The Vestal is a healing and support class in 168澳洲幸运5开奖网:Darkest Dungeon 2 that can also serve as a tank with the righ🐷t build. Having her on your team will slow down your overall tempo, as she needs time to set up for success, but the sheer volume of buffs that she can apply more than makes up for any loss of initiative.

Related: Darkest ༺Dungeon 2: Complete Man-At-Arms Cla🐻ss Guide

Whether she's at the front of your party shrugging off blows, or in the back keeping the rest of the team fighting fresh, the Vestal makes a great addition to any team - especially since a quick Skill swap can let her change roles on the fly to fill in for a dead Hero!

Vestal Skills

The Vestal uses a Consecration in Darkest Dungeon 2

The Vestal doesn't have many attack Skills, focusing more on building up her allies and keeping them alive. On turns when she does attack, her Conviction ensures that she makes it count. The Vestal's Consecrations are a special type of buff that affects the Hero standing on a specific space, rather than targeting an individual character.

Skill

Vestal Rank

Enemy Rank

Effects

Mastery Upgrade

Hand Of Light

1 or 2

1, 2, or 3

  • Melee attack for 2-3 damage.
  • Five percent crit chance.
  • The Vestal gains a Strength token and a Block token.
  • Deals an addition point of damage.
  • One Hero adjacent to the Vestal gains a Strength token.
    • If there are two Heroes adjacent to the Vestal, one is chosen at random.

Illumination

2, 3, or 4

Any

  • Non-damaging Ranged attack.
  • Ignores and removes Dodge and Stealth.
  • The target cannot gain Dodge tokens for two rounds.

Judgment

3 or 4

Any

  • Ranged attack for 3-5 damage.
  • Five percent crit chance.
  • Deals double damage if the Vestal has two or more Conviction tokens.
  • Inflicts three stacks of Burn on the target if the Vestal has three Conviction tokens.
  • Increases the minimum damage by one and the maximum damage by two.
  • Inflicts an additional stack of Burn if the Vestal has three Conviction tokens.

Divine Grace

3 or 4

N/A

  • Can only target a Hero with less than a quarter of their HP remaining.
  • Heals the targeted Hero for twenty-five percent of their maximum HP.
  • Heals the targeted Hero for an additional ten percent of their maximum HP if the Vestal has two Conviction tokens.
  • Heals the targeted Hero for an additional ten percent of their maximum HP if the Vestal has three Conviction tokens.
    • These bonuses stack.
  • Two-turn cooldown.
  • Can target Heroes with less than a third of their HP remaining.
  • Heals the targeted Hero for thirty percent of their maximum HP before taking Conviction bonuses into account.

Consecration of Fortitude

Any

N/A

  • Consecrates a single position in the Heroes' lineup for three rounds.
  • At the start of their turn, any Hero standing on the consecrated position gains either a Block token or a Dodge token.
    • The token is chosen at random, and there is an equal chance of getting either.
  • A single position cannot have more than one Consecration on it at a time.
  • Three-turn cooldown.
  • Upgrades the tokens granted to Block+ or Dodge+.

Ministrations

3 or 4

N/A

  • Removes all stacks of Bleed, Blight, Burn, Daze, and/or Stun from a single Hero.
  • One-turn cooldown.
  • When Ministrations removes an effect from a Hero, the Hero increases their Resistance to that effect by thirty for the remainder of the battle.

Mace Bash

1 or 2

1 or 2

  • Melee attack for 4-6 damage.
  • Five percent crit chance.
  • Ignores Block, Dodge, and Guarded if the Vestal has two or more Conviction tokens.
  • Deals double damage if the Vestal has three Conviction tokens.
  • Deals two additional points of damage.
  • Increases crit chance to ten percent.

Sanctuary

Any

N/A

  • Must target a Hero other than the Vestal.
  • The targeted Hero gains two Guarded tokens.
    • These tokens redirect attacks against the target to the Vestal.
  • The Vestal gains two Block tokens.
  • One-turn cooldown.
  • If the target has five or more Stress, they lose two Stress.

Consecration Of Light

Any

N/A

  • Consecrates a single position in the Heroes' lineup for three rounds.
  • At the start of their turn, any Hero standing on the consecrated position gains a Strength token.
  • A single position cannot have more than one Consecration on it at a time.
  • Three-turn cooldown.
  • The Hero standing on the consecrated position has a twenty-five percent chance of receiving a Crit token instead of a Strength token.

Divine Comfort

2, 3, or 4

N/A

  • All Heroes gain two stacks of Regen.
  • Four-turn cooldown.
  • Each affected Hero gains an additional stack of Regen.

Mantra

3 or 4

N/A

  • Can only be used if a Consecration is active.
  • Any Hero standing on a Consecrated space is recovers HP equal to ten percent of their maximum.
  • Heals affected Heroes for twenty percent of their maximum Health instead if the Vestal has two or more Conviction tokens.
  • Immediately triggers the effects of all active Consecrations if the Vestal has three Conviction tokens.

The Vestal has a low Disease Resistance compared to other Heroes. It's a good idea to use Inn Items or Trinkets to prevent any surprises. Alternately, you can equip her with Sickening Silence and ܫuse Sanctuary to inflict huge quantities of Blight on her attackers!

