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Destiny 2 Strikes Guide: How To Defeat All Bosses Friv 0

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With the fate of the galaxy resting in the hands of the resilient Guardians, they take part in a number of coordinated assaults on heavily defended locations filled with some of the toughest enemies in Destiny 2. Returning from the original game, these Strike missions yield some of best rewards in the game, but are quite challenging to tackle--even with a group of experienced Guardians. These Strikes will take player through set-piece filled dungeon runs with the possibility of dropping several high end gear for your characters, which make them a must for those looking to break into Destiny 2's more difficult content. In this guide, we'll be taking a look at every Strike boss in Destiny 2, and how you can get the upper hand against what comes your way.

For more info on Destiny 2 for PC, PS4, and Xbox One, including breakdowns of the three classes, along with our skill and ability galleries for the various subclasses, be sure to visit our Destiny 2 guides and walkthroughs page for more information on what's happening in the online world of the Guardians.


The Inverted Spire


Set on Nessus, The Inverted Spire Strike mission will take the fireteam to the lower depths of the Centaur planet, with the Red Legion performing a sizable excavation venture. Unearthing an ancient Vex construct that could put the entire world at even greater risk, the Guardians will have to face off against both the Red Legion and Vex in order to restore the already uneasy balance on Nessus. You'll be put through your paces as you avoid massive Cabal excavation gear, while maneuvering past the many Vex constructs that disperse through the machine race's timestream. After clearing the many obstacles, the fireteam will face off against the main boss of the Strike.


Protheon, The Modular Mind


Making appearances throughout the mission, the big bad is Protheon, who resembles an elite variation of the Vex Minotaur. Wielding twin cannons, the boss comes in with a number of support units including Goblins, sniping Hobgoblins, Harpies, and exploding Fanatics. Set across three different phases, Protheon and the Guardians start off in a central room with the boss' back against the wall. Gradually, the fight locations change, making this one of the more unusual Strike boss encounters. In the first phase, The Modular Mind teleports around the room to flank your team, while several Harpies will swoop in to catch you off guard. Aim for its head to land precision hits while taking care of any additional mobs that drop in. After dropping a third of Protheon's health, the floor of the chamber will disappear, dropping the entire party another area to fight.After landing--and make sure to use your flight skills to soften the fall--the next phase of the fight will begin. Protheon stands on an elevated platform at the center, while the fireteam waits slightly below him. After taking enough damage, The Modular Mind strikes the ground, coating the entire floor in toxic energy--causing damage to the fireteam if they stay on the ground. Keep moving, and use the protruding blocks to rest above the ground to avoid damage.

After dealing a bit more damage on the Mind,, the floor disappears again, and you'll enter the final phase of the fight. Reaching a new area, which is much smaller than the others, Protheon's attacks become more aggressive, and the irradiated waters around the platform are a constant hazard to keep track of. Once you hit the boss enough times, its head come offs, revealing a new weakpoint. Going into a frenzy, more exploding Fanatics enter the fight. Hit the boss with everything you have, and eventually your fireteam will topple this ancient Vex creation.


The Pyramidion


With many callbacks to the infamous Vault of Glass raid in Destiny 1, The Pyramidion construct on the planet Io, is a peculiar spot to explore--which also makes for a challenging Strike mission to take part in. Over the course of this Strike mission, the fireteam will have to contend with waves of Vex infantry, along with the scourge of Taken that have invaded the complex structure. After clearing through different obstacles of The Pyramidion, even with some laser-grid traps and hacking sections, your fireteam reach the center of the structure and summon the Vex overlord within.


Brakion, The Genesis Mind


Resembling a giant Hobgoblin, the Genesis Mind at the center of the Pyramidion can be a an odd fight. In the arena, several charging plates spring up after a period of time. Once you do enough damage to the giant Hobgoblin, it teleports away and shields itself behind an impenetrable force. Summoning several Goblins, the fireteam will have to charge up the alter's energy to disable the boss' shield, all the while fighting off minions and being careful of the main target's attacks. A good tactic to keep in mind is that it only takes one person to charge the alter. So having two other members of the fireteam find a good spot to fight is a good way to diminish the waves of enemies, while keeping aggro away from the friendly on the charge plate.

