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Unerring is the same as Slugger but for Ranged skills.
I usually lock Tough and Hard Skinned (+10 PROT) on my Man-at-Arms. Eldritch Slayer and Eldritch Hater on my Occultist.
+5 Acc and Slugger on Leper are good.
Lock "+Dodge" or "+Crit" quirks on dodge classes (ex: Grave Robber).
Never lock "Location" quirks (ex: Cove Explorer)
About your Hellion, I think locking Irrepressible was a mistake. There are way better quirks.
Currently I'm trying to lock a lot of Eldritch Hater/Slayer on my heroes just to face the Darkest Dungeon.
Virtue chance is useless, never lock it cause of 60% cap it will be too much gambling, and without trinkets you have something like 20-25%. Just try to prevent stress damage by killing stress dealers first.
-Quickdraw (speed)
-On Guard (speed)
-Quick Reflexes (more speed)
-Early Riser/Night Owl (depending on if I'm playing a torch or no-torch game... more speed)
Of non-speed ones, I like:
-Photomania (-20% stress is pretty massive for a quirk, great for torch games).
-Man hater/man slayer (decent in all areas, very good in Warrens/Weald since most pigs and fungals are human... great in early DD as well)
-Eldritch hater/slayer (good in Cove/Weald and later DD)
I wouldn't normally bother with any of the others unless it's somehow part of the free sanitarium town event and I have nothing better to do and/or are unlocking on that character anyway.
Hit first, hit hard. ^^
Hard Skinned is also one of the best quirks for just about every class in the game, but are especially for tanks like the MAA and Leper.
+Dodge quirks are good for classes like the HWM, HM, and GR.
+Damage, +Crit, and +Acc quirks are excellent for any class who's primary function is dealing damage (So more or less everyone that is not the Antiquarian, Jester, or Vestal, of course a front line vestal shouldn't be underestimated in her power).
You mean Eagle Eye?
Well, time to go "Melee Dismas" xD
I have a Vestal with hard skinned (+10% PROT) and balanced (+15% move resist) locked, and I usuallly equip her with Profane Scroll (+10% PROT and lots of bonuses tied on being in rank 2) and heavy boots (+40% move resist, +10% PROT, -2 SPEED but it doesn't matter, for a frontline healer acting last is not that bad ^^) She's a fantastic tank/debuffer/AoE healer/heavy hitter and with her importance of being on rank 2 she usually attract some enemies to do stupid things, like the cultist stresser wench that always fail to push me with the puny damage tentacle instead of stressing my warriors XD she is my second best.
First is the Hound master with evasive (+5 DODGE) and quick reflexes (+2 speed) locked, equipped with Protective Collar (+12 DODGE, -5% damage) and Camouflage Cloack (+15 DODGE with 75 light in exchange of some -20% on stun and move resistance).
Spam the Guard Dog ability on "glass cannon" units (like a Dismas's head+Gunslinger Buckle Highwayman) and you have an unhittable/unstressable killing machine, and Grape Shot become useful again!
General advice is: Find a class, a combination of trinkets, quirks and strong ability(es) that clearly go in the same direction, and struggle to fix them in place, it will payoff immensely.
slugger/unerring
precise striker/eagle eye
sometimes warrior of light/lurker
late game I lock in eldritch hater/slayer on anything that I can, sinct the end dungeon is chock full of eldritch and you get more value out of your quirks that way.
for specifically hellions I'll always lock in on guard or quick reflexes- the easy turn 1 kills on back line enemies add up over the course of a dungeon
Heal? For What? ;p