Difference between revisions of "Vault of Glass"

From Destiny 1 Wiki
Jump to: navigation, search
m (Grammatical error correction.)
 
(22 intermediate revisions by 7 users not shown)
Line 3: Line 3:
 
|Location=[[Ishtar Sink, Venus]]
 
|Location=[[Ishtar Sink, Venus]]
 
|Players=6
 
|Players=6
|Tier 1 Level=26
+
|Tier 1 Level=
|Tier 2 Level=30
+
|Tier 2 Level=
 
|Tier 3 Level=  
 
|Tier 3 Level=  
 
|Description=Beneath Venus, evil stirs.  
 
|Description=Beneath Venus, evil stirs.  
 
}}
 
}}
The [[Vault of Glass]] is a [[Raid]] found in [[Ishtar Sink, Venus]]. The activity requires a group of 6 players. Vault of Glass will was released on September 15, 2014.  
+
'''[[Vault of Glass (Age of Triumph)]]'''
 +
==Introduction==
 +
{{See also|Vault of Glass Hard Mode Guide}}
 +
The [[Vault of Glass]] is a level 26 [[Raid]] found in [[Ishtar Sink, Venus]]. The activity requires a group of 6 players. Vault of Glass was released on September 15, 2014.
  
The Vault of Glass is the first Raid for Destiny. The player needs to be close to level 24 to even access it. Players are recommended to be level 26 or higher The raid requires the 6-man fireteam to be but also skilled and geared but also coordinated. There is no automatic matchmaking for Vault of Glass.
+
*The Vault of Glass has multiple bosses. Players can only defeat each boss once per week. The raid resets on Tuesday 2 AM PST.
  
The Vault of Glass has multiple bosses. Players can only defeat each boss once per week. The raid resets on Tuesday?
+
*If players complete [[Vault of Glass Hard Mode]] before Normal mode for the week, players will receive double the [[#Loot|Loot]] from Hard Mode and nothing from Normal Mode. In other words, players do not need to complete Normal Mode if they just do Hard Mode.
==Tips, Tricks and Preparation==
+
{{TOC limit|2}}
 +
==Challenge Modes==
 +
;[[Templar Challenge Mode]]
 +
 
 +
;[[Atheon Challenge Mode]]
 +
 
 +
==Preparation==
 
*The leader of your fireteam saves the progress for the raid.
 
*The leader of your fireteam saves the progress for the raid.
  
Line 20: Line 29:
 
*Bring at least 1 [[weapon]] that deals [[Void]] damage to destroy the [[shields]] of enemies.
 
*Bring at least 1 [[weapon]] that deals [[Void]] damage to destroy the [[shields]] of enemies.
  
*Have at least 1 [[Sunsinger]] [[Warlock]] that have [[fireborn]] to self-resurrect and save the fire team from wiping.
+
*Have at least 1 [[Sunsinger]] [[Warlock]] that has [[fireborn]] to self-resurrect and save the fireteam from wiping.
  
 
*Level 25 and under are not recommended. These players will have trouble staying alive and doing damage.
 
*Level 25 and under are not recommended. These players will have trouble staying alive and doing damage.
  
==Walkthrough==
+
*The Vault of Glass is the first Raid for Destiny. The player needs to be level 24 to access it. Players are recommended to be level 26 or higher. The raid requires the 6-man fireteam to be not only skilled and geared, but also coordinated.
===Opening the Gate - Rising Spires===
+
 
This is a minor wave phase which is essential in opening the raid up for your fire team. In order to do this you will need to split your fire team into 3 groups of 2 in order to control all of the Sync Plates (One on the Left, One Next to the Door, and One on the Right). To successfully do this you need to keep the Praetorians from reaching the Plates and killing you in order to continue raising the spires in sync. After a few minutes of holding them in sync the spires should be activated and the gate will open allowing you access to the raid.
+
*There is no automatic matchmaking for Vault of Glass.
 +
 
 +
==Part 1: Capture & Hold Vex Control Plates==
 +
Opening the door is fairly simple. Hold three Sync Plates until the Spire has formed to open the first door. Simple enough, right? If you have a team of all 29's, then this part should take no more than five minutes. If you are lower levels, I will explain to you my team's strategy, and hopefully this works for you.
 +
 
 +
Starting with the center control plate, you put your two strongest players here on top of the pillars on either side, with a line of sight towards the left and right plates. This enables them to assist both sides while covering the middle. The guys on the right and left need to stay near the spawns. ( The closer you are to the enemy, the more damage you do, and the quicker you get them down. ) DON'T STAND IN THE CIRCLE WHEN YOU HAVE IT CAPTURED! I know the Praetorian will go right for it, but that's why standing on the spawn is so essential. My recommendation is a strong shotgun. ( The Invective is perfect for this part. ) Call out the Praetorians when you see them, and let your team know when you need help. Communication is key. If you coordinate, communicate, and cover your spawns, this shouldn't take more then five minutes to complete.
 +
 
 +
*'''TL;DR''': Grab a shotgun, two people up top help cover left and right, stay near the spawns.
 +
 
 +
*1 Chest is here.
  
===Templar===
+
==Part 2: Defend Conflux==
This fight is a 3 phase fight. It incorporates a massive platform on which you will be spending all your time. The encounter will not begin until you have jumped down onto this platform.
+
This part is pretty cut and dry. Do not allow any enemies to sacrifice themselves to the conflux. This part goes by in three stages. The first leaves you with one conflux to defend in the middle, the second part splits your team between the left and right, and the third and final part musters your entire team to defend all three at once.
====Mechanics====
+
Major Mechanics: Construct (Needs to be defended from Vex trying to sacrifice themselves. There is a total of 3 during this encounter)
+
  
Cleansing Ring (Glowing Ring in the Center which cleanses you of Mark of Negation but keep in mind it's not always up and completely vanishes on the Boss Phase, which requires you to use the Relic)
+
The best strategy for this, I have found, is to keep the teams you had during Part 1. That makes communication easier and you already are aware of your partner's weapons and methods. Rid yourself of that shotgun and switch to a fusion rifle or a sniper. During the first stage of Part 2, it would be safe to say that you have three teams, split among the right, left and center. This part takes about three to five minutes and should be relatively simple. Remember to call out when you need help, where you need help, and what you need help with. Don't be a hero. I cannot stress this enough, your life is more important then killing that last Goblin. If you are about to die and see a sacrifice going through, let it go through. Back out, get your health back and return to the fight. You don't fail after one or two sacrifices get through. ( Eight sacrifices to any single conflux will cause the fireteam to be wiped out, and return to the beginning of the part. ) People covering the middle need to be aware of the Templar, because he will put some hurt on you if you aren't in cover. Each of the middle players should pick a side, and hide either just around the corner from the central area, or behind the two large pillars on either side of the conflux.
  
