Darkest Dungeon® II

Darkest Dungeon® II

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Bartowski Dec 27, 2023 @ 8:46pm
Looking for some beginner team comps.
I am still fairly new to the game. I have a bunch of the characters unlocked, minus a few. I am trying to come up with a team comp that i can get farther with. Something that synergies real well. What class comp do you guys use in the beginning without much unlocks?
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Showing 1-5 of 5 comments
RopeDrink Dec 27, 2023 @ 10:15pm 
Truly, the only heroes that might give you concerns are LEP and HEL, who typically want R1 the most, and start losing functionality when moved into (or beyond) R2. Everyone else typically has flexible kits that can be played from most positions and/or can be built for the front or back ranks more easily.

Building suitable teams for the challenge you are facing is more important. For example, if you've seen the end of Act 2 before, you'll know that projection is a big deal, so making a very front-loaded team might cause you problems.

Healing, Stress Healing, Projection, Mobility, Taunt, and flexible range -- consider fitting these elements however you can while considering how to counter your end-goal. Here's an example with some starting heroes:

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Plague Doctor (Alchemist) will carry you quite far on her own - projection, healing, support.

Man-at-Arms (Vanguard/Bulwark) will take the heat off you - soothe, taunt, mobile guard.

Grave Robber (Deadeye) as a flex-pick - can synergize via poison darts, stacking blight with the PD while keeping herself healthy, sane, and hidden - which means less healing for the Plague Doctor and less stress-healing for the Man-at-Arms.

GR+MAA are not only mobile, but also don't care too much where you play them from - so, if you get shuffled, pulled, pushed, ambushed (etc), or simply want to move static heroes back into prime position, you can do so quite easily without much downtime.

That flexibility also means you can fit almost anything else you like into the final slot - depending on your wants or needs. Here are some full-time examples containing those three heroes:

X-PD-GR-MAA
PD-X-GR-MAA
(HWM, JES, RUN, DUE, OCC, CRU, VES, etc, etc)

GR-PD-X-MAA
PD-GR-MAA-X
(FLA, LEP, HEL, DUE, OCC, CRU, VES, etc, etc)

On paper, you have a healer, soother, projection, mobility, taunt, and flexible positions - and can complement it via whatever other hero you like - front or back, support or damage, whatever. You have a lot of room to play with, and it won't have too many struggles with bosses.

Act 1 - team has plenty of variance, so won't be fully locked out.
Act 2 - team has plenty of front and back damage for lungs.
Act 3 - team has stealth, taunts, and enough range to manage eyes.
Act 4/Act 5 - team will sustain/melt them no problem.

Are there better or worse? Yes, but it doesn't matter. Don't try to seek perfection or a one-note 'catch all' giga-comp, because most of the fun hinges on dabbling and experimentation.
Guzu Dec 28, 2023 @ 1:34am 
The standard crew of PD - GR - HWM - MAA is more than plenty to beat everything in the game. If you unlock all skills on PD + HWM + MAA and their most important paths (Alchemist, Sharpshot and Vanguard) you have a frame to carry any other character through the game. If you add a Ravager or Virtuoso you will get one of the best teams.
Bartowski Dec 28, 2023 @ 11:39am 
Forgive me for asking, but idk the acronyms for each class, i get HWM as highwayman, and MAA, and PD as plague doctor, what are the rest?
RopeDrink Dec 28, 2023 @ 11:56am 
BH - Bounty Hunter
CRU - Crusader
DUE - Duelist
FLA - Flagellant
GR - Grave Robber
HEL - Hellion
HWM - Highwayman
JES - Jester
LEP - Leper
MAA - Man-at-Arms
OCC - Occultist
PD - Plague Doctor
RUN - Runaway
VES - Vestal
Bartowski Dec 28, 2023 @ 12:08pm 
Thank you, that helps a ton!
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Date Posted: Dec 27, 2023 @ 8:46pm
Posts: 5