Difference between revisions of "Wrath of the Machine Heroic Mode"
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==Loot by Boss== | ==Loot by Boss== | ||
:''See also: [[#Loot|All Loot]]'' | :''See also: [[#Loot|All Loot]]'' | ||
+ | ===Chest 1=== | ||
+ | *Chance for [[Exotic]] | ||
+ | *[[SIVA Key Fragments]] | ||
+ | *[[Knuckles of Eao]] | ||
+ | |||
+ | ===Chest 2=== | ||
+ | *Chance for [[Exotic]] | ||
+ | *[[SIVA Key Fragments]] | ||
+ | |||
===Vosik, Archpriest Loot=== | ===Vosik, Archpriest Loot=== | ||
{| class="wikitable sortable" style="text-align:center" | {| class="wikitable sortable" style="text-align:center" |
Revision as of 02:20, 19 April 2017
- See also: Wrath of the Machine
Wrath of the Machine Heroic Mode or Hard Mode (HM) was released on October 18, 2016.
Challenge Modes
Loot by Boss
- See also: All Loot
Chest 1
- Chance for Exotic
- SIVA Key Fragments
- Knuckles of Eao
Chest 2
- Chance for Exotic
- SIVA Key Fragments
Vosik, Archpriest Loot
Item | Type |
---|---|
Ex Machina~ | Sniper Rifle |
Zeal Vector~ | Sidearm |
Spliced Cosmoclast Greaves Spliced Nanomania Boots Spliced Red Miasma Boots |
Leg Armor |
- SIVA CACHE CHEST AVAILABLE - It spawns on the left side of the center, where the ads come down
- NM Chest caps at 400 Light
Siege Machine Loot
- SIVA CACHE CHEST AVAILABLE - Spawns next to the rewards chest
- NM Chest caps at 400 Light
Aksis, Prime Archon Loot
Phase 1
Item | Type |
---|---|
Perfected SIVA Capsule Perfected SIVA Core Perfected SIVA Shard |
Artifact |
Amalgam Shell | Ghost Shell |
Phase 2
- SIVA CACHE CHEST AVAILABLE -
- NM Chest caps at 400 Light
Loot
- See also: Wrath of the Machine Loot
Other Loot
- Isenfyre Token
- Nanophoenix - Ship - Drops in HM
- Machine God's Bane - Emblem
- The SIVA Solution - Emblem - Solving Monitor Puzzle
- Devil Undone - Emblem - Complete HM
- Perfected Ornament - Ornament - Drops in HM
- Strange Coin
- Incarnadine - Shader - Collect all 5 pieces of Armor for a class in NM.
- Nanopoesis - Shader - Collect all 5 pieces of Armor for a class in HM.
- SIVA Key Fragments - 1 drops after every boss in NM, 2 drops after every boss in HM. They will drop even if the player has already completed WotM that week.
Wrath of the Machine Weapons
Weapon | Type | Damage Type | Attack | Impact | Range | Stability | Reload | Rate of Fire | Magazine | Zoom | Recoil | Equip Speed | Aim Assist |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
((GENESIS CHAIN~)) | Auto Rifles | Solar | 400 | 28 | 40 | 44 | 73 | 77 | 59 | 75 | 40 | 45 | |
GENESIS CHAIN~ | Auto Rifles | Kinetic | 365 | 28 | 40 | 44 | 73 | 77 | 59 | 15 | 75 | 45 | 55 |
ETHER NOVA~ | Fusion Rifles | Multiple | 365 | 74 | 47 | 45 | 83 | 5 | 15 | 47 | 85 | 75 | |
((FEVER AND REMEDY~)) | Hand Cannons | Solar | 320–400 | 81–82 | 29–62 | 10–53 | 43–50 | 22 | 11 | 15 | 85–105 | 50 | 55–65 |
FEVER AND REMEDY~ | Hand Cannons | Kinetic | 380 | 81 | 35 | 41 | 43 | 22 | 11 | 15 | 85 | 50 | 65 |