Mark of Negation (Debuff which kills you unless you are cleansed by the Center Circle or Relic)
+
When the conflux disappears, there will be a massive surge of Fanatics coming up through the center. Make sure you bring your team center to push back this surge. And try not to get marked during this period, because jumping into the central light cleansing point is a bitch when you are surrounded by baddies. If you aren't confident about getting through this part, then once you see the conflux disappear, everyone can run to the area's secondary exit, a small hole in the upper wall, near where the left conflux spawns, and hide inside until all of the Fanatics and Harpies despawn, and the next stage begins.
  
Ritual of Negation (Ability which the boss will kill you with if you are Marked for Negation)
+
Stage 2 of this part gets a little rougher, but remains relatively simple. Your team splits into two teams of three, going left and right. Remember to watch the middle, because Minotaurs and Fanatics will be pouring out from both there, as well as the upper spawns. The best method, I've found, is to have one of your strongest guys hover on the spawns. Kill them before they get a chance to flood the conflux. Again, call out the Minotaurs, communicate, and cover your bases. Don't let your enemies overrun you and always keep your head on a swivel. Each member of your team needs to know the others' role so that at any given time, they can take up that role in the event that player goes down.
  
Hobgoblins (You'll notice several floating platforms off on the sides of the main one you'll be on, Hoogoblins will spawn on these and snipe you repeatedly, a highly recommend you have someone taking them out. Keep in mind they do not spawn during the 3rd Phase)
+
A second effective strategy is to stay in three teams of two, with one team on each conflux, and the third defending the middle, and keeping the area clear, so that the conflux teams don't need to worry about rear guard, and can focus on the closer spawns. As usual, communication is a must. If even a single enemy slips past, be sure to warn the conflux team, and continue to defend the middle. Turning away and leaving the middle to only one person, even just to kill one Goblin, can soon see you being overrun. Make sure the conflux team knows to kill what got past, and make sure that nothing else does.
  
Fanatics (Poison Goblins which run at you and will Mark you for Negation if you're hit and also leave a glowing green pool when they die which will mark you for negation if you walk through them though keep in mind that you can jump over them. Keep in mind that these do not spawn after the gauntlet has been completed)
+
Once again when the confluxes disappear, everyone returns to center and prepares for Stage 3 of Part 2, or returns to the hole to wait out the despawns. Same teams as Part 1, everyone goes to their spots with center providing additional support for left and right while continuing their own defenses. Once the confluxes disappear, you'll be hit with one additional wave of Fanatics and Part 2 will be complete.
  
Oracles (Glowing Golden Orbs which will cast a raid wipe Mark of Negation unless they're all killed)
+
'''TL;DR''': Same teams as Part 1, stay near the spawns, call out Minotaurs, and stay alive.
  
Suppression Field (A spherical barrier that will spawn around a certain number of raid members around the time you break the Templars Shield, you need to shoot at it and destroy it to break free or you will die after a certain amount of time
+
==Part 3: Oracles==
 +
This is where you will begin to become sick of the word 'Oracle' all together. During this section there will be seven possible oracle spawn locations ( if memory serves correctly ). From the back left corner, one person will have eyes on Four of these locations, with easy movement to two more. You will need one person there, preferably with a gun with a large clip. You will also need one additional person, preferably one of your stronger members there to watch your back, and take out the Minotaurs that spawn. '''ONCE THE ORACLES ARE CLEAR, YOU ALL NEED TO GO ON A HOBGOBLIN KILLING SPREE.''' I cannot stress this enough. Four people need to be sporting snipers while two will be holding shotguns to clear the Minotaurs. As soon as you clear the Oracles, start looking for the Hobgoblins because they will spawn and they will wipe you out relatively quickly. Each wave spawns more Oracles than the last, and Oracles can absolutely respawn in places where they've already been killed that wave. Call out Hobgoblins and make sure you stay alive. Once you have made it through seven waves, you will get a checkpoint, and continue to the next part.
  
Relic (The Relic works a lot like the Sword of Crota in the hive mission when used for killing enemies but has an important mechanic. It has a Super Ability which allows you to break the shield of the Templar. The Super Ability can be used again while the shield is down to deal massive damage. The Relic has also has a Cleanse ability which creates a bubble around the person holding the Relic and needs to be used in order to cleanse the raid of Oracles aren't killed on the Boss Phase)
+
A different approach to this part involves being wiped out and returned to the ledge above the area. If at least two people in the party have an Icebreaker, have them equip it, and remain on the ledge. Once their clips have generated a full load of ammo, anyone who doesn't have an Icebreaker (or, if everyone has one, no less than two people) should jump down to begin the part, and move to the back-right corner. Those on the ledge can easily snipe all but the back-right and back-left Oracles, so those two in the back-right should focus on those two Oracles, as well as covering each others' backs when enemies spawn. Those on the ledge must keep a close eye on their ammo. If it looks like you won't be able to take down your Oracle, ask for help. Those on the ledge should also focus on sniping Hobgoblins between waves, to make things easier on the two to four players down below. If more than two people have jumped down, they should also focus on the front-right Oracles as well, while those with Icebreakers focus on the left side and middle (except for back left, of course, as it is very difficult to hit from the ledge). This method involves much less risk of missing an Oracle, and typically goes quite fast.
  
Curse of the Aegis (This is a raid wiping ability that will go off after 6ish seconds if no one is holding the Relic after the encounter has been started. Someone always needs to be holding the Relic, so if the raid member holding the relic dies someone needs to pick it up immediately)
+
'''TL;DR''': Snipe the Hobgoblins as soon as you clear Oracles, and watch for Minotaurs.
  
Teleport Ring (Ring which will appear after the Templar's Shield has been broken, it will appear in one of 5 positions. Standing in this ring will delay his teleport and force him to pick a new position)
+
==Part 4: The Templar==
 +
The safe-spot method is the best proven method for a clean run through this part. On the far left side of the map, where the Hobgoblins spawned, you will find a perfect cover spot and protection from Praetorians, Goblins and Harpies, as well as the Templar itself.
  
