1 Common Mistake For Each Hero: Darkest Dungeon

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what's up y'all shuffle and in today's video we're going to talk about one common mistake for each hero in darkest dungeon by all means these are not the only mistakes possible but these are the ones i see the most commonly with players including myself for each hero and before we get started make sure that if you enjoy the video give it a thumbs up leave your thoughts down below in the comments if you wanna check out the box below for all the cool stuff like discord twitter twitch and patreon there's probably something really cool for you to find and enjoy so thank you for that normally i go in alphabetical order for the heroes i think today we're gonna change it up and we're going to go backwards so let's start with vestal the main mistake that people make with vestal is they focus too much on healing sounds kind of weird because vessel is a healer but as i've said in other videos in the past healing is a reactive type of play darkest dungeon is not a game you win usually by being reactive you have to be proactive to get the best results so vessel has some proactive tools that are not healing she has a stun and she has judgment which can hit rank 4 or rank 3 if something is at low hp and finish it off so these two different moves give her some kind of proactive thing to do which usually stop more damage than you would have healed otherwise for instance why try and heal through tree branch smackdown from a giant when you could try and stun it instead and prevent all of that damage instead of healing about a third of it next is shield breaker and the most common mistake i see of shield breaker is not using piers no i'm kidding it's not using sway at the right time so serpent sway is a very good move it gives her two charges of aegis aka block and this prevents any damage that she would take she can still take the secondary effects so if you get stress or bleed or blight or stun for instance those will go through the block but you won't take any of the damage this is kind of nice to death store because if you don't take damage you can't trigger a dust door check however what i do see is people usually hit sway when she's at the store or like incredibly low hp which is still fine to do but there are a lot of times where an enemy may have some kind of big move heading your way and you should be blocking preemptively this is the same kind of idea as being proactive so against someone like giant if giant uses a move that is not tree branch smackdown on turn one you should probably be blocking for turn two because you may get hit with a tree branch for plague doctor the most common mistake i see people make is they open on turn 1 with play grenade instead of binding gas sure you can crunch the numbers and you might kill them potentially a turn sooner but honestly it's just way safer to start with blinding gas because the worst case scenario of opening with play grenade is they all go before you like the two backline enemies go before you so your play grenade doesn't even get damaged that round and then next turn they go before you again so you got hit four times without stopping anything and then you get your sun off and they've taken one tick of damage however if you open a play grenade even if they go first on turn one they don't go at all on turn two so you're not getting hit again until turn three that gives you much more control over the fight and it is very safe so even if there are some kind of mathematical arguments for opening a play grenade usually in like 99 percent of the cases it is better to open blinding gas just because it's safer with occultists the most common mistake i see people make is they heal too late with this character ideally you want to be healing when people are at about half hp this way if you overheal by a ton it's not that much wasted value and if you low roll and hit zero or two or something like that they're not in life-threatening danger they're still in danger but they're not like life-threatening danger the mistake that people make when they do this with the cultists is they wait till they're at like death store and they could have healed sooner sometimes you just get crit for you know half your hp that happens but if you try and heal the cults when people are at zero hp you might hit zero yourself and you might bleed them and you might kill your teammates and then you hate occultists you should be healing at about half don't be greedy just heal sooner the most common mistake i see with man at arms is pretty much due to him having the hardest turn one out of any character in the game i feel like and that is when they open with some kind of buff if you are in a boss battle opening with bolster is okay but if you're in a hallway battle you don't need to open with guard unless someone's in you know critical hp levels because of the previous fight and you don't need to open with command you should be opening with some kind of high tempo move either stunning the enemy or getting up your own riposte or even bellow because even though you can open with a buff and that's slower bellow if it sticks to everyone it guarantees your entire team is pretty much going first next turn outside of like an incredibly fast enemy so even if you bellow on turn one you're going first on turn two so you don't really lose any value so if man in arms if you're not in a boss battle try not to open with a buff instead open with either bellow a stun or a post or crush into rank 3. the most common mistake i see with leper is actually in team building it's not so much in playing leper besides using revenge outside of boss battles but people make these really bad teams with lepers sometimes where like the team just doesn't have reach and you have no way to hit rank four and so rank four and rank three just blow you up with stress and they support the front line and stuff and then people get mad at leper because he can't reach instead of going well i just built a bad team where no one on the team can reach but i'm just putting it all on leper for some reason instead of the team you can see