ELDEN RING NIGHTREIGN

ELDEN RING NIGHTREIGN

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Deep of the Night Gitting Gud Guide
By Divine Weapon
I give you very useful tips for Deep of the Night. Relics, Bosses, and the Nightfarers are all addressed strategically. Actually good advice I typed up because I keep seeing people play terribly and they need some good advice.
   
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INTRO
THE GIT GUD GUIDE FOR DEEP OF THE NIGHT.

THIS IS THE DESIGNED TO BE THE ULTIMATE BASIC LEVEL GUIDE FOR DEEP OF THE NIGHT RELIC BUFFS AND DEBUFFS.

SPECIFIC ADVICE FOR ALL THE BOSSES. SPECIFIC ADVICE FOR ALL CHARACTERS.
THE FIRST RULE OF SURVIVAL
The First Rule of Survival, the key to winning in Deep of the Night is... SURVIVE

Too simple? Well, let me spell it out for you a bit better...

If you live longer, you can make a comeback. If you live longer, you can think harder, adapt, and eventually win against a difficult challenge. Taking permabuffs for HP and Damage Negation are typically superior for this reason.

But let's use a practical example; let's use the boss aggro example. Being able to swap who is dragging aggro works wonders, and when the bosses change targets, it can be lethal to a guy swatting the boss in the backside. When you do so successfully, the boss is targeting you Survivability isn't simply about keeping you alive, but keeping your allies going as well, as they can then stack their buffs and then strike the boss in the rear. And that's how Elden Ring Nightreign works at high levels: take turns swatting bosses in the rear.

Sounds hilarious? It is, but it works.
FOR THE DUMBDUMBS
If, by God's will, you somehow managed to get through this game long enough to play Deep of the Night content, and have not figured out certain basic details, this guide will help you. I said by God's will, but honestly Satan probably had something to do with it, as you are holding everyone back for not knowing these things.

CASTING SPELLS AND INCANTATIONS FROM STAVES AND SEALS CAN STILL BE VIABLE WHEN BELOW LEVEL REQUIREMENTS REGARDLESS OF WHAT THE EQUIPMENT MAKES YOU BELIEVE:
Decreased damage? Sure, but remember that many of the best spells cause certain specific additional effects that don't require damage or status procing, such as dropping the Full Moon on an enemy and it causing increased magic damage to that enemy, or toss some lava on the ground. You can do the same with Black Blade's health drain, healing, buffs, and other things. Some are more or less effected, but others are not. Today, I got stuck with a Recluse who held the entire party back because they refused to use the Carian Staff I spent a boss reward on for them, which also had a +Sorcery buff on it, so they were doubly foolish. The dope eventually gave it to the Duchess for some dumb reason and honestly I am still angry about it. We could have completely stomped our way to Day 3, but the fool had us stuck with minimal damage output against a field boss because they refused to use the best item they could have possibly asked for. Heck, it even had that Loretta's Bow spell on it.

ITEM SCALING + PERSONAL SCALING X WEAPON DAMAGE = ACTUAL DAMAGE:
Your stats don't matter if your weapon scales different. Each weapon scales different. If you've played OG Elden Ring or any of the Souls games, you should know this. Sadly, there is no way to look at scaling when on the map, and you can only check when at home. The equation provided is a bit simplified, but it's the basic outline for understanding it.

IF DAMAGE IS KING, POISE DAMAGE IS HIS SEXY QUEEN, AND STATUS EFFECTS ARE THEIR BEST KNIGHT:
This is something you can usually figure out fine on your own, but I suggest learning the value of charge attacks. They can absolutely change battle dynamics. Sure, their damage isn't that much better, and they tank your stamina, but the poise damage is absolutely fantastic, and is what gives them their value in combat. A heavy enough hit in poise damage can briefly stun or stagger even stronger enemies that are nearly boss level in strength, and since this effect acts like a procing, it's highly recommended for people without aggro to use charged attacks just to break stance.

