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I think, I will use Hellion, Graverobber, Houndmaster, Vestal again. They did manage it the first time very well even if stress was a problem in the end. Maybe crusader instead of hellion would be the better party in terms of stress healing, but I do not want to bring a crusader because I prefer taking one to the third mission.
You should have stun options to be able to fight slow after killing two enemies in terms of health and stress healing before ending a fight and entering the next. But you also need damage to beat the final boss fast. In this last fight stress healing nearly is hopeless not using jester and my strategy is based on killing the boss before being killed in terms of stress in this last fight.
Anti-Bleed trinkets really help a lot and/or the usage of holy water. I didn´t had cleansing crystal my last campaign but there are other trinkets reducing bleed and I think I used these together with anti-stress trinkets.
You definitely want to use at least one +Accuracy trinket on the Highwayman (like a Sun Ring) and if you take a Man at Arms, I would use a +Accuracy trinket on him as well. For the other trinket, there are a couple options: One is going with either +dodge or +healing received (like a Recovery Charm). Highwayman is pretty squishy so these help. I actually didn't do this and went a pure offensive route. I used the Crescendo Box (+2 Speed, +15% Dmg, +10% Stress). I also went with Ancestor's Candle on my Hellion (+2 Speed, +5 Dodge, +15% Dmg if torch above 50%, +10% stress). Looking back, I should have put the candle on the Highwayman for dodge. This worked REALLY well in the fights leading up to the boss though because the high speed/dmg of both those characters allowed me to kill at least one, often two mobs in the first round before they got a hit off, making the rest of the fight trivial and allowing me to stress heal with the Jester. Note: I also had the quick reflexes quirk on my Highwayman (+2 spd) locked in, so his speed was 11, making sure I always hit first and got my riposte going. I went into the boss fight with no character above 10 stress.
This run I went Hellion, Highwayman, Jester, Vestal. I ended the run with no one at Deaths Door and 0 stress on any characters (I accidentally forgot to use my camp until after I already defeated the boss, so I used it before leaving the dungeon and cleared any leftover stress - though my highest stressed person only had 30 thanks to the Jester). I actually prefer the Hellion over Man at Arms because Hellion is much higher damage and makes the fights leading up to the boss fast. That being said, Man at Arms probably does just fine instead and is likely better on the boss.
TIP: Use your camp before the boss fight and use Highwayman's camp skill: Unparalleled Finesse +10 Dodge, +2 Speed, +20% Damage Melee Skills, +10% Accuracy Melee skills. I'm not entirely sure if the +dmg/+accuracy affects the riposte hits, but even if it doesn't, they are great for your actual skill hits and the dodge/speed is nice too since you riposte when you dodge a hit just the same as if you got hit.
Going from left to right:
Vestal, Plague Doctor, Crusader, Leper
Won't spoil anything more, but I recommend it
I don't want to speak badly about another person's strategy, but ...I'm going to lol. Plague Doctor and Leper are not good for this fight since the boss moves your characters around. Leper is useless if he gets put in spot 3 or 4, and Plague Doctor is nearly useless if he gets put in spot 1 or 2. Again, you want characters that can hit with their good skills from nearly any position OR have good damage skills that move them forward/back: Highwayman (#1), Houndmaster (though can't do much from position 1), Jester (awesome because it has forward and back skills + stress heal), Hellion (can hit from everywhere except last spot), Grave Robber (multiple skills that move around + can hit from any position), Crusader (has a good move forward damage skill if he gets put in slot 3 or 4 and can stress heal) etc. etc.
I don't think the shuffling horror is what makes this level hard. It's the smart ai and high crit chance from the regular mobs, so I would base my hero selection on those.
Here: I uploaded this screenshot just for you with a team consisting pretty much only of characters who can't move (it's ng+ btw): http://steamcommunity.com/sharedfiles/filedetails/?id=770864735
Don't really care if you like or not to be quite honest :P It works for me just fine, and the only reason I haven't beaten the darkest dungeon is because of mistakes I made, not the characters.
That's another configuration I like running as well. The issue is my Vestal is so bad that I've literally named her Missalot. It's a cheap joke that in the end is only at my own expense ;_;.... Oh well, hoping for a good roll on one so I can start using that setup again.
Replace Occultist with Jester for stress healing and you're golden. You should be able to enter the boss fight with little to no stress at all.
Not only that, but Plague Doctor doesn't have an attack that repositions himself. This is important because having a damaging move that repositions you (like Highwayman's Duelist advance) can help reposition the entire party and make it so you don't have to waste a turn simply moving a character (or sometimes two). An example would be if your Plague Doctor gets shuffled to position 1 and your Vestal gets shuffled to position two. If your Plauge Doctor goes first that round, what do you do? Move him back, putting your Vestal in position 1 now?
Having read and thought about the Plague Doctor I will say though that I changed my mind and it's not a bad choice. Again though, I just feel like there are better, or at least safer, choices.
I don't even have a Jester..hehe..I like the occo for the damage reducer he has