Destiny 2 - The Leviathan Raid Speedrun WR (18:14)

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Destiny 2
Game:
Destiny 2 (2017)
Duration: 18:51
348,746 views
3,551


This new time cuts off about a full minute from the previous time of 19:11. So what's new/different from the 19:11 run?

1) The rotation makes a difference. The 19:11 was with a Pools - Dogs - Gauntlet rotation. This week is the reverse of that, which is faster.

2) Gaining entrance to the first checkpoint. This requires all four Titans to cannon launch into a loading zone near the Gauntlet entrance. Once they enter the area, the remaining two Warlocks join for the rest of the run. The Warlocks cannot consistently make that skip.

3) Raid perks. The new raid perks on the armor help tremendously throughout the entire run. The helmet allows for an instant grenade after a super use. The gloves give a 20% damage bonus on melee kill, which is huge. The class item provides a 25% damage bonus for a specified element ability type, which is also huge. These are the three main perks that speed up every section of the raid... by a lot.

Everything else is pretty much the same as the 19:11 for now. I will copy and paste the full breakdown from that older run, in case some aren't fully versed in those strategies.

Hope you enjoy!

Gladd

Fireteam:
FleshCrunch
Sweatcicle
Modern
Indica
Gladd
Eon

Copy of strats from previous 19:11 video:

Pools - Pools is basically a hammer Titan spam now. The lamps get destroyed by hammers very quickly, rather than using Merciless. We used Masterworks weapons to spawn orbs to guarantee supers.

Dogs - Dogs is now gathering a x12 stack (1 flower) rather than a x24 stack (2 flowers). This speeds up the encounter, however, it is the number one cause of wipes due to cluster RNG and dogs behaving.

Gauntlet - Gauntlet now has each runner using Blink. Also, the final round (where everyone runs) is very different. Two players turn around and grab the orbs from what WOULD be "gates" 3 and 4. Another player runs forward and grabs the orbs from gates 1 and 2. This satisfies all gates being collected, and therefore spawns the finish line. The other remaining players wait at the finish line and sprint through it and slam the final three orbs in the center. This roughly cuts the running time in half. I am not sure who the original developer of this strat is, but I've heard of the player Hangry and company, so shoutout to them.

Calus - Calus utilizes the skull spawn ratio mechanic. This means that depending on the ratio of people in the realm compared to the people in the throne room, more or less skulls will spawn in the realm. Most previous speedruns utilized a 2:4 throne/realm ratio. We ran an even 3:3 to start. However, once the skulls were about to start spawning, every player killed themselves except for one player in the realm (me) and one player in the throne room (Indica). This allowed for an even 1:1 ratio of skulls. While I soloed skulls, Indica soloed the Calus stun. Then a revive train started inside the throne room, and all five throne players jumped on a plate to start DPS ASAP, without even waiting for me to return from space. By the time I even teleport back into the throne room, Calus is already taking mad damage. Shoutout to Indica for this strat; be sure to give his channel a follow and help him reach that 1K mark: https://www.youtube.com/channel/UCevK...







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