Templar Enrage (The Boss will enrage around the estimated guess of the 10 minute mark, which begins spawning a Second Oracle on the Boss phase and Minotaurs will begin to spawn alongside the Harpies as well)
+
Once the other five members of your team have gotten to that point, one person needs to grab the Relic that has spawned in center. The Relic overrides several of your controls. The melee button now activates a quick melee attack with the Relic, while your primary fire button now activates a heavy lunge. The grenade button will create a cleansing shield, which will protect those inside from harm, as well as remove the 'Marked for Death' debuff from players inside. Using the primary fire button while in the air causes a ground slam, which does massive damage similar to the lunge, in an area around you. Using your super will now shoot a blast of energy from the Relic, though powerful in its own right, is also capable of temporarily removing the Templar's shield and 'Invulnerable' status.
====Phase 1: The Gauntlet====
+
This Gauntlet requires you to protect Constructs from Vex that are trying to sacrifice themselves to it and it is split into 3 different waves.
+
  
1st Wave 1 Construct will active at the top of the staircase, which needs to be defended by your entire fire team . Remember to Kite Fanatics, avoid green pools and cleanse yourself in the cleansing ring if you're marked.
+
Once the person with the shield has made his way to the 'safe-spot', you simply wait until the super is charged, fired at the Templar, and his shield's removed. '''DO NOT USE ROCKETS RIGHT OFF THE BAT.''' It is possible you will be stuck in a detainment shield, which restricts most movement, and cannot be shot through. After the shield takes enough damage, it will be destroyed. A single ground slam from the Relic is capable of destroying all nearby detainment shields, and thus, is the most effective method of removing them. Make sure that everyone gets cleansed by the Relic when the Oracles distribute their debuff. Everyone else stay near the Relic-bearer and unload on the Templar when its shield drops.
  
2nd Wave 2 Constructs will be active on the left and the right. You're going to want to split you're fire team into two groups of 3 in order to defend both constructs. Remember to Kite Fanatics, avoid green pools and cleanse yourself in the cleansing ring if you're marked.
+
'''TL;DR''': Safe spot where Hobgoblin spawns on the left side. Cleanse when marked, unload when shield's down. DON'T USE ROCKETS.
  
3rd Wave All 3 Constructs will be active in all the previous positions of the first 2 waves. You're going to want to split your fire team into 3 groups of 2 to defend each Construct. Remember to Kite Fanatics, avoid green pools and cleanse yourself in the cleansing ring if you're marked. After a while the Constructs will despawn and you will start Phase 2.
+
==Part 5: Gorgon's Maze==
====Phase 2: Oracles====
+
There are two chest locations within this cave. The first is directly at the start of Gorgon's Maze. On the left side of the Templar's room, you will see a small hole, located toward the top of the wall, across from the where the left conflux spawns. You will be able to jump through this and follow it to the end to find the first chest.
Oracles will begin to spawn on this phase. They only spawn in 7 different positions (3 on the left, 3 on the right, one at the top of the staircase) and can spawn up to a maximum of 4 at a time in succession. You will need to survive around 12 waves of oracles spawning from memory. If you miss an Oracle and it marks you all for Negation make sure you get to the cleansing ring BUT keep in mind the ring isn't always up and if you all get marked while the ring is down you will have no choice but to wipe. Once this phase is completed you should get loot and the 3rd Phase will begin.
+
  
====Phase 3: Templar====
+
The second chest puts you face to face with the Gorgons. It is located on the right side. If you have Hunters on your team, have them cloak and guide you through it. All you have to do is hug the right wall and follow it through, and you will find the second chest.
Templar Once the Oracle dies you will see a relic floating in the Cleansing Ring, once it has been picked up the encounter will begin. Keep in mind that this Relic must be held at all times or Curse of the Aegis will wipe the raid. The Templar will spawn at the Top of the Staircase while Harpies continuously spawn on both sides. One Oracle will always be spawning in one of the 7 position so make sure you have your group spread evenly across the platform. Once the Relic has it's Super Ability ready unleash the projectile at the Shield which will make the Templar vulnerable to damage. It is best to use it after you've killed the Oracle (but do not wait, the longer you take the longer you will have to deal with him in his Enrage but aim to use the Super around the time the Oracle dies). After his shield goes down you will most likely be stuck in the Suppression field (there is an individual field per player) which you need to shoot and break out of in order to start dps on the boss. Keep in mind shooting his eye will deal the most damage like the Nexus boss. He will soon teleport to one of 5 positions (2 on the Left, 2 on the Right, and His starting location) which will require you to stand in the position of the Teleport Ring, which will cease his teleport, stop him from regenerating his Shield and allow you to continue damage on the boss for an extended period for however many times you manage to stand in the Ring. Keep in mind that you can super the boss again while his shield is down to deal MASSIVE damage to the boss. If you miss an Oracle you all need to run to whoever is holding the relic and he needs to dispel you all holding the L1 button. After a certain amount of time he will Enrage, which will increase the number of Oracles that spawn and also Spawning Minotaurs. You don't want to spend a long time stuck in the Enrage phase as it gets ridiculously insane to handle. When the Templar dies you will get loot and be able to continue.
+
  
===Gorgon's Labyrinth===
+
The path taken if you aren't in need of chests is quite simple. You wait for the first Gorgon to go down the main path, wait for it to make a right turn around a giant rock. You keep your team as close together as you can. You jump onto that first rock. From there, make your way up to the top and you'll see a rock you can jump to on your left. Get everyone over to that rock. Then, directly in front of you is a third rock you can shimmy to. From there, if you turn right and look down, you will see the cave entrance. Wait for the circling Gorgon to clear the entrance and jump inside. Depending on your team, this can either be the shortest or the longest part of the raid. Keep together and communicate.
[[Gorgon]] is the [[Harpy]] boss.
+
====Mechanics====
+
Gorgon's Gaze (If a Gorgon notices any fire team member it will begin casting Gorgon's Gaze and it will wipe the raid, there is no way to stop this)
+
  
Stealth (This Labyrinth requires you to sneak around the Gorgon's and successfully reach the exit without being caught)
+
For those who find this difficult, one strategy is to find the chests, promote a Bladedancer Hunter to Fireteam Leader, and everyone else returns to orbit. The lone Hunter then makes their way to the end of Gorgon's Maze, or optionally, to the end of the platforming area, before the team returns to the Vault.
  
====Escaping the Labyrinth====
+
*'''TL;DR''': Two chest Locations, left and right. Hunters lead. Stick together.
After you beat the Templar you'll reach a large drop, you have to jump down and survive the fall. Once you do you'll be in Gorgon's Labyrinth with is filled with Harpies called Gorgon's. You cannot be seen by a Gorgon or it'll begin casting Gorgon's Gaze. In order to escape this Labyrinth you will want a Hunter with Invisibility to scout ahead and find the 4 Pillars which can be seen from being up on one of the large rock walls. You will want to direct your entire fire team up on this rock until you're all in view of the Pillars. Once you can see them you will see a Gorgon patrolling through the pillars and he will come down the path and go off to the right. You will want to follow this Gorgon to the right and stick to the right where you will find a tunnel, this tunnel will lead you out of the Labyrinth. When you're moving through the labyrinth don't make any noise, just walk, don't shoot the Gorgon's, don't throw grenades, just walk and follow whoever is leading you through. Pay attention to your radar also as it gives you a general idea of the Gorgon's Positions.
+
  
===Disappearing Platforms===
+
==Part 6: Platforming==
This part is pretty self explanatory. This part is a jumping puzzle so if you've played your fair share of Guild Wars 2 you'll be fine. You need to jump over the platforms in time before they disappear. Though if you time it right you can skip a bunch and jump down to one of the lower ones just as it spawns. Once you've reach the cliffside you need to make your way to the left until you reach a giant hallway. Make your way to the end of the hallway and you'll reach the area which you'll be fighting the final boss, Atheon.
+
This part can be extremely easy for all classes. But there will always be that one person who struggles. Don't make fun of them, help them. There are three paths to take. The most obvious is to wait for the first platform, and jump to the next, and the next, as they appear. Another less difficult option is to move to the right along the ledge, and drop down to the next ledge. Get a running start, and you can then jump all the way to the ledge at the end. A third method involves platforming along the right, but is more difficult to do for most people. Do whatever is easiest for you to get to the bottom, and ready yourselves to open the Vault.
  