HITBOXES:
Contrary to things you might have heard, the hitboxes in Nightreign are tighter than Krampus's rear end on Christmas. In addition, your character's size is directly in proportion to their hitbox. Sadly, both of these miracle works can go out the window thanks to latency and lag, but luckily, Fromsoft is very good with handling such, and since Nightreign is COOP PVE, it doesn't need to force synchronization in a way that would ruin the experience.

OVERCOMING THE DODGING HURDLE:
The actual biggest skill hurdle for most is the invincibility frames of dodging and how to properly time your dodge. There is a bonus you can find which boosts dodging, but you gotta be alert on what works and learn this on your own. In order to perfect dodging, I smetimes dodge on boss moves even when the boss has no chance of hitting me. This personal act of training helps me adapt to the rhythm before the boss targets me, and readies me for that occasion. I highly recommend using this OCD habit of mine for yourself and seeing if it works.
BUFFS YOU WANT
THE GOOD
S-Rank Relic Buffs for DOTN:
Maximum HP Up
-No joke. It's not a huge amount, but it outranks both Affinity and Physical Damage Negation as HP goes with both. Since Crimson Flask heals according to Max HP, this buff is huge, offering a perfect percentile survivability boost in all circumstances. It also stacks multiplicatively, so consider this boost stacking really nicely. Allow me to put this into perspective: as a Revenant, I can I stack two of this with Revenant's DOTN Vigor on my deep relics, put Everdark Augur's relic in one of my primary slots, and if I put any more vigor past this, I can easily make 450+ HP at Level 1 using a character that normally only has 200 HP at Level 1. This allows me to outtank Guardians, with a REVENANT.

Evergaol Attack Buff
-Evergaol bosses will always drop permabuffs, with a choice of runes if the buff sucks, and the bosses spawn at reduced health. Getting 10K runes atop the 20K you got from the bosses can get your level up high early in a run if the first random boss isn't too bad. Optimally, you are getting a doubling up on buffs. Yes, there is that one relic with Evergaol attack buff, Stonesword key, etc. Sure, on paper people say you can at most get a few bonus from this, maybe 20% in a good run, but this is atop the other buffs and bonuses. That's why people stand by this combo so hard, and the proponents are 100% correct.

Discover Greatshield
-S Rank? Yes, and this one 100% deserves it. Sure, Guardians need them, but consider that certain attacks from bosses can one hit kill almost everyone under bad circumstances. You might be able to dodge it, but if the timing is wrong, you die. For me, I prefer to use this because it provides me with an alternative option against these moves, as well as opens my character up for guard counter and guard healing build options. Sure, you might have your shield knocked aside, but in exchange, you lost around 40% or less of your health and can get back fighting. That's huge. It also provides viability defense options against many field bosses.

Constantly Gain HP
-A solid pick. Seriously, the Everdark Gnoster Relic is top tier because of this and its other features. Comboing this with a good shield, Damage Negation at Full HP, and more can keep you alive in even the darkest times. This effect can also be used to counteract the drain from status effects you might suffer due from weapon and relic effects. If you have this and know what you are doing, then using the mimic hat isn't a problem.


A Rank Relic Buffs for DOTN:

Night Invader Attack Buff:
-If you kill a Night Invader, you get a level 7 weapon that you can use at Level 1. Early game, this can really help you. Late game, you still get a nice attack buff and weapon choice. The Night Invader locations also come with a free helping of a normal boss, meaning that this buff combos atop existing bonuses. Plus, Night Invaders usually come in groups of 2, meaning you get about 2 times the bonuses per location. As a result of this compounding greatness, this buff can be comparable to the Evergaol Attack buff in quality, maybe better if your party is up for it. Sadly, there is a problem which made me reevaluate this as A Rank, lowering it from its previous position at S Rank, and that is the HP increases at higher difficulty make most parties not right for conquering Night Invaders, mostly due to the mobs supporting them always being much stronger than the regular versions of those enemies. Evergaols are simply less risky to win than Night Invaders. Sure, at Depth 1 or 2, Night Invaders are very viable to a good team, but this viability decreases with every rank, and eventually the Evergaol attack buff is better simply due to difficulty compounding. Evergaol bosses similarly rise in difficulty, but they either are one you can beat and will fight or one you will run from and if you die, rune retrieval is relatively simple; with Night Invaders, you should be ready to lose your runes and never get them back from a common mob nearby them and walking somewhere deep into the area where it would be lethal to follow.