After taking off sections of the boss' health, it will go into frenzy and bombard the party with attacks, while summoning additional units. Use the Vex architecture for cover and take advantage of class abilities to buff and protect your team. Moving infrequently, the large Hobgolin will maneuver around the field often. Even if you have Supers ready, save them for the final phase. During the closing segment of the fight, its attacks will become more predictable, and after destroying sections of its armor, it will be easier to get a steady shot--allowing you to unload all your best weapons and Super moves to win the fight.


Savathun's Song


With the Hive having taken over the Archology base on Saturn's moon Titan, this Strike mission will take the Guardians on a search and rescue operation into the lower levels of the structure. Set within the base's Bio-Dome, a long-abandoned metropolitan hub for those living on Titan, the Hive have since taken up residence--turning it into a bizarre, and oddly colorful haven for the mysterious species. While fighting your way through the halls of the structure, the Guardians will learn more of the Hive's plans for the captured individuals, and how they'll be used in the coming events ahead. In the lowest level of the base, the fireteam confronts several Hive Wizards, who conjure up a massive Hive Shrieker, which is the source of Hive's dark magic in the Bio-Dome.


A Really Big Shrieker


Essentially a giant and more off-putting version of the Hive Shrieker--a stationary, floating Hive creature that fires homing projectiles--the Guardians will have to contend with the boss and its minions. Largely enough, the fight with this boss isn't too difficult of a fight--though keeping track of all the enemies it throws at you will likely keep you on your toes. Much like a normal Shrieker, the boss will be able to use its hide to shield itself from all damage when it feels threatened enough. When that happens, the boss will summon minions of all types to take out the Guardians. While the first two phases are mostly Hive fodder, the third phase will bring in Hive Knights and Ogre, who can deal some serious damage as quickly as they arrive into the fight.

Eventually, the giant Shrieker will summon two Hive Wizards, known as Savanthun's Handmaidens, who will cast a shield around the boss. In order to destroy the shield, one member will have to grab an available Void charge nearby, and run it up to the boss to dunk it into a slot to nullify the protection. Afterwards, destroy both Wizards and let loose with everything you have against the boss, which will be on its final legs. Unleashing explosive projectiles, use cover and run around the room to avoid damage, and eventually, the boss will meet its end.


Exodus Crash


On Nessus, you explore the inner remains of the Exodus Black's crash site to assist Failsafe, who appears to have been affected by the Fallen's tampering with the ship's systems. Journeying to one of the more remote locations of the ship's remains, you contend with a number of Fallen scavengers, along with the meddling Vex, to restore Failsafe to working order. While going through the ship, Failsafe hopes to find more information about the crew, and where their whereabouts are--despite the fact that they've been dead for many centuries. Eventually, your party reaches the engineering deck of the ship, where you encounter the Fallen Captain Thaviks, who's got his eyes on the spoils of the ship.


Thaviks, The Depraved


Throughout the Strike, your fireteam encounters several Shanks that look different than usual. These Overcharged Shanks would expel arc energy, conducting with several surfaces around the field, damaging and slowing down Guardians caught in the area. These encounters ultimately serve to foreshadow the nature of the fight with Thaviks. While the Fallen Captain brings in several units with him, and can even use cloaking tech of his own, these unique Shanks add an extra layer of challenge to the fight. During several stages after clearing sections of his health, Thaviks retreats, giving his crew the go-ahead to overwhelm your team.

During this fight, it's important to keep moving and watch all sides of the chamber--which has a central platform, along with an outer ring with several vantage points. It's easy to become overwhelmed during this fight, as the enemies can come from all sides, and Thaviks himself uses stealth to sneak about. As with most other fights, aim for the boss' head for precision hits, while avoiding his attacks the best you can. As the battle wages on, the Fallen Captain becomes more ballsy with his moves, using more melee strikes and calling in a number of Overcharged Shanks. Have one member of your fireteam be on Shank duty, while the other two take down the boss and rid the ship of the scavengers.


