Guide
Radiant Dance Machines (Exotic)
+24
Published 3 weeks ago Last Edited 3 weeks ago

Lost Sector Guide: Bay of Drowned Wishes

Dive once more into Legendary Lost Sectors, this time around in 3 locations within the Dreaming City as we re-explore a familiar area in the new season. Guardians will be taking on Scorn Champions for the first time in either this Lost Sector or the new rotation of Nightfalls, courtesy of the Fanatic. With the addition of these Lost Sectors, there has also been a plethora of new Triumphs added for completionists to chase flawless and solo runs, as well as returning armor Exotics from D1 finally making their first appearance in D2.


Throughout Season of the Lost, only 11 Lost Sectors will be rotated throughout the Season. The rotation goes: 3 from the Dreaming City, 1 from the Tangled Shore, 4 from the Moon, and then 3 from Europa. Additionally, Destination modifiers have been removed and Burn modifiers have been simplified and renamed to simply state which element is affected. In future seasons, the rotation will change and allow players to obtain the Triumphs tied to those destinations’ Lost Sectors.


For all Lost Sectors, the time limit is set at 15 minutes before any additional revives you obtain throughout the activity are taken away, and you will get periodic reminders of that time limit. During Season of the Lost, if you are running on Legend difficulty the recommended Power is 1320, while at Master it is 1350. While you can complete the activity while under-leveled, it is best to keep yourself within 10 Power of the activity otherwise enemies will be able to kill you more easily as well as take much longer to defeat. While a few things change from Legend to Master, the overall strategy used to get through should be about the same.

Activity Modifiers


Enemy (Scorn): Raider Shield - Scorn Raiders now have Void shields.

Burn: Arc - 50% Arc damage dealt and received.

Champions (Scorn): Overload & Unstoppable - This mode contains both Overload and Unstoppable Champions, which cannot be stunned without an Overload or Unstoppable mod, respectively.

Limited Revives - Limited fireteam revives. Gain additional revives by defeating Champions.


Legend Modifiers - Recommended Power 1320


Locked Loadout - No changes to weapons, armor, mods, or subclasses while in the activity.

Match Game - Enemy shields are more difficult to break without its respective elemental damage type.

Extra Shields - Elemental shields added to specific enemies (Void for Raiders)

Total of 5 Champions.


Additional Master Modifiers - Recommended Power 1350


Extra Champions - Increases total Champions up to 7.

Master: Chaff - Radar is disabled.

The Scorn are a particularly nasty enemy faction Guardians have had to face in the past. Within this Lost Sector, a large difference in Power will make quick work of runs and dash most hopes of flawless runs or completions altogether. Stasis will be a strong tool to keep enemies, most notably Screebs, from getting close enough to take you out. Aside from that, the focus should be on survivability and the ability to dispatch enemies from a safe distance.


Hunter:

The safest bet for a smooth run is running Revenant, simply because of the fact that the use of Withering Blades can make quick work of smaller adds, has the potential to proc Overload, and can lock down and stun pretty much any enemy type. Another good option for Hunters would be the use of Way of the Sharpshooter Gunslinger when paired with the Athrys’s Embrace Exotic, which allows one to use throwing knives as an additional tool to subjugate Unstoppable Champions.


Warlock:

Although some think that it may be a weak option now, the Attunement of Sky Dawnblade can be a decent pick for Warlocks as it allows them to quickly reposition out of harm’s way with Icarus Dash, as well as being able to deal damage at a distance when throwing out Celestial Fire. Should you feel like you need to control the battlefield instead, the use of Shadebinder with the Bleak Watcher Aspect will allow Warlocks to freeze a large number of enemies without even having to peek out of cover and will prove to be a particularly safe strategy.


