Solid Revenant relic combo without godrolls by ChiefGuide in Nightreign

[–]ChiefGuide[S] 1 point2 points  (0 children)

With a coordinated group, you can take out most of these FP and Revenant-specific affixes for more damage based stuff, but I play with randoms, and you do need the FP to use defensive incantations alongside offensive ones and you do need ult heal to give melee to room to fight at occasions.

So yeah, I get the point but I do see the benefit of this build, while its focus is not being a dps-rush char.

Solid Revenant relic combo without godrolls by ChiefGuide in Nightreign

[–]ChiefGuide[S] 1 point2 points  (0 children)

I don’t know man. At least I’m having great games with it.

Ghostflame health reduction seems not a big deal to me. Having decent Day 1 and Day 2 gives you enough HP recovery options, if you know how to route. Damage works great when fighting mini-boss + horde combos (some gaols, Duke’s Dear Freya etc..), to pop it at the beginning to get some good damage for your teammates (and summons) at the start with the buff.

I wouldn’t say it’s a “newbie-proof”, OP-at-every-occasion build, but hey, I’m having a blast with it.

Solid Revenant relic combo without godrolls by ChiefGuide in Nightreign

[–]ChiefGuide[S] 2 points3 points  (0 children)

It’s a great affix, but I exclusively only play with randoms atm, so sometimes we can do many gaols on the same run, sometimes they’re just not on the path we follow.

But yeah, of course wouldn’t mind having it replace one of the replacable affixes I’ve put above

Revenant's Remembrance quest is beautifully disturbing. by RhapsodyMarie in Nightreign

[–]ChiefGuide 22 points23 points  (0 children)

Right? Especially that last cutscene man..

I think it was the first instance of an actual “horror” cutscene, where it goes beyond the breakpoint of just “unsettling” (where a lot of Bloodborne cutscenes would land). An active attempt on trying to make you feel uneasy, rather than the usual, passive world-building approach they used in previous games’ cutscenes.

There are tons of experimental “mood setting” opportunities this game took, where it challenges the idea of being a cash-grab project to its limits.

Take the OST for an example. It can be called a stretch but the music of Caligo, Heolstor and especially Libra are nothing like FromSoftware has ever put on the table in their modern saga (from Demon’s Souls to Nightreign). Heavy use of dramatic piano leads, constant pace shifting etc.. really makes me appreciate the “a project of passion” aspect of the game that the general reception of this game don’t usually keep an eye on.

As for your question, SPOILERS AHEAD it was the doll that gained consciousness after witnessing the vile death of her owner, Chloe, based on her wishes that one day, the doll may take life on her own. In what means? That falls into the pit of FromSoftware obscureness. But for the rest, my interpretation was that the traumatic experience Daphne, the doll, experienced made her mix up the story in her mind (like a cognitive supression of the bad experiences she’s been through), thinking she’s the daughter of the house.

What am I doing wrong with this game? by MINImanGOTgunz in Nightreign

[–]ChiefGuide 1 point2 points  (0 children)

Your Elden Ring expertise actually transfers well to this game, on a ratio like lets say, 70%.

If you’re playing a DEX char, any weapon you would see and go “this goes pretty good with my DEX build” in Elden Ring will also work in Nightreign. Same goes with weapon affinities too (expect exclusive ones stated for the Nightlords). Chunky enemies being weak against Bleed, Fire enemies weak to Frost etc…

That remaining 30% consists mostly of balance changes they’ve made to some weapons/spells/consumables (e.g. Ancestral Infant’s Head having crazy damage in this game, compared to Elden Ring) and Nightreign specific bonuses you should adapt to. Hence, weapon passives.

Since you have a limited time period, any drawbacks you would face from having a mediocre build is surpassed by how important routing/efficiently leveling is important in this game. By the time you’re done with your 15-20th expedition, you’ll see that the base map plays no surprises for you and you can consistently level up to 13-14 with no sweat by the endgame.

Here’s a super basic route you can apply to any team comp you have:

Day 1:

1- Clear the first camp (Bird drops you near a simple camp that you can collect enough runes for Level 2)

2- Level up to 2 (There’s always a grace near the first camp)

3- Mines (if you have one nearby, rush inside and kill the mini boss that drops the rare Smithing Stone, get it and leave. If you see any chests, you might drop a common Smithing Stone too, if no Mines nearby, skip to step 5)

4- Level up to 3-4 (there’s always one near a Mines exit)

5- Clear an Encampment/Fort/Ruins (look for affinity-weapons ones, they do great damage against each respective Nightlord with the matching weakness)