The Arms Dealer


Tasked with invading the Red Legion base within the EDZ, your fireteam has to put a stop to one of the Cabal faction's most trusted and resourceful warriors. During this Strike, you contend with several waves of the Red Legion, along with the pesky Fallen looking to take advantage of the chaos to raid the Cabal stronghold. As you travel further inside the base, you encounter Red Legion machines of war, including siege tanks, flying assault ships, and many Cabal Centurions looking to prove themselves to their leader. After fighting your way through the base, you confront Bracus Zahn, one of the Red Legion's most trusted soldiers.


Bracus Zahn


One thing is apparent during the lead up to this battle-- the Red Legion doesn't mess around when it comes to protecting what's theirs. Throwing dozens of enemies and vehicles your way, the Red Legion Arms Dealer lives up to his name by showing off how much resources he has at his disposal--and that doesn't let up one bit during the actual battle with Bracus Zahn. During this fight, the Red Legion elite pull out all the stops, summoning their dogs of war, armored Centurions, and even their flying vehicles. Set within a large field, with many places to hide and find cover, there's a lot of space to move around--which can be a blessing, but also a curse.

One major problem to keep in mind is that the boss throws a number of enemies at you, which may cause your fireteam to scramble. While getting distance from one another can be a decent thing during some fights, the boss' long range rifle--along with the Red Legion soldiers easily surrounding you--can make it hard to survive on your own. The best tip you can get is "stay together." It's likely you'll find yourself at the wrong end of the machine-gun blast or rocket, which means you'll need a revive fast. Eventually, Zahn will jump to an upper platform and gain a shield. This shield is impenetrable, making it easy for him and his minions to pick you off. To disable the shield, you need to find a solar charge on the outer edges of the arena, which can be slotted into nearby openings--dropping the shield and bringing the boss back to the ground. After destroying his shield twice, his health will near its end. At this point, pick off any nearby Red Legion soldiers, and let loose with your weapons against the boss to put a stop to his control of the Stronghold.


Lake of Shadows


In this PS4 exclusive Strike, the fireteam will coordinate with Devrim Kay of the EDZ and the Vanguard to take out a coven of Taken. Assimilating an abandoned town east of Trostland, the Taken are using their magic to taint the waters in the area, which is problematic for those trying to get by in the EDZ. While exploring this section of the town, you find that the Taken have constructed several Blights around the area. These Blights summon more Taken, and the only way to disable them is by entering its affected zone and destroying them from within. After clearing through the dam section of the map, you find the leader within the site of the old Water Treatment Plant, which is now under Taken influence.


Grask, The Consumed


The Taken are generally tricky to battle during many of the story and adventure missions, but this battle with Grask and his army keeps your fireteam on the move, and out of danger in surprising ways. The fight venue is set in a room with platforms in the center, with Taken energy coating the floor around it. While there are several large pipes and vents to leap onto, you spend most of your time on the central platform to get a steady shot on the boss. As a Taken Cabal, Grask wields a large shield, he and uses it to push off Guardians that get too close. Moreover, his melee hits are extremely powerful, so be sure to keep an adequate amount of distance. While battling the boss, it calls in reinforcements that spawn in the center or in the other areas of the room for vantage points.

After dropping his health down to half, Grask takes advantage of another ability that tethers Guardians to nearby Taken energy sources. Similar to the Nightstalker's Super move, these tethers keep you pinned, moving very slowly and slightly obscuring your vision. Open fire for the spots where the tethers are coming from to disable them for you and any teammates that get caught. During this final phase, Grask will become more aggressive and call in more Taken reinforcements. Be sure to keep your distance, as Grask runs over to nearby Guardians to score melee hits. Let loose with everything you've got, and you will soon come out on top and restore the area from the Taken's influence.




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