Datto being the absolute MVP with a raid guide right after the first day. Great job on the race, and can’t wait to get in here with my own team and give it a go
If that is your feeling on it, that is fair. I don't see it that way because the raid race you are watching is the best of the best. The length of a raid doesn't determine the quality of the raid [in my opinion]
ikr, it mixes the overgrown aesthetic of the black garden (GoS is one of the most beautiful raids imo) with the blocky, textured, alien surfaces of pyramid ships (VotD is another beautiful raid)
2 things for 3rd encounter 1- there is a darkness switch above mid that you can shoot to manually trigger a planet swap, this is very useful if you are going for 1 pair of runners or if you mess up a swap. 2- the boss will always have a starting shield corresponding to which ever planets in mid have majority. 2 dark planets means he'll start on dark, 2 light planets means he'll start on light
People can say that you haven't worlds first in a while, but you're the only one who seems to have a true understanding of the encounters and can make an intelligent guide. Thank you.
@@hyperhinhitter and if you meant D2 VOG, Salt won that one. Datto has consistently slipped down the rankings since his VOG second if memory serves. Nothing to be scoffed at, his team is clearly very good. But they’re not world class.
Just a heads up! At the end of each level, in the second encounter, the orbs become available infinitely. You don’t have to worry about disrupting them once there’s no more plates to run to. Rebuff your team as much as needed to clear the last squad and there is no timer until about a minute after they’re dead. Take your time at each end and grab ammo before killing them
Yes, but don't grab the buff until light and dark are all the way done and miniboss is spawning. Not sure if it's a intended mechanic or just soft locking
The order the nodes must be shot in is: Buff node (glowing one) > New node (small one) > Buff node > New node, etc. Each new node will only spawn after the buff node is shot, regardless of who has what buff. Breaking this rotation and shooting the buff node twice in a row is what causes them to become disrupted. The only exception is if no player holds the respective buff for the chain (flux/field), requiring you to reobtain it via shooting the buff node again.
For encounter 1: A new orb spawns every time you hit the buffed “traveler” looking orb. Hitting the traveler orb twice before hitting the next orb in line will disrupt the nodes.
It's that way for all encounters. In the second encounter, if you try to re-buff before the small node is activated, it will disrupt that half of the network.
That's not actually the rule. If the buff is still on the field when you activate an orb, they disrupt for about 10-15 seconds. As soon as the buff is removed from the field (activating next node, death, running out) you can re-grab a buff with no problem. Works the same in every encounter (independently of each type of energy - Decay doesn't disrupt Splendor, of course.
@@EdenPorterMusicthe disrupt Is definitely triggered when you haven't activated a new node. Second encounter is a prime example. Your teammates need decay and splendor to kill shielded enemies. The nodes are only disrupted if the player holding decay (for example) Has failed to activate a new node before other players rebuf decay.
@@EdenPorterMusic That is not the case. We constantly had 2 runners with buffs active, running back and forth between the new spawn and the aura. They disrupt whenever you hit the buff twice without activating a new node AND there's still a buff active. Hitting the aura will create a new node after one has been activated. That's why 1 runner strat works, because you basially can't disrupt the nodes. 2 runners are faster, but you need to communicate properly.
10:55 if you go backwards while getting launched by a launcher on the second encounter you'll get more height and it should be very consistent, from my experience at least.
Massive tip for the first encounter! If your runner is close to the 4th orb, wait to complete it and let a tormentor spawn in, get it low and complete the ball and then wait out the timer as soon as the wipe mechanic starts counting down kill the tormentor and you will be a whole 30 seconds ahead so you'll have 1 minute until you wipe. Makes it very easy if you get overwhelmed with enemies or the tormentor!
5:45 my team believes that these orbs despawn if you shoot the buff granting orb before someone shoots the next spiral in a sequence. So if you grant the buff and someone is running to activate the next orb and you try to grant the buff again, it will take the buff from everyone and lock out the orbs. So just wait for a teammate to say they’ve shot the next node before trying to get the buff again.
When you shoot the aura orb, light for example, everyone inside the aura gets the Light buff. if anyone tries to shoot the light aura orb again for a new buff while someone still has the light buff it disrupts the light orbs and removes the light refuge. If you shoot the aura orb and accidentally disrupt the orbs, you do not lose your buff, so you need to be careful not to shoot them once back too soon, as you can chain disrupts.
From my experience, the orb network disruptions are caused by one thing and one thing only: Trying to get a new buff while a small orb is still available. This is because shooting the buffing orb does 2 things, give the buff to the players around it and spawn a small orb to the next in line node. Every time you shoot the buffing orb, it will attempt to spawn a small orb at the next node, if there is already a small orb there, the network will be disrupted. I suspect this is to prevent players from forcing the encounter along without having to interact with the other mechanics. Because if you could devote 3-4 people to cycle buffs while leaving only a skeleton crew to shoot mobs, then you could finish the encounter easily without ever having to spawn a tormentor. At least, without having a relative mastery over the encounter.
Your guys comms are SO clear, I couldn’t imagine being in a raid team this chill. Our 3am hectic insanity was WAY more the mood here for that Nez fight 😂
Beat the raid Day 1 myself, but here I am, as is tradition. Thanks for the guide Datto, and good luck to anyone wanting to get the new exotic. Don’t forget to do those encounter triumphs!
