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Destiny

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Raider

Raider

Complete a Raid.

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How to unlock the Raider achievement in Destiny - Definitive Guide

This is just a quick informer on the current raid, Vault of Glass (on Normal difficulty) - The only difference in the difficulties is that on Hard the raid is extremely unforgiving and if you die you may not be revived by your teammates. Firstly: There are only 2 true "bosses" the rest are basically mini-bosses to get to fight the boss. All of these aren't really all that hard and with even an uncoordinated group it's still possible to complete all of these. This guide will mainly be for the last boss (the one that everyone gets stuck on and will take many attempts to down)

Required items: decent damage and armor + ammo synthesis'

Firstly: Let me say this first if you're a raid leader wanting to look at a guide. Anyone below the level of 26, get rid of them instantly. They will not do enough damage and you will never be able to complete the boss because of the damage requirements of this. Your group must also have a level 27 but preferably 28 (of any class). This is because their higher damage means that the adds that spawn inside the Venus and Mars rooms will be soloable by the person carrying the relic. Also: The higher the level the better because light means you do more damage and like i said, the damage requirement is high.

The fight starts with him walking into the only place that he will remain for the rest of the fight. The furthest three people from the boss (EDIT: Bungie will be patching this and it will be three completely random people. My advice: have people that know how to do every role or that know the fight so that they can remain flexible) will be targeted for teleportation and be transported to one of two rooms at random. Both have adds that need to be dealt with separate at first but ultimately solo-killed by the one carrying the relic. The relic works the same as the relic in the first part to the final boss (gate keepers - i.e. cleanse yourself outside and inside to clear black screens, etc.)

I'll begin with outside - The three that remain outside must find high ground. There will be supplicants that spawn and glide swiftly along the ground until they're next to you and they will explode dealing massive damage, an instant kill in most cases. They will also shoot projectile attacks when no one is on the ground. One of these high ground positions is near an activation point (works the same as gate keepers, and is the same place), The group going in must call out where they are and the group must stand on the corresponding activation point to open the portal. If you're not sure which side is which then there's no harm in opening both, just dodge supplicant shots as much as possible and kill them (the platform in the middle of the room also works as high ground) Ideally Warlocks on the outside is best (this is because once the players return from the portals you will be given unlimited super for a short period while also dealing significantly more damage, and if they die they may self-revive with their super. SHOOTING YOUR GUNS DEALS WAY MORE DAMAGE THEN DAMAGING WITH SUPER. SAVE YOUR SUPERS FOR ADDS This is the time where DPS is the most important and the portal group should run to the back and begin fire on the boss) The SOLE JOB OF THE OUTSIDE GROUP is to kill supplicants and deal damage to the boss second. If someone misses some or gets lazy you will know because your portal group will run through the portal, temporarily blind, and get killed from a supplicant explosion.

tl;dr Outside group: open portals, kill supplicant adds and then damage boss. (Surviving is the best but isn't 100% needed. dying a few times in the outside group is alright and can be recovered from)

Being inside there will be a relic that one person must pick up and carry. Cleansing people inside to clear their black screens so that they can aim. The debuff is constantly applied to you inside the Venus and Mars rooms so that once you're outside you must cleanse yourself and the two other players before the debuff remains off until you go in again.

Venus room - The harder of the two. Why? The minotaur. Ideally your comp. that you send in will have two "shooter" hunters that will be responsible for targeting and destroying the oracles that spawn (bright cubes) At least one of the shooters must remove the shield of the minotaur before the relic-carrier can go and kill it. That person must then begin to help the first shooter with the elimination of the oracles. Gold-gun supers are 1 shot kills on these oracles so using two hunters is the best because each may use their guns to kill a total of 6 oracles in one room (out of 7 total). Usually you start by shooting the first and then gold-gunning the rest. Make sure your relic-carrier (RC) is cleansing every once in a while to clear black screens. As soon as the last oracle has spawned the RC should cleanse once and then run outside of the portal while holding cleanse down. This allows your teammates to run through the portal and straight back to where they will be set up for another teleport.

Mars room - This is the easier of the two because the adds are easier to solo. The same person that was shooting the minotaur shields down, should also be shooting the adds here enough to make them go invulnerable (all 3) which allows the RC to get close and kill these adds (once again solo). Same strategy: kill first with guns and then move to golden guns.

tl;dr RC solos adds while two shooters kill oracles

From here you rinse and repeat. This is the whole fight. Laid out in a simple way to understand. You may find things easier doing them a different way depending on your comp but this was the way I completed it (my comp was random, but i include the ideal set-up because of how the fight works, this is flexible however) Most likely won't edit this as It's pretty clear and concise and if you do the fight enough times you eventually begin to understand things. It's not as though Bungie intended for only the super-smart to beat this raid, trust me. Repetition is key.

