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Root of Nightmares Guide


Are you ready to face your worst nightmares? Well, in Destiny 2's Lightfall expansion, the Root of Nightmares raid is here to challenge your skills. Get ready to enter a partially destroyed Pyramid Ship and take on the ultimate foe: Nezarec, the Final God of Pain. But, hold on a second, before you even think about starting, you need to know that the recommended power level is a whopping 1770.

Don't fret, Guardian! Our Destiny 2 Root of Nightmares guide has got you covered. We'll break down each of the raid's four encounters, provide tips and tricks for success, and show you where to find the two secret chests. Plus, we'll even teach you how to get a guaranteed Deepsight weapon once each week. So, grab your fire team, buckle up, and get ready to conquer your fears!


Deepsight Resonance Chest

Listen up, Guardians! We've got some juicy intel on how to score that sweet, sweet loot in Destiny 2's Root of Nightmares raid. You can guarantee a Deepsight Resonance chest will spawn after defeating the final boss, Nezarec. Oh yeah, you heard that right! It's like finding a pot of gold at the end of a rainbow, except it's a chest filled with weapons and gear.

Now, don't get too excited and forget the process. It's actually quite simple, and you'll want to keep it in mind from the get-go. But, if you're eager to jump right into the Root of Nightmares action, just skip ahead to the next section.

For those of you who want that Deepsight Resonance chest, here's what you need to do: when you first spawn into the raid, continue down the path and hug the left wall. It's as easy as that! So, get your fireteam together, and let's go get that loot.


Deepsight Legend

Alright, Guardians, listen up! We've got some intel on how to navigate the tricky puzzles of Destiny 2's Root of Nightmares raid. Get ready to put on your thinking caps and use that brainpower, because we're about to break it down for you.

First things first, head on over to the buildings shown above. You can't miss 'em, they're big and ominous-looking. Behind them, you'll find a small display with three seeds inside. Each of these seeds will either be Light or Dark, and you need to activate them in the corresponding rooms.

Now, before you go all crazy and start activating seeds willy-nilly, pay attention to the order. You need to read the display from left to right, so you know which seeds to activate in which rooms. It's like a game of Simon Says, but with seeds and rooms instead of colors and body parts.

But, fear not, we've got your back! We'll break down each room for you, so you can conquer this puzzle like a boss. So, get ready to put those brains to work, Guardians!


Deepsight Room One

Hey there, Guardians! We've got some insider tips for navigating the tricky puzzles of Destiny 2's Root of Nightmares raid. Get ready to flex those problem-solving skills and get your loot on.

So, you've made it to the first room, located just after the legend and before the first encounter. To find it, make your way to the room where you first see the light ribbons before you jump down. It's hidden on the far wall, so keep your eyes peeled for the door shown above.

Now, for the fun part: activating the corresponding seed that matches the legend using the Gardener mechanic. It's like playing matchmaker, but with seeds and mechanics instead of people and roses. For example, if the legend calls for a light seed, you'll want to activate the light seed in the room. Easy peasy, right?

But, be careful not to mess up! If you activate the wrong seed, you'll get a message in the combat log saying, "Your spoils suffer irreparable damage…." And nobody wants that, because it means you won't get the Deepsight chest on this run. So, take your time and repeat the process for each of the following rooms.

Get ready to root out those puzzles, Guardians!


Deepsight Room Two

Greetings, fellow raiders! We've got some more juicy intel for you on the elusive Deepsight Resonance chest in Destiny 2's Root of Nightmares raid. Get ready to take notes, because you won't want to miss out on this loot!

For the second Deepsight room, you'll need to keep your wits about you during the jumping puzzle. We know, we know, jumping puzzles are the bane of many a Guardian's existence, but stay with us. Make your way through the puzzle until you reach the launcher above.

Now, here's the tricky part: the standard path through the puzzle would take you to the right, but if you look to the left, there's a floating room just waiting to be discovered. It's like finding a hidden treasure chest, but instead of gold, you get sweet loot!

