Destiny 2 Pantheon Walkthrough |  iGamesNews.com

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Destiny 2 Pantheon Walkthrough | iGamesNews.com

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The pantheon is a brand new boss-rush raid mode added to Destiny 2. This is a limited-time activity, with the potential to reward some of the best gear in the game.

This end-of-game difficulty activity is aimed at squads of 6 people. In it, you and your team will face a remixed lineup of bosses from the various Destiny 2 raids, with a few unique twists along the way.

This guide will explain how the Pantheon workswhat are the Pantheon Awardsand what you can expect to face each week.

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Destiny 2 Pantheon explained

Pantheon is a limited-time event running from From April 30 until weekly reset on June 3. Each week will begin a new series of bosses to face, each drawn from previous Destiny 2 raids. The fights themselves will feature unique twists, such as new enemies that weren’t present before or changes to encounter mechanics.

Each week also represents a change in difficulty. During week 1, all team members will play with a Level -5 Disadvantage against enemies. For week 2, this increases to minus 10, then to 15, and finally to minus 20 levels for the final week.

It may seem intimidating, but you have an ace up your sleeve with a special buff called Class struggle. This applies a cumulative increase to your damage dealt and a reduction to your damage received when a member of your squad uses their class ability. You’ll need to be in range, but if you perform a hunter dodge, for example, and a nearby Titan erects a gathering barricade, everyone on your team in range will receive 2 stacks of this buff. The best part is that this includes other active perks, allowing for huge increases to damage and damage resistance.

Destiny 2 Hall of Fame Rewards

There would be no point in taking on the Pantheon challenge without rewards that are worth it, and oh boy is it worth it. Completing each encounter brings a veritable bounty of raid weapons, including some with Deepsite Resonance. This means you can extract the patterns and potentially create your own divine scrolls.

Additionally, Shaxx has a special quest called Divine Weaponry. Once you’ve figured that out, all you’ll need to do is complete all of the Pantheon encounters, and Shaxx will give you your choice of a selection of exotic raid weapons. Historically, these have always relied on pure luck when it comes to drop rates, and being able to select just one is unprecedented.

Each week, Shaxx will update his quest and add to his assortment of exotic weapons. Currently your choices are:

  • The eyes of tomorrow – Deep Stone Crypt rocket launcher
  • Touch of mischief – King’s Fall Scout Rifle

Hall of Fame Week 1 Boss

The first week of the Pantheon covers the Fall of the King, the Disciple’s Vow, the Root of Nightmares, and the Deep Stone Crypt. Your level disadvantage is set to -5.

The first encounter is Golgoroth of the Fall of the King. We have a full walkthrough of this fight in our King’s Fall Raid guide. To summarize, everyone will clear adds until you clear a pair of wizards from the yellow health bar. Then, four team members shoot orbs at the ceiling one by one to form puddles of goo. They must be willing to harm the boss. The other two members take turns shooting Golgoroth in the weak spot on his back to catch his gaze (exchanging before the timer runs out each time), which prevents him from killing the DPS team. Sometimes a DPS team member will receive a debuff called Unstable Light. He will need to release an explosive shockwave when his time is up, damaging any nearby team member.

There are three key changes for this version of the fight. First, the Add Clarity phase now includes Ogres and yellow-barred Knights called Witness’s Conscript. Make sure you erase them quickly. Second, during the boss damage phase, two Guardians will now be cursed with Unstable Light. They will both have to flee the squad before they explode, lest they kill other squad members. Finally, the Gaze Holders will have to face invisible Minotaurs while they hold Golgoroth’s attention.

Next up is The Caretaker of the Disciple’s Vow. He walks slowly towards an obelisk and will wipe the party if he reaches it. He can be temporarily stunned if he is hit in the face when it turns on, then its back when it opens. Meanwhile, two runners will take turns pulling a Seed of Darkness to open a vault room and collect up to three light symbols by going through them. They will then have to shoot the symbols they have collected on the obelisk to erase them. Once all nine symbols are drawn, the damage phase will begin. You will have to stand on the light circle on the ground to do damage, it will rotate through three different locations. After a damage phase, the whole battle moves up another level. After the third floor, the boss will enter one final fight, everyone will need to do enough damage to finish off the boss before he wipes out the party.

This one is more or less the same as before. There are a few more enemies, but the main thing to watch out for is that the homing projectiles fired by The Caretaker will also search for Runners who are searching for the Shards of Darkness. Each time he hits them, it reduces the time you have to find the shards.

The third meeting of week 1 is Macrocosm from the root of nightmares. You can consult our guide for more details. The idea here is to place each trio of planets above each of the four floating islands be a complete set of Darkness or Light. One person will be assigned to each island, and after killing a colossus, they will be able to see which planets are light and dark. Once they do, they will see what the outlier is, collect it, and swap places with the outlier on the opposite side of the card. Once all the correct modifications have been made, more Colossi will appear. Kill them for reveal the color of the planets above the middle of the arena, and a Guardian must provide the corresponding energy to each.

The damage phase will then begin. The boss will have a dark or light shield. You will only be able to damage the boss by standing under a planet that corresponds to his shield. After several turns, he will enter his own last stand phase. Complete it quickly to advance.

There are two things you’ll need to watch out for. First, a fire tornado will appear on one of the floating islands when someone takes light or dark energy from a planet. This does a lot of damage and will rotate from island to island. Additionally, a Tormentor will appear once all the planets are aligned. Make sure to take care of it quickly before it becomes a problem during the damage phase.

The last encounter is a fight with Excavations-1 from the Deep Stone Crypt. Divided into two teams of three. Three stay in the starting area, the other three use the elevators at the back of the room to reach a higher area. Clear the adds until a certain number of minions appear, then find and identify a Vandal with a yellow symbol (upper area) or red symbol (upper area) above his head. Someone from each team will have to collect these symbols. Red is the Operator buff, this person can activate switches, which open airlocks at the end of the space, or lower the elevators. Yellow is the Scanner improvement. When all Servants die, the damage phase begins. During the damage phase there will be copies of the boss, and only the the scanner can see which copy shines. This is the one that must be destroyed.

There is a terminal in the upper and lower areas. If one of the augmentations is anchored there, it can be picked up by someone in the upper or lower zone. The augmentation of the operator must be sent as soon as possible. When a copy dies, it leaves behind a ball of energy. Someone has to take care of it, otherwise it explodes and wipes out the team. Whoever picks it up has 40 seconds to get rid of it, otherwise they kill it alone. The Operator can draw energy from them, which resets their timer. The goal is to bring the person with the energy into an airlock, have the operator pull the switch to open the airlock, and pull the energy from them into the airlock so they are sucked into space.

After two copies die in the upper area, they will appear in the lower area. The scanner increase will need to be sent. This time, players who collect the energy must take the elevators back to the upper area, allowing them to release the energy through an airlock. After two copies die in the lower area, two more appear in the upper area. After a few trips back and forth, you will reach either the last Stand, or the damage phase ends. If the damage phase ends, everyone must return to their side and start the process again. If the last stand begins, then everyone should gather at the top. More copies will appear. Everyone should rush to the one identified by the Scanner. After death, another copy will become the target, and then another after that. Collect all the energy as they fall and defeat the third copy before time runs out to avoid erasure and end the encounter.

This is the same as the normal raid version, with one exception: Tormentors will spawn after you kill the minion groups. Make sure you remove them quickly, otherwise finish it normally.

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