HP At Great Church, Stamina at Great Encamp, Arcane at Ruin, Item/Runes at Fort
-All are good, but unlike the Evergaol bonus, at most you will get 2 or 3 buffs from this, and it's very conditional. Furthermore, it lacks the doubling up on buffs aspect of the Evergaol relic, as many versions of these locations don't provide buffs, only weapon picks, and often at low rank. Viability also varies based on the types of these specific locations. For example, if your ruins are Imp ruins, then your Arcane buffs won't help you because those things ignore status effects. Mostly good, conditionally, these buffs are not always viable, and I recommend you don't try to use multiple of them. However, a top tier party can stack them and go hog wild around the map to get maximum benefit from these, and I recommend that mindset.

Physical/Affinity Damage Reduction:
-It's great if you find a good relic with this paired with HP Max Up. Sadly, HP Max Up is still preferred because it works in place of both of these.
WEAPON BUFFS
S Tier
Add -INSERT ELEMENTAL ATTACK- Upon Melee Charge Attack
-Each one is a weak version of an epic weapon's special. Being able to shoot out a Wave of Gold with a charge attack is absolutely a power move. You get the damage of both the charge and the ult, no FP use required. Also, very useful for revivals. It is possibly preferable to use this ability on a charge to revive teammates instead of double using weapons. BUT WAIT, THERE'S MORE!!! These effects also light up the weapon with the element of their special charge. This allows you to freely buff your weapon with an element for more added damage or status effects.

Damage Negation at Full HP
-Being able to survive an attack that would otherwise instantly kill you from Max HP is a huge bonus. Combine this with HP regain for maximum effect.

A Tier
Taking Damage increases Damage Negation
-Do you want to survive multiple hits in a row? Good. This is particularly useful against enemies that can hit you multiple times quickly, which is admittedly all of them. When used properly with Damage Negation at Full HP, you can expect to tank multiple hits in a row before you go down, even on the harder side of Deep of the Night.


RELIC DEBUFFS TO AVOID
There are some I view as the best of the bad, such as Below Max HP Reduces Attack. Sure, it's a negative, but it's easily managed. Remember, your deep relics may not have any of these, but may have three of them each. Also, the best buffs in deep relics will also carry a debuff, so managing them is vital.

Top Worst Debuffs:
Flask/Evasion/Etc Lowers Damage Reduction
-If you are going to use any of these, then don't play this game. They are simply that bad. Once, I saw a Duchess with the Repeated Evasions lowers Damage Reduction get slaughtered by common mobs over and over again. As for Flask Use lowers Damage Reduction, you use flasks to save your life, but with this a random common hollowed soldier mob swoops in and you are dead, same for an unlucky lesser hit from any other enemy. The basic Evasion one only lasts a bit, punishing failed evasions, similar to the Flask version only lasting through the animations, but the Repeated Evasion one lasts a while, and stacks its effect, making it disasterous.

Status Effect build up while below Max HP
-It gets bad, not too fast, but it gets bad. Some of these can be mitigated by using Continuous HP Gain. However, there is something to take into consideration. Being about 90% or so HP also will cause it to not take effect. This means you don't need 100% Max HP to prevent the status effect, just nearly max.

Continuous HP Loss:
-It can be mitigated with HP Gain relic buffs and other tactics. However, it's a permanent effect slowly leeching your max health, and if you don't have a workaround to mitigate it, then this will give your character a time limit on their capacity to fight.

Conditionally Bad Debuffs:
Taking Damage causes Status Effect
-Against bosses that use the status effect in question, especially that use multihit moves of those elements, do not use these relics, or at least do so with caution. If you get hit multiple times, this is bad. I once accidentally used a Taking Damage causes Frost Status Buildup against Caligo, and I did not have a good time. Libra is broken enough without being downed from madness status instantly. In certain specific cases involving Executor, these can be beneficial, as he can gain a buff whenever cured of a status effect, due to his character relic effects.
EQUIP ADVICE
Red Rank Weapons:
If you've seen these in Deep of the Night, you should know that technically they are Legendary Rank equivalent as far as power is concerned. Yes, they have some demerits on them, but two buffs and you need to give them some thought every time.

