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Not very resistant to blight though. Not very resistant to debuffs or move skills either.
Bring a Shieldbreaker, or a Plague Doctor.
The Shieldbreaker's Puncture skill will not only pull him forward, it'll also ignore Guard skills.
Or consider Intimidating him with a Leper, or use an Occultist's Weakening Curse.
If you bring an Occultist or a Grave Robber, consider buffing their health with a Trinket. And if you're not going to bring a Jester, then consider bringing a Crusader instead, you need someone who can Stress-heal.
What level were her skills?
What level was her gear?
What Trinkets did she have?
Was she carrying a Blasphemous Vial? Or at least Poisoned Herbs? Or a Blight Amulet?
Just tried again, and the Miller, again, shook off all blight attacks, except for maybe one
Continually called in a laborer who IMMEDIATELY went to guard, so it was impossible to do damage to him, while he continually did his "attack all" attack, critting multiple times EACH swing.
This is the farmstead, you'll want a vestal anyway to last through the waves of mobs, the group heal helps considerably. A secondary healer like a crusader, occultist or flagellant isn't a terrible idea. You also need the damage to deal with the miller's adds as some of them can be especially annoying.
Regardless, I wouldn't actually bring a PD to that fight unless I had to. You don't really want damage over time unless you are running a dodge comp or something. He outputs too much damage. You want burst. You want a mark team. They will blow him up in two or three rounds. That means at least two or three of any of these heroes: arbalest, houndmaster, bounty hunter, occultist. One hero places the mark, the others land the hits in that same round. The defacto mark party is ARB-HM-OCC-BH. I have a ARB-JES-OCC-LEP party that can absolutely destroy him. You do not necessarily need the OCC as a healer, vestal can work, too. Houndmaster has the best mark because it lasts the longest and it shreds the most PROT.
If you bring a jester, be sure you get your finale on him. Vestal is good for this fight because of her AoE heal and she can use her camping skill Pray to give everyone some PROT. Riposte can be helpful for this fight because of the AoE spam, but it causes you to take damage as well. Mark parties will do way more burst damage, much more quickly.
You need a stun to disrupt the buffed farmhand's guard. That goes for any guard. If you wait long enough, he will revert back to being a normal farmhand. You can also use AoE to attack through the guard.
To prevent him from spamming his reaping AoE, you need to clear the monsters he spawns. He will usually use his actions to spawn them, rather than AoE you. I would focus on burning the miller down, though.
Yeah, well, that's why I suggested you take a Shieldbreaker, and pointed out that she has Puncture, which bypasses Guard abilities, in addition to pulling the Miller forward. That's also a good reason to have a Crusader with Stun trinkets, because the minion who's Guarding can be stunned, and that breaks the Guard skill.
The Miller is a tough boss, if you're depending on the Plague Doctor for damage, then she really should be a level 4, (which would be the maximum for a Veteran level encounter). And have level 4 skills and gear, because that will give her the maximum innate Accuracy for the encounter.
You also want to check her quirks, both positive and negative. A Plague Doctor who has Mankind Slayer, Natural Eye, and Unerring is going to fair a LOT better than one who has Flawed Release, Lazy Eye, The Yipps, and Fear of Mankind.
You still also did not answer my questions about what Trinkets she was using. Was she carrying a Blasphemous Vial? Or at least Poisoned Herbs? Or a Blight Amulet?
A Plague Doctor (as a character) isn't going to be a magic bullet that makes the fight simple and easy. She an element. If you send in a party of all level 3s, then the Miller is probably going to crush you, if you even get that far.
It's also going to depend on what other characters you brought and what they were doing. And what gear/trinkets they had.
The Farmstead is an endurance fight, a Vestal and a Jester are both very strong choices, but a Jester and a Plague Doctor are both going to want that R3 spot. The PD could be in the R4 slot, but then the Vestal is going to be competing for the R3 slot instead.
The Miller is a size 2 creature, so being able to hit R4 isn't essential, but whoever you put in R3 and R2 on your side needs to be able to hit at least R3 consistently.
Personally, the team I have the most success with is VEST-JES-X-CRU, and I'd probably put either a Shieldbreaker or a Highwayman in the "X" slot. VEST-JES-CRU-HELLION might work too.
But regardless, sometimes the Miller is going to lean into the Reaping attacks, and if you can't keep up with the damage, you'll have to withdraw.
