do you have any tips to avoid the softlock that can happen before dropping down to the vorgeth encounter? or hit the checkpoint much more consistently ? it seems to happen 4/5 times and i can’t seem to find anything on it
@@disappointment7754 for solo you have to wait outside the door for the cp to update before dropping down. For fireteam: • If first finishes before you hit Phalanxes, enter Vorgeth load zone immediately and wait for the CP to update to "Overcome the Keeper of Petitions" before dropping. • If you are finishing skip at the same time as first, do not go past the Phalanxes until drop CP is hit. • If first encounter is not done yet, stay outside of the Vorgeth load zone until the CP updates to "Journey to the Spire" before proceeding. In either case make sure you’re not skipping any cps (particularly cross the chasm which is on the wall with the boop things after lining out of thrallway)
@@nevermore777. this isn’t my main account so I pretty much just used the account owner’s drip for all the loadouts. Some of the sets use the +1 resilience chest piece to hit a higher tier tho
I genuinely had to watch this twice to appreciate how epic this run is - to put it in perspective most people wouldnt have even reached the phalanx in the time it took you to complete the whole dungeon
@@Cuadar if you’re using a mag increasing perk, like envious or reconstruction, it resets your overflow if you do a loudout swap. So the Cold Comfort rotation is dead unless you have your surges and everything already on before you start doing your envious overflow. It’s not that game changing if you’re determined to get around it, but it just feels really bad comparing now to the amount of minmaxing done in this run
before anybody write something outrageous here is everything that happened: he used mountaintops speed boost to any momentum to go even faster he got restoration x2 from phoenix dive+heat rises and kept it with ember of empyrean (solar kills increase radiant and restoration) he weakened the boss with felwinters helm (melee kills and finishers weaken the enemies around it) heat rises duration extends and gives melee energy on airborne kills the inputs for well skating are 1. heavy attack 2. jump and super (can be slightly apart) ground skate inputs are jump light attack jump super (all within 2 frames from what i heard) the knights got 1 shotted with a combination of mantle of battle harmony and eriana perk if there is anything i missed tell me
So I got a question. When Toland is in the top middle of the second encounter, which plate are you supposed to do? My team always chooses a random one but is there a correct choice?
@@psych99games I’ll just copy paste something I wrote for a farmer recently. Generally for ceilings it’s easiest to do the knights opposite of where you are facing after the tp. But if you wanted to optimize it, on 1c you’d dunk where Toland would have been if it wasn’t a ceiling to try to get a fake ceiling. On 2c first ceiling, get the two knights and dunk the side they’re already on. On the second ceiling it doesn’t matter what you do so I do the general case of 180 and dunk on that side applies. The exception to all that is if it’s ceiling in dark room, in which case I would dunk spawn since toland would be where the double knight spawn is. You should never dunk spawn in any other instance, and you should never dunk on boss side when it’s a ceiling.
Honestly if you use the sword to move like this your kinda trash I can't wait for them to remove it here coming soon cuase two reason people use it becuase they are trash af at the game to skip everything and the 2ed to bully and nock players off the map to kill there team and then convince everyone else they just keep dying to get them kick trash sword trash player