
- Split your team into iii pairs, each covering a plate.
- Prevent the Vex from intercepting a plate.
- Kill Minotaurs and Cyclopses that occasionally spawn.
Recommended Loadout
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To open the entrance to the Vault of Glass, you'll need to create a Vex spire by standing on three plates. Carve up your team into three pairs. Each pair will encompass a plate. The plates are in front, to the left, and to the right of the central spire.
Have ane member from each pair stand on a plate. This volition cause a abiding stream of Goblins and Hobgoblins to spawn about your plate. They'll attempt to walk onto your plate. Don't permit them touch the plate.
Occasionally, Minotaurs and Cyclopses will spawn in the arena. The Minotaurs volition rush to the plate's location as fast every bit they tin, and Cyclopses will pelt you with deadly projectiles from afar. Use your Super and Heavy weapons to have both of these enemies out. When you've defended the plates for long enough, the entrance to the vault volition open. Grab the chest and follow the path.
Note: For the "Temporal Caches" Triumph, this come across's concluding chest counts equally a subconscious chest. Be sure to grab information technology before continuing. Hidden chests noted in the guide are labeled with respect to this Triumph.
Hidden Chest #two
After you complete the spire encounter, make your way through The Trial of Kabr. You'll enter a room with a seemingly endless chasm emitting yellow-light-green lite. Yous'll desire to jump off the platform with your back facing the chasm. A hidden archway volition exist visible in the middle of the vex structure. Jump inside, then follow the path to find a rather spacious room with a Vex plate. The breast tin be plant in the right half of the room.
Defend The Confluxes
Meet Synopsis
- Defend Confluxes from waves of Vex enemies.
- Prevent Wyverns and Overload Minotaurs from assimilating with the Conflux.
Recommended Loadout
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When y'all driblet downwards into the arena, you'll discover a Vex platform directly in front of you. This is known every bit a Conflux, and this encounter tasks you with defending them confronting an onslaught of Vex.
This room is divided into 3 sections: left, center, and right. Each side of the room has a Conflux that will need to be dedicated. You lot'll but demand to defend one Conflux to get-go, but additional Confluxes come online equally time passes.
The Confluxes activate in the following order:
- Phase One: Middle Conflux
- Phase Two: Left and right Confluxes
- Phase Iii: Left, middle, and right Confluxes
Split your team into three pairs, just similar the last encounter. Designate each group to a section of the surface area (left, heart, and right). Each pair is responsible for the Conflux on their side. Defend your Conflux from the incoming army of Vex units.
Later you've cleared out a few dozen Vex, a major will spawn at the negation pool. This volition either be a Wyvern (whatsoever phase) or Overload Minotaur (phases ii and three but). Use your Heavy weapon and Super to have them downwards. Should one digest with a Conflux, your team volition wipe.
One notable enemy you'll face up during this encounter is a Fanatic, a headless Goblin that explodes on death. These enemies driblet pools of free energy when slain. When walked over, you'll gain the "Marked for Negation" debuff. If y'all do non remove this debuff before Templar (the Hydra hanging out at the eye of the expanse) commences the "Ritual of Negation," you volition die. You'll know when the Templar is initiating the ritual when a yellow string of text appears on your screen stating "Ritual of Negation."
To cleanse this debuff, you must walk over the Vex plate at the very center of the arena. A text prompt stating "CLEANSED" will announced to the left of your crosshair, indicating that you lot've removed the debuff. This puddle has a cooldown earlier information technology can be used once more, and so be sure that every actor who's Marked for Negation walks into the pool simultaneously to cleanse their debuff.
Destroy The Oracles
Come across Synopsis
- Destroy Oracles in the sequence they spawn in.
- Survive against the onslaught of Vex Goblins and Hobgoblins.
Recommended Loadout
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In this encounter, you'll demand to destroy bluish cubes named Oracles. Unlike Destiny ane, Oracles spawn in a sequence. You'll need to destroy the Oracles in the same club they spawn in, else your team will become Marked for Negation. These information cubes are fairly tanky, so you'll want to bring a weapon that deals good single-target damage like Xenophage or a Sniper Rifle.
