Pantheon: Morgeth Surpassing
A 6-player Pantheon activity from the Monument of Triumph update. Each encounter fuses two classic raid encounters into one, and the three are run in order:
- Warpriest + Annihilator Totems (King's Fall)
- Consecrated Mind + Confluxes (Garden of Salvation)
- Morgeth + Queen's Walk (Last Wish)
If you also plan to run Calus Resplendent, do it first - the Drifter offers an exotic quest that asks you to clear Calus Resplendent before Morgeth Surpassing.
This guide reflects the launch-week strategy from the Monument of Triumph update. Loadouts and tactics may shift as the meta settles.
Recommended loadout
Datto's team cleared the base activity (no feats) on this setup: Truth rocket spam for the whole team, with one anchor on Banner Shield + Doom Fang Pauldron. Bring burst-damage supers (Nova Bomb, Golden Gun, Blade Barrage with Shards of Galanor). Swap to long-range weapons for Consecrated Mind (see that tab).
Warpriest + Annihilator Totems
The first encounter fuses the rooms and the Warpriest fight from King's Fall. Two side rooms each hold an Annihilator Totem; the central Warpriest room has three deposit plates (middle, right, and an upper-left platform).
Totem mechanic
- Send one player to the left totem and one to the right. On the way, pick up the spherical objects that grant the buff needed to stand under a totem.
- If a totem holder dies or leaves the totem for too long, the whole team wipes. Holders also run on a timer.
- Kill the Wizards next to the right and left plates in the Warpriest room to spawn Taken Knights; kill the Knights to drop the .
- Carry the Brand Claimer to a totem and claim the brand from the holder. This refreshes the totem timer and frees that player to rotate into the Warpriest room. Keep swapping so every totem is always covered.
Building Deathsinger's Power
While standing under a totem with , every kill grants a stack of .
- Don't claim a brand the instant you arrive. Ask the holder about their timer and let them bank a few more kills for extra Deathsinger's Power before they call for the swap - but never let their timer hit zero. If your own Brand Claimer timer is running low, take it anyway.
- In the Warpriest room, stand on the smaller plates to deposit Deathsinger's Power. Keep clearing adds, spawning Knights, and grabbing Brand Claimers to swap at the totems.
- Track DPS progress on the big door into the Warpriest room - its sides glow as it fills.
Damage phase
The Brand of the Initiate timer scales with how much you had when you steal it with the buff. And on top of that, when you have the buff you gain more stacks as you kill enemies
- When enough Deathsinger's Power is banked, the plate that completes the requirement turns red. Step off, then have a player carrying a lot of Deathsinger's Power hop on to gain .
- Brand of the Initiate projects an aura; everyone standing in it can damage Warpriest. Its number counts down each second.
- Before it expires, another teammate must claim the Initiate - which again requires a Brand Claimer from a Knight. These will spawn in the same spots as they did during the totems section of this encounter. Have your high guardians get them and kill ads to stack more time for DPS
- When the Initiate finally runs out (limited swaps, a mistake, or the timer), the damage phase ends.
Between phases
After a damage phase, a massive glow builds from the back of the map near Warpriest. Stand in the physical shadow of a rocky Hive pillar to survive it. Each pillar only works once and is then destroyed.
Post DPS, the plate that contained the buff will be inactive and you will not be able to deposit there
Repeat the loop for a second and possibly third damage phase until Warpriest falls.
Recommended loadout
Truth Spam works, but since damage phases are long, total damage/precision strategies end up being better.
- Brand Claimer
Dropped by Taken Knights (spawned by killing Wizards near the plates). Lets you claim a brand from a teammate at a totem and is also needed to claim Brand of the Initiate during damage.
- Brand of the Weaver
The buff held under an Annihilator Totem. Every kill while holding it grants a stack of Deathsinger's Power.
- Brand of the Initiate
Gained from the red plate once enough Deathsinger's Power is banked. Projects a damage-enabling aura on Warpriest; its timer scales with the Deathsinger's Power you carried onto the plate.
- Deathsinger's Power
Stacks gained from kills while holding Brand of the Weaver, deposited on the Warpriest-room plates to build toward the damage phase.
- Annihilator Totem
A totem in each side room that must stay occupied. If its holder dies or leaves it too long, the team wipes.
Consecrated Mind + Confluxes
The second encounter fuses the defense and the Consecrated Mind fight from Garden of Salvation. Vex try to sacrifice at the confluxes; too many sacrifices wipe the team. There are five confluxes - the usual four plus one in the dead center of the arena.
Enlightened and connections
- Shoot a node to send a tether that chains from player to player and back to a conflux. Everyone in the chain gains for one minute, which lets you destroy the shielded sacrificing Vex.
- You need at least two players to form a connection - you can't shoot a node solo, and standing too far makes the line turn red and fail.
- When you first reach a conflux its node is blocked. Kill the nearby to unlock it.
Roles
- Assign one player to each of the five confluxes, plus one runner.
- The runner roams, refreshes timers by making connections, and kills Hobgoblins that drop motes to deposit in the central conflux - that progress builds toward the damage phase.
- Use downtime (the 'enemies subside' text) to portal to a teammate, refresh both timers, then portal back to your conflux.
- Angelic Hydras spawn at random and lock out connection boxes. Kill them quickly to restore connections.
The Consecrated Mind
Unlike normal Garden, the boss roams between confluxes and spits on the ground.
- Stand in the spit to open the boss. It shows circles on three appendages, one glowing red per appendage. Call 'inner' or 'outer' and shoot all three red circles (solo if you're quick, or have a partner shoot the others) to make it move on.
- Picking up the spit applies for over two minutes, which locks you out of the spit mechanic. Rotate who handles it.
