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Vault of Glass:
Templar:
Source: http://www.reddit.com/r/DestinyTheG...w_that_the_templar_is_fixed_how_is_my_insert/
Crota's End:
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Vault of Glass:
Templar:
Now that the Templar exploit is fixed (he can no longer be pushed off), it becomes more challenging to kill the Templar, especially stop his teleports for the chest. Each subclass has its uses, and I will go over how everyone can contribute to a smooth templar fight.
For a quick refresh: Templar shield is only destroyed with Relic super. After shield destruction, detainment shields will form around players. You must destroy these. Be careful about using rockets on the Templar as his detain shield might spawn just as you fire. The Templar will attempt to teleport after a few seconds. To block it, stand in the circle at one of the teleport spots. If blocked, the Templar will remain unshielded, stay where he is, and spawn a wave of Minotaurs. If not blocked, Templar will regain shield.
Hunter
Gunslingers: Golden Gun will always be useful for its high burst damage potential. It can be used to clear waves of harpies with combustion or deal quick damage to the templar. You can also use it to quickly break teammates detainment shields, which can come in especially handy if the relic holder gets detained or a Titan traps himself in his bubble. Additionally, Golden Gun deals massive damage to oracles, which can cause a wipe if not properly handled.
Bladedancers: Bladedancer's high mobility make them great for carrying the relic. However, if you want that extra chest, the invisibility comes in really handy for holding a teleport point. Crouch down near the edge and the Templar won't be able to teleport and he won't hit you.
Warlock
Voidwalkers: Nova bomb is great for clearing waves of harpies and dealing massive damage to the Templar. But you should save your grenades and supers for when the Minotaurs spawn. Every time the Templar fails a teleport, he will spawn a wave of Minotaurs, and Voidwalkers are the best at clearing them.
Sunsingers: As always, Fireborn is amazing for risky plays. A sunsinger with Fireborn can clear enemies faster and play more aggressively because they worry less about self revive. Also, because the Templar will be constantly vulnerable, Radiance is extra effective when used with Fusion Grenades, as the Templar is easy to hit.
Titan
Defenders: Defenders are extremely useful for this fight. Besides the obvious Weapons/Armor of light for allies, Defenders with Saint-14 coupled with the new Bad Juju can have an infinite field of enemy blindness, meaning that they can hold a teleport spot by themselves for the whole fight or set up shop right in front of a spawn point. The most useful spot is the platform near the middle, which is very vulnerable to the Templar's spawn. Set up shop there and string harpies for maximum super usage.
Strikers: To be honest, Titans are almost always more useful as a Defender. Strikes can clear harpy waves with Fist of Havoc and Shoulder Charge. The most useful part about a Striker Titan, however, is the general tankiness of a Titan. Try to hold teleport spots on your own with the natural beefiness that you have. If you are getting overrun, you can use your Fist of Havoc to clear the enemies and gain a lot of damage resistance, sometimes it is better to save it if you are about to die Additionally, work on keeping the minotaurs off of your teammates by throwing flashbang grenades to keep them distracted.
Relic: Seeing as the relic had no use besides cleansing in the previous fight, a lot of people may not know how to use the relic effectively in the Templar fight. For a quick overview:
Grenade Button is the cleanse bubble. Put this around your teammates to cleanse them from the oracle mark.
Melee Button is the standard melee attack. Bladedancers will be most familiar. Use this to one-shot harpies at level 30.
Fire Button is a melee bash. Similar to shoulder charge. Good for clearing harpies and Minotaurs. Use it on harpies for super charge.
Super Button is like a straight firing a rocket with slight tracking. While it is great for killing Minotaurs, it is most importantly used to take out the Templar's shield.
Jump + Fire is a combo that does a ground pound. This does high damage to nearby enemies and knocks them back. Great for crowd control on Minotaurs.
The relic holder has two important jobs: destroy the shield, and cleanse teammates. When fighting the Templar, use your super to take down his shield. Generally high intellect stat is best for relic holders. Use your teammates' supers to gather orbs. Make sure you kill the harpies that spawn as they generate a lot of charge. When attempting to block the teleport, you will only need to use your super once on the Templar. Once his shield is down, switch focus to Minotaurs. The Templar spawns Minotaurs every time he fails a teleport and the best use of your super is to kill them. The ground pound and super does high damage to Minotaurs, and the less Minotaurs, the better.
TLW: Each subclass has unique roles in the Templar fight and mechanics are important.
Source: http://www.reddit.com/r/DestinyTheG...w_that_the_templar_is_fixed_how_is_my_insert/
Crota's End:
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