Relic Weapon Discovery:
There are some specific buffs on relics that increase the odds of specific types of equipment, and you might wonder what the best is. Honestly, I did previously suggest Greatshields, which are useful in multiple nightlord fights, as well as Thrusting Swords, due to their status procing. However, the biggest winner might be Colossal Weapons, Colossal Swords, and Greatswords in that order simply due to them having some of the best legendaries, with Arts and special effects far beyond the quality of other weapons, and very few items even come close to what these offer.

Heavies:
Don't underestimate the power of a colossal weapon. Stunlocking is awesome and worth the trouble much of the time. They burn through stamina like crazy, so the trick is to go in, hit them once, and back off. Double colossal weapon jumping is overrated, and also they nerfed that strategy some time ago, but I do admit that despite it being overrated, it can very much serve in certain situations. It's better to act strategically with a hard hitter, because you have less leeway for escape, so the hit and run tactics are usually the best, with charge attacks being used if you can wind up the swing when someone else has the aggro.

Pokes:
Halberds got a good sweep and good Poise damage, but honestly you are probably better off with a spear or thrusting sword due to stamina usage and the commonality of status ailments among them. The three best great spears and two best rapiers are far better than literally any other option as far as poke weapons are concerned. The only reason to use halberds is range and sweeping attacks;they do tend to have better reach than spears and great spears, so they are useful if you want to do poise damage to a boss when they aren't aggrod to you.

Spells and Incantations:
First, most of the spells have been rebalanced from Elden Ring, so maybe reconsider that item drop as potentially kinda good, but enough of them remain the same enough that they're still awesome.

Specific Weapon Advice:
Royal Knight's Greatsword, which is Blaidd's sword from ER, is absolutely terrible due to the combination of magic scaling and it's art, which leaves you too open while taking too long to be worth its damage output. To make it even worse, Magic is the worst elemental affinity in this game, and while the Recluse is able to make it work, there are no nightlords weak to Magic, and multiple nightlords are strong against it. All the characters with good INT also lack the stamina to use this weapon.

Rivers of Blood is the best Katana, even more than the Legendary pick, Hand of Malenia.
BOSS ADVICE
BOSS ADVICE:
Gladius
-Tank dodging his melee attack is key to this fight. The big fire sweeps can be blocked if you suck at dodging. Yes, even the Everdark boss room clearer super fire sweep ultimate he uses, although you should expect to have your guard knocked away. This can be used to protect you from an instant death, as it's dodge window is kinda hard to see. The taunt from the Everdark version is easily missed and can triple buff his attack; expect a teammate or some glintblade buff to hit him when he taunts, which is why shields are doubly recommended for this boss fight's super ultimate fire sweep so the whole shield thing I mentioned is a lifesaver. Sadly, the massive sword in mouth swipe used by the Everdark version is very lethal, and since it combos, blocking is not advisable, but it has enough windup that you should be able to .

Fulghor
-So many multihit moves that Taking Damage Increases Damage Negation is the GOAT against this HORSEman. Guarding is a bad decision against many of his movies, but conversely is a fantastic decision against some other moves he uses due to how hard it is to dodge their erratic movements. If you fail to run away from the Everdark's sky arrow nuke in time, then hold up your shield and brace yourself. Don't try to block his sword drag move, as it knocks away guard like the "Kick" effect and then follows through with an undodgeable massive damage sweep when your guard is broken.

Adel
-Every boss builds up resistance to status effects used against them with each proc, so diversify your investments in status procs. Don't only use poison, and I recommend diversifying that status effect investment. Frost works wonders because it slows him enough to make dodges much more viable, even giving you more time to run away during certain very dangerous moves he uses. Knowing when to run and when to pursue can make quick work of this guy. Unlike other bosses, I'll outright tell you to avoid using shields against this one. It isn't that he merely hits hard, but also his grapple moves might catch a tank offguard. You gotta learn to dodge this guy. Luckily, his attack pattern has very good windup and you should be able to manage being a dodge champ against this guy.

