Darkest Dungeon®

Darkest Dungeon®

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SoulsDestiny Nov 28, 2017 @ 12:38pm
Shuffling Horror
Do you guys have any tipps for a loser who has to abandon even the 3. try to go to the shuffling horror. I don't manage to get to the boss. Normaly the stress or the dmg kills one guy of and the rest is insane then.

I tried with Occultist, Vestel, Bounty Hunter, Crusader -
Plague Doctor, Vestel, Hellion, Houndmaster -
Vestel, Houndmaster, Houndmaster; Hellion

It is always the same, they just beat me.
Do you go with no negative quirks? It feels like they always start first.
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Showing 1-6 of 6 comments
Chezz Nov 28, 2017 @ 1:05pm 
Bring a Jester or a Houndmaster to manage Stress before the fight. Stress damage is quite high in that dungeon.

Don't bring heroes who suffer when being shuffled. Ditch the Vestal for an Occ, he can heal anywhere.

Camp just before the fight (you should know where it is by that point) and recover as much as you can.

If you feel like cheesing, iirc there are some fights with two Rapturous Cultists that can be abused to fully heal.

In the boss fight, I find better to ignore the monk and focus the boss. Killing the mob may cause a Defensive Growth to spawn that may Guard the boss and that can be bad.
SoulsDestiny Nov 28, 2017 @ 1:29pm 
Thx for the tips. My problem, for now at least, is that I don't even manage to get to the boss with four people alive.
Last edited by SoulsDestiny; Nov 28, 2017 @ 1:32pm
White Shadow Nov 28, 2017 @ 2:22pm 
Bring a Man at Arms to guard any vulnerable allies and allow your healer to fix them up in that turn. I found him to be quite helpful. The remaining two party members - damage dealers, especially with a chance to hit all ranks, like Highwayman or Graverobber.
LaserGuy Nov 28, 2017 @ 3:01pm 
Originally posted by Gyilko$:
Do you go with no negative quirks? It feels like they always start first.

This means that your teams are too slow. Most negative quirks are not a big deal in the DD. But you should definitely remove any that reduce speed (Slow Reflexes, Nocturnal, Off Guard, etc.). Quirks that increase speed should be locked in (Quick Reflexes, Early Riser, On Guard, etc.). Fear of Mankind and Fear of Eldritch are also very bad here and should be removed for the DD. Anemic might also be worth removing, I guess.

On the other end of things, bringing trinkets that increase speed will be of great value to you, not just here, but in any area. Berserk Charms, Ancestor's Musket, Crescendo Box, Ancestor's Candle, etc. are all top tier trinkets for this.

Other things... you probably know by now, but definitely bring a full set of bandages. Having a Cleansing Crystal on one of your frontliners isn't a terrible idea. Put it on your MaA, even, and then he can prevent bleeds on himself and the second rank player.

The Cultist Rapture enemies never attack, so if you run into a fight with two of them and can kill all of the other enemies off, you can stall the fight indefinitely and restore HP/remove stress. There's at least two such fights in DD1.
Inuzumi Nov 28, 2017 @ 7:36pm 
One simple word, stuns, i always use this party composition:

Plague Doctor-Jester-Occultist-Crusader

Bring trinkets that increse stuns and use the Plague Doctor, the Occultist and theCrusader to stun the enemies. Always try to kill first the cultists and every enemy that does high amounts of stress damage. I use the jester for bleeds buffs and stress heal, i also use the crusader for that. Also put in the crusader and on the occultist trinkets that increse damage against eldrich enemies.

Keep in mind that the occultist's heal is problematic as you may know, so you have been warned.

SoulsDestiny Nov 29, 2017 @ 1:52pm 
Thx guys for the interesting ideas. I will try it, when i have the right heroes on lvl 6.
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Date Posted: Nov 28, 2017 @ 12:38pm
Posts: 6