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Destiny 2 Vault Of Glass Light Level

Vault of Glass was the start raid in the original Destiny game, and players who accept stuck around since the very starting time look back on information technology with great affection.

While many remember the Vault of Glass raid every bit a pregnant challenge the first time effectually back in D1, as players became more powerful, they institute that VoG wasn't quite as difficult as they call back. Vault of Glass did receive a few residue tweaks in the D1 Age of Triumph update to bring it upwardly to date, so we imagine that the Destiny 2 version of Vault of Glass will receive another refresh to continue information technology challenging for veteran players. Those that are particularly competitive can compete in Contest Style, a race to be the first team to articulate the raid in 24 hours from Vault of Glass' release and unlock a new Challenge Mode within the Director, to claim the Tempo's Edge Triumph.

While nosotros expect that some adjustments will be made, we're still expecting more than or less the aforementioned layout, structure, and encounters that we played through in the original raid. We've put together a Vault of Glass walkthrough based on its Age of Triumph version, and have listed the changes that were made in Destiny 2.

Destiny ii Vault of Glass release date

The Destiny two Vault of Glass raid is at present alive. It arrived on May 22 at 10am PDT / 1pm EDT / 6pm BST.

Destiny two Vault of Glass challenges – competition mode explained

For the first 24 hours after launch, the Contest Mode was active, meaning that players could unlock a unique Triumph via the Director's claiming mode called Tempo's Edge. This allowed them to compete to become the 'World'south Get-go' to finish this challenging raid. The team that completed Vault of Glass before anyone else was able to win a existent-life championship cummerbund with their names etched onto the front.

Sadly, the moment for this has since passed as Clan Elysium has now been verified by Bungie as the World's Beginning team, but there's nevertheless the opportunity to pick up some unique real-life Vault of Glass items via the Bungie Store. If y'all consummate the Vault of Drinking glass by May 25 at 5pm UTC, you will be given a lawmaking to purchase a Raid Band. Similarly, you tin can go a code to buy a Raid Jacket if you complete the Vault of Drinking glass raid before June one at 5pm UTC. The deadline to buy these items once you earn the in-game code is June 30 at 5pm UTC.

For those looking for some budget friendly memorabilia, completing the Vault of Glass raid during the Season of the Splicer will give you lot a lawmaking to buy an sectional Vault of Glass art print. The deadline for earning this code is Baronial 24 at 5pm UTC. You'll then have until August 27 to claim the code and Baronial 31 to consummate the buy.

Here's the prices for all 3 items when you receive your unique code:

  • Raid Band: $124.99 / €128.99
  • Raid Jacket: $149.99 / €154.99
  • Fine art print: $24.99 / €25.99

Challenge mode will disappear afterward the first reset on May 25, so here is a full list of methods for completing the Vault of Glass challenge modes while they're still live. There's a good chance it'll render later in the Season of the Splicer, and will certainly reappear in the next Raid's contest mode.

Fighting Atheon in Destiny's Vault of Glass

Destiny 2 Vault of Drinking glass changes and new content

Here are all of the known changes to the Vault of Glass raid:

  • Rather than destroying Oracles when yous meet them, you lot now accept to listen to a 'Vex Song' and see when they appear, so destroy them in a sequence.
  • Wyverns and Overload Minotaurs now appear in the raid.
  • Some unlockable Vault of Glass specific mods are available.
  • Balance changes on boodle then that information technology's functionally unlike, but doesn't change the weapon itself.

We'll be sure to update this guide one time we've seen more than of the raid but until then, hither'south our Vault of Drinking glass walkthrough.

DESTINY 2 VAULT OF GLASS VEX MYTHOCLAST

Though the raid isn't live, the information regarding the Vex Mythoclast'southward stats and perk rolls take been uploaded to the game'southward database. The Vex Mythoclast returns from the original Destiny 1 raid, albeit with i big alter: defeating enemies with this weapon builds stacks of Overcharge – swap firing modes while fully Overcharged to fire stronger linear fusion burglarize shots.

DESTINY ii VAULT OF GLASS SHADERS

The Continuum Alloy and Omnichronia shaders are sectional to the Vault of Drinking glass and cannot be acquired any other way. Bungie has said in the past they wouldn't put items themed after endgame events in the Eververse, but the Destiny customs believes this doesn't apply because the items in question are shaders.

Guardians running through the Vault of Glass

Destiny 2 Vault of Drinking glass walkthrough

Waking Ruins

To admission the Vault, players must actuate iii Vex plates outside its front end door, and proceed them activated continuously for five minutes. This builds a spire in the middle of the area, which unlocks the gate. If any of the plates become deactivated, the spire will quickly disassemble.

Every bit you probably know from the main game, to activate a plate, you must stand up inside it and keep it clear of enemies. Once you've captured the plate, Vex enemies spawn in waves and endeavour to recapture it. Specially powerful enemies called Praetorians should be killed kickoff, as if they make information technology onto your plate, they will take it over quickly.

