Difference between revisions of "King's Fall Hard Mode"
From Destiny 1 Wiki
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==Walkthrough== | ==Walkthrough== | ||
− | ==Challenge | + | ==Challenge Modes== |
− | + | '''[[King's Fall#Challenge Modes|See Challenge Mode requirements and rewards]]''' | |
==Loot== | ==Loot== | ||
{{see also|King's Fall#Loot}} | {{see also|King's Fall#Loot}} |
Revision as of 20:47, 7 December 2015
King's Fall Hard Mode | |
---|---|
Information | |
Type | Raid |
Location | Dreadnaught |
Players | 6 |
Tier 2 Level | 300 - 320 |
Description | ???? |
- See also: King's Fall
King's Fall Hard Mode is the Hard Mode for King's Fall raid in The Taken King. In this raid players face Oryx and his minions on his ship, The Dreadnaught. Hard Mode was released on October 23, 2015. The recommended Light level is 300 - 320. The Light level of the loot is 310 to 320.
Differences between Normal and Hard Mode
- No revives during combat.
- Initial sequence with dunking orbs: Unchanged. Enemies level 42
- Hive ship jumping puzzle part 1: No middle platform checkpoint, so any falls reset to start.
- Hive ship part 2 (the one with the door and plates): Enemies level 42, otherwise no different.
- Glyphs and Door: Extra cover on totem plates (something to hide behind). Lvl 42 enemies, yellow-bar knights towards end.
- Warpriest: Warpriest gains extra attacks (depending on which plate was activated last and/or consumed by Oculus): 3x tracking bolts similar to Taken Hobgoblins if mid, Taken Captain blinding attack if right, Centurion axion darts if left. Aura timer seems similar.
- Golgoroth's Cellar layout unchanged.
- Golgoroth: standing in the buff pool gives Unstable Light debuff to 2 random players - damages nearby players when timer hits 0 (could also damage Golgoroth). 1-orb strategy seems feasible but debuffed players need to be aware of their timer. Taken spawn earlier.
- Piston puzzle unchanged.
- Daughters: Still have immortality Aura's, random runner, run counter-clockwise, timer starts immediately for 2nd run. Only 3 plates needed, but platforms seem further apart or there may be fewer?.
- Oryx: Same start sequence with thralls and knights, dedicated runner, run counter-clockwise, only 3 plates needed, fewer/further platforms? Extra knights spawn near platforms in opposite order from ogres (last ogre = 1st knight) and head towards bombs (1 per bomb, need confirmation if they protect or detonate the orbs). After first damage phase do running/circles, Shade of Oryx at 50%. 4 bombs still do ~25% damage. Drops new emblem, primary (kinetic unless elemental is confirmed).
Walkthrough
Challenge Modes
See Challenge Mode requirements and rewards
Loot
- See also: King's Fall#Loot
Weapons
Type | Damage Type | Attack | Impact | Rate of Fire | Magazine | Range | Stability | Reload | |
---|---|---|---|---|---|---|---|---|---|
Harrowed Anguish of Drystan (Year 2) | Auto Rifles | Kinetic | 319–335 | 28 | 77 | 63 | 21 | 54 | 41 |
Harrowed Defiance of Yasmin (Year 2) | Sniper Rifles | Arc | 319–335 | 22 | 26 | 4 | 66 | 57 | 41 |
Harrowed Doom of Chelchis (Year 2) | Scout Rifles | Kinetic | 319–335 | 48 | 37 | 20 | 48 | 46 | 41 |
Harrowed Elulim's Frenzy (Year 2) | Rocket Launchers | Void | 319–335 | 18 | 2 | 58 | 38 | ||
Harrowed Midha's Reckoning (Year 2) | Fusion Rifles | Void | 319–335 | 94 | 5 | 41 | 20 | 45 | |
Harrowed Qullim's Terminus (Year 2) | Machine Guns | Solar | 319–335 | 53 | 66 | 58 | 15 | 60 | 16 |
Harrowed Silence of A'arn (Year 2) | Shotguns | Solar | 319–335 | 61 | 14 | 6 | 13 | 45 | 20 |
Harrowed Smite of Merain (Year 2) | Pulse Rifles | Kinetic | 319–335 | 14 | 66 | 30 | 25 | 78 | 45 |
Harrowed Zaouli's Bane (Year 2) | Hand Cannons | Kinetic | 319–335 | 71 | 32 | 11 | 15 | 42 | 16 |
Armor
Titan Armor
Hunter Armor
Warlock Armor
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