If you can defeat him ONCE, then subsequent encounters (in Endless mode) can make use of Mildred's Locket, which will cause the Miller to debuff himself, and will protect at least one character from Reaping attacks.
If you send frontliners you need to get rid of the summons while your backliners do the damage to the Miller. Sometimes you don't have to focus all of the damage to the boss in one turn. That's pretty much it.
That's one of the reasons I don't play the DLC. The game is better in its natural state.
Optimal:
Apprentice - Level 2 - fully upgraded
Veteran - Level 4 - fully upgraded
Champ - Level 6 - fully upgraded
It seems like you're doing the follow-up (veteran) introductory mission, so I would wait until you have fully upgraded level 4's, as being level 3 and having lower-level skills and equipment not only reduces their damage - but also makes them harder to land in the first place, all while leaving you more susceptible to taking hits and damage types thanks to lower-level gear.
It's not like a normal Champion dungeon (where you have no choice but to venture in with level 5's until you have enough heroes levelled to 6 - aptly named the 'champion spike'). Rather, it's a static side-mission you can tackle at your leisure, so don't rush, because dying in the apprentice + veteran endless-intro missions = perma-death, unlike the fully unlocked endless mode, which causes heroes to return after a few weeks post-death.
Without dishing out literal meta comps and strats, the Miller's gimmick involves frequently summoning adds - one of which he will eventually freeze into being a guard - sprinkled with the occasional use of The Reaping. There is a special trinket you can acquire before your first encounter with the Miller, and if you wear it, the boss will frequently sacrifice turns to interact with the player wearing it (but that isn't required, and I won't spoil the hows of it).
Conversely, summoning/freezing adds will reduce the amount of Reaps that turn. Eventually, when not needing to summon or freeze adds, he will have enough rounds and nothing else to use other than spam Reaping multiple times, so you need to be prepared by then.
The miller is more bleed-resistant than blight-resistant, and because he can spam constant AoE's, Riposte's can be highly beneficial, as being guarded will not stop heroes from counter-attacking him directly if he slaps them first with Reaping. Conversely, heroes like Shield Breaker can bypass guard outright, so you have various options on the table -- but just like all other multi-turn bosses in the game, landing DoTs is always efficient.
When Endless was released, my first achievement hunting team was VES-JES-HWM-FLA - a generic bleed-centric comp. It's not a Miller counter-team, but it works well, with HWM maintaining Riposte by using DA against a target of choice, then using PBS against summons, guards, or the Miller - passively dealing counter-damage against every Reap. Meanwhile, VES/JES do the usual sustain/support nonsense, and Flagellant chimes in as needed. That's just an example of how a middle-ground comp can get it done.
I don't agree with that. You don't need to break the game to complete the DLCs. I have beaten the entire DLCs with no meta nor op trinkets or setups. It's all of matter how you use your turns in a "turn based game". It all comes down to stalling mid battle (the game recognises this so you have to be careful about it), healing when necessary and so on.
All that you've said in your comment is helpul for newers players but I would suggest to you to keep acronysm free. It can be harder to understand for people. Doesn't take more than 2 seconds to write the full word of it. Other than that hopefully people can find it useful.
You have never at any point in history needed to 'break the game' to deal with DLC, but you may get that impression from people's opinions on Crimson Court, the non-endless DLC.
Crimson Court adds fresh new layers and mechanics to the proverbial onion that require learning -- and, just like everything beforehand, once you understand the mechanics and deal with them appropriately, the game is no more or less difficult than base form, other than expecting more of you due to increased layers.
Management of the entire CC-DLC can be condensed into a very simple formula, but there's no sense spoiling that in a thread mostly about CoM (endless) - which you can trounce with countless non-DLC comps. If you want thousands and thousands of waves, you can do it with Quad Antiquarian if you want, so it's not like you 'need' anything specific to 'win'.
Darkest Dungeon is far from perfect, but nothing external is needed to beat its offerings. It's simply easier when you know how it works and you actively hard-counter each challenge.
You'll notice the vast majority of complaints typically boil down to a lack of knowledge at the end of the day, and that's normal when it comes to aspiring new players, many of which will get smashed by the inverted early-game curve and have their virtue/resolve checked very quickly. From there, it boils down to learning each layer and then using your tools to counter (or at least prepare for what you now see as a future possibility).
In terms of Miller, there are various strategic options and no shortage of heroes that can execute them. Once you beat him, the next challenge is to deal with what comes after him when you unlock Endless mode fully, pushing for whatever wave/goal you set for yourself.