Awesome guide! Thank you! Also, my group figured out an easy strategy for the first encounter: First sequence: do NOT kill psions to spawn the tormentor, if you have two runners alternating the sequence, they should easily be able to finish before the timer reaches zero. If you do this, the psions will DESPAWN during the little pause period between sequence 1 and 2. Sequence 2: this one requires three runners. Runner 1 + 2 will alternate rapidly until the runner 1 hits the 3rd node. Then, runner 2 + 3 will get the buff together at the same time. Runner 2 will go to whichever is the 4th node and runner 3 will go to the final node on the little flower at the end of the sequence. Meanwhile, runner 1 goes to the node that is meant to give the buff for the final node. Once runner 2 has shot their 4th node, then runner 1 shoots the buff giving node, then runner 3 will be able to use the buff he got previously to get the node at the end. The rest of the team will wait to kill psions until the 10 second mark of the debuff. This will spawn the tormentor before the runners finish. Do NOT kill the tormentor. Get him weak and "save" his death for sequence 3. As soon as sequence 3's debuff begins, kill the tormentor. This will extend the time for runners while also giving tormentor team extra time to dmg the tormentor during the "in-between" phase. For the 3rd and 4th sequences, have 2 runners alternating like normal and proceed normally, though if the runners are fast enough, you can "save" the next tormentor for the beginning of the 4th sequence. Similar to what you did going from sequence 2 to sequence 3.
I wish the Nezarec fight was a bit more true to his theme. I would've never thought he was some immensely powerful telepath here. He only seemed like a super Tormentor. I wish there was some mechanic were half the raid team would be sucked into a dream world where they had to fight nightmares or phantoms while the other half had to defend the sleepers and wake them up. Or maybe Nezarec could control a horde of enemies in perfect synchronization.
Important Note: Damage phase for the first boss (the one with the planets) begins at whatever color has 2 planets. So, if there are 2 dark planets and 1 light, you should start at a dark plate. However, the order it goes in does seem to be random after that. This means there is no chance (to my knowledge) of there being 3 of the same color.
The order isn't random, it will always alternate. So Light > Dark > Light, or Dark > Light > Dark. So teams should start on one of the plates that shares a color like you say, then head to the opposite color next.
massive cap. this idiot literally dumped his own explanation in the trash at 14:00 by switching it up and not showing anything for floors 2 and 3 like he did for 1.
Not sure if you noticed this, but you said that in the first encounter, you will always have Sweeping Terror, but that is untrue, once you complete one phase, the timer goes away, then returns to the base timer - so if youre fast enough with the Light leap frog, you can leave a Tormentor alive and have it ready to kill in second phase for more time Also couple of things for second encounter: 1) For the runners, you don’t actually have to keep going back to the other side - if your team is confident enough and everybody understands all the mechanics, you can have the runner that initially launches stay on the side they launched and become a runner for the opposite side and voice versa. You will still have to send someone back over with buff again, but this way you’re only going once per buff, not back and forth multiple times This minimizes the amount crossing with the buggy launcher. 2) The buffs at the end become infinite, so you can keep refreshing to damage the last waves of ads + boss For the third encounter, it is always 2 of one color, and one of the other. Which ever one (light or dark) has 2 for the middle planets, that’s the one you will start at. And then the boss switches back and forth the shield colors. So if it’s 2 light, 1 dark, you will start at a light plate, then go to the dark one, the go the second light plate. For Nezarec, if your runners are having a hard time being fast enough, throw in another player, or have one of the other ad-clearers jump in for a couple nodes to speed it up. Once you learn the paths, single runners should be just fine tho
you explain the orb part perfectly. my it's hard for me to get into raid with my clan and I always want to try and do the orb running but dont want to screw it up. nice guide datto!
Thats just the encounter mechanics we don’t actually gain the power to move worlds, her statement means we actually gain that as one of our powers which obviously isn’t the case lol
My team found that orbs will despawn if you shoot them before they have an aura around them. Additionally, there’s a little darkness crystal in the air during the planets encounter. You can shoot it to clear everyone’s buffs and immediately make the planets move.
Hear's the classic datto raid guide elevator music. BABE DATTO POSTED ANOTHER RAID GUIDE. truly one of the best and most dedicated d2 creator. You'll get your day 1 win champ. Only a matter of when
Most people who say this raid is easy have an extremely close and communicative group of people. It's a completely different story through LFG lol. 9 hours and only got to the planets
This was the first time I got a contest mode clear, I was on ad-clear for most of it; but these videos give me and so many others the confidence to try it
I wonder how people are gonna argue about call outs for planets. Our group used R1 L1 R2 L2 designations for the triangles and standardized the positions by labeling the left corner 1, the right 2, and the top of the triangle 3 (instead of something like 1s being towards the center of the arena).
The most visually stunning location Bungie had ever made, and it's not even close. Despite final boss being low health, he did some INSANE stuff that ruined DPS for us. Once he decided to run TO THE OTHER SIDE of the entire map, then activate. And stayed there for half the phase. Another time he hid behind the only obstruction. And when I mention those 2 things, we were stuck at him for 4hrs and he did this on 80% of our fights. We killed him twice, but died at the same time and didn't complete it. But our weapon levels triggered and we got engrams for killing him. So in reality, we killed him 3 times in 4hrs last night.
For the second encounter, having a hunter be the runner really helps with the boopers, as depending on your movement they may sometimes launch you downwards and a triple jump will be enough to save you most of the time. Titans might be able to do it with catapult/high lift, but warlocks have no shot if they get a full on downwards launch.
>be me >be stuck on damage on nezerac >take a break last night >wake up >datto guide >thunderlord? >clear in 45 mins after reconvening Datto is just the best. Thanks for helping us get our first contest emblem!
The thing that causes the orb lockout is shooting the aura orb while the buff is already on the field. This is true across all encounters w/ the orb chain mechanics, so for the fastest way to get through the chain is to have 2 players alterneting orbs, making sure to call out once the orb has been activated to avoid disruption. This should make it easier to skip the refuge on nezarec once contest is over and add managment doesn't need to be as intensive.
