Deep Dives

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Deep Dives are a seasonal activity associated with Season of the Deep (season 21). It is one of two such activities, and the second that will be reached while playing through the seasonal storyline. It is a 3-player matchmade activity, with a recommended power of 1810 (the pinnacle cap), join in progress disabled, and three rotating mods which activate to progressively increase the difficulty as the activity goes on.

Description

Deep Dives consists of event phases, and a final boss. The event phases represent the three different depths within the methane sea of Titan, Twilight, Midnight, and Abyss. Each depth was progressively released during the first three weeks of Season of the Deep, with week one consisting of only one depth, week two adding the second, and the full activity becoming available in week three.

At each depth, one of the three activity modifiers shown on the activity screen will activate. Guardians first choose Ahsa's Blessing, one of two randomly chosen effects with buff certain types of weapons, abilities, or defenses. Each buff can be inspected by standing near it, a tooltip will appear at the bottom of the screen. Each guardian can choose one of the two buffs, that buff will apply to that guardian for the remainder of the activity, and the fireteam members do not need to all make the same choice.

Then, there is a short underwater traversal section. In addition to traversing to the next encounter, using air bubbles to stay alive, and switches to open doors to progress, guardians may find two hidden aquarium intractable in each traversal section for the Aquarium Vivarium triumph. Guardians can interact with these each time they run the activity to earn some seasonal vendor reputation, but only need to interact with each one once for the triumph. Alkane can also be found, which awards bait, glimmer, and vendor reputation.

Finally, guardians will arrive in the arena, where they will first place an Egregore Resonator to start the encounter and the timer. If all fireteam members wish to activate a higher difficulty for additional rewards, they can find a small floating white orb (similar to the appearance of Toland) somewhere in the arena. All fireteam members must activate the orb to activate the higher difficulty, called a pressure trial. The specific event that guardians need to complete in each area, as well as the extra activity needed to complete the pressure trial, is random. Events include similar tasks to Salvage, including collecting and carrying heavy items to a certain location, and defending points. The fireteams' time at any given depth is limited, with a timer shown on the left of the screen, however it can be extended by defeating certain enemies.

After the events are complete at each depth, guardians will choose an additional Ahsa's Blessing buff, and proceed to the next depth. After the third depth, guardians instead will get only one set choice for a final buff, which increases ammo capacity and ability regen. Then, guardians will have access to a rally banner, before placing the final resonator and facing the final boss.

There are three bosses, on a weekly rotation. Starting with week 1 of season 21, the bosses are JAW-S, a servitor, Kudazad, a wizard, and Kelgorath, a knight. Each boss fight takes place in the same arena, and uses similar mechanics, including specific targets (Ogres in the case of Kudazad, taken blights in the case of Kelgorath) which must be defeated in order to break the boss's shield and begin the next DPS phase.

After defeating the boss, guardians will interact with a final piece of coral on the far side of the arena to complete the activity and spawn their rewards.

Ahsa's Gifts

Two randomly chosen buffs will appear before each encounter as black egg-like orbs. Each player can choose one of the two buffs before continuing by interacting with them. Buff names and descriptions are shown on tutorial-style pop-ups that appear at the bottom of the screen when facing the orbs. Buffs last until the end of the activity, and are shown in the list of buffs on the left side of the screen.

Ahsa's Rallying Will only appears on its own before the final boss encounter. It does not appear if an encounter is failed.

Name Interaction Prompt Description
Airborne Enhancement Enhance Airborne Damage Increases damage while airborne by 10%.
Arc Enhancement Enhance Arc Damage Increases damage from all of your Arc weapons and abilities by 10%.
Boss Protection Protection: Bosses Take 20% less damage from bosses.
Class Ability Accelerant Accelerate Class Ability Class ability recharge rate is increased by 300%.
Energy Enhancement Enhance Energy Weapons Increases Energy slot weapon damage by 10% and increases passive Special ammo regeneration.
Grenade Accelerant Increase Grenade Ability Recharge Grenade ability recharge rate is increased by 500%.
Grenade Enhancement Increase Grenade Damage Increases grenade damage by 10%.
Heavy Enhancement Enhance Power Weapon Increases damage for all Power weapons by 10%.
Kinetic Enhancement Enhance Kinetic Weapons Increases Kinetic weapon damage and reload speed by 10%.
Melee Ability Accelerant Melee Ability Accelerant Melee ability recharge rate is increased by 300%.
Miniboss Enhancement Enhance Miniboss Damage Increases damage to all minibosses by 10%.
Minor Protection Protection: Minor Foes Take 20% less damage from rank and file combatants.
Precision Enhancement Enhance Precision Damage Increases precision damage from all of your weapons by 13%.
Shields Enhance Shields Shield regeneration is increased by 50%.
Solar Enhancement Enhance Solar Damage Increases damage from all of your Solar weapons and abilities by 10%.
Super Accelerant Super Accelerant Super recharge rate is increased by 300%.
Void Enhancement Enhance Void Damage Increases damage from all of your Void weapons and abilities by 10%.
Will Ahsa's Rallying Will Refills all abilities and ammo. Heavy ammo capacity increases by 50%. Incoming elemental damage decreases by 10%.

Rewards

Deep Dives has up to 7 reward levels, depending on the fireteam's success. Failing the event at any of the three depths will immediately transmat the fireteam to the final boss. The fireteam will receive one reward tier for completing the activity, plus one for each depth successfully cleared, plus one for each pressure trial successfully activated. The maximum is tier 7, though most matchmade groups will not be prepared to face the pressure trials or will not activate them and will only receive tier 4.

Base activity completion will award Season of the Deep gear with a chance of seasonal engrams. There is also a Deep Dives Chest, which can be opened using a Salvage Key, which has a chance to drop from various activities and stacks up to 5 in the inventory. One key can be used per activity, and the chest awards an additional seasonal gear drop and a chance for additional seasonal engrams.