Find out the unique modifiers for this week’s Challenge of the Elders in Destiny and how to finish an Elders’ Sigil scorecard for the week in just two runs.
This is week 5 of Destiny‘s new Challenge of the Elders mode, which came to the game in the April Update. That means that this is the week that marks the beginning of the score bonus modifiers repeating. Bungie has touted that Destiny fans won’t see Challenge of the Elders repeat with the exact mixture of modifiers and bosses for 16 weeks.
However, that doesn’t mean that there are 16 unique modifiers, just a new combination of them. With that said, Melee Kill Bonus has returned (so it appears that the score bonuses will not repeat on a predictable cycle, as week 1’s modifier boosted Precision Kills). Here are all the modifiers for this week:
However, that doesn’t mean that there are 16 unique modifiers, just a new combination of them. With that said, Melee Kill Bonus has returned (so it appears that the score bonuses will not repeat on a predictable cycle, as week 1’s modifier boosted Precision Kills). Here are all the modifiers for this week:
- Airborne – Players deal more damage while in the air.
- Chaff – Player radar is disabled.
- Melee Kill Bonus – Melee kills are worth more points.
Players will be able to use the same general strategy as week 3 to drive up the score for this week: kill enemies exclusively with melee and then damage the boss until another wave spawns in. Repeat this process until the point deduction timer goes into effect and then damage the boss enough to stop the timer. Rinse and repeat until no more reinforcements come in and then finish off the boss. Note that any melee kill gets the bonus points, not just when the melee ability is charged.
Challenge of the Elders Bosses
The first round this week is Val Aru’un, the Cabal Centurion who only takes damage once the Psion Flayer with the same color as his shield has been killed. This will be the trickiest round this week, but following the strategy we laid out in our guide for week 2 will help you get through if you’re having trouble.
The second round is Seditious Mind. Players should be used to this Taken Vex Hydra by now. Seditious Mind is a pretty straightforward boss that can be taken out without worrying too much about any other mechanics. This is one boss that can be tricky to get up close to if you want to finish it off with a melee attack, so don’t worry too much about it on this one.
The last round is the Taken Archon, Keksis, the Betrayed. Keksis moves around a lot, but isn’t necessarily a very beefy boss. However, he will, from time to time, deploy an orb of Corrupted Light, similar to those in the King’s Fall raid. It will begin draining the players’ abilities and if a member of the fireteam doesn’t stand in it to disable it, the orb will explode giving all players the Suppressed debuff, which takes away all abilities for a limited time.
Tips for High Scores
To maximize score, pick a build that will maximize melee abilities, which do more damage than a normal melee.
Hunters should equip Sealed Ahamkara’s Grasps for an additional melee; gunslinger builds are popular for this modifier. Select the perks Knife Juggler (instantly grants back a Throwing Knife on a precision kill), Scavenger, and Gambler’s Dagger. Precision kills with a Throwing Knife will also stack a Precision Kill bonus.
Nightstalkers and Bladedancers are also very strong. The Nightstalkers’ tether and Envenomed Smoke bombs are a great combo for quick melee kills of large groups. And Bladedancers have a great melee range, plus their Arc Blade super counts as a melee kill.
Titans can choose Striker for the Shoulder Charge/Peregrine Greaves combo or Defender for the orb generation.
Warlocks, regardless of subclass, should use choose Claws of Ahamkara for the extra melee charge. Sunsinger may be the best here, with Brimstone causing addition collateral melee damage and Sunburst for some orb generation. The other option is Stormcallers, who can run Perpetual Charge and bait enemeis into doing melee damage which fully charges their own melee.
As always players should be looking to hit 45,000+ on each run as a fireteam. Once done, go see Variks to be rewarded with some new April Update gear.
Do you have a build or strategy for maximizing your score in Destiny‘s Challenge of the Elders this week? Let us know in the comments below!
The first round this week is Val Aru’un, the Cabal Centurion who only takes damage once the Psion Flayer with the same color as his shield has been killed. This will be the trickiest round this week, but following the strategy we laid out in our guide for week 2 will help you get through if you’re having trouble.
The second round is Seditious Mind. Players should be used to this Taken Vex Hydra by now. Seditious Mind is a pretty straightforward boss that can be taken out without worrying too much about any other mechanics. This is one boss that can be tricky to get up close to if you want to finish it off with a melee attack, so don’t worry too much about it on this one.
The last round is the Taken Archon, Keksis, the Betrayed. Keksis moves around a lot, but isn’t necessarily a very beefy boss. However, he will, from time to time, deploy an orb of Corrupted Light, similar to those in the King’s Fall raid. It will begin draining the players’ abilities and if a member of the fireteam doesn’t stand in it to disable it, the orb will explode giving all players the Suppressed debuff, which takes away all abilities for a limited time.
Tips for High Scores
To maximize score, pick a build that will maximize melee abilities, which do more damage than a normal melee.
Hunters should equip Sealed Ahamkara’s Grasps for an additional melee; gunslinger builds are popular for this modifier. Select the perks Knife Juggler (instantly grants back a Throwing Knife on a precision kill), Scavenger, and Gambler’s Dagger. Precision kills with a Throwing Knife will also stack a Precision Kill bonus.
Nightstalkers and Bladedancers are also very strong. The Nightstalkers’ tether and Envenomed Smoke bombs are a great combo for quick melee kills of large groups. And Bladedancers have a great melee range, plus their Arc Blade super counts as a melee kill.
Titans can choose Striker for the Shoulder Charge/Peregrine Greaves combo or Defender for the orb generation.
Warlocks, regardless of subclass, should use choose Claws of Ahamkara for the extra melee charge. Sunsinger may be the best here, with Brimstone causing addition collateral melee damage and Sunburst for some orb generation. The other option is Stormcallers, who can run Perpetual Charge and bait enemeis into doing melee damage which fully charges their own melee.
As always players should be looking to hit 45,000+ on each run as a fireteam. Once done, go see Variks to be rewarded with some new April Update gear.
Do you have a build or strategy for maximizing your score in Destiny‘s Challenge of the Elders this week? Let us know in the comments below!
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