Darkest Dungeon® II

Darkest Dungeon® II

View Stats:
dung eater Feb 4, 2024 @ 10:44am
Hero path rework are great
Takes time to perfect it but it's heading toward right direction, definitely better than boring flat range/ melee dmg buffs
< >
Showing 1-9 of 9 comments
MKDS nikos Feb 4, 2024 @ 10:46am 
baby your idea is "great"? did you think about it for a long time?
Last edited by MKDS nikos; Feb 4, 2024 @ 10:46am
Jinxedster Feb 4, 2024 @ 12:24pm 
Originally posted by baby seal clubbing:
Takes time to perfect it but it's heading toward right direction, definitely better than boring flat range/ melee dmg buffs

Useless and unfun is defo and upgrade over boring. Flawless thinking there.

To be fair it depends on what you are trying to achieve in playing. If you still want to use HWM because you like the character model then I suggest rogue, but if you want to keep winning consistently then use a different character.
No One Feb 4, 2024 @ 2:16pm 
HWM-OCC-CRU-CHOP

Step 1: double tap to clear dodge/block.
pull-smite-chop, death.
Repeat as necessary. Use a wandering CRU so you can accuse zealously.

If you want you can go offering-meteor when pull is obsolete.

tag: [z-z-z-z]
Jinxedster Feb 4, 2024 @ 2:35pm 
Well, sometimes I wonder how people struggle with this game, and then I realise it's probably because they are using all four heroes turns together to kill one squishy unit from the back.
No One Feb 4, 2024 @ 2:38pm 
https://www.youtube.com/watch?v=d9-rJgaEKXc

If you're playing without some infernal torch you can play like absolute crap and win anyway. If you have nonzero difficulty on, four attacks is standard and has been since DD1.

I dunno if you know this, but if it's already dead by the time the fourth hero gets a turn, you can do something else. Bulwark/withstand. There's also hew/zealous/reap.
Last edited by No One; Feb 4, 2024 @ 2:39pm
Jinxedster Feb 4, 2024 @ 2:53pm 
PD double plague grenade on the back with encore, Hellion iron swan to finish 1 unit off if needed, leaving the other blighted and or stripped of one dodge/armor token.
Last edited by Jinxedster; Feb 4, 2024 @ 2:53pm
No One Feb 6, 2024 @ 11:12am 
Double plague = 9 damage. (6+1.5*2) Swan, assuming ravager, is 7.5 So, 16.5 damage, three turns. That's nice. Ordained swine skulkers have 21 HP. Ordained widows have 18 - that's probably fine after memories or quirks or trinkets.
Altars have 28. Heralds have 29.
Also even if you kill row 4, you can't kill row 3 because the hellion can't hit row 3 and your jester is skipping round 2. I suppose with your PD throwing a third plague grenade it will take 21 damage, killing a skulker, assuming it didn't dodge and you didn't low-roll.

Instead of using encore, you can use sharpshot grapeshot for the same basic effect, 4.5 damage. Assuming your fourth character (maybe GR in 2) can finish off row 4, now you can attack row 3 on round 2, because the HWM isn't dazed. Alternatively, hit take aim. 9 damage grapeshot, just like a double grenade, but clears blinds instead of adding daze.

Ladies: 28 hp.
Pillager: 25
Pistol pillager: 21, like skulkers.
Drummer: 27

On one hand, drummers can't be pulled.
On the other, he's almost always going to be guarded, meaning you need to do 27 damage after hitting something else once. Also, his super-annoying taunt doesn't count as an action, meaning he doesn't die from plague ticks instead of doing it, meaning you want direct damage. E.g. pistol shot.
You also want to execute altars with direct damage instead of burns.

Speaking of altars, sac stab + pistol shot + smite + chop => average 25.5 damage, and the altar lives. Need the mark from double tap to boost smite up by 3, 28.5, or the 33% from tempest, 31.5. More importantly, both, to buffer against low-rolling; minimum damage is 18. With both steroids minimum damage is 23. Substantially less RNG potential. Though I'm neglecting blinds, which would have to be fixed with trinkets/quirks/memories/mastery/throwables. Also neglecting vuln hex, as it has two miss chances, even though it puts minimum damage at, conveniently, 28. Maybe have d.advance and +speed on the HWM, to fix low rolls and LOP misses.

