Darkest Dungeon®

Darkest Dungeon®

View Stats:
PMR Jul 15, 2017 @ 10:14am
Good team comp for darkest dungeon?
I just went in there with a vestal,jester,highwayman,and crusader,and got my derriare absolutely destroyed.
Last edited by PMR; Jul 15, 2017 @ 10:15am
< >
Showing 1-15 of 17 comments
Paranoia Jul 15, 2017 @ 10:28am 
I assume the first one?

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.
Last edited by Paranoia; Jul 15, 2017 @ 10:49am
PMR Jul 15, 2017 @ 10:37am 
Originally posted by Paranoia:
I assume the first one?

Any comp which doesn´t muh 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 Grave Robbers and an Occultist.

As said, anything that doesn´t much care about getting shuffled around which also Heals and Stress Heals.
That's not really helpful,a good solid defined lineup would be nice.
Cranor Jul 15, 2017 @ 10:44am 
Originally posted by PMR:
Originally posted by Paranoia:
I assume the first one?

Any comp which doesn´t muh 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 Grave Robbers and an Occultist.

As said, anything that doesn´t much care about getting shuffled around which also Heals and Stress Heals.
That's not really helpful,a good solid defined lineup would be nice.

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?
Paranoia Jul 15, 2017 @ 10:46am 
Originally posted by PMR:
That's not really helpful,a good solid defined lineup would be nice.

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?
PMR Jul 15, 2017 @ 10:53am 
Originally posted by Paranoia:
Originally posted by PMR:
That's not really helpful,a good solid defined lineup would be nice.

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?
Fair enough i suppose,just need to actually grind those classes then.
Horrendous Jul 15, 2017 @ 11:31am 
Vestal does absolutely poorly when being shuffled while only being able to move 1 space. Switch it with a plague doctor and you should be fine with that party comp. Make sure to stun cultists before/after they protect someone (something the plague doc excels at), fully stock up on holy water, herbs, and bandages. The highway man and crusader should have Duelist's advance (point blank shot is optional depending on trinkets) and holy lance respectively.
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! :yawp:
Giga Jul 15, 2017 @ 1:44pm 
PD/Occultist/MaA/Hellion
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.
Last edited by Giga; Jul 15, 2017 @ 1:44pm
PMR Jul 15, 2017 @ 2:26pm 
Originally posted by Giga:
PD/Occultist/MaA/Hellion
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.
I actually had trouble getting to the boss,i think i just need to stock up more on bandages next time.
SKull Jul 15, 2017 @ 2:30pm 
Because of the shuffling you want people who can do something regardless on what rank they are in. The last time I did it, I used a jester and highwayman with finale and PBS/riposte respectively. That way you get lots of rank one freebies with those two and the damage is very high as a result. Sometimes you can fire a PBS with your rank 1 HWM with the jester in rank two and therefore get a finale immediately after, and then another PBS after that. Plus your jester can stress heal any time he isn't in rank one. I also used a crusader with lance, so that he could do something meaningful even if he was moved into the fourth rank. The fourth is whatever, but I believe I used a hound master.

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.
Caramirdan Jul 15, 2017 @ 5:00pm 
This needs a SPOILER alert in the Title, as there are a ton of people new to the game, and might not realize the last dungeons are also the game's name.
Last edited by Caramirdan; Jul 15, 2017 @ 5:00pm
teh_drewski Jul 15, 2017 @ 9:30pm 
Even with the nerf I think Occultist - Jester - GR - Crusader is a really strong DD1 party, you just can't rely on the Finale opener. But it has everything you want skill and sustain wise.
Static VoiD Jul 16, 2017 @ 1:41am 
Originally posted by PMR:
I just went in there with a vestal,jester,highwayman,and crusader,and got my derriare absolutely destroyed.

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
PR 36 Jul 16, 2017 @ 2:49am 
Originally posted by PMR:
I just went in there with a vestal,jester,highwayman,and crusader,and got my derriare absolutely destroyed.

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.
Tacitus Jul 16, 2017 @ 3:49am 
For the Darkest Dungeon itself, don't take any shovels, keys, or laudanum--you won't need them.
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.
Caramirdan Jul 16, 2017 @ 11:06am 
Seriously, OP, edit the title for SPOILER alert.
< >
Showing 1-15 of 17 comments
Per page: 1530 50

Date Posted: Jul 15, 2017 @ 10:14am
Posts: 17