A team of four Hellions is probably not going to go very far due to a lack of good healing, and if they do it's probably going to take fucking eons. The big factor in surviving a dungeon, naturally, is who you choose to bring along. Today we're gonna discuss a little bit on what you can do as a player to reduce the element of risk that comes with each expedition. Everything you do before town reflects how much you can respond to the bum hands the game can deal you when you go on missions. However, the game also gives you a good amount of control over what you can do, and a lot of that comes down to preparation. I personally think it's one of the most all-around solid combinations in the game.Part 4: Team Composition & Preparation Team Composition & Preparation "The cost of preparedness - measured now in gold, later in blood."ĭarkest Dungeon is a game that has a fair amount of RNG, namely with what heroes you get and what afflictions will send them for a week in the Sanitarium. You do lose out on a stun, but you gain in accuracy. If you're feeling confident, replace the Vestal with an Arbalest for the extra mark synergy and suppressing fire's accuracy debuff. If you end up in a battle with two Fungal scratchers remaining, have him guard the MAA in first position and laugh as they miss for 10 consecutive turns while your Vestal heals everyone back to full.Īlso, there are enough high prot, high health enemies that the HM's mark is totally worth using. Houndmaster with dodge trinkets becomes virtually invincible after using Guard dog once or twice, as quite a few of the enemies appear to have low base accuracy. Having both of the classes with Guard abilities is helpful against the high single-target damage enemies (giants and scratchers, along with enemies that mark targets). Vestal - Bounty Hunter - Houndmaster - Man At Arms I recently had a very successful Champion run with the following party:
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