Activate the correct seed from the legend (we're not going to hold your hand on this one, Guardians - you got this!) and move on through to the next encounter. It's a piece of cake... well, okay, maybe more like a piece of cake with some obstacles in the way. But hey, that's what makes it fun, right?


Deepsight Room Three

Ah, the final stretch! The third and last Deepsight room is waiting for you just before the last encounter. To get there, don't jump up to the final encounter yet. Instead, climb up to the lower ribbons and land on a tiny platform. Look up, and voila! There's a door waiting for you to jump into and activate the final seed.

If you manage to complete the final seed without any hiccups, you'll see the message "A great harvest awaits…" in the combat log. And trust us, this isn't referring to a corn harvest. This means you'll be able to claim your well-deserved Deepsight weapon after finishing the last encounter. Keep in mind, though, that you can only obtain one Deepsight weapon per account per week.

Gardener Mechanics

Welcome to the Root of Nightmares, where players must grow a seed by connecting multiple nodes to progress in the raid. It's like gardening, but with a deadly twist!

To start the chain, players must shoot a seed in the field, which will give them either the "Field of Light" or the "Flux of Darkness" buff, depending on the type of seed. Then, they must follow the beam of light to the node that needs to be activated, which will be the only one with a sphere. Once they activate the node by shooting it, they lose the buff, indicating success.

But don't get too comfortable! To progress to the next node, players must go back and get the buff again, which can be at any previously completed nodes as the chain grows. Look for the seed/node with the area lit up around it, which denotes it as the seed to get the buff from.

The path is not always the same, but it's not too different for the first and final encounters. You'll need to use this mechanic for the first, second, and final encounters, and in the space between all encounters after the first.

Remember, while multiple people can have the "Field of Light" and "Flux of Darkness" buffs at once, everyone must gain it at the same time together. If you attempt to get the buff while someone else has it, this will cause the nodes to get disrupted, and you won't be able to complete them until the timers reset. So, don't be selfish, work together!

In conclusion, get ready to put your gardening skills to the test in Root of Nightmares. But remember, it's not just about growing a plant, it's about growing a chain of deadly nodes. Happy gardening!

Cataclysm: The Opening Encounter

Hold on to your space helmets, Guardians, because we're diving headfirst into the Root of Nightmares raid! And while this raid may not have a traditional opening encounter, it sure makes up for it with some spine-tingling challenges.

To enter the raid, simply select the Neptune node on the director, and voila! You'll be dropped right in the thick of it. From there, follow the path until you reach the first encounter, known as Cataclysm.

Now, Cataclysm may sound like a bad omen, but don't worry, it's pretty straightforward. Just like when you're stuck in traffic, someone has to direct the flow, and in this case, it's the Gardener. They'll complete node chains while the rest of the team fights off Psions to spawn Tormentors, and then take them out too. We'll divide the group into the Gardener/Gardeners and the rest of the team to get things going smoothly.

So, grab your weapons and your ghost, and let's take on the Root of Nightmares! But, remember, this raid is not for the faint of heart, and it's recommended to bring your best gear and a team of seasoned Guardians. Good luck, and may the Traveler be with you!

GARDENER/GARDENERS

Ahoy, Guardian! So you've made it to the first encounter of Root of Nightmares. Now it's time to grow some seeds and complete some nodes. But hold your Sparrows! You'll need one or two players to take on the role of the Gardener for this encounter. They'll be responsible for growing the seeds and completing the four sets of nodes. It's a tough job, but someone's got to do it. Just make sure they don't get distracted by all the pretty lights and colors. And don't worry if you struggle to complete the nodes in time, you can always add a second Gardener to the mix. The path of the nodes may be different each time but fear not, we've got a handy map above to show you all the possible node sites. So grab your gardening gloves and get to work, Guardian!

