King's Fall
King's Fall | |
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Information | |
Type | Raid |
Location | Dreadnaught |
Players | 6 |
Tier 1 Level | 42 |
Tier 2 Level | ?? |
Description | ??? |
- See also: King's Fall Hard Mode
King's Fall is the 6 player raid in The Taken King expansion. In this raid players face Oryx and his minions on his ship, The Dreadnaught. King's Fall was released on September 18, 2015 10AM PDT, 3 days after the expansion.
Contents
Walkthrough
Opening The Portal
The first step is to pick up the orbs and place them in the first statue at the same time. When done correctly, two more will spawn, one to the far left and one to the far right.
At least two people need to be sent to retrieve the orbs on both sides and brought back to the middle. Barriers will be placed to slow you down. The non-orb carriers need to destroy them. Then, the orbs need to be placed in the next statue at the same time. Rinse and repeat. You have progressively less and less time each iteration.
There are a total of six statues. The best way we've found to do it is to split into two even groups of three, for retrieving the orbs on both sides.
Reward: Moldering Shard
Hive Ship Jumping
Jump from ship to ship to reach the other side.
Two Guardians must stay behind to shut down the force field, one on each plate on left and right.
When the other four Guardians are across, two Guardians can step on those plates, left and right, and allow the remaining two Guardians to board the Hive ship and come across.
Reward: Calcified Fragment XXIX
Basilica Gate
Split into two groups of three with even light levels across each group. One group goes left, one group goes right. It's fine to leave two people in middle to clear adds before joining their allies on the corresponding side.
Each side picks up a buff (an orb thingy) that shields anyone inside it from the constant damage in the side rooms. This lasts for 30 seconds upon which it will be passed to a nearby ally that does not have any stacks of Deathsinger's Power. The person that just lost the protective bubble will receive 10 stacks of Deathsinger's Power.
This person needs to run to the middle, and stand on the center plate until all their stacks are gone. Then, they need to return to their side. After a few iterations of this, the door will be fully charged and will open.
Reward: Calcified Fragment XXX
The Warpriest
Mechanics
Activating The Plates:
- Once the Major Knights die, the corresponding plate is activated
- There are three Knights, one for each plate
- The Knights seem to spawn on a timer
Glyph Sequence:
- The sequence is random
- The sequence changes every wipe
- The next plate in the sequence will be highlighted behind the corresponding tombstone with a glow or with a red pillar of light if the tombstone is missing
Brand of the Initiate:
- This is a buff that grants you and your allies in close proximity the ability to damage the boss
- Expires in 10 seconds
- Killing adds resets the countdown timer
- If the timer reaches zero, you die
- Adds are limited, you need to space out killing them or you will die (kill at 2-3 seconds left)
The Oculus:
- To survive this you need to be in the shadow of one of the tombstones
- Any tombstones being used will be removed after this phase
- It is critical your fireteam shares one tombstone or you will not beat the soft enrage
Strategy
To start the encounter, simply step on all three plates, left, middle, and right.
The first step is the glyph sequence. This sequence is random every time you do it. However the light behind the tombstones will tell you which one to step on next. It helps to have someone calling these out. It will glow blue if it's next, or if the tombstone is missing, a red pillar of light will indicate it is next in the sequence.
Once you step on a plate, you can not get off it until the sequence is complete or the sequence will fail. Once you finish the sequence, one of the people stepping on the final plate will receive the buff Brand of the Initiate that will allow you, and any allies standing within a few yards the ability to damage the boss.
The person providing this buff needs to kill adds or he will die in 10 seconds. Killing adds resets the countdown timer.
When the boss summons the Oculus, you and your fireteam need to hide in the shadow of one of the tombstones. Your entire fireteam must be behind the same tombstone, because any tombstone you are hiding behind will be removed.
The tombstones are the soft enrage, if you don't kill the boss within 4 attempts, you will no longer have any tombstones to hide behind and your fireteam will die.
This means you must do at least 25% of his health every iteration.
Reward:
Golgoroth's Cellar
Find your way through. The entire fireteam has to be at the door with the candles to proceed.
Reward: Calcified Fragment XXXI
Golgoroth
Mechanics
- After six deaths, all fireteam members are blinded and the fireteam will wipe
- The orbs in the ceiling drop a pool that buffs damage against the boss by 10x
- Shooting his back critical spot gets his gaze for 15 seconds
- Failing to obtain his gaze spawns more adds
Strategy
Separate the raid into two groups, two taunters and four damagers.
Start the encounter by destroying the orb in the center of the ceiling. When the boss spawns, begin by clearing all the adds in the room. The taunters will take turns holding his gaze by shooting the critical spot on his back. It seems to work best if one taunter goes left and one taunter goes right. Start with the orbs in the back of the room first, heading towards the front. Have the entire orb destroy one orb, and have that side's taunter get his gaze. The other taunter can shoot his legs/feet/body to get his attention.
The player that currently has Golgoroth's Gaze will be bombarded with orbs that cause massive damage. This player needs to shoot the orbs and stay alive. When the gaze buff is at 10 seconds or less, this player should count down the buff to zero. The other taunter should be busy destroying the next orb on the ceiling for the damagers to stand in. It takes almost the entire time to destroy this orb, so start early. Once the other taunter calls out around 2-3 seconds, shoot his back to gain his gaze and now you shoot the orbs to survive while the other taunter destroys the next orb in the ceiling.