In that location are 7 spawn locations for Oracles: iii on the left side, three on the right, and one about the middle. Almost players refer to the Oracles as "Left 1," "Right Two," or "Right Three." Some players volition telephone call the tertiary Oracle for a given side "Night," referencing its location in a dark corner of the room. The central Oracle is usually referred to as "Mid" or "Middle."
When the encounter begins, yous'll hear 3 distinct chimes, each chime denoting an Oracle spawn. Each Oracle does have a unique audio pitch, so those with acute hearing can decide an Oracle's spawn location off sound lone. The Oracle chinkle plays twice. After it plays for the second time, you will have a brusk timeframe to destroy every Oracle that spawned.
Designate each role player to cover one Oracle spawn. The people covering L1 and R1 can destroy the middle Oracle if it spawns. Have each person state the social club that their Oracle spawned in. Each role player will so destroy their Oracle when it's their plow.
Hither's an example stage:
Oracle Chime: L3, R2, Mid
- L3 player says, "One."
- R2 player says, "Ii."
- The L1 or R1 actor volition state "3," as these players volition cover for the middle Oracle.
- L3 shoots their Oracle, and so says "One" to signal to the R2 player that they can shoot.
- R2 shoots their Oracle, and then says, "Two."
- The third player destroys the centre Oracle.
- Players wait for the adjacent Oracle sequence to brainstorm.
Should yous fail to destroy your Oracle, anybody will get Marked for Negation. You'll need to immediately run towards the Vex plate at the middle of the arena and have everyone cleanse simultaneously. If you neglect an Oracle wave, the verbal same sequence volition play again after.
At that place are five waves of Oracles that spawn during this encounter. The first wave volition spawn iii Oracles, with subsequent waves adding one new Oracle to the sequence. The final wave volition have seven Oracles. You don't get extra fourth dimension for destroying more Oracles, then y'all'll demand to human action fast towards the end.
Note: Warmind Cells destroy Oracles. Exist conscientious when using them.
Across the Oracle mechanic, the only other notable part of this encounter is the sheer number of Hobgoblins that spawn. These Hobgoblins will spawn on the outskirts of each side. Players that aren't currently handling an Oracle should direct their attending towards destroying these Hobgoblins.
Defeat The Templar
Encounter Synopsis
- Utilize the Aegis relic to lower the Templar'due south shield.
- Destroy Oracles in the sequence they spawn in.
- Destroy the Templar.
Recommended Loadout
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To start this run into, ane player volition need to grab the relic at the center of the negation pool. This is known as the Custodianship. Go used to this shield, as it'll exist used in every main see for the rest of the raid. Dedicate one person to be your Aegis user. You'll demand the Aegis to remove the Templar'south impenetrable shield.
The Aegis tin do a few things:
- Attack: Y'all accept low-cal and heavy attacks, like to a Sword. Heavy attacking mid-air volition cause you to slam the ground. You tin can attack as much as yous want with the Aegis.
- Cake: Hold the baby-sit central to project an free energy dome effectually yourself, protecting allies from harm.
- Super: Burn down a projectile of pure free energy from your shield, capable of destroying the Templar's shield.
Aegis User
The Aegis histrion'south task is to destroy the Templar'southward shield and to forestall information technology from teleporting. When you first catch the shield, endeavour to melee Vex enemies effectually the loonshit. This will grant Super energy.
When your team is set up, use your Super ability on the Templar. This will remove its shield, allowing your team to damage the dominate. Periodically, the Templar will mark a location in the area that it'll teleport to. You'll demand to stand up in the teleport spot to interrupt the Templar, extending your team'southward DPS phase. Should the Templar focus yous, concur the guard button to absorb its onslaught of attacks.
Everyone Else
The residual of the squad volition need to bargain with the first set of Oracles while the Custodianship user is preparing their Super. A prepare of three Oracles volition spawn near the start of the run into. Use the same strategy from the last encounter to pause them.
When the Oracles are destroyed, have every non-Aegis player meet up near the middle Conflux. The Aegis player will lower the Templar'due south shield, giving you a damage window. Deploy a Ward of Dawn, Well of Radiance, and use your Supers to impairment the dominate. If your unabridged fireteam is using double slug Shotguns and Anarchy, yous can kill Templar before the second set of Oracles spawn.
