Structure Breakdown (I just feel like sharing lol): Rhulk's theme is mainly used as percussion and background SFX in this, usually at the parts where Savathun's theme kicks in, while also simultaneously playing alongside Oryx's a lot. Oryx and Savathun's themes are also made to constantly alternate. Throughout this mix, you'll hear multiple whoosh transitions, something I commonly do to make things blend better. I don't know if I did a good job with how I decided to end it, though. I wanted to get Oryx's original theme back in there one more time, and for what it's worth, it at least blends well with Rhulk's percussion nicely. Still, I'll let all of you be the judges.
This sounds like what happens when you take Osiris’s sundial for a joyride and accidentally FUBAR it up and bleed their respective boss fights into a single fiasco you’ll have to fight your way out of at the same time.
If we had Xol and Calus here too then this a collective of all The Witnesses closest servants that we’ve seen and fought in game (current and former anyway).
Trying my hand at this. I was sitting farming DoE and decided to make this. The Witness 12 player activity The players enter a massive room onboard the flagship of the Black Fleet. A raised platform sits in the center of the room, and five Conduits of Darkness are in a row at the back of the room Phase 1 As soon as a player walks towards the front of the room, the Witness materializes outside, similar to Oryx. Massive numbers of Taken spawn to harrass players After about 30 seconds, the Witness raises his hand and conjures a ball of Darkness energy. A player has 10 seconds to shoot the orb, and after shooting it, the player will see a debuff called “Winnower’s Fury” on their screen. They must count down their timer on Winnower’s Fury, and when nearing 0, another player must shoot the Witness’s orb. The first player then gains the debuff “Winnower’s Disintrest” which prevents them from having the Fury for 30 seconds. Four players must rotate this for the entire fight. If the buff is lost at any point, you wipe. Phase 2 While this is happening, 4 Taken Ogres called “Rune-Bearers” spawn at the back of the room. All 4 must be killed. The ogres will drop “Runes of Darkness” when killed, which can be picked up and carried by players. All 4 runes must be dunked on the 4 corners of the raised platform. Phase 3 All 8 players not taking the Witness’s attention must go through the portal. Entering the portal brings you to a room with 4 doors that can be opened by switches, as well as multiple Ogres. One player must enter each door, which brings them into a multi-floored library-like room with an immune Wizard inside, and 3 Taken Knights. Killing one Knight drops a Rune. While a player is in here, they gain Pervading Darkness, so they must be fast. When a player exits the room, another player must enter. Once all 12 runes have been extracted, they must be brought through the portal. All 12 runes must be dunked into the Darkness Conduits at the back of the room, of which there are 5; meaning you have 5 damage phases to kill the Witness. Once the Conduit is charged, 12 Darkness Shards, similar to those from VotD, will spawn. When a player picks them up, they will see a number between 1 and 12. Player 1 will stand on a plate in front of the Conduit, 12 will stand in front in of the Witness. They must make a chain from the plate to the Witness, shooting the person in front of them. Damage Phase While the chain is being created, the Witness will conjure a large crystal in front of him. When the #12 player shoots the crystal with the Darkness Shard, the Witness becomes damageable. However, he has high damage resistance. Players will be given one of 3 buffs, Dark, Combined, or Light Resonance. Players with the buffs must stand near each other, a la Scourge of the Past, in order to do meaningful damage. Buffs switch every 10 seconds in a 1-minute long damage phase, as the Witness has a massive amount of health. If 2 players with different Resonance types stand near each other, they die. Final Stand As soon as the Witness is brought to 10% health, he will conjure an orb of Darkness. This can be shot by 1 player, while the other 11 are laying into the Witness. Buffs are lost, and the Witness loses damage resistance. Winnower’s Disintrest is permanent during this phase, and Winnower’s Fury can only be transferred 3 times. If the Witness is not dead by the time the third player loses Witness’s Fury, the Witness throws the orb at the fireteam, killing all players. This took a while.
My idea for the encounter to this song: Saruulkxs, The Warped, Disciple of the Witness Intro: 0:00-0:21 Worm gods, warped and mixed into one massive monstrosity hang over the arena, the eye forced open as a glaring light, staring down upon you all. From within, power of the sky, stuck within a shadowy prison of taken energy. The center of the arena had its ground smooth with what seems like black marble only to have stairs descend into rubble and destroyed pillars around it. Energy is felt building along the ground as the six guardians stare towards the center where from dark, shadowy power is a partially taken ogre, summoned, and rising from the ground. Black ichor dripping from its carapace. Masharn, Tomb of the Deep has risen. The health bar fills the bottom of the screen. The eye from the worm gods unnatural form glows with a shining light, striking the massive beast with immense power from the sky. The ogre roars with pain as its health is quickly drained and its chest begins to tear open. Stage 1: 0:21-1:18 Out from the chest of the beast, steps a majestic figure, killing the massive ogre, letting it dribble away into shadow. Horns curve from the side of their head with stands of black silk running to just above the ground. Their face is covered by a soft black veil which slightly sways in the breathing of the worm above. Their figure is one of a lubrean with hive shell across their body. Holding up their hand, a massive shrieker is summoned before being forcefully crushed as its eye opens. The shards of its broken form reassemble themselves into a what is a mixture of a sword and a glaive for the lubrean entity. They slam it into to the ground, removing any foes from the smooth stone and the center of the arena, creating grey barriers to block anyone from entering. Like in Vow of the Disciple, players can still fire through this barrier. The battle has begun as mass amounts of hive, taken, and