Gnoster
-The colossal weapon candle is a killer for him, and can hit the red moth in the air during the Everdark version as it starts to parasite on one of the duo. Fireball throwing spells suck against this guy due to his movement pattern, so I recommend using other fire based options to attack. Learning to dodge can save your rear. In the Everdark version fight, always try to kill whatever the red moth isn't parasiting off of, because every single time the moth jumps to a new body, it loses a massive chunk of HP, and whatever it parasites off of gains a massive damage reduction. But that isn't the only reason to attack whatever is not parasited, as if both bosses are alive and unparasited, the Everdark version will unleash a massive area of effect sky laser that can down the entire party if you're not careful. Feel free to use status effects to pierce through that defense buff.

Libra
-His defenses are broken and bullcrap. On Everdark, don't use Madness on him, but instead his minion clones. As for the other status effects: YES. I highly recommend using all of the status effects against him, as they bypass his defenses and do solid damage, and by using all of them, you diversify your investment; a smart investor strategy to use against an evil merchant of chaos and war. Exec is a champ in this fight, because his Arcane stat allows him to mow down the summons and Libra, and this also applies to both Ironeye and Revenant due to the former's poison and latter's distractive capabilities. Everyone should grab some additional shards, so buying a pouch and shards from the merchant is a big brain move, keeping you alive. An Exec/Iron/Rev combo can break this guy with procs, but sadly most players do not understand the mechanics of this fight. This boss fight always becomes a battle of attrition, so keep that FP up. Always try and go to the madness towers to get some madness boluses from the local mobs, which you should use for their permanent Madness resistance effect. When his mobs attack each other, let them and proc more status on the boss. Remember, destined death's HP drain does not lose effectivity with subsequent procs, so if you got it, use it; Black Blade dagger is very awesome for use in this fight, as Libra is weak against Holy attacks and it does HP Drain, and the sacred seal spell Black Blade is even more awesome. Libra is also weak against fire, but honestly statuses do better than elemental damage.

Caligo
-Frost will kill you. Getting to him is a pain, as he constantly flies about the arena. However, while his pattern is hard to utilize to your advantage, there are some actions he uses that should encourage you to not overuse your stamina and simply wait for him to come to you. It depends. If the ice mountain shifting earth appears, go there and take the peak no matter what, maybe even take out some of the fringe bosses near the mountain on day 1. The same big candle of death you use against Gnoster is awesome against this guy. Use the triple shot crossbow as Ironeye; it puts you at medium range, enough to evade his longer range attacks while being able to see the tells to evade his close range attacks; this tactic is great, and allows you to function as a ranged tank, which is something you really don't see in this game outside of this.

Maris
-Ranged attacks must be used to stop the sleep bombs. In general, grab a ranged weapon for this boss if you can't find another good option, as it's useful to tap a couple attacks if you can't catch up to him. Maybe grab the triple shooting crossbow if you get the chance. On the Everdark version, you can guard against the super laser he uses, but just use your new Legendary weapon because no shield is necessary and it will blow back your guard despite saving your rear. Revenants against the Everdark version can and should save a healing spell weapon, even their starting one, as the charging ability given before the second stage of the fight refills your FP, allowing for infinite healing, and the same can be said for buffs that increase magic damage negation and the like, so this advice should be applied not only to Revenant, but all characters.

Heolstor
-Learn how to dodge tank. If he has you in his sights, stop attacking and start dodging, and trust your teammates to strike his cheek when he turns it to them. Don't rely only on one weapon or skill and don't expect only one ability to keep you alive throughout the fight, same for defense, as his tactics are mixed and he gets buffed. Don't use status effects during Phase 1, as his resistance carries over for Phase 2. During Phase 2, you can use a strong shield to block his super ground pounds, as running away is rarely an option, but still dodge the tiny elemental ground slashes that spread throughout the area.
CHARACTER SPECIFIC ADVICE
Wylder
-Stack Hoarfrost Stomp with Wylder's relic buffs that add greatsword fire. It works wonders in breaking down enemy health. With the bleed skill relic buff in DOTN, this allows Wylder to proc two major status effects without much difficulty. Speed is your friend, run to places quickly and do tons of destruction.