THE REST OF THE TEAM

Ah, the dreaded "wipe mechanism." Nothing quite like a good timer ticking down to get your heart racing. But don't worry, Guardian, we've got your back. In this encounter, the Gardener is busy growing the chain, so it's up to the rest of the team to make sure that the timer doesn't hit zero and send us all back to orbit.

To keep that timer at bay, we need to take out some bubbled Psions. These little guys will spawn Tormentors, which we'll need to kill to add precious seconds to the timer. If we can't get those Tormentors down in time, we'll have a Barrier Champion to deal with instead.

Now, I know what you're thinking: "But ChatGPT, how will I know when those Psions spawn in?" Simple, my friend. Just keep an eye on the combat log. When you see "An adherent of torment has appeared," you know it's time to get to work.

Once the Gardener has finished growing that chain, we'll have a brief moment to catch our breath before starting the whole cycle over again. We'll need to complete four chains in total to move on to the next encounter. Let's get to it!

First Jumping Puzzle

Ah, the classic jumping puzzle. Who doesn't love a good ol' fashioned test of their spatial awareness and reflexes? Well, get ready to put those skills to the test, because the first jumping puzzle in this raid is no joke.

After completing the Cataclysm encounter, you'll find yourself hopping and skipping your way through some Pyramid ship structures that are delicately woven with glowing ribbons. It's a beautiful sight to behold, but don't let it distract you too much, or you might end up taking a tumble into the abyss below.

The path you need to follow is relatively straightforward, but that doesn't mean it's easy. You'll need to cross over several gaps, some of which are wider than others. But if you're feeling brave, and you've got a bit of an explorer's spirit, keep an eye out at the end of the puzzle for a secret chest. Who knows what kind of treasure might be hidden inside?


FIRST SECRET CHEST

Ahoy there, Guardian! As you venture through this wacky world, don't forget to keep your eyes peeled for hidden treasures, like the secret chest in the second encounter of this raid. As you make your way through the multiple doors and past the hordes of adds, don't be intimidated by the Tormentor blocking your path. Show that beast who's boss and claim your reward, hidden just beyond the defeated foes. Keep your focus sharp, Guardian, and your loot haul even sharper!

Scission - The Climb Up The Cavern

Get ready to have a blast with the Scission encounter, where you'll be jumping between two sides of a cavern to complete light and dark seeds. This encounter has three floors, each with one light and one dark seed, and you'll need to split your team into two groups of three: one light team and one dark team. Each team member will have a specific role to play, so make sure you pick wisely.

For the dark team, you'll want to start on the left, and for the light team, you'll want to start on the right. Let's take a closer look at the different roles. First up, we have the Gardener, who is responsible for growing the seed chains. Then we have the redolence slayer, whose job is to take out the redolence enemies. Finally, we have the add clearer, who will need to, well, clear the adds.

The key to success in this encounter is communication and coordination between your teams. Make sure you know your role and stick to it, and make sure you're communicating effectively with your teammates. With a little bit of teamwork and a lot of jumping, you'll have this encounter down in no time.

THE GARDENERS

Get ready to launch yourself back and forth like a pinball as the Gardener for the Scission encounter in the Deep Stone Crypt raid! But don't worry, it's not just chaos - you'll need to activate light and dark seeds between each launch to progress. The even-numbered nodes will be on the opposite side of where you start, while the odd-numbered nodes will be on your side. So, keep an eye out for the right nodes as you fly around the cavern.

Unlike the previous encounter, the path between each node is the same every time you complete this encounter. That means you won't have to worry about getting lost and flying around aimlessly like a headless chicken. The nodes that grant the buffs also follow the same path each time. For nodes 2, 3, and 4, you'll use the starting node on your side, node 1. For nodes 5 and 6, you'll use node 3 on your side to get the buff.

Once you've activated all the nodes, it's time to return to your original side and help clear out the remaining adds and shielded boss. Don't forget to high-five your teammates for a job well done before moving on to the next challenge!