IF MATERIA~ | Machine Guns | Multiple | 380 | 25 | 19 | 35 | 47 | 100 | 70 | 15 | 80 | 55 | 80 |
((STEEL MEDULLA~)) | Pulse Rifles | Void | 320–400 | 14 | 33–59 | 68–100 | 73–80 | 66 | 33 | 17 | 80–100 | 49–54 | 36–41 |
STEEL MEDULLA~ | Pulse Rifles | Kinetic | 380 | 14 | 51 | 71 | 73 | 66 | 33 | 17 | 80 | 54 | 36 |
SOUND AND FURY~ | Rocket Launchers | Multiple | 365 | 62 | 72 | 11 | 2 | 20 | 66 | 40 | 36 | ||
((CHAOS DOGMA~)) | Scout Rifles | Arc | 320–400 | 61–62 | 82–94 | 22–45 | 45–59 | 27 | 10–16 | 20 | 66–86 | 25 | 29–39 |
CHAOS DOGMA~ | Scout Rifles | Kinetic | 365 | 61 | 82 | 32 | 52 | 27 | 12 | 20 | 66 | 25 | 39 |
QUANTIPLASM~ | Shotguns | Multiple | 380 | 67 | 19 | 26 | 33 | 8 | 5 | 12 | 66 | 30 | 22 |
ZEAL VECTOR~ | Sidearms | Multiple | 380 | 8 | 25 | 74 | 88 | 98 | 15 | 12 | 95 | 75 | 55 |
EX MACHINA~ | Sniper Rifles | Multiple | 380 | 37 | 84 | 32 | 52 | 12 | 3 | 50 | 66 | 22 | 35 |
Drops in NM:
- Auto Rifle Genesis Chain~
- Scout Rifle Chaos Dogma~
- Shotgun Quantiplasm~
- Rocket Launcher Sound and Fury~
Drops in HM:
- Pulse Rifle Steel Medulla~
- Hand Cannon Fever and Remedy~
- Sniper Rifle Ex Machina~
- Sidearm Zeal Vector~
- Machine Gun IF Materia~
Wrath of the Machine Armor
- See also: Wrath of the Machine Armor
Note that Spliced Armor are dropped from Heroic Mode.
Wrath of the Machine Titan Armor
Type | Defense | Discipline | Intellect | Strength | |
---|---|---|---|---|---|
Cosmoclast Gauntlets | Gauntlets | 365 - 385 | 35 - 60 | 35 - 60 | 35 - 60 |
Cosmoclast Greaves | Leg Armor | 365 - 385 | 47 - 79 | 47 - 79 | 47 - 79 |
Cosmoclast Helm | Helmets | 365 - 385 | 39 - 67 | 39 - 67 | 39 - 67 |
Cosmoclast Mark | Titan Marks | 365 - 385 | 21 - 35 | 21 - 35 | 21 - 35 |
Cosmoclast Plate | Chest Armor | 365 - 385 | 51 - 86 | 51 - 86 | 51 - 86 |
Spliced Cosmoclast Gauntlets | Gauntlets | 380 - 400 | 35 - 60 | 35 - 60 | 35 - 60 |
Spliced Cosmoclast Greaves | Leg Armor | 380 - 400 | 47 - 79 | 47 - 79 | 47 - 79 |
Spliced Cosmoclast Helm | Helmets | 380 - 400 | 39 - 67 | 39 - 67 | 39 - 67 |
Spliced Cosmoclast Mark | Titan Marks | 380 - 400 | 21 - 35 | 21 - 35 | 21 - 35 |
Spliced Cosmoclast Plate | Chest Armor | 380 - 400 | 51 - 86 | 51 - 86 | 51 - 86 |
Wrath of the Machine Hunter Armor
Type | Defense | Discipline | Intellect | Strength | |
---|---|---|---|---|---|
Nanomania Boots | Leg Armor | 365 - 385 | 47 - 79 | 47 - 79 | 47 - 79 |
Nanomania Cloak | Hunter Cloaks | 365 - 385 | 21 - 35 | 21 - 35 | 21 - 35 |
Nanomania Grasps | Gauntlets | 365 - 385 | 35 - 60 | 35 - 60 | 35 - 60 |
Nanomania Mask | Helmets | 365 - 385 | 39 - 67 | 39 - 67 | 39 - 67 |
Nanomania Vest | Chest Armor | 365 - 385 | 51 - 86 | 51 - 86 | 51 - 86 |
Spliced Nanomania Boots | Leg Armor | 380 - 400 | 47 - 79 | 47 - 79 | 47 - 79 |
Spliced Nanomania Cloak | Hunter Cloaks | 380 - 400 | 21 - 35 | 21 - 35 | 21 - 35 |