Last thing: If your portal group is dying a lot. Be aware that this is normal to begin with. Once you understand the rooms however, the group shouldn't be requiring luck at any time. If your group does require luck to complete a room, you're most likely under-geared/under-leveled, and new people may need to be used in this case. Just as well. If you're hitting enrage with the boss at 25% or higher, you need more damage.

Thanks.
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19 Sep 2014 08:45

12 Comments
Gear makes you take less damage and do more. As soon as you get to a level that everyone in your group is able to deal immense damage to make any fight easy with people that know what they're doing, you're going to go in and 1-shot every boss. The key is remembering that it's more important to survive then to damage the boss. Like any raid in any MMO, most of the time it's more important to do the mechanics before dealing any damage to the boss (adds, blocking teleports, etc.)
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By Icy iNs on 20 Sep 2014 23:00
Gear makes you take less damage and do more. As soon as you get to a level that everyone in your group is able to deal immense damage to make any fight easy with people that know what they're doing, you're going to go in and 1-shot every boss. The key is remembering that it's more important to survive then to damage the boss. Like any raid in any MMO, most of the time it's more important to do the mechanics before dealing any damage to the boss (adds, blocking teleports, etc.)
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By Icy iNs on 20 Sep 2014 23:31
You don't realize how I hate Bungie. I just completed Raid. And what happened... They gave me gear for raid but no achievement. WTF
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By BiathlonLax on 27 Sep 2014 12:32
Guys, please let me know if someone have the same problem
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By BiathlonLax on 27 Sep 2014 12:34
it's popped after I reloaded a console and signed in back
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By BiathlonLax on 27 Sep 2014 12:53
I didn't get the achievement either. Tried reloading console...
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By IOnEI Falcon on 01 Oct 2014 06:23
same problem for me... didn't pop up...
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By Ellejee on 10 Oct 2014 20:18
Same here - got two pieces of raid gear but not achievement :( ... ... ... only upside: gives me more incentive to do the raid again; still need raid gauntlets to max out
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By A RedChupacabra on 18 Oct 2014 15:11
EDIT: After taking out disk, turning off xbox, turning on xbox, putting disk in, and starting game the achievement popped
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By A RedChupacabra on 18 Oct 2014 18:13
hi guys, I've just started the game and I'm struggling between all these game modes and stuff... plus I don't have any friends playing this and I'm very sad about the lacking of matchmaking! if anyone would like to help me getting this achievement and team up for various activities my GT is Il Padrino 1991 lvl 40 titan 217 light
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By Il Padrino 1991 on 11 Apr 2016 22:20
Me and my cousin need help with this achievement if there is anyone willing to help, just add me and send a dm. Thanks in advance! 😸
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By Irru3nto OG on 08 Mar 2021 03:21
Got no achievement when I did this about a month ago. Thought it might have been because I only got into the fire team just after they had landed on venus at the start, but since the DLC went live today the raider achievement popped for me as soon as I loaded the game. I had tried all the other suggestions here and re did the raid 2 more times.
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By Calex dEUS on 09 Dec 2014 19:21
View all 12 comments Show less comments
I thought I’d write a thorough text-based breakdown of the Vault of Glass for those attempting it that prefer this type of breakdown rather than videos, because for this thing videos often only show one person’s view and you really need to know what everyone is doing. I suggest most of the group be at least level 27 with maybe a couple of 26 players. Even people 25 or 24 have completed the raid, but only because a very strong group carried them for the most part. You take massive damage penalties against the later mobs at 24-25, as well as taking more from them. By the time we cleared the raid, our two guys that started at 26 had reached 27 and two were 28.

I’m going to break it down by major checkpoints, as well as the “puzzles” between them.


Weapon suggestions: One word: Gjallarhorn. If you can have 2 or 3 people at least in your group that have this, it makes life so much easier. It's like having a Super available all the time when it's upgraded. Tracking rocket, massive damage, with multiple smaller rockets afterward that kill lots of vanilla enemies. You can one shot Prometheans/Minotaurs with it even though it's fire damage not void. At level 30 the initial blast from my Gjallarhorn does over 12,000dmg to Aetheon, and each 'small rocket' after that does 1000-1500. I think I'm hitting him for around 25,000 dmg per shot. Our group downs him in 3 teleports max on normal, and a few guys don't even have this thing.

