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Destiny 2: King's Fall Guide – High Ground Gaming

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by Brett Moss | Sep 13, 2022
Image: Activision & Bungie via HGG / Brett Moss
It’s been a long time since the original Destiny, and getting a fan-favorite raid back is one thing we’ve anxiously been waiting for. King’s Fall was originally the climax of the 2015 expansion, The Taken King, and its return is more than welcome. In this article, we’re going to take a look at each part of the raid and discuss the major strategies for each.
Let’s get started!
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Table of Contents
Launching King’s Fall is very simple. All you have to do is click on the Legends tab on the destination menu (it’s the same section as Vault of Glass and Prophecy).
The minimum light requirement is stated as 1550, but by the time you get to Oryx, it will have scaled up to 1580 (the Pinnacle cap). Between armor and artifact levels, it shouldn’t take long to be prepared.
This section of the raid is really simple, so we won’t go too in-depth on it. You’ll want to split into three groups of two, with a group assigned to left, right, and middle. The left and right groups will need to pick up a Taken orb (this should be done at the same time on both sides), then the teammate left without an orb on each side should protect the orb carrier.
There will be Taken barrier on the doors to each side that also need to be shot by either the extra person on each side or the people in middle. Take the orb to the middle area, where you’ll see a Taken symbol on one of the statues. Both orb carriers should deposit them at the same time. Do this several more times until the path forward is opened.
This jumping puzzle consists of two halves: a simple one that involves jumping across swinging platforms, and one of the most infamous in raid history — the ships. 
Making it across the swinging platforms is pretty easy. You just time your jumps so you land at the right time and keep doing so until you make it all the way across. 
The second part of this section is more complicated. After making it past the swinging platforms, you’ll find yourself by a large ship. Wait for your teammates to make it, then everyone should hop on together. It isn’t required to all go across at the same time, but it makes things easier. This is especially true if you have new players who don’t know the route on your team.
Once on the ship, it will begin to move forward. You’ll notice a bunch of other ships floating around near you, as well. Once the ship you’re on begins to disappear, you’ll need to be on your way to a new one. A bunch of ships will spawn from time to time within jumping range, but you need to land on the correct one.
Once you make it across, there’s a secret chest in a side room near where you’ll have to stand on plates to open the door for the last ship. You’ll see the entrance to this room as a hole in the wall to your left when going through this last section on the ship.
Totems is the first real encounter of the raid. We’ll provide a detailed rundown of what each player’s role is, then we’ll give a TL;DR for those who need a quick explanation. First, though, we’ll start off with loadout recommendations.
To start off, break your team into two groups of three — both groups will be doing exactly the same thing. The three members of each group will start out with a specific role, then rotate to another one once completing their first. Here are the three objectives for each team:
One person takes the orb at the top of the path to their side and must stand with the buff by their totem. The buff is called “Brand of the Weaver,” but most people just call it the Brand. While down there, the Brand holder needs to kill enemies to build up stacks of Deathsinger’s Power (you get them by killing enemies, and you get more from more powerful enemies).
Another person stays in the middle and helps clear ads until a Wizard spawns on their balcony. After killing the Wizard, a Taken Knight will spawn. Kill it as fast as possible and pick up the “Brand Claimer” buff it drops.
This person needs to run down to the person standing on their totem and “steal” their buff. Once this is done, the player who was originally on the totem has to run up top to deposit their Deathsinger’s Power on the middle plate.
The other player in middle that didn’t just deposit Deathsinger’s Power should then kill the Wizard and Taken Knight and start the cycle over again. Keep cycling like this until the encounter finishes. You can see symbols lighting up around the door in the middle, and once those symbols reach the top of the door frame, you’re done.
Warpriest is the first DPS encounter, and it’s also the most annoying encounter in the raid. It’s not bad, it just has some annoying mechanics.
The first thing to do for Warpriest is split into pairs — one group each on left, right, and middle. Each group should clear ads as quickly as possible until a Revenant Knight shows up for each group. Once all three Revenant Knights are dead, the glyph sequence part begins. 
You’ll get an on-screen notification when the glyph sequence starts. One of the people in the middle group has to stand on the center plate and look at the back of the large stone pillars in front of them (there’s one for each side).