For things other than altars, which have attacks rather than auras, you can use stunning blow. E.g. heralds. Stop them from moving back or otherwise continuing to cause problems.
Gal Kraft Feb 6, 2024 @ 11:21am 
There are still 7 classes (28 paths) which will be revisited. Arguing those paths are better will only lead to frustration once they are not.
Jinxedster Feb 6, 2024 @ 1:12pm 
Originally posted by No One:
Double plague = 9 damage. (6+1.5*2) Swan, assuming ravager, is 7.5 So, 16.5 damage, three turns. That's nice. Ordained swine skulkers have 21 HP. Ordained widows have 18 - that's probably fine after memories or quirks or trinkets.
Altars have 28. Heralds have 29.
Also even if you kill row 4, you can't kill row 3 because the hellion can't hit row 3 and your jester is skipping round 2. I suppose with your PD throwing a third plague grenade it will take 21 damage, killing a skulker, assuming it didn't dodge and you didn't low-roll.

Instead of using encore, you can use sharpshot grapeshot for the same basic effect, 4.5 damage. Assuming your fourth character (maybe GR in 2) can finish off row 4, now you can attack row 3 on round 2, because the HWM isn't dazed. Alternatively, hit take aim. 9 damage grapeshot, just like a double grenade, but clears blinds instead of adding daze.

Ladies: 28 hp.
Pillager: 25
Pistol pillager: 21, like skulkers.
Drummer: 27

On one hand, drummers can't be pulled.
On the other, he's almost always going to be guarded, meaning you need to do 27 damage after hitting something else once. Also, his super-annoying taunt doesn't count as an action, meaning he doesn't die from plague ticks instead of doing it, meaning you want direct damage. E.g. pistol shot.
You also want to execute altars with direct damage instead of burns.

Speaking of altars, sac stab + pistol shot + smite + chop => average 25.5 damage, and the altar lives. Need the mark from double tap to boost smite up by 3, 28.5, or the 33% from tempest, 31.5. More importantly, both, to buffer against low-rolling; minimum damage is 18. With both steroids minimum damage is 23. Substantially less RNG potential. Though I'm neglecting blinds, which would have to be fixed with trinkets/quirks/memories/mastery/throwables. Also neglecting vuln hex, as it has two miss chances, even though it puts minimum damage at, conveniently, 28. Maybe have d.advance and +speed on the HWM, to fix low rolls and LOP misses.

For things other than altars, which have attacks rather than auras, you can use stunning blow. E.g. heralds. Stop them from moving back or otherwise continuing to cause problems.

I mentioned using 3 heroes, there is another flex that is still free.

When discussing infernal flames and such, I assumed that we would be talking about heroes with memories as a baseline, a double plague grenade has the potential to deal 10 blight damage + 6 regular damage to the back enemies before they can even do anything, and because of the 10 dmg blight hitting them AGAIN next turn before they can move, you can focus on the other 2 straight away. You can use iron swan if you want end one of them turn 1 because they are a dangerous enemy that needs to be gone. of course you can use the flex hero and to finish the other enemy instead of iron swan, and use howling end to delete another enemy in the front if they don't have a block token. There are many possibilities.

Of course there is a setup needed, you need to make sure your team is quick but I'm sure other methods require a little bit of prep to be effective as well. Of course we can cherry pick enemies or situations that are effective at disrupting certain teams or attack methods, but that is the case for everything depending on what region you are doing and what enemy you are facing. When fighting harvest child PD isn't effective, but she's super useful against dreaming general with the grenade hitting the root as well as him every turn.
< >
Showing 1-9 of 9 comments
Per page: 1530 50

Date Posted: Feb 4, 2024 @ 10:44am
Posts: 9