This weeks you can venture back to the Cosmodrome to revisit another original Destiny strike in this week's Nightfall: The Ordeal. Fallen S.A.B.E.R. is up as this week's Grandmaster strike and here is my guide on how you can get through it!
Nightfall: The Ordeal - Fallen S.A.B.E.R.
- Arach-NO! - When defeated, Fallen Vandals spawn a web mine at their feet.
- Champions: Overload - This mode contains Overload Champions, which cannot be stopped without an Overload mod.
- Champions: Barrier - This mode contains Barrier Champions, which cannot be stopped without an Anti-Barrier mod.
- Chaff - Radar is disabled.
- Match Game - Enemy shields are highly resistant to all unmatched elemental damage.
- Equipment Locked
- Extinguish - If your Fireteam falls in a restricted zone, your team is returned to Orbit.
- Limited Revives - Gain additional revives by defeating Champions.
- Champions Mob - This mode contains additional Champions.
- S.A.B.E.R. Protocol - Incoming Solar and Environmental damage increased.
Enemy Shield Types: Arc / Void
This is a great week to get variety in your Class and Subclass builds. Here is the safest combination:
2x Middle Tree Void Titans with Ursa Exotic Arms / 1x Middle Tree Arc Warlock with Geomag Stabilizers Exotic Boots
Other combinations that will work:
1x Middle Tree Void Titans with Ursa Exotic Arms / 1x Bottom Tree Void Hunter with Omnioculus Exotic Chest / 1x Middle Tree Arc Warlock with Geomag Stabilizers Exotic Boots
1x Middle Tree Void Titans with Ursa Exotic Arms / 1x Stasis Hunter with Aeon Swift Exotic Arms / 1x Middle Tree Arc Warlock with Geomag Stabilizers Exotic Boots
If you are looking to get through safely the double Ursa strategy may be the best for your team. However, if you are familiar with Grandmasters and want to speed up your runs I recommend throwing in a Void or Stasis Hunter to increase the strength of your Chaos Reach Warlock.
Le Monarque - Once again Le Monarque is finding its way to my heart in a Grandmaster. This Bow makes good use of the tight spaces and areas of this GM and will help quickly clear out enemies.
Anarchy - Anarchy will help to keep the Shanks at bay and will be extremely useful when utilized to place traps where enemies will spawn.
Point of the Stag - I don't recommend specific Legendary Gear often but this old Bow is too good to pass up. Fit as many of these on your team as possible as it's strength against Red Bar enemies is unmatched. You will find it to be quite useful when taking down the waves of enemies if you are able to chain the Archers Tempo perk. If you do not have this Bow in your Collections, you are able to purchase it from the Exotic Vendor in the Tower.
Armor and Weapon Mods:
For the best results run Anti Barrier Sniper and Overload Bow.
Arc Resistance and Sniper Resistance will be crucial to have on an Arc Chest Piece. This will help you to survive snipe shots.
Glacial Inheritance and Resonance Siphon will be extremely important for your Stasis Hunter to run. This will ensure they get their abilities back quickly so you don't waste too much time in the strike.
Sniper Rifle Scavenger and Reserves will be critical to making sure you stay ahead on the ammo economy for this strike.
Surge Detonators this will be useful for keeping groups of Overload Champions stunned.
Hop on your Sparrow throught the Forgotten Shore and straight into the The Grottos. As long as you hang left you should avoid any enemies in the overworld that can give you any trouble.
Similar to Exodus Crash and Glassway, this strike features a "Defend" mechanic. You are able to control the Enemy spawns in this strike as well by adhering to the following percentages:
1% First Ship Wave / 17% Enemies / 23% Enemies / 34% Overload Captain / 42% Second Ship Wave / 55% Barrier Servitor / 63% Enemies / 70% Third Ship Wave / 75% Overload Captain
If you start this scan head to the top of the hill and defend against the enemies as one person continues to run down to the Warsat and progress the scan.
Once you reach the second ship wave switch to defending from the beach and fight back to the top of the hill once you see the third ship wave inbound.
Each time you are met with a new Fallen Ship make sure you focus on destroying the turret on the front of the Skiff as it will keep your team from being obliterated unexpectedly. I recommend utilizing the Ursa shield to defend while your team takes down the Skiff Turrets.