THE REDOLENCE SLAYERS

Ah, the Redolence slayers - the unsung heroes of the Scission encounter. Their job is to take down the shielded enemies, known as the "Redolence of Decay" for the dark team and the "Redolence of Splendor" for the light team. The catch is, you can only take them out while you have the corresponding buff. For the dark team, that's the "Flux of Darkness," and for the light team, it's the "Field of Light."

Now, communication is key here, people! The Redolence slayers need to stay in touch with their respective Gardeners so that they can both pick up the buff at the same time. We don't want anyone missing out on their chance to shine, do we? And if, heaven forbid, someone does miss the buff, have the Gardener carry on and grab it the next time around.

Once all the nodes are activated, the Redolence slayers team up with their add clearers and (if there's time) their Gardener at the final node on their side. They activate it and BOOM - they're buffed up and ready to take on those shielded baddies and the boss. Take 'em down, and you're ready to launch up to the next floor.

But hold your horses, folks. Don't start the final part until both sets of nodes are complete. Trust us, you don't want to be that team that locks up the encounter and has to wipe. Nobody likes a wipe. Keep an eye on the combat log - when you see "Interlopers block your ascent," you'll know both sides are good to go.

ADD CLEARER

The add clearers, the unsung heroes of the Scission encounter! These brave guardians have the task of wiping out all the pesky little enemies that aren't covered in those delightful redolence shields. They'll be working closely with the redolence slayers, providing backup as they take down those shielded baddies at the end of the path.

But don't underestimate the importance of the add clearers' role - without them, those little thralls and acolytes would be all over you like a pack of ravenous space wolves. And let's be real, nobody wants that. So let's give a round of applause to the add clearers, keeping the Scission encounter from becoming a total add-fest.

Second Jumping Puzzle

Are you ready to jump into another complicated, yet rewarding, Destiny 2 puzzle? Buckle up and get ready for the jumping puzzle in the Macrocosm encounter!

First, you'll need to complete the light and dark chains with the Gardener mechanic. Once that's done, it's time to put your jumping skills to the test. The path might seem tricky at first, but once you get the hang of it, it's a piece of cake. Just be careful: every 15 to 30 seconds, an energy pulse will kill you, unless you have the "Darkness's Refuge" buff. So, how do you get this buff, you ask? It's easy - just link a dark and light seed together.

When you reach the jumping puzzle, drop down and activate the light node to get the "Field of Light" buff. This will allow you to activate the next darkness node, which will provide you with a safe haven where you can obtain the "Darkness's Refuge" buff. With this buff, you can continue to the next set of light and dark seeds.

Once you've completed the jumping puzzle, you'll reach the first door, behind which lies the second secret chest. Remember, the door will only open when all members of the fireteam are present. After opening the door, repeat the light-to-dark chains as before, and you'll eventually reach the second door. Again, wait until everyone is present before opening the door. Congratulations, you've made it to the third encounter, Macrocosm!

SECOND SECRET CHEST

Ah, the thrill of finding a secret chest in a video game. It's like discovering a hidden treasure in your own backyard, except with more jumping and shooting.

Anyway, let's get to it. Once you've entered the first door of the Macrocosm encounter with your whole fire team, head up the steps, and take a look to the right. Jump up and peek over the right edge, and there it is - the elusive darkness crux. Shoot it like a boss to open the door to the secret chest room.

Now, don't celebrate just yet, because there's more. Turn around and look right above the door you just came through to enter the area. Voila! A new door has opened up, revealing the shiny chest of wonders. So go ahead and grab your loot, because you earned it (and also because you shot a crux like a pro).

Macrocosm: Zo'aurc, Explicator of Planets

Are you ready to embark on a planetary adventure, my friend? In the Witch Queen campaign, Savathun's two truths and two lies have been stirring up quite the commotion, and you're about to be a part of it. Get ready to face off against Zo'Aurc, the Explicator of Planets, in an encounter that'll make your head spin (in a good way, we promise).

But hold your Ghosts, because this isn't your average raid encounter. No, sir. This one's got unique mechanics that you won't find anywhere else. So listen up, because you'll want to split up your team of six into two groups of three. One for the left side, and one for the right side. And don't forget to pick your designated add clearers for each team.

