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Destiny 2 Desert Perpetual Epic Raid Changes
- Image of Desert Perpetual courtesy of Bungie

Bungie released the Destiny 2 Desert Perpetual Epic Raid two days ago. The sentiment around the game was at an all-time low, with player numbers being at worrying levels. Gladd, one of the faces of Destiny 2 content creators, had pulled out from the Epic Raid race, citing multiple reasons. The excitement for the race from players and viewers was almost non-existent. However, Bungie’s RAD delivered in ways no one expected, creating a new encounter for the final boss fight. In this article, we will take a look at what changed in the Epic Raid.

What is an Epic Raid?

Heading into the race, many did not know what an Epic Raid for Destiny 2 would entail. The first three encounters of the raid remained the same, with new additions to increase the tasks required. However, for the final encounter, the boss was the same, but the location and mechanics were different. Teams had reached the final boss within a couple of hours, but a new encounter meant we would have to wait over six hours for a World’s First clear from Saltagreppo’s team. A vital note: the order you choose to do the bosses in will impact the rest of the raid. The guide for the final encounter will be in a separate article.

Destiny 2 Agraios Inherent – Hobgoblin

When you begin the Agraois Inherent battle, you will already notice a significant difference. The boss has a final stand. We will get to this later. The changes in this encounter are:

  • Four Hobgoblins will be spread throughout the arena.
    • Three are named, one is not (you deal damage to this one)
  • Minatours can spawn all three Chronons.
    • Which one they spawn is random.
    • A capsule near their spawn location will indicate which Chronon will spawn.
  • Each portal requires one of three colored Chronons.
    • Players will need to jump through a spinning ring in the middle of the arena while holding a Chronon to reveal what Portals need.
      • There are capsules attached to each portal that will show the Chronon required for a couple of seconds after a player runs through the ring. Only the portals with the Chronon that the player was holding will show up.
    • The Chronon each Portal needs remains the same for the initial charge-up and secondary charge portions.
  • Jumping through the ring will reset the Chronons dropped from Minatours.
  • The damage portion has similar characteristics, but for part of the damage phase, the boss will remain on a platform.
  • During Final Stand, players will need to rebuff.
    • Send two players to each plate and have them search for the Hobgoblin correlating to their buff.
    • Each team kills their Hobgoblin, allowing the boss to be damaged.

Destiny 2 Epoptes, Lord of Quanta – Hydra

Screenshot of Matterspark Upgrade courtesy of the Destiny 2 channel

Players will have to be on their toes for the Hydra encounter. The changes add more moving parts. As with Wyvern, there is no Final Stand. The changes are as follows:

  • There are sets of eyes at each room entrance.
    • The middle players must now grab the temporality buff with the inside players.
  • Inside players will see two eyes glowing.
    • The middle players must show the two eyes called.
    • Once done, one of the eyes glows in the middle.
    • Call this out, and the inside player on the opposite side must shoot that eye.
    • When you break an eye, Vex Seekers will look to detain you, so breaking eyes at the same time inside is recommended.
  • When damage starts, the Hydra has four shields, but is not immune.
    • Two players are teleported into each room.
    • Break the eyes as you would during damage.
    • Doing so will teleport you back, where two of the shield’s eyes will glow.
      • Break these to take down the shields.

Destiny 2 Iatrox, Inward Turned – Wyvern

The Wyvern fight has plenty more moving parts that players will need to consider. The Wyvern does not have a Final Stand. The changes are:

  • Temportal Occulus rifts from Koregos spawn throughout the encounter.
    • Having the buff allows players to see the color of the ring.
    • Two Minatours consistently spawn near each pillar.
      • The Chronons they drop are random per encounter instance.
    • Just like Koregos have players with the same Chronon jump through the ring at the same time.
      • The ring will change color after deposit.
    • The order you need to deposit in will remain the same throughout an instance, but it resets after a wipe.
      • When each damage phase concludes, the order returns to the beginning, not where you left off.
  • The ring is now rotating.
  • The fourth tick of Diastole suspends players if they are not in the air.
  • The climbing phase is different.
    • The three players who shoot boxes need to pick up the buffs from the plates.
      • Each buff correlates to a specific pillar.
    • While the player is climbing, he can see three canisters per level.
      • These canisters will show Chronon colors.
        • They must call it out for their teammates.
      • The colors represent a level on the pillars.
        • Red – Bottom
        • White – Middle
        • Blue – Top
        • If the call is Red, Red, Blue, two players must shoot the bottom on their pillar while the other player shoots the top.
      • After each successful platform creation, more canisters spawn, and there is a chance the temporalilty buff players have changed.
        • Pay attention to what you have.
          • If yours matches a teammate, you will shoot the same pillar, but ensure that you shoot different boxes on it.

This article first appeared on Total Apex Gaming and was syndicated with permission.

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