===Atheon, Time's Conflux===
+
==Part 7: Gate Lords==
This fight is a 2 phase fight which incorporates 2 Sync Plates similar to those you used to open the gate into the raid. There are also 2 portals which open when you control these Plates. This encounter will not begin until you start shooting the 1st Gatekeeper, but keep in mind once you beat Phase 1 the 2nd Phase will automatically start and continue to do so if you wipe so if you need to take a break you will have to return to orbit.
+
This part can be the most confusing and challenging for your teammates. Working together here is, as always, an absolute must. To start off, when you run through the door you will find two gates, one on each side. The left can be referred to as Mars, Red or Left. The right can referred to as Venus, Green or Right. Either way you need to make sure your entire team understands these identifiers.
  
====Mechanics====
+
The strategy that we have implemented that has lead to the most number of clears without wipe is also the easiest ( as long as you remember to stay alive ). Two people will go into Mars, while the other four stay outside and prevent the control plate from being seized. ( IF the control plate is seized, you will have RED oracles spawning above the gate that was captured ) The idea here is to get the gatelord in Mars down to a sliver of health. I'll explain why later. But it's essential that you '''do not kill the Gatelord'''. Just bring him down to a sliver of health. Once his health is down, you return through the gate and go to Venus. Here you move forward and eliminate enemies and kill the gate lord.
Gatekeepers (You start the encounter by fighting the first gatekeeper, which you have to kill in order to have access to the sync plates. Once you've killed the first gatekeeper you need to open up the Time Gates to kill the Past and Future Gatekeepers)
+
  
Sync Plates (These Sync Plates work exactly the same as the ones in the beginning, you need to use these in order to open up the Time Gates while defending them from Vex)
+
ONCE THE GATELORD IS KILLED A RELIC WILL SPAWN IN THE CENTER OF THE MAP. Make sure that you are quickly out of the portal. Cleanse both who went in. From this point the person with the shield should move to the top of the map to kill the minotaurs that are spawning to sacrifice to the relic. They are the only enemies that can be sacrificed. Two slam attacks with the shield is enough to take out the minotaurs. Your job is easy but essential. The remaining person runs into Mars, while the remaining people cover the gates and look for oracles. Once inside, the person fires a single rocket into the gatelord, killing him in one hit. Grab the shield. From this point you can either wait till the cleanse buffer is up or make a break for the gate. Your call, I've done both and succeeded both times.
  
Time Gate/Portals (There are Two Time Gates, the Left Portal being the Past and the Right Portal being the Future. These will be essential throughout the whole encounter alongside the Sync Plates)
+
Once the final shield is out of the gate, everyone ( save for the first shield wielder ) needs to go center as there will now be two additional spawns, shooting out Praetorian. Hold this spot for 1-2 minutes and this Part will complete. Enjoy your loot.
  
Oracles (If you lose control of a Sync Plate, a Red Oracle will Spawn above the portal of whichever side you lost. THIS NEEDS TO DIE or it will wipe your raid. They will also spawn in large numbers in the Past or Present during the 2nd Phase and they all need to die)
+
'''TL;DR''': Get gatelord in mars down to low health, Kill one in venus. Go into mars, kill the one in mars. protect relic.
  
Relics (A Relic will drop at the back of the Past or Future Once a Gatekeeper is killed which needs to be brought to the present. This will also be used during the 2nd Phase when you're teleported into the past or present by Atheon. Keep in mind it involves all the same mechanics as the Relic on the Templar fight)
+
==Part 8: Atheon, Time's Conflux==
 +
This can also be easy or hard depending on your team. It relies on everyone staying alive. Atheon will transport three random gaurdians to one of the two gates. Remember to bring heavy ammo synthesis. I'll break the final boss into two sections for those of you that will be in different spots.
  
Marked by the Void (A debuff is acquired while being in the past or future after killing the gatekeepers which eventually covers your screen in black essentially blinding you. This can be cleansed by the Relic much like Marked for Negation)
+
===People Staying outside the Gate===
 +
Your main goal is to stay alive. Atheon will spawn exploding harpies called 'Supplicants' Your entire goal is to not get blown up and to make sure that the gates get opened for the people that get transported. Stay high and out of the reach of the supplicants. Once the gate is open make sure that you focus on taking out as many supplicants as possible
  
Supplicants (Kamikaze Style Harpies which will fly towards you and explode kill you, killing these is a priority)
+
===People Getting Teleported===
 +
The person with the most experience with the relic should kill the enemies ASAP and cleanse teammates.There are different strategies for both planets. So I'll list them in different sections. '''REMEMBER TO CALL OUT WHAT PLANET YOU GET TELEPORTED TO SO YOUR TEAM CAN OPEN THE GATE''
  
Time's Vengeance (A Buff which will increase your damage dealt to Atheon, and your super/grenade will constantly recharge after all the Oracles have been killed in either the Past or Future)
+
===Mars===
 +
Mars is quite simply the easiest planet to get taken to. The person with the relic should be able to take out the three hobgoblins that spawn without a problem. One slam attack should be able to take out all three, and even if it doesnt it's doesnt' take long to do another one to take out stragglers. ( Dont' get me wrong. Sometimes they are spaced too far apart and its more difficult but this rarely happens )
  
Opening Timestreams (Atheon will open time streams throughout the 2nd phase which will send 3 random members into either the Past or the Present which requires one person to use the relic while the other 2 kill Oracles as soon as possible in order to activate Time's Vengeance)
+
The remaining two people will need to focus on shooting the oracles as they appear. Make sure you have a rapid rate of fire weapon equipped with good stability and a large clip. When you get the last oracle make sure you call it out and you'll get additional 10 seconds before Atheon starts walking around.
  
Construct (After both Gatekeepers are killed and their relics are brought into the present time you will have to defend this construct from Vex trying to sacrifice themselves. You will only need to do this for around a minute or two before the Construct disappears and you begin the 2nd Phase)
+
Once you are out of the gate DON'T STAND STILL TO BE CLEANSED. Your team should run to the back spawn point and get cleansed there. That way you have less of a chance to be outed by Supplicants.
  
