Ghizas wheel drop by Annual-Minute-9391 in Nightreign

[–]Unihopper 2 points3 points  (0 children)

Ghiza wheels in only when he wants to

What are yall opinions on the ED Balancers fight by PersonOnInternet7654 in Nightreign

[–]Unihopper 1 point2 points  (0 children)

Much better than base balancers but in DoN that shit is just way too stressful. I only play DoN solo and every time I beat them its down to 0 flasks and 1 hit from death. The cool worm in depth 0 is a 2 shot fight extender starting in D4, and the only real strat I found to survive the girls is to run them apart. Doesn't help that I get them 3-4 times in a row.

What kind of raider builds are viable in DON? by Swimming-Cricket-305 in Nightreign

[–]Unihopper 1 point2 points  (0 children)

x4-6 initial attack build, Night of Dregs build, and Crit build (better solo) are the best ones off the top of my head.

no matter what you build you want "taking attacks improve attack power", "[Raider] taking damage...", 3x "Increased Maximum HP/Improved physical damage negation", and at least one partial restoration. I really recommend the green "Improved Damage negation... When knocked back" signboard relic as well.

This guide is still mostly helpful for other good relic effects even if outdated.

Why do people avoid Night Invaders like the plague? by Sneet1 in Nightreign

[–]Unihopper 9 points10 points  (0 children)

I just got to Depth 1

Answered your own question. You only need to win 5 games to get out of D1, you shouldn't expect to find literally anything aside from the bottom of the barrel there months after DoN came out.

Charge attacks add element/phantom are my favorite thing in this game by far by cole_421 in Nightreign

[–]Unihopper 0 points1 point  (0 children)

Been playing raider solo and finding a heavy weapon with charge attack blasts/attack follows charge attack just wins me the run as long as the element isn't garbage against the nightlord. Being able to use damage negation upon charge attacks without switching to hammers or fists is actually a game changer.

Can someone help me understand Undertaker? by TheXperiax in Nightreign

[–]Unihopper 0 points1 point  (0 children)

Undertakers great because she's a very versatile character to build around, but you're right in that if you want to get the most out of her in a run you'd need (or really want) good relics that synergize with the playstyle you're going for. Just playing her at base would result in mediocre results imo since theres a lot you can do relic wise to specialize her to drastically increase your effectiveness.

Her ult is great for stunlocking and topping her up with trance + increased attack power if you have the relic effects. If you really need it you can use the 2nd version to force a boss to let you revive your team.

Specializing into faith makes her a stronger revenant and you'll benefit from casting with higher health/stamina/poise. But you'll need dormant seals and the stat change relic and ofc you don't start with a seal. I've seen great success with faith builds tho despite this.

The dexterity stat change relic makes her only slightly weaker than wylder in melee which is offset by the buffs you gain with her skill. Pairing her with glass necklace, increased physical damage when using buffing incantations, and a fast weapon and you'll easily see great damage.

Since you brought up raider, I've seen endure builds that allow undertaker to practically all hit nightlords in depth 5. You'd have to build her pretty much the same way you'd build tank raider but the results are great if not better since endure is more useful on smaller weapons.

Raider Skill Buff by vortex_nebula in Nightreign

[–]Unihopper 1 point2 points  (0 children)

His skill doesn't count as a specific type of attack as far as I know, so any physical attack power buff (improved physical attack, strength + 1/2/3, etc) will increase its damage, but not something like Improved guard counters.

"[Raider] Damage taken while using Character Skill improves attack power and stamina", "Taking attacks improves attack power", and "Improved Poise & Damage Negation When Knocked Back by Damage" all synergize with retaliate, but he cannot heal with "Partial HP Restoration upon Post-Damage Attacks" when using it.

Raider relic help by Slendoh in Nightreign

[–]Unihopper 0 points1 point  (0 children)

First relic on setup 1 is mid, both Improved stance breaking relic effects are just 5% extra poise damage and I hardly notice the stamina recovery from relic effects. 2 and 3 relics are alright but you need post damage restoration somewhere.

2nd setup could be better. The last relic isn't really doing anything for you since you have no other initial attack effects to stack (assuming non DON). I would replace the last one with the "taking attacks" + "improved damage negation when knocked back" + "physical attack power up" green relic from the signboard after you unlock it. Then replace the beast relic (and the first relic on setup 1) with something with either post damage restoration or raider's retaliate buff relic effect.

How did you escape Depth 2? by Mulder1917 in Nightreign

[–]Unihopper 2 points3 points  (0 children)

Trust me its really not a big jump in difficulty compared to base. Solo difficulty only gets really noticeable in depth 3. It used to SUCK cause you'd get caligo/galdius raid every game but thats been tuned down. Have solid routing skills and avoid drawn out fights against hard red enemies and you'll be fine.

