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How does anyone beat a Master Nightfall? Strange terrain feels impossible to even get to Nokris

My friends and I (1073, 1066, 1061) spent about an hour getting through most of the strike, and where it was hard, it was doable. Once we got to the final room, someone we defeated one of the FOUR barrier knights, and then spent 25 minutes pointlessly trying to kill the others. I understand we weren't at the highest of levels, but the barrier knight mechanics seem straight up broken when we constantly get one of the knights down to 1/3 healthy only for it to immediately regain all of it's health WHILE we are all shooting at it with barrier rounds.
I totally am on board with challenging end game content, it makes the game worth playing. The problem is it feels like where raids make you think and work together as a team, things like barrier champions and unstoppable champions are just there as bullet sponges and are completely uninteresting.
I don't even know how we were able to kill one of the knights, I hit the group with a nova bomb and then a teammate nailed him with some heavy and somehow the knight didn't regenerate right away. Even while doing our specials together it never seemed to matter. It all reminded me of doing D1 nightfalls in the worst possible way, one teammate hiding in case the other two died and sucking any of the fun out of it.
The funny part is I searched for some tips on how to better play this one and found a "quick and easy" walkthrough that was FOURTY TWO MINUTES LONG!
Anyway, maybe in a few months we will max out our characters and it won't be such a struggle. Here I thought the Master Nightfall would be easier than the Dungeon...
submitted by ivdown to DestinyTheGame

7

Dredge Guide

Dredge Admiral of the Abyss
Strengths: #1 Area Denial/Control Champion
#1 Sustain Damage Champion
High DPS

Weakness: Aerial Champions
Agressive Compositions
Low Mobility

Dredge is a very interesting character with 2 main playstyle's both with high skill ceilings and very powerful in their given roles. While he has a reputation at lower levels to be braindead when he actually is one of the most difficult champions to master using his 2 viable talents.
Scuttle: Below we will go into his 2 talents and how their playstyles affect him and allow him to maximize his strengths and minimize the effects of his weaknesses. Scuttle however adds nothing to dredge. It is a talent that is just a crutch for horrible aim and even then hurl would be a more suitable option. Scuttle is merely his primary fire except with his reload. His reload still acts fine without it and you will not miss the aoe at all. The other two however are crucial to his viability.

For this guide I will assume you have the following cards:
(General)
Dark Bargain 5 - Heal for {250} every 1s while standing near a Shortcut.
Expansive Vault 1 (Jump height is increased for your first jump within {1}s after exiting Shortcut.
Hurl: Mortal Skewer 5 - Heal for {400} for each enemy hit with Harpoon.

Abilities:
Cursed Howitzer - Fire Abyssal mortars every 0.7s that bounce and explode, dealing 850 damage.
Fire an explosive mortar every 0.7s that deals 850 damage in an area. Has a maximum Ammo count of 9, and the explosion is fully effective up to 4 units and hits enemies up to 15 units away. Reloading fires a secondary projectile that deals 850 damage on impact. You deals up to 200 self-damage if caught in your own explosion.
General: 1214.28571429 DPS Dredge main weapon is the most difficult in the entire game. Most blasters have a half parabola yet dredge has a full (They go straight than down rather then up then down in an arc). This means you have to be calculating the arc at all times no matter the distance and that is very difficult. The best way to get better is simply practice. This difficult aim however comes with many positives too which include:
AOE Damage - You can hit multiple people at once increasing your DPS and allowing you to put more pressure on the enemy team.
Zoning - His weapon auto detonates if you hit a target if you hit a surface however it bounces then explodes after 0.7 seconds. This allows you to zone better since you can shoot prematurely and allows for blocking off exits.
No line of sight - One of the best advantages of of his main weapon is he can shoot someone without even seeing them. This means against many characters you can deal damage to them while remaining safe. You can do this by aiming higher up and guessing and adjusting the arc to hit your target or hitting it off walls or floors to hit your target. The more you practice the more you will learn.
*Hurl: If you are using hurl your primary becomes your harpoon due to the sustain. Only use Cursed Howitzer if you are high health and need the extra dps or for the 3 reasons listed above.
Items due to Cursed Howitzer:
Deft Hands is extremely important for Dredge. Deft hands allows for essentially no reload since your reload projectile fires during your reload. This allows for no downtime and most importantly allows for better zoning. Using broadside for area denial/control takes 3 ammo and is quite a drain on your ammo. With Deft hands however you are able to not have to worry about managing your limited ammo since it is not a finite rescource.
Cauterize is always a must but even more for dredge. His AOE allows for great spread of cauterize which is almost unavoidable.

Broadside - Launch three depth charges that hover and arm after contacting the ground, dealing 950 damage when they explode.
Fire a burst of up to 3 depth charges over 0.3s that each deal 950 damage in an area. These charges arm when they hit the ground, slowly rising and exploding after 2s. The explosions are fully effective up to 10 units and hit enemies up to 17 units away. This ability consumes your Ammo to fire.
General: 2192.30769231 DPS
Broadside is a useful ability with impressive DPS. However the DPS is better used for area denial than actual DPS. The threat of the damage causes people to leave a space. To control space, block of exits or escapes, jam doorways or control the objective broadside is perfect. Broadside is meant for control but may end up granting you damage if the target is unwilling to give up control or they are unable to move properly.

