Darkest Dungeon Strategy & Tactics 8: New Kids on the Block
838 views · Published 2 February 2016 · 24:05 · Indexed 10 November 2026
Channel: Pinstar · 2016 · Gaming
With the arrival of our Gravedigger, we take our new team out for a spin. NOTE: Based on feedback about the series going too quickly and glossing over some strategic details, this episode and the next 9 after it will all contain a much more detailed write-up. Click the "show more" link to view the strategy analysis for each episode. Starting with Episode 18, I will slow down and bring that deeper analysis to my verbal commentary per requests. (The series was pre-recorded up through episode 17 before I started seeing the feedback about this) Regarding the Leper's "Revenge" skill. It has a huge self-accuracy buff that pretty much counters the natural inaccurate natures of his main attacks. The downside to this is needing to spend a round buffing yourself. With the Jester's Battle Ballad (which buffs Accuracy among other things) He along with the rest of the team will enjoy a much needed boost. The key skill with the Grave Robber is flashing daggers. In addition to having a healthy crit chance and damage, this skill applies a debuff that makes enemies more vulnerable to bleed attacks. Pick to the face gives her some much-needed versatility for later in the battle when flashing daggers is no longer needed. The Jester's harvest and slice off are meant to benefit from the debuff of flashing daggers, making their bleeds more likely to stick. Lastly the Arbitalist's main use is for picking off 4th rank enemies (which the rest of the team has trouble hitting) and her bandage skill. Since the bandage increases further healing received and the leper has a self-heal, he could recover health very quickly if he uses his heal after getting the bandage buff from the arbitalist. Lastly Bola is there to allow her to hit the front row when no other valid targets exist for her to shoot. For provisions, you'll notice I take a full 12 stack of food and 8 stack of torches. This is 4 more of each category than I'd normally take for a short mission. My reasoning is that this is an all-newbie (level 0) team and may need additional healing and maximum light to be successful. Of course, just because we HAVE the extra torches doesn't mean we HAVE to use them, as you can see I decide to try my hand at a dark fight. In hind sight, that fight could have gone much worse than it did and RNG could have easily turned the tides against my level 0 team. On the other hand, bringing extra food allows you to direct-feed heal party members who have lower health than the rest of the group while still maintaining enough food in reserve to deal with the "HUNGER" event. Just like with our double plague doctor team, stacking Damage over Time on enemies is a great way to eliminate them from the fight, even if they aren't dead yet. Once an enemy's HP is equal to or less than the amount of damage they'll take from bleed/blight, they are essentially dead and no further attacks are needed against them, allowing you to focus down other foes or use healing moves. Regarding my use of the Leper's Chop vs using Hew. If you are confident that hew will kill at least one foe, then use it to get some extra damage spread onto a 2nd target. If not, then go for a chop. It is better to have 1 dead and 1 full health target than it is to have two wounded targets.
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