scorn begin to appear. Stage 2: 1:18-1:39 From around the room, three pillars of shadowy energy spawn with a lightbearer acolyte, knight, wizard, and a stasis scorn. Killing the four guards at a pillar open a portal within the pillar. Stage 3: 1:39-1:57 When a guardian steps through a portal, it closes behind them, allowing only one person per pillar. Upon stepping through, the guardians will randomly get one of three results. No two guardians will have the same result. Result 1: The player will get the side effect known as “Warped Resonance” and the side of their screen begins to shimmer. Warped players can walk through the grey barriers which will be within this realm and outside of it. Within this area are three grey barriers with a massive ogre which slowly approaches. Behind the player is a crystal of glowing light, which the ogre is trying to reach and destroy. However, this ogre has an immunity barrier which is meant to be taken down with a specific buff. Result 2: The player who steps through this portal will be thrown to the corridor of the left to the ogre. They carry a Brand of the Unraveller. What spawned before this guardian are two taken knights known as Paracausal Devourers. Whenever they strike a guardian with their blade, it stops all forms of healing for 30 seconds. While the Brand of the Unraveller has someone with Warped Resonance within it, all guardians within the aura may pass through grey barriers. Result 3: This player will enter the realm across from the result 2 player with Threadbearer. Threadbearer will be used to connect threads of energy during the fight. They have a tormentor spawn behind them about 8 meters away, going to try and drain the guardian’s light. Stage 4: 1:57-2:11/ Stage 5: 2:11-2:32 Together, the guardians will group up and make their way to the crystal and connect the thread to the massive, lumbering ogre. Once this is done, the ogre may be damaged, and the team can take it down. If the ogre reaches the crystal, it is a wipe. On the outside during this time, the guardians on the outside will have tormentors spawn inside the grey barriers who will stalk towards the pillars to enter the realm. If they successfully reach it, they enter the second realm right before the crystal. They will try to halt the guardians from killing the ogre. Stage 6: 2:32-2:53 Killing the ogre opens a portal for the players in the realm to jump out of the realm with their held buffs and while as a team they can enter the center arena, Saruulkxs is still immune to damage. What they must do is have the Threadbearer connect the three pillars at once. In the meantime, a shrieker named Threadbreaker spawns above Saruulkxs and begins firing down upon the Threadbearer specifically as well as the pillars they have connected. Enough damage to a pillar destroys the thread. Additionally, stasis scorn are summoned to defend the pillars further. Stage 7: 2:53-3:01/ Stage 8: 3:01-3:29 With the threads connected, they players must enter the arena in which Saruulkxs will move to the center of it as light from the worm hanging above fires into their form. With the light in the area, shadows of Saruulkxs move across the ground, revealing six symbols. All players must stand on a symbol and fire up into the worm’s eye. In the meantime, Hive guardians spawn to ruin the player’s progress. With enough damage to the worm’s eye done, a loud ground of the beast is released as the stream of light is released. Stage 9: 3:29-3:43 This is now a mini damage phase as Saruulkxs summons their weapon to hand, fully imbued with controlled light. With enough damage, Saruulkxs shield is broken, a shockwave of light is fired off, throwing the players back with the debuff Devouring Light. If damage is not done to Saruulkxs quick enough, the shockwave instantly kills everyone. Stage 10: 3:43-3:58 By the end of 15 seconds, Devouring light consumes and kills the players instantly. In this time, the Unraveller and Warped guardian must stand with the Threadbearer tying the guardians together. With everyone together for this, it channels enough warped energy with the Unraveling in which the Unraveller may deposit at Saruulkxs feet and break their immunity. Stage 11: 3:58-4:12/ Stage 12: 4:12-4:26/ Stage 13: 4:26-4:55 This becomes the true damage phase and yes, it will be a minute long as this foe has a great amount of health, made for a four phase, enrage at five. People cannot damage Saruulkxs outside of the arena and the entire time during dps, shadow thrall and hounds are spawning to harness the players. Saruulkxs will be fighting back the entire time with a variety of light and darkness attack. Starting with more darkness and by the end, light. Dps end early if enough damage is done for final stand, in which move on to stage 14. Stage 14: 4:55-5:37 Saruulkxs slams the blade into the ground, gathering shadow from the ground this time. The symbols on the ground will glow. The players must all stand on the symbols and fire underneath Saruulkxs. Staggering the entity as the power gather in destroyed, but their frame still immune to damage. They slam their weapon onto the ground, dismissing the players from their arena and clearing all effects from them. Players then start from stage 2 unless they reach final stand. Stage 15 (Final Stand): 5:37-5:59 Saruulkxs gathers both the light and darkness to destroy their body in an attempt to destroy you. Attacks are twice as fast and powerful with a good mixture of dark and light attacks. If the guardians fail to kill Saruulkxs, they explode like a bomb, killing everyone and restarting the encounter. Stage 16 (Fade): 5:59-6:05 If killed, Saruulkxs staggers before collapsing to the ground with the energy leaking from their body like blood. An anti-climatic end to the powerful being as the loot is dropped to the ground and the encounter is finished.
@@OSTMashupMagician Thank you. I consider it a hobby of mine to think of rework, encounter, exotic, and other similar ideas. So this was a fun challenge.
@@SentientMattress531 Gracias. This means a lot to me. I think I may take you up in that challenge, once lightfall drops and we gain some more information on them.
At around 1:50 it feels like a huge build up to take down a foe in an all or nothing gambit, betting everything we as guardians have fought to preserve.
Could you imagine just landing on the Dreadnaught... looking to clap Oryx once again... just for Rhulk to arrive 👀 then the Witch Queen? Like hold on...
