== Overview ==
This Dreaming City Nightfall is already considered one of the most irritating strikes, in part because of bugs that sometimes prevent players from proceeding to the next encounter. Notable bugged areas are the transition from the Elevator to the Knights Steps, and after the passage, the temple sometimes doesn't reveal a way to the shadow realm where you will take your leap.
Important Note: After a "de-buff" from Particle Deconstruction, shoot the boss in the head! It is quite effective, and can melt her with some coordination.
Champions: Unstoppable and Overload
Shields: Arc, Solar and Void (many shields!)
Don't place your well in the open where boss can snipe the sword! She will break your super.
Pass the "Relic" (Orb) twice to maximize damage.
== Loadouts ==
General:
* Add Taken spec to every weapon
Titans:
* Bottom Tree Solar + Path of the Burning Steps or Phoenix Cradle
* Sentinal Shield + Ursa, Aeon Gauntlets
Warlocks:
* Stasis + Bleakwatcher
* Bottom Tree Solar + Dawn Chorus
* Exotics: Stag, Aeon, Void subclass + Contraverse Hold
Hunter:
* Bottom Tree Nightstalker w/ gambler's dodge
* Exotics: Omnioculus Chest, 6th Coyote Chest, Aeon Gauntlets
Weapons:
* Divinity (one player only)
* Exotic Bows, Linear Fusion
* Snipers, Blinding Grenades (in kinetic slot)
* 1000 Voices, Vex Mythoclast, etc. are great
== Encounter 1: Starting area ==
For a Non-Platinum Run: skirt around to the right side, kill taken boss and hunter "smokes" the team and run inside.
== Encounter 2: Dark Chasm ==
For a Non-Platinum Run: drop down part way, smoke and run past them
Kill them from above, working your way down.
== Encounter 3: The Elevator ==
Pre-charge orbs by passing them back and forth (2 passes = max charge).
Two players hold an orb, third player starts encounter.
Use supers to clear ads, then orbs to kill majors. Kill the Taken/Cabal that throw axiom darts fast.
You can use Well of Radiance in the back to help with survival.
== Encounter 4: Knights Steps ==
Stay at the Shreakers' max distance so they open but do not lock on to you (or have your hunter go closer and hide behind a rock). There will be several knights, one typically hides off to your right after you leave the first set of stairs.
== Encounter 5: Light and Dark Ogre Rooms ==
Kill Taken Ogre Last!
For a Non-Platinum Run: Stay behind the first pillar, kill light then dark ogre and move forward.
1 Unstoppable spawns in the Light Realm, 2 Unstoppables spawn in the Dark Realm.
Kill the LIGHT and dark Unstoppables, then Light Ogre, then Dark Ogre last.
Once you have killed the light ogre, you should stay in the shattered realm, leaving the "light" realm enemy behind.
Stay behind Pillar and retreat down the stairs if needed.
== Encounter 6: Taken portal and passage to leap of faith ==
Smoke before jumping through the portal.
Probably best to immediately pull back as ads are nearby and an Unstoppable will charge you.
Overload snipers will be on left and right pillars.
No need to kill the "wanted" boss, smoke past if possible.
At the "Big Jump", drop down onto rocks as far as you can and turn AWAY from the "void wheel of spinning death" to drop the rest of the way to the next portal.
== Encounter 7: First Rock Hop ==
Overload champions will be waiting after the first rock-hop.
After triggering the Boss to spawn in, jump back to a nearby island with an overturned pillar.
Send invisible hunter to get the orb, toss it twice then hit the boss.
Head shots on the boss are very powerful.
As soon as she teleports, you must quickly move into the arena as you get an out-of-bounds "turn back" timer. Pop a super to clear remaining ads then jump though the portal.
== Encounter 8: Second Rock Hop (Final Encounter) ==
Start by clearing some ads from behind the first broken pillar that you see (if you are booped from this side, you can sometimes save yourself on the rock behind you).
Don't group up, and stay on top of the ads!
Use supers, heavy, etc. to clear the ads.
Use an invisible hunter to get the relic (again). Pass the relic to charge it 1x or 2x if possible.
== End Notes ==
Source 1 - Rick Kackis (Youtube)
His team loadouts were:
Warlock 1
* Subclass: [Stasis] ShadeBinder with Glacial Watch + Bleakwatcher
** Fragments: Conduction, Torment, Chains, Rime
* Primary:
** Favored: Succession Sniper w/ Vorpal + Reconstruction + Boss Spec (no champion mods this season)
** Alt: Biting Winds w/ Explosive Head and Taken Spec
* Energy:
** Favored: Le Monarque Void/Poison Exotic Bow
** Alt: Lorentz Driver (Void Exotic Linear Fusion Rifle)
* Heavy: Threaded Needle Linear Fusion + Taken Spec
* Helmet: Exotic - Eye of another World + Transcendent Blessing (Dreaming City Mod) + LF Finder + Sniper Finder + Elemental Charge
* Gauntlets: Seasonal Overload Bow + Unstoppable Fusion + Elemental Shards
* Chest: Arc Resist + Concussive Dampener + Well of Potency
* Legs: Fusion Finder + Protective Light
* Class: Resonance Cipher + Particle Deconstruction
Warlock 2
* Subclass: [Solar] Well of Radiance
* Primary: The Messenger (Adept) Pulse + Rapid Hit + One for All + Taken Spec
* Energy: Tiicu's Divination (Solar) Exotic Bow
* Heavy: Reeds Regret Stasis Linear Fusion with Vorpal + Taken Spec
* Helmet: + Fire and Ice (Seasonal: Champions spawn wells)
* Gauntlets: + Explosive Wellmaker (triggered from Tiicu's)
* Chest: Exotic Phoenix Protocol + Transcendent Blessing + Sniper + Concussive
* Legs:
* Class: + Withering Heat (Seasonal: Solar Ability weakens champions) + Well Of Ordnance
Hunter
* Subclass: [Void] Nightstalker (void shadowshots weaken) + Invisiblity Smoke Bombs
* Primary: Witherhoard Exotic Special Grenade Launcher
* Energy: Wolftone Draw (Arc) with Archer's Tempo, Frenzy + Taken Spec
* Heavy: Threaded Needle Linear Fusion with Vorpal + Taken Spec
* Helmet:
* Arms: Exotic - Aeon Swift with Sect of Insight + Protective Light
* Chest:
* Legs:
* Class:
Alt Class - Titan: Void Code of the Commander (Sentinal Shield) + Ursa Furiosa
Source 2: Fallout Plays (Youtube)
Hunter with Omnioculus
Titan with Ursa Furiosa
Warlock with Stag
Source 3: ManoDestra (in progress)
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