Titan:

Despite having had changes that make the Behemoth much slower than it was in the past, the Stasis subclass remains one of the more mobile options for Titans and can allow them to reposition quickly when needed and still have the benefit of crowd-control depending on the Aspects used. Particularly, Diamond Lance can be used to take out enemies at a distance and can be chained multiple times with itself. For Titans that want to be bolder, however, there is always the option of Code of the Missile Striker in order to quickly take out larger enemies with the use of Thundercrash, but, while it does benefit from the elemental burn, it is still very risky as it does not have as many ranged capabilities. This risk can be mitigated slightly when running the Cuirass of the Falling Star Exotic chest piece.

Bows: By virtue of being the most Energy efficient Overload mod, Bows will tend to be your bread and butter when taking on Overload Champions. Wolftone Draw from this season is particularly good since it can roll with perks like Dragonfly or Adagio that either increase your clearing speed or total damage, making it great for quickly dealing with smaller enemies in the Lost Sector.


Fusion Rifles: With several Seasonal mods encouraging the use of this weapon archetype, it only makes sense to consider bringing one into higher-tier activities. Fusion Rifles with the Reservoir Burst perk are very good at clearing mobs of smaller adds.


Pulse Rifles: A good long-range option for clearing out enemies and also a good alternative for taking on Unstoppable Champions. Using Gridskipper allows you to deal with Void shields as well as constantly having an answer for incoming enemies as you progress.


Bastion: Although there is a mod that will allow for making it so Fusion Rifles can stun Unstoppable Champions, Bastion has that perk intrinsically and can be used specifically to save space to run other mods. Additionally, it has a decent range and damage which makes it a pretty safe option to burst down most types of enemies, mobs and Champions alike.


Telesto: This notorious Exotic Fusion Rifle has various benefits that warrant running it. For one, it can be used to stun Unstoppable Champions, and with its Void damage it is also good for the shielded enemy you will find in this Lost Sector. Additionally, when getting multikills with this weapon, it will automatically reload itself as well as your Kinetic weapon, which in the heat of battle can be an important boon should you need it.


The Queenbreaker: On top of being compatible with many of the Seasonal mods available, this Exotic Linear Fusion Rifle can take advantage of the Arc burn to deal even more damage than it normally would. Depending on which sights (which affect the damage and charge time) and perks you choose on this weapon you will also be able to take down enemies at a distance or focus a bit more on quickly stunning and bursting down Champions.

Overload Bow: You’ll need this in order to defeat Overload Champions. Bear in mind, whenever you are fighting against those same Champions, you must be sure to fully draw the arrow you have nocked, otherwise it is possible that you won’t get the Overload proc and the Champion you are targeting could start regaining health and start using its abilities.


Unstoppable Fusion Rifles & Unstoppable Pulse Rifle: At least one of these mods need to be equipped in order to deal with the Unstoppable Abominations in this Lost Sector. Without them, you will be guaranteeing at least one death in your runs.


Arc Resistance & Sniper Damage Resistance: The majority of the enemies you will face have Arc damage primarily and mitigating the damage received is especially important because of the Elemental Burn set in the modifiers. Since you will mostly want to fight from further away, protecting yourself against faraway damage will also be important but could potentially be swapped with Concussive Dampener instead to mitigate shrapnel from Chieftains, grenades from Stalkers, or explosions from Screebs.


Thermoclastic Strike: For any Guardians that decide to run either a Solar or Stasis subclass, this mod will provide an additional way to stun Overload Champions and can potentially make it safer to stun them from cover, making it a good way to initiate damage against one of the deadlier enemies you will have to fight through.


Resonance Siphon: Pairs well with Thermoclastic Strike particularly when you are using Stasis subclasses, but will also return ability energy from any Champions stunned, be it with abilities or with weapons.


Particle Deconstruction: A very strong mod to use when dealing with enemies solo, as you can stack increasing damage on enemies with one or two shots from most Fusion Rifles or from specific Exotic weapons. The damage increase is only for Fusion Rifles or Linear Fusion Rifles, but can be mixed in terms of how you stack it (using a Fusion Rifle to increase stacks before switching to a Linear Fusion Rifle.) Keep in mind that this stacking damage increase works on all combatants, not just Champions.

