Darkest Dungeon®

Darkest Dungeon®

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Pelagic grouper
Serious?

The hit like a truck, can sunder mountains when buffed and add 3 bleed/round?

I hate them!
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Showing 1-13 of 13 comments
Baywatch Oct 3, 2015 @ 9:02am 
Of course they do, they're the only mobs in the Cove that really do much direct damage. Everything in the Cove fills a very specific role, take away their damage and you've got nothing but support units and tanks that hit like wet tissue paper.
Giga Oct 3, 2015 @ 9:14am 
Stun the front, stun the back, use the rest of your team to soften them. Next Turn: Break them.
Bourbon Kid Oct 3, 2015 @ 9:15am 
Originally posted by Baywatch:
Of course they do, they're the only mobs in the Cove that really do much direct damage. Everything in the Cove fills a very specific role, take away their damage and you've got nothing but support units and tanks that hit like wet tissue paper.

You´re right and I´ve already came to the same conclusion like you.
I dont mind the hard hitting stuff of those pelagic but the bleed tick is too high for an apprentice dungeon, paired with the fact that pelagic have a high speed and almost attack first.

Tbh I like the Cove and how monsters synergize. This synergize should be tweaked for all the others dungeons too.
Ceric Oct 3, 2015 @ 9:39am 
I think the Pelagic Grouper is pretty close to where they should be at for the Cove but a bit OP at the moment. Right now the base damage for their Seawead Slash attack in green dungeon runs in 5-9, bleed is 3/round for (I think) 3 turns.

I'd think adjusting their damage downward to 4-8 or 4-7, maybe bleed 2 bleed for 3 rounds, for Seawead Slash would be fair. Maybe a 1 point (mix and max damage) downward adjustment for Spearfishing, too.

They also tend to pose a problem when paired with the Guardian (Pelagic Guardian? forgetting the name at the moment). I had a fight go 14 rounds (green dungeon, level 1 party members) with 1 character dead, 2 each at Death's Door while bleeding due to the combo of Guardian and Grouper left to fight. The fight was against 4 monsters, 2 Groupers, 1 Guardian, 1 jellyfish, with the Guardian defending the Grouper, the Guardian having a Prot buff, and the Grouper just hammering my characters. My party had only been in 1 fight up to this point and was pretty much in good shape.

Anyway, stun did work pretty well in a few other fights against them. You pretty much need to neutralize them right away, though.

The Guardian is a pain, too, due to their high Prot and decent damage (generally 5-8 on a hit, plus bleed, too, with their Octocestus attack), but they don't seem OP.

For me, the Cove seems to go one of 2 ways for green runs, I either steamroll enemies by neutralizing the most annoying ones immediately or I fail to do so and sustain a lot more damage than in other dungeons.
Last edited by Ceric; Oct 3, 2015 @ 9:41am
Bourbon Kid Oct 3, 2015 @ 9:57am 
Originally posted by Ceric:
I think the Pelagic Grouper is pretty close to where they should be at for the Cove but a bit OP at the moment. Right now the base damage for their Seawead Slash attack in green dungeon runs in 5-9, bleed is 3/round for (I think) 3 turns.

I'd think adjusting their damage downward to 4-8 or 4-7, maybe bleed 2 bleed for 3 rounds, for Seawead Slash would be fair. Maybe a 1 point (mix and max damage) downward adjustment for Spearfishing, too.

They also tend to pose a problem when paired with the Guardian (Pelagic Guardian? forgetting the name at the moment). I had a fight go 14 rounds (green dungeon, level 1 party members) with 1 character dead, 2 each at Death's Door while bleeding due to the combo of Guardian and Grouper left to fight. The fight was against 4 monsters, 2 Groupers, 1 Guardian, 1 jellyfish, with the Guardian defending the Grouper, the Guardian having a Prot buff, and the Grouper just hammering my characters. My party had only been in 1 fight up to this point and was pretty much in good shape.

Anyway, stun did work pretty well in a few other fights against them. You pretty much need to neutralize them right away, though.

The Guardian is a pain, too, due to their high Prot and decent damage (generally 5-8 on a hit, plus bleed, too, with their Octocestus attack), but they don't seem OP.

For me, the Cove seems to go one of 2 ways for green runs, I either steamroll enemies by neutralizing the most annoying ones immediately or I fail to do so and sustain a lot more damage than in other dungeons.

Well spoken!

I´ve to add that Guardians have a procc 2bleed/tick with their melee attack - green dungeon.


I´ve met a group of 4 Pelagic Groupers in the green dungeon as a 1st encounter.

Those 4 groupers attacked first before i could even act. My crusader was instantly crushed down to death door and has a 12hp/round bleed debuff. RNJesus favored me and my crusader survived the battle but during the always one step away from death with a bleed tick since the frist round.

This is too much!
Last edited by Bourbon Kid; Oct 3, 2015 @ 9:58am
h0b0king Oct 3, 2015 @ 10:27am 
I've taken to killing those groupers as fast as possible - before stress dealers or weak annoying enemies like the jellyfish. They are certainly one of meanest enemies in the game for direct damage (might still hate puke pigs more), but they die pretty easy, an aoe and a decent hit or a strong hit alone usually kills them.

Spearfishing is also much weaker than slash so sticking them in the back ranks, stunning and debuffing them is also viable (really only when they are teamed with other fish and have a risk of being buffed and guarded). Kill them fast as heck and bring a fair number of bandages to the cove if all I can figure.

It's interesting how the cove is the place where my top priority enemy to kill is a damage dealer. I like the change, but do have some grouper hate.
monsoontide Oct 3, 2015 @ 10:33am 
To deal with the "Octotanks" (Name of the guardians in the artwork folder), don't forget to bring a character than can debuff protection (Which potentially makes the Hound Master useful for something in the Cove).
Sanglaine Oct 3, 2015 @ 11:09am 
I know no one likes being told to bring an extra provision like this, but bring a couple bandages for when your guy gets hit with like a 9 bleed for 3 rounds. Or 18 in the case of two pinches and a failed heal.
djbrianuk Oct 4, 2015 @ 10:27am 
The consensus seems to be the apprentice version of these are bugged - the veteran and champion versions have no bleed ability. I've edited the bleed ability out for the time being.
Grimnir Mar 12, 2016 @ 3:55am 
a group of 4 pelagic groupers is just disgusting. :/
CrackerjackTiming Mar 12, 2016 @ 4:03am 
If they bother you that much, just don't go into the Cove. It's not necessary to beat the game, it's not like you get better rewards for running quests in one area versus any other, and nobody will care if you do figure out some master strategy for beating up the annoying fishmen.
Balgin Stondraeg Mar 12, 2016 @ 5:30am 
The Pelagic groupers deal out a lot of bleed conditions. They also have quite low blight resistance.

What does this mean? it means that a plague doctor is almost an auto include in the cove. Give her both of her blight skills, the one that allows her to double stun the back two ranks, and battlefield medicine (for bleeding removal).

It really helps. For the rest of your party you can use whatever you want. You'll probably want a healer and one or two frontliners too. Just make sure to take a plague doctor to the cove with the appropriate skill set up. Stuns, blights, (the rotten fishmen really go moldy after they get hit with a few of her blight attacks).
Bouncer Mar 12, 2016 @ 7:15am 
uh, the 3-tick bleed on green dungeons has been taken out. This is quite an old thread... They're still strong mobs but they ain't OP in the slightest anymore.
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Date Posted: Oct 3, 2015 @ 8:46am
Posts: 13