The two taunters will be destroying orbs in a zig-zag motion. The damagers in the pit may need to destroy the orb in the ceiling if the taunter is unable to get it down in time. It's easiest to destroy the orbs if you have line of sight of the boss. If you don't, the orbs will curve around obstacles and be very hard to destroy. If you have line of sight, the orbs will come directly at you in a line. Also, the boss needs to be facing the damagers in the pit. The pools drop directly below the orb you destroy, so make sure the pool on the ground is between you and the boss.
In the meantime, the other four players are in the pit shooting the boss, hopping from pool to pool. Sniper rifles work best and do the most damage. Everyone should be aiming at his stomach. All four players can stand in the same buff pool. When it expires, or when the boss changes position, move on to the next one.
After the first orb in the ceiling is destroyed, and shortly before the second one is destroyed, Cursed Thralls will begin to spawn in the pit. It's usually best to assign your lowest light player to be on Thrall duty. It's critical that the Thralls are kept away from the other 3 players sitting in the pools. One getting too close will mean a wipe.
When the taunters are unable to continue holding his gaze, and adds begin to spawn, clear them and then repeat the process. The four damages need to be informed to get out of the middle at this point. Usually after the 6th orb is destroyed, or earlier if gaze failed to be captured.
We assigned our three lowest players to Thrall duty in pit, and the two taunters. You need your highest damage dealers in the pit shooting the boss at all times. Prefer players that have sniper rifles, they do considerably more damage. The biggest issue for taunters will be ammo. It's critical that every time adds spawn, they are topping up their primary ammo or it could mean a wipe. A good combo for this is a scout/sidearm. The taunters don't need a sniper rifle for this and a sidearm can destroy the orbs the boss shoots at you if you run out of primary.
Reward:
Piston Jumping Puzzle
Reward: Calcified Fragment XXXII, Calcified Fragment XXXIII
Daughters of Oryx
Reward:
Oryx
Reward:
Loot
- See also: King's Fall Hard Mode#Loot
Consumables
- Indomitable Light - Consumable
- Valorous Light - Consumable
- Moldering Shard - Material
- Heuristic Light - Consumable
- Antiquated Rune - Summoning Rune
- Moldering Shard - Material
Cosmetic Items
- Agonarch Karve - Ship
- Bone Marrow - Shader
- Vena Cava - Shader
- Kingsbane - Emblem
- Worm Gods' Servant - Emblem
- The Ascendant - Emblem
- Devourer of Light - Emblem
- Of Light and Hunger - Emblem
Weapons
Type | Damage Type | Attack | Impact | Rate of Fire | Magazine | Range | Stability | Reload | |
---|---|---|---|---|---|---|---|---|---|
Anguish of Drystan (Year 2) | Auto Rifles | Kinetic | 300-335 | 28 | 77 | 63 | 21 | 54 | 41 |
Defiance of Yasmin | Sniper Rifles | Arc | 300-335 | 22 | 26 | 4 | 66 | 57 | 41 |
Doom of Chelchis | Scout Rifles | Kinetic | 300-335 | 48 | 37 | 20 | 48 | 46 | 41 |
Elulim's Frenzy | Rocket Launchers | Void | 300-335 | 18 | 2 | 58 | 38 | ||
Midha's Reckoning | Fusion Rifles | Void | 300-335 | 94 | 5 | 41 | 20 | 45 | |
Qullim's Terminus | Machine Guns | Solar | 300-335 | 53 | 66 | 58 | 15 | 60 | 16 |
Silence of A'arn | Shotguns | Solar | 300-335 | 61 | 14 | 6 | 13 | 45 | 20 |
Smite of Merain | Pulse Rifles | Kinetic | 300-335 | 14 | 66 | 30 | 41 | 66 | 45 |
Zaouli's Bane | Hand Cannons | Kinetic | 300-335 | 71 | 32 | 11 | 15 | 42 | 16 |
Armor
Titan Armor
Type | Defense | Discipline | Intellect | Strength | |
---|---|---|---|---|---|
War Numen's Boots | Leg Armor | 300-335 | |||
War Numen's Chest | Chest Armor | 300-335 | |||
War Numen's Crown | Helmets | 300-335 | |||
War Numen's Fist | Gauntlets | 300-335 | |||
War Numen's Mark | Titan Marks | 300-335 |
Hunter Armor
Type | Defense | Discipline | Intellect | Strength | |
---|---|---|---|---|---|
Darkhollow Chiton | Chest Armor | ? | |||
Darkhollow Grasps | Gauntlets | ? | |||
Darkhollow Mantle | Hunter Cloaks | 300-335 | |||
Darkhollow Mask | Helmets | ? | |||
Darkhollow Treads | Leg Armor | ? |
Warlock Armor
Type | Defense | Discipline | Intellect | Strength | |
---|---|---|---|---|---|
Bond of the Wormlore | Warlock Bonds | 307 | 20 | 21 | |
Chasm of Yuul | Chest Armor | ? | |||
Grasp of Eir | Gauntlets | ? | |||
Mouth of Ur | Helmets | ? | |||
Path of Xol | Leg Armor | ? |
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