Destiny Taken King: Trials of Osiris Guide

Destiny Taken King: Trials of Osiris Guide

Dec 18-21 Map: Frontier

Frontier

Another first-time location this weekend. Frontier is a relatively larger map with large open spaces and two opposing bases with a bridge stretching across a gap. Though snipers will continue to dominate, there are many ways to play this year 2 map.

Teams spawn inside the buildings at opposite ends of the bridge. The indoor spaces provide many angles and obstacles for cover, but in order to control the map you won’t be able to hide in there forever. Snipers should use boxes and walls to get an angle across the gap and avoid staring straight down the bridge. Mobile, aggressive players will have to find away across quickly, but can really wreak havoc on a team hardscoping for too long.

Using the low open spaces to your advantage can be extremely effective with teamwork and communication. A sniper can watch across (and hopefully avoid getting picked off) in order to guide a rusher to the right spot. Without a heads up, the rusher could easily get trapped, so make sure you’re timing the move and orchestrating flanks when necessary.
Heavy ammo spawns on opposite sides of the bridge, which means both teams will have a fair shot (similar to Black Shield or Pantheon). Even if a team only rushes with one player, don’t get caught standing around if the rest of their squad is picking up rockets. Rushing teams should be careful when splitting up – pushing too hard against a full team of three won’t help your team at all.

Bounties

Rewards aren’t totally determined by wins and losses – you’ll still get plenty of rewards after the game. It’s important to work towards completing these bounties while you play.

  • Trials bounties have a small chance to reward Exotics.
  • Complete these for XP, and a mix of Legendary Marks & Trials packages.
  • You can complete regular Crucible bounties in Trials!
Bounty Description As One Defeat 3 opposing Guardians while near at least one of your teammates. Determined Complete 5 Trials of Osiris matches or win 1 Trials match. His Eye Upon You Complete 10 Trials matches. As a Trials Fireteam, defeat 75 opposing Guardians. Teamwork Defeat 5 opposing Guardians while both your teammates are alive. Ticket to Fight Complete a single Trials of Osiris ticket. Valor’s Reward Earn 75 points in Trials by round wins (+3), losses (+1), and ties (+1). As a Trials Fireteam, defeat 3 opposing Guardians without anyone in your Fireteam dying.

Basics

  • Requires a minimum Character Level of 40
  • Requires a minimum Light of 251; Recommended Light is 290
  • Winning teams receive Trials gear at the end of the match

Matchmaking

Last year, matchmaking was based entirely around connection; Bungie wanted strong connections to avoid the possibility of lag deciding the outcome of a match. This year, a major change has been made for the better (as far as competition goes).

In Year 2, you’re now more likely to be matched up with teams who have a similar amount of wins on their ticket. This means that by the time you make it to your 9th match, you’ll probably be battling a team that’s competing for their final win as well. We’ll see if connection strength plays a factor over the weekend.

Find your team at DestinyLFG.net

Strategies & Obstacles

New year, new metagame, new destructive subclasses! Let’s talk about some commonly seen tactics you’ll run into in Trials of Osiris:

Pulse Rifles

A certain weapon type has been rising to the top since the 2.0 balance patch; pulse rifles are a strong – possibly the best – primary choice. Guns like Hawksaw, Nirwen’s Mercy and maybe even a Grasp of Malok here or there will be very frequent in Trials. Make sure to back off an encounter if the stagger hits you before you’re ready, and equip yourself with a strong pulse to even the odds.

Sunbreakers

By now, everyone is well aware of the certain doom that approaches when the tong! sounds. Running into a Sunbreaker in Trials is virtually guaranteed – but what can you do about it?

The important thing to remember is that besides the Super, the Sunbreaker’s neutral game is perfectly manageable. This means that except for 1, maybe 2 rounds, there isn’t necessarily anything to fear. keep track of Supers, when the other team uses them, and when that Titan might have theirs. When you hear the activation sound, notify your teammates immediately and orient yourself with the Sunbreaker. Keep tight turns and barriers in between you and that Titan. If you plan on attacking, make sure a teammate is ready to help – two good snipes can make quick work of a Titan if your timing is right.

Self-Resurrecting Warlocks

The self-res has been a staple of Trials since the beginning. Sunsingers are powerful in the Crucible and can literally change fate with their Fireborn ability. The best way to handle a Sunsinger is to keep track of them even after they’ve died. Once you’ve killed a Warlock, don’t let their ghost out of your sight. Designate a teammate to watch their ghost, and if they res, shout it out. They can be brought down with a clean snipe or a nice shotgun/melee combo but if they get time to throw grenades they can easily take the round back.

Passage

You can pick boons up through your Trials ticket instead of Brother Vance, but remember: buffs must be applied before you start your first match.

  • Favor of Osiris – Start Trials of Osiris with a Win. Must be purchased before your first match.
  • Mercy of Osiris – Your first loss is forgiven. Must be purchased before your first match.
  • Boldness – Winning your first match awards a bonus win. Can only be granted before your first match.

Gear

  • 300+ armor & weapons will drop.
  • Adept weapons are in the Lighthouse chest and have an intrinsic perk. No elemental damage.
  • The last weapon perk rolls randomly from a set of choices.

Click on a weapon to see all available perks.

All Adept weapons have the intrinsic Last Resort perk – This weapon handles and reloads faster when the wielder is the last living player of their Fireteam.

Weapons Type Strength The Water Star (Adept) Hand Cannon RoF, Reload, AA Doctrine of Passing (Adept) Auto Rifle RoF Reflection Sum (Adept) Pulse Rifle Stability The Inward Lamp (Adept) Scout Rifle RoF Glass Promontory Sniper Rifle RoF, Range, Reload Elevating Vision Fusion Rifle Impact Binary Dawn Shotgun Impact The Tamarind Rocket Launcher Reload, Velocity The Unseeing Eye Machine Gun Impact, Stability Warlock Armor Hunter Armor Titan Armor Blind Jackal Mask

Winged Sun Vestments

  • (Blindsight Vestments)

Winged Sun Gloves

  • (Blindsight Gloves)

Winged Sun Boots

  • (Blindsight Boots)
Burning Eye Mask

Winged Sun Vest

  • (Blindsight Vest)

Winged Sun Sleeves

  • (Blindsight Sleeves)

Winged Sun Legs

  • (Blindsight Legs)
Golden Bull Mask

Winged Sun Plate

  • (Blindsight Plate)

Winged Sun Gauntlets

  • (Blindsight Gauntlets)

Winged Sun Greaves

  • (Blindsight Greaves)