Now, this is where it gets interesting. Each side will need to cover a total of four planet clusters. That means one player from each side will cover planets one to three, and the other will cover planets four to six. So, pick your planet carefully, and make sure to pack some sunscreen.

But wait, there's more! We'll break down each role for you, so you're not left in the dark. So, gear up, Guardians, and get ready to move some planets. Zo'Aurc is waiting, and Savathun is watching.

THE PLANET MOVERS

Alright, buckle up folks! We're about to take a ride through the cosmos and talk about planet movers, Solar shielded Chieftains, Terrestrial Lieutenants, and the all-important "Planetary Insight" buff.

So here's the deal: each planet mover is like a cosmic Uber driver responsible for three planets, either planets 1 to 3 or 4 to 6. And let's be real, if you've ever tried to navigate through space traffic, you know it's not an easy task. That's why these drivers need to stay close to their planet clusters as often as they can - think of it as hanging out in the parking lot before a big event.

Now, when the encounter starts, it's time to put the pedal to the metal and focus on the adds in the middle. But don't get too distracted, because soon enough, a Solar shielded Chieftain will spawn on each side. These guys are tough cookies, but luckily, killing each side's respective Chieftain will spawn a Terrestrial Lieutenant at the left or right side plates.

These Lieutenants may have a good amount of health, but they're no match for a well-placed rocket or shotgun blast. The player who takes down the Lieutenant will get the coveted "Planetary Insight" buff, which is like having a cheat sheet for the upcoming planetary move.

Here's where things get tricky. The left planets will all glow white, except for two, and the right side planets will all glow black and orange, except for two. Using the handy-dandy map above, you'll need to call out the planets that don't match. And trust us, you don't want to be the one who messes this up - it's like sending someone to the wrong airport before their vacation.

In each cluster of planets, there's one that's different from the rest, and those are the ones that will be moved. So if you want to be a successful planet mover, keep your eyes peeled, stay focused, and most importantly, don't forget to buckle your space seatbelt.

So, you've called out the four planets that need to be moved. Congratulations, you're halfway there! The planet movers will grab the orb from under those planets and carry it to the opposite side's plate. But wait, there's a catch - they have to stay in the same number group as before. It's like musical chairs, but with planets. And the movers have to deposit the orb into the planet that was moved from the other side. Easy-peasy, right?

Once you've successfully moved all four planets, they'll start to move across the room. And if you were right, you'll see "The indexed planets reveal themselves" in the combat log. If not, well, better luck next time. Two new Chieftains will spawn, and the planet-moving process repeats. But this time, instead of looking at the planets above their plates, the players will have to look to the middle of the room.

Three planets in the middle of the room will be glowing - either two light and one dark or two dark and one light. Players from each side will have to pick up a planet from their side and deposit it into the matching spot in the middle. But here's the kicker: whichever side has only one planet glowing their color will need to call out which planet mover will take it into the middle. And no, you can't just pick up any old planet - it has to be the right color.

If you're feeling confident, let's use an example. The left and middle plates will need a dark side planet (right 1 to 6) deposited into them, and the right plate will need a light side planet (left 1 to 6). Once you deposit them, the planets will move into position, and it's time to head to the middle and shoot the crux in the middle of the three planets. This will start the DPS phase. And hey, if all goes well, you might just become the ultimate planet-moving champion. Good luck, space cadets!

THE ADD CLEAR

Ah, the dance of the planet movers and the add clearers! This is where the real fun begins!

Listen up, guardians! While the planet movers are doing their planet thing, the add clearers need to buckle up and get ready to face hordes of enemies. These little buggers will come at you like there's no tomorrow, so you need to be quick and efficient in taking them out. But hey, don't get too close to the boss, unless you want to be sent flying like a rocket!