Barring that, everyone should have a good Void damage rocket launcher with high blast radius and 2 rounds in the magazine. This is crucial (apart from using your super) to blast the Prometheans with. You can use a void machine gun as well, but I’ve found rockets far more effective at clearing them quickly, and speed is key. Also, I suggest a good high damage sniper rifle because on the portions with snipers, you can crit them in the stomach with your sniper and it (should) one-shot them. Finally for primary weapon I’d suggest a good scout rifle or pulse rifle for crits and ammo conservation, but if you prefer auto rifles or hand cannons and it works for you it’s your thing, do what ya gon’ do. If you have the Vision of Confluence or Aetheon's Epilogue from the raid these are probably the best two primary weapons in the game for raiding, especially if a Gjallarhorn is taking your exotic slot.

Lastly I would suggest Warlocks use Voidwalker spec with Nova Bomb, with vortex spec during the door, shatter during the first boss, and vortex again during the Vault of Glass. Voidwalker is obvious because it takes down Prometheans quicker with their void shields, and also because it’s better for DPS. A sundancer warlock would be ok during boss one for carpeting the bottom of the ramp with solar grenades, but it isn’t necessary and it’s better to have that nova bomb in reserve for the “oh shit” moments.




1. Battle 1 – The entrance puzzle, open sesame!: For this one there are three pillars inside rings that you need to activate simultaneously and defend from waves of Vex until the tall spire in the middle of the 3 is fully formed, which opens the door. For this you should ideally pair a strong player with a weaker player at each of the 3 pillars. Every party has its ‘weaker’ players and there’s no shame in that. We aren’t all MLG. Balance the 3 pillars out. Step inside the rings to start the construction of the spire. You do NOT have to stay inside them to keep it going so long as no enemies enter the circle. If the blue energy ring drops/changes red then it starts degrading the spire and if this lasts too long it will reset it. When prometheans spawn, call them out for your partner at each ring. The side rings that are opposite each other can help each other out frequently, as there is rarely a promethean at both rings at once. Make sure your strongest duo is at the top-center ring, as the site lines prevent the side rings from helping out center ring much. The only real “puzzle” between this fight and the next is a huge drop down into a canyon. Just take a leap of faith off the cliff and wait until you’re just about to hit the platform below to use your double/triple jump, glide, or jetpack to prevent certain death. There’s also 1 chest between the first fight and the next, so be sure to grab it.




2. Battle 2 – The first boss room, did someone say horde mode?: This room has several sub phases. Before we get to those, a general layout of the room. When you enter you’re on a high ledge, looking down on the battlefield. From where you’re standing HERE, my team broke the room up based on where the oracles spawn during a sub phase (more on that later). Think of the room as a big square, with you standing at the bottom of it facing the other side. From this point, we named the corner to our left Point 1, the middle of the left side Point 2, the far corner on the left Point 3, the center of the far side Point 4, the far right corner Point 5, the middle of the right side Point 6, and the nearest right corner point 7. These are (roughly) the locations the oracles can potentially spawn later, and are great for calling out, aka “oracle at point 6”, or “need help at 5”. This instantly lets your teammates know EXACTLY which direction to
look to find/kill/help/etc.

a. Phase 1 – Killing stuff: This first part you’re going to face wave after wave of enemies. There will be goblins, heretics, harpies, etc. The key here is to destroy the heretics ASAP because if they get close and ‘mark’ you, you have to go to the center white ring to get cleansed. If too many players do this, it automatically kills everyone. Also, the heretics can explode, instantly killing you if too close. From the base of our square, there are two tall rock pillars to your left and right. These are your home base for phase 1. The bulk of the enemies will spawn at the bottom of the ramp in front of you leading down to the center of the room. Keep two guys posted up on the inside corners of the pillars shooting at these. One guy at each of the outside corners of the pillars taking out any enemies that try to sneak up the sides. The other two guys will assist with killing enemies in the middle, and float to the sides whenever either side is getting overwhelmed and needs assistance (rarely happens). Do not go near the heretics, and when they die stay WELL clear of the green pools of smoke on the floor that they leave behind.

b. Phase 2 – Defending constructs: There will be constructs (smaller pillars) at points 2 and 5. Send 4 players to point 2 (it gets overwhelmed the most), and at least one strong player and one other player to point 5. One of the players at point 2 should also be paying attention to the bottom of the central ramp, because enemies will come from there too, although the bulk come from spawns toward points 3 and 4. Do not let enemies touch the pillars. Use your primary weapon mostly, and save your rockets for when enemies get really close to the pillars or start to “sacrifice” themselves to it (they turn blue and start to phase out, giving you a split second to kill them). This part’s pretty easy. There will be a small sub-phase of killing loads of enemies between this and Phase 3. Just retreat back to home base for this when the confluxes disappear and cover each other's arses.

