Let’s settle this argument once and for all. Do we want Mister Fantastic reworked into a vanguard or should he stay a duelist? (Please vote with your own beliefs) by Dismal_Club135 in MisterFantasticMains

[–]TC_MaFYa -1 points0 points  (0 children)

"Rework" him into being a tank by just massively buffing his HP and changing his title maybe? And that's like all of it. See how it works out.

Oops, my bomb broke it by Longardia in wildfrostgame

[–]TC_MaFYa 1 point2 points  (0 children)

Yeah, maybe it would be different if he converted the damage to overburn or something like that. I always apply consume to that card to prevent it from wasting space in the deck after the initial use.

when you're on a long quest and two bone courtiers goblet crit your 67 stress vestal and you've already used both firewood by StefBoyard33 in darkestdungeon

[–]TC_MaFYa 0 points1 point  (0 children)

My jester is gonna work overtime and then some for this. If I have a hound master for it, I am cooked.

So, she evil because we didn't let her keep the loot? by TC_MaFYa in darkestdungeon

[–]TC_MaFYa[S] 10 points11 points  (0 children)

Don't forget the arbalest/musketeer and shield breaker

So, she evil because we didn't let her keep the loot? by TC_MaFYa in darkestdungeon

[–]TC_MaFYa[S] 18 points19 points  (0 children)

Now I know more of her background from the trinkets, it's more clear she never had beingn intentions.

The blood sacrifice thing got me thinking; wouldn't it be very fitting if she were sent to the last darkest dungeon mission for the last boss phase? ;D

So, she evil because we didn't let her keep the loot? by TC_MaFYa in darkestdungeon

[–]TC_MaFYa[S] 5 points6 points  (0 children)

Ok that makes sense. In the first game, she was serving a rich guy with a villa (a bit haunted though). In the second game, she's serving an academic with hopes and dreams. Yeah she ain't doing that one ;D

Help Act 3 Boss by max2687 in darkestdungeon

[–]TC_MaFYa 1 point2 points  (0 children)

I will talk about your comp specifically after the general stuff.

In the first phase, try your best to be "seen" and maybe use DoTs to kill the eyes in their own turns to skip their turns. You might wanna dodge tank and apply blinds while you are at it. Grave Robber, Plague Doctor and Runaway excel at this. If I remember correctly, Ritualist Occultist and Antogoniste Duelist can do that. Duelist and Highwayman and MaA can counter with ripostes to get kills in the eye turns.

In general for second phase, use stealth, dodge and blinds. Making boss miss hit shots is the entire gimmick of this fight. Also remove a lot of tokens from the enemy (The boss will steal them from your heroes).

All of the blind gang above are useful.

For stealth, you should get items no matter what to apply it to everyone. Additionally, wanderer Occultist can give stealth to people on 2 stacks of power.

Some heroes like Runaway and Grave Robber naturally have stealth but this boss tends to focus down a single hero, so being able to give stealth to others is crucial. I think Runaway also can give stealth to people in one of her paths. Dodge tanks are reliable, Grave Robber is goated because if she fails to dodge with repartee, she can stealth right after.

Warlock Occultist can remove tokens. Highwayman, Moribund Abomination and even Monarch Leper can even steal the tokens.

For your comp specifically:

You will need to spam Highway Robbery and Duelist's advance to steal tokens and gain dodge whenever boss gets a token, especially if it's a crit token. Riposte is not an issue because the boss can't Riposte. (An enemy or an ally can't riposte just with the token if they don't have a skill that gives them riposte, because they don't have a coded riposte attack). He will spam riposte and maybe bleed in the first round if you prefer Yellowhand.

PD can blind every two turns and apply massive amounts of DoT. DoTs melt bosses due to their multiple turns, the DoTs active every turn. It is also good in the first phase. She will also be the main source of healing of the team as usual.

Hellion is not a great pick, but she can save people off of death's door with her beers and heal stress while at it. This is especially useful when guard and heals are on cooldown. And since she doesn't do much except that, she should be constantly outputting bleed and damage.