Atheon's Enrage (After a certain amount of time Atheon will enrage, causing more oracles to spawn in the past/future while Supplicants grow in numbers in the present)
+
===Venus===
 +
Venus is a bit trickier since there is a Praetorian in there along side two goblins. This is why you bring a Hunter with gunslinger equipped. If it's the first try he wont' have his special up, so you will need to work as a team to take out the Praetorian. If its your second+ time through he will already be super charged and he will be able to use his golden gun to take a fair amount of health off of the Praetorian before the relic-wielder gets down to him. Be safe, be smart and Venus will be as easy as Mars.
  
====Phase 1: Gatekeepers====
+
===Once everyone is out of the Gate===
The encounter begins one you start attacking the Vex. Firstly you have to kill the gatekeeper which is preventing you you using the two Sync Plates and going through the portals. Once the Gatekeeper goes down you'll be able to control the Sync Plates, but endless wave of goblins and Praetorians will begin to spawn to try and take control of the Sync Plates on both sides. If you kill the Praetorians fast enough there should only be one on a side at any time. If they manage to take control of the Sync Plate a Red Oracle will spawn above the portal of the side which has been taken. THIS ORACLE IS PRIORITY! IF I DOES NOT DIE IN A SET AMOUNT OF TIME IT WILL WIPE THE RAID. The important part of this fight is opening up the portals and sending one Confident team member to weaken the health of the the Gatekeepers inside the Portals. Get them to weaken the one on the left side (Past) while kiting adds and then have them go to the right side (Future) and weaken the gatekeeper there while doing the same thing. A Defender Titan would be the preferred choice to be the one Weakening the Gatekeepers thanks to the Bubble Shield which makes it much easier to survive the adds shooting at you (this is from my personal experience soloing the Gatekeepers). Once both are weakened have a 2nd fire team member (A Sunsinger Warlock with Fireborn is helpful incase they die in there) go into the Past side and get into position to kill the Gatekeeper. Once both players are in position try to kill the Gatekeeper in sync and then get the Relic from both sides and quickly bring them to the Present. KEEP IN MIND THAT THE GATEKEEPER WILL EXPLODE AFTER DEATH SO DON'T RUN DIRECTLY FOR THE RELIC, KEEP YOUR DISTANCE. Also note that once a gatekeeper dies anyone in the past or future will acquire a debuff called Marked by the Void which will slowly blind the player over time. This can be cleansed by the Relic you pick up but there is a cooldown before you can use the cleanse. Make sure your teammates keep the portals open for you to escape and then cleanse yourself just after getting out of the past or future. After you've brought both relics to the present you no longer need to worry about defending the Sync Plates. Everyone Rush to the center and defend the construct from adds that will spawn out of the portals and try to sacrifice themselves (They will be shielded minotaurs). After you hold the construct for about a minute or two it will despawn and you will be starting phase 2.
+
Titans should be equipping their shock grenades. Grenades do the most damage and you are given infinite grenades and double damage for 30 seconds. Shock Grenades for titans do nearly 4,000 damage per shock, and it'll land 3 shocks if your lucky doing 12k damage per grenade thrown. Having six people spam grenades like its a PvP match will drop his health quickly and result in less trips through gates.
  
====Phase 2: Atheon====
+
This is a simple rinse and repeat method. Get in sync, get in a rhythm and Atheon will fall.
The Boss will Spawn right under the Giant Glass Triangle and his weak spot is in the center of his chest. As soon as he spawns deal as much damage as possible (thought you won't be able to deal much) until he Opens Timestreams. After he opens the time streams 3 furtherest Fireteam members will be teleported into either the Past or Present. One of the 3 will need to pick up the Relic in order to Cleanse allies from Marked By The Void. The other 2 need to kill all the Oracles that spawn (This can be easily done by a Gunslinger's Golden Gun as it one hits Oracles) in order to acquire the buff Time's Vengeance which will be used to deal big damage to the boss. This Buff will last 30 seconds and it also is the amount of time your teammates have left to open the portals to let you escape from the past or future. Those left in the Present need to jump onto the central floating platform or stand on top of the blocks that are in the sync plates and kill Supplicants ASAP. Once your teammates in the Past or Future have nearly killed all the Oracles you're going to need to take control of the Sync Plate on either the left or right depending on where they were sent. (You are able to take control of a Sync Plate and leave it as the Supplicants will not recapture it) After they're all successfully through the portal there needs to be big DPS on the boss while you still have Time's Vengeance. (Having a Defender Titan with Weapons Of Light for their Super will increase your damage output) You need to continue repeating this process until the boss is dead (When he Opens Timestreams the Portals will reset and you have to control the Sync Gates once more in order to open the Portals). After a while he will enrage which will begin spawning more adds. You'll have to continue fighting the boss and the ridiculous amounts of Supplicants while trying to open portals so you'll want to aim to be in the enrage phase for the least amount of time as possible. After you kill this boss you will have finished the Vault of Glass and get to claim your reward!
+
  
 
==Loot==
 
==Loot==

Latest revision as of 23:23, 4 April 2017

Vault of Glass
Information
Type Raid
Location Ishtar Sink, Venus
Players 6
Description Beneath Venus, evil stirs.

Vault of Glass (Age of Triumph)

Introduction

See also: Vault of Glass Hard Mode Guide

The Vault of Glass is a level 26 Raid found in Ishtar Sink, Venus. The activity requires a group of 6 players. Vault of Glass was released on September 15, 2014.

  • The Vault of Glass has multiple bosses. Players can only defeat each boss once per week. The raid resets on Tuesday 2 AM PST.
  • If players complete Vault of Glass Hard Mode before Normal mode for the week, players will receive double the Loot from Hard Mode and nothing from Normal Mode. In other words, players do not need to complete Normal Mode if they just do Hard Mode.

Challenge Modes

Templar Challenge Mode
Atheon Challenge Mode

Preparation

  • The leader of your fireteam saves the progress for the raid.
  • Level 25 and under are not recommended. These players will have trouble staying alive and doing damage.
  • The Vault of Glass is the first Raid for Destiny. The player needs to be level 24 to access it. Players are recommended to be level 26 or higher. The raid requires the 6-man fireteam to be not only skilled and geared, but also coordinated.
  • There is no automatic matchmaking for Vault of Glass.

Part 1: Capture & Hold Vex Control Plates

Opening the door is fairly simple. Hold three Sync Plates until the Spire has formed to open the first door. Simple enough, right? If you have a team of all 29's, then this part should take no more than five minutes. If you are lower levels, I will explain to you my team's strategy, and hopefully this works for you.

Starting with the center control plate, you put your two strongest players here on top of the pillars on either side, with a line of sight towards the left and right plates. This enables them to assist both sides while covering the middle. The guys on the right and left need to stay near the spawns. ( The closer you are to the enemy, the more damage you do, and the quicker you get them down. ) DON'T STAND IN THE CIRCLE WHEN YOU HAVE IT CAPTURED! I know the Praetorian will go right for it, but that's why standing on the spawn is so essential. My recommendation is a strong shotgun. ( The Invective is perfect for this part. ) Call out the Praetorians when you see them, and let your team know when you need help. Communication is key. If you coordinate, communicate, and cover your spawns, this shouldn't take more then five minutes to complete.

