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It's not as foolproof as it looks as there are rooms which can mess you up depending on the team comp, not all virtues are equally as useful, and you run can end at any time due to random sequence of enemy getting lucky.
And setting it up can be a pita because some afflictions are really difficult to get rid of once you get stuck with them instead of virtues, and there's other snags to it, but generally that's that.
The enemy is also more likely to get lucky on you when your main damage dealer (like a Leper) is gimped by having two trinkets on him that are otherwise useless. Good idea about starting stressed.
Also apparently certain light effects impact stress, so that might be useful to remember next time.
And yes, all of them cause you to refuse help de-stressing sometimes but Paranoid is the worst in every respect.
A bit harder to do it on vestal cause you need to heal sometimes, but thats it.
I use double virtue trinkets (the ring plus the ancestor) and I change it from one to another after each zone.