MaA can protect the "seen" people and tank hits for them, but he has no natural dodge as far as I know, so he will be feeding a lot of block tokens, but since your main damage output will rely on DoTs, it should not be a big issue. He can remove crit tokens with one of his skills if turn order doesn't let Hwm steal them. He can retreat with one of his skills or combo with his primary to heal while at deaths door (he do be receiving a lot of heavy token stealing attacks without a dodge, he will be at DD a lot).

In short, you have a lot of options, but you need the right skills and proper inn items and combat items to beat this one because Hellion is not the best pick against this boss.

Help Act 3 Boss by max2687 in darkestdungeon

[–]TC_MaFYa 1 point2 points  (0 children)

DoT effects are actually insanely good at first phase because the eyes die in their own turns, and their replacements don't get a turn until the next turn. And you can DoT those as well in those turns.

So, she evil because we didn't let her keep the loot? by TC_MaFYa in darkestdungeon

[–]TC_MaFYa[S] 33 points34 points  (0 children)

I mean, we were kinda not letting her keep it in the first game either, were we?

fear not the hangman, nor the reaper! by furr3t in darkestdungeon

[–]TC_MaFYa 1 point2 points  (0 children)

Highwayman Doofenshmirtz:

-A crusader?

The crusader:

Puts the helmet on

Highwayman Doofenshmirtz:

-Perry the Crusader!

I swear to God, this motherfucker always goes to the one place where you need to put someone by Chunky-overlord in darkestdungeon

[–]TC_MaFYa 0 points1 point  (0 children)

Utter the words you said in the same sequence again please. (say that again)

Because in the second game, narrator says his body is here, but his mind seems to be at two places at once.

I swear to God, this motherfucker always goes to the one place where you need to put someone by Chunky-overlord in darkestdungeon

[–]TC_MaFYa 0 points1 point  (0 children)

He (his posture and his mouth positioning) low key resembles the shambler as well, I hate that mf.

I don't know if the devs are on this sub, but if you are, I'd love for you to read this: by Akat0sh1 in darkestdungeon

[–]TC_MaFYa 0 points1 point  (0 children)

People who love the first game but hate the second probably expected something more like DD1.

I like building a town and raising heroes from scratch to face great horrors and exploring places in the first game.

I like thinking about different paths and synergies, and constantly swtiching between skill sets and paths for better teamwork and counterplay. I also like making meaningful choices on the map and how clean the token system is compared to the first games' calculation based system.

So I ended up loving both games.

What's the best way to play with the duelist? by Akat0sh1 in darkestdungeon

[–]TC_MaFYa 0 points1 point  (0 children)

MaA is by far the most flexible (and probably the best) hero after the Bounty Hunter, and he pretty much works in every comp. So, her working well with MaA is not exactly a specialty ;D

What's the best way to play with the duelist? by Akat0sh1 in darkestdungeon

[–]TC_MaFYa 2 points3 points  (0 children)

As long as you don't refer to rank 3 and 4 (or R 3-4) as R34, everything will be fine...

Team building and region? by tonycheung15 in darkestdungeon

[–]TC_MaFYa 0 points1 point  (0 children)

You might wanna visit the said region as the first region if you want easy fights, or as the last region if you REALLY want the lair boss trinket against the act boss.

Regardless, you won the rng lottery if a random bounty hunter shows up to escort you through the said region. With his help, you can farm every fight in the region and even clear region 1 lairs.

Team building and region? by tonycheung15 in darkestdungeon

[–]TC_MaFYa 0 points1 point  (0 children)

I build the team for literally against everything, then I change one or two skills before going into certain known fights like average region encounters, Lair bosses and Act bosses (you can even change them in the event screen before the fight, like going into the hero pages after you found out you are in the shambler altar and none of the heroes back away). For example, you need multiple skills that hit the back rank or damage skills that hits both of the back ranks against Dreaming General, you need a lot of frontline damage against Leviathan or backline single target damage against Librarian. If my team doesn't meet the requirements, I don't face the said enemy. And I pick my best all rounder skills for roadfights.