Oryx would put up a damn good fight though. And Savathun's light was so strong it could imprison Rhulk. I think if the siblings teamed up they could somewhat easily take him down, but since Savathun is... yknow, Savathun, it'd probably end up in a backstabbing. Oryx had seen this coming and countered before though, so really depending on tactics it could go to anyone
@@Samael3110 Well, considering Rhulk can drown a fireteam in Darkness in about 10sec (bet it would be shorter if not for gameplay reasons), he's still far stronger. But yeah, tactics
I recommend you to use the Halo 4 OST - Revival in any crossover you want I think is sounds epic and could fit in many animes or videogames ost crossovers
This got me inspired to make a concept raid where we use deepsight to gaze into another timeline where we were able to convince Savathun to join us. So far it is up to season of the haunted with 3 encounters. The first encounter has us fighting Sathona, memory of Savathun, the second has us aided by Savathun in fighting Rhulk who starts in his final stand and the third has us aiding in Savathun completing a sever on the nightmare version of her brother Oryx where we have to destroy 12 hive symbols but to do so we have to defeat the nightmare versions of Oryx's children Crota, Nokris and the twin sisters. Start Begin at the front of Savathun's fortress with the traveler above. As your team enters, rise higher up the fortress by defeating illusions to gain a debuff 'Shard of Light'(only one can be held at a time) to access the path forward. Bridge has one Savathun Illusion, lift takes you to the upper balcony with two Savathun Illusions, one on each end. After that take life to the top where you face three Savathun Illusions to activate the bridge to the center island. Encounter 1: Persuasion (Hive) Begins with Savathun having her void bubble active. Mechanics Moths: Moths will spawn inside Savathun’s bubble seeking to give her overshield, giving a debuff inside her bubble ‘Focused Light’. When she gains enough stacks of “Focused Light’ she will wipe the team. Shards of Light: Outside of Savathun’s bubble are 3 of her illusions, defeating one will drop a ‘Shard of Light’ that will need to be thrown at Savathun to activate the portal into the memory zone. Failure to hit Savathun with all 3 ‘Shards of Light’ within a 5 second period of each other will result in all guardians being teleported out of her bubble unable to enter for a short period. (This allows the moths to build up stacks of ‘Focused Light’ on Savathun.) When all 3 shards successfully hit Savathun in a 5 second period, all throwers gain the buff ‘Overflowing Light’, resetting ‘Focused Light’. Memory Zone: Only guardians with the ‘Overflowing Light’ buff can enter this place. While in this place, confront ‘Sathona, Memory of Savathun’. Sathona’s attacks primarily consist of a shockwave that she will try to push you off with. While inside the memory zone, 3 glowing plates will appear with 2 symbols above each plate with each being one of 6 symbols. Additionally these 6 symbols will appear surrounding the center lantern in the real world. When the 2 symbols of a plate have their matching symbols shot at the lantern, that plate will be charged for a short period. A guardian can only shoot one symbol at a time. Once a plate is charged a guardian will stand on it getting an ‘unstable memory’ debuff for 10 seconds, this debuff will change once said guardian goes to all 3 plates when they are charged. Empowering Keys: If a guardian ran the charged plates clockwise they would get a ‘penumbral key’ buff and a ‘antumbral key’ if they ran the charged plates counter-clockwise, only one key can be held at a time.. When a key holder is standing on a plate, they will empower one of the other two plates. Penumbral left plate and Antumbral right plate. When both keys are empowering the third plate, the third guardian in the memory zone can stand in it to gain the ‘Memory key’ buff. Dunking this buff onto Sathona will reset ‘Focused Light’, pull all guardians into the memory zone and she will no longer be immune. She will take additional damage when standing on an empowered plate. During a damage phase the keys will swap twice to a guardian standing on said key’s empowered plate, if no one is standing on the empowered plate when it swaps, the damage phase ends. Once a damage phase ends, all guardians are cast out of the Memory zone and the 3 Savathun illusions will spawn again. At half health, hive guardians will spawn as well. Defeating Sathona subdues Savathun and ends the encounter. Encounter Triumph: Both keys must be acquired at the same time. Encounter Challenge: During a damage phase, the keys cannot be swapped to the same plate twice. Portal spawns at the center of the arena. (in replies)
Down time 1 (With Savathun at our side we strike at Rhulk to end his threat, and he waits vigilantly for us to strike.) Through the portal, your team finds themselves in Rhulks pyramid, at least a torn open one. Continues on through a damaged pyramid with the aid of Savathun until where you normally encounter Rhulk. Encounter 2: Rhulk, True Disciple (Scorn/Taken) Rhulk isn't playing around and starts in his final stand state. Your fireteam is protected by Savathun holding up a void bubble, standing outside it without a ‘Shard of Light’ will build stacks of ‘Pervading Darkness’. However this bubble cannot be fired through by guardians. Rhulk will fire a beam of Darkness at Savathun in which she will dodge to another position, with 3 positions being on the left, right and center of the arena. (Recurring mechanics: Shards of Light, Focused Light and double symbols) Focused Force: Like where you normally face Rhulk he will spawn a darkness shard above him, destroying it will grant leeching force. Standing on the center plate will spawn two more darkness shards, destroying these shards will split ‘Leeching Force’ to the two guardians that destroyed them. Standing in Rhulks beam with ‘Leeching Force’ will turn it into ‘Emanating Force’, protecting the holder from ‘Pervading Darkness’. Dunking this buff into a pillar will charge it and grant a stack of ‘Focused Light’. Pillar Linking: In Rhulks arena each of the 6 pillars will have 2 symbols on them, there are 6 symbols and these symbols will only appear twice on the pillars. While ‘Emanating Force’ can be dunked at any pillar for the first stack of ‘Focused Light’. The next pillar dunked at must have a matching symbol to the last charged one, charged pillars cannot be dunked at. Once all 6 pillars are charged and ‘Focused Light x 6’ is acquired, Savathun will no longer have her void bubble active and spawn two Savathun illusions where she isn’t occupied. The three Savathuns will each fire a nova bomb that she will launch at Rhulk. This will stun him, being no longer immune, for a duration that can be increased by throwing ‘Shards of Light’ at him after he destroys one of Savathun’s illusions. Additionally, ‘Pervading Darkness’ will not build up for the duration of Rhulk’s stun. At the end of his stun he will become immune again and Savathun will put up her void bubble again, starting the sequence from the beginning. When Rhulk reaches 1/3rd health, the encounter reaches phase 2. During phase 2 Rhulk will retreat to the upper platform after completing the pillar chain, where resonant energy must be dunked into the 4 pillars at the edges of the platform. Once all 4 pillars are charged, 3 Savathun illusions will appear and fire at him with solar blades. This will cause the 4 weak points on Rhulk’s shoulders and legs to become active, these are how you damage him. During this vulnerability Rhulk will attack the Savathun illusions causing them to drop a ‘Shard of Light’ when destroyed. Throwing a ‘Shard of Light’ at Rhulk will extend damage. At the end of damage, retreat to the starting arena and get inside Savathun’s void bubble to avoid getting killed by Rhulk’s shockwave. Final Stand: He will become stationary and charge darkness into his glaive, wiping the fireteam when it is fully charged. Destroy his glaive to cause it to backfire on him, defeating him and ending the encounter. Symbols Used: Witch Queen, Light, Traveler, Worm, Darkness, Pyramid. Encounter Triumph: No guardian can dunk on the same pillar. Encounter Challenge: Pillars must be charged within 5 seconds of each other. Portal spawns leading to the next area.
Down time 2 (Upon the Leviathan, Savathun confronts the memories of her brother Oryx.) Through the portal and into the leviathan power circuits that have been distorted by darkness. Your fireteam must traverse their way up to the Celestial Observatory. Once their aid Savathun as she commences a severance on the Nightmare version of her Brother Oryx, they will be where Val Ca’uuor would stand. Encounter 3: Oryx, Nightmare of Savathun. (Scorn/Hive) Upon commencing the sever, the Nightmare versions of the Children of Oryx will appear on each of the plates. On the Plates closest to the severance would be the nightmare twin sisters Ir Anuk and Ir Halak, on the plates father from the sever would be the nightmare brothers Crota and Nokris. The sisters will start with ‘Nightmare Immunity’ with one glowing and the brothers can only be damaged by relics. (Recurring Mechanics: Hive Symbols, Pervading Darkness and Symbol Pairs) Unstable Nightmare: The ‘Unstable Nightmare’ will activate at the beginning of the sever encounter and if it reaches zero it will stop the sever. The sever can be reactivated but the sequence must be reactivated and the symbols that were destroyed must be destroyed again. Symbol Match: Around the room will spawn 12 hive symbols, these symbols must be destroyed with the correct pairings. When one of the children of oryx loses 1/3rd of their health, a sibling symbol matching one of the 12 symbols will spawn. These sibling symbols will indicate which symbols must be destroyed together either with Crota and the glowing sister or Nokris and the non-glowing sister. If the correct pairing is achieved it will reset the ‘Unstable Nightmare’ timer but incorrect pairings will decrease it. Symbol Pairs can only be destroyed after both of their sibling symbols are revealed. Nightmarish Damage: Two nightmares will spawn, a sword bearer knight that will drop a hive sword that can damage Crota and a Scorn Chieftain that will drop a scythe that can damage Nokris. When one of them has 1/3rd of their health, that brother will gain ‘Nightmare Immunity’ and drop a ‘Core of Dread’. Dunking a ‘Core of Dread’ on one of the sisters will remove that sister of their Nightmare immunity. When destroying a pair of hive symbols it will remove ‘Nightmare Immunity’ from one of the brothers. When one of the children of Oryx gains ‘Nightmare Immunity’ it will spawn a hive wizard that will begin building up stacks of ‘Pervading Darkness’, sibling symbols can only be properly seen when affected by ‘Pervading Darkness’. Sever is complete once all 12 hive symbols are destroyed, ending the encounter. Encounter Triumph: No guardian can hold the same relic twice. Encounter Challenge: Destroy 2 symbol pairs within 5 seconds of each other.
You know in a way you predicted pantheon mode because both oryx and rhulk are fought one after another in there . Even though it would have been cool to have all 3 at the same time
Structure Breakdown (I just feel like sharing lol):
Rhulk's theme is mainly used as percussion and background SFX in this, usually at the parts where Savathun's theme kicks in, while also simultaneously playing alongside Oryx's a lot. Oryx and Savathun's themes are also made to constantly alternate. Throughout this mix, you'll hear multiple whoosh transitions, something I commonly do to make things blend better. I don't know if I did a good job with how I decided to end it, though. I wanted to get Oryx's original theme back in there one more time, and for what it's worth, it at least blends well with Rhulk's percussion nicely. Still, I'll let all of you be the judges.
The Disciples judge you worthy.
Title Name: The Battle Between the Salvation and the Destruction.
This sounds like what happens when you take Osiris’s sundial for a joyride and accidentally FUBAR it up and bleed their respective boss fights into a single fiasco you’ll have to fight your way out of at the same time.
I wanna have this as an actual fight now. I'm sad this doesn't exist :(
lmao
You do know what fubar means write
"laughs menacingly"
@@memeprez1281fucked up beyond all reasoning
Oryx, Reshaped by the Witness
If we had Xol and Calus here too then this a collective of all The Witnesses closest servants that we’ve seen and fought in game (current and former anyway).