Spliced Nanomania Grasps | Gauntlets | 380 - 400 | 35 - 60 | 35 - 60 | 35 - 60 |
Spliced Nanomania Mask | Helmets | 380 - 400 | 39 - 67 | 39 - 67 | 39 - 67 |
Spliced Nanomania Vest | Chest Armor | 380 - 400 | 51 - 86 | 51 - 86 | 51 - 86 |
Wrath of the Machine Warlock Armor
Type | Defense | Discipline | Intellect | Strength | |
---|---|---|---|---|---|
Red Miasma Bond | Warlock Bonds | 365 - 385 | 21 - 35 | 21 - 35 | 21 - 35 |
Red Miasma Boots | Leg Armor | 365 - 385 | 47 - 79 | 47 - 79 | 47 - 79 |
Red Miasma Gloves | Gauntlets | 365 - 385 | 35 - 60 | 35 - 60 | 35 - 60 |
Red Miasma Hood | Helmets | 365 - 385 | 39 - 67 | 39 - 67 | 39 - 67 |
Red Miasma Robes | Chest Armor | 365 - 385 | 51 - 86 | 51 - 86 | 51 - 86 |
Spliced Red Miasma Bond | Warlock Bonds | 380 - 400 | 21 - 35 | 21 - 35 | 21 - 35 |
Spliced Red Miasma Boots | Leg Armor | 380 - 400 | 47 - 79 | 47 - 79 | 47 - 79 |
Spliced Red Miasma Gloves | Gauntlets | 380 - 400 | 35 - 60 | 35 - 60 | 35 - 60 |
Spliced Red Miasma Hood | Helmets | 380 - 400 | 39 - 67 | 39 - 67 | 39 - 67 |
Spliced Red Miasma Robes | Chest Armor | 380 - 400 | 51 - 86 | 51 - 86 | 51 - 86 |
Wrath of the Machine Ghost Shells
Ghost Shell | Rarity | Intellect | Discipline | Strength |
---|---|---|---|---|
Infection Shell | Legendary | 21 - 35 | 21 - 35 | 21 - 35 |
Amalgam Shell | Legendary | 21 - 35 | 21 - 35 | 21 - 35 |
Infection is from NM while Amalgam is from HM.
Wrath of the Machine Artifacts
Note that Perfected Artifacts are dropped from Heroic Mode.
Type | Defense | Discipline | Strength | Intellect | |
---|---|---|---|---|---|
Perfected SIVA Capsule | Warlock Artifact | 380-400 | 30 - 81 | 30 - 116 | 30 - 81 |
Perfected SIVA Core | Titan Artifact | 380-400 | 30 - 81 | 30 - 116 | 30 - 81 |
Perfected SIVA Shard | Hunter Artifact | 380-400 | 30 - 116 | 30 - 81 | 30 - 81 |
SIVA Capsule | Warlock Artifact | 380 | 30 - 81 | 30 - 116 | 30 - 81 |
SIVA Core | Titan Artifact | 380 | 30 - 81 | 30 - 116 | 30 - 81 |
SIVA Shard | Hunter Artifact | 380 | 30 - 116 | 30 - 81 | 30 - 81 |
Weapon Loadout
Vosik I Weapon Loadout
Primary: honestly, anything you want. I'm a big fan of Hand Cannons with Explosive Rounds (for most of this raid, actually). My reasoning is that Splicer Vandals have tricky crit spots, and Shanks don't have crit spots at all - ER gives you more bang for your buck on body shots, staggers individuals and groups, and suffers less from damage drop off. That plus the fact that an ER HC will one-shot shanks from any distance you care to fire from. The only major drawback is the criminally low inventory size. You could also use a Scout Rifle with ER, but I find those aren't as snappy so tend to avoid unless I'm running out of ammo a lot. I'd recommend Fatebringer or your best Fakebringer with ER (although NB Firefly and Outlaw are mostly wasted perks in this raid - a good Fakebringer with Army of One or something is more valuable). I used Exile's Student for the longest time, too.
