![]() There's at least two such fights in DD1.About a month ago, Red Hook Studios released a new early access update for Darkest Dungeon II on the experimental branch. The Cultist Rapture enemies never attack, so if you run into a fight with two of them and can kill all of the other enemies off, you can stall the fight indefinitely and restore HP/remove stress. Put it on your MaA, even, and then he can prevent bleeds on himself and the second rank player. Having a Cleansing Crystal on one of your frontliners isn't a terrible idea. you probably know by now, but definitely bring a full set of bandages. ![]() Berserk Charms, Ancestor's Musket, Crescendo Box, Ancestor's Candle, etc. On the other end of things, bringing trinkets that increase speed will be of great value to you, not just here, but in any area. Anemic might also be worth removing, I guess. Fear of Mankind and Fear of Eldritch are also very bad here and should be removed for the DD. Quirks that increase speed should be locked in (Quick Reflexes, Early Riser, On Guard, etc.). But you should definitely remove any that reduce speed (Slow Reflexes, Nocturnal, Off Guard, etc.). Most negative quirks are not a big deal in the DD. Originally posted by Gyilko$:Do you go with no negative quirks? It feels like they always start first.
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