Vault of Glass
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
Preparation
- The leader of your fireteam saves the progress for the raid.
- Bring a lot of Special Ammo Synthesis and Heavy Ammo Synthesis
- 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.
- 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
Rarity | Type | Attack | Damage Type | Sights | Perk 1 | Perk 2 | Perk 3 | Optional Perks | |
---|---|---|---|---|---|---|---|---|---|
Atheon's Epilogue (Year 1) | Legendary | Auto Rifles | 248-300 | Void | Red Dot-ORS TrueSight IS Ranged Lens RLS3 | Persistence | Glass Half Full | Oracle Disruptor | Flared Magwell Field Scout Perfect Balance |
Corrective Measure (Year 1) | Legendary | Machine Guns | 248-300 | Void | Soft Ballistics Accurized Ballistics Field Choke | Persistence | Surplus | Oracle Disruptor | Armor Piercing Rounds Perfect Balance Field Scout |
Fatebringer (Year 1) | Legendary | Hand Cannons | 248-300 | Arc | SteadyHand IS SureShot IS Quickdraw | Firefly | Outlaw | Oracle Disruptor | Field Scout Single Point Sling Explosive Rounds |
Found Verdict (Year 1) | Legendary | Shotguns | 248-300 | Arc | Aggressive Ballistics Accurized Ballistics Field Choke | Full Auto | Final Round | Oracle Disruptor | Fitted Stock Single Point Sling Send It |
Hezen Vengeance (Year 1) | Legendary | Rocket Launchers | 248-300 | Solar | Hard Launch Confined Launch Smart Drift Control | Tripod | MIRV Mini | Oracle Disruptor | Heavy Payload Javelin Flared Magwell |
Praedyth's Revenge (Year 1) | Legendary | Sniper Rifles | 248-300 | Void | TacSys SLS15 Ambush SLH25 LongView SLR10 | Firefly | Feeding Frenzy | Oracle Disruptor | Flared Magwell Quick Draw Field Scout |
Praedyth's Timepiece (Year 1) | Legendary | Pulse Rifles | 248-300 | Arc | Red Dot-OES Red Dot-OAS Focus Lens FLA5 | Headseeker | Secret Round | Oracle Disruptor | Flared Magwell Field Scout Perfect Balance |
Praetorian Foil (Year 1) | Legendary | Fusion Rifles | 248-300 | Solar | SteadyHand IS Truesight IS Red Dot-ORES | Glass Half Full | Reactive Reload | Oracle Disruptor | Javelin Accelerated Coils Send It |
Vex Mythoclast (Year 1) | Exotic | Fusion Rifles | 302-365 | Solar | Aggressive Ballistics Linear Compensator Smart Drift Control | Timeless Mythoclast | Zen Moment | Crowd Control | Enhanced Battery Send It Lightweight |
Vision of Confluence (Year 1) | Legendary | Scout Rifles | 248-300 | Solar | Red Dot-OES SureShot IS Ranged Lens RLS3 | Full Auto | Zen Moment | Oracle Disruptor | Single Point Sling Perfect Balance Field Scout |
- Note that Vex Mythoclast is only from Vault of Glass Hard Mode.
- Hawkmoon and Monte Carlo are only available to PS3 and PS4 players.
- Players can also obtain all Exotic Weapons sold by Agent of the Nine.
Armor
- Currently only 1 of 2 sets of Armor for each class is available.