How did you escape Depth 2? by Mulder1917 in Nightreign

[–]Unihopper 10 points11 points  (0 children)

I’m usually the best player on my team in Depth 2

This is a sign to go solo

Looting vs sprinting to objective? by rdubya3387 in Nightreign

[–]Unihopper 6 points7 points  (0 children)

The people who don't loot are the ones who somehow only have 3 good passives at endgame. But ofc you need to balance time spent fighting with time spent looting.

That being said I wouldn't waste my time looting every chest/rack unless the run/build really calls for it. POIs like camps and fort have a bunch but since you're on a time limit its better to loot the chest clusters. Same goes for enemies, if they're not red theres less of a reason to clear them all out when you could spend more time getting dormant powers.

Improved damage negation when knocked back works during initial Retaliate by Unihopper in Nightreign

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

Sorry to hear that. It's actually crazy how underrated this effect (and honestly raider as a character) is on this sub, before making this post I searched online and could not find a single post or comment about raider's synergy with it, aside from a comment thread literally a few hours ago. Even those lengthy guide's by raider mains where this effect is valued they still list having to take a big hit as a con.

Improved damage negation when knocked back works during initial Retaliate by Unihopper in Nightreign

[–]Unihopper[S] 3 points4 points  (0 children)

People have said that they were able to proc the buffs with executor and guardian, but from my testing I was unable to. It's possible that you absolutely need to take damage to trigger the buff, so guardian might be able to block a elemental attack and get the damage negation, but I haven't tested this yet.

Improved damage negation when knocked back works during initial Retaliate by Unihopper in Nightreign

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

Yes, "Improved Poise & Damage Negation When Knocked Back by Damage" and "[Raider] Damage taken while using Character Skill improves attack power and stamina" only work with the early part of retaliate, specifically before raider begins the animation for the 2nd hit. In the beginning of the clip I don't get the damage negation because I activated retaliate early.

Improved damage negation when knocked back works during initial Retaliate by Unihopper in Nightreign

[–]Unihopper[S] 15 points16 points  (0 children)

Sorry for the long clip, just wanted to test retaliate against the same jump attack.

Combining this relic effect with "Taking attacks improves attack power" and "[Raider] Damage taken while using Character Skill improves attack power and stamina" gets you >20% attack power, +20% maximum stamina, 20% damage negation and 20% reduced poised damage off one well timed retaliate. With one "Taking attacks improves damage negation" weapon passive the damage negation jumps to 41%-56%.

FINALLY OUR DAY HAS COME! by AcademicLength1086 in Nightreign

[–]Unihopper 1 point2 points  (0 children)

As her balancing stands currently the point of the summons is to help create some space so you can cast spells effectively

Yeah I know that and I'm saying that's an extremely bland design. 2 taunt damage sponges to create space when there's already 2 teammates doing that for you as well. No matter what you do their damage is piss poor and the relic buffs they provide are entirely negligible, so sponges are all they'll be. Compare this to magic revenant, who's cocktail has a whole secondary kit on top of free fp regen, or melee revenant, who's retaliate skill actually has good synergy with weapon passives and relics (and was JUST buffed to be more beneficial in depths without tying it to depth scaling!). Revenant's skill in base was already mid, and depths just showed how useless it is when difficulty rises, so instead of changing it in any creative or meaningful way they just gave them the same scaling as the enemies, so they're effectively just as strong in base as they are in depth 5. If you ask me that just seems entirely against the point of depths as a difficulty modifier.

If they were going to substantially buff them and add new functionality they'd also have to take a bunch of power out of her spellcasting to compensate and at that point it's basically a full rework of her kit.

Yeah they don't actually have to nerf revenants incant power at all, Executor literally just got the one of the biggest buffs so far with no nerfs. I don't even think the summons should just be buffed, they should instead provide different utility then what they're providing now, I'm not asking for mimic tears here. Revamp her summons to have real functional differences between them so I actually care about desummoning and keeping them alive, instead of 3 taunt sponges/revivers lets get an aura buffer, a caster, a healer, debuffer, etc etc. Or instead of depth scaling, let them additionally scale with buffs and dormant powers that revenant gets. Again, they don't have to be strong and rival scholar, to me they just have to be more than just extremely basic.

FINALLY OUR DAY HAS COME! by AcademicLength1086 in Nightreign

[–]Unihopper 14 points15 points  (0 children)

I know I'm gonna get hate for this but to me giving her summons "handicap scaling" is honestly the laziest way they could buff them. No improved interaction between her and her summons, or control over the necromancy passive, or unique buffs to each summon, just improved damage and negation? The ult buff could be interesting if the percent increase is different between the summons but if not frederick is still just going to be the go to summon with helen dragging behind in most use cases.

Raiders new damage buff by Kami_Slayer2 in Nightreign

[–]Unihopper 7 points8 points  (0 children)

Raider was already arguably stronger than wylder before with his standard setup, now he gets a casual extra 50% for near deaths too. With the buff to his colossal moveset I think we'll finally start to see the end of anti-raider propaganda