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Any comp which doesn´t much care about what positions they are in. Including a Healer and a Stress Healer.
Three Abominations plus someone, for example, could work.
Or three Houndmasters and a Hellion.
Or three Grave Robbers and an Occultist.
As said, anything that doesn´t much care about getting shuffled around which also Heals and Stress Heals.
He did give you some examples, unless you want us to play the game for you then I don't know what to say. Although I suppose I could say something along the lines of *GO 4 HOUNDMASTERS, OPOP NEVER LOSE*. Apart from the obnoxious caps lock etc, is that what you wanted?
I did mention three Houndmasters and a Hellion, and three Grave Robbers and an Occultist.
Those are lineups.
Hell, three Abominations and whatever is also so close a lineup that there is little practical difference.
What do you actually want?
Jester should be mainly for buffs and stress heal this campaign with the 2 remainder moves being dirk stab and harvest/slice off (finale/solo never worked for me, but this was prior to it's previous update).Pd should focus on stuns. (Reminder that you can heal your party slowly but surely with 2 cultists being alive, although this might take some time.) Im sure you've got the gist by now. Remember, you are the flame!
Use dual stuns from both Hellion and PD at the 1st turn, bolster with MaA and damage with Occultist. To deal with shuffle, just use Rampart and Breakthrough to go back into position. Moving the PD to 3rd and 4th after shuffle is still useful just for the stun, otherwise stack damage.
If there is a must for the first part of DD, in my opinion, it is the jester. You can probably use a MAA instead of a highwayman, a hellion instead of a crusader etc. But the position swapping the enemies do here backfires on them completely if you have a jester. The only hero I would avoid completely for this part is the leper.
R4 Occultist, R3 HWM, R2 Crusader, R1 MaA... HWM and Crusader can use Duelist's Advance/Holy Lance Shuffle and for the Boss Riposte to Win... Best Setup imho
Interesting, I went in with this exact set up but had completely different result. A walk in the park.
Jester - Highwayman - Vestal - Crusader
Worth to note though, that my team moved around A LOT, especially Highwayman with riposte and ultra high damaging point blank shot. Crusader ofc with holy lance when je was shuffled around.
Vestal on rank 2 only for opener/debuff then healing/stuns. She has very high initiative in first rounds, built her specifically for this sorts, it helps, very versatile.
Maybe you had some bad rolls or perhaps messed up with trinkets?
Bandages do help though, tremendously! Because that bleed damage you get there is really high.
Always stock up on everything when venturing into unknown dungeons. At this point of game loot doesn't matter anyway.
Rather, stock up on every other provision possible (except antivenom for DD1, as there's no blight there, if I recall correctly).
There aren't any traps, and scouting doesn't reveal monster locations, either. Finally, you cannot surprise monsters, and I don't think you can be surprised by them either (although I'm not 100% certain on the latter point).
I completed the first two levels with the following party setups:
DD 1: Occultist - Jester - Houndmaster - Man at Arms
(In hindsight, I could have done DD 1 with two Houndmasters, or perhaps with a Crusader and Houndmaster for more DPS and stress healing.)
DD 2: Vestal - Houndmaster - Man at Arms - Man at Arms
(You'll want at least one character with some sort of guard skill for this level!)
I'd also recommend looking at the wiki for a map, as this will help you avoid wasting resources by blundering into avoidable fights.