If your team lacks those things, then exercise your best to impairment the dominate while your Aegis role player blocks its teleports. Blocking teleports will cause more enemies to spawn in the arena, so designating one thespian to clear them out isn't a bad idea. When things get too chaotic to handle or Oracles spawn, have the Custodianship role player permit the Templar to teleport. This will redeploy its shield, giving your team a breather. Break the Oracles, lower the shield, and so repeat the process.
Note: One random player volition gain the "Imminent Detain" debuff once the Templar's shield breaks. You have five seconds to reposition earlier yous become encased in a dome. A fireteam member volition need to break you out by shooting the dome.
Gorgon'due south Labyrinth
Encounter Synopsis
- Reach the other side of the maze without being detected.
Recommended Loadout
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Afterward a short walk, you'll enter the Gorgon's Labyrinth. This area is patrolled by Gorgons—glowing Harpies that will impale anybody if they spot someone. Unlike the rest of the raid, this encounter is a stealth department. Yous'll want to avoid the Gorgons as much as possible.
Stick to the rocks that dot the expanse, using your Sword to view where the Gorgons are heading. When there are no Gorgons nearby, make your manner to the northern end of the labyrinth. Climb upward whatever angled rocks to get a safe vantage signal of the Gorgons.
The exit tin can exist establish beside a massive rock bulging out of the footing at a steep angle. Jump off the rock and run towards the lit cave to find the escape tunnel.
If y'all played Vault of Glass in the original Destiny, the Gorgons take the aforementioned path in Destiny 2. You can articulate the maze with the same path as before, climbing upwardly the inclined rocks around the arena to get around the Harpies.
Jumping Puzzle
Outside of the labyrinth is a uncomplicated jumping puzzle. Platforms will phase in and out of existence during this part. You'll need to jump onto a platform right as it spawns, so await for a new platform to materialize. Follow the platforms to reach the bottom.
Hidden Chest #3
There are three floating Vex cubes in the maze. Yous'll need to destroy all three of them to open a hidden door. Yous can observe the door at the eastern end of the maze out of spawn. If you lot played VoG in Destiny 1, it's where the 2d hidden breast used to exist.
All three Vex cube locations take been covered in Esoterrik's subconscious chest guide for VoG.
Hidden Chest #iv
During the jumping puzzle, just before you reach the gate that leads to the adjacent encounter, head left of the gate entrance. Climb up the dimly lit wall to find a chest.
Awaken The Drinking glass Throne (Gatekeeper Run across)
Run into Synopsis
- Prevent the Vex from assimilating with Confluxes on Venus and Mars.
- Pass the Custodianship between Venus and Mars.
- Defend the throne Conflux.
Recommended Loadout
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Before you can face Atheon, you'll need to destroy the Vex inside his throne and defeat Vex beyond multiple planets. You lot read that right: this run across asks yous to spring between planets to defend Confluxes.
Offset the encounter past killing the Vex inside the throne room. They'll be a Gatekeeper Hydra at the heart of the loonshit. One time it's dead, you'll hear a distinct horn, signaling that you can now open the portals that lead you to different planets. The Gatekeeper also drops an Aegis shield. Have one player grab the Aegis.
There are ii portals in this loonshit, 1 on each side. To open up them, i player must stand up in the Vex gate directly across from the portal. There's a colonnade in the middle of each of them, so they're hard to miss. When you run into the message "A Vex Timegate is active," the portals are ready to go. Assign two players to go through the portal, ane for each side. Make sure the Aegis player doesn't become through the portal initially. The remaining four players will be dissever between defending the throne room and jumping into the portal equally needed.
Portal Players
Those that enter the portal volition spawn at i of two planets: Mars or Venus. Mars is the left portal, and Venus is the correct portal.
Upon inbound the arena, yous'll need to defend a cardinal Conflux against waves of Vex—similar to the second come across. Eventually, one side will have a Minotaur spawn that has an allowed shield. To suspension this shield, you must damage the Minotaur with the Custodianship.
If your side gets a Wyvern, simply impale it. If y'all spawn at the side with a Minotaur, phone call out which planet or side you're on. The Aegis player will then enter the portal and destroy the Minotaur for you. Nonetheless, the Aegis histrion that enters will be afflicted with the "Teleport Destabilized" debuff, preventing them from using a portal for the next 45 seconds.