While the buff is on the field AND an unactivated orb of the same color is present. So that means if you shoot the aura orb, granting the buff to two or more people and then activate the next node, you can immediately go back to the aura orb to continue the chain.
Tip for 3rd encounter: For planet callouts, me and the other runner always did the set of planets on the far side of the room, then the bottom set. Then we could simplify callouts to top, left, and right. An example callout would be: right is top, left is right. It worked out much better than numbers or planet colors.
this is probably the first time ever where I have understood 90% of the raid mechanics from a single video... this raid seems surprisingly easy even for a -100iq dude like me lmao
Tips for a few encounters: Second Encounter: My two teams had two runners. One that crossed the gap to get the nodes on the other side and one that took the buff to get the nodes on the same side the buff was on. This made it significantly faster and easier as the person who got the buff on their side could kill the shielded enemies that spawned while the gap crosser made their way back and killed ads on the opposite side. We ended up getting done with around a minute on the timer this way with little to no trouble with the ads.
I always took a step backwards on the launchers right as I shot on warlock, It was way more consistent but I still ran strand during that encounter for when it decided to dunk me. We also used a different strat for orb running on the second encounter, whenever we swapped sides we stayed there to grab the opposite sides buff, shot the orb on that side, then buffed again and jumped back. It required 3 jumps instead of 6 like your path so we had half the chance of getting screwed by the launchers.
Fun Fact: In the first encounter, you can manipulate which side the Tormentors spawn based on what "side" the final Psion you punch/kill is on (at least that seems to be the pattern I've noticed)
Datto, you're a lifesaver, me and my team have been stuck on the last boss for like 7+ hours, getting close everytime, but survival was the downfalls tho i'm surprised thunderlords does that much, we barely got half of that dmg you guys did, but, thanks for this
If I may add something to the first encounter as a bit of advance strategy, the first set of plates can usually be completed without needing the tormenter's additional time. As such, spawning this tormenter and getting them low to have one ready to pop when needed is a great safety net.
Some notes I had from my run: - 1st encounter: 2 people on orb team, 4 on ads. Datto’s note of “don’t touch it if it’s not your job” is crucial here. Barrier champion blocks orb team, tormentor adds time. Kill both ASAP. - 2nd encounter: clear comms as much as possible, only orb team needs to relay which area has the buff. Ad clear team should not hit the orb, as it will likely disable the buff, resulting in a possible wipe due to time. Second floor was our team’s most difficult, as any death would spawn the ghosts on the light side (even if death was on dark) -3rd encounter: ad clear is crucial in the middle arena, a lot spawn very quickly. Datto also mentioned that it is possible for an all 3 of the same type, and that’s incorrect, as a colossus kill on one side can only move planets on that respective side. Damage will always start on a plate that had 2/3 planets, and the second will be the opposite (light-dark-light or dark-light-dark) - 4th encounter: same team composition as 1st/2nd encounters worked for us, but we had one ad clear on each team start a refuge buff just in case. Designate where the refuge buff will be placed to avoid confusion.
Love that the orbs don't point to the next one even while you're explaining it never once saw the beam pointing at the orb you hit lol so I'm still confused:)
The "nodes have been disrupted" message which causes the orbs to disappear for ~10 seconds, seems to occur when the node with the respective "field of x" buff is activated (or gained from a potential linger effect) a second time before the next node in the sequence is activated AND someone on the team still has that buff. As far as I know it has nothing to do with number of people grabbing one buff.
5:45 if you claim the buff a second time BEFORE a new node is shot (i.e, without making progress), all nodes disappear for a few seconds. no progress is lost, but you will lose time, which is limited in all encounters with this mechanic. it's not because someone double dipped on the buff, it's because the buff was claimed twice before progress was made. when i did the first encounter, we had two runners - me and another, it went a little like this: 1. i would shoot the orb and go to the first helix, he would wait at the second helix. 2. once i'd shot the first helix, i'd return to the orb and shoot it - this spawned the orb for the second helix and allowed HIM to shoot it with his old buff. 3. after my part in step 2, i'd take my buff to the third helix, while he ran back to the orb and shot it - basically the reverse of step 2. it basically flows from there - saved us time and let us carry the first phase's tormentor into the second, giving us 30 extra seconds. i'll note that this strat breaks down in the second phase due to the increasing number of helixes and increased travel time between them, but it demonstrates how the buff system works, how to break it and how to avoid breaking it. from the second phase onward, i was the only runner in my first encounter runs. tl;dr, to avoid the orbs disappearing, make sure that the next node is activated BEFORE claiming the buff again - it can be done by anyone with the buff.
5:45 in my team's experience (especially on Nezarec) if you shoot the ball to gain a buff before another orb is completed it'll despawn all the orbs until both players lose the buff.
The first encounter kinda feels like crown of sorrows but done right. Shorter cycle less cycles to finish encounter and each cycle makes you advance in the arena making you not fight in the same exact place every cycle.
Many other Destinytubers already habe their guides uploaded, but I'm aleays gonna wait till Datto's guide for reference. My go to channel for Destiny guides ando more.
Fyi, the wipe avoidence mechanic can also be determined by what color nezarez himself is, he himself will glow either light blue or orange, i think this is better as the glow on weakpoint break is funky as far as i could tell on my clear
For the 3rd encounter damage phase - the planets in the middle will always be either 1 light and 2 dark, or 1 dark and 2 light. Whichever alignment has 2 planets, will be the plate you want to start your dps on. I'm confident this is 100% true as I've gotten to damage phase around 50 times and it's been consistent. This also allows you to know your path between plates, as the 2nd plate will always be the opposite alignment. So to put it into an example. You have 1 dark planet on the left, and a light planet in the middle and right. You will start your dps in the middle (a light plate of which there are two, this one makes the most sense as it's closest to your next plate), then move to the dark plate on the left, and finally cross over to the last light plate on the right.
