Darkest Dungeon
#4
I've just started in on Stygian mode; we'll see how brutal that gets!

(02-18-2017, 06:33 PM)Taem Wrote: I'd of thought so, but I keep checking and I can't seem to find where it says that. Most of my priest-types have skills that do extra damage to "Unholy", yet I seem to be failing to locate where this stat is on the monster hover.

For me, it is literally right below their name, on the left hand side of their info box.

Quote:1. Characters with a "pull" mechanic; use it first to pull other casters/missile-types to the front, not only stopping front-based attackers, but also the missile types so kills 2-birds with 1-stone.

My understanding is that this can be quite powerful, though I've never used it much myself. I will often bring characters that can either nuke down the back rows, or stun them - plague doctors are really excellent for this.

Quote:3. I like having at least one-healer at all times, but it seems sometimes you just get whooped handily and having a front-line cleric/healer and one in the back who can also heal seems to work well. I found a cleric that can heal the entire party with her skill so I'm planning on keeping her alive no matter what!

You do know you can buy new skills at the guild and switch them around? Including within dungeons? It's expensive to train up multiple skills, but sometimes it's handy, especially if your roster is limited.

Quote:4. When ALL of your best characters with these three listed abilities are incognito due to stress relief, that's when the battles become decisively lopsided (in the monsters favor), which seems to be the point I'm at. I guess since it's my first run through, I didn't realize there was a "retreat" option, and consequently lost most if not all of my characters with these three abilities, save for the one cleric, lol. So strategy wise, I've been trying to send 0-levelrs in to collect enough gold to relieve the stress from my main heroes.

Yup, that's about where it gets to, if you're broke. It gets better! Slowly...

Quote:5. Marking a target is essentially a death sentence for that monster, as at least half the rooster seems to have skills that double their damage to marked foes, however of all the characters in my rooster, only one has ever had the ability to mark a foe... and he died. I wonder if this skill is hard to come by for a reason?

I think you answered your own question there. Marked targets can be wiped out by bounty hunters, grave robbers, highwaymen, arbalests, etc... but if marking targets was easy, those characters would be overpowered. Either build your party around them, with multiple dedicated characters for marking (occultists and arbalests, usually) and others for taking advantage of marked targets. Or, ignore the ability entirely - it's almost never worth it to have a single character both marking and hitting the marked target.

Quote:6. Slimes.... how in the hell are you supposed to kill them? I went all the way to round 14 and there were more slimes that when I started so I just retreated. Is there some type of strategy to defeat slimes, because they seem impossible - you kill one and two more pop up; a potentially broken mechanic?

High damage to burst them before they multiply, stuns to stop them from multiplying, or whittling them all down to low health before killing them all in one fell swoop. But they are frustrating, for sure. If you can't kill them quickly, they feel unbeatable.

Quote: 7. With my limited resources at the start, where would you recommend placing my money and building funding?

In approximate order of priority for building upgrades: Upgrading the stagecoach and roster is critical early on. Get at least one cheap 2-slot stress relief in each of the abbey and the tavern. Keep the guild and blacksmith as high as you can, but not higher than your best heroes (which is almost impossible to do anyway.) The sanitarium should be fairly low on your priority list, but gradually upgrade it as you have spare heirlooms. You can safely ignore the survivalist and the trinket vendor.

In terms of money: Make sure you have enough to go on a mission or two. Selling trinkets is painful, but sometimes necessary - try to only sell stuff you don't really use. (Low level trinkets are eminently replaceable. Higher level ones are harder to replace.) Keep your armour and weapons as high as you can without running out of cash; healer armour is pretty important. Upgrade the abilities you use regularly to top level where possible. It makes a big difference.

Don't worry about healing stress below about 30, but above that, you probably want to de-stress your characters, but that can wait until you have money, unless they're needed in the field. Heal diseases, because they're awful and curing them is cheap; mostly ignore quirks unless they're particularly bad for the character's role.

-Jester
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Messages In This Thread
Darkest Dungeon - by Taem - 02-18-2017, 05:42 AM
RE: Darkest Dungeon - by Jester - 02-18-2017, 11:56 AM
RE: Darkest Dungeon - by Taem - 02-18-2017, 06:33 PM
RE: Darkest Dungeon - by Jester - 02-19-2017, 01:09 PM
RE: Darkest Dungeon - by Taem - 02-19-2017, 09:30 PM
RE: Darkest Dungeon - by Jester - 02-20-2017, 11:54 AM

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