Broadside should ONLY be used for Damage in these situations.
1.Stunned champions - The 2 second detonation time makes it so that the majority of people can easily walk out of it easily. However if someone is stunned they will receive 2850 Damage if they remain in that position and will likely take a form of falloff damage.
2.Shields and Deployable's - Amazing ability for shields and deployable's. Great damage against unmovable objects and pets. Extremely effective against IO since Luna cannot move on her own, allowing you to remove her from the game easily taking away IO's primary defense and CC.
3.Ulting Characters - Many ulting characters require themselves to be still for a period of time or restrict their mobility. Broadside is extremely effective against these characters since they will take a large amount of damage. Examples include Terminus, Lian, Ruckus, Jenos, Inara, Raum, Torvald etc.
Broadside can be effective with DPS in situations in overtime with point control however most of the time that is due to the fact that the space is too valuable and is deemed worth the damage. Broadside should also be used just to make characters uncomfortable, is someone enjoying their time in the backline, or point just make them move. Forcing them to give up their positioning will put them at risk and if they do nott pay attention you may end up with some damage. Always keep an eye on the positioning of everyone and what space is being taken or trying to be taken then aid your team take space and restrict the enemies.
Remember: Broadside is for control yet damage is sometimes the byproduct.
Pro Tip: The best tip for broadside is going to be with how you place the charges. Most people just place the charges all on top of each other. This is the right move for using it damage. If you are using it for control however by doing this trick you will increase the range of your control and the possible damage byproduct. Simply move your mouse while releasing the charges. This spreads the charges out and triples your area of control. If you are skilled you can make it so that if someone wants to stand on the objective them will receive damage (Exception Bazaar). It is easy to trap players like Inara like this and force them off the point or to take damage. It is easy to move out of 17 units of one broadside but 3*17 is much more difficult.
Items due to Broadside:
Cauterize and Deft hands for the same purpose as cursed howitzer.
Wrecker & Bulldozer:
4560 DPS with Max W/B is very impressive. Even with a 2 second setup time after that it is just 4560 DPS straight. Luna can be deleted in 1 shot with bulldozer 2. Most shields can also be taken down with 1 shot or 2 with wrecker 2-3.

Harpoon - Launch a powerful harpoon that pierces enemies, dealing 800 damage and slowing them.
Hurl a harpoon, dealing 800 damage and Slowing enemies hit by 50% for 2s. Harpoon Pierces enemies and has a range of 300 units.
Abyss Spike:
Harpoon lodges into terrain and explodes when an enemy comes within 20 units, dealing 1000 damage in a 35-unit-radius area.
Harpoon with abyss spike allows for numerous interesting plays and combinations. It amplifies his area denial and allows for an amazing area denial kit. Without it he barely beats out willow in area denial however with it he is the clear victor.
Harpoon itself is a great ability, allowing dredge to have a faster projectile with no falloff or arc that has a 50% slow (With Blow the Man Down you can reach 80% which is the highest in the game). The slow allows it to be easier to finish shots and kills.
With abyss spike the uses and possibilities expand and so comes the question of how do I use it. There are 3 main ways of which you should attempt to use abyss spike. Please note with 2 and 3 you will normally have a second harpoon by the time those activate.
1.Damage - You can use it just like a harpoon to secure kills, add some CC or due to the talent hit for 800 damage and also setup for 1000 damage for everyone in the 35 unit area.
2.Offensive Traps - Due to the mine nature of the harpoon you can use it to block off escape routes or trap players from using an exit or entrance without consequence. You can normally secure a few kills this way since people believe they are safe and yet they walk into a mine. Or you can just throw it in the middle on the point and secure 1-5k damage.
3.Defensive Traps - This is a very important use of the harpoon and one I believe is extremely useful. On many maps there are several flanking paths but normally one that is near you the backline DPS. Simply block the path with your harpoon and focus on your damage. Try to save your harpoon unless to secure a kill. You normally will have time to have your harpoon back up due to the timing of the flanks. Now when a flanker comes to flank you you will receive a damage number notifying you of their presence and taking 1k health off them. You can then hit them with your harpoon again aiming for their feet. This is because if you hit them they will be slowed 50%. The harpoon then takes 2 seconds to charge and has a range of 35 units. If they are slowed it is impossible for them to escape without using a movement ability. If that fails to work you can attempt to win a 1v1 in which you will normally win since you have good dps and sustain. If they attempt to escape they will receive 1k which will normally kill them.
*Do not play abyss spike against aerial champions unless your aim is impeccable. They are hard to hit, the combo will likely not work on them and it is easy for them to engage.