Enter The Bunker -
Make sure all of your Supers are charged before entering into the Bunker.
If you have a Hunter have them place their Tether or Stasis in the middle of the room, preferably on the pillar. After the Hunter Super has landed, utilize the Chaos Reach to clear all of the small enemies, try not to waste the Chaos Reach on any of the Champions.
Once the Chaos Reach runs out have the Ursa Titan pop to allow for a safe area to retreat to and to protect against snipers.
When a teammember is not using their Super, they should be placing Anarchy on hallways and trying to eliminate Snipers in the back.
Once ONE Champion is defeated it will spawn the next wave of enemies which will consist of One more Overload Champion and Four Tracer Shanks. Take care of the Shanks quickly and then keep eliminate the Overload Champion.
If you execute this next phase precisely you will have little to no work to do to progress to the next phase.
Bypass Security -
This next phase will start once you open the Vent Cover and shoot the fuse in the grate. There is a chance that the phase will start before you can shoot the fuse but this seems to only be caused by if any Supers or Grenades have destroyed the fuse during your last fight as it can be damaged before the grate is even open. The Titan will be the best character to destroy the fuse as they can pop their shield for safety if needed.
Have your Hunter and Warlock head out of the Bunker, make sure they are waiting in the rocky area before the tight hallway that leads into the Bunker. Once this next phase starts the Hunter and Warlock should stun the two Overload Champions that spawn in the Hallway while the Warlock Chaos Reaches them down to death. If executed correctly the Champions should instant melt and you should be left with only a small group of enemies inside the Bunker.
Deactivate the Arc Streams -
This part of the strike may seem like a pain but trust me it is very doable.
Make sure to take down the two shanks at the back of the electric field before continuing through this section. Two teammates should stay behind while your most agile fireteam member weaves through the electric stream to get to the orb.
The key with this section is to not stop moving. Pull the orb and immediately follow the closest arc current the best you can by running and activating your slide. If you chain the slides correctly you will by pass the enemies and make it to the dunk location without any deaths.
Locate the Breach Site
As the doors open throw the Hunter super into the middle of the room or enter behind your Titan's Bannershield. Have the Chaos Reach eliminate all the small enemies while any fireteam member that isn't in their super focuses on the Overload.
If you contained this room correctly you should be able to push to the back where the enemies are coming in from. Here you can lay down fields of Anarchy and take down the Champions as they come in one by one.
Take out the Barrier Servitor from as far back as you possibly can. Make sure you utilize your cover as it will be providing protection to the sniping Vandals in the back.
Push up once the enemies are cleared on top of the platform where the Barrier Servitor was and begin throwing your grenades on top of the overload Champion. Your goal here will be to keep the three Champions on top of each other so you can melt / finish them in quick succession.
S.A.B.E.R. -2 Fight
Jump through the grate and avoid the incline as the slide will still potentially wipe your team in this reprised boss fight.
This boss fight is one of the easiest of the Season as it provides a quick moment of rest between the different boss phases.
Clear out the Servitors and Shanks and prepare as S.A.B.E.R.-2 will come up from the middle of the arena.
When the boss is visible utilize all of your grenades and place two Anarchy bolts each on the Boss. You should not use any Supers here as you focus the Boss's crit points which are the front two thrusters on its body, similar to Taniks from the Deep Stone Crypt final fight.
Once the Boss goes immune hug against the left platform on top of the stairs to the left. As long as you can not see the Boss, it can not see you.
Clear out any remaining shanks and repeat these steps once your team has their grenade energy back.
Once you have cleared out the enemies for a second time prepare for the final phase as you will be taking down the equivalent of two health sections with this final phase.
Start the Boss phase and immediately begin melting the Boss with every damaging super you have. Your Titan should save their Bannershield for a worse case situation and only use it if anyone needs a revive. As long as you place everything you have on the Boss it should melt instantly and if not continue placing Anarchy while your team all fights from a separate section of the Boss Room.
The Boss should go down fairly quickly but make sure it does not get close to you as the stomp attack will be an instant death.
Possible Loot -
The Swarm (Adept) Arc Machine Gun
Adept Mods - You can earn any previously unearned Adept Mod as well as the new “Big One Spec” which provides a 7-8% Damage Boost against enemies.
Have any questions about running or need help? Let me know in the comments or @Suttledge on Twitter.
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