- Avoid: nothing, really. If your primary is obviously awful, don't use it (cough low impact Pulse Rifles cough). Exotics.
Special: this one's up to you, again. I like to run a Sniper Rifle (Ex Machina, personal choice) because it makes for easy kills on the big shanks that spawn from under the middle stage. Your typical god-roll Event Horizon or Eirene RR4 will do. You may find it easier running a shotgun to deal with vandals if you're guarding the left Spinner, for example. Low-impact, high RoF shotguns like Proud Spire with Full Auto are very valuable.
- Avoid: low-impact Snipers (high impacts are much better at their job - go get an Event Horizon). I've personally found no use for Fusion Rifles or Sidearms. Exotics.
Heavy: tricky choice - Sleeper Simulant is theoretically the best thing you can use to 2phase Vosik, but the trouble is that he likes to dance around the stage like an elderly Mick Jagger, as he's being fired at from three different directions and doesn't know where to face. It makes landing those crits somewhat tricky. You might elect to run Gjallarhorn or your best Legendary Rocket Launcher instead for the more reliable bursts of damage.
- Avoid: Machine Guns I guess?
Vosik II Weapon Loadout
Primary: similar situation as above, really. Fatebringer can realize its potential fully against groups of Dregs, and Explosive Rounds really pulls its weight against Shanks and Vandals. Ammo is a big issue though, so you might be better served with a Scout. Aim for the high impact archetype with Explosive Rounds and perks like Army of One - think Keystone 01, Badger CCL, Hand of Judgment etc. Personally I'm a huge fan of Genesis Chain here - the high impact Auto Rifle with Focus Fire and Firefly. It really messes up the enemies in this section, and you don't really have to concentrate when using it. Added bonus comes from Whirlwind, which gives bonus agility and damage against Fallen. It only really falls short against the shanks which spawn past 50%hp.
- Avoid: anything that's obviously bad. Exotics.
Special: it's important to coordinate with your team. If your lane partner is running a Shotgun, you're better off with a Sniper for example. Or, if you're running Dark Drinker there's no point running a Shotgun. Low impact Shotguns with Full Auto in grape (void) flavor can really mess up yellow bar Captains, and reduce a lane's reliance on Dark Drinker (freeing up a heavy for another Sleeper). Alternatively, Snipers like Ex Machina give great damage against the Monitors and Vosik himself should you elect away from Sleeper.
- Avoid: obviously bad choices such as Fusion Rifles and Sidearms. Exotics.
Heavy: Your choice should be between Sleeper Sim and Dark Drinker. If your lane has a good Shotgun and/or a Voidlock, don't bother with the Dark Drinker - it's only good for killing one enemy (yellow captains), and negatively impacts your team's boss DPS considerably. Otherwise, Sleeper Sim all the way for that sweet, sweet massive damage against the boss. You could alternatively use Gjally, but don't expect to be MVP.
- Avoid: non-exotic heavies. Bolt Caster.
Siege Engine Weapon Loadout
Primary: Genesis Chain is a great choice against the hordes of dregs at the start if you're short on super energy. Otherwise just use whatever - you won't be using it much. Long range Scouts are good choices against Turrets and the Spooder Tank if you're out of special ammo.
- Avoid: No Land Beyond.
Special: Sniper Rifles all the way. Great damage against the Zamboni and Ship turrets, and a team of good Snipers can down the Spooder Tank extremely quickly. If you don't own a Sniper, Shotguns as above are good for mob clean-up.
- Avoid: anything not Sniper-shaped, especially Fusion Rifles.
Heavy: my go-to is Dark Drinker for easy Captain takedowns and close quarters crowd control. Rockets can be useful against crowds, as can grape flavor Machine Guns. Running Sword means you can boost your teammates whilst they carry components, too.