One of them should be glowing on the back side (if you can’t see any glowing, that means it’s the middle one. The glyph reader should instruct a teammate to stand on the plate corresponding to the lit up pillar, then that person will stand on their plate and “read” the statues just like the last person did.
Once your team activates all three plates, the damage phase starts.
The damage phase for Warpriest can be chaotic, so we’ll walk through each part. Actually damaging the boss is easy —just stand by the person with the glowing red aura and shoot him in the head. There are several good places to stand during DPS, but make sure you pick a place with a good line of sight on Warpriest.
During the damage phase, there are knights that spawn and must be killed, otherwise the damage phase ends early. You’ll typically want to assign two people to kill the nights — one who kills the first, another who gets the second.
Once the Knight is dead, the person who killed it needs to go pick up the “Brand Claimer” buff it drops and take the Brand from the person currently holding it during DPS. Make sure the person who currently has the Brand calls out when its timer is getting low.
Once a damage phase ends, you have to hide behind the same stone pillars used to call out the glyph sequence, otherwise you’ll die to the boss’ massive damage burst. Each time a damage phase ends, he’ll destroy one of the pillars with this damage burst.
If you don’t kill the Warpriest within four damage phases, he’ll enrage and wipe your team. This happens because you won’t have anymore pillars to hide behind once the three are taken out.
The maze between Warpriest and Golgoroth isn’t too complicated once you know where to go. The route to the next encounter is as follows: turn right, left, left, right, and then just run straight ahead. There is also a hidden chest here that requires five plates in the maze to be stood on.
Once you do that, you can find the chest in the middle area. If you get into the straight hallway that leads to Golgoroth, the chest is in the back end of that straight section.
Golgoroth is the third encounter in the raid, and while he can certainly be annoying, usually it goes much more smoothly than Warpriest does. His damage phase is incredibly long if done correctly, and the mechanics aren’t too frustrating. Let’s take a look at weapons and subclasses first!
There are two roles in the Golgoroth encounter: damaging the boss and distracting him (holding his gaze). The gaze team will be tasked with acquiring Golgoroth’s gaze and making him turn so his vulnerable spot is facing the DPS team. All six players should help kill ads at the start of the encounter and in-between damage phases as well. It’s important to kill all the ads before the damage phase begins.
The major mechanic of the Golgoroth fight is Pools of Reclaimed Light. This is the name of the “pool” of light that will drop from the glowing white orbs above the arena during the damage phase. To damage Golgoroth, your team needs to shoot down this orb and stand in it while the gaze team holds Golgoroth’s gaze.
To acquire Golgoroth’s gaze, you have to shoot the glowing spot on his back. This will allow the person who shot it to have his gaze for a rather short period (just under twenty seconds), and the other person on this team needs to be in position to shoot the spot on his back again before their teammate’s timer hits zero.
To do this optimally, the two gaze people should always stay on opposite sides of the area so one always has a shot lined up. The most important part of holding his gaze, however, is positioning him so the DPS team can hit his crit spot.
It’s in his stomach and can be hard to get a shot on if he isn’t perfectly facing them, so it can get pretty hectic. Keep doing this until the damage phase ends and it should go well.
Being on the DPS team is a bit less intimidating because it’s a larger group, but they have a lot to keep up with. Other than damaging the boss, the DPS team has two major concerns. The first is staying aware of how long until they need to shoot down the next orb, and the second is watching out for Unstable Light.
Unstable Light is a status effect that people on the DPS team will randomly get, which will explode and do damage to anyone around them once its timer hits zero. When you notice this debuff, you need to leave your teammates and run to the boss.
Unstable Light’s detonation will do a decent chunk of damage to Golgoroth as well. If you have trouble noticing when you have the debuff, just pay attention to your screen. If you have Unstable Light, your screen will begin turning green.
Golgoroth has a ton of health, so it’s likely to take multiple phases to kill him. Keep cycling and it shouldn’t take long to end the fight. Once you finish him off, you’re off to another jumping puzzle and two more encounters.
This puzzle is pretty simple. As you progress toward the last two encounters, you’ll travel along a wall with large objects jutting in and out of it. These will send you flying across the room if you get hit by one, so watch out for them.
As you go through the room, you’ll encounter plates similar to the other encounters. Have one player stay on each plate as you come to them until a path is fully visible, then everyone can progress through the room.
