Darkest Dungeon® II

Darkest Dungeon® II

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PotatoScav May 26, 2023 @ 4:11am
Dreaming general boss fight description
Is there any way to prevent strangle happens.
Do I hit the root to reduce strangle process count down.
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Showing 1-8 of 8 comments
Cthulhu_1988 May 26, 2023 @ 4:24am 
Each turn the root will latch onto 2 heroes. So you need 2 heroes that can hit rank 4 to prevent the root from immobilizing your heroes. You can all out attack on the first round. But if the root is 2 or more, it's a good idea to have 2 heroes per turn attack the root and that is rank 4. The other 2 can attack the general.
Pitchslayer May 26, 2023 @ 4:40am 
As above, always hit the root in your turn 2 times. U dont need dmg, just hits. U can also use caltrops for example, if u can stack them u, the more the better > u get free hits on general to stack those blight or burn dots or bleed if u have the nessecary items to apply bleed. As the general counts as massive unit, plague doctors grenade abilty always hits both, general and root.
Lubrication May 26, 2023 @ 4:41am 
This fight is stupidly design. Even if you prep for the fight, 70% of the time the boss still out damage per turn you. Only way to really win is to fight him later in the run OR hopefully he doesnt crit you. He have 10% crit on his main dmg skill but its actually 50/50. So if 1 of 2 of your hero get crit on, you will likely lose the fight because you will lose 1 move to recover, thus cant hit the root, and thus chain effect of you getting perma stun.
Magni May 27, 2023 @ 1:53pm 
Originally posted by Lubrication5690:
This fight is stupidly design. Even if you prep for the fight, 70% of the time the boss still out damage per turn you. Only way to really win is to fight him later in the run OR hopefully he doesnt crit you. He have 10% crit on his main dmg skill but its actually 50/50. So if 1 of 2 of your hero get crit on, you will likely lose the fight because you will lose 1 move to recover, thus cant hit the root, and thus chain effect of you getting perma stun.

Sounds like a skill issue. Halfway decent team should be able to mulch him first region. Also, failure to understand RNG and overstating crit chances further reinforces the assessment. (To say nothing about how predictable Waking Dead is, which makes it nigh-trivial to defang the move if you have anyone who can inflict Weaken on the boss.) Note that you don't even have to hit the tap root with damaging attacks. MaA yelling at it and similar can remove a root.
Flintlockpenguin May 27, 2023 @ 3:40pm 
I was breezing through the level then reached this boss and got stomped. I have a lot of issues with this game, and this boss fight is just another one to add to the list. So disappointed. :(
The Face May 27, 2023 @ 6:15pm 
Originally posted by Flintlockpenguin:
I was breezing through the level then reached this boss and got stomped. I have a lot of issues with this game, and this boss fight is just another one to add to the list. So disappointed. :(

Yeah I never remembered DD1 having bosses that needed specific comps :(

:P
C-zom May 27, 2023 @ 8:15pm 
I've only ever had luck with this boss by consistently damaging and stunning it with a PD (Upgraded flashbang) and Flag (Upgraded Acid Rain) to both melt the boss and detangle my heroes. My 1-3 positions depend on the confession but ideally both should be wailing on the boss while the other two scramble around the root thing.

But as others have said, the "rule" is this

Round 1 attack all 4 on the boss.
Round 2 onward, it will tangle two heroes per round. Make sure you hit back there twice to detangle, and use the other two to hit the boss. Quite literally rinse and repeat until it's dead.

Blight is great for the Tangle, tbh. Aclhemist PD and Exanimate Flag can bully their way through without much of a problem. Just don't bring them to the Foeter.
PotatoScav May 27, 2023 @ 8:18pm 
Why 1-3 position depend on confession.
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Date Posted: May 26, 2023 @ 4:11am
Posts: 8