Enemies: Screebs, Stalkers, 2 Unstoppable Abominations (1 additional Unstoppable Abomination on Master)


Be ready to move when you first load in, since, as soon as you spawn, both Screebs and Stalkers near the entrance will quickly notice you and begin to charge. As long as you are quick on the draw, you will be able to dispatch these enemies with no problem, but it’s still better to do it from a distance to avoid damage from Screeb explosions or blasts from dead Servitors scattered throughout the area. Additionally, beware the scattered web mines throughout the area as they will deal Arc damage when detonated and can potentially cause death by Screeb when they slow and blind you.


Once the first mob is cleared out you will be able to move out of the entrance out into the Bay which will be a rather open area for the most part. Almost directly in front of the spawn area there will be an Unstoppable Abomination that will be relaxing until you draw its attention, at which point it will start to blast massive Arc lightning bolts that can quickly down anyone who doesn’t have cover to fall back on. Reposition behind cover, peek out when the Abomination stops shooting, use your Unstoppable weapon to stun it, and once it’s stunned unload your Heavy or abilities to attempt to burst the Champion down. Repeat this a few more times until you have taken down the Abomination and then move on to the next one.


Be aware that with each Unstoppable Abomination in this area there will be a continuous spawning group of Screebs that will charge you, and they will not stop spawning until you take out their corresponding Abomination. On Legend there will be only two Abominations, but on Master there will be another one that spawns before you move onto the next area. It’s important to focus the group of Screebs first so they can’t sneak up on you (especially when Chaff is active), but also if you stun the Abominations early, you can use the Screebs to burst them down faster when they are surrounded.


Once you take down the last Unstoppable Abomination in the back near a path that slopes up past some rocks, you can double back to grab extra ammunition before attempting to take on the next area's enemies.

Enemies: Screebs, Stalkers, 1 Void-shielded Raider, 1 Overload Chieftain, 1 Unstoppable Abomination


As you walk up the dirt path towards a Fallen barrier device you will spawn in the next set of enemies. The first one you should be aware of and attempt to take down is the Raider that will be standing on the cliff in the far back, left of the energy barrier. If you are not attentive, this enemy can end up sniping you, so make sure you locate it, break its Void shield, and eliminate it quickly before you have to deal with the other enemies.


In front of the barrier you will see a group of Stalkers that will spawn in with an Overload Chieftain. Depending on your position, the Chieftain will spawn Ether totems while barraging you with exploding Arc shells. You can personally destroy Ether totems or simply stun the Chieftain to make them despawn, something that should be done quickly to avoid being tethered or allowing enemies to get shielded. Similarly to the Abominations, a continuous stream of Screebs will spawn in alongside the Overload Champion, up until you take it out.


The best strategy here is to focus on taking down the Stalkers first, as they will not respawn, and then move up after taking out a wave of Screebs. There will be a small ledge to the right of the barrier that Screebs will not jump up on, and is a good place to position yourself only after you stun the Overload Chieftain. Beware the damage from the Chieftain here, however, because being this close in proximity gives it just as good a shot as you yourself will get on it. Continuously unload your Overload shots on the Chieftain and use your abilities and Heavy on it when you stun it, preferably while strafing side to side to avoid any incoming shots. If being close is too much of a detriment, attempt to take down the Champion from the bottom of the dirt path, but be aware that you’ll have to juggle your attention between the Chieftain and the spawning Screebs.


Once you manage to take down the Overload Chieftain, the best course of action will be to retreat as far back as you can, since a massive wave of Screebs will spawn near you along with an Unstoppable Abomination that will appear in the mists of the previous area. At this point, taking out the huge number of Screebs will be preferable, but it will be most important to make sure you burst down the Abomination so the barrier to the next area will drop. Once you do kill the Champion, you will be free to move into the cave where the boss resides, but do this when there’s a safe path and you know you won’t be followed by any remaining Screebs should you decide not to take them all out beforehand.

