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After reading your post, I believe that the thing you call 'the most important' is actually your biggest weakness.
There's no such thing as tanking in Darkest Dungeon except for 1.5 abilities, and he has neither. He's also one of the slowest in the game, purge is a wasted button, and debuffing enemies is only good for comps that have no other means of controlling or killing those priorities (which is infinitely better than reducing their damage, because you're still risking stress and allowing those shuffles or other problematic moves). The only exception is usually boss-fights where you can't prevent anything anyway, such as Prophet, which is a good example of debuff being a commons strategy, but NOT against trash enemies.
If you have him doing all that AND de-stealthing, then he's barely ever going to actually do the one thing he's good at, dishing out damage, which would almost always be better vs Rank 3 & 4 in the Weald (which he can't even do by himself).
"Meatshielding" is a false-positive - there is no value gained by allowing damage to happen in the first-place - and he has no means of guaranteeing that it hits him and not other people. Yes, he's self-sustainable and low-maintenance, which is great, but that's not going to help you if anyone else gets slapped around, or if he's unable to actually do anything useful.
Do bear in mind that mark is not a guarantee - and even if you self-mark, there is nothing stopping another hero also getting marked by fungal shrooms and them winning the dice-roll and eating all the damage.
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Possible alternatives to consider:
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ShBreaker- Speedy with fantastic range, fantastic blight, pierce, de-shuffle, de-stealth, and good damage. Sure, she's squishy, but 'tankiness' is only a concern if you give enemies the time or freedom to hit you. Those fungal backliners will get chunked or one-shot, her pierce will ignore PROT (making her great against Shrooms and Giants), you can equip de-stealth if you wish, and even have her pull enemies towards you or de-protect them without sacrificing all your damage that turn.
In comps that can't kill giants quick enough, she can also shield-block TBSmackdown, though again, it's still better to just not have them use it. She's also solid against both bosses in the Weald, particularly the Cannon due to Pierce.
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Plague Doctor - I mean come on. Speedy with double backline stuns and the best blights in the game, along with a Cleanse for whenever your own team get blighted. She's a no brainer in almost every zone that would help you control desired targets or melt those protected enemies without wasting time 'debuffing' them. I'm even partial to taking Incision whenever I'm using bleed comps rather than Blight comps.
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Highwayman - Speedy and relatively tanky. His bleeds can help bypass PROT and his Riposte is universally good. Can also assist vs the backline if needed, though I tend to put him up-front rather than as a backline sniper.
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Flagellant - Speedy, self-sustainable and packing the biggest bleeds in the game, as well as being an alternative stress-healer or off-healer. Works fantastic with above-mentioned Highwayman for additional bleed-power, as well as other heroes like Hellion and Jester - Jester especially as then you have duo-stress-healers that can give the freedom needed to go on the offensive depending on whether you want to hurt the back or front.
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Don't get me wrong, I'm one of those people who enjoy Leper's and would take them with me more often than most, but when I see someone regard them as the MVP of their team in a normal dungeon, then something needs to be said.
I'm sure it's a trinket combo that's as old as the Estates here who lived through New Game+, but it took Thet using it in his latest video (in the Weald, no less) to show me that Barrastan's Head/Heavy Boots combination is awesome on MAA for this party. I use Heaven's Hairpin/Solar Ring on HEL, & Ancestor's Pistol/Spiked Collar on HM; VES is actually pretty flexible on what trinkets to use within this framework and I'm constantly changing the selection on her.
I recommend trying my endless comp (or something similar): VES > JES > HWM > FLA.
That is a sustainable comp that bleeds through prot and shrugs off damage and stress. Whenever healing is not required, the Vestal serves as your stun-bot and sniper. The only weakness is that it lacks Rank 4 burst outside of Judgement, RoSorrows (and Pistol Shot if you push the HWM back). This usually isn't a big deal because you can reliably melt R1-3 and sustain through any backdraft.
Alternatively, you could swap the FLA for a HEL if you absolutely want R4 burst - that way, you have Iron Swan for blowing up R4, and can double-stun the front-rank if you're worried about Giants or ProtShrooms. That is the comp I take to Crimson Court - it can sustain any CC map from start to finish despite being 20 times bigger than normal maps, so sustain is not an issue.
There are plenty other options but those are two of my common groups.
Enough said.
Even if you could somehow guarantee LEP took all the incoming damage, incoming damage means incoming crits and incoming crits means stress on EVERYONE.
This is pretty minor as far as things wrong with LEP go but it's definitely yet another problem with this just plain bad character.
OCC-HM-FLA-HEL is one team I'll use. I want an ACC on everyone because of Virago's crazy high dodge. If possible, I want a round 1 kill on Virago. If I can kill the fast enemy that's optimal but it's often a stealthed enemy like a Crone.
So a high ACC plus high DMG plus ability to take out Stealth (with Twilight Dreamer or something) is good or lay a DOT on the stealthed Crone with FLA. You do NOT want Virago creating the healing-blocking fungus with a Giant in play.
