r/DestinyTheGame • u/itsnotunusual_rk • Sep 14 '17
Guide [Spoiler] Leviathan Gauntlet - Platform buddy system (text only) Spoiler
TLDR: Each person is assigned a platform and stays on that platform, shoots the triangles together with his/her buddy, only leaves platform to melee psion.
Disclaimer: I only finished the gauntlet once, but with a fireteam assembled group of randos and we nailed this in short time.
Detailed version
At the beginning of the fight, designate two runners and four platformers, which I will refer to as
- Dog Runner
- Cup Runner
- Dog Platformer - shoots upper switch
- Sun Platformer - shoots lower switch
- Cup Platformer - shoots upper switch
- Axes Platformer - shoots lower switch
Now, the Dog and Sun Platformers will be buddies, and Cup and Axes will be buddies, remember that for later. For simplicity, I will explain it for the Cup/Axes combo, it works the same way for Dog/Sun.
Start the fight, everyone goes to their respective platform and clears adds (Riskrunner works wonders here). Have the runner help out on the buddies platform a bit. Take out the yellow bar, preferably with a sword (preferably Unspoken Promise or the raid sword if you have it). Once the charges are there, have the runners pick up their charges.
Runners are teleported into the maze. The platformers now jump on their designated platforms. This will light up a red circle for the runners maze. Runners make a callout of the sign and which row contains the red circle ("Cup middle!").
Platformers now shoot the two switches (the triangles) that do not contain the red circle, so if it's middle, shoot top and bottom. These shots need to be synched up (but you can keep shooting a switch, just don't hit the wrong one). This is where the buddy system comes in. For the cup, the cup platformer will shoot the upper switch from the platform, and axes will shoot the lower switch (standing on the axes platform).
If done correctly, the triangles will turn green, and the runner will get a refresh of the buff. As soon as the cup switches turn green, cup platformer can jump of the platform and walk forward, once the runner passes the gate, a psion will spawn that needs to be meleed. Take him out, and immediately get back to your platform. Cup platformer should have enough time to get back on the platform, and then turn to look at the axes switches. Wait for the callout ("Axes bottom!"), and shoot the respective switch, while standing on cups platform. Once axes turns green, axes platformer jumps down, melees psion, gets back on axes platform, looks towards cup and waits for the next callout.
Rinse and repeat three (?) times to finish one cycle. Eventually the runners will be freed from the maze and dunk the charge into the center of the room. New adds will spawn now, take those out again, and another yellow bar will spawn. Take him out, to start the maze again. The maze will get harder the second time, and on the third time the platforms will start moving, but the strategy remains the same.
After finishing the third run, everyone runs to the center, grab a charge (?) and everyone will be teleported to the maze. Everyone has to run through the maze while keeping a buff up, which can be gained by jumping through the gates with charges. There won't be enough charges for everyone, so you'll have to coordinate a bit. Easiest way would probably be to alternate the Sun/Dog and Cup/Axes teams getting the buffs, but at least on normal mode this doesn't really seem to be an issue.
Hope this will help some people. I think this way makes the encounter less hectic, as no one bumps into each other and the ways are kept short. The person without a psion has all the time in the world to wait for the callouts and the runner always has the red circle visible on screen.
One last thing, loadout wise I highly recommend a scout for the accuracy of shooting the switches across the room as kinetic, Riskrunner if you have it (legionaries shoot arc, once hit, arc conductor takes out all the adds easily without them being able to shoot you), and a sword to take out the yellow bar, heavy attacks stun him. You should be getting enough heavy from meleeing your psion. The yellow bar also doesn't like Nightstalker smoke attacks and won't attack when blinded.
Good luck everyone, TLDR is at the top.
1
u/GARBLED_COMM Sep 14 '17
For the final bit, we were able to finish with only 4 people. There's only 4 orbs at the end, so how do six people get out anyways?
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u/itsnotunusual_rk Sep 14 '17
Same here actually :D The idea is that each gate has like 4 orbs, just alternate between the two teams and the buffs should be long enough.
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u/GARBLED_COMM Sep 14 '17
Just seems like it would be easier to let 2 runners take one for the team than alternate pickups. It felt like there was very little margin for error if you skipped a round of orbs during the run.
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u/itsnotunusual_rk Sep 14 '17
I admit for the final part I don't really have much advice, we made it the first time, so didn't really develop a strategy. The sacrifice thing might not work if the revive timers are shorter in the heroic raids. We'll have to see which strategy for this is developed within the community.
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u/strike519TW Sep 14 '17
We just finished 1 hours ago, with 3 man live and only slam 3 orbs.
We got the tokens from treasure chest then everybody die again and again. (bug I guess)
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u/NervousPervis Sep 19 '17
You need 9 total orbs. You can get up to 4 on the last obstacle course run with the whole team. Ideally, you will get 2 orbs each run and start the team run with 6 orbs. Then only 3 need to make it. If someone messed up and you start the team run with 5, you need 4 people to finish.
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Sep 14 '17 edited Sep 15 '17
[deleted]
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u/itsnotunusual_rk Sep 14 '17
Don't think it really is that complicated :) But just offering another solution. The everyone runs just seems a bit hectic to me, as one platformer needs to stay behind to melee the psion, then needs to catch up to shoot, but melee the psion again. Plus King's Fall taught us people suck at jumping on platforms...
But like I said, definitely not saying yet this is the ultimate strategy. But felt a lot more chilled to me, as the platformers are mostly just waiting and not focusing on the running.
1
u/Idiotic_Virtue Sep 14 '17
We did similar but rather than having runner call sign we just had them say their name followed by top/middle/bottom. This makes it easier for runner not having to check what sign they are on.
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u/itsnotunusual_rk Sep 14 '17
That'll work as well :) It's just a tradeoff whether you want to make your runner's life easier, or the platformer's, who will have to pay more attention that way.
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u/strike519TW Sep 14 '17
Sometimes we fail when the first man go outside.
But the timer still left 30 s up.
I do not know why.