The Dungeon Of Naheulbeuk: The Amulet Of Chaos

The Dungeon Of Naheulbeuk: The Amulet Of Chaos

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8th companion
So the consensus seems to be to take the priestess. Has anyone done a run with the Minstrel or Paladin? How did it go?
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Showing 1-9 of 9 comments
steelcoresoviet Jul 7, 2022 @ 6:35pm 
All of them are fine. And I've run all 3. Pick the one you like most.

Priestess is defensive, and saves you gold by topping off HP near the end of fights.
Paladin is offensive, built correctly she is a more mobile dwarf, she will be the first or second char to move in every fight.
Minstrel is hard to use, but effective. He'll give you free AP, and has a multiheal as well. What he wont do is get kills.

I like to play aggressive, so the paladin is best for me, and she's charmingly brusque besides.
Last edited by steelcoresoviet; Jul 7, 2022 @ 6:35pm
Fringehunter7719 Jul 8, 2022 @ 1:45pm 
I've done runs with each and with none. Paladin is my favourite, Priestess is about as strong, the minstrel I found to be slightly lacking.

All are noticeably easier than doing a run without an 8th character and should be fine if you like them as a character or mechanically.
wicked lester Jul 8, 2022 @ 5:13pm 
How do you guys make use of the Paladin and Minstrel?
steelcoresoviet Jul 8, 2022 @ 5:21pm 
The Minstrel has 3 key abilities- he can grant AP which should really always be donated to the ranger or barb. He also has an area heal which is great after enemy aoe spells. Lastly his guitar swing can stun someone inconvenient. in rounds when he can't do any of these, he's an archer, or can use a potion.

The paladin starts with a stun hammer, gets a charge skill soon after, and should always be in melee with a big threat. Use her offensively, bring her to something you want to die soon.
While she has a crossbow and buffs, they're secondary to taking another combat turn.
Fringehunter7719 Jul 9, 2022 @ 12:11am 
Originally posted by wicked lester:
How do you guys make use of the Paladin and Minstrel?

The Paladin has a number of strong abilities: Lawful Retaliation, Emptying of the Divine Barbecue and Jud'Juddy's Protection (passive). She also has a couple of decent abilities: Less Lethal Hammer of Justice and Charge of Justice.

What all of these abilities have in common is that they cannot miss, be dodged or be parried. In general that's what you are looking for on almost all characters. The strong abilities are also AOE and scale devastatingly with impact, where you'll want to spend almost all of your stat points.

The Paladin wants enough courage to go near the top of a round, typically first turn she walks forward to where enemy melee can reach her but not the other characters and uses Lawful Retaliation. Turn 2 she uses delay turn so the buff doesn't expire until she ends her turn after the enemies have acted a second time. The reason this is so strong is that the buff forces *critical* parries and not just parries. Critical parries block all damage and trigger a retaliatory hit (if the attacker is in melee range), which means you avoid a ton of damage and deal a ton of damage as well.

Other turns are mostly about catching as many people as possible in an AOE, or failing that single target ability.

The Minstrel has two good skills: Dylanbeuk and Disharmonious Ballad (damage upgrade path) and one average skill: Inspiration. On his other turn (or turns in earlier game) he has to take some generic action like using his bow or possibly a Guitar Swing (which is not great as you need to get around accuracy, dodge/parry and resistance for it to be a reasonable effect).

Inspiration is best used on a big CC and/or damage AOE, the Wizardess makes an obvious target for that as she has the most spare astral energy and the highest damage, as well as the most strong abilities so she won't have to downgrade a later turn to a weak action. His other turns are just about catching a good number of people who need an AOE heal or can fit in his large damage and stun AOE.

Typically first turn you want to delay and hang back (he's one of the less sturdy heroes and won't want to be tanking a lot of first turn hits) and then hit a bunch of enemies with Disharmonious Ballad after they act to get the most out of his damage and possible stun.

In addition to the lack of a fourth strong skill that leaves the Minstrel hanging in the wind a bit he also has a unique problem in that some of his skills scale with Charisma and some (plus basic weapon attacks) with Strength, so his personal contribution will always be subpar. He's still fine though, anyone is better than an empty slot.
JC Jul 9, 2022 @ 8:28am 
the minstrel has incredible buffs, and some decent debuffs. He turns your ogre into super man. I think he is actually the most powerful Join-able, but he starts off a bit weak but ramps up big time by around lvl 5
Fringehunter7719 Jul 9, 2022 @ 8:39am 
It's interesting to me that our experience with the Minstrel differed so much. I've done runs with each companion and with none and found him to be the worst character (not just joinable) by a big margin at higher levels. At early levels I find him weak, at about the level of the thief, who doesn't get good until levels 9-11.

At late levels his lack of a fourth strong skill and split stat scaling sees him fall ever further behind as gear boosts the other characters more and more.

To be fair I've never done the Ruins of Limis DLC with him to see if the special items from that can patch his weaknesses a bit. I don't know how those items scale with his two impact stats.
JC Jul 10, 2022 @ 12:11pm 
Did you not use him as a buffer? He is a lot like playing a defender in city of heroes or a cleric in dungeons and dragons.

He has a great doge/parry buff that makes the ogre or barb awesome, they take very little damage so you don't have to worry about healing as much 50+ later you can get it even higher and it's awesome. Later he has a +8 str or agil buff.. I typically go with the str buff which you can use to buff up the whole group. His unique melee attack is also great, it's pretty hard hitting most of the game i use it as a finisher all the time. . I also stack his belt with healing potions and a stamina, but some fights i'll just use one of each, or perhaps a stabilizer or fire.. basically he is the potion guy too. so he becomes a default dropped character raiser or just a added gulp here and there so he doesn't need to raise someone.

Stack in his bonus move/attack skill so the ogre can sprint and attack to open the round or give the barb a jump+AOE opening is also quite nice then you can double up using randomia on the next turn or someone else. Then to top it all off he has really nice stamina boosts. about the only down side to him are his debuffs, at later levels and higher game settings debuffs don't work as well, but if you focus on the other side he is quite good.
Last edited by JC; Jul 10, 2022 @ 12:14pm
Jeronimo Jul 29, 2022 @ 12:06am 
Originally posted by wicked lester:
So the consensus seems to be to take the priestess. Has anyone done a run with the Minstrel or Paladin? How did it go?

I made the main story with princess and arena dlc with paladin instead so I can compare.
Princess is a main support hero while paladin has much more dps focus
So in my run with princess the combat strategy was much more focused on reviving fallen heroes while with paladin, less revive where needed during fights thanks to additional dps.

I believe both a working well and it's up to the player to decide which kind of gameplay he prefers. Zoom and boom (paladin) or a bit longer fights with lot of heals around and revives.

I only played minestrel in the late arena DLC so I don't know much about him but for the little I played my feeling was as follows: very strong but more situational. Many of his spells are area based so when you have your brawlers facing ennemies it's not easy to actually use him without damaging your own team.
Last edited by Jeronimo; Jul 29, 2022 @ 12:10am
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