Once the planet movers are done with their part, it's time for the gang to come together and unleash some serious DPS on the boss. But, and here's the catch, if you don't work as a team and coordinate your moves, you'll end up going back to square one. So, get your heads in the game, and let's take down that boss once and for all!

DPS

Ah, the ol' A-B-A shield trick. This boss fight might seem complicated at first, but don't worry, we'll break it down for you. Each DPS phase is split into three mini-phases. In each mini-phase, the boss will have a light or dark shield. To hurt the boss, you'll need to stand on the plate that matches that shield. Simple enough, right? These plates are located under the three middle planets, and they match the polarity of the planets.

For example, let's say the left and middle plates are for dark shields, and the right plate is for light shields. But here's the trick: the shields always go in the order of A-B-A, where A is the polarity used twice, and B is the polarity used once. So, if A is dark and B is light, you would call out the plate order as Left, Right, and Middle. Got it?

The boss will have a small health bar that glows when it's time for you to do some damage. You have a few extra seconds of DPS at each plate, so you can shorten the total boss fight. Once you deplete the health bar, the boss will change his shield and open up a small screen. The group must move to the next plate to get the buff to start damaging the boss again. You don't need to stand on the plates during the DPS phase, but it might be helpful to drop a Well in between the three plates. Get the buff from a plate, then move into the Well to do damage.

After each of the three mini-phases is complete, you'll either move the planets again or start the boss's final stand. During the final stand, the boss will throw up a similar shield as before. Look around at the plates and grab the buff that matches his shield. Do enough damage, and you'll kill the boss and end the encounter. If you don't do enough, you'll wipe and have to start over. And nobody wants that. So make sure you coordinate with your team and call out those plates like a boss!

Third Jump Puzzle

Ah, the Macrocosm encounter, a true test of skill and patience for any guardian. But once you've emerged victorious from that cosmic battlefield, the fun's not over yet. No, no, no, you still have to tackle the light and dark chain using the oh-so-lovely Gardener mechanic. It's like a never-ending game of tug-of-war, but with the fate of the universe at stake.

But don't let that discourage you, dear Guardian. You've come too far to give up now. Once you've completed the chain, it's time to follow the path forward, up, and around, like a squirrel scampering up a tree. And at the top, what awaits you? Only the final boss fight, no big deal. Just remember to bring your A-game, your wits, and maybe a few backup guns, because this boss is not to be trifled with. It's a battle that will test your mettle, your grit, and your sheer determination to save the universe. Good luck!

Nazarec: The Final Boss Fight

Well, well, well, looks like we've made it to the grand finale! Get ready to face off against Nezarec, one of the Witness's top dogs. To take down this baddie, you'll need to make chains, clear some pesky adds, and taunt Nezarec as he runs around the map like a headless chicken. Just like before, you'll want to divide your team into two groups of three - a left team and a right team. Each team will have a Gardener, an add clearer, and a tank. Let's dive into each role, shall we?

THE GARDENERS

Well well well, looks like we've got some gardening to do in this final encounter with Nezarec. As a Gardener, you'll need to put your green thumb to work and create some safe havens for your team to avoid getting wiped out by the boss. But first, you'll need to complete that chain highlighted above - you know the drill.

Now, when one of the tanks catches Nezarec's attention, shoot one of his shoulders. Boom! There'll be a blast of energy from that shoulder - either white or orange. If the energy is orange, you'll need to make the safe haven on a completed dark side node. And if the energy is white, the safe haven should be on a completed light side node. Just make sure it's on node two to be extra safe.

Once you've created the safe haven, you can finally breathe easy and get back to completing that chain. And hey, if you need some extra time, the tanks can shoot the other shoulder to repeat the safe-haven process. So get ready to put those gardening skills to the test and keep your team safe from Nezarec's wrath!

THE TANKS

Well, well, well, it's time for the tanks to step up their game in this final boss fight against Nezarec. Your mission, if you choose to accept it, is to grab Nezarec's aggro and keep him focused on you. To do that, you'll need to get the "Nezarec's Hatred" debuff. Once you've got his attention, shoot one of his shoulders to create a spectacular explosion of either white or orange energy. This is your signal to the Gardeners to create a safe haven, so make sure to shout it out loud and clear.