  • TL;DR: Grab a shotgun, two people up top help cover left and right, stay near the spawns.
  • 1 Chest is here.

Part 2: Defend Conflux

This part is pretty cut and dry. Do not allow any enemies to sacrifice themselves to the conflux. This part goes by in three stages. The first leaves you with one conflux to defend in the middle, the second part splits your team between the left and right, and the third and final part musters your entire team to defend all three at once.

The best strategy for this, I have found, is to keep the teams you had during Part 1. That makes communication easier and you already are aware of your partner's weapons and methods. Rid yourself of that shotgun and switch to a fusion rifle or a sniper. During the first stage of Part 2, it would be safe to say that you have three teams, split among the right, left and center. This part takes about three to five minutes and should be relatively simple. Remember to call out when you need help, where you need help, and what you need help with. Don't be a hero. I cannot stress this enough, your life is more important then killing that last Goblin. If you are about to die and see a sacrifice going through, let it go through. Back out, get your health back and return to the fight. You don't fail after one or two sacrifices get through. ( Eight sacrifices to any single conflux will cause the fireteam to be wiped out, and return to the beginning of the part. ) People covering the middle need to be aware of the Templar, because he will put some hurt on you if you aren't in cover. Each of the middle players should pick a side, and hide either just around the corner from the central area, or behind the two large pillars on either side of the conflux.

When the conflux disappears, there will be a massive surge of Fanatics coming up through the center. Make sure you bring your team center to push back this surge. And try not to get marked during this period, because jumping into the central light cleansing point is a bitch when you are surrounded by baddies. If you aren't confident about getting through this part, then once you see the conflux disappear, everyone can run to the area's secondary exit, a small hole in the upper wall, near where the left conflux spawns, and hide inside until all of the Fanatics and Harpies despawn, and the next stage begins.

Stage 2 of this part gets a little rougher, but remains relatively simple. Your team splits into two teams of three, going left and right. Remember to watch the middle, because Minotaurs and Fanatics will be pouring out from both there, as well as the upper spawns. The best method, I've found, is to have one of your strongest guys hover on the spawns. Kill them before they get a chance to flood the conflux. Again, call out the Minotaurs, communicate, and cover your bases. Don't let your enemies overrun you and always keep your head on a swivel. Each member of your team needs to know the others' role so that at any given time, they can take up that role in the event that player goes down.

A second effective strategy is to stay in three teams of two, with one team on each conflux, and the third defending the middle, and keeping the area clear, so that the conflux teams don't need to worry about rear guard, and can focus on the closer spawns. As usual, communication is a must. If even a single enemy slips past, be sure to warn the conflux team, and continue to defend the middle. Turning away and leaving the middle to only one person, even just to kill one Goblin, can soon see you being overrun. Make sure the conflux team knows to kill what got past, and make sure that nothing else does.

Once again when the confluxes disappear, everyone returns to center and prepares for Stage 3 of Part 2, or returns to the hole to wait out the despawns. Same teams as Part 1, everyone goes to their spots with center providing additional support for left and right while continuing their own defenses. Once the confluxes disappear, you'll be hit with one additional wave of Fanatics and Part 2 will be complete.

TL;DR: Same teams as Part 1, stay near the spawns, call out Minotaurs, and stay alive.

Part 3: Oracles

This is where you will begin to become sick of the word 'Oracle' all together. During this section there will be seven possible oracle spawn locations ( if memory serves correctly ). From the back left corner, one person will have eyes on Four of these locations, with easy movement to two more. You will need one person there, preferably with a gun with a large clip. You will also need one additional person, preferably one of your stronger members there to watch your back, and take out the Minotaurs that spawn. ONCE THE ORACLES ARE CLEAR, YOU ALL NEED TO GO ON A HOBGOBLIN KILLING SPREE. I cannot stress this enough. Four people need to be sporting snipers while two will be holding shotguns to clear the Minotaurs. As soon as you clear the Oracles, start looking for the Hobgoblins because they will spawn and they will wipe you out relatively quickly. Each wave spawns more Oracles than the last, and Oracles can absolutely respawn in places where they've already been killed that wave. Call out Hobgoblins and make sure you stay alive. Once you have made it through seven waves, you will get a checkpoint, and continue to the next part.

A different approach to this part involves being wiped out and returned to the ledge above the area. If at least two people in the party have an Icebreaker, have them equip it, and remain on the ledge. Once their clips have generated a full load of ammo, anyone who doesn't have an Icebreaker (or, if everyone has one, no less than two people) should jump down to begin the part, and move to the back-right corner. Those on the ledge can easily snipe all but the back-right and back-left Oracles, so those two in the back-right should focus on those two Oracles, as well as covering each others' backs when enemies spawn. Those on the ledge must keep a close eye on their ammo. If it looks like you won't be able to take down your Oracle, ask for help. Those on the ledge should also focus on sniping Hobgoblins between waves, to make things easier on the two to four players down below. If more than two people have jumped down, they should also focus on the front-right Oracles as well, while those with Icebreakers focus on the left side and middle (except for back left, of course, as it is very difficult to hit from the ledge). This method involves much less risk of missing an Oracle, and typically goes quite fast.

TL;DR: Snipe the Hobgoblins as soon as you clear Oracles, and watch for Minotaurs.

Part 4: The Templar

The safe-spot method is the best proven method for a clean run through this part. On the far left side of the map, where the Hobgoblins spawned, you will find a perfect cover spot and protection from Praetorians, Goblins and Harpies, as well as the Templar itself.

Once the other five members of your team have gotten to that point, one person needs to grab the Relic that has spawned in center. The Relic overrides several of your controls. The melee button now activates a quick melee attack with the Relic, while your primary fire button now activates a heavy lunge. The grenade button will create a cleansing shield, which will protect those inside from harm, as well as remove the 'Marked for Death' debuff from players inside. Using the primary fire button while in the air causes a ground slam, which does massive damage similar to the lunge, in an area around you. Using your super will now shoot a blast of energy from the Relic, though powerful in its own right, is also capable of temporarily removing the Templar's shield and 'Invulnerable' status.

Once the person with the shield has made his way to the 'safe-spot', you simply wait until the super is charged, fired at the Templar, and his shield's removed. DO NOT USE ROCKETS RIGHT OFF THE BAT. It is possible you will be stuck in a detainment shield, which restricts most movement, and cannot be shot through. After the shield takes enough damage, it will be destroyed. A single ground slam from the Relic is capable of destroying all nearby detainment shields, and thus, is the most effective method of removing them. Make sure that everyone gets cleansed by the Relic when the Oracles distribute their debuff. Everyone else stay near the Relic-bearer and unload on the Templar when its shield drops.