Titan Armor
Type | Defense | Light | Discipline | Intellect | Strength | Perk 1 | Perk 2 | Perk 3 | |
---|---|---|---|---|---|---|---|---|---|
Battlecage of Kabr (Year 1) | Helmets | 280-372 | 18 | ?? | ?? | ?? | Rain Blows | Inverse Shadow | Vex Striker Vex Breaker |
Faceguard of Kabr | Helmets | 280-372 | 18 | ?? | ?? | ?? | Rain Blows | Inverse Shadow | Vex Striker Vex Breaker |
Kabr's Brazen Grips (Year 1) | Gauntlets | 229-304 | 18 | ?? | ?? | ?? | Special Weapon Loader | Impact Induction | Anti Oracle Anti Praetorian |
Kabr's Defending Grasp | Gauntlets | 229-304 | 18 | ?? | ?? | ?? | Special Weapon Loader | Impact Induction | Anti Oracle Anti Praetorian |
Kabr's Forceful Greaves (Year 1) | Leg Armor | 204-270 | 18 | 0 | 114 | 0 | Heavy Weapon Ammo | ||
Kabr's Lifegiving Treads | Leg Armor | 204-270 | 18 | ?? | ?? | ?? | Heavy Weapon Ammo | ||
Kabr's Might | Chest Armor | 306-406 | 18 | ?? | ?? | ?? | Auto Rifle Ammo Pulse Rifle Ammo Scout Rifle Ammo Hand Cannon Ammo | Special Weapon Ammo | |
Kabr's Wrath (Year 1) | Chest Armor | 306-406 | 18 | ?? | ?? | ?? | Auto Rifle Ammo or Pulse Rifle Ammo or Scout Rifle Ammo or Hand Cannon Ammo | Special Weapon Ammo |
- Helmets can only be obtained in Vault of Glass Hard Mode
Hunter Armor
Type | Defense | Light | Discipline | Intellect | Strength | Perk 1 | Perk 2 | Perk 3 | |
---|---|---|---|---|---|---|---|---|---|
Mantic Zealot Cuirass | Chest Armor | 306-406 | 18 | ?? | ?? | ?? | Auto Rifle Ammo or Pulse Rifle Ammo or Scout Rifle Ammo or Hand Cannon Ammo | Special Weapon Ammo | |
Mantic Zealot Gloves | Gauntlets | 229-304 | 18 | ?? | ?? | ?? | Special Weapon Loader | Fastball | Anti Oracle Anti Praetorian |
Mantic Zealot Greaves | Leg Armor | 204-270 | 18 | ?? | ?? | ?? | Heavy Weapon Ammo | ||
Mantic Zealot Helm | Helmets | 280-372 | 18 | ?? | ?? | ?? | Light the Blade | Inverse Shadow | Vex Striker Vex Breaker |
Prime Zealot Cuirass (Year 1) | Chest Armor | 306-406 | 18 | ?? | ?? | ?? | Auto Rifle Ammo or Pulse Rifle Ammo or Scout Rifle Ammo or Hand Cannon Ammo | Special Weapon Ammo | |
Prime Zealot Gloves (Year 1) | Gauntlets | 229-304 | 18 | ?? | ?? | ?? | Special Weapon Loader | Fastball | Anti Oracle Anti Praetorian |
Prime Zealot Greaves (Year 1) | Leg Armor | 204-270 | 18 | ?? | ?? | ?? | Heavy Weapon Ammo | ||
Prime Zealot Helm (Year 1) | Helmets | 280-372 | 18 | ?? | ?? | ?? | Light the Blade | Inverse Shadow | Vex Striker Vex Breaker |
- Helmets can only be obtained in Vault of Glass Hard Mode
Warlock Armor
Type | Defense | Light | Discipline | Intellect | Strength | Perk 1 | Perk 2 | Perk 3 | |
---|---|---|---|---|---|---|---|---|---|
Boots of the Hezen Lords | Leg Armor | 204-270 | 18 | ?? | ?? | ?? | Heavy Weapon Ammo | ||
Cowl of the Hezen Lords | Helmets | 280-372 | 18 | ?? | ?? | ?? | Energy Projection | Inverse Shadow | Vex Striker Vex Breaker |
Cuirass of the Hezen Lords (Year 1) | Chest Armor | 306-406 | 18 | ?? | ?? | ?? | Auto Rifle Ammo or Pulse Rifle Ammo or Scout Rifle Ammo or Hand Cannon Ammo | Special Weapon Ammo | |
Facade of the Hezen Lords (Year 1) | Helmets | 280-372 | 18 | ?? | ?? | ?? | Energy Projection | Inverse Shadow | Vex Striker Vex Breaker |
Gloves of the Hezen Lords (Year 1) | Gauntlets | 229-304 | 18 | ?? | ?? | ?? | Special Weapon Loader | Serpent's Tail | Anti Oracle Anti Praetorian |
Grips of the Hezen Lords | Gauntlets | 229-304 | 18 | ?? | ?? | ?? | Special Weapon Loader | Serpent's Tail | Anti Oracle Anti Praetorian |
Robe of the Hezen Lords | Chest Armor | 306-406 | 18 | ?? | ?? | ?? | Auto Rifle Ammo or Pulse Rifle Ammo or Scout Rifle Ammo or Hand Cannon Ammo | Special Weapon Ammo | |
Tread of the Hezen Lords (Year 1) | Leg Armor | 204-270 | 18 | ?? | ?? | ?? | Heavy Weapon Ammo |
- Helmets can only be obtained in Vault of Glass Hard Mode
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