The reason the orbs despawn is if somebody grabs the buff before the person before them has planted the buff. If one person is out with the buff looking for a seed to plant, another person can't shoot the orb again or everything will despawn. It's basically just a game of leap frog.
A little trick on 2nd encounter - as a runner don’t be afraid to switch from light buff to dark buff. We were able to get routes down efficient and each floor had 35 - 40 secs remaining
The 1st encounter, I did the light buff myself. The rest of my friends killed the enemies. I found it to be a ton easy our way. No need to have 2 people doing the light buff. That person just has to do it quickly so you don't stress them out. P.s. We almost got to the 3rd encounter before the game started getting buggy and we got stuck outside those pyramids buildings and we couldn't finish it. Such a downer because we wanted to do the first day challenge. 2nd encounter, if we died, we kept getting sent to the other side where other buff was. Therefore losing us time to finish it. And also the launcher was buggy a lot.
The orbs break in the encounters with them when you activate the orb to get the buff twice in a row without depositing a buff in between. If I get my buff, and I go to deposit it, and while I go on my way, someone else gets the buff, it'll break. I'm pretty sure this is what happens when the cycle breaks. I also had it break when I shot a platform I wasn't suppose to shoot, as in one that was already activated, though this only happened in nezarec.
Thank you datto for this guide being out so early! You literally saved us for the last encounter because we've been doing it wrong and finally got the day 1 done! Great job on the race and I hope you get it next time!
It's usually not relevant but you can shoot the little Darkness gem floating in the air during encounter 3 to end Planetary Shift early. Normally you don't need it since it auto-ends when 4 commands are input, but if someone dies and you think you won't get one of your pairs of planets done, you can shoot that gem to end the phase early and give yourself more time to recover & input the remaining stuff on a second attempt before the planets wipe you.
To expand on how the orbs work generally: - The next orb in the sequence, the one you go over to and shoot, spawns in when you shot one of the previous orbs to get the buff. - The orbs will break sequence if someone shoots a previous orb to get the buff BEFORE the previous person with the buff shots the new orb. You cannot get a new buff until you have finished getting the new orb that spawned in from getting buff. - If you wait too long and lose the buff, then if no one has the buff you can get the buff again without breaking sequence, but it only works once. - You can use an old buff to shoot a new orb but you need to make sure that someone shoots a previous orb to get a buff to spawn in the new orb. This means that you could have many people with the buff go stand next to future plates and have one person rebuff to get the buff over and over to spawn in the orbs in quick succession, being careful not to break sequence by buffing before the people on the plates had time to shoot the next orb.
Here for the music
Amen.
Amén.
Gotta put my headset on full blast fytb
For those wondering it’s “First to Last” by Gunnar Olsen
It’s just so satisfying and has always paired wonderfully with Datto’s eloquent articulation.
Datto being the absolute MVP with a raid guide right after the first day. Great job on the race, and can’t wait to get in here with my own team and give it a go
Lucky and like 60 other youtubers have guides ..
@@joshthehawk746 nobody asked. imagine going to fucking lucky for a raid guide ahahah. get outta here
brother finished the raid and said ok now to guide the rest of you. Datto, raid guider of the gods
@@domingorico7994 cringey comment
@@lgtokyo2665 troll nobody asked.
Easily one of the most beautiful spaces/activities in the entire game. I can't wait to go through it myself.
Yes but sadly it’s another Deep Stone Crypt. Glorified strike
If that is your feeling on it, that is fair. I don't see it that way because the raid race you are watching is the best of the best. The length of a raid doesn't determine the quality of the raid [in my opinion]
ikr, it mixes the overgrown aesthetic of the black garden (GoS is one of the most beautiful raids imo) with the blocky, textured, alien surfaces of pyramid ships (VotD is another beautiful raid)
@@yunoscubasteve just like how wrath only took less than 2 hours to complete day 1 yet is regarded as the best raid ever
@@slytheninja nah last wish is
2 things for 3rd encounter
1- there is a darkness switch above mid that you can shoot to manually trigger a planet swap, this is very useful if you are going for 1 pair of runners or if you mess up a swap.
2- the boss will always have a starting shield corresponding to which ever planets in mid have majority. 2 dark planets means he'll start on dark, 2 light planets means he'll start on light
People can say that you haven't worlds first in a while, but you're the only one who seems to have a true understanding of the encounters and can make an intelligent guide. Thank you.
He’s never had a worlds first. Always the bridesmaid.
@@bm2844 he got vog
@@hyperhinhitter he got second. He’s never won one
@@hyperhinhitter and if you meant D2 VOG, Salt won that one. Datto has consistently slipped down the rankings since his VOG second if memory serves. Nothing to be scoffed at, his team is clearly very good. But they’re not world class.
@@bm2844 i mean he did get second place in vow and crown of sorrow and third in last wish. So they are really close to that sweet first place
Just a heads up! At the end of each level, in the second encounter, the orbs become available infinitely. You don’t have to worry about disrupting them once there’s no more plates to run to. Rebuff your team as much as needed to clear the last squad and there is no timer until about a minute after they’re dead. Take your time at each end and grab ammo before killing them
Thanks for the tip! Did not know this!
Yes, but don't grab the buff until light and dark are all the way done and miniboss is spawning. Not sure if it's a intended mechanic or just soft locking
Shoutout again to roen’s team!!
@@InvidiousApple that shit wiped our team like nine times it was infuriating
@@InvidiousApple it’s just soft locking but you can shatterdive them off
The order the nodes must be shot in is: Buff node (glowing one) > New node (small one) > Buff node > New node, etc. Each new node will only spawn after the buff node is shot, regardless of who has what buff. Breaking this rotation and shooting the buff node twice in a row is what causes them to become disrupted. The only exception is if no player holds the respective buff for the chain (flux/field), requiring you to reobtain it via shooting the buff node again.