Ironeye
-You already know how to properly use your skill, or else stop playing this character; we love that damage buff. Defeat Enemies Charges Art Gauge relic effect is your BEST FRIEND. Combo that with the Ironeye Poison Art relic buff to mow down groups of mobs, especially in the blood ruins and fire chariot great encamps. If done properly, you can mow down a dozen enemies and recharge your art to full to fire it again, making this one of the best combos for traveling and clearing sections of the map, but don't do this while sacrificing the other things you need, because there are no mobs during the Nightlord fights to utilize that strategy.

Raider
-You have two jobs: hit hard and break poise. Obviously, these are the same job. You have high stamina and health, so grab a greatshield for certain occasions. Guard counters work miracles with colossal weapons, so use that to your advantage and stop trying to solely rely on double wielding colossal weapons, with a few exceptions. I am tired of seeing big daddy Raiders not knowing how to properly use Guard Counters like a chad.

Guardian
-Go heavy durable or go home, with high HP and Stamina. You will hold back your team if you can't get your act together. Remember, you can hold up your shield while doing thrusting attacks. Guard Art Charge is your second best friend right behind knowing how to guard good. When your shield is up, stamina refill decreases, so take that into account. Always use the Art relic effect that heals HP while up. Your skill duration relic buff can hold back almost any medium or small mob, allowing your team to shine. Learn to utilize your Guadian's passive ability, because it requires special activation during guarding, which I think is done by dodging twice during a guard; it drains stamina but gives you a block so strong you can use your starting shield through most of the game just fine. I highly recommend getting a weapon with Golden Vow for the reason that you are close range and might need it.

Executor
-Many of the best Exec players use a status proc combo on their starting weapon, and upgrade that weapon across the level. It already has bleed, but adding another status effect plus a skill that adds a third, well, that's just gravy. Putting bleed, frost, and poison on the enemy at the same time is wonderful, and really breaks most encounters. Learn to properly use his parry skill, as it's basically like using a shield except that timing increases the shield effectivity; good timing prevents stamina loss. There generally are two types of Exec players: Parry Gods who we love and the "please, stop, just get some help, stop" players, so try to be the former. Your ult heals you to full, and its roar move is a lifesaver, so use the relic that adds heals to it and use it on mob group bosses such as those that come from Evergaols. Remember, the Exec is a tank, much like the Guardian, only different in EXECUTION. Pun intended.

Recluse
You are here for Magic, FP regain and Magic Cocktail effects. I should clarify, all the worst players of this class in DOTN refuse to gain durability and HP buffs; up your Vigor because it will save your life and help all the others save time reviving you. There is no point in being a back row teammate that can't survive even in the back row. Also, your dodge exists not to evade, but moreso to make space between you and the enemy, as it not only moves farthest of evasions among the nightfarers, but leaves you open to attack for longer at the end of the dodge. Furthermore, most multihit moves will hit you in their second hit because such moves are timed to the standard dodges of other classes; yes, the better dodge is actually worse, which is why you gotta stay back row. Grab a dagger or other light weapon for reviving teammates, maybe two for doubling up. Use aggro down effects whenever possible.

Revenant
-You are going to start weak, so try to act like a scavenger and distraction for mobs at first using your summons. Hoarfrost Stomp works wonders for early game kills of random mobs for runes, just to be helpful for teammates, because otherwise you will be a burden on them. Being a loot goblin might make your party hate you early on, but you are trying to find items for them too, and this work pays off for everyone. Early on in a run, loot the secret staircase chests in ruins for talismans and starlight shards, loot the towers for more shards, loot the chests and maps in forts so they don't have to; give any stonesword keys to your allies to have more room for starlight shards. Thrusting Swords are your friends for their quick attacks, shield use, status procs, and allowing you to evade. The colossal weapon/sword meme isn't actually a joke; it works, but don't double up, and instead just use one of them so you can break poise and stunlock some foes for your allies. Most of your character specific relic effects are not worth it, but the DOTN one that boosts Vigor is a miracle worker. Distraction Revenant often is better than Cleric Revenant, with more survivability for the prolonged combat in DOTN.