Conviction Tokens

Conviction is a special token type that only the Vestal can gain. Normally, she gets one Conviction token at the start of her turn, but some of her Paths make her charge up by other means (see below). When the Vestal uses a Skill that checks her current Conviction, the effects are upgraded depending on the number that she currently has. When this happens, she removes all of her Conviction tokens.

The Vestal can have up to three Conviction tokens at a time.

Related: Darkest Dungeon 2: Complete Highwayman𒁃 Class Guide

Best Builds For Each Vestal Path

the vestal at the crossroads in darkest dungeon 2

Path

Effects

Recommended Skills

Recommended Trinkets

Wanderer

  • The Vestal gains a Conviction token at the start of her turn.
  • Gain an extra Candle at the end of the run.
  • Judgment
  • Divine Grace
  • Ministrations
  • Divine Comfort
  • Consecration Of Light
  • Protectorate (any tier)
  • Ghastly Gruel
  • Clandestine Cape
  • Icon Of The Light

Confessor

  • The Vestal gains a Conviction token at the start of her turn.
  • Conviction tokens increase the Vestal's chance of inflicting Debuffs on enemies.
  • Changes Hand Of Light:
    • Deals one less damage.
    • .Affects both enemies in Rank 1 and 2.
    • Inflicts Weakness on both targets.
    • Does not grant the Vestal a Block token.
  • Changes Illumination:
    • Removes Stealth plus two positive (gold) tokens form the target, chosen at random.
  • Changes Judgment:
    • Inflicts Weakness instead of double damage with two Conviction tokens.
    • Inflicts Vulnerability instead of Burn with three Conviction tokens.
  • Changes Mantra:
    • When upgraded, removes all negative (blue) tokens from affected Heroes instead of triggering Consecrations.
  • Judgment
  • Illumination
  • Divine Grace
  • Consecration Of Light
  • Consecration Of Fortitude
  • Protectorate (any tier)
  • Ghastly Gruel
  • Clandestine Cape
  • Smoldering Firewood
  • Peculiar Pods

Chaplain

  • The Vestal gains a Conviction token whenever she is hit.
  • Conviction tokens increase the Vestal's Stun and Move Resistance.
  • Changes Hand Of Light:
    • Deals one less damage.
    • Upgrade grants a Block token to an adjacent ally instead of a Strength token.
  • Changes Mantra:
    • Affects all Heroes with Guarded tokens (from any source) instead of Heroes on Consecrated ground.
    • Can be used from any position.
    • Upgrade heals more HP and reduces Stress if the Vestal has two or more Conviction tokens.
  • Changes Sanctuary:
    • Upgrade no longer removes Stress, but grants an extra Guarded token and replaces one of the Vestal's Block tokens with a Block+ token.
  • Hand Of Light
  • Mace Bash
  • Sanctuary
  • Consecration Of Fortitude
  • Mantra
  • Gnarly Knuckles
  • Vanished Vanity
  • Proxy Doll
  • Dark Impulse (Stress)
  • Sickening Silence
  • Profane Scroll

Seraph

  • The Vestal gains a Conviction token whenever a Consecration activates.
  • Consecrations remain in place for two additional rounds.
  • Changes Mantra:
    • Removes Consecrations but heals affected heroes for three times as much.
  • Judgment
  • Divine Grace
  • Consecration Of Fortitude
  • Consecration Of Light
  • Mantra
  • Protectorate (any tier)
  • Ghastly Gruel
  • Clandestine Cape
  • Icon Of The Light

Wanderer

Using the Vestal as a back-row healer is a perfectly viable option, especially if you have Heroes up front who can handle damage and tanking. Start each fight with Consecration of Light to ensure that your prima🗹ry damage-dealer has plenty of Strength tokens, and use Ministrations to clear damage-over-time effects as they come.

When the Vestal's Conviction is built up, use it to inflict damage and Burn via Judgment or give a large heal to an ally using Divine Grace.

Confessor

The Confessor operates in almost the same way as the Wanderer; the main difference is that Judgment inflicts debuffs rather than extra damage or Burn. Choose the Path that works bes🎶t with the rest of your team.

Chaplain

The Chaplain Path puts the Vestal in a tank role with some useful tricks on offense. She only gains Conviction tokens when she's hit by enemy attacks, so use Sanctuary at the start of each battle to start charging her up early. Once she's at maximum Conviction, use Mace Bash to get a solid hit against an enemy while ignoring most of their defensive buffs.

The Chaplain wants to be in the first or second Rank of the party, so she won't be able to use Divine Grace; it pays to have a Plague Doctor or other healer to fill that role. Coupled with the regeneration offered by Divine Comfort, you should have a comparatively easy time keeping everyone healthy.

Seraph

The Seraph is all about buffs. Her f🦩irst two turns should always be spent placing Consecrations, then using the Conviction that they generate to power Judgment or Divine Gra🔥ce.

Pay attention to the party's initiative order when the Seraph is on your team, and you can build up Conviction faster. Place a Consecration on a space occupied by a fast character with a movement Skill, such as the Graverobber or Jester; when that Hero's turn comes up, the Consecration will activate, buffing them and giving the Seraph a token.

Have the buffed Hero move to a different spot, switching places with a character who has yet to act that round. On their turn, the slower Hero will activate the Consecration again, earning a second Conviction token!

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