TL;DR: Safe spot where Hobgoblin spawns on the left side. Cleanse when marked, unload when shield's down. DON'T USE ROCKETS.

Part 5: Gorgon's Maze

There are two chest locations within this cave. The first is directly at the start of Gorgon's Maze. On the left side of the Templar's room, you will see a small hole, located toward the top of the wall, across from the where the left conflux spawns. You will be able to jump through this and follow it to the end to find the first chest.

The second chest puts you face to face with the Gorgons. It is located on the right side. If you have Hunters on your team, have them cloak and guide you through it. All you have to do is hug the right wall and follow it through, and you will find the second chest.

The path taken if you aren't in need of chests is quite simple. You wait for the first Gorgon to go down the main path, wait for it to make a right turn around a giant rock. You keep your team as close together as you can. You jump onto that first rock. From there, make your way up to the top and you'll see a rock you can jump to on your left. Get everyone over to that rock. Then, directly in front of you is a third rock you can shimmy to. From there, if you turn right and look down, you will see the cave entrance. Wait for the circling Gorgon to clear the entrance and jump inside. Depending on your team, this can either be the shortest or the longest part of the raid. Keep together and communicate.

For those who find this difficult, one strategy is to find the chests, promote a Bladedancer Hunter to Fireteam Leader, and everyone else returns to orbit. The lone Hunter then makes their way to the end of Gorgon's Maze, or optionally, to the end of the platforming area, before the team returns to the Vault.

  • TL;DR: Two chest Locations, left and right. Hunters lead. Stick together.

Part 6: Platforming

This part can be extremely easy for all classes. But there will always be that one person who struggles. Don't make fun of them, help them. There are three paths to take. The most obvious is to wait for the first platform, and jump to the next, and the next, as they appear. Another less difficult option is to move to the right along the ledge, and drop down to the next ledge. Get a running start, and you can then jump all the way to the ledge at the end. A third method involves platforming along the right, but is more difficult to do for most people. Do whatever is easiest for you to get to the bottom, and ready yourselves to open the Vault.

Part 7: Gate Lords

This part can be the most confusing and challenging for your teammates. Working together here is, as always, an absolute must. To start off, when you run through the door you will find two gates, one on each side. The left can be referred to as Mars, Red or Left. The right can referred to as Venus, Green or Right. Either way you need to make sure your entire team understands these identifiers.

The strategy that we have implemented that has lead to the most number of clears without wipe is also the easiest ( as long as you remember to stay alive ). Two people will go into Mars, while the other four stay outside and prevent the control plate from being seized. ( IF the control plate is seized, you will have RED oracles spawning above the gate that was captured ) The idea here is to get the gatelord in Mars down to a sliver of health. I'll explain why later. But it's essential that you do not kill the Gatelord. Just bring him down to a sliver of health. Once his health is down, you return through the gate and go to Venus. Here you move forward and eliminate enemies and kill the gate lord.

ONCE THE GATELORD IS KILLED A RELIC WILL SPAWN IN THE CENTER OF THE MAP. Make sure that you are quickly out of the portal. Cleanse both who went in. From this point the person with the shield should move to the top of the map to kill the minotaurs that are spawning to sacrifice to the relic. They are the only enemies that can be sacrificed. Two slam attacks with the shield is enough to take out the minotaurs. Your job is easy but essential. The remaining person runs into Mars, while the remaining people cover the gates and look for oracles. Once inside, the person fires a single rocket into the gatelord, killing him in one hit. Grab the shield. From this point you can either wait till the cleanse buffer is up or make a break for the gate. Your call, I've done both and succeeded both times.

Once the final shield is out of the gate, everyone ( save for the first shield wielder ) needs to go center as there will now be two additional spawns, shooting out Praetorian. Hold this spot for 1-2 minutes and this Part will complete. Enjoy your loot.

TL;DR: Get gatelord in mars down to low health, Kill one in venus. Go into mars, kill the one in mars. protect relic.

Part 8: Atheon, Time's Conflux

This can also be easy or hard depending on your team. It relies on everyone staying alive. Atheon will transport three random gaurdians to one of the two gates. Remember to bring heavy ammo synthesis. I'll break the final boss into two sections for those of you that will be in different spots.

People Staying outside the Gate

Your main goal is to stay alive. Atheon will spawn exploding harpies called 'Supplicants' Your entire goal is to not get blown up and to make sure that the gates get opened for the people that get transported. Stay high and out of the reach of the supplicants. Once the gate is open make sure that you focus on taking out as many supplicants as possible

People Getting Teleported

The person with the most experience with the relic should kill the enemies ASAP and cleanse teammates.There are different strategies for both planets. So I'll list them in different sections. 'REMEMBER TO CALL OUT WHAT PLANET YOU GET TELEPORTED TO SO YOUR TEAM CAN OPEN THE GATE

Mars

Mars is quite simply the easiest planet to get taken to. The person with the relic should be able to take out the three hobgoblins that spawn without a problem. One slam attack should be able to take out all three, and even if it doesnt it's doesnt' take long to do another one to take out stragglers. ( Dont' get me wrong. Sometimes they are spaced too far apart and its more difficult but this rarely happens )

The remaining two people will need to focus on shooting the oracles as they appear. Make sure you have a rapid rate of fire weapon equipped with good stability and a large clip. When you get the last oracle make sure you call it out and you'll get additional 10 seconds before Atheon starts walking around.

Once you are out of the gate DON'T STAND STILL TO BE CLEANSED. Your team should run to the back spawn point and get cleansed there. That way you have less of a chance to be outed by Supplicants.

Venus

Venus is a bit trickier since there is a Praetorian in there along side two goblins. This is why you bring a Hunter with gunslinger equipped. If it's the first try he wont' have his special up, so you will need to work as a team to take out the Praetorian. If its your second+ time through he will already be super charged and he will be able to use his golden gun to take a fair amount of health off of the Praetorian before the relic-wielder gets down to him. Be safe, be smart and Venus will be as easy as Mars.

Once everyone is out of the Gate

Titans should be equipping their shock grenades. Grenades do the most damage and you are given infinite grenades and double damage for 30 seconds. Shock Grenades for titans do nearly 4,000 damage per shock, and it'll land 3 shocks if your lucky doing 12k damage per grenade thrown. Having six people spam grenades like its a PvP match will drop his health quickly and result in less trips through gates.

This is a simple rinse and repeat method. Get in sync, get in a rhythm and Atheon will fall.

Loot

Vault of Glass rewards the player with unique weapons, unique armor and other items.