c. Phase 3 – Defending constructs, redux: There will now be a 3rd construct (small pillar) to defend at the back of the room between the two tall pillars we used as our home base during phase 1. Only one strong player needs to defend this back construct. Send three players to the construct at point 2, with one of them designated to keep an eye out and help the lone gunman at the newest construct. The final 2 players will once again take the construct at point 5, as it’s still relatively easy. If splitting up this way doesn’t work for you and you prefer 2 people at each construct, that’s ok too. We’ve done it both ways. Assess the skills of your group and act accordingly. Another small sub-phase of killing loads of enemies before Phase 4. Again retreat to home base when the confluxes disappear for this.

d. Phase 4 – Was that a doorbell? The Oracles: Now more than ever up to this point communication is key. Remember those 7 points? During this phase, you’ll have several ‘waves’ where it will spawn 1, 2, 3, 4… up to 7 (maybe 8?) Oracles at the start of the wave, with lots of enemies around for good measure. It is crucial to spread out here and when you hear the bell sounds, everyone looks around and calls out which point the latest Oracle is spawning at. If you’ve got a line of sight, IMMEDIATELY start shooting it. If an Oracle stays alive too long, it will mark the entire group, which even if cleansed resets the entire phase. Once you finish all the waves of Oracle killing and staying alive, the Relic (a glowing shield of light) will spawn at the bottom of the central ramp and you’ll reach a Checkpoint before the boss fight. What we do is have one guy at points 1, 2, 3, and 5, 6, 7. Points 1 and 7 guys are mostly on sniper patrol, killing the hobgoblins out on the perimeter of the map, while the other 4 guys focus on killing oracles and enemy adds. When snipers aren't up, the two guys at points one and 7 assist in killing adds, especially any minotaurs that spawn. The guys at points 3 and 5 have the hardest job surviving, so these should be your best two players.




3. Battle 3 – Boss fight, ever so squishy: Compared to the final boss, this boss is a cake walk. Many people have made the mistake of trying to kill the oracles while fighting this guy. Don’t do this! There’s absolutely no need. Remember my 7 point system? Well, have one guy grab the shield and everyone converge on Point 3. This is gonna be your home base. The boss will move around the room, but unless he moves to point 2 or point 7 you will stay here. If he moves to point 2 or 7, everyone shifts over from point 3 to point 5 before attacking him.

Everyone huddles on the shield guy and protects each other from the Harpy adds. You can ignore the Oracles entirely unless one spawns within plain view and is easy to kill. If an Oracle ‘marks’ the group, simply have the shield guy ‘cleanse’ the group by activating its cleanse ability for one or two seconds with everyone huddled. Whenever the shield guy’s super is charged, he calls out that he’s hitting the boss with it and uses his super while pointing at the boss. This will shoot a large blue ball of energy at the boss, breaking his shield and allowing the group to DPS him. It is crucial that the group be huddled close to the shield guy when this happens, as the boss will put a ‘bubble’ around a few players. Everyone should have their primary weapon out and ready (or a shotgun) and immediately begin firing. This allows everyone to help with ‘popping’ each other’s bubbles.

Once the bubbles are down, everyone except shield guy unloads with as much burst damage as possible (rockets, machine guns, etc). The shield guy can hold the button to 'cleanse' the group at this point so long as there haven't been any oracles that didn't get killed recently. This puts an impenetrable bubble around the group so they can damage the boss without worrying about getting blasted to smithereens. Using this method you should down him in a matter of minutes without anyone dying so long as people keep an eye out for those sneaky harpies.




4. Puzzle 1 – The Gorgon labyrinth, sneaky sneaky: There are two chests here, so make sure you grab them. One is at the very beginning through a hole high up to the left that you have to climb to, and the other is off to the right roughly around the first red glowing area you see to your right (check youtube for easy vids). For this area you must sneak through without being seen by the roaming gorgon patrols. They have a pretty long field of view, but they only see what’s in front of them. Caution: They hear stuff to, so crouch walk when they’re nearby even if they’re facing away from you. It’s extremely difficult to describe exactly how to do this area. I've removed my old method here. It's best if your group watch youtube vids and practice this room, and find the route that works best and the most consistently for you.