Daughters is the quickest encounter in King’s Fall, and it’s also one of the most fun. Due to the weird way the Daughters themselves are coded, certain weapons do far more damage to them than they do to other enemies. This allows for a really fun damage phase unique to this raid.
The actual Daughters of Oryx encounter is really simple, and its major mechanic is actually the same in the Oryx fight afterwards. You’ll notice four pillars in the room, each with a plate on top similar to other sections of the raid.
There are several ways to label these pillars, but most people use the callouts L1, L2, R1, R2. From the entrance to the room (where the raid banner goes), the closest one on the left is L1 and the one in the back is L2, and it’s the same for the right side.
One player should be assigned to each of the four plates, and the other two people rotate around helping when needed. At the start of the encounter, there will be a knight kneeling on one of the plates. Kill it, and have the person assigned to that plate stand on it.
Once they do, they’ll be able to see an orb in the air above one of the other plates, which they need to call out. The person for that plate should stand on it, revealing a path in the air for the person who gets Taken.
The player that gets Taken is random, but it’ll be obvious who it is because their screen will be grayed out and they won’t be able to shoot or use their abilities.
This person has a pretty simple job. They need to go to the first plate, then make their way across the new platforms in the air that lead to the second plate. When they reach the end of this path, they’ll run through a floating orb and lose their Taken status. 
Stay focused during this encounter, especially if you’re one of the people without a dedicated plate. If a person who was supposed to be on a plate gets Taken, one of the unassigned people has to take their place.
You’ll have to complete this process three times before you can damage either of the sisters. On the third cycle, the Taken person will actually interact with the orb at the end of their path, giving them the “Brand Claimer” buff from earlier.
With the buff, that player can steal the protective shield from the sister that is glowing green. Once they’ve done that, they should join the rest of their team on the platform beneath the other sister and do DPS. One phase should be more than enough for the first sister, as long as everyone has their Rocket Launcher equipped.
After that, you just repeat the process for the other sister. Then you’re on to the final boss of the raid — Oryx, the Taken King.
Oryx isn’t an incredibly hard encounter to learn, and thankfully, we’ve already covered one of its main mechanics. Let’s take a look at loadouts and subclasses first.
Here’s the good news about this encounter — since a part of it is exactly the same as Daughters, you already know how to do it. This is the section where one player gets Taken and travels from plate to plate. If you need a refresher, there are detailed instructions in the above section on Daughters of Oryx.
In addition to the plates, there is one new mechanic during this fight. While the Taken player does their job, Ogres will spawn near the plates. Kill the ogres as quickly as possible, and when they’re dead, you’ll notice a black orb floating where they died.
Don’t walk too close to the orb just yet, but do keep track of it. After that orb appears, a Knight will spawn opposite and diagonally from where the Ogre did on the same side. Keep watch for the Knight, because it will rush toward the orb and attempt to steal it. If it does, it causes the damage phase to become shorter.
Once the third Taken player gets to the end of their path, they will grab the “Brand Claimer” buff. This time, however, they’ll rush down to where a Knight will be standing in the middle with the shield and take it from him. Then kill the now-exposed Knight and get ready for the last objective before the damage phase.
This last objective is to detonate the orbs dropped by the Ogres earlier. Have each player stand beside (not on top of) the orb they were responsible for earlier. On the bottom left of the screen, wait until you see a notification stating “Oryx calls upon the darkness.” Once you see that, have each player walk up to their orb to start the detonation process. As soon as you see “[your username] has detonated a blight” get away from it — it will explode.
Once your team has detonated all four orbs, the damage phase starts. Oryx has a pretty long damage phase, so you’ll have plenty of time to do damage. After the damage phase is over, if he’s not dead, Oryx will do one of two things. Either he’ll spawn bombs on top of you that require you to run around to avoid them, or he’ll pull random players into a bubble with him (often called the Thunderdome). The goal in the Thunderdome is to kill the shade of Oryx. After this is over, you just repeat the whole process again.
Thanks for reading this guide on the King’s Fall raid! It’s great to finally have this raid back, and we hope our guide has helped you complete it. Be sure to subscribe to our newsletter for more Destiny 2 guides!
Happy gaming!
Related Reading
Destiny 2: Arc 3.0 Guide
Best Weapons to Craft Guide (2022)
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