King's Fall Hard Mode
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 also: King's Fall#Challenge Modes
Note that if you do not fulfill the Challenge Mode requirements but kills the boss, you will not get Challenge Mode rewards. You can attempt it later to obtain the rewards.
Warpriest Challenge
You must have different aura holders with each damage phase. No guardian can hold the aura more than once otherwise you will not receive the challenge mode drops. You CAN have someone die and you do NOT need to beat him in two phases.
TIP: If you don't know it yet, the person who steps on the third plate during each glyph sequence will get the Aura, so make sure you take note of the ones who've already held it in previous cycles. Don't step on the third plate if you've already gotten the Aura earlier.
Reward: Claw of Command, Fist of Eight Moons, Leaf of the Bleeding Tree, Sootpearl, Numinous Web, Jasper Carcanet, Attack 320 Weapons, Worm Gods' Servant,Calcified Fragment XLIII
Golgoroth Challenge
The challenge is that each player must hold Golgoroth's Gaze once per cycle. A cycle is from the moment someone grabs his gaze, until the gaze can no longer be captured.
After the first Gaze'd player has been holding the Gaze for about 15 seconds, another player must take the Gaze by shooting Golgoroth in the back. Repeat this process until every player in the fireteam has held the Gaze once. After each person has held the Gaze, let it expire on the last person who held it.
It can be done with using the regular single orb strategy, and essentially "one main gazer" (one DPS phase).
Reward: Claw of Command, Fist of Eight Moons, Leaf of the Bleeding Tree, Sootpearl, Numinous Web, Jasper Carcanet, Attack 320 Weapons, Devourer of Light, Calcified Fragment XLIV
Oryx Challenge
All 16 Bombs (4 sets) need to be detonated at the same time. The detonation takes Oryx's HP from 100% to 1%. It has nothing to do with which people killed ogres or switching runners. You can die and have the same runner throughout the fight. You will have to fight the Shade of Oryx at least 3 times per transition phase. You do not detonate any of the bombs until the final cycle.
Strategy:
- Do the fight normally, killing Ogres, killing Knights. Assigning platform-jumpers 1, 2, 3, floaters, runner, whatever you usually do.
- Shoot Oryx to stagger. Kill mobs.
- DO NOT detonate bombs.
- IF YOU DO NOT DETONATE BOMBS Oryx will summon the Shade Dimension for the transition, NOT the artillery barrage. This is what we want.
- Kill extra thralls that spawn.
- Oryx will move to the front and cast his "Dimension" so kill Knights on the left and right platforms.
- Kill the shade.
- Re-do the whole jumping/relic thing we all do.
- Repeat this until the FOURTH CYCLE.
- As usual, kill stuff. Stagger Oryx. Kill mobs.
- Have four people run to each cluster of bombs. Detonate all 16 bombs at the same time.
- Kill Oryx
Reward: Claw of Command, Fist of Eight Moons, Leaf of the Bleeding Tree, Sootpearl, Numinous Web, Jasper Carcanet, Attack 320 Weapons, Agonarch Karve, Of Light and Hunger, Calcified Fragment XLV
Loot
- See also: King's Fall#Loot
- Agonarch Karve - Ship - Oryx Challenge
- Worm Gods' Servant - Emblem - Warpriest Challenge
- Devourer of Light - Emblem - Golgoroth Challenge
- Of Light and Hunger - Emblem - Oryx Challenge
Artifacts
- Claw of Command - Titan Artifact - Challenge Modes
- Fist of Eight Moons - Hunter Artifact - Challenge Modes
- Leaf of the Bleeding Tree - Warlock Artifact - Challenge Modes
- Sootpearl - Titan Artifact - Challenge Modes
- Jasper Carcanet - Hunter Artifact - Challenge Modes
- Numinous Web - Warlock Artifact - Challenge Modes
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
|