5. Puzzle 2 – The Jumping Room, making Mario look like child’s play (at first glance): The jumping room appears far more daunting at first than it actually is. There is a series of pillars that blink in and out of existence in a specific pattern. Don’t try to learn the pattern, as you only need to land on ONE pillar to make it across. From the ledge you’re on facing out, look straight ahead. The first pillar spawns nearby just to your left. Approximately 3-4 seconds after it appears, a second pillar shows up straight in front of you, to the right of the first one. Wait and watch, and when the first pillar spawns count to 3 then jump/glide straight forward if a titan or warlock to land on this 2nd pillar. Hunters will have to jump, then hit their double jump midway across, using the 3rd jump to land on it (or they can bladedance all the way across the ravine, whatever is most consistent for each player). Once landing on this second pillar, immediately sprint/jump off of it toward the far wall from the right hand side of the pillar. Be judicious with your glide/hover/double/triple jump and just keep holding forward and falling for a while, using your jumping abilities near the end a couple times to make it to the ledge down at the right corner of the far side.

PEOPLE USUALLY DIE BECAUSE THEY USE THEIR JUMPING ABILITIES TOO EARLY DUE TO NERVOUSNESS. JUST PACE YOURSELF AND FALL FOR A WHILE BEFORE USING IT. Follow the ledge to your left, making sure not to fall off (there’s a very small lip portion of the ledge near the end that will ‘push’ you off the wall, so glide/jump/jetpack over/around this).

I call this room the choke room, because people are so nervous (IF having not died up until this point), that they choke and miss jumps that they've made 100 times before. If you're on a serious no deaths attempt, just take 5-10 minutes when you get here and have everyone take a chill pill or smoke a joint or something to freaking calm down and relax themselves, because this room is NOT hard.

Congratulations! You’ve reached the door to the Vault. If it’s your first time, prepare to die. A lot. If you're experienced and follow this strategy, you should nearly never die in this room because it's piss-easy on normal.




6. Battle 4 – The Portal Fight, where great intentions go horribly wrong: For now, I’m going to describe the most current strategy that we are using. Two guys are the portal guys for phase 2 and the other 4 are defenders. For phase 3 you will have 3 portal guys and 3 defenders.

a. Phase 1 (Gatekeeper) - When you enter the room, there will be loads of adds everywhere, especially those damned hobgoblin snipers on the sides. Make sure to have your snipers at the ready and try to crit those snipers’ bellies asap to one-shot them out of existence. Once the room is clear, go ahead and kill the Gatekeeper (easy squishy mini boss) to initiate the portal phase.

b. Phase 2 (Portal phase) – There are two portals in the room with matching pillars inside rings (much like the front door). The left pillar is ‘yellow side’ and the right pillar is ‘green side’. What you want to do is have 2 guys designated as the portal guys, and 4 as defenders. Have one person stand on the yellow-side pillar in the ring to open the portal while the other 5 keep the area clear (pillar guy can shoot too of course). Once the portal is open, the 2 portal guys go in and kill the enemies inside (including another squishy Gatekeeper), while the 4 outside protect the pillar/ring from enemies. When the boss is at around 30% health, ONE of the defenders (a strong player with good gear like Gjallarhorn) breaks away and goes to the opposite side to open the right-side portal and keep the adds clear.

The two portal guys grab the shield relic that appears after the gatekeeper goes down and call out that they're coming out. The one that doesn't have the shield should have his rockets at the ready, preferably Gjallarhorn or Hezen's Vengeance, as well as his super if possible. They sprint out as quick as they can. Once outside, shield guy cleanses them quickly then they get over to right-side portal as quick as possible. As soon as they exit, the 3 defender guys here IMMEDIATELY head to the center conflux that is now spawned and protect it from Vex sacrifices.

The two portal guys go into the right-side portal. Shield guy can use his super to shoot the big energy ball at the gatekeeper and shield-slam the adds (double jump up and right trigger to slam) while his bodyguard uses rockets and/or super to polish off the gatekeeper. They should be calling out when the gatekeeper is down, as well as when they grab the shield and are headed out, so that the guys outside know to ensure the portal is open.

IMPORTANT NOTE: If you use this method, the oracles spawn OUTSIDE the portal rather than inside during this portion. If an oracle spawns outside above a portal, it must be killed ASAP. You cannot open the portal while an oracle is alive, and it will wipe the group if it stays alive too long. So long as the portal guys are super fast going in and killing the gatekeeper/grabbing the shield relic, this shouldn't be an issue because at most one oracle will spawn before they get back out.

Once both portal guys are out, everyone just defends the central conflux for another minute or two and the phase will be over.