Once the spire is constructed, the Vault of Glass opens. Head inside and follow the tunnels until you sally on a shelf in a vast cavern, overlooking a platform full of pillars and a glowing light in its centre. Jump down, and the Templar encounter begins.

Vault of Glass Templar Encounter

The Templar is the first Raid boss you face. In the first phase of this encounter, y'all must defend three confluxes from waves of Vex who are attempting to sacrifice themselves by throwing their bodies into the conflux (much like the Spire Integration public event). If four Vex cede themselves to whatever 1 conflux, you will neglect.

In the original Destiny, Fanatics could only be constitute in the Vault of Glass, and they're at present accompanied by Overload Minotaurs. The pools the Fanatics dropped when killed did more than simply hurt you. Kickoff, they were greenish, just more than importantly they practical the Mark of Negation debuff, as did the Fanatics themselves. Go along out of the pools and don't bear on the Fanatics. Periodically, the Templar performs a Ritual of Negotiation, which instantly kills anyone with the marker.

If you do get hit with a Mark of Negation, you lot need to cleanse information technology as soon as possible. This tin can exist done past entering the pool of light in the center of the surface area, in front of the Templar. However, the pool will empty if used too many times; it refills after the adjacent Ritual of Negotiation.

First, you must defend the center conflux. Enemies spawn in each of the 3 zones – left, centre, and correct – and your team should split up to cover each spawn point and finish them from advancing.

The conflux then disappears and a wave of Fanatics attacks. Post-obit this, y'all must defend the left and right confluxes. Split your team in one-half to cover both sides. In the next stage, yous must coordinate to defend all confluxes.

Immediately after this, the Oracles appear; seven bright balls of gilt light that chinkle at different frequencies. There are seven waves of enemies to defeat, and Oracles appear periodically throughout these waves. They don't assail or move; however, once they announced, they volition mark every raid member with the Mark of Negation unless you destroy them within ten seconds.

During this phase, Hobgoblin snipers also spawn around the border of the battlefield. It'south important to coordinate with your team in gild to communicate which Oracles have spawned and in which lodge, to ensure you take them down in the correct sequence, otherwise your team will be wiped out.

Once you have defeated the Oracles, there is a checkpoint and a break in the activeness. The pool of light is replaced with a Relic shield called The Custodianship. Using this Relic is key to the remaining encounters.

Vault of Drinking glass Relic

The Relic is present in three encounters: the second phase of the Templar fight, the Gatekeeper, and the concluding battle with Atheon. The relic is a shield which grants its bearer new abilities, but prevents them from using their normal weapons and abilities. These abilities are:

  • Grenade:Cleanse - an AoE consequence that removes the Marking of Negation and stops incoming damage
  • Melee:Dash assault
  • Fire weapon:Shield Bash - in the air it turns into a Ground Pound
  • Super:Shield Smash - damages the first target it hits

The longer you concord the Cleanse push button, the longer the ability spends on cooldown. Cleansing is often necessary at brusk observe, so y'all need to exist efficient with its use to proceed it prepare. If the Relic is dropped, you have five seconds to pick it up again before everyone is killed by "Curse of the Aegis".

When you option upwardly the Relic, the encounter with the Templar begins. The Templar is surrounded in a white shield that prevents it from being damaged, except by the Relic's Super power. Once the Relic wielder has charged the Super and hit the Templar, the Templar's shield goes down. You won't be able to attack immediately – when his shield breaks, bubbles will entrap a few members of your team, which yous need to shoot your way out of before striking the Templar. (If y'all find yourself in one of these bubbling, please do non employ rockets to break it, as y'all volition die.)

After a brusk time, the Templar teleports away to a new spot and regains its shield. This can be delayed slightly – one time yous see the notification "the Templar is attempting to teleport", a white band appears in the room signifying where the Templar is preparing to motility to. If someone stands in this ring, the teleport will be temporarily delayed, just this spawns a wave of four Minotaurs.

Throughout this battle, Oracles will go on to spawn and mark the whole team if non destroyed promptly. While annoying, this is quite manageable as the Relic wielder can cleanse you at will, and so information technology's best to stay close to them rather than worry about destroying the Oracles. The Templar will enrage if the fight lasts longer than eight minutes, making information technology about impossible to beat.

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Gorgons' Labyrinth

Stand in forepart of the stairs on the left side of the arena, and look for a crack in the wall to your correct. Y'all'll find a breast inside (patrol-tier loot, unfortunately), and then a serial of tunnels through which yous can get out. Follow them until you fall into a huge chasm – exist certain to save a jump charge before landing so y'all don't perish from fall damage. The maze in this section is total of Gorgons, glowing Harpies who slowly move through the labyrinth. Being spotted by a Gorgon means a raid wipe if you don't destroy it in ten seconds. This is possible, but will take all your firepower every bit they're very tough. And once you destroy one, the others get stronger.

There are a couple of chests hidden in the Labyrinth. The get-go is in a pigsty in the cliff behind you when you land, and the second is found past post-obit the correct wall of the maze. To navigate safely through the maze, get left of the rock in front of yous when y'all enter. And then turn left once more and cantankerous the hall, climb to the elevation of the rock in the middle and wait until the Gorgons on your correct move away. And then follow the wall on your right side to the end of the labyrinth.