Damage phase
The boss moves away fast during damage, so long-range weapons are ideal. Kackis's team swapped to Whisper of the Worm here.
- When the runner deposits enough motes, the text 'Consecrated Mind is drawn to an overloaded relay' appears and the boss heads to the central relay.
- It opens and displays red circles - destroy all of them (primaries to save ammo) to start damage.
- The boss then backs away in the direction it's facing. Chase it at range and land your shots as it retreats.
- When it reaches a far relay the phase ends. Reset roles and repeat for a second or third phase.
Recommended loadout
Long-range DPS - the boss retreats too fast to follow closely. Whisper of the Worm was doing notably more damage than Truth here.
- Enlightened
A one-minute buff gained by joining a tether connection from a node back to a conflux. Required to destroy the shielded sacrificing Vex.
- Voltaic Overflow
A debuff lasting over two minutes, gained by picking up the Consecrated Mind's spit. Locks you out of the spit mechanic until it expires.
- Angelic
An enemy that blocks a conflux's connection node; Angelic Hydras also spawn at random and lock out connection boxes. Kill them to restore connections.
- Conflux
A relay the Vex try to sacrifice at. There are five - the usual four plus one in the center. Too many sacrifices wipe the team.
Morgeth + Queen's Walk
The final encounter fuses Morgeth, the Spirekeeper with the Queen's Walk traversal from Last Wish. Split your six players three left and three right.
Taken Strength
- spawns around the arena. One player can hold a maximum of two; picking up a third kills them and drops all their Strength.
- Strength left on the ground fills Morgeth's power meter faster. If Morgeth reaches 100% and isn't stunned, the team wipes.
For consistency, have the player who grabs the first Strength also grab the second so they reach two. Morgeth's trap targets players with two Strength first, so this decides who gets trapped.
Eye of Riven and the trap
- Taken Captains spawn and drop the (the Taken relic). Someone with ZERO Strength should grab it and hold it until Morgeth traps a player. A trapped player is held in a Taken tornado for about 20 seconds and dies if not freed.
- Before freeing anyone, the relic holder shoots the two Acolyte eyes that spawn above Morgeth. Destroying them making the symbols behind Morgeth in the main room more readable.
- Stand next to the trapped player and press the grenade button to free them. This also transfers their Taken Strength to the relic holder - which is why the holder must start with zero.
Queen's Walk symbols
Freeing a trapped player teleports both of them to the area, where Taken Strengths appear marked with Last Wish symbols.
- The team still in the main room calls out the symbols revealed behind Morgeth. The players inside must grab the Strengths whose symbols were NOT called - the odd ones out.
- Only the player who carried the relic can see the symbols above the inside Strengths. The freed player (now at zero Strength) does the grabbing and must be directed by the relic holder.
- The outside team repeats Strength, relic, and trap to send in the next pair. Each cycle reveals two more symbols in the main room, and the pair inside grabs the two odd ones out, until all six players are inside.
Keep the two Strengths on any trap pair totalling exactly two: 2 and 0 (preferred), or 1 and 1. Three or more is fatal, and the relic holder always needs zero.
Delay grabbing each newly spawned relic for a moment. Picking it up too early can let its timer expire before you can free someone.
| Cycle | Players inside after | Symbols shown in main room | Strengths in Queen's Walk | Action inside |
|---|---|---|---|---|
| 1 | 2 | 2 | 4 | Grab the 2 whose symbols were not called |
| 2 | 4 | 4 | 6 | Grab the 2 whose symbols were not called |
| 3 | 6 | - | 1 final | Whoever is not at x2 grabs it to start damage |
Queen's Walk symbol cycles
Damage phase
- Once everyone is inside, a single final Taken Strength appears; whoever is not at two Strength grabs it to start damage, and Morgeth teleports into the Queen's Walk area.
- Two Taken Captains spawn (usually just before damage) and drop Eyes of Riven. Morgeth's power builds during DPS; launch an Eye of Riven super at him to reset his power and end the damage phase.
Stun as close to 100% as possible to maximize uptime - around 90% is the safe call. If Morgeth hits 100% without a stun, the team wipes.
- A Captain's dropped Eye only lasts about 40 to 45 seconds, so watch your relic timers. When Morgeth is stunned, damage ends; repeat the mechanics if he isn't yet at his final chunk.
Final stand
Morgeth starts building strength the moment the final stand begins, so move fast.
- When Morgeth reaches his final health chunk, everyone is teleported to a jumping-puzzle traversal - the Last Wish platforming run before Morgeth, with Wizards to clear along the way.
- Taken Strength is scattered across the path and the final area, and ALL of it must be collected before damage can start.
- First players to arrive should peel to the very back and grab the furthest Strengths first (still two max each), so the last to arrive grab the front ones and you reach damage sooner.
- Once every Strength is collected Morgeth becomes damageable. Time is tight and his strength keeps climbing, so save heavy and supers for this - kill him here or it's a wipe and a full restart.
Clearing this final encounter opens the end chest, which doubles as a vendor: you can repurchase weapons earned this run along with Pantheon exotics.
Recommended loadout
Burst-damage supers (Nova Bomb, Golden Gun, Blade Barrage with Shards of Galanor) for the damage windows. Manage Eye of Riven stuns so Morgeth's power meter never costs you the window.
- Taken Strength
A pickup collected off the ground. Hold a maximum of two - a third kills you and drops all your Strength. Strength left on the ground fills Morgeth's power meter faster.
- Eye of Riven
The Taken relic dropped by Taken Captains. Hold it to free trapped players, and launch its super at Morgeth to reset his power and end the damage phase.
- Queen's Walk
The area players are teleported to after freeing a trapped player, where the Last Wish symbol mechanic plays out.