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HHTKK can work as well, for longer runs.
Oh, and I recommend maxing out crit relic (True Strike Soda) ASAP, it's very useful.
HHTTK has the best damage and survival mix in my opinion because you can put full crit gear on all and get greeat damage.
Healers are still physical damage and will melee attack unless someone is low health.
There isn't alot of difference between healer and thief damage for most of the dimensions.
You won't be staying long enough to farm alot to neccessitate the 2nd accessory slot on the 2nd healer vs. thief.
Having a second healer also means you can avoid more deaths due to area damage putting multiple party members low health at the same time.
Having mentioned these factors, I do admitt running a 3rd thief instead of a wnd healer does do a bit more damage and isn't a death sentence, so run either and you should be pounding through dimensions as quick as possible.
I definately believe you shouldn't use gold on merchant, darkmage or ragezerker sodas before warrior dimension unless you just really want to see what the do for 1 dimension.
Healer Thief and Knight are all you really need until warrior dimension.
If no one needs a heal, the healer will still attack.
Knight is in the last slot so it has a lower chance of wasting it's action on the weak knight multi-hit attacks.
In earlier dimensions it depends on relic level honestly, but I like 2 healers, 2 knights and 1 ragezeker. When usig that team, always start from lvl 1.
Darkmage/Healer benefits from having two Magic % bonuses, without having confusing options like the Wizard or Conjurer, that cause auto-play characters to make stupid decisions.
You need to have a Knight in your party at all times (in the dungeon, at least). Combine with a Ragezerker in the first slot. Or a Thief, after your main damage. Or combine him with Gladiator as a last resort.