![]() Your squishier characters are going to wind up here because of this, alongside the fact that most of their abilities only operate from this position. Enemy AI is odd to where only enemies in rank 3/4 will try to attack your rank 3/4 characters, and there are only a select few enemies that can damage HP to a threatening degree. ![]() This is where you start going into more support/control territories. Usual Suspects: Bounty Hunter, Highwayman, Graverobber, Houndmaster, Abomination, any Rank 1 dude Alternate Characters: Offensive Vestal, Stun Occultist Rank 3: Offensive Support Make sure that you configure your heroes to operate for the 2nd row, it'd be really awkward if you put your vestal here and not give her any of her rank 2 attacks. A thing to note: Anyone that is usually in rank 1 can also be put in rank 2, so if you want to double-up on tanky front-line offense then that option's there. Its hard to cover the wide gamete of things to do here because of how versatile the 2nd slot can be. In general you put a wide-range damage dealer here to damage nearly every range, however with alternate builds you can also get crowd control and healing done from this slot as well. Rank 2 is the best slot in this game because damn near anything can go here. Usual Suspects: Crusader, Man-at-Arms, Hellion, Leper Alternative Characters: Point-blank Highwayman, Blink Graverobber, Finale Jester, Transformed Abomination Rank 2: The Every-man Make sure your support units are never up here, mainly because a lot of healing & support spells cannot be casted at rank 1. ![]() Interestingly enough, there are a few accessories that favor dealing damage from rank 1 so the developers clearly wanted Rank 1 to be reserved for the chufty brawler type. Said beefy units will also only be able to attack from the front line so they will be at home here anyway. There's no guarantee that an enemy will hit your rank 1 units even if you use the mark mechanic, however many enemies in the front line will focus on your front line in general so its smart to keep your beefy units up there. In Darkest Dungeon, that's sort of the case still. Rank 1 is the classic tank spot, the place where you set your high HP characters and let them soak up all the damage while dishing out damage. ![]() I can't say my tips in this regard can be considered fact, however its a good assumption. There are a lot of team compositions that I default to in general, however that would take up a huge glut of text and my time so for now I will cover a basic overview of each position, the risks that come with each position, and what I usually put in each spot.Ī bit of a notice, a lot of my mindset is based on 200+ years of pattern recognition in regard to AI logic and enemy priorities, and its mostly theory bullshit. While the game has a lot of flexibility, there is a predictable formula on who to take and where to put someone in a party when determining your party, and knowing this formula is one of the key things to learn for this game. ![]() A team of four Hellions is probably not going to go very far due to a lack of good healing, and if they do it's probably going to take fucking eons. The big factor in surviving a dungeon, naturally, is who you choose to bring along. Today we're gonna discuss a little bit on what you can do as a player to reduce the element of risk that comes with each expedition. Everything you do before town reflects how much you can respond to the bum hands the game can deal you when you go on missions. However, the game also gives you a good amount of control over what you can do, and a lot of that comes down to preparation. Part 4: Team Composition & Preparation Team Composition & Preparation "The cost of preparedness - measured now in gold, later in blood."ĭarkest Dungeon is a game that has a fair amount of RNG, namely with what heroes you get and what afflictions will send them for a week in the Sanitarium. ![]()
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