7. Battle 5 – Final Boss, give me my Chadderwhite!: Whew…. We’re almost done. So this next part can either be mass chaos, confusion, and many deaths, or it can be rather simple if you know exactly what to do and are well coordinated. The boss will periodically teleport three random players (half the group, so two if you're 4-manning it, but then you prob don't need this solution) into either Yellow (Mars, aka left portal) or Green (Venus, aka right portal). When this happens, whoever is left outside sets up as follows: One stands on each of the two pillars, while the third takes up a perch way high up on the left on the wall directly above the left portal where he can “head glitch” the boss. What this means is he can keep shooting the boss the entire time and only occasionally looking down to put shots on the adds if the guys at left or right pillar need help, as he can see virtually the whole map from this vantage.

Each time the boss ports three people to Yellow or Green side, Harpies will spawn. They usually spawn Green side (right pillar), then Yellow (left pillar), but I’ve seen a couple instances where the order switched up on us. Just be aware and call out for help if you’re one of the two pillar guys and need assistance so the other pillar guy can help you (you should be shooting the other side’s harpies anyway if your side is clear).

The guys that get ported inside the portal will have to deal with Oracles. They should sprint to the far platform and grab the shield. The two bodyguards that don't have the shield should throw grenades/rockets down into the middle where the adds are, then proceed to kill the oracles that spawn. The shield guy cleanses the trio and kills adds while the two shooters kill oracles. Once all 7 Oracles are dead they can call out ready to exit, and the outside guy should get the portal on that side open if it isn't already.

Once back outside, the portal group’s shield relic bearer will cause the entire group to have virtually infinite supers. Use your supers on the adds not the boss as your guns will damage him more, with perhaps the exception of golden gun hunters. At any rate everyone should be unloading with rockets, snipers, LMGs, etc as much and as fast as possible on the boss, dealing with Harpy adds as necessary, until he ports the 3 portal guys again. Rinse and repeat until he’s dead. If you have Gjallarhorn users, you should be able to shred Aetheon's health very rapidly (faster than Ice Breakers, even).

Speed is key here. If you take too long killing the boss, he eventually goes Enraged (you get a warning one minute before he’s fully enraged letting you know it’s coming). Our first successful raid we killed him right after he went enraged. When it happens, the Harpies go bat-shit insane and continually kamikaze at everyone. This more often than not will wipe your group unless you’re very, very good. But if you’re that good, you should kill him before he Enrages anyway. You should really aim to kill him in no more than 5 rounds of teleporting, aka 20% of his health per damage phase. Any less than that and he's going to enrage and wipe you.

When he’s dead, everyone gets their Chadderwhite armor shader, as well as a random loot roll (much like the chests and previous milestones during the raid). Unfortunately it’s totally random so one guy could get 6 Shards, another 8 Shards, and yet another one of those sweet Legendary Raid Armor pieces we all covet so heavily or an Aetheon's Epilogue (Vex Mythoclast on hard).

Good luck everyone! I hope this long…. LONG solution helps you find your way to a successful raid.
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23 Sep 2014 19:16

7 Comments
Updated strategy foe Vault room portal phase and final boss fight based on tonight's 2-hour clear run my group did.
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By LifeExpectancy on 24 Sep 2014 06:05
Great guide thanks :)
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By viktor181 on 04 Oct 2014 11:38
Fantastic Guide! Thanks for taking the time to put this out there!
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By Angler on 09 Oct 2014 07:16
Solution updated with the latest method we used on the final room when doing Flawless Raider.
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By LifeExpectancy on 09 Oct 2014 07:23
Fuck man yeah, such a bullshit move on their part. Glad I got it done before this change, although I'm pretty sure my group could still do it since we've done it so much.
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By LifeExpectancy on 27 Oct 2014 14:27
Great guide, Life, however you should add that Bungie did patch the raid, and specific to your guide is the timestream event.

It is no longer the people furthest away, but rather a random selection of people who get pulled into the event. This requires that anyone, and everyone, be prepared to take responsibility of the relic, or start taking out oracles.

What killed us was that tweak - people were tossed in and none of those selected really understood what they were doing with the relic.
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By a Fi1thy Casual on 27 Oct 2014 14:02
They called it a "fix" as though it was a bug - it wasn't. They designed it that way, and then saw people utilizing an awesome strategy.

