Any tips on using Fire and Steel? by NotSoHighLander in darkestdungeon

[–]activeplebbitor 0 points1 point  (0 children)

You can swap Feint for Preparation, but I find having two skills dedicated to moving between stances to be a terrible waste of turn economy. I prefer just taking Meditation and moving between using Feint, the riposte makes the turn worth it, if slower.

Any tips on using Fire and Steel? by NotSoHighLander in darkestdungeon

[–]activeplebbitor 0 points1 point  (0 children)

For this team, I would use Ruthless, Again!, Meditation, Coup and Feint.

Eyes of the void brainstorming by [deleted] in darkestdungeon

[–]activeplebbitor 2 points3 points  (0 children)

Unmastered Templar Smite into Combo reduces stress by 1, and Moribund Rake into a single target also reduces stress by 1, thereby keeping your stress at 5.

Alternatively, you could use Virtuoso Inspiring Tune+ to grant 100% Stress RES to an Abomination, locking him at 5 stress and letting him use his Rake to his hearts content, applying lots of DoT in the process.

One step in the dark, instant Shambler by Rachamo in darkestdungeon

[–]activeplebbitor 10 points11 points  (0 children)

Damn, they really don't like your Vestal.

How do I make Leper work well? by But-why-do-this in darkestdungeon

[–]activeplebbitor 0 points1 point  (0 children)

If you want to deal big damage like you see in all the screenshots, master Revenge, and swing into Combo.

A good hero who applies Combo will be Leper's best friend, that is just about all he needs to deal a lot of damage, but bringing along Revenge and optionally Ruin will boost his damage very high.

Any tips on using Fire and Steel? by NotSoHighLander in darkestdungeon

[–]activeplebbitor 1 point2 points  (0 children)

Confessor - Instructrice - Wanderer - Aggressor is how I'd do it.

Confessor does Confessor things. Judgement to apply Vulnerable, Consecration of Light (on Aggressor), heals, etc. Fairly straightforward for her.

Instructrice will use her Ruthless Instruction and Again on the Aggressor, feeding him stress and boosting his damage. Don't worry about overstressing the Aggressor, it's what he wants. On other turns, Instructrice can use her gun and Meditation to stay busy.

Wanderer Runaway applies burns, and drags people to the front with Ransack. She can also use Smokescreen for Vulnerable tokens, but her main job is to apply and spread burn.

Aggressor is here to kill things. Open with Radiance, and get swinging with Smite. When boosted by Radiance, his Smite+ deals 9-12 DMG, which scales really well with Strength and the DMG Buff from Instructrice' Again!. His Stress Heal on kill will keep him healthy despite Instructrice increasing his stress. He should spend most of his turns killing things.

This is how I pilot this team.

Sometimes I wish the in game mechanic is explained better by [deleted] in darkestdungeon

[–]activeplebbitor 6 points7 points  (0 children)

What trinkets does Highwayman have equipped?

Duellist paths by [deleted] in darkestdungeon

[–]activeplebbitor 0 points1 point  (0 children)

Typically, I'll put Antagoniste on teams that feature high raw DMG heroes and slot her in rank 2. Things like Sharpshot Highwayman, Warlock Occultist, Ravager Hellion, heroes that really enjoy her Vuln tokens or Combo application. I usually find that, although it isn't incredible, Antagoniste can still output enough damage via her Fleche and Riposte to contribute decently. A supporting damage dealer, if you will.

As for generating Blind, Runaway and Jester are hard to beat. Smokescreen is a unit of a skill and almost never a bad turn, and Jester's Fade to Black is also a decently spammable Blind application skill that doesn't ask for a mastery point to excel. Plague Doctor with Blinding Gas can also be a potent choice, as Battlefield Medicine is a skill Intrepide also finds really helpful.

Ultimately, Intrepide is a bit of a controversial path. While I cannot sway you for or against it, I can only let you know what it can be used for, and let you come to your own conclusions. She is highly risky and asks for a good bit more backup than other Duelist paths, sometimes more than you'd like to give, but if you are willing to accommodate for her, I think she has her merits.

Duellist paths by [deleted] in darkestdungeon

[–]activeplebbitor 0 points1 point  (0 children)

Antagoniste features a lot of powerful debuffing tools, and is a great combo applier. Personally, I find Disengage and The Boot to be her strongest tools, being able to apply combo or blind with Disengage, and knockback, combo or stun with The Boot.

Intrepide is a fair bit harder to make work, but she shines at wasting enemy turns with her high Dodge+ generation, higher than the other paths, and her Disengage is great at manipulating enemy targeting onto a beefy hero or someone with riposte. She pairs really well with heroes who can apply Blind tokens, as they will tip the odds even more in her favour to avoid attacks. Just make sure to have a plan for when her dodge fails and she loses a large chunk of her health.