When you put it like this, it makes it feel so much more understandable
We now live in a time where datto can put out a full raid guide before contest mode even ends because it's no longer 24 hours
Except he released the video 22 hours after Raid launch, so even if contest mode was still 24 hours it still would have been before end of contest
its also not a difficult raid....
Good?
to be fair it hasn't even been 24 hours yet
he did various ones way before 24 hours now he can actually get some sleep
For encounter 1: A new orb spawns every time you hit the buffed “traveler” looking orb. Hitting the traveler orb twice before hitting the next orb in line will disrupt the nodes.
It's that way for all encounters. In the second encounter, if you try to re-buff before the small node is activated, it will disrupt that half of the network.
That's not actually the rule. If the buff is still on the field when you activate an orb, they disrupt for about 10-15 seconds. As soon as the buff is removed from the field (activating next node, death, running out) you can re-grab a buff with no problem. Works the same in every encounter (independently of each type of energy - Decay doesn't disrupt Splendor, of course.
@@EdenPorterMusicthe disrupt Is definitely triggered when you haven't activated a new node. Second encounter is a prime example. Your teammates need decay and splendor to kill shielded enemies. The nodes are only disrupted if the player holding decay (for example) Has failed to activate a new node before other players rebuf decay.
@@EdenPorterMusic That is not the case. We constantly had 2 runners with buffs active, running back and forth between the new spawn and the aura. They disrupt whenever you hit the buff twice without activating a new node AND there's still a buff active. Hitting the aura will create a new node after one has been activated.
That's why 1 runner strat works, because you basially can't disrupt the nodes. 2 runners are faster, but you need to communicate properly.
@@Keksgame correct
10:55 if you go backwards while getting launched by a launcher on the second encounter you'll get more height and it should be very consistent, from my experience at least.
Ol' reliable Dares of Eternity stuff
I have found that if I go right up against it, and hold backwards against the booper thing as you shoot it, it gets you higher
Massive tip for the first encounter! If your runner is close to the 4th orb, wait to complete it and let a tormentor spawn in, get it low and complete the ball and then wait out the timer as soon as the wipe mechanic starts counting down kill the tormentor and you will be a whole 30 seconds ahead so you'll have 1 minute until you wipe. Makes it very easy if you get overwhelmed with enemies or the tormentor!
5:45 my team believes that these orbs despawn if you shoot the buff granting orb before someone shoots the next spiral in a sequence. So if you grant the buff and someone is running to activate the next orb and you try to grant the buff again, it will take the buff from everyone and lock out the orbs. So just wait for a teammate to say they’ve shot the next node before trying to get the buff again.
This is true
When you shoot the aura orb, light for example, everyone inside the aura gets the Light buff. if anyone tries to shoot the light aura orb again for a new buff while someone still has the light buff it disrupts the light orbs and removes the light refuge. If you shoot the aura orb and accidentally disrupt the orbs, you do not lose your buff, so you need to be careful not to shoot them once back too soon, as you can chain disrupts.
Glad casuals like me can seed how to run the raid, thanks for treeting us to this knowledge and not leafing us in the dark Datto
Seed
@@omensoffate leafing 🗿
You really rose to the occasion here
datto certainly got right to the root of the problem with these mechanics
ROOT of nightmare puns - love it
It’s that time of the year again where my ears are blessed by the iconic raid guide music!
From my experience, the orb network disruptions are caused by one thing and one thing only: Trying to get a new buff while a small orb is still available. This is because shooting the buffing orb does 2 things, give the buff to the players around it and spawn a small orb to the next in line node. Every time you shoot the buffing orb, it will attempt to spawn a small orb at the next node, if there is already a small orb there, the network will be disrupted.
I suspect this is to prevent players from forcing the encounter along without having to interact with the other mechanics. Because if you could devote 3-4 people to cycle buffs while leaving only a skeleton crew to shoot mobs, then you could finish the encounter easily without ever having to spawn a tormentor. At least, without having a relative mastery over the encounter.
Your guys comms are SO clear, I couldn’t imagine being in a raid team this chill. Our 3am hectic insanity was WAY more the mood here for that Nez fight 😂
Needed this music to motivate me through my time on the toilet.
Beat the raid Day 1 myself, but here I am, as is tradition. Thanks for the guide Datto, and good luck to anyone wanting to get the new exotic. Don’t forget to do those encounter triumphs!
The only Destiny Content Creator who can explain this without having a stroke while giving the info.
The tormentors when they die while in the air and go flying is the funniest thing I’ve ever seen in a raid to date.
Awesome guide! Thank you!
Also, my group figured out an easy strategy for the first encounter:
First sequence: do NOT kill psions to spawn the tormentor, if you have two runners alternating the sequence, they should easily be able to finish before the timer reaches zero. If you do this, the psions will DESPAWN during the little pause period between sequence 1 and 2.
Sequence 2: this one requires three runners. Runner 1 + 2 will alternate rapidly until the runner 1 hits the 3rd node. Then, runner 2 + 3 will get the buff together at the same time. Runner 2 will go to whichever is the 4th node and runner 3 will go to the final node on the little flower at the end of the sequence. Meanwhile, runner 1 goes to the node that is meant to give the buff for the final node. Once runner 2 has shot their 4th node, then runner 1 shoots the buff giving node, then runner 3 will be able to use the buff he got previously to get the node at the end. The rest of the team will wait to kill psions until the 10 second mark of the debuff. This will spawn the tormentor before the runners finish. Do NOT kill the tormentor. Get him weak and "save" his death for sequence 3. As soon as sequence 3's debuff begins, kill the tormentor. This will extend the time for runners while also giving tormentor team extra time to dmg the tormentor during the "in-between" phase. For the 3rd and 4th sequences, have 2 runners alternating like normal and proceed normally, though if the runners are fast enough, you can "save" the next tormentor for the beginning of the 4th sequence. Similar to what you did going from sequence 2 to sequence 3.