There is a jumping puzzle at this indicate that, like the Vex plates, debuted in the Vault of Glass but has since been reused many times. The idea should exist familiar: y'all demand to cross a series of platforms that disappear and reappear periodically, so jump across to the narrow ledge on the other side. You don't have to use all the platforms – after the first few, you should be able to use double or triple spring to launch yourself all the manner across.

Gatekeepers

To challenge Atheon, y'all must defeat three Gatekeepers; 1 each in the past, nowadays, and future. The start Gatekeeper is in the room when you enter. Kill the Hobgoblin snipers and other enemies outset; in one case you defeat the Gatekeeper, the come across moves to the next phase.

Y'all are now able to open ii portals in the room; the left portal (as y'all enter) leads to the past (though most players simply call it 'Mars' as it appears to exist set on the red planet), and the right portal leads to the future (aka, 'Venus'). These portals are opened by standing on the respective sync plate. When yous begin to capture a sync plate, Praetorians volition spawn and effort to re-capture it. Keep iii Guardians back to defend the plate while three others head through the portal to kill the Gatekeeper. Defending the plate is crucial; if information technology is lost, a red Oracle spawns above the portal and will wipe the political party if not destroyed immediately.

Once the Gatekeeper in a portal is defeated, it drops a Relic. Additionally, everyone in either portal dimension receives a debuff called 'Marked past the Void', which gradually clouds their vision over fifteen seconds until they can no longer see, at which point they begin to have impairment and dice. They must be apple-pie past the Relic to remove this, so leave the portal as quickly every bit possible and cleanse the squad.

Defeating a Gatekeeper also spawns a conflux dorsum in the master arena, to which Vex Minotaurs will attempt to sacrifice themselves. Similar earlier, if four Vex succeed, anybody dies. At this point, nosotros recommend splitting your party into 3 teams – ane to defend the Conflux, i to capture and defend the other plate, and one to head into the terminal portal to defeat the last Gatekeeper. This last team should include the Relic holder, so they can cleanse their comrade. The teams needn't be the same size; one skilled thespian can defend the Conflux solo.

The first plate will inevitably become overrun, so the Conflux defenders must be sure to defeat Oracles that appear in a higher place information technology. You could keep the Relic back to cleanse, but this time the portal team volition larn the 'Marked past the Void' debuff every bit soon as they enter, so they'll either have to be very quick to impale the Gatekeeper and go the 2d Relic or they should take the start Relic into the portal and the squad in the main arena will need to destroy Oracles in the right social club until they return. We advise the latter.

Once you've defeated the third Gatekeeper and returned through the portal, anybody should concentrate on defending the Conflux until the encounter ends.

Atheon, the final boss, in Destiny's Vault of Glass raid

Atheon

This is the final boss encounter in the raid. Early on in the fight, Atheon teleports three of your teammates – the ones furthest abroad from him – to either Mars or Venus. On Mars, you lot must fight 3 Descendant Hobgoblins – the relic holder can impale them instantly, so don't shoot them as this will actuate their shields. On Venus, you must fight two Forerunner Goblins and a Praetorian.

In either case, the team will be Marked by the Void. You lot'll spawn next to a Relic, which one player must take and use for regular cleansing; additionally, six red Oracles will spawn in sequence and must be dispatched with urgency in the right order – assign one fellow member of this team the job of killing Oracles exclusively.

Back in the arena, the remaining three Guardians should stack up on the plate that unlocks whichever portal the others have been sent to (again: left for Mars, right for Venus). You'll need to defend it against Supplicant harpies that explode when they go shut to you – stand on summit of the pillars to mitigate this damage. The goal here is to survive and go on the portal open so the away team can return when they've cleared their room.

When the away team has finished killing all the enemies and Oracles in their room, everyone receives a 'Time's Vengeance' buff that reduces your ability cooldowns and allows you to deal bonus damage to Atheon for xxx seconds. This is, in other words, the harm phase. The portal should be ready for the away team to employ as soon as the last enemy is down.

Once they're safely back in the arena, it'due south time to hit Atheon. It'southward best to get together on the small platform at the centre of the loonshit as the Supplicants won't bother you here and you've got a clear shot at the dominate. Drop your usual damage-boosting buffs and pile into Atheon. If you're the Relic holder, note that its Super attack does a lot of damage, and the cleanse/shield function can be used constantly for as long equally Time's Vengeance lasts, keeping you all safe.

In one case Time's Vengeance wears off, Atheon will teleport three teammates away once more. Simply repeat the cycle until Atheon is vanquished and you are victorious.

Now y'all're prepared to have on Vault of Drinking glass – for the latest on the transmog system, take a await at our Destiny ii Armor Synthesis guide.

Destiny 2 Vault Of Glass Light Level,

Source: https://www.pcgamesn.com/destiny-2/vault-of-glass-guide

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