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Destiny: Don't get zapped or punched in this week's latest challenges

Are you new to Destiny? Don't know what any of this means? Good news! There's a Destiny wiki that's packed with information. Click on through for details on what Strikes are, and how Nightfall differs from Weekly Heroic challenges.

 

The three weeks of rainbow burns were fun while they lasted, but the party's over now. The latest Nightfall and Weekly Heroic challenges return to last week's Will of Crota Strikes, but the new lineup of modifiers forecast frustration and sadness. It's not often that a Nightfall is worth skipping, but this week's is right up there.

 

Here's a rundown of the modifiers for this week:

 

Nightfall

 

  • Epic - This is a standard Nightfall modifier. It just means there are more enemies to fight, and a greater number of Majors (the yellow health bar dudes) on the field.
  • Nightfall - Another standard Nightfall modifier. This one boots the entire Fireteam back to orbit if everyone is downed inside one of the revive-only respawn Darkness Zones.
  • Arc Burn - Big damage boost for all weapons that deal Arc damage (blue electricity symbol).
  • Lightswitch - Enemy melee attacks do mega-damage. Keep your distance at all times.
  • Juggler - Ammo only drops for the weapons that you're not actively using.

 

Weekly Heroic

 

  • Heroic
  • Juggler

 

The Will of Crota Strike is tough under normal circumstances, but it's approaching nightmare levels with this week's Arc Burn/Lightswitch/Juggler combo. For starters, there's an abundance of things that try to kill you using arc damage. What's more, melee attackers swarm in at specific moments, and Lightswitch means they'll cut an unprepared fireteam down that much quicker. Having both of these variables in play means it's important to advance slowly and methodically, but Juggler forces everyone to brave the dangers of semi-frequent ammo runs.

 

During the first part of the Strike, the extended showdown against Fallen and (eventually) Hive, stick to the small entry room that leads into the larger chamber. Beware of shanks and stealth vandals; they storm the small room you should hold out in and they deal arc damage, so fall back down the stairs when they approach. Also be ready for multiple waves of melee-only thralls to rush in during the second wave.

 

For the second part of the Strike, stick to the large room that looks outside to where all manner of Fallen are spawning in. Prioritize the four snipers (two on the left, two on the right) when you first arrive, then work on the dregs and captains that are close to the door. Be particularly mindful of your radar, as a swarm of shanks eventually spawns in, half of whom attack from the flank. Also watch for the skiff that flies in with reinforcements; it fires one-hit kill arc blasts.

 

The final part of the Strike is where things get really tricky. Thralls and melee knights swarm in frequently, and Lightswitch is not your friend when they do. Wizards and ranged knights both fire deadly arc blasts that can quickly chew through a team even when arc burn isn't active. Conservative play is key here. Falling back is always a viable strategy, since pursuing enemies only give chase for so long before they hit an invisible wall.

 

All of the same strategies apply once you reach Omnigul in the final boss room. Much like the Strike's first big fight, it's a good idea to press the attack from inside the small room leading into Omnigul's chamber. Victory is a slow process here. Just lay down some damage whenever there's an opening — reinforcement waves spawn based on the damage Omingul's taken — and fall back when the pressure spikes.

 

For more insight, join in on the discussion with the rest of the Destiny community in the latest weekly Reddit post.