Savathun isn't a Witness servant
A Oryx as well but I guess he did fulfill some of the witness wishes and might have become a disciple but of course we killed him before Destiny 2
@@The_Italian_Kane she was one until she betrayed him
Nezarec has entered the chat
The dude in a chicken from cloudy with a chance of meatballs lol
Trying my hand at this. I was sitting farming DoE and decided to make this.
The Witness
12 player activity
The players enter a massive room onboard the flagship of the Black Fleet. A raised platform sits in the center of the room, and five Conduits of Darkness are in a row at the back of the room
Phase 1
As soon as a player walks towards the front of the room, the Witness materializes outside, similar to Oryx. Massive numbers of Taken spawn to harrass players
After about 30 seconds, the Witness raises his hand and conjures a ball of Darkness energy. A player has 10 seconds to shoot the orb, and after shooting it, the player will see a debuff called “Winnower’s Fury” on their screen. They must count down their timer on Winnower’s Fury, and when nearing 0, another player must shoot the Witness’s orb. The first player then gains the debuff “Winnower’s Disintrest” which prevents them from having the Fury for 30 seconds. Four players must rotate this for the entire fight. If the buff is lost at any point, you wipe.
Phase 2
While this is happening, 4 Taken Ogres called “Rune-Bearers” spawn at the back of the room. All 4 must be killed. The ogres will drop “Runes of Darkness” when killed, which can be picked up and carried by players. All 4 runes must be dunked on the 4 corners of the raised platform.
Phase 3
All 8 players not taking the Witness’s attention must go through the portal. Entering the portal brings you to a room with 4 doors that can be opened by switches, as well as multiple Ogres.
One player must enter each door, which brings them into a multi-floored library-like room with an immune Wizard inside, and 3 Taken Knights. Killing one Knight drops a Rune. While a player is in here, they gain Pervading Darkness, so they must be fast. When a player exits the room, another player must enter.
Once all 12 runes have been extracted, they must be brought through the portal. All 12 runes must be dunked into the Darkness Conduits at the back of the room, of which there are 5; meaning you have 5 damage phases to kill the Witness.
Once the Conduit is charged, 12 Darkness Shards, similar to those from VotD, will spawn. When a player picks them up, they will see a number between 1 and 12. Player 1 will stand on a plate in front of the Conduit, 12 will stand in front in of the Witness. They must make a chain from the plate to the Witness, shooting the person in front of them.
Damage Phase
While the chain is being created, the Witness will conjure a large crystal in front of him. When the #12 player shoots the crystal with the Darkness Shard, the Witness becomes damageable. However, he has high damage resistance. Players will be given one of 3 buffs, Dark, Combined, or Light Resonance. Players with the buffs must stand near each other, a la Scourge of the Past, in order to do meaningful damage. Buffs switch every 10 seconds in a 1-minute long damage phase, as the Witness has a massive amount of health. If 2 players with different Resonance types stand near each other, they die.
Final Stand
As soon as the Witness is brought to 10% health, he will conjure an orb of Darkness. This can be shot by 1 player, while the other 11 are laying into the Witness. Buffs are lost, and the Witness loses damage resistance. Winnower’s Disintrest is permanent during this phase, and Winnower’s Fury can only be transferred 3 times. If the Witness is not dead by the time the third player loses Witness’s Fury, the Witness throws the orb at the fireteam, killing all players.
This took a while.
That one strand titan: Hippity Hippity, Punchy punch the Witness
Bro literally created a raid encounter.
Just started listening these mashups and osts and saw your comment.
My guy you predicted the 12 man activity a year ago.
@@maskedxin3437 mabye i’m just a time traveler(destiny reference?!?!?) hehe
3:01 Love how you bled both Rhulk DPS with Oryx Perc.
My idea for the encounter to this song: Saruulkxs, The Warped, Disciple of the Witness
Intro: 0:00-0:21
Worm gods, warped and mixed into one massive monstrosity hang over the arena, the eye forced open as a glaring light, staring down upon you all. From within, power of the sky, stuck within a shadowy prison of taken energy. The center of the arena had its ground smooth with what seems like black marble only to have stairs descend into rubble and destroyed pillars around it. Energy is felt building along the ground as the six guardians stare towards the center where from dark, shadowy power is a partially taken ogre, summoned, and rising from the ground. Black ichor dripping from its carapace.
Masharn, Tomb of the Deep has risen. The health bar fills the bottom of the screen.
The eye from the worm gods unnatural form glows with a shining light, striking the massive beast with immense power from the sky. The ogre roars with pain as its health is quickly drained and its chest begins to tear open.
Stage 1: 0:21-1:18
Out from the chest of the beast, steps a majestic figure, killing the massive ogre, letting it dribble away into shadow. Horns curve from the side of their head with stands of black silk running to just above the ground. Their face is covered by a soft black veil which slightly sways in the breathing of the worm above. Their figure is one of a lubrean with hive shell across their body. Holding up their hand, a massive shrieker is summoned before being forcefully crushed as its eye opens. The shards of its broken form reassemble themselves into a what is a mixture of a sword and a glaive for the lubrean entity. They slam it into to the ground, removing any foes from the smooth stone and the center of the arena, creating grey barriers to block anyone from entering. Like in Vow of the Disciple, players can still fire through this barrier. The battle has begun as mass amounts of hive, taken, and scorn begin to appear.
Stage 2: 1:18-1:39
From around the room, three pillars of shadowy energy spawn with a lightbearer acolyte, knight, wizard, and a stasis scorn. Killing the four guards at a pillar open a portal within the pillar.
