User:Dannenheim/Sandbox2

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Astral Horizon (Season 10), Dire Promise, Distant Tumulus, Enigma's Draw, Escape Velocity, Exile's Curse, Eye of Sol (Season 10), Felwinter's Lie, Heir Apparent, Honor's Edge, Interference VI, Jian 7 Rifle, Seventh Seraph CQC-12, Seventh Seraph Carbine (Season 10), Seventh Seraph Officer Revolver (Season 10), Seventh Seraph SAW, Seventh Seraph SI-2, Seventh Seraph VY-7, The Fourth Horseman, The Scholar, The Summoner, Timelines' Vertex, Tommy's Matchbook, Tomorrow's Answer, True Prophecy

Almost Mighty Shell, Ankaa Seeker IV, Anti-Extinction Legs, Binary Phoenix Bond, Binary Phoenix Cloak, Binary Phoenix Mark, Bond of Remembrance, CLVS-241 Shell, CamNav-TTN Shell, Citan's Ramparts, Cloak of Remembrance, Constricting Shell, Cunning Rivalry Cloak, Felwinter's Helm, Hunter Exile Set, Iron Remembrance Casque, Iron Remembrance Gauntlets, Iron Remembrance Gloves, Iron Remembrance Greaves, Iron Remembrance Grips, Iron Remembrance Helm, Iron Remembrance Hood, Iron Remembrance Legs, Iron Remembrance Plate, Iron Remembrance Strides, Iron Remembrance Vest, Iron Remembrance Vestments, Lantern Shell, Mark of Remembrance, Mark of Shelter, Mighty Rivalry Mark, Nucleus Shell, Orbweaver Shell, Phoenix Strife Type 0, Raiju's Harness, Rival Hunter Shell, Rival Titan Shell, Rival Warlock Shell, Sage Rivalry Bond, Seraph Shell, Seventh Seraph Bond, Seventh Seraph Boots, Seventh Seraph Cloak, Seventh Seraph Cowl, Seventh Seraph Gauntlets, Seventh Seraph Gloves, Seventh Seraph Greaves, Seventh Seraph Grips, Seventh Seraph Helmet, Seventh Seraph Hood... further results

Notes

  • Slug Rifle
    • Note that this is a projectile weapon with rounds that have velocity (like rocket launchers), therefore it does not have range falloff.
    • Hip-fire slug travels ≈51.72m/s
    • Hip-fire explosion damage deals 88% on body, 93% on precision. ADS explosion damage deals 82.4% on body, 54% on precision.
  • Extended Mag
    • Magazine adjusted to 18 rounds.
  • For the Empire
    • Deals 123% damage to Cabal minor, 110% damage to Cabal elite
    • Hip fire rate is adjusted to 225 RPM, ADS fire rate is adjusted to 150 RPM.


Gauntlet This section has Respawn Restriction

This area is a circular room with four raised platforms at equidistant quadrants of the room, in the center of the room sits an open pavilion that shelters a psionic receptacle. At the edge of the room is a tunneled alcove that runs along the perimeter of the room, cut away from the center by a glass wall. At each platform, the tunnel is cross-sectioned off by a wall bored with manholes 3x3; the lower row is semi-circular at crouch height. At the edge of this wall, within the center room, are three buttons arranged vertically to correspond with the rows of holes. Above this wall is a symbol that designates the side of the room; one copy is above the holes, and another copy is above the buttons. A psionic spawner is situated below these buttons at Dog and Chalice. The symbols include Dog, Sun, Chalice, Axes, following respectively.

When a player stands on a platform, it will automatically lower into the floor. Once all four platforms are lowered, an alarm will sound to commence the encounter.

Encounter

There are two enemy spawn doorways at each quadrant, where three waves of enemies will enter. The psionic spawners will light up a progress indicator as enemies are killed.

Waves in a Quadrant
Wave 1 Wave 2 Wave 3
Spawn A
  • 2 Loyalist Legionaries
  • 1 Loyalist Psion

Spawn B

  • 2 Loyalist Legionaries
  • 1 Loyalist Psion
Spawn A
  • 2 Loyalist Legionaries
  • 1 Loyalist Psion

Spawn B

  • 2 Loyalist Legionaries
  • 1 Loyalist Psion
Spawn A or B
  • 1 Loyalist Centurion
  • The alarm will sound at this time.
Psionic Charges ready

Eliminating enough enemies will cause the alarm to sound, then all the platforms rise and the psionic spawners create a psionic charge (Relic). Collecting a psionic charge will teleport the player into the tunnel within a gate that lasts 7s before disabling; allowing them to run a gauntlet through the tunnel. The charge has an invisible 25s countdown timer that starts at gate release and expires in a blinding flash of self-destruction to the carrier, the carrier will glow blue to indicate an active countdown. If both of the two carriers are killed, the fireteam will subsequently wipe.

When a runner reaches a quadrant of the tunnel, the holes in the wall are blocked by energy barricades. In order for the barricades to drop, the players outside must shoot the buttons on the wall. In order for them to know which buttons to shoot, the runner must feed them information.

While a player is standing on the platform associated with the wall, the buttons will disable their invulnerability barriers. These buttons and the associated holes will flash blue, one the nine holes will hightlight with a red ring. The button whose row contains the red ring must not be shot, the other two buttons must be shot at the same time. For example, if the red ring is at the bottom row, the players outside must shoot the middle and the top buttons. Upon either success or failure, the barricade will deactivate. 1.5s after the runner passes a wall, a Psionic Councillor will spawn below the buttons, protected by an invulnerability barrier. Upon success, the buttons will light green and a psionic orb will spawn inside the red ring. Colliding with this orb will collect it and reset the charge's timer. Upon failure, the buttons will light red.

While the Psionic Councillor remains alive, floating psion reflections will spawn at regular intervals; each of these reflections will channel Mental Collapse for 6s, which will wipe the team upon completion.

At the end of a runner's gauntlet is another psionic orb, followed by the finish line that will teleport the runner to the quadrant's psionic spawner. They will then have to approach the receptacle in the pavilion to deposit the charge. The whole encounter must be repeated two more times, growing more difficult with additional environmental hazards appearing. The gauntlet will create more pits, and the platforms will start to jiggle up and down on the third gauntlet.

Psionic Charges begin to overload

Once the Gauntlet has been completed three times and the charges are deposited, six psionic orbs will spawn around the receptacle. Each player needs to grab an orb to be transported into the Gauntlet for one more run. This time, there are no barriers blocking the holes, and four of the holes in each wall will contain psionic orbs. In this gauntlet, all runners gain a 90s Psionic Overload buff that will expire in a wipe.

If nine total charges have been deposited into the central fixture by the end of the final Gauntlet run, Psionic Overload is removed and the team is rewarded a Ventilator Key and a reward chest, completing the encounter. Step onto the receptacle platform at the pavilion to proceed to the next encounter.