Strong/often solo party healers, more in depth: Plague doctor (weak, mainly used for clearing DoTs) Seconary companion/party healers or for parties that don't need that much healing (or in some cases any) due to self-healers:Īntiquarian (weak, 1 +50% heal trinket makes it decent)Īrbalest (decent, healing received buff is it's main draw, can't heal rank 4 - normally himself, but not by necessity, having him in rank 3 is still viable, just note he can't move forwards in battle, only backwards)Ĭrusader (2 heals, 1 decent, 1 weak+stress heal) Strong: ~7-10+ (very very few heal more than 10 even at max rank without trinkets, occultist and flagellant are the only ones that go significantly higher than that with heals on single targets) Run down of all of the healers in the base game, I'm looking at end rank numbers mostly, scaling varies across heroes, some scale a lot better than others: I'm looking forward to seeing an expert player attempt an all-Antiquarian run.Apologies for the length =P TL DR is basically your 3 choices for strong healers are occultist/vestal/flagellant - each has there ups and downs (well, not really many downsides to vestal beyond less single target burst heal, but still) I love the idea of a class that lets me roll the dice with a weaker party for a chance at more treasure-it feeds nicely into existing mechanics like the torch, which you can dim to increase your probability for big loot at the cost of endangering your party. "She does have some useful self-preservation skills as well as some skills that pair very well with blighting classes and some general team buffs as well." These antiques get sold like gems at the end of the quest for a tidy sum," says Sigman. The Antiquarian also "has a chance to draw antiques of various value from every combat and treasure curio. "The Antiquarian is an under-powered combat class, but very useful in camping and also for driving up profitability of a quest," Red Hook's Tyler Sigman told me via email. The new class, the Antiquarian, plays on Darkest Dungeon's existing risk/reward trade-offs, sacrificing almost all of her fighting strength for the opportunity to haul more treasure back to your estate.
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