Great guide! Fun raid, super frenetic, always moving. Congratulations to everyone who managed a contest clear!
I wish the Nezarec fight was a bit more true to his theme. I would've never thought he was some immensely powerful telepath here. He only seemed like a super Tormentor. I wish there was some mechanic were half the raid team would be sucked into a dream world where they had to fight nightmares or phantoms while the other half had to defend the sleepers and wake them up. Or maybe Nezarec could control a horde of enemies in perfect synchronization.
Like Calus?
Important Note: Damage phase for the first boss (the one with the planets) begins at whatever color has 2 planets. So, if there are 2 dark planets and 1 light, you should start at a dark plate. However, the order it goes in does seem to be random after that.
This means there is no chance (to my knowledge) of there being 3 of the same color.
The order isn't random, it will always alternate. So Light > Dark > Light, or Dark > Light > Dark.
So teams should start on one of the plates that shares a color like you say, then head to the opposite color next.
@@GnarlyGibbon This is true. I didn't know when I wrote the original comment, but have noticed this since.
my group decided on referring to the "orb person" as the "ball fondler" and I will accept nothing else.
My favorite part of any expansion, Datto’s guide and that sweet music
you make the best guides because you show encounters being done and thoroughly explain mechanics and what to do in each encounter
massive cap. this idiot literally dumped his own explanation in the trash at 14:00 by switching it up and not showing anything for floors 2 and 3 like he did for 1.
Not sure if you noticed this, but you said that in the first encounter, you will always have Sweeping Terror, but that is untrue, once you complete one phase, the timer goes away, then returns to the base timer - so if youre fast enough with the Light leap frog, you can leave a Tormentor alive and have it ready to kill in second phase for more time
Also couple of things for second encounter:
1) For the runners, you don’t actually have to keep going back to the other side - if your team is confident enough and everybody understands all the mechanics, you can have the runner that initially launches stay on the side they launched and become a runner for the opposite side and voice versa. You will still have to send someone back over with buff again, but this way you’re only going once per buff, not back and forth multiple times This minimizes the amount crossing with the buggy launcher.
2) The buffs at the end become infinite, so you can keep refreshing to damage the last waves of ads + boss
For the third encounter, it is always 2 of one color, and one of the other. Which ever one (light or dark) has 2 for the middle planets, that’s the one you will start at. And then the boss switches back and forth the shield colors. So if it’s 2 light, 1 dark, you will start at a light plate, then go to the dark one, the go the second light plate.
For Nezarec, if your runners are having a hard time being fast enough, throw in another player, or have one of the other ad-clearers jump in for a couple nodes to speed it up. Once you learn the paths, single runners should be just fine tho
you explain the orb part perfectly. my it's hard for me to get into raid with my clan and I always want to try and do the orb running but dont want to screw it up. nice guide datto!
*3rd encounter*
The power to move worlds will soon be yours.
-Savathun, 2022
Thats just the encounter mechanics we don’t actually gain the power to move worlds, her statement means we actually gain that as one of our powers which obviously isn’t the case lol
The iconic background music. Yup, Datto raid guide time
Love to see the comments in a guide. As the commentors tell you what to do instead of what the actual video says
My team found that orbs will despawn if you shoot them before they have an aura around them.
Additionally, there’s a little darkness crystal in the air during the planets encounter. You can shoot it to clear everyone’s buffs and immediately make the planets move.
this is 100% the first guide i have fully understood of any raids, very very well explained and put together! thanks very much!!
Hear's the classic datto raid guide elevator music.
BABE DATTO POSTED ANOTHER RAID GUIDE. truly one of the best and most dedicated d2 creator.
You'll get your day 1 win champ. Only a matter of when
One of the coolest looking raids.
Never get tired of hearing that song in the background for these guides
loved this raid, this was my first day one, idc if it was rlly easy, I'm just happy my team got a day one
Most people who say this raid is easy have an extremely close and communicative group of people. It's a completely different story through LFG lol. 9 hours and only got to the planets
This was the first time I got a contest mode clear, I was on ad-clear for most of it; but these videos give me and so many others the confidence to try it
I wonder how people are gonna argue about call outs for planets. Our group used R1 L1 R2 L2 designations for the triangles and standardized the positions by labeling the left corner 1, the right 2, and the top of the triangle 3 (instead of something like 1s being towards the center of the arena).
The most visually stunning location Bungie had ever made, and it's not even close.
Despite final boss being low health, he did some INSANE stuff that ruined DPS for us. Once he decided to run TO THE OTHER SIDE of the entire map, then activate. And stayed there for half the phase.
Another time he hid behind the only obstruction.
And when I mention those 2 things, we were stuck at him for 4hrs and he did this on 80% of our fights. We killed him twice, but died at the same time and didn't complete it. But our weapon levels triggered and we got engrams for killing him. So in reality, we killed him 3 times in 4hrs last night.
big cap
For the second encounter, having a hunter be the runner really helps with the boopers, as depending on your movement they may sometimes launch you downwards and a triple jump will be enough to save you most of the time. Titans might be able to do it with catapult/high lift, but warlocks have no shot if they get a full on downwards launch.
thats weird my teams hunters were getting launched too high and went from first to third floor
>be me
>be stuck on damage on nezerac
>take a break last night
>wake up
>datto guide
>thunderlord?
>clear in 45 mins after reconvening
Datto is just the best. Thanks for helping us get our first contest emblem!
