Darkest Dungeon®

Darkest Dungeon®

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Honeycone Jan 31, 2016 @ 5:35am
Man At Arms: Retribution or Bolster as first move?
Hi!

I was wondering, what is your opinion on the best first move with a Man At Arms. Retribution (marks him and gives him the riposte buff, counter attacking any enemies attacking him) or Bolster (+Dodge and +Speed to all members)?

Does it change depending on the amount of enemies you face?
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Showing 1-7 of 7 comments
Rex Power Colt Jan 31, 2016 @ 5:39am 
I'd first give the buffs, then riposte.
Arcangelo Jan 31, 2016 @ 6:04am 
I'd say Guard. But depends on your party compostion, positions and enemies.
SpectralProphet Jan 31, 2016 @ 6:10am 
It indeed does depend on situation and location.
Lately I stopped using Bolster and started using "Bellow". I like it much more now, than Bolster.
Also stopped using Retribution due to it's weakness. If I've got a moment to hit with MAA - I'll use stun or crush.
And, obviously, Defender.

In Weald, since most of the monsters will attack your 1-2 characters, I'll use Defender first and protect 2nd unit. Then, if required, stun/attack. If stun/attack aren't that required and there are many fast enemies - Bellow. At 2nd round I just annihilate everything that's left standing.
Muscarine Jan 31, 2016 @ 6:12am 
If he plays last, bolster.
If he doesn't guard.

If you played bolster first, then you should have enough speed next turn to guard before the enemy plays.
If you played Guard first, chances are it's the right time to use bolster next, but not always.

Guard lasts two turns, so play accordingly to the situation during the free guard turn.
As a general rule i'm not personnaly a fan of Retribution, i'd rather get Crush (support main damagers) and Rampart (stun/repositioning).

And do not spam bolster for dodge stacking unless you're using it along a Jester's Solo, the dodge bonus is just a little supplement on top of what's important, speed, which ensures you have the initiative for the next round.
Last edited by Muscarine; Jan 31, 2016 @ 6:13am
SpectralProphet Jan 31, 2016 @ 6:15am 
Originally posted by Laguna Queen:
I think the houndmaster is alot better because he can do the same thing with protection and also stun the big monsters like the one who carries a tree.

The problem with HM doing Guard stuff is that if Unclean Giant will not miss and will crit = HM on death's door. And maybe even r.i.p. afterwards. You're just increasing risk by using HM as defender. While UG crit on MAA will be 6-12.
bfc Jan 31, 2016 @ 6:23am 
Originally posted by Laguna Queen:
I think the houndmaster is alot better because he can do the same thing with protection and also stun the big monsters like the one who carries a tree.
maa also has a decent stun (a bit worse than hm though) and his guard lasts 2 turns, which is a lot better.
Muscarine Jan 31, 2016 @ 6:27am 
And HoM doesn't stack entire team speed, which makes for a very different strategy.
Both HoM and MaA are extremely usefull at end game, provided you build proper teams to go along with them.

Generally speaking i like to make
High Speed / Mark centric teams with HoM
Slower / Debuff / DoT centric teams with MaA

It's much more flexible than that though.
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Date Posted: Jan 31, 2016 @ 5:35am
Posts: 7