Other Items

XV0 Timebreaker - Legendary Sparrow

Glass Minuet - Legendary Jumpship

Aspect of Glass - Legendary Jumpship (Vault of Glass Hard Mode only)

Shattered Vault Cloak - Legendary Hunter Cloak

Fragment of the Prime - Legendary Warlock Bond

Light of the Great Prism - Legendary Titan Mark

Chatterwhite - Legendary Shader

Ascendant Shard - Material for upgrading Armor

Ascendant Energy - Material for upgrading Weapons

Weapons

 RarityTypeAttackDamage TypeSightsPerk 1Perk 2Perk 3Optional Perks
Atheon's Epilogue (Year 1)LegendaryAuto Rifles248-300VoidRed Dot-ORS
TrueSight IS
Ranged Lens RLS3
PersistenceGlass Half FullOracle DisruptorFlared Magwell
Field Scout
Perfect Balance
Corrective Measure (Year 1)LegendaryMachine Guns248-300VoidSoft Ballistics
Accurized Ballistics
Field Choke
PersistenceSurplusOracle DisruptorArmor Piercing Rounds
Perfect Balance
Field Scout
Fatebringer (Year 1)LegendaryHand Cannons248-300ArcSteadyHand IS
SureShot IS
Quickdraw
FireflyOutlawOracle DisruptorField Scout
Single Point Sling
Explosive Rounds
Found Verdict (Year 1)LegendaryShotguns248-300ArcAggressive Ballistics
Accurized Ballistics
Field Choke
Full AutoFinal RoundOracle DisruptorFitted Stock
Single Point Sling
Send It
Hezen Vengeance (Year 1)LegendaryRocket Launchers248-300SolarHard Launch
Confined Launch
Smart Drift Control
TripodMIRV MiniOracle DisruptorHeavy Payload
Javelin
Flared Magwell
Praedyth's Revenge (Year 1)LegendarySniper Rifles248-300VoidTacSys SLS15
Ambush SLH25
LongView SLR10
FireflyFeeding FrenzyOracle DisruptorFlared Magwell
Quick Draw
Field Scout
Praedyth's Timepiece (Year 1)LegendaryPulse Rifles248-300ArcRed Dot-OES
Red Dot-OAS
Focus Lens FLA5
HeadseekerSecret RoundOracle DisruptorFlared Magwell
Field Scout
Perfect Balance
Praetorian Foil (Year 1)LegendaryFusion Rifles248-300SolarSteadyHand IS
Truesight IS
Red Dot-ORES
Glass Half FullReactive ReloadOracle DisruptorJavelin
Accelerated Coils
Send It
Vex Mythoclast (Year 1)ExoticFusion Rifles302-365SolarAggressive Ballistics
Linear Compensator
Smart Drift Control
Timeless MythoclastZen MomentCrowd ControlEnhanced Battery
Send It
Lightweight
Vision of Confluence (Year 1)LegendaryScout Rifles248-300SolarRed Dot-OES
SureShot IS
Ranged Lens RLS3
Full AutoZen MomentOracle DisruptorSingle Point Sling
Perfect Balance
Field Scout

Armor

  • Currently only 1 of 2 sets of Armor for each class is available.

Titan Armor

 TypeDefenseLightDisciplineIntellectStrengthPerk 1Perk 2Perk 3
Battlecage of Kabr (Year 1)Helmets280-37218??????Rain BlowsInverse ShadowVex Striker
Vex Breaker
Faceguard of KabrHelmets280-37218??????Rain BlowsInverse ShadowVex Striker
Vex Breaker
Kabr's Brazen Grips (Year 1)Gauntlets229-30418??????Special Weapon LoaderImpact InductionAnti Oracle
Anti Praetorian
Kabr's Defending GraspGauntlets229-30418??????Special Weapon LoaderImpact InductionAnti Oracle
Anti Praetorian
Kabr's Forceful Greaves (Year 1)Leg Armor204-2701801140Heavy Weapon Ammo
Kabr's Lifegiving TreadsLeg Armor204-27018??????Heavy Weapon Ammo
Kabr's MightChest Armor306-40618??????Auto Rifle Ammo
Pulse Rifle Ammo
Scout Rifle Ammo
Hand Cannon Ammo
Special Weapon Ammo
Kabr's Wrath (Year 1)Chest Armor306-40618??????Auto Rifle Ammo or Pulse Rifle Ammo or Scout Rifle Ammo or Hand Cannon AmmoSpecial Weapon Ammo

Hunter Armor

 TypeDefenseLightDisciplineIntellectStrengthPerk 1Perk 2Perk 3
Mantic Zealot CuirassChest Armor306-40618??????Auto Rifle Ammo or Pulse Rifle Ammo or Scout Rifle Ammo or Hand Cannon AmmoSpecial Weapon Ammo
Mantic Zealot GlovesGauntlets229-30418??????Special Weapon LoaderFastballAnti Oracle
Anti Praetorian
Mantic Zealot GreavesLeg Armor204-27018??????Heavy Weapon Ammo
Mantic Zealot HelmHelmets280-37218??????Light the BladeInverse ShadowVex Striker
Vex Breaker
Prime Zealot Cuirass (Year 1)Chest Armor306-40618??????Auto Rifle Ammo or Pulse Rifle Ammo or Scout Rifle Ammo or Hand Cannon AmmoSpecial Weapon Ammo
Prime Zealot Gloves (Year 1)Gauntlets229-30418??????Special Weapon LoaderFastballAnti Oracle
Anti Praetorian
Prime Zealot Greaves (Year 1)Leg Armor204-27018??????Heavy Weapon Ammo
Prime Zealot Helm (Year 1)Helmets280-37218??????Light the BladeInverse ShadowVex Striker
Vex Breaker

Warlock Armor

 TypeDefenseLightDisciplineIntellectStrengthPerk 1Perk 2Perk 3
Boots of the Hezen LordsLeg Armor204-27018??????Heavy Weapon Ammo
Cowl of the Hezen LordsHelmets280-37218??????Energy ProjectionInverse ShadowVex Striker
Vex Breaker
Cuirass of the Hezen Lords (Year 1)Chest Armor306-40618??????Auto Rifle Ammo or Pulse Rifle Ammo or Scout Rifle Ammo or Hand Cannon AmmoSpecial Weapon Ammo
Facade of the Hezen Lords (Year 1)Helmets280-37218??????Energy ProjectionInverse ShadowVex Striker
Vex Breaker
Gloves of the Hezen Lords (Year 1)Gauntlets229-30418??????Special Weapon LoaderSerpent's TailAnti Oracle
Anti Praetorian
Grips of the Hezen LordsGauntlets229-30418??????Special Weapon LoaderSerpent's TailAnti Oracle
Anti Praetorian
Robe of the Hezen LordsChest Armor306-40618??????Auto Rifle Ammo or Pulse Rifle Ammo or Scout Rifle Ammo or Hand Cannon AmmoSpecial Weapon Ammo
Tread of the Hezen Lords (Year 1)Leg Armor204-27018??????Heavy Weapon Ammo
King's Fall
Vault of GlassCrota's EndPrison of Elders*