![]() Highwayman, Highwayman, Highwayman, Vestal is one I like ATM due to new Riposte mechanics. Could work well in the Cove and somewhat in the Weald in the 'normal' parts of the game too. ![]() Very strong against Eldritch things for obvious reasons. Realized I needed enemy slot 4 hate, and the Hellion's Iron Swan proved a nice enough smashing move. This was the team I used to beat the third Darkest Dungeon Quest after a failed attempt that one of the Occultists was a part of. All the Lunging Attacks! The Crusaders are there over more Grave Robbers for the potential healing. Grave Robber, Grave Robber, Crusader, Crusader. The Houndmasters dodge tank all the things, the Plague Docotrs blight all the things. ![]() Plague Doctor, Plague Doctor, Hound Master, Hound Master. High dodge, high prot and stunning can also be a far more effective way of coping with enemy damage than trying to outheal constantly, so I don't think relying on dedicated healers is ever ideal.Īt the moment though, something like Antiquarian, Antiquarian, Highwayman, Highwayman would be a very strong class to use becuase of how imbalanced those classes currently are. Speed should be considered the most important stat in the game to increase as it will allow your entire party to go before the enemy every time, so it's useful to have a means of increasing that for the entire party inside the dungeon. Generally speaking, I think the best parties are tailored around using either lots of bleed attacks in the Weald and Warrens, or lots of Blight attacks in the Ruins and Cove. The only exception is a mark party consisting of 4 Houndmasters, because they can use marks with an extremely powerful DoT attack. Against normal enemies that deal high damage or high stress, it's not even worth marking, and against size 2 enemies or tanky size 1 enemies with high prot the damage output will never be as great as with DoTs.
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