You might notice my suggested team doesn't have an obvious stun (if HEL is using Iron Swan to hit the back) so I'll often have ♥♥♥ in this party, have OCC up front, or even swap in a BH for a marking party (although these are dicey). ARB/MUS also makes a good backliner in this kind of party.
What you don't want to happen and what actually kills you is Giant delivering a DD and then the fast mook (Crone/Doge/or even Virago herself) delivers the deathblow. You want to break those combos.
The end of Round 1 is where you'll most often see this. Even though Giant usually delivers Confusion Spores on Round 1, if not stunned, sometimes he opens with smackbranch and a crit here opens you to a beginning of Round 2 deathblow.
Anyway my usual team from back to front is
HEAL/DAMAGE
DAMAGE/STRESS
DAMAGE/STUN
DAMAGE
Self-heals are good on everyone.
HEL is usually my favorite for the front, preferably with ACC as high as possible and DMG against Human specifically for the Virago. SB is also reasonable. Almost anyone who can hit the back row with high ACC and DMG is fine.
In the back, anything from VES to OCC to ARB/MUS makes sense.
Second row is a good place for ♥♥♥, specifically to stun either the Giant or the fast mook (I have an ♥♥♥ with Twilight Dreamer which makes that guy perfect for stunning either the Giant or the Crone).
And HM is a good third row (or in the back) for mopping up Beast type enemies and handling stress which is moderate to high in Weald. If the fast mook in Giant/mook/Virago is a dog, he can usually take it out on round 1 preventing the one/two deathblow.
In short the Giant may look like the biggest threat, and the worst enemy teams in Champ Weald generally have him, but he's not who actually kills you. Dumb enemies like dogs are.
Damage+HM - OCC - MAA worked pretty well for me last game. The rank 3/4 damage dealer can be a GR, HWM, ARB, BH or second HM. I tend to pick up multiple occultists, HMs and MAAs so it was a lineup I could regularly put together.
GR is nice as I'd lunge on viragos, as they're pretty much unstunnable so moving the OCC back a rank doesn't matter so much, and throw knives and let the OCC stun on packs without a Virago.
ARB can cover for OCC playing his 0 heal on DD trick and you can mark with the HM instead of hitting with him, meaning you only have to buff one character's ACC instead of both of them. That said, high acc HM is good for dogs.
HWM is ok for damage but you can't really use riposte with that lineup and that's my favourite use of HWM.
BH gives you mark and stun damage synergy (he has attacks that benefit from either) and another stun (usually only used in wrapping up a fight while the OCC is healing) or mark+pull.
Double HM....I just love houndmasters. Possibly it's because I have a beard and a 60kg dog myself. You get three guards, double destress and a massive pile of dog treats, plus that lineup tends to focus all the OCC's healing onto the MAA. MAA is the perfect target for OCC heals as he benefits from the huge crits, they're mostly wasted as overheal on squishies, and an MAA is rarely so low the odd 0 heal is much of a problem.
Of those only the ARB and HWM have a destealth skill so if you don't have a twilight dreamer they're probably tempting picks.
the game is not about making a good comp, its about beating the darkest dungeon. So read about the darkest dugeon, choose how many you want of each class, for ex; if i will use vestal in dd2 and dd3 then i prob need 3-4 vestal at most, but if i'll use jester only in dd1 i dont need to have more than 2. After going with your rosters they will get customized according to their quirks which might make you change their place, like if my bounthounter gets human hater i might take him to DD4. the rest of the stuff is about leveling your characters in a harmonised way and being able to manoeuvre different comps each time. Not only you'll learn a lot more you will be able to actually beat the game. My advice is that leper is abit pointless of a hero, he is fine in some boss fights and can be useful but generally bad against trash mobs.
while making a comp you should check 3 things in advance, which dungeon am i going into, how long is the dungeon and who i need to be on higher levels.
there are 4 dungeons and as you play the game you ll learn which heros are good where but in general most can go to most dungeons but still when choosing the skills be careful.
as for the mission time if it is a no camp mission you dont need a stress healer and secondary healers are fine (meaning: you dont need occultist or vestal, i generally pick anquarian for there)
if it is 2 camp mission, have good stress heal, good damage or speed boosts in camping skills and definetely have 1 primary healer and 1 or 2 secondary healer who could save your heroes on deaths door.
finaly harmonise the level up in your roster but my advice is to have a decent high level squad so that whenever you see a sun ring or something you could go and try to get it. Otherwise if you don't have the required levels it would be to greedy and never forget: overconfidence is a slow and insidious killer.
Leper's self stress heal does absolutely no good for the rest of the party who all take damage when he sucks up a crit.
Lunge only hits the front 3 ranks and Viragos often show up at the very back. GR also usually goes first, so her first round move against Virago is usually going to be limited to a dagger toss or poison darts (if for whatever reason you use that which you shouldn't).