Light Maze - CE Raid
Light Maze - CE Raid
Due to homework, soccer, bedtime and family stuff, a 12 year old family member became frustrated that he couldn't get into a raid with others (he since has) so he watched a bunch of Youtube videos and talked to my daughter about getting through the light maze solo (my daughter has). So, he went into the light maze by himself. After several attempts he succeeded in getting to the 14th lamp iirc, then didn't know where to go. We told him that you turn right at that lamp, and go up the hill. He eventually succeeded in completing the light maze solo and got a piece of armor and more shards/energies. He was proud of his accomplishment with his Hunter - he should be - we are... he's just 12.
Got me to thinking about others who might have a hard time getting into a raid. I'm certainly no raid expert, and anyone who has a better idea should post their experience. What I'm posting here works, but like most things in Destiny, there are usually multiple ways to succeed. Owed mostly to others I raid with, I have two characters at 32 and the third at 31.75.
Whether you're trying to solo the light maze or are going in as a team, here are a few things to consider.
1- Thrall numbers and enemy numbers in general are scaled to the number of Guardians. Sorta like a nightfall. We like a team of 3 or 4 Guardians for CE normal. Six is fine, but they all need to be committed to not dieing when at the Crota fight. Level 32 Guardians do more and take less damage against level 32 enemies.
2- A Hunter, using all of the invis perks, has the easiest time soloing the light maze. The Titans and Warlocks can do it too, but it is somewhat more difficult to complete it solo. A Titan needs the striker subclass with the area-affect pulsating fuzzball arc grenade and the Warlock Sunsinger needs the solar grenade. Both grenades are area-denial type grenades. You use these grenades to keep the Thrall away from you while you regen agility at a light (or save your ass if you get swarmed).
3- You need to set your your subclass for maximum agility. The weight of darkness really slows you down. Agility is more important than armor or recovery. The idea is to not engage the Thrall unless absolutely necessary. You don't need to stop at every light.
4- Carry/equip a gun that has the +2 agility perk, like the MIDA, Murmur, Icebreaker, Universal Remote, Swordbreaker CE shotgun and others. The MIDA seems to be the choice of those who have it. The more agility you have the easier it is. With a darkness weight of 10, a Guardian with max agility will appear to jog right by a slow walking Guardian who has little or no agility perks. A max agility Hunter can usually stay ahead of a trailing mob. Jump over the holes when you can. The Thrall need to go around, which slows them down.
5- These agility perks also apply to each individual in a 6-man raid group. Once you get through the light maze, go into your character's subclass and get the armor and recovery back to where you like them. Though, more agility will help with getting through other parts of the raid. I usually lean toward more armor and recovery because I usually play a support role most often.
If you're going into the light maze with others, get your Hunter all amped up with agility and invis, and let him lead the way by himself. The second man/woman in the group should wait till the first lamp has exploded before beginning his/her run. The remaining team members can go one at a time about a lamp or half a lamp apart. The follow-on players can usually help the player ahead of them with support fire if need be, and they can revive players along the way. All six players going as group is a big fail....
Spacing out the following-on players provides backups if the lead Hunter gets taken down. The Thrall will focus primarily on the lead 1 or 2 Guardians. The last 2-3 Guardians might not see any Thrall till they get to the bridge. Put your best players upfront.
Once the first player gets to the bridge, run across the plate to start the party, then jump up on a rock on the far side of the plate that is far enough away to not kill you when the lamp explodes. Your job now is to kill the Ogre as quickly as possible. An Icebreaker or solar tracking rocket (Gjallarhorn) works well. Once the bridge is built jump over the Thrall and cross the bridge - run/jump as fast as you can (there's that agility perk working for you again)... Any remaining players left behind, alive or dead, will spawn into the upcoming map checkpoint and will get whatever rewards there are to get.
With a Sunsinger Warlock, the next bridge is pretty easy to get across with a team of 3-4... or six.