As the timer for the debuff runs out, pass the baton, er, debuff to the other tank. Keep juggling it back and forth like a hot potato until either the Gardeners complete their chains or Nezarec decides to wipe you out. Oh, and make sure to keep an eye on the safe haven, because if it disappears, it's game over for your team.

Remember, you're the front line against Nezarec, so be brave and be strong. And if you're feeling a bit scared, just imagine him in his underwear. That should take him down a peg or two.

THE ADD CLEARER

Welcome to the battle of the century, Guardian! It's the final showdown with the notorious Nezarec, one of the Witness's top minions. You'll need to bring your A-game and some killer teamwork to take him down.

As an add clearer, your job is to keep the side lanes free of baddies for the Gardeners to work their magic. And don't forget to clear the middle lane for the tanks too! The first wave of each phase brings in three Colossi, so keep your eyes peeled for those beasts and show 'em no mercy.

Once the Gardeners have completed their chains and created safe havens, regroup with the rest of the team and get ready for some serious DPS action. Nezarec won't know what hit him!

DPS

Alright, let's get ready to rumble! You've made it to the final stretch of the raid, where you'll face off against Nezarec, one of the Witness's Disciples. This guy means business, so you'll need to be on your A-game to take him down.

The encounter starts with some chain-making and add-clearing, as usual. But this time, the Gardeners have an extra task: creating safe havens to dodge Nezarec's wipe mechanic. Don't worry, it's not rocket science (well, not yet, anyway). Shoot one of Nezarec's shoulders to release a blast of either white or orange energy, which will tell the Gardeners which node to create their safe haven on.

Now, let's talk tanks. Your job is to keep Nezarec's attention by taunting him with the "Nezarec's Hatred" debuff. Shoot his chest to get it, and then shoot one of his shoulders to signal the Gardeners. Keep passing the debuff back and forth until it's time for the DPS phase or the Gardeners finish their chains.

As for the add clearer, your mission is to keep the side lanes clear for the Gardeners and the middle lane clear for the tanks. Don't underestimate the Colossus - they're nasty little buggers that can take your team out in a flash. Take them down quickly and efficiently.

Once you've completed both chains, it's time for the grand finale: the DPS phase. Head to one of the high-ground spots, like the third node on the dark side. Look up - see that big orange beam? That's where you'll unleash your fury on Nezarec. Break out your heavy artillery and fire away! Rockets and Thunderlord are particularly effective, but don't be afraid to use what works best for you.

If you survive the DPS phase, you'll either repeat the process or enter Nezarec's final stand. There's nothing special about it - just keep hammering away at him until he drops. If you succeed, give yourself a pat on the back: you've beaten the raid! If not, don't worry - there's always next time.


The Root of Nightmares Guide & Boosting

Destiny 2 is the kind of game that gets your heart racing and your palms sweaty - it's challenging, exciting, and just plain fun. But, let's face it, sometimes we all need a little help. That's where Destiny 2 Boosting Services come in.

These services are provided by seasoned players who can help you level up, conquer a tough task, hone your skills, or do pretty much anything else you need help with in Destiny 2. And the best part? You have two options - the player can either log in to your account and complete the task for you, or they can play alongside you to help you accomplish your goal.

One of the biggest challenges in Destiny 2 is the Root of Nightmares raid, but fear not! With our guide, you'll know how to handle all the enemies and puzzles that await you. And if you ever need a little extra help, remember that Shattered Throne Boosting Services are always available to lend a hand.

So don't give up when the going gets tough in Destiny 2. With the help of Root of Nightmares  Boosting Services, you'll be able to conquer any challenge that comes your way. And who knows? You might even become a seasoned player yourself one day. Good luck, Guardian!

Author teodoran
Published 2023-03-28
Views 566