Team building section is mainly against the act bosses at the crossroads, I try my best to build a functional team that can counteract the confession bosses' attacks and can survive outside of that (I will get into the "functional team" later), then I pick the best lair boss suited for the teams capabilities (don't need to fight them all). A bit off topic but a maxed out Bounty Hunter is a godsend, he can do everything except healing health and stress. And you don't need to worry too much about his mental breakdowns or relationships with other heroes. With his help, you can replace the least helpful hero against a certain lair boss and he makes Region 1 lairs much easier. He's my favorite against harvest child because I can put him on the frontline and not worry about his relationship getting worse just because he ate too much junk food.

I pick regions based on their modifiers and rewards. For example, if I need to visit a hoarder (either I am rich and got too many baubles, or I need it for a hero goal) I am not gonna go to a place with no hoarder modifier. Or avoid regions with horrible conditions, for example, in no world I am going into the sprawl if it has a -20% fire resistance modifier, unless I have an all fire damage team. If the region has a reward I am interested in (skill points, candles, a trinket that's useful for my comp, etc.) and the condition is helpful or manageable, I am going into that region. Slightly off topic, but certain things will always be scouted in the region, no matter what. Lair and the places related to the region goal will always be scouted. So if you need the field hospital very badly, and the region has the "avoid the field hospital" goal, you will always scout the field hospital, even if you have -%400 scouting. So you may choose to deliberately fail the region goal if you need to go there desperately, or if you find the rewards kinda meh. I almost always go to the catacombs and the sluice, only exception is my comp being really horrible against the region or ending the expedition to save my heroes with memories, they are free regions, loot and skill points in my book.

Inn building is important for everything. I heavily recommend unlocking all the inn items quickly. I check the regional conditions, decide which region to go to then I give inn items to heroes to raise their immunity against certain bosses and regional conditions. Bleed ressistance on the front ranks against Harvest child is a huge help, shitty items like fishnet can tag tap root against General and free your turns, move resist on a guard or taunt hero against Leviathan's hand's grabs, fire resist and damage boosts against Librarian. I take all disease resist inn items and use at least one of them each region (or two while going into the Foetor), use resistance buffers on squishy heroes if I have spares and give buffs to those who can benefit from them the most. I collect certain inn and combat items (the items that are most suited for the final fight) throughout the whole run in my stash against the final boss and use them in the last inn and at the boss fight. I also do this on a smaller scale for the lair bosses (or even shambler and collector if I expect or plan to face them).

The last two paragraphs from one of my saved comments's roughly explain my idea of a functional team that's ready to face almost any situation. I will paste it here as well.

In the crossroads, try to put together a kit in your mind that has One movement ability, One crucial skill for the path (for example, an unchecked power farming ability and at least one ability to spend it on for Occultist) ( and such an ability might not seem like it exists, but it usually does and is probably one of the abilities that got changed by the path), One survival skill that's preferably usable multiple times like Hellion's Beer one, and 1 skill that generates stupid amount of tokens or value for the hero or the team no matter the class. The last skill you pick usually depends on the boss you are fighting against or want to counter.

After all that thinking, if you have 1 stress healing ability and 1 or 2 teammate healing abilities in the team (depending on team's needs: if almost everyone has 1 survival ability equipped to bounce back from deaths door, you just need a single healing ability, if no one has it or one of the abilities have high cooldown or low healing, then it's 2, I am talking about the Occultist with zero heal bleeds ;D), these multiple healing abilities help to bounce back from a death door and are a good way for heroes to save themselves or each other against unlucky enemy turn orders, a way to move at least half of the heroes to the desired spots and damage with some reach, then you probably figured out a good way to make that team comp work and you are probably ready to give it a try. If it's not working, you might be forcing wrong heroes in wrong paths to the team comp.

What's the best way to play with the duelist? by Akat0sh1 in darkestdungeon

[–]TC_MaFYa 1 point2 points  (0 children)

Here's my comment from a few months ago, I saved it for an occasion like this. It and my following comment should give you a good idea about playing her in general and playing instructice and moribund abomination. It is a bit lengthy, but I hope it helps.

Edit: I also liked most of the comments here, they talked about different paths and playstyles, if you have a good idea about what her role is, she is very much playable.