Stage 3: 1:39-1:57
When a guardian steps through a portal, it closes behind them, allowing only one person per pillar. Upon stepping through, the guardians will randomly get one of three results. No two guardians will have the same result.
Result 1: The player will get the side effect known as “Warped Resonance” and the side of their screen begins to shimmer. Warped players can walk through the grey barriers which will be within this realm and outside of it. Within this area are three grey barriers with a massive ogre which slowly approaches. Behind the player is a crystal of glowing light, which the ogre is trying to reach and destroy. However, this ogre has an immunity barrier which is meant to be taken down with a specific buff.
Result 2: The player who steps through this portal will be thrown to the corridor of the left to the ogre. They carry a Brand of the Unraveller. What spawned before this guardian are two taken knights known as Paracausal Devourers. Whenever they strike a guardian with their blade, it stops all forms of healing for 30 seconds. While the Brand of the Unraveller has someone with Warped Resonance within it, all guardians within the aura may pass through grey barriers.
Result 3: This player will enter the realm across from the result 2 player with Threadbearer. Threadbearer will be used to connect threads of energy during the fight. They have a tormentor spawn behind them about 8 meters away, going to try and drain the guardian’s light.
Stage 4: 1:57-2:11/ Stage 5: 2:11-2:32
Together, the guardians will group up and make their way to the crystal and connect the thread to the massive, lumbering ogre. Once this is done, the ogre may be damaged, and the team can take it down. If the ogre reaches the crystal, it is a wipe.
On the outside during this time, the guardians on the outside will have tormentors spawn inside the grey barriers who will stalk towards the pillars to enter the realm. If they successfully reach it, they enter the second realm right before the crystal. They will try to halt the guardians from killing the ogre.
Stage 6: 2:32-2:53
Killing the ogre opens a portal for the players in the realm to jump out of the realm with their held buffs and while as a team they can enter the center arena, Saruulkxs is still immune to damage. What they must do is have the Threadbearer connect the three pillars at once. In the meantime, a shrieker named Threadbreaker spawns above Saruulkxs and begins firing down upon the Threadbearer specifically as well as the pillars they have connected. Enough damage to a pillar destroys the thread. Additionally, stasis scorn are summoned to defend the pillars further.
Stage 7: 2:53-3:01/ Stage 8: 3:01-3:29
With the threads connected, they players must enter the arena in which Saruulkxs will move to the center of it as light from the worm hanging above fires into their form. With the light in the area, shadows of Saruulkxs move across the ground, revealing six symbols. All players must stand on a symbol and fire up into the worm’s eye. In the meantime, Hive guardians spawn to ruin the player’s progress. With enough damage to the worm’s eye done, a loud ground of the beast is released as the stream of light is released.
Stage 9: 3:29-3:43
This is now a mini damage phase as Saruulkxs summons their weapon to hand, fully imbued with controlled light. With enough damage, Saruulkxs shield is broken, a shockwave of light is fired off, throwing the players back with the debuff Devouring Light. If damage is not done to Saruulkxs quick enough, the shockwave instantly kills everyone.
Stage 10: 3:43-3:58
By the end of 15 seconds, Devouring light consumes and kills the players instantly. In this time, the Unraveller and Warped guardian must stand with the Threadbearer tying the guardians together. With everyone together for this, it channels enough warped energy with the Unraveling in which the Unraveller may deposit at Saruulkxs feet and break their immunity.
Stage 11: 3:58-4:12/ Stage 12: 4:12-4:26/ Stage 13: 4:26-4:55
This becomes the true damage phase and yes, it will be a minute long as this foe has a great amount of health, made for a four phase, enrage at five. People cannot damage Saruulkxs outside of the arena and the entire time during dps, shadow thrall and hounds are spawning to harness the players. Saruulkxs will be fighting back the entire time with a variety of light and darkness attack. Starting with more darkness and by the end, light. Dps end early if enough damage is done for final stand, in which move on to stage 14.
Stage 14: 4:55-5:37
Saruulkxs slams the blade into the ground, gathering shadow from the ground this time. The symbols on the ground will glow. The players must all stand on the symbols and fire underneath Saruulkxs. Staggering the entity as the power gather in destroyed, but their frame still immune to damage. They slam their weapon onto the ground, dismissing the players from their arena and clearing all effects from them. Players then start from stage 2 unless they reach final stand.
Stage 15 (Final Stand): 5:37-5:59
Saruulkxs gathers both the light and darkness to destroy their body in an attempt to destroy you. Attacks are twice as fast and powerful with a good mixture of dark and light attacks. If the guardians fail to kill Saruulkxs, they explode like a bomb, killing everyone and restarting the encounter.
Stage 16 (Fade): 5:59-6:05
If killed, Saruulkxs staggers before collapsing to the ground with the energy leaking from their body like blood. An anti-climatic end to the powerful being as the loot is dropped to the ground and the encounter is finished.
I will admit, I didn't expect anyone to actually try and think up the mechanics for such a fight, but you did well here dude, lol
@@OSTMashupMagician Thank you. I consider it a hobby of mine to think of rework, encounter, exotic, and other similar ideas. So this was a fun challenge.
Holy shit. You should design the Witness mechanics for Final Shape… Mabye a 12-man activity!
@@SentientMattress531 Gracias. This means a lot to me. I think I may take you up in that challenge, once lightfall drops and we gain some more information on them.
Please change the name from Saruulkxs to Taniks
last stand and the synths of rhulks theme go so well together
oryx disciple of the witness
At around 1:50 it feels like a huge build up to take down a foe in an all or nothing gambit, betting everything we as guardians have fought to preserve.