Because of this, the Aegis user that enters must drop their Aegis after killing a Minotaur. The 2nd role player in the portal room will grab the Custodianship, then laissez passer it to some other role player in the throne room. That actor and so enters the second portal (whichever one didn't have the Custodianship terminal) to aid. This process repeats 6 times, with each side alternating Minotaur spawns.
That process sounds somewhat confusing, so permit's give an example of how a cycle would work:
- Thespian A and B enter Mars and Venus, respectively.
- Actor A has a Minotaur. They phone call out "Minotaur on Mars."
- The Aegis role player (Actor C) enters the Mars portal and destroys the Minotaur. Since they're debuffed, they drop the Aegis.
- Thespian A grabs the Custodianship and leaves to the throne room. Player A is at present debuffed.
- Thespian D isn't debuffed and in the throne room, so they'll have player A'south Aegis.
- Player D heads to Venus to aid thespian B, as Venus will have a Minotaur spawn next.
- Player D kills the Minotaur, then thespian B grabs the Aegis and leaves.
If it makes it easier, you lot can assign 4 players to this office. The Teleport Destabilized debuff will elapse by the time the fourth histrion gets debuffed, leaving ii players to defend the throne room.
Throne Players
Throne Guardians have 2 jobs:
- Defend the portal plates from incoming Vex.
- Grab the Aegis and aid a portal player when needed.
The first chore is fairly simple: prevent the Vex from disabling a portal plate. Vex will trickle into the arena in waves, attempting to bear upon the plate that activates a portal. If they touch it, the portal will close, meaning you'll need to reopen it. Overload Minotaurs volition also spawn presently after a wave of Vex spawn, spawning at the southern end of the room. Stun them with Overload Rounds before killing one.
Gatekeepers will also spawn near the center of the arena on occasion. These enemies disable both portals while they're alive, so be sure to kill them as before long as they spawn.
Portal players that bring the Custodianship to the throne room will demand someone to grab the relic. If you don't take the "Teleport Destabilized" debuff, grab the Aegis off of them and assist the side they tell you (opposite of where they came from). You'll then get a portal player for a cycle. This cycle will happen six times before the concluding phase begins.
Last Phase
Once enough Minotaurs have been defeated, a Conflux will spawn at the center of the throne room. Every player must head to the throne Conflux, Custodianship histrion included.
Your team will be attacked from three sides: the left portal, the correct portal, and the staircase leading to the glass throne. Wyverns and Minotaurs will periodically spawn, attempting to assimilate with the Conflux. If one of them succeeds, your fireteam wipes. Take the Aegis role player focus on the Minotaurs and two or three players focus on the Wyverns. Survive the Vex assault to complete the encounter.
Destroy Atheon
Run into Synopsis
- Destroy Oracles on Mars and Venus to weaken Atheon.
- Destroy Atheon, Fourth dimension'southward Conflux.
Recommended Loadout
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Atheon volition spawn at the heart of the throne room when you starting time the encounter. This boss moves around a lot and wants null more than to impale you lot. Stick to cover whenever possible when y'all're in the throne room.
Harpies will spawn in droves a few seconds after the meet starts. A wave will spawn behind Atheon, i spawns mid-air to the left of the throne, and another mid-air wave spawns to the right. Clearing an entire moving ridge of them volition spawn another group soon after, and there doesn't seem to exist a limit on how ofttimes this can occur. These enemies spawn rather far from yous, so consider using a Lookout or Pulse Rifle against them.
Pro Tip: Get out one Harpy alive from each group. Additional waves cannot spawn until every enemy from the electric current group is destroyed.
Subsequently around a infinitesimal, two messages volition display:
- "Atheon opens the timestreams."
- "Atheon sends forth the Supplicants."
The first message means that 3 players, called at random, will be teleported to a random planet (Venus or Mars, like the final encounter). For the three players yet in the throne room, they'll have to deal with suicide Harpies named Supplicants.
Throne Team
Those that stayed in the throne room will take 3 jobs:
- Open up a portal to the planet the other 3 players are stuck at.
- Defeat Harpies and Supplicants.
- Tell the portal squad which Oracles to shoot.