Half of our problem was people not being familiar with the relic - during our last run I was fortunate enough to go through the timestream every time, so I would grab the relic almost every time (we had another player familiar enough to take it). We had him down in ~5 timestream events, which I am very proud of (despite watching vids of people taking him down in 1 roll). But before that, someone would grab it, and freak out not knowing what to do. Trying to get a guy to calm down on Live is just a pisser. I thought explaining how to use the relic beforehand would help, but it didn't...
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By a Fi1thy Casual on 27 Oct 2014 15:24
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Icy iNs did a good job describing the final boss fight, but here is my teams video completing it if anyone wants to see a visual reference. The video is from my perspective and I was on the Portal Team that entered the portals every time.
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19 Sep 2014 22:25

Here is a video Guide of the whole raid. The video does go for 56 mins, so be aware lol. I did commentary about each part and what you have to do. Also recommend doing this raid at 26+ as we have done it with people at 25 and they just kept dying and they hardly did any damage.
FYI - If you do watch it, I did mention about there being 9 oracles, I meant to say 7.
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09 Oct 2014 05:27

This now is also completed when you do a 32 or higher Prison of Elders. The reason I know this is because I've never bothered to do a raid. This achievement popped up for me when I opened the big shiny loot chest after round 5.

Strategy for Prison of Elders:

Kill Everything
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24 May 2015 10:56

All the guides above are fantastic, however it should be noted that Bungie did patch the raid thus removing a few strategies.

http://www.bungie.net/7_Update-1023---Patch-Notes/en/News/Ne...

During the Templar fight, the suspended platforms are now off limits, so those that were utilizing the platform-cleanse-shoot method are out of luck.

Two changes were made to the Atheon battle:

1.) Atheon can no longer be cheesed (i.e. pushed off the map). If you do happen to nudge the guy off the cliff, he will just land on some invisible platforms, teleport back to center and give you guys a nasty spanking.

2.) The timestream event is now random - no longer is it the furthest three that get pulled into the timestream event.

Although the first Atheon fix really isn't a big deal unless you are going for some epic raid speedrun record, the second "fix" (although I am still convinced this is not a fix as much as a design change) can be a momentum killer, and it is specifically due to the fact that most people are either
A.) Unfamiliar with the relic, or
B.) Afraid of the relic.

To help my fellow gamers, I will gladly describe what the relic can do, and why you should not turn away from the awesome responsibility that is the Relic Holder. wink

HOW TO USE THE RELIC

First and foremost, do not fear the relic. It is awesome. It is amazing. It is badass. And you, holding the relic, also become awesome, amazing, and totally badass.

Second, if you are a hunter class, then it should be very familiar what happens when you pick up the relic - reminiscent of your Arc Blade supercharge - your character goes from 1st person to 3rd person. This can be very jarring for some at first, but give it a little time.

Third, the relic has some awesome abilities that help out your team both offensively and defensively.

cn_RB = Standard melee attack. During the Templar phase this will help your team tremendously. This is a quick attack that will practically obliterate all those annoying harpies that swarm your teammates, as to let them focus on the Templar itself. Also, this technique does not require a recharge, so just use to your hearts content. wink

cn_RT = This is your heavy melee attack. This is the move your will be using in the Timestream event. This attack, as well as the ever-cool cn_A+cn_RT attack, will clear out the hobgoblins, goblins, and minotaur that love to piss in your cornflakes. The goblins and hobgoblins go down with 1 hit from either cn_RT move, however the minotaur can take 3 hits, so if the team gets transported to Venus (green side, the area with actual plants, etc etc), the two killing oracles should toss a grenade down to give the relic holder a hand (it is just good manners, guys). This move also requires no recharge, so spam as necessary.

cn_LB = Cleanse/Epic Shield. During the Templar sequence the relic holder will need to cleanse his team from any oracle they were unable to dispatch (it is bound to happen at least once, especially in early runs) so having a dedicated area for everyone to meet if marked is essential. Also, during this bit, you do not want to be using the cn_LB move except when it is critical. Unfortunately, there is a recharge on cn_LB, so if you are using it for the shield capabilities, and then your team is marked, you have to wait for the recharge, all the while praying that the Templar doesn't do his "Rites of Negation" and basically kill everyone.

This is a different story during the Atheon sequence. If you get pulled into the Timestream event, and you are brave enough to grab the relic, the recharge is still active for cn_LB, so once again, DO NOT USE IT FOR THE SHIELD. Only use cn_LB for the cleanse ability. Once all the oracles are defeated, and your team is through the portal, give everyone one last cleanse and then notice that with the "Time's Vengeance" active, the recharge is completely gone from your cn_LB move!