Already beat the raid, but it’s tradition to watch Dattos raid videos
Got my clear day 1, but I'm watching for the music and because Datto puts in a lot of effort for these.
The thing that causes the orb lockout is shooting the aura orb while the buff is already on the field. This is true across all encounters w/ the orb chain mechanics, so for the fastest way to get through the chain is to have 2 players alterneting orbs, making sure to call out once the orb has been activated to avoid disruption. This should make it easier to skip the refuge on nezarec once contest is over and add managment doesn't need to be as intensive.
While the buff is on the field AND an unactivated orb of the same color is present.
So that means if you shoot the aura orb, granting the buff to two or more people and then activate the next node, you can immediately go back to the aura orb to continue the chain.
Great guide - expect nothing less from the GOAT!
Everyone doing guides
Only Datto doing the Math and giving us Examples
Gg´z good man
Tip for 3rd encounter:
For planet callouts, me and the other runner always did the set of planets on the far side of the room, then the bottom set. Then we could simplify callouts to top, left, and right. An example callout would be: right is top, left is right. It worked out much better than numbers or planet colors.
Just an awesome and beautiful raid. While short, still awesome. Also we've got to make the Blueskip commonplace
I feel a jez explanation for this raid will be one of his best
Came for the music, stayed for the video xD
Annual raid guide music listen along! You're an absolute champ for this Datto
5:50 The reason the orbs despawns is if someone refreshes again before the next orb is activated. You can only refresh once per orb.
Already cleared, still gonna watch for the music and vibes
Best part of a Datto raid video is the music
I am genuinely here just for the music even thought I've finished it!
Man this raid guide for Nez was perfection.
Was looking at another guide, it was so f**cking wordy and confusing,Datto the real MVP, straight to the point!
this is probably the first time ever where I have understood 90% of the raid mechanics from a single video... this raid seems surprisingly easy even for a -100iq dude like me lmao
Tips for a few encounters:
Second Encounter: My two teams had two runners. One that crossed the gap to get the nodes on the other side and one that took the buff to get the nodes on the same side the buff was on. This made it significantly faster and easier as the person who got the buff on their side could kill the shielded enemies that spawned while the gap crosser made their way back and killed ads on the opposite side. We ended up getting done with around a minute on the timer this way with little to no trouble with the ads.
I always took a step backwards on the launchers right as I shot on warlock, It was way more consistent but I still ran strand during that encounter for when it decided to dunk me. We also used a different strat for orb running on the second encounter, whenever we swapped sides we stayed there to grab the opposite sides buff, shot the orb on that side, then buffed again and jumped back. It required 3 jumps instead of 6 like your path so we had half the chance of getting screwed by the launchers.
The Blueskip is Goated
Fun Fact: In the first encounter, you can manipulate which side the Tormentors spawn based on what "side" the final Psion you punch/kill is on (at least that seems to be the pattern I've noticed)
Going to try this for the first time on Monday when I finally have a day off work.
Datto, you're a lifesaver, me and my team have been stuck on the last boss for like 7+ hours, getting close everytime, but survival was the downfalls
tho i'm surprised thunderlords does that much, we barely got half of that dmg you guys did, but, thanks for this
If I may add something to the first encounter as a bit of advance strategy, the first set of plates can usually be completed without needing the tormenter's additional time. As such, spawning this tormenter and getting them low to have one ready to pop when needed is a great safety net.
Root of Nightmares was good. Change my mind.
I will never play this raid but I am still watching LETS GOOOO
Saw everyone else put their raid guides up 😒
*Instantly clicks on Dattos raid guide*
My yearly dose of the datto raid guide music
Some notes I had from my run:
- 1st encounter: 2 people on orb team, 4 on ads. Datto’s note of “don’t touch it if it’s not your job” is crucial here. Barrier champion blocks orb team, tormentor adds time. Kill both ASAP.
- 2nd encounter: clear comms as much as possible, only orb team needs to relay which area has the buff. Ad clear team should not hit the orb, as it will likely disable the buff, resulting in a possible wipe due to time. Second floor was our team’s most difficult, as any death would spawn the ghosts on the light side (even if death was on dark)
-3rd encounter: ad clear is crucial in the middle arena, a lot spawn very quickly. Datto also mentioned that it is possible for an all 3 of the same type, and that’s incorrect, as a colossus kill on one side can only move planets on that respective side. Damage will always start on a plate that had 2/3 planets, and the second will be the opposite (light-dark-light or dark-light-dark)
- 4th encounter: same team composition as 1st/2nd encounters worked for us, but we had one ad clear on each team start a refuge buff just in case. Designate where the refuge buff will be placed to avoid confusion.
Hi, you're among my shortlisted winners. Contact above👆👆👆
Love that the orbs don't point to the next one even while you're explaining it never once saw the beam pointing at the orb you hit lol so I'm still confused:)
The "nodes have been disrupted" message which causes the orbs to disappear for ~10 seconds, seems to occur when the node with the respective "field of x" buff is activated (or gained from a potential linger effect) a second time before the next node in the sequence is activated AND someone on the team still has that buff. As far as I know it has nothing to do with number of people grabbing one buff.
5:45 if you claim the buff a second time BEFORE a new node is shot (i.e, without making progress), all nodes disappear for a few seconds. no progress is lost, but you will lose time, which is limited in all encounters with this mechanic. it's not because someone double dipped on the buff, it's because the buff was claimed twice before progress was made.
when i did the first encounter, we had two runners - me and another, it went a little like this:
1. i would shoot the orb and go to the first helix, he would wait at the second helix.
2. once i'd shot the first helix, i'd return to the orb and shoot it - this spawned the orb for the second helix and allowed HIM to shoot it with his old buff.