Hurl:
1066.66666667 DPS
Hurl is provides the best self sustain in the entire damage class. It sacrifices ~150 dps for 533 heals per second (hps). It also works great into Dredge's counter.
Choose Hurl over Abyss Spike when. 1.Aerial Champions 2. You have bad aim 3. You need more sustain
Hurl provides 400 heals per shot. This averages out to 533 hps if you are hitting a single target. Since the harpoon is a piercing shot you can hit multiple targets to amplify your healing.
The 533 hps + 250 hps from dark bargain allow for 783 HPS. At the start you will be unstoppable, when cauterize comes online your sustain will lose value however you will still be healing for ~200HPS. 783 heals is higher than a healer pocketing you. You do not need a support and are quite self sufficient with this talent. You can also easily win duels against Aerial champions. One of dredge's worst counters is Terminus and if you chose hurl you can remove his effectiveness at the cost of area denial around him.

The largest drawback is harpoons do not count as weapon shots. Meaning that items to do help and you cannot buy cauterize. Hurl is always a safe option and operates like presence lian with no cooldown and lots of sustain. If you are in ranked and you want to first pick dredge there is no problem since he is very hard to counter.
Shortcuts - Create shortcuts that allow you to traverse through the Abyss.
Create a Shortcut, up to a maximum of 2. Traveling through a Shortcut will Teleport you to the other one after a 0.4s delay and destroy the one you used to Teleport. Going through a Shortcut will prevent this ability from being used for 10s.
Benefits:
Portals are very vital to Dredge's gameplay. They allow for great self sustain, escape, invulnerability frames, vertical mobility and render you invincible to all soft CC.
Portals provide an easy complete escape and allow you to withdraw completely from the battle field along with an immunity to all damage and CC for 0.6 seconds. With expansive vault dredge is able to get amazing vertical mobility to allow for further repositioning and escapes.
The best part of them is after they are setup you can enter them at any time. If you are silenced, crippled, or even polymorphed (Pip/Moji Ult) you can still escape cleansing all CC. A movement ability that can operate without care for soft CC is extremely valuable and will save you quite a few times.
Positioning: Dredge's positioning is purely based on his shortcuts. He must always be near and aware of their location. They provide everything for him and make him a real pain to kill if he places them properly. If Dredge chooses to place them right next to reach other he provides nothing for himself since he can easily be killed upon exiting.
Here are certain tips/rules for portal placement.
1.Never have portals within line of sight of each other. If you escape to a portal no one should have a clue where you teleported too. 2.Make a system. One of the most irritating things about the portals is accidentally going into one. You mess up your positioning for no reason and so a simple solution can be made. Place your portal in a certain position around you. Left, Right, Infront, Behind etc. So anytime you are about to die you can merely step in that direction. You also get used to not stepping in that direction if you are not under threat. 3.Rotate with your portals. One issue with portals is in recovering your positioning. Once you teleport you have to wait another 10 seconds at which your team is 4v5 while you wait to place the portal back in your escape place and walk back. Instead of this simply find a new position and place your portal there when you gain it back. Be careful during this since you have no escape plan. Then you can rotate between your 2 positions on more teleporting between them whenever you are in a pinch.

Kraken - Unleash the Abyssal Kraken on your enemies to deal 2500 damage and knock back anyone caught in its tentacles.
Create a rift at your target location, unleashing the Abyssal Kraken after 1.7s in a 25-unit radius. The Kraken deals 2500 damage and applies a Knockback to enemies hit.
Dredge's ultimate is very situational and majority of the time against experienced players will not add much more value than broadside.
The main uses are exactly the same as a wide area broadside so take a look at that section if you want to learn more. The problem with the ability is it is easy to just walk out of with no movement abilities rendering it useless in most situations other than area denial for a brief period of time
Niche uses however are 1.Barik's Dome Shield - This allows for you to clear out the entire dome shield since anyone inside will be damaged and then knocked out and the turret will be destroyed. 2.Drogoz Ult - If you use kraken where the person he is punching her will either die midway or die after he executes them. 3.Knocking people off the point during overtime.

Maps:
Dredge can play almost any map and is more composition dependent.
His best maps however include
-Ice Mines -Splitstone Quarry -Frog Isle
Matchups (Just standouts)
+ = good
- = bad
Damage -Drogoz is a counter to abyss spike and forces him to go hurl
Flanks -Maeve,Evie and Andro are a counter to abyss spike and force him to go hurl.
Healers +IO - Kills luna quickly +Grover - Passive comp and forces team to group up which is favorable for dredge
Tanks -+Terminus - Extremely powerful against dredge since he can absorb all his damage easily and broadsides just feeds his siphon. However with hurl he can operate and he nullifies Terminus ultimate by killing him with broadside or Kraken +Inara - Slow moving and no mobility make her easy for hit +Fernando - Shield does not do well against broadside +Barik - Can destroy turrets + Shield easier.
Mastery:
The sky is really the limit with dredge. He is easy to learn but hard to master and has one of the most interesting and difficult kits in the game. Learning positioning, how to aim and how to control space is the most important part of dredge. Here I have given you just a few tips and guide of how to get started to play him at a higher level. You can always improve and expand upon these with different trap combinations, cards etc.

If you have any suggestions or questions just let me know.
Thank You for your time.
submitted by Kybrator to PaladinsAcademy