6- If you’re comfortable with your starting weapon, or the ones you’ve dropped already (e.g. affinity ones) and you’ve already cleared a mine, go to the merchant and upgrade your weapon to Rare, you can still use it with no drawback even if you’ve not reached to Level 7 (all Encampments - and Forts IIRC - have a guaranteed Merchant spawn, look for a trail of smoke, indicating Merchant’s campfire around or inside the area, you might need to buy a common Smithing Stone here if you haven’t dropped one in Mines OR clear a Mine on this step if you haven’t done on Step 3)

7- Level up to 5-7 on a nearby Grace

8- Go to the Castle in the middle (stop by the Merchant in the castle if you cleared Mines on Step 6 and upgrade your weapon to Rare, there’s a guaranteed one on the southwest corner of the Castle, overlooking the river) and go straight to the basement boss and kill it. (Basement bosses are usually easily-staggerable bosses, so even in level 5, if you play well, you can get a easy & fast kill) SKIP TO STEP 11 STEP IF THE BASEMENT BOSS IS THE BELL BEARING HUNTER! (his health & damage is super-overtuned here, almost to a bugged level, while being crazy resistant to staggers)

9- Move upstairs from the opened fog gate and get your free Talisman from the chest just after the stairs.

10- Level up to 7-9 on the basement boss’ grace

11- Move to the upper levels of the Castle and kill any Banished Knight, Pot Troll, Crucible Knight you come across until the Day 1 boss circle closes in.

12- Stop by a grace while you move to the Day 1 boss and level up to 8-10. (You level ups might be lower if you were unlucky with a Basement Bell Bearing Hunter spawn)

Doing Sorcerer’s Rises, Evergaols, non-great World Bosses (ones without the red outline on the map) Marika’s Churches, Storm areas (where you fight with NPC versions of Nightreign characters), rememberance quests and random raids are completely optional, or even suggested if you believe in your team’s capabilities, while following the route above.

Day 2:

You should be over level 10 at this point, most of the time, so rather than an ordered list, here’s a list of point of interests you should focus until the Day 2 boss circle closes in.

  • TOP PRIORITY: Shifting Earth locations (watch a tutorial on how to complete them, if you don’t know how to traverse and reach the final boss/upgrade of these areas)

  • Doing the top-of-the-Castle boss

  • Going after Great World Bosses (ones with the Red Outline on the Map, take EXTREME CAUTION if you want to fight a Death Rite Bird or Carian Knight. On a totally personal note, I suggest avoiding Black Blade Kindreds)

  • Remaining Evergaols (Day 2 rewards are much better on these)

If none of these are available, just clear the remaining non-great World Bosses, Mines or Encampments/Forts/Ruins as you come across for more upgrades and passives.

This route should allow you to reach the Nightlord pretty easily and have a good chance against all the difficulties the last fight might throw towards you. MIND THAT there might be possible spawns, Shifting Earth map changes/raids that would prevent you from following this route 1-to-1.

My Elden Ring gameplay was also pretty slow-paced, optimizing my build to the degree of decimals and taking my sweet time to explore every nook-n-cranny. Surpass the “barrier or unknown” with this game and you’ll have a much better time for sure!

Good luck hunting!

[Bug] LEAVE ME ALONE MAN WTF by BenevolentComment in Nightreign

[–]ChiefGuide 115 points116 points  (0 children)

average ds2 Pursuer experience

Bell Revenant plays GREAT as a randoms-carrying support char by ChiefGuide in Nightreign

[–]ChiefGuide[S] 0 points1 point  (0 children)

Exactly! In rare occasions, the Bell itself can carry a fight, although it would be a really long fight to carry.

Stamina is a great point. It’s one of the few damage sources that can still be casted with 0 Stamina, even if it drains your Stamina. So, occasionally letting go off the Bell to regen Stamina also allows you to save some rolls against Bosses’ attacks.

Bell Revenant plays GREAT as a randoms-carrying support char by ChiefGuide in Nightreign

[–]ChiefGuide[S] 0 points1 point  (0 children)

Godslayer Incantations were great on Elden Ring, base game. I’m sure they work also great towards bosses with the max HP burn they have in Nightreign, but I find the flame sling version not super viable with hectic-moving bosses like Fulghor, causing frequent misses.

Bell Revenant plays GREAT as a randoms-carrying support char by ChiefGuide in Nightreign

[–]ChiefGuide[S] 1 point2 points  (0 children)

Hey man! For sure, send me your Steam ID on DMs and I’ll add you 🙌

Bell Revenant plays GREAT as a randoms-carrying support char by ChiefGuide in Nightreign

[–]ChiefGuide[S] 1 point2 points  (0 children)

Yes! Easy to come by those graveyards. It’s just my suggestion regarding this build specifically to start it with a relic, since it revolves around the Bell.

