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168澳洲幸运5开奖网:Darkest Dungeon 2 boasts a nearly-unlimited number of parties that players can build. With so many choices and so many ways to see your adventurers driven mad and killed, it can be tough to decide which heroes will give you the best chance of survival. This guide will help you to asses💮s what your party needs, lo♎ok for synergies between heroes, and make the final decision of who will join you in the stagecoach.
It's important to remember when you start each run that there is no guarantee as to what challenges you will encounter. As the game progresses you'll be able to make route choices and change your loadout based on those decisions to increase your chances of survival (for example, bringing lots of Burn resistance and removal if you're going to the Sprawl). At the very beginning, though, the only information you have is which heroes are unlocked, which Skills they have access to, and what Quirks they have this time around.
Updated on May 21, 2023 by Matt Arnold: The full launch of Darkest Dungeon 2 is here, with new challenges and new ways to meet them! We've updated this guide to include all the considerations you'll need to make when building a party, including Paths and Memories!
Ranks and Roles
As with most RPGs, a balanced party capable of facing most threats will consist of a tank, a damage-dealer, a utility character, and a healer. Darkest Dungeon 2, like its predecessor, adds the need to manage your party's marching order to your considerations.
Generally, you'll want your tank and damage-dealer to occupy the two frontmost ranks, with your utility and healer bringing up the rear. If you're not sure where in the formation a hero should go, take a look at the yellow orbs marked "Rank."
The larger the circle for a position, the better the hero will generally perform in the corresponding position. The red orbs marked "Target" show which enemy positions the hero is best suited for attacking. Be sure you have at least one hero able to affect every enemy!
Tanks
A good tank will have high HP and access to defensive tokens like Taunt, Dodge, and Block.
- The Man at Arms, available from the beginning of the game, is perfect for this role and can deal decent damage from the front as well.
- Later in the game, the Leper can soak up plenty of damage but trades the ability to actively protect allies for increased damage output.
- The Flagellant is a character that offers great balance and role versatility, but his More, MORE! Skill lets him tank and self-heal very effectively.
- If things start to look grim, the Grave Robber can fill in for a tank by using Repartee and relying on the stacks of Dodge it grants to stay alive.
Damage-Dealers
Combat in Darkest Dungeon 2 is to the death - you'll need to dole out plenty of damage to survive. Damage-dealers generally go about their business by hitting hard; heroes who sap enemy HP with Burn, Blight, and Bleed as their primary means of dealing damage are better thought of as utility characters.
- The Highwayman can deal plenty of damage from almost any position, so he's a reliable choice even if you need someone else to stand in his preferred spot (which is usually the second rank).
- The Hellion deals loads of damage from the front lines and can inflict Bleed, but she has little in the way of defenses and can tire herself out, so she'll want an ally like the Man at Arms to keep her safe.
- The Occultist is a formidable hero who deals plenty of damage from the rear, which is rare. He also offers plenty of utility through his suite of debuff spells.
- If you need a backup, your tank will probably have some high-damage abilities, and every hero can deal at least moderate damage with the right skills.
Utility
Utility characters are the ones applying buffs and debuffs, setting up combos, and forming the lynchpin of your strategy.
- The Grave Robber, one of the starting heroes, has an impressive suite of Skills that let her apply Blight, clear enemy corpses, and ignore buffs on her targets.
- The Runaway is a great supplement to any damage-dealer, liberally applying Burn to help finish off enemies that much quicker.
- The Jester's heavy use of movement, as well as his versatile toolkit of buffs and debuffs, allows you to keep your heroes in the formation you want while maintaining whatever advantage you can get.
- When she's not desperately trying to keep her teammates alive, the Plague Doctor has several strong utility skills to empower her friends and debilitate her enemies.
Healer
Healers are critical for keeping your party alive. Recovering HP is, of course, an important consideration, but your healer will also spend time removing debuffs and damage-over-time effects𒀰, which is potentially even more important than raw healing.