Whenever the portal team leaves, they'll demand to tell you which planet they're on. One member of the throne team will need to stand on the right plate to open up a portal, allowing that squad to escape when they're washed destroying Oracles. Harpies and Supplicants don't disrupt the portal, so you tin leave the plate once the portal is active.
Atheon will create iii Oracles in a sequence. The throne team must state the position of each Oracle. This gets catchy because the Oracles are located in odd spots that require both teams to be using the same reference betoken, else you'll go inverted callouts. We'll encompass this in more detail when we encompass what the portal team does.
Writer's Note: This is an image I made to give a rough idea of where the Oracles spawn. The locations aren't 1:one in-game. Credit to Destiny Raider for the Atheon arena background.
Stand at the back of the throne room, the same location you spawn from. Call out the order that y'all come across the Oracles, using either numbers or locational callouts to describe what you're seeing.
Y'all'll need to echo this procedure 3 times. Later the portal team destroys three sets of Oracles, the basis squad volition meet up with the portal squad near the eye of the arena to damage Atheon.
Before nosotros talk over what the portal team does, it'due south of import to mention that Supplicants instantly kill you if they detonate abreast your Guardian. Keep them at artillery-length at all costs. Yous can stand on platforms above the Supplicants to foreclose them from exploding. The pillars in each Vex plate are safety, so are the ledges about spawn.
Portal Squad
Three random players will be teleported to either Mars or Venus. An Custodianship relic will spawn about your team. Have one histrion grab the Custodianship, and be certain to tell the throne team which planet y'all're on so they tin can bail you out.
Have your team run to the center of the arena, killing the Vex that are residing in that location. Afterward a few seconds, Oracles will beginning spawning that yous'll need to destroy. The throne squad volition tell you the order y'all need to break them in. Yous'll demand to break three sets of Oracles earlier you lot can leave. The Oracle locations are the same as the throne room.
Annotation: To prevent inverted callouts, make sure your squad is at the middle platform and facing the spawn point (where the relic spawns, not throne room spawn).
Note 2: Destroying a Warmind Jail cell at the middle of the arena volition pop every Oracle, bypassing the demand to destroy them in gild. Breaking an Oracle with a uniform Warmind Cell weapon will spawn a Warmind Cell.
During this office, every member of the portal team will take their screen covered in darkness. This is acquired by the "Marked by the Void" debuff, something you get when yous're teleported. To remove it, take the Aegis player guard. The dome they project will restore your vision temporarily.
When your team has destroyed all three sets of Oracles, brand your mode to the get out portal that corresponds with your planet. Get fix to damage Atheon.
Atheon DPS Phase
Once you meet "Guardians make their ain fate" appear on the bottom-left of your screen, the DPS stage has begun. Every thespian will proceeds the "Time's Vengeance" buff for 30 seconds. While agile, you lot can harm Atheon, deal increased damage, and have faster Super and ability recharge time. Consequently, everyone is also debuffed with the "Marked by the Void" debuff.
Have everyone meet upwardly at the same spot. The floating island in between both portals is a good spot, although anywhere works. Employ everything you have—Supers, Heavy and Special weapons, grenades—to impairment Atheon. To forestall your squad from going blind, take ane person use the Aegis to cleanse anybody via the guard ability throughout the DPS stage.
Portal Team: When you come dorsum from Venus or Mars, one of yous will be debuffed with "Imminent Detain" once Time'southward Vengeance reaches 15 seconds. When this happens, yous have five seconds to reposition before y'all and nearby allies become trapped in a dome. A fireteam fellow member volition need to break you out of the dome.
Yous have four DPS phases to kill Atheon before your fireteam automatically wipes. Use everything in your arsenal to make each DPS phase count. When Time'due south Vengeance wears off, Atheon volition randomly teleport three people later on a few seconds. Repeat what you did last time until Atheon is destroyed.
Congratulations! Y'all just beat the Vault of Glass raid. Merits your loot at the end of the throne room. Similar to the Deep Stone Catacomb raid, at that place's a breast—named the Cache of Kabr—you can interact with that grants duplicate weapon and armor rolls for Spoils of Conquest.
Vault Of Glass World First,
Source: https://www.thegamer.com/destiny-2-vault-of-glass-raid-guide/
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