It's up to you to determine when the risk has grown too high and when to cut your losses. ![]() (And of course, there are camping skills too, which can be used to address these concerns as well (at a cost of action points)).ĭarkest Dungeon is a game of risk vs reward. The Jester being the best at it, but the Crusader and the Houndmaster also having some group stress heal ability. The Hellion, the Houndmaster, the Leper and the Abomination all have a self-heal of some sort, so while they can't help others as easily, they can reduce the overall healing load (at the cost of a turn of course).Īnd then of course there's Stress Healing, which is its own thing. The Crusader, the Plague Doctor, the Antiquarian, the Arbalest and the Occultist all have single target heals. None are quite as effective as the Vestal of course, but lots do have some sort of heal. In general, Stuns are extremely powerful.īut also bear in mind, any character that has a heal can be utilized as a healer if equipped properly. ![]() One of the most basic is to employ faster heroes that can Stun the enemy. The way the game works, it's better to employ proactive strategies that preempt or prevent enemy damage from reaching you in the first place.
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