3. after my part in step 2, i'd take my buff to the third helix, while he ran back to the orb and shot it - basically the reverse of step 2.
it basically flows from there - saved us time and let us carry the first phase's tormentor into the second, giving us 30 extra seconds. i'll note that this strat breaks down in the second phase due to the increasing number of helixes and increased travel time between them, but it demonstrates how the buff system works, how to break it and how to avoid breaking it. from the second phase onward, i was the only runner in my first encounter runs.
tl;dr, to avoid the orbs disappearing, make sure that the next node is activated BEFORE claiming the buff again - it can be done by anyone with the buff.
5:45 in my team's experience (especially on Nezarec) if you shoot the ball to gain a buff before another orb is completed it'll despawn all the orbs until both players lose the buff.
The first encounter kinda feels like crown of sorrows but done right. Shorter cycle less cycles to finish encounter and each cycle makes you advance in the arena making you not fight in the same exact place every cycle.
Also for encounter 2 we were well skating across almost every time since we had 5 warlocks
Really appreciated the map/layout. Get a better understanding of where things are and need to go.
Just wanted to say thank you for putting this up so dang quick after running this bad boy yourself, really appreciate it!!
@@trickyBasterd haha
Many other Destinytubers already habe their guides uploaded, but I'm aleays gonna wait till Datto's guide for reference.
My go to channel for Destiny guides ando more.
Shatterskating across the gap as a runner in the second encounter is really fun
Fyi, the wipe avoidence mechanic can also be determined by what color nezarez himself is, he himself will glow either light blue or orange, i think this is better as the glow on weakpoint break is funky as far as i could tell on my clear
For the 3rd encounter damage phase - the planets in the middle will always be either 1 light and 2 dark, or 1 dark and 2 light. Whichever alignment has 2 planets, will be the plate you want to start your dps on. I'm confident this is 100% true as I've gotten to damage phase around 50 times and it's been consistent. This also allows you to know your path between plates, as the 2nd plate will always be the opposite alignment.
So to put it into an example. You have 1 dark planet on the left, and a light planet in the middle and right. You will start your dps in the middle (a light plate of which there are two, this one makes the most sense as it's closest to your next plate), then move to the dark plate on the left, and finally cross over to the last light plate on the right.
Beat day one. Still here to watch. Can’t miss a Datto video.
The reason the orbs despawn is if somebody grabs the buff before the person before them has planted the buff. If one person is out with the buff looking for a seed to plant, another person can't shoot the orb again or everything will despawn. It's basically just a game of leap frog.
Commemoration with reconstruction as a void heavy is OP. Love it.
I’ve watched 4 of these videos already but no one explains it so simply like you Datto keep doing whatcha doing
small tipp for warlocks just walk backwards when getting launched that should provide you with enough height to cross the gap consistently
A little trick on 2nd encounter - as a runner don’t be afraid to switch from light buff to dark buff. We were able to get routes down efficient and each floor had 35 - 40 secs remaining
The 1st encounter, I did the light buff myself. The rest of my friends killed the enemies. I found it to be a ton easy our way. No need to have 2 people doing the light buff. That person just has to do it quickly so you don't stress them out.
P.s. We almost got to the 3rd encounter before the game started getting buggy and we got stuck outside those pyramids buildings and we couldn't finish it. Such a downer because we wanted to do the first day challenge. 2nd encounter, if we died, we kept getting sent to the other side where other buff was. Therefore losing us time to finish it. And also the launcher was buggy a lot.
Its so jarring hearing any recommendations for MGs in a raid. I love it.
I’ve been waiting for another Datto guide! I always look forward to these vids😂
The orbs break in the encounters with them when you activate the orb to get the buff twice in a row without depositing a buff in between. If I get my buff, and I go to deposit it, and while I go on my way, someone else gets the buff, it'll break. I'm pretty sure this is what happens when the cycle breaks. I also had it break when I shot a platform I wasn't suppose to shoot, as in one that was already activated, though this only happened in nezarec.
damn im pretty sure this is the first datto raid guide in d2 that explains the entire raid in 1 vid instead of splitting it into 2
I completed the raid day one, and I’m still watching. Lol
Thank you datto for this guide being out so early! You literally saved us for the last encounter because we've been doing it wrong and finally got the day 1 done! Great job on the race and I hope you get it next time!
Dude nice!
Don’t fall for this scam in the reply’s bellow or above me as it’s a bot spam hoax😊
It's usually not relevant but you can shoot the little Darkness gem floating in the air during encounter 3 to end Planetary Shift early. Normally you don't need it since it auto-ends when 4 commands are input, but if someone dies and you think you won't get one of your pairs of planets done, you can shoot that gem to end the phase early and give yourself more time to recover & input the remaining stuff on a second attempt before the planets wipe you.
To expand on how the orbs work generally:
- The next orb in the sequence, the one you go over to and shoot, spawns in when you shot one of the previous orbs to get the buff.
- The orbs will break sequence if someone shoots a previous orb to get the buff BEFORE the previous person with the buff shots the new orb. You cannot get a new buff until you have finished getting the new orb that spawned in from getting buff.
- If you wait too long and lose the buff, then if no one has the buff you can get the buff again without breaking sequence, but it only works once.
- You can use an old buff to shoot a new orb but you need to make sure that someone shoots a previous orb to get a buff to spawn in the new orb. This means that you could have many people with the buff go stand next to future plates and have one person rebuff to get the buff over and over to spawn in the orbs in quick succession, being careful not to break sequence by buffing before the people on the plates had time to shoot the next orb.
Finally i can hear the raid guide music again
I love how they finally found out the final encounter anti-wipe-mechanic lol- everyone was just speedrunning that thing and ignoring the burst
You could speed first phase, after that you were really asking to wipe