Oryx, Savathun, and Rhulk
Sounds like a Bar Joke
Boss name : Savorhulk first Disciple of the Taken witch queen
Wild ass name lol
The title alone would one shot the player fireteam
Could you imagine just landing on the Dreadnaught... looking to clap Oryx once again... just for Rhulk to arrive 👀 then the Witch Queen? Like hold on...
Beat drop at 2:10 goes hard, mixing Dethroned with the drums from Rhulk
Oryx vs Savathunn vs Rulk all I gotta say is someone should make an animation of this. Rulk would 100% win but it would be cool to watch still.
Oryx would put up a damn good fight though. And Savathun's light was so strong it could imprison Rhulk. I think if the siblings teamed up they could somewhat easily take him down, but since Savathun is... yknow, Savathun, it'd probably end up in a backstabbing. Oryx had seen this coming and countered before though, so really depending on tactics it could go to anyone
@@Samael3110 Well, considering Rhulk can drown a fireteam in Darkness in about 10sec (bet it would be shorter if not for gameplay reasons), he's still far stronger. But yeah, tactics
@@Samael3110 Rhulk would slap Oryx and Savathun, bias towards the Hive aside, they stand no chance
I recommend you to use the Halo 4 OST - Revival in any crossover you want I think is sounds epic and could fit in many animes or videogames ost crossovers
I agree. I will make note of this👍
This got me inspired to make a concept raid where we use deepsight to gaze into another timeline where we were able to convince Savathun to join us. So far it is up to season of the haunted with 3 encounters. The first encounter has us fighting Sathona, memory of Savathun, the second has us aided by Savathun in fighting Rhulk who starts in his final stand and the third has us aiding in Savathun completing a sever on the nightmare version of her brother Oryx where we have to destroy 12 hive symbols but to do so we have to defeat the nightmare versions of Oryx's children Crota, Nokris and the twin sisters.
Start
Begin at the front of Savathun's fortress with the traveler above. As your team enters, rise higher up the fortress by defeating illusions to gain a debuff 'Shard of Light'(only one can be held at a time) to access the path forward. Bridge has one Savathun Illusion, lift takes you to the upper balcony with two Savathun Illusions, one on each end. After that take life to the top where you face three Savathun Illusions to activate the bridge to the center island.
Encounter 1: Persuasion (Hive)
Begins with Savathun having her void bubble active.
Mechanics
Moths: Moths will spawn inside Savathun’s bubble seeking to give her overshield, giving a debuff inside her bubble ‘Focused Light’. When she gains enough stacks of “Focused Light’ she will wipe the team.
Shards of Light: Outside of Savathun’s bubble are 3 of her illusions, defeating one will drop a ‘Shard of Light’ that will need to be thrown at Savathun to activate the portal into the memory zone. Failure to hit Savathun with all 3 ‘Shards of Light’ within a 5 second period of each other will result in all guardians being teleported out of her bubble unable to enter for a short period. (This allows the moths to build up stacks of ‘Focused Light’ on Savathun.) When all 3 shards successfully hit Savathun in a 5 second period, all throwers gain the buff ‘Overflowing Light’, resetting ‘Focused Light’.
Memory Zone: Only guardians with the ‘Overflowing Light’ buff can enter this place. While in this place, confront ‘Sathona, Memory of Savathun’. Sathona’s attacks primarily consist of a shockwave that she will try to push you off with.
While inside the memory zone, 3 glowing plates will appear with 2 symbols above each plate with each being one of 6 symbols. Additionally these 6 symbols will appear surrounding the center lantern in the real world. When the 2 symbols of a plate have their matching symbols shot at the lantern, that plate will be charged for a short period. A guardian can only shoot one symbol at a time. Once a plate is charged a guardian will stand on it getting an ‘unstable memory’ debuff for 10 seconds, this debuff will change once said guardian goes to all 3 plates when they are charged.
Empowering Keys: If a guardian ran the charged plates clockwise they would get a ‘penumbral key’ buff and a ‘antumbral key’ if they ran the charged plates counter-clockwise, only one key can be held at a time.. When a key holder is standing on a plate, they will empower one of the other two plates. Penumbral left plate and Antumbral right plate. When both keys are empowering the third plate, the third guardian in the memory zone can stand in it to gain the ‘Memory key’ buff. Dunking this buff onto Sathona will reset ‘Focused Light’, pull all guardians into the memory zone and she will no longer be immune. She will take additional damage when standing on an empowered plate. During a damage phase the keys will swap twice to a guardian standing on said key’s empowered plate, if no one is standing on the empowered plate when it swaps, the damage phase ends. Once a damage phase ends, all guardians are cast out of the Memory zone and the 3 Savathun illusions will spawn again. At half health, hive guardians will spawn as well.
Defeating Sathona subdues Savathun and ends the encounter.
Encounter Triumph: Both keys must be acquired at the same time.
Encounter Challenge: During a damage phase, the keys cannot be swapped to the same plate twice.
Portal spawns at the center of the arena. (in replies)
Down time 1 (With Savathun at our side we strike at Rhulk to end his threat, and he waits vigilantly for us to strike.)
Through the portal, your team finds themselves in Rhulks pyramid, at least a torn open one. Continues on through a damaged pyramid with the aid of Savathun until where you normally encounter Rhulk.
Encounter 2: Rhulk, True Disciple (Scorn/Taken)
Rhulk isn't playing around and starts in his final stand state. Your fireteam is protected by Savathun holding up a void bubble, standing outside it without a ‘Shard of Light’ will build stacks of ‘Pervading Darkness’. However this bubble cannot be fired through by guardians. Rhulk will fire a beam of Darkness at Savathun in which she will dodge to another position, with 3 positions being on the left, right and center of the arena.
