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If you're having issues just look up the wiki for strategies. If it takes you a long time to get to him, bosses are always furthest number of rooms away and right most (if there are more rooms on the same level).
https://darkestdungeon.fandom.com/wiki/Prophet
If the game isn't clicking the don't force yourself.
Other than that, you have two options: smash through the pews, or have heroes that can bypass them and hit his rank, stacking damage on him. Have healer if you need it or someone boosting your dodge like the Antiquarian, debuffs if you need it, and trinkets if you need them. Manage your stress and keep it down, etc.
Dodge is too inconsistent, depending on RNG just to survive a battle is the perfect method to lose hours and hours of progress without anything you can do about it. And I HAD a healer, but he decided this was the perfect time to heal for 0.
This isn't the first time. This was the exact reason why I had dropped the game years ago too.
I want to get past him, so I can keep playing the game. If I could, I would just patch him out.
You might have noticed already, but there's an RNG event that removes level gates from difficulties, so if you wanted to sit on the quest you might be able to bring in higher level heroes if you get it.
If things get too dicey, you can always hit the "escape" from combat button and pray it goes off the first or second time, then just abandon the quest and eat some stress. At least then you'll have some rewards instead of a party wipe and nothing.
If you're healing for 0, then I'm going to assume you brought an Occultist, and using them as a healer... is ill-advised. If you want a dedicated healer, you bring a Vestal. Despite your personal beliefs about dodge, it's actually pretty good, but requires knowledge about what it works against and what it doesn't, along with when and how to apply it.
The game is really just one giant knowledge check. To the developers the game wasn't the exploration or fights, but grinding to learn how it works. They don't respect people's time though... so I'd probably just glance at a wiki as you go, to respect your own.
I'm going to be honest. If you patched out the Prophet, it wouldn't get any better. Even if you brute forced through him, it's not going to get easier or less grindy after.
If you have the DLC for shieldbreaker, this fight can be a good use for aegis scales, and the shield breaker can hit rank 4, and use Serpent Sway to block physical damage.
Compared to some of the other fights, this one is really not that bad and is a good way to learn what works and what doesn't. There is never a need to start over, you just get new recruits off the stagecoach and move on. No point in losing all the hamlet progress or trinkets found. I find a lot of satisfaction when I overcome obstacles in this game, and sometimes you will lose characters, but it is all part of the game :)
I tried another run, and before trying to do the Prophet I wanted to get one last quest in with Vestal, Grave Robber, Crusader and Hellion, to get Grave Robber and Hellion to level 2. About 2/3 through the 2-camps-quest, the Collector appears and endlessly hides behind his summons while healing as fast as I can hit him. I don't know what the odds are, but I encountered him three times today.
I usually use a Vestal, but Occultist worked VERY well as a healer. He heals more on average, can pull and attack from position 3, together with a Jester in position 4 they kept my team at full health and 0 stress, so I had no reason to change my composition at that point.
AFAIK there is both a time limit and a death limit in this game, so just getting new recruits over and over will probably kill my whole campaign in the end when I have put even more time into it. Also the quests ramp up in difficulty and I will not be able to do anything with new recruits at some point.
I tried the Shield Breaker, but surprise, she gets unannounced extra battles during camping and takes lots of stress before the battle just ends because she is on death's door(?).
If at least Ironman Mode was optional, then I could try around with difficult battles and compositions.
second is also false, apprentice difficulty missions are always available and exactly as difficult as at the start of the game, same with veteran and champion
All zone bosses are completely optional. The only requirement to beat Darkest Dungeon in Radiant/Darkest is to beat the four preset Darkest Dungeon missions (top of embark screen).
Every boss in the game is about learning (and countering) a gimmick, and once you know how, they are neutered by that hindsight for all eternity, because no boss deviates from their preset mechanics and stats, not even in Endless Mode, not even if you go from Radiant to Darkest to Stygian. They will always do the same thing, always have their assigned stats, and you will always know how to beat them.
In terms of Prophet, you can abuse any combo of DoTs, DMG debuffs, Guard, and Riposte.
Nothing is forcing you to take on a standard zone boss, and there is no timer or death-count outside of Stygian/Bloodmoon, so lacking X or Y hero is not an excuse, nor should your dying to a Prophet stop you from continuing to progress.
You can keep bashing your head against the wall for eternity until you stumble on the solution, or ask for help, or read a guide -- but no matter what you decide, you never 'need' to kill a Prophet. The only reason you have to actually kill zone bosses is their unique trinket for beating their Champion variant, many of which aren't that good.
As for Collector's, they are the easiest boss in the game, akin to a glorified trash pack. Just like every other boss and mini-boss, certain things work well against them, and life is always easier when you know what to expect and prepare in advance.
You are always at risk of Collectors when filling your inventory, just like you're always at risk of Corridor Shamblers in pitch black, or TTFTStars when you willingly enter a region they are roaming, or Fanatics (CC), or Shield Breaker camping encounters (3 in Apprentice, 2 in Veteran, 2 in Champion), so it pays to learn and prepare for such things -- just like it pays to understand normal boss gimmicks.
... while blasting him to death with an Arbalest.
Time an Death limit is only on the hardest difficulty.
You brought an Occultist, who hard counters Prophet with his Hex (-DMG). On the other hand, you made the common rookie mistake of not putting OCC in the front, where he really shines.
If you have Hellion, then you should have no problem nailing Collector. He dies, the summons goes.
All you're complaining about are common issues for people learning to play the game.
He can be blight-ed and stunned. I think he managed to bring down the roof on me only once in the whole battle. He was allways stunned with blight to down his health and Reynold was hitting the first two wooden things every time he could. Once they were down he had less than quarter health and within reach for even more stun and blight and damage.
Good luck.
I have to beat the Necromancer now and on the first try I couldnt even get to him ....
What I hate about this game is that you can't just build a good team and have a chance at every boss. You have to KNOW what awaits you and specifically build against that. The battles are just rotes, the actual game is learning what you need and putting together a team. Which is not bad per se, but it means that you get wiped a few times before you actually have a chance, which equals a lot of "wasted" time and repeating the same stuff over and over to get there again.
I saw a streamer do a deathless run on Darkest difficulty and I don't get how that was possible, as sometimes the game just dows not give you the classes you need (still waiting for a Jester) and even rare trinkets have massive downsides.
also most of the good high level trinkets downsides are negligable ie higher stress gain is easily dealt with by nuking/stunning stress dealers before they do anything