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What’s New in Destiny: Rise of Iron’s Heroic Raid

Destiny: Rise of Iron finally received the Heroic version (hard mode) of its Wrath of the Machine raid. As was the case in previous raids, this means enemies are a lot tougher and you won’t be able to revive fallen allies in darkness zones. However, there are some new mechanics thrown into the mix as well to add yet another layer of challenge to the overall experience. Thankfully, there aren’t too many, but we’ll list them out for you so you can go in prepared, starting with the first Vosik Encounter.

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Vosik Outside

This is the part of Wrath of the Machine that is changed the least. In fact, a powerful team won’t notice a change at all if they play it right. The only difference is the amount of damage that your enemies put out during the fight. It will also take a bit more damage to bring him down and open the gate, but that’s highly dependent on your Light Level. Our team was all 380-385 and it felt about the same way Normal felt at 370, so it isn’t too bad. The real differences start when you get inside. 

SIVA Density Room Vosik

The changes presented in the Density Room are a bit more difficult to deal with than those in the first part making this one of the more challenging bosses in Destiny: Rise of Iron, but still very manageable, especially if you’ve done it on hard. The changes are as follows:

More Bombs – Instead of the normal three bombs that drop, there are now six total, and you’ll need to throw all six if you want to bring his shield down fast.

Large Monitors Light Up – Now only the larger monitors light up between phases, and they take a lot more damage to destroy (and seem to count down faster).

Safe Rooms Have Smaller Entrances – It’s almost comical, but the doors to the safe rooms must be slid under. That’s all they changed for these.

Siege Engine

The Siege Engine also gets some comical changes that still manages to be quite intimidating. While the early ones don’t really change anything aside from allow the tank to do more damage to you, but the last one can be a bit nerve-wracking.

Bigger Cannons – The cannons to the sides of the “face” of the Siege Engine in Wrath of the Machine are much larger, which allows them to do more damage. They still seem to go down as quickly, though, which is a good thing.

Splicer Walker – Instead of just having Meksis on top of the Siege Machine, you will also have to face a Splicer Walker guarding the ramp which is just as intimidating as it sounds. 

Aksis

Surprisingly enough, the Aksis fight doesn’t have much in the way of changes in the Heroic version of this Destiny: Rise of Iron Raid. However, the slight changes can make things difficult for a team that refuses to communicate.

Aksis Phase I Turrets – There are now turrets on each side during the first phase of the Aksis boss fight in Wrath of the Machine. They don’t do much damage, but can be annoying.

Aksis Phase II More Bombs – You’ll have to throw seven bombs at Aksis now to trigger a damage phase. Thankfully, the turrets from phase one are nowhere in sight.

Those are all of the changes in Destiny: Rise of Iron’s Heroic Wrath of the Machine raid.

About the author

Ishmael Romero

Just a wandering character from Brooklyn, NY. Fan of horrible Spider-Man games, anime, and corny jokes.

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