- The Plague Doctor has multiple healing, buff, and status recovery abilities that make her a first-choice healer in most situations.
- The Vestal is an excellent all-around hero; she boasts a ton of healing and buffs, and can join the fight to deal damage as well. She can also be re-Skilled to excel in any rank, making her one of the game's most versatile backups in the likely event of another Hero's death.
- The Flagellant and Occultist both have risky but effective healing Skills that can take the load off of your main healer, especially at the end of a fight when you can afford to do some recovery before striking the final blow.
What Are Paths?
Each Hero has three Paths, or sub-classes, that you can unlock in the Living City at the Altar of Hope between runs. A Hero can be assigned any of their unlocked Paths at the Crossroads, when you first build your team for an expediti🙈on.
Paths allow a character to specialize in a few specific Skills, and tend to give them a narrower focus. Each Path comes with specific bon𝓀uses and penalties, and in some case𓃲s change the effects of certain Skills!
If you prefer to keep your options open, you can leave one or more Heroes on the default Wanderer Path. This doesn't make any changes to the Hero's base capabilities, but it does reward you with an extra Candle of Hope at the end of the run.
Once you leave the Crossroads, all Heroes' Paths are locked for the remainder of the run. However, if a Hero survives a successful expedition and is saved through a Memory at the Timeless Wood (see below), they can change to a different Path at the Crossroads before setting out again.
What Are Quirks?
Each hero starts a run with two randomly-assigned Quirks; one positive and one negative. These can drastically affect a hero's effectiveness, and the sheer number of them all bu𝐆t guarantees that no two parties will be qui🦄te the same.
If you're having trouble deciding between two heroes to fill a role - for example, the Leper versus the Hellion for the front row - their Quirks make a great tiebreaker. A Pacifist Highwayman, for example, will gain one Stress every time he attacks and will become a liability in time, while a Jester who is a Blundering Fool risks damage every time he moves.
Conversely, a Bloodthirsty Leper can dole out massive damage and is tough enough to risk gaining Vulnerable every now and then. A Shadow-Born Grave Robber has a chance to gain Stealth at the beginning of her turn, eli📖minat🧔ing the need to use Dead of Night to set up her attacks.
Regional Quirks
Some Quirks give heroes a bonus when fighting in a specific region, such as the Sprawl or the Tangle. Heroes with these Quirks are always worth considering, especially if their negative Quirk isn't too bad, since it allows you to favor regions that your heroes prefer when setting out from an inn. No bonus is too small to be worthwhile.
Once you're on the road, be on the lookout for Trinkets that will enhance your heroes' existing strengths. You'll get more benefit from capitalizing on a bonus than trying to mitigate a weakness. Having built your party with these tips in mind, you'll have a pretty good idea of what will be the most help. Of course, this is Darkest Dungeon we're talking about, so even the best-built party can fall to ruin. If that happens, all you have to do is assess your new roster of heroes and 📖set out once again!
What Are Memories?
Apart from the satisfaction of victory, defeating the boss at the Mountain rewards you with an opportunity to grant a Memory to any surviving Heroes. At the Altar of Hope, you can visit the Ti💎meless Wood and assign a Memory to each survivor for a small investment of Candles.
Each visit to the Timeless Wood offers a randomized pool of Memories to choose from, and each surviving Hero can take one. Memories offer small stat boosts, usually in the form of status resistance.
A Hero can take one Memory for each different Confession they've survived; for example, if a Hero survives both the Confession of Denial and the Confession of Resentment, they will unlock two Memory slots, but if they survive the Confession of Denಞial twice in a row they will only get one.
Heroes saved via Memories retain all the Quirks that they had when they defeated the Mountain boss. If a Hero with Memories dies, or participates in a run that is ended early 🌟before defeating the Mountain boss, they lose all their Memories and their Quirks 💫reset at the Crossroads.