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The best way is usually to disable his summons while dealing massive damage to him. If his MaA guards your target, stun him, otherwise keep the Collected HWM stunned and focus down the Collector.
If you spend too much time attacking his summons you are digging your own grave.
With the party you had, depending on what skills you had equipped at the time, your Arbalest should have marked the Collector and she and the HWM should have gone all out on him, while the MaA would either stun enemies or protect your damaged Vestal.
Since you only have two characters who could DPS the backline, you should expect a tough fight, but definitely not an impossible one.
Also, this is very important, if you can stun the Collector on round 1 before he does a Collect Call, do it as an absolute priority. It gives you a lot more time to hurt him and allows your frontline damage dealers to hit him once.
I often get the Collector down 30-60% on his first turn.
Hope that helps you out.
Maybe I'm just bad at the game, won't deny that, but all these TPKs are really getting under my skin.
Plus there's no need for restarting unless you just started, losing heroes doesn't really matter at all. They're replaceable.
I suggest giving the MAA a stun increase amulet of any kind, or a Houndmaster. High speed and a reliable stun.
If you still have a trouble, or your team happens to be incapable of winning the fight, retreating is a viable option - it replaces the Collector with a generic encounter.
Stunning the Collector is great if you can manage it, but if your chances are too low (no Stun trinkets, didn't max the skill, etc), you're probably just wasting your character's turn.
You have to Stun MaA heads whenever they put up a guard, and just plain kill Vestal heads so they don't heal him and he wastes turns summoning them back instead of healing himself. Aside from that, all efforts should be spent dealing damage to him. If you try to whittle his HP down in a sustained battle, he will likely win.
I lost three characters this playthrough, and one was to the Champion Collector. He kept critting for 20 damage on his life drain and I stupidly brought in an Occultist to heal, who almost always healed for 4 HP. Collector crit a character for 20, a Highwayman head crit the same character for 22, Occultist decided to heal for 0 that time (he did that twice in that fight) and the character failed his first Death's Door roll. Bad RNG all around.
I still won, but now I have to get another Houndmaster back to level 6 and pay for all his skills and gear... I also had to cancel the mission and pay for stress relief for the other characters.
That 2,500g item he gave me? Not exactly good compensation for all my losses.
He's cool in early dungeons when he's easier and gives special loot, but later on he's just a useless pain in the ass.
You will be bad at the game for a while. I was terrible at the game for my first 30 hours, then just bad at it for about 30 more. Then began the slow but satisfying crawl towards "good enough to be fairly successful," which is where I am right now. Maybe one day I'll be finally be plain good at it. ;)
My point is that it's a brutal game to learn, and you'll have to readjust how you play it quite a few times before you start to see consistent success.
The Collector gets much easier once you figure out a strategy, although as is always the case with Darkest Dungeon, sometimes even the best strategy doesn't work out so well. ;)
I personally like to stun the Collector and the summoned Highwayman (using BH, Vestal, or PD), and take out the summoned Vestal, and leave MaA alone for a while (or stun him so he doesn't guard). The summoned Vestal and MaA don't do any damage, but the Vestal will keep healing the Collector and if you take her out then he will resummon her instead of doing damage or healing himself.
I stack up DoT effects on the Collector and HWM, and then use some brute force to whittle down their HP. Having a Houndmaster who can mark the Collector and debuff his PROT is useful.
I haven't lost a hero to a Collector in quite a while, on any level dungeon. If I don't have a Vestal in the group, I'll typically come out with low HP, but the fights aren't nearly as frustrating as they used to be for me.
I have said terrible, terrible things to my Occultist during battles like that.
Terrible things.
I told mine that "Occultists are worse healers than Arbalests".
The scary thing is I kind of believe it. I've been sending Arbalests to heal on level 5 shorts.
Occultist > Plague Doctor > Houndmaster > Bounty Hunter / Hellion
The Occultist can bombard the collector in the back, as well as marking a target.
The Plague Doctor apply a heavy blight on the backrow.
The Houndmaster can make use of the mark from the Occultist as well as applying bleed.
The Bounty Hunter can deal with the 3 in front as well as using the mark for other enemies in the level. He can stun the 2 in front and the PD can stun the back
The Hellion can attack the collector in the back and as well as attacking any of the heads in the front. He stun however isn't the best due to the self debuffs.
With this party, you should use your BH to pull the Collector forward so that he can focus fire him while he's marked.