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First of all, do not take my word as gospel. I just want to share with you an interesting gaming experience that I've taken quite a while to get right. Other people might never consider playing how I'm currentIy playing through Hildebrandt's Cellar and that's perfectly fine. I'll admit that I do believe various teams are able to go very far in the Cellar under the right circumstances and I plan to find other viable options in future playthroughs.
Also, it's worth mentioning that I've unlocked every item from the knowledge store. Make sure you've unlocked all the important artifacts if you want a smooth Hildebrandt's Cellar experience.
That being said, I've gone remarkably far into this game mode with the team I'm about to present, so I hope you or others can in some way benefit from my experience.
I'm currently at room 1013 and still going strong with 150+ gosdbeard and a whole bunch of other good herbs in my inventory.
I have attempted to do a successful run of the Cellar over a dozen times before finding the right ingredients for a nice playthrough. It does requires the right classes but also, as you are well aware of, a fair bit a luck - you might just have to try and retry before you can get your hands on the right weapons that allow for killer synergies.
MY TEAM:
Busker - Hunter - Minstrel.
Slot 2 and 3 are a given.
The Hunter has to be in the middle to evade as many of the middle centered attacks as possible. Also, you absolutely need his speed in the first few floors to take out dangerous enemies in one shot before they get to play. Later on, his speed remains essential, but more on that when I get to the gear part.
The Minstrel's Encourage skill is incredibly powerful - it beats any other support class in this mode by far. Also, the Inspiration skill is actually very nice in the long run for helping your Hunter to level faster, because you need that extra bit of damage a level can give, especially in the early floors.
Now, the Busker.
It might seem like an odd choice - and to be frank, I chose it as a joke at first - but it's truly the one "strength" character (because f those damn doors man) that ended up working out the best for me.
Before that I tried the Monk, Woodcutter and Blacksmith.
The strength based weapons of the Woodcutter and Blacksmith are not good for the lower levels because they don't offer much in terms of interesting synergies - your main, if not only, damage dealer, is going to be the hunter no matter what. Any other source of 'raw' power would just deprive you of life saving utility skills and spells.
The Monk is OK, and I see why people are attracted to his Discipline skill. You can make it work if you play him as a mage character with a tome of storms or sth like that but if you get bad RNG - and you are going to get bad RNG - and you get 3 dangerous enemies all immune to shock then you're done with.
With the right weapon, a Busker can prevent you from getting hit by any enemy easily and without worrying about stupid immunities. I also find Distraction to be more useful than Discipline in the long run, because when you're fully geared with top notch stuff and you've almost maxed out your main stats, the focus points become kind of irrelevant.
In any case, a musician is mandatory in any team for the Rubato (interrupt those demons before they incinerate your invaluable godsbeards).
Another very important point is that all musical instruments give a very nice gold multiplier (and you absolutely need to be able to buy at least ALL the herbs at the end of every floor).
GEAR:
Obviously, equip whatever armor/trinket you can drop/buy that helps you keep your main stat above 85 on every character. Keep in mind that the damage of the musicians doesn't really matter, especially the Minstrel's, so focus on just giving them as much accuracy as possible. Get rid of that magicka dmg trinket asap for something more useful like the Bellowing Horn on your Busker for even more Encourage!
The Hunter is the easiest to get good equipment for, because you'll drop a goblin bow in no time, as well as a goblin helm (very often found in the store for a fair price if you really can't manage to drop it) that'll give him a lot of speed.
The musicians' instruments are where you'll need a bit of luck. One of them, preferably the Minstrel because he has more talent, is going to need a barbat asap - and later a theorbo, before finally getting your hands on the amazing royal lute - to stop that pesky acid jelly from ever playing.
In the early floors, just give your Busker whatever instrument you drop and don't worry about it too much. The ukulele is nice for the party calm to get your focus points back but whatever lute with splash damage is nice too in case an annoying fairy tries to perma-protect her buddies.
Your Rubato Minstrel is here to help you avoiding group heals during battles. Keep that white lute or that gathering bonnet that you're bound to drop early-ish and equip them only for heals when you are out of battle.
END GAME WEAPONS AND IDEAL SYNERGY:
I dropped all my OP weapons with relative ease (even had multiple ones of each), so you shouldn't have much trouble getting your hands on them.
Hunter: Royal Bow. Your Hunter will outspeed almost every enemy even in the lowest levels - apart from small, insignificant enemies like bats, that deal a ridiculously low amount of dmg anyway - so he can slow them all down before they get to play.
Minstrel: Royal Lute for the group Rubato. Yay!
Busker: Golden Lute for either Prestissimo if your Minstrel had a bad dice roll or Fortissimo to get your Hunter to kick some serious ass. You even have the luxury of finishing off an enemy from time to time thanks to the armor piercing attack.
And there you have it: a very efficient, painless team composition/weapons combo that will prevent even the most dangerous enemies from ever touching you.
SIDE NOTE:
My Busker wears a Royal Crown for the Encourage skill - that allowed me to give him a trinket with a gold multiplier to be able to buy Black Candy for my Hunter every other floor, but if you are not able to drop or buy the crown, the Bellowing Horn as a trinket will suffice.
This team with these weapons will make even a 1500-health points Royal Droll look like a fool - pun intended.
I hope this was somewhat useful. If you have any questions, feel free to ask
Good luck on your future endeavours in FTK!
~ Annizil
Are either or both playing with the DLC? I've heard that it makes the celler harder, though haven't checked it out for myself.
I just did another room 93 with a new first time party: Scholar - Monk - Gladiator. Was quite impressed. The constant focus gain from the monk just so handy. It triggers a lot. When I failed at room 93 I was still using a goblin staff lol. Just no luck getting anything better. My monk had a Water Wand and shield and Gladiator was dishing out huge damage with the War Hammer. Did manage to get an Inferno plate for the Gladiator at the last shop before room 93. All in all since that was my first run with that group I was quite impressed. With the two aforementioned ultimate weapons for the Scholar and Monk would ensure a successful deep delve.
The only lore items I don't have unlocked are the ones from going low enough in the Cellar. That's why I'm doing Hildes but I think I may be getting better lol. I like the Busker as outlined above I will try your party combination next. I tried the Hunter before and could not get any good bows. The Minstrel early on just dies a lot and eats up your life pool not sure how your able to keep them alive. Perhaps the Busker - Minstrel combo will help. Don't knock the Busker I have been very successful with them in all the other campaigns.