(Recurring mechanics: Shards of Light, Focused Light and double symbols)
Focused Force: Like where you normally face Rhulk he will spawn a darkness shard above him, destroying it will grant leeching force. Standing on the center plate will spawn two more darkness shards, destroying these shards will split ‘Leeching Force’ to the two guardians that destroyed them. Standing in Rhulks beam with ‘Leeching Force’ will turn it into ‘Emanating Force’, protecting the holder from ‘Pervading Darkness’. Dunking this buff into a pillar will charge it and grant a stack of ‘Focused Light’.
Pillar Linking: In Rhulks arena each of the 6 pillars will have 2 symbols on them, there are 6 symbols and these symbols will only appear twice on the pillars. While ‘Emanating Force’ can be dunked at any pillar for the first stack of ‘Focused Light’. The next pillar dunked at must have a matching symbol to the last charged one, charged pillars cannot be dunked at. Once all 6 pillars are charged and ‘Focused Light x 6’ is acquired, Savathun will no longer have her void bubble active and spawn two Savathun illusions where she isn’t occupied. The three Savathuns will each fire a nova bomb that she will launch at Rhulk. This will stun him, being no longer immune, for a duration that can be increased by throwing ‘Shards of Light’ at him after he destroys one of Savathun’s illusions. Additionally, ‘Pervading Darkness’ will not build up for the duration of Rhulk’s stun. At the end of his stun he will become immune again and Savathun will put up her void bubble again, starting the sequence from the beginning.
When Rhulk reaches 1/3rd health, the encounter reaches phase 2.
During phase 2 Rhulk will retreat to the upper platform after completing the pillar chain, where resonant energy must be dunked into the 4 pillars at the edges of the platform. Once all 4 pillars are charged, 3 Savathun illusions will appear and fire at him with solar blades. This will cause the 4 weak points on Rhulk’s shoulders and legs to become active, these are how you damage him. During this vulnerability Rhulk will attack the Savathun illusions causing them to drop a ‘Shard of Light’ when destroyed. Throwing a ‘Shard of Light’ at Rhulk will extend damage. At the end of damage, retreat to the starting arena and get inside Savathun’s void bubble to avoid getting killed by Rhulk’s shockwave.
Final Stand: He will become stationary and charge darkness into his glaive, wiping the fireteam when it is fully charged. Destroy his glaive to cause it to backfire on him, defeating him and ending the encounter.
Symbols Used: Witch Queen, Light, Traveler, Worm, Darkness, Pyramid.
Encounter Triumph: No guardian can dunk on the same pillar.
Encounter Challenge: Pillars must be charged within 5 seconds of each other.
Portal spawns leading to the next area.
Down time 2 (Upon the Leviathan, Savathun confronts the memories of her brother Oryx.)
Through the portal and into the leviathan power circuits that have been distorted by darkness. Your fireteam must traverse their way up to the Celestial Observatory. Once their aid Savathun as she commences a severance on the Nightmare version of her Brother Oryx, they will be where Val Ca’uuor would stand.
Encounter 3: Oryx, Nightmare of Savathun. (Scorn/Hive)
Upon commencing the sever, the Nightmare versions of the Children of Oryx will appear on each of the plates. On the Plates closest to the severance would be the nightmare twin sisters Ir Anuk and Ir Halak, on the plates father from the sever would be the nightmare brothers Crota and Nokris. The sisters will start with ‘Nightmare Immunity’ with one glowing and the brothers can only be damaged by relics.
(Recurring Mechanics: Hive Symbols, Pervading Darkness and Symbol Pairs)
Unstable Nightmare: The ‘Unstable Nightmare’ will activate at the beginning of the sever encounter and if it reaches zero it will stop the sever. The sever can be reactivated but the sequence must be reactivated and the symbols that were destroyed must be destroyed again.
Symbol Match: Around the room will spawn 12 hive symbols, these symbols must be destroyed with the correct pairings. When one of the children of oryx loses 1/3rd of their health, a sibling symbol matching one of the 12 symbols will spawn. These sibling symbols will indicate which symbols must be destroyed together either with Crota and the glowing sister or Nokris and the non-glowing sister. If the correct pairing is achieved it will reset the ‘Unstable Nightmare’ timer but incorrect pairings will decrease it. Symbol Pairs can only be destroyed after both of their sibling symbols are revealed.
Nightmarish Damage: Two nightmares will spawn, a sword bearer knight that will drop a hive sword that can damage Crota and a Scorn Chieftain that will drop a scythe that can damage Nokris. When one of them has 1/3rd of their health, that brother will gain ‘Nightmare Immunity’ and drop a ‘Core of Dread’. Dunking a ‘Core of Dread’ on one of the sisters will remove that sister of their Nightmare immunity. When destroying a pair of hive symbols it will remove ‘Nightmare Immunity’ from one of the brothers. When one of the children of Oryx gains ‘Nightmare Immunity’ it will spawn a hive wizard that will begin building up stacks of ‘Pervading Darkness’, sibling symbols can only be properly seen when affected by ‘Pervading Darkness’.
Sever is complete once all 12 hive symbols are destroyed, ending the encounter.
Encounter Triumph: No guardian can hold the same relic twice.
Encounter Challenge: Destroy 2 symbol pairs within 5 seconds of each other.
Now hopefully we can get this with Nezarec mixed in
You know in a way you predicted pantheon mode because both oryx and rhulk are fought one after another in there . Even though it would have been cool to have all 3 at the same time
I approve.
🙏
This feels like savathûn Vs oryx and rhulk
Oryx but he has Lubrae and the Light
pantheon if it was good