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Darkest dungeon what to combine with ancient artifact
Darkest dungeon what to combine with ancient artifact









darkest dungeon what to combine with ancient artifact darkest dungeon what to combine with ancient artifact

Nvm, the pull does limit that substantially.

darkest dungeon what to combine with ancient artifact

Either BH goes first and can't actually hit the Skiver, or goes second and HM can't have pulled him, and if OCC pulls him, OCC can't mark him. HM debuffs prot, heals stress and, mostly, deals the big damage.ĭoesn't this give the Skiver a free attack every time? He often gets it anyway but I don't see how this even has a chance of killing him on round 1. MaA always protects Occ first round, then riposte, Occ is free to mark or stun most of the time, he should get a stun trinket.īH pulls the skiver if Occ fails to do so. Originally posted by 𝔉𝔯𝔞𝔫𝔠𝔦𝔰:My favourite team is HM - BH - Occ - MaA Lots of Corpse Eaters (both Large and small) here too, which was probably a sign to back away slowly from the area for a bit. It's tankier than the above squad, which ended up being important while the above squad ended with three party members on Death's Door and basically healed itself out of jams, this squad ended up surviving generally at low health despite dealing with overall less heavy opposition (one Skiver, no Hookers, no Swinetaurs), and the only reason it even ran into trouble was because the crits favored the opposition even more (seven or eight in total). On the modded side, tried Falconer/Warrior of Sunlight/Hollow Knight/Monk: a DPS-heavy squad that offered a mix of Bleed, Marking, PROT debuffing, and Armor Piercing, to try and break down the PROT-focused opposition. As can can probably guess, heavy bleed squad that is more or less also meant to win battles of attrition, although HEL was tooled out to land crits early and often. Everyone on the team can self-heal, which was key due to the number of crits the opposition managed to hit during the run (five total, two in one battle).the place never fails to remind you that its calling cards are DMG and PROT, so having ways to get oneself off Death's Door are big. CRU was a shockingly good healer when equipped with Commander's Orders/Ancestor's Scroll. Was encouraged by the talk pushing the PD here, decided to try out CRU/PD/FLAG/HEL as an option-Blinding Gas and Incision indeed helped out a bunch, Battlefield Medicine was huge because of the large amount of Corpse Eaters I ran into, Vapors was great for the frontliners (particularly for HEL, to counteract Bleed Out debuffs).











Darkest dungeon what to combine with ancient artifact