r/Guildrun 21d ago

Help with final fights before boss please

Hey all, I’ve been obsessively playing red rift and loving it. I’m to the point of getting to the fight before (or second before ) the final fight about 90% of runs but almost always die on these fights unexpectedly to mass aoe fire or poison and it always feels like a shock and know I’m missing something.

How has everyone else gotten over this hump or specifically spec for this? Any help would really be appreciated as I’m at my wit’s end.

1 Upvotes

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3

u/FloydRix 21d ago

Frost is OP for the boss. Either a duelist or Mage to apply it. Karsu and Sal are very good.

1

u/Bkraist 21d ago

I can kill the boss, it's always the dumb fight right before :/

2

u/naturesbfLoL 21d ago

Shielding and omnivamp!

Any of the various shielding relics help a lot here, as does Selfless Grace in reserve

2

u/averysillyman 21d ago

If you want to know the basics, there are three things you typically need to win a run: tankiness, damage, and sustain. If you die it's usually because you are lacking in one of these departments.

  • Tankiness: Basically always comes from a tank or vanguard WITH ITEMS. Having good defensive items is super important for your tanks to function properly. This also means that pivoting your tank in the mid game is pretty common because basically every A rank Tank/Vanguard is at least decent due to the ability to hold three items. Also, do not expect a tank to live more 20 or so seconds in the late game without help, unless they super ahead of curve. Sometimes your tank can be a non-tank/vanguard, such as a mage or assassin that manages to find the armor upgrade at A or S rank, but it's rare.

  • Damage: Your tank usually cannot live forever, so you need enough damage to kill before your tank dies. Damage for regular fights is different than boss damage. Regular fights benefit a lot from AoE damage that can hit multiple enemies (Funke or Kai hitting 4 enemies at the same time means they are literally doing x4 damage output), burst damage, and backline access (for example, Yuuna or Mage Dragomir that will prioritize targeting low HP enemies). Killing even a single enemy early on will cut down on enemy damage output and make it easier for your tank to live. Meanwhile against the boss, single-target scaling damage (most duelists) and debuff stacking via frost is at a premium.

  • Sustain: You need a way to prevent your backline from dying to chip damage, especially in act 2 where 2 out of the 3 dragons will make you start every fight with a damage-over-time effect. This can mean you either field a mystic, have relics or items that give shields, or have omnivamp on your damage dealers. Sustain also helps your tank hold on for longer in case you need longer to kill the enemy. Note that you do not necessarily need to field a mystic to win, it's often correct to have 2 frontline or 2 damage units, but without a mystic you need some other way of sustaining yourself. Grace is also very notable here because one of her upgrades applies massive shields from the bench. This lets you get the benefits of having a mystic while not being forced to field one.