Boss: Yirksii, Subversive Chieftain

Enemies: Ravagers, Stalkers, Screebs, 1 Overload Chieftain (1 additional Overload Chieftain on Master)


The path past the barrier will be clear for the most part and will serve as a good spot to take down most enemies in this area. Be sure to blow up the destroyed Servitors first, however, so you don’t end up getting blown up if they get shot by any enemies. Once you turn into the open area inside this cave, you will notice that all the Scorn will be down below waiting and, once they see you, they will immediately start attacking you.


Once you draw the initial enemy aggro, you can back up a little bit and you will be chased by the Ravagers which will jump up to the ledge you’re on. As they do this, move backwards while you take them out, and be careful not to let them slam their censers on you, since even if the initial hit may not kill you, the burn that lingers may. After the Ravagers are disposed of, focus your attention on the Stalkers, who will be lobbing Void grenades in your direction and firing off their weapons. At the same time, there will be an Overload Chieftain with all these enemies, so be sure to stun it when you can so you can focus on clearing its minions quickly.


Once all the smaller enemies are dead you will be free to take on the Overload Champion, which for the most part will fight in the far back near the treasure cache. With this Chieftain, there will be no other spawns, however, so you will be free to take it out at your leisure, but just be sure to avoid its Arc shells whenever it is not staggered. There will be a total of three waves of enemies in this room, and as soon as you slay the first Chieftain, the second wave will spawn in more Stalkers and Ravagers.

If you are clearing the Lost Sector on Master, you will spawn in a second Overload Chieftain with the second wave of enemies. Once you do, be sure to repeat the same strategy as before and take out the Ravagers, Stalkers, and the Overload Champion, in that same order. Once you take them all out the third wave will spawn and the boss will finally reveal itself.


The Scorn Chieftain, Yirksii, is similar to the Overload Chieftains that you have been fighting up until now, but with the distinction that it is not stunnable and will wield a Solar shrapnel cannon when attacking you, as opposed to the Arc shells the other Chieftains had. It is extremely important to make the distinction, between this wave and the last two, that there will be Screebs spawning alongside the boss. If you don’t keep this fact in mind, you may end up getting sneaked up on whenever the smaller kamikaze units jump up along with the Ravagers you may be expecting and end up losing a revive. These Screebs will not respawn, however, and once you take them and the Ravagers out, you can safely focus on the Stalkers that remain. Again, once you take out all the minions, you can then take shots against the boss, and with Yirksii you only need to be careful with Solar shots that will move straight towards your location.


At about 50% health, Yirksii will summon another group of enemies to assist it, but this should be the final group of smaller enemies you will have to deal with. Again, there will be Screebs, so be on the lookout for them as you clear out the room for the final time. At this point, you will be able to damage Yirksii without having to worry about much else, so go ahead and dump out your Heavy and Super against the boss while dodging its shots. The only other detail that you may have to watch out for are the Ether totems that will spawn occasionally, but as long as you destroy them you should be able to quickly burst down Yirksii, drop down, and ultimately claim your loot from the cache in the back of the room. For Guardians running on Master, if you complete the Lost Sector flawlessly, you will be able to claim the Flawless Master triumph if you cleared it solo, hopefully along with one of the new Exotic armor pieces. In order to increase the chances of getting an Exotic, be sure to eliminate all the Champions before going to claim the loot cache at the end of the Lost Sector.

Possible Loot


Legend (1320) - Enhancement Core (Uncommon), Exotic Armor (Rare)

Master (1350) - Enhancement Core (Uncommon), Exotic Armor (Common)


For Lost Sectors with Leg Armor as the reward, there is a chance at getting the Radiant Dance Machines Exotic for Hunters, and for those with Arms Armor the No Backup Plans and the Nothing Manacles Exotics for Titans and Warlocks, respectively.

Written by ConejoLapin
Views
2,335
Likes
8

Comments

You need to be signed in to comment.

No comments posted, be the first!