- Avoid: nothing, really. Just pull your weight.
Aksis I Weapon Loadout
Primary: see previous notes - your primary foe is Dreg-shaped. You shouldn't have much trouble dealing with them. High impact Scouts, Hand Cannons the Trials Scout and Steel Medulla will one-shot Shanks.
- Avoid: nothing, really. Your exotic slot is best spent elsewhere.
Special: Snipers are great against the Turrets, especially Ex Machina. No real reason to run anything else - Shotguns may help against Captains - see notes above.
- Avoid: Fusion Rifles, Sidearms.
Heavy: Dark Drinker or Gjally for an easy Captain takedown. Anything else is sub-optimal, and there's nothing to DPS, really.
- Avoid: anything that doesn't quickly take down your Captain.
Aksis II Weapon Loadout
Primary: Your only worry here is Shanks. Use either a Hand Cannon with ER (avoids damage drop-off at range), a high impact Scout with ER (not quite as snappy as an HC but gets the job done - less reliable in panic situations), or the Steel Medulla on Challenge Mode for the extra agility from Whirlwind. NB I don't know if Steel Medulla will still one-burst Shanks at 390.
- Avoid: weapons which don't one-shot Shanks.
Special: Snipers all the way - if you're stuck on the opposite side of the arena with no Cannon, a PvE god-Sniper (1KYS w/Triple Tap, Casket Mag, SnP etc etc) can really do some work. NB that Aksis doesn't count as Fallen for the purpose of Whirlwind, so Ex Machina is less valuable than the current Event Horizon, which has Casket Mag, SnP and a potentially higher base reload speed. Everyone should be using Dark Drinker, so no need for Shotguns.
- Avoid: everything else.
Heavy: Dark Drinker. Nothing else will suffice. Ideally you're also running Radegast for the extra ammo. Use it to kill Captains, and then just lay into Aksis' legs whenever you get the fucking chance during Teleports. Razelighter is a close second, but won't do as much damage because I dunno, Destiny physics hand wave.
- Avoid: everything else.
Strategy Guide
- See also: Wrath of the Machine#Strategy Guide
Vosik Phase 1
Really no changes here, besides him having marginally more health, and the surrounding adds being stronger on account of the Heroic difficulty.
Vosik Phase 2
There are 3 main changes in this fight:
- 6 SIVA Charges drop instead of 3
- The monitors that need shooting are the big ones in the middle, instead of the smaller ones. The big monitors are easier to see but have more health.
- Safe rooms have the shutters lowered so you will need to crouch walk or slide into them - you can't walk in
Fundamentally the fight plays out the same as normal mode, but now all 6 members of your team will need to throw SIVA charges to down Vosik's shield. Besides that, the fight plays out the same way.
Siege Engine
Again, largely the same - more adds, and again stronger than in normal mode, but the only real change comes in the form of a Devil Walker that gets dropped in during the second part just in front of the Siege Engine's ramp. You'll need to take this out, or at least disable it if you want to move the parts past it.
Aksis Phase 1
This fight also plays out largely the same, the only change here is that there are 3 SIVA turrets - one in the middle (above the SIVA node/pannel), one on the left and right, both up high.
Turrets are easy to take out, but they will reactivate every 20 seconds. Keep an eye on these, they HURT and if they are left unchecked they'll be the thing that causes your team to wipe.
Other than that, the fight is the same.
Aksis Phase 2
Once again, much the same - the main difference is that once you have killed the captains and taken the cannons, there will be 9 Servitors in total (the same as Aksis Phase 1, round 3).
This means that after each SIVA charge has been thrown, you need to be ready to grab the next one. Each rotation will see 9 SIVA charges being thrown as opposed to the previous 3. (This technically speeds up rotations, and allows you to get to DPS quicker).
Also the turrets from Phase 1 are gone, so really the only thing you need to do is manage more Servitors and SIVA charges.
Only other change is at the very end; when he teleports back to mid for the 'Oryx trick' (where he tries to kill you on next to no HP), he will phase in and out for the first few seconds which will likely result in some wasted shots. After that he begins the SIVA density move and this is when you need to kill him.