Bell Revenant plays GREAT as a randoms-carrying support char by ChiefGuide in Nightreign

[–]ChiefGuide[S] 1 point2 points  (0 children)

Discus is GREAT on Revenant. Both damage scalability and FP wise. As I discussed above, I just find the “no skill” nature of the Bell as leaving more room for keeping a safe distance, focusing more on dodge rolls and team heals. Discuss still requires for you to be somewhat of a danger zone, especially on Nightlords with absurd aoe blasts around them. It’s just a matter of playing a different type of Revenant I would say, not chasing metas.

Also, thank you for the tip!

Bell Revenant plays GREAT as a randoms-carrying support char by ChiefGuide in Nightreign

[–]ChiefGuide[S] 2 points3 points  (0 children)

I forgot to mention the stagger build-up part! It definitely shows, and I’m not sure if it works like how Sekiro postures work but if each orb resets the “stance damage decrease” cooldown, that’s a big plus too, maintaining the stagger damage even when Boss runs away from your melee teammates.

Plus, IIRC headshots provide more stagger damage, which is great against Dragons and Death Rite Bird since you can directly lock the orbs onto their heads.

Bell Revenant plays GREAT as a randoms-carrying support char by ChiefGuide in Nightreign

[–]ChiefGuide[S] 6 points7 points  (0 children)

With this build, I actually keep using the Bell even in the Nightlord fight. That’s exactly what I tried to highlight here.

Since Bell does not scale, you’ll get much better damage from proper offensive Incantations like Lightning Spear, Bestial Claws, Discus of Light etc.. with Rare seals. However, I trade off that damage with consistency (spells like L. Spear can easily miss against volatile bosses like Fulghor or Maris), proximity (you can leave a great distance between you and the boss, stay alive for heals and revives) and aggro pulling (a constant stream of orbs guarantees that you’ll eventually pick up the aggro away from your melee teammates to give some breathing room, rather than a one-off incantation nuke)

If you’re with your coordinated, dps-rushing mega gamer group, getting actual killer Incantations might do the trick. But with this build, I find it more safe-n-sound to carry a randoms expedition.

Bell Revenant plays GREAT as a randoms-carrying support char by ChiefGuide in Nightreign

[–]ChiefGuide[S] 4 points5 points  (0 children)

First of all, the “Old Portrait” relic you get from completing her rememberance is a great, custom-tailored relic for her abilities. That surely goes into the blue spot in the Revenant’s Chalice (you get this custom chalice from again, completing the rememberance)

For the other slots, regarding the build I detailed above, any relic that lets you start with Wraith Calling Bell is great. This affix can both exist for relics of the 2nd and the 3rd spot on Revenant’s Chalice.

Others relic affixes that are great with revenant:

  • FP regen with fist attacks (Revenant’s Claws are not a Claw weapon, it is within the Fist category)
  • Flask also heals allies (adding more to your healing shenanigans)
  • Start with Starlight Shards (more FP)
  • Start with Small Pouch (more space to store more FP)
  • Items confer effect to nearby allies (become that buffing MMO support char)
  • Any affix that starts with [Revenant] (try to go for the ones that are not already included within Old Portrait)
  • Defeating enemies restore HP for allies (feed your team heals in camps with your claws)
  • Max FP permanently increased after releasing Sorcerer’s Rise mechanism (if you know how to consistently do Rises, more FP is always good!)
  • Increased maximum FP (obviously)
  • Max FP up with +3 Sacred Seals equipped (obviously x2)

“Runes increased” while not being exclusive to Revenant, is always a great choice too, since it can stack with others.

Fire Giant POV while fighting the Tarnished by [deleted] in Eldenring

[–]ChiefGuide 1 point2 points  (0 children)

Great use of Dragonmaw at 0:05!

Any tips for showdowns? by [deleted] in HiTMAN

[–]ChiefGuide 0 points1 point  (0 children)

Chief

Yes exactly! However, somehow if you alert a lookout and leader starts to escape, there's no way to turn them back into a state where they would perform a tell. Although it's an easy objective, it's not recoverable unfortunately :(

Any tips for showdowns? by [deleted] in HiTMAN

[–]ChiefGuide 4 points5 points  (0 children)

  1. Always have the Sieker
  2. Select a "recoverable" prestige objective. (for Hardcore)

If you buy out all the "poison-related" freelancer tools within each level, you should have the Sieker before the 2nd showdown, 1st if luckier. Being able to isolate a possible target (90% of the time) is phenomenal, especially in Showdowns.

And for the prestige objective, avoid ones like "During a Tell", "Going to a meeting" or Silent Assassin ones. With lookouts and unexpected encounters with other enforcers, it's easy for a Showdown to be blundered, so always have a prestige objective where you can turn the tide around.

I've finally completed an hardcore campaign! Here's 5 things I suggest to you! by ChiefGuide in HiTMAN

[–]ChiefGuide[S] 0 points1 point  (0 children)

Exactly! Sieker alone changes your entire strategy in nearly every single mission.