That is right, kiddies: recharge for everything, including the relic abilities, goes right our the window during "Time's Vengeance". clap This makes the absolute best tactic for the final showdown with Atheon a simple everyone getting into the shield and pummeling Atheon with bullets. laugh Unlike the Defender's shield, the relic holder's Epic Shield will not allow anything Atheon throws at you through, but will allow your PRIMARY WEAPONS and SPECIAL WEAPONS fire through. DO NOT USE ROCKETS IN THE SHIELD. I repeat: DO NOT USE ROCKETS IN THE SHIELD. Using that Heavy Weapon while in the relic holder's shield will instantly kill you, and thus put more pressure on your teammates (both in reviving you and losing a gun to shoot Atheon with). If you really want to use that Rocket launcher, step outside of the shield.

Our team actually found that going back to the entrance of the Vault, with relic holder putting up the shield, was the best tactic. If everyone stays back, and kills supplicants on either side, with one guy opening the portal, you can easily have Atheon down between 4 and 6 timestream events (if everyone has decent weapons and gear). And it was much easier than having the group scattered about, and dropping from a mishap on a cliff or Atheon getting in a potshot.

cn_LB + cn_RB = the relic holder's supercharge move. This move is only essential during the Templar fight. Unlike other large Vex Hydra's, the Templar has a shield that covers it 360', meaning that there is no opening to get your bullets through. That is where the supercharge comes into play - hitting the Templar's shields with that attack will nullify them, giving your team the opportunity to unleash hell on that bastard.

You can also use the supercharge against Atheon, but honestly don't waste your time. It doesn't do anywhere near the damage some nice sniper shots, or a rocket, from your teammates will do, so if you are running about trying to hit him with your super, all you are really doing is putting yourself in harm's way.

Questions, corrections and neg vote justifications below.
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27 Oct 2014 15:09

So this isn't a full in depth guide more of just a helpful tip for the final boss.

So you have your two teams, your teleport team and your stay behind team. Now for the people that stay behind have one sit by one teleporter and one by the other. Now the last guide, who I recommend be the weakest has a very important job. He is going to die. He is going to die right near the middle of the map a little ways in front of the teleporters as close to the middle between the two as possible. This will cause the exploding harpies to navigate to him instead of the other two players. A few will get through but not as many as without him down. As long as the two alive stay on high ground the should be fine.

Also when the teleport team comes back they should immediately go to the back so that no one else besides them teleports that way they keep the same teleport team.

Just a little tip hope it helps.
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22 Sep 2014 00:43

With the release of the House of Wolves DLC, the Raid achievements can now all be obtained in the various difficulties of Prison of Elders. This seems like a more reliable option for most people who do not have this achievement already, because a full fireteam is 3 players rather than trying to coordinate with 6.

The Raider achievement can be obtained by completing the level 32 and up Prisons. The achievement should unlock upon opening one of the chests in the treasure room.

If you are in a clan with friends, this can also get you
DestinyRaiding PartyThe Raiding Party achievement in Destiny worth 68 pointsComplete a Raid with a full fireteam consisting of only your clan members.
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18 Jun 2015 14:30

To complete this trophy is very simple. All you have to do is... COMPLETE A RAID! ( ಠ‿<)
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15 Dec 2019 22:28

Raids are suggested for characters of Light Level 28. They can be started prior to this, but it is basically impossible. You will need an Exotic item to even reach this level, so raiding is obviously the last thing you'll be doing in the game. Work on all the other achievements and complete as many high level Strikes as you can to gear up. You'll also need a good group of teammates with you of similar level to succeed. Raids are designed for six players (as opposed to three like the rest of the game's content), and promote clan involvement. They also have less direction than Story and Strike missions, and will require figuring out some things on your own (or just check online for guides/video walkthroughs).

Raid progress is saved to the fireteam leader, so you do not have to complete the entire raid in one sitting. However, the raid resets every Tuesday at the same time as the Vanguard and Crucible scores, so you only have one week to complete it.

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Raids are the large co-op missions that you should have six players to complete. The three raids are Vault of Glass, Crota’s End, and King’s Fall. Because of VoG and CE are Year 1 raids, they are less difficult now. King’s Fall is the current, high Light Level raid. Walkthroughs for all three are linked. 

There are other options if you cannot gather a team of six. Levels 32, 34, and 35 Year 1 PoE also count as raids. They take significantly less time, require fewer players, and are not very difficult. Levels 32 and 34 rotate each week, but level 35 is always Skolas’ Revenge. 

The best place to find partners are the threads (PS4 and PS3). Add your name to the list or contact a few people.

Note: You only have to complete the final checkpoint of the raid to get credit for completing the raid. 

Recommended Light Levels:

Vault of Glass – 130
Crota’s End – 150
King’s Fall – 290
Prison of Elders Level 32 – 160
Prison of Elders Level 34 – 170
Skolas’ Revenge – 175

For Heroic Raids Light Level, see Epic Raider.

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