Duchess
-You either will properly use your unique relic effects, or you will fail. Don't use evade lowers damage negation. Rely heavily on magic and reprisals, only using melee if it might proc status and staying away from aggro. I highly recommend you try to act as an evasive support, using the relic effects that share item and flask uses while keeping yourself away from harm. Reprise is more important than your ult, and using well determines if you are a waste of space in the party or not. Invest in things that make you invisible, bide time, and support party with buffs from behind your invisibility. If a Revenant drops her sacred seal with Heal, grab it for the 'just in case' reasons. Your evasion exists to make you survive the hellscape that is up close. Boost that vigor just in case.
INCREASING DIFFICULTY
Look, I'm just gonna say it straight. It isn't "prepare to die", it's "get ready to suffer".

The difficulties are manageable in Depth 1, 2, and 3, but after it gets to Depth 4, it goes hog wild. Before then, you could expect difficulty, bad RNG, and maybe some dumb teammates to ruin your day, but after you get to Depth 4, it isn't just the HP increases, but the intensity of the attacks.

Yes, several bosses have moves that are absolutely bullcrap, which can kill you from full HP if you are unlucky, but the thing is, you can mitigate this trouble on Depths 1 through 3 with proper buffs for the elemental damage and the like. However, when put under pressure at Depth 4, it is no longer about losing to bad luck, but about only winning with good luck. It's bad, plain and simple, and it doesn't get much better.

Sure, you can equip specialized gear for specific bosses, ready for the specific types of attacks, and much more, but you're threading the needle. Victory requires buffs to prevent instant death, and even by going after field bosses, you likely won't stack enough to survive.

Lastly, something needs to be done about the frequency of certain bosses. Randomly being stuck against Everdark Libra is an almost guaranteed loss. To make matters worse, some of the easier final bosses such as Augur don't seem to show up as often. Maybe this is my bad luck, but I've honestly run into Libra several times more than Augur, and it's annoying to suffer it again and again.
OUTRO
I wrote this guide because I'm tired of having a bad day, getting paired against Everdark Libra in Deep of the Knight multiple times in a row, going down a rank, and then getting paired with people who rank among the dumbest players I've ever met. I shouldn't be a better more durable tank while playing as Revenant than both Guardian and Raider. I also shouldn't be a procing more status effects than Executor under the same conditions. Why is this happening? Why are all the Guardians and Raiders dying in 1 hit while I'll tank 3 hits and still have enough health left to resurrect everyone? Simple, you guys don't understand buffs.

But, sadly, when you fall from the higher tiers, you get stuck with people who suck, and then trapped.

Maybe, just maybe, you guys can crawl up from that mire, stand at the mountaintop, and declare that you have achieved a state of "git gud". I want to be there with you. Until then, God bless.

4 Comments
DEEP SIGHT 19 Nov @ 1:42pm 
I've seen some say you get flask charges over time.
jumi 17 Nov @ 1:31pm 
Great guide, for relic debuffs to avoid, I disagree with flask and possibly the dodging one (not repeated), you already want to be in a safe position to use a flask so you don't get hit mid animation so the risk in running that isn't as bad as other debuffs. It opens up your choices in which passives to run when you get that debuff imo. Dodging one i can understand, but once you start learning enemy patterns it isn't as scary to run, it lasts a very short time.
OpiumLeafz 16 Nov @ 9:41pm 
I dont understand how people get past depth 3. My randos rush in, die, expect me to revive them and if I can't they get pissed and quit. Or, someone will quit within the first few minutes for no reason. Then, you get that message that the penalty will be waived because someone quit early but THEY LIE AND LOWER YOUR RANK ANYWAY. WTF?!?!?! This game is a mess. I have never played a game that relied 95% on what your teammates are doing, taking all the agency away from the player.
Nepkey 13 Nov @ 1:54pm 
Very well written. Thanks for the guide brother.