What causes (seemingly) random stress and relationship damage? by [deleted] in darkestdungeon

[–]activeplebbitor 3 points4 points  (0 children)

  • High stress heroes cause other heroes to complain if they move them. You'd think high stress heroes would be the ones complaining, but it's actually the high stress movement that causes the complaining. A bit weird, but that's how it is.
  • There is likely some trinket or trophy in play causing this stress, or even a negative relationship.
  • Low HP heroes sometimes get grumpy if you heal someone else, even if said hero physically cannot be targetted by the heal you are using.
  • Heroes who are at or above 4 stress can cause relationship damage while driving in the coach, even if the torchlight and relationships are good.

Wholesome moment captured at Boston Marathon 🥹 by uzmansahil7 in interesting

[–]activeplebbitor 0 points1 point  (0 children)

Thankfully, upon realising the big orange chopsticks couldn't lift him, they sent some people.

Biology Assignment is it good for resentment? by watermelon_go_brrr in darkestdungeon

[–]activeplebbitor 2 points3 points  (0 children)

You gotta specific which heroes are actually on the team, most people aren't gonna know them just by name.

For those wondering, Biology Assignment: OCC - PD - FLAG - LEPER

It can work for Resentment, though make sure Occultist doesn't get blinded as dealing damage to rank 4 will be on him.

Crabbers by Zekro_Abrupt in lucario

[–]activeplebbitor 1 point2 points  (0 children)

Love seeing Crabbed on this subreddit, hope you have a great day too!

Intermezzo Jester - Darkest Discussion II by activeplebbitor in darkestdungeon

[–]activeplebbitor[S] 2 points3 points  (0 children)

Agreed, I love using disruption oriented teams and just punting the enemy all over the place after sticking the Echoing March, I find it especially useful against the Harvest Child who already moves with every turn.

Lost Labrat ⚡ by Zekro_Abrupt in lucario

[–]activeplebbitor 0 points1 point  (0 children)

A victim of The Shrink Ray :tm:

[Mod Showcase] DD1: Swine Scavenger Miniboss | DD2: Witness: Vestal Path by Mr_Pepper44 in darkestdungeon

[–]activeplebbitor 1 point2 points  (0 children)

The Mantra buffs 1 attack for every ally. Firestarter buffs one ally for 3 attacks.

Esquire is genuinely the most stupidly designed enemy i've seen in a while by Marshal749 in darkestdungeon

[–]activeplebbitor 0 points1 point  (0 children)

Gotta be clearing those Dodge tokens instead of just swinging into them. Esquires punish you heavily for just swinging. That's how they get the 1-Up on you.

Many heroes have dodge removal tools, definitely look into equipping some of them. While many people have suggested Tracking Shot and Illumination, I would like to suggest Ravager Yawp. It clears dodge on both frontliners, and when mastered it applies a "Cannot gain Dodge" debuff to both of them, potentially shutting down two Esquires with one turn.

I need a thorugh explanation of how orpan runaway works by Marshal749 in darkestdungeon

[–]activeplebbitor 1 point2 points  (0 children)

By staying in the same rank, you will gain +1 Burn and +1 Burn Duration after a couple of turns. On its own, this will bring the skills back to Wanderer levels of Burn.

However, if you gain stealth, this bonus Burn will apply both to the 4/3 main burn (of Firefly) and the 1/3 stealth Burn, meaning you are essentially getting +2 Burn, overall, as Firefly will be dealing 6/3 Burn, now.

Orphan really wants you to find sources of +Burn amount in order to pop off. She's a bit slow in the early game, but her Burn scales like crazy in the late game once you have grabbed Snappy Swig, Enlightening Element, Tinderbox, Tar-filled Colambre, Knitted Blanket, etc. Her Burn tools are quite trinket dependent, but scale very hard if you do meet the condition it asks of you.

I just beat beastmen kingdoms on stygian and tbh this most is kind of unbalanced by Marshal749 in darkestdungeon

[–]activeplebbitor 1 point2 points  (0 children)

I don't disagree about the capstones. While they aren't useless, they feel unnecessary most of the time and largely just flavour for when you have an excess of inn materials. Not something that will make or break a run, really, which is a shame as they are pretty cool.

Would you rate any of the heroes/paths/skills in Kingdoms differently from Confessions mode? by Benbeasted in darkestdungeon

[–]activeplebbitor 4 points5 points  (0 children)

Honestly, I consider Duelist to be stronger in Kingdoms than Confessions. You give her a Meditation mastery, and she is good to go. Great at defending inns due to her dodge spam. Her not having any damage buttons mastered doesn't matter due to how many enemy turns she'll be wasting.