it in stuff like running jester and vessel together so if you're unjestal with leper it's pretty good for support overall but then if you run them with like crusader up front no one can hit rank four and so you're gonna get beat up pretty frequently so instead you have to run something like shield breaker who can control back lines and that helps leopard a lot so if you're struggling with leper and you think he's bad try and give him some good teammates or have some kind of strategy for reach and then see if he improves for you the most common mistake i see with jester is kind of an inverse of the man in arms mistake which is they don't use ballad on turn one the reason man in arms buffs aren't that good on turn one is because he is a slow character and his buffs are slow but if you use ballad on turn one from jester it's kind of like using bolster in the same idea where your whole team gets a bunch of speed and you're gonna be going first next round anyway so it's better to open with ballads so you can do whatever you want afterwards and give your team accuracy and crit and try and hyrule and stuff so if you're running jester you should be using ballad turn one every single time unless someone is at like 95 stress and they're about to afflict the most common mistake i see with houndmaster is the one that i make and that is misplaying the guard the way the guard works is that even though it has two rounds of effect the first one ticks off immediately when the guarded target takes an action which means that the guard effectively lasts for one round you have to up it constantly to make sure that the target is protected because i don't understand this and i've seen other people not understand this as well people die so you have to make sure that you're playing the guard correctly and understand that it lasts one turn pretty much the most common mistake with highwayman is either starting him in position one or position two you don't want to open with point blank and honestly you don't want to point blank by turn two as well this is because usually you wanna kill the back row enemies because they're squishier and higher man has some okay damage with pistol shot so you want to start him in either four or three so this way he can pistol shot on turn two and then also he can have zero post up and then if you need to duels advance again on turn three you have that option the logic behind starting highwayman up front comes from old darkest dungeon where point blank was actually okay as an opener because the rest of his kit was kind of garbage but ever since highwayman has been rebalanced and retooled you shouldn't be starting up in the front you should be starting out in the back so you have more reach and more options the mistake people make with helene is all-around bleed out so it's either they don't use bleed out at all so they're just afraid of the damage penalty but bleed out also has a damage bonus so it's really good to be spammed as an ability especially against bosses that are up front but the other side of it is once they discover the bleed out is good they use it all the time and you should not be opening a fight with bleed out if there are other things that need to take damage and die first you need to start with the moves that helium has that have reach so you should be starting with iron swan and then if it bleeds and then once you're out of the backline targets and you have some frontline stuff you have to get rid of that's when you start spamming bleed out if you're doing that on turn one instead of turn three and four then you're not gonna get as much damage out of hellion and you're gonna leave the back line open to do more damage to you in terms of stress and supporting the front line the big mistake i see with grave robber is people don't run pick to the face sure you can have a dedicated range damage build with her and you don't feel like you need to run pick but honestly you should be running pick to the face on every single grave robber build and the reason is sometimes you get thrown up front you can't do anything about it or in the worst case scenario you start losing heroes and once people start dying and grave robber is trapped up front she has to be able to hit spot one in case she's going to be the lone survivor and it kind of sucks because pick to the face is honestly a bad move it just doesn't do a lot of damage even though it has armor piercing in many cases you're better off just lunging the target or using poison darts but you have to keep pick on just for the functionality and flexibility of being able to hit stuff in the front from the front the most common mistake with flagellum is probably pretty obvious and that is when you are not running suffer you should be running stuffer at all times in all comps for all missions okay that was my attempt at a joke but honestly the real mistake with flagellant is using exsanguinates or redeem too early sometimes when you're playing flagellan you can be perfectly safe against whatever actions the enemy has left this requires a bit of game knowledge which is why i say flag is kind of difficult sometimes so if you understand that you're against enemies that can't kill you that turn you know you're not a death store and you don't have a damage over time effect on top of you if you're in that situation then trust that flagellant is going to go first especially against other frontline enemies and then just hit exsanguinate or redeem next turn and then use punish that turn for instance the reason i say this is because there are two things that kill flagel in this game the first is a heart attack and the second is if he has to keep using his low hp skills repeatedly because that reduces the healing he receives and the healing that he gives so if he has to keep doing this repeatedly he's not gonna be getting a lot of hp back from his skills and he's going to stay at low hp and risk dying so it's very important to use these moves when you feel that you absolutely need to and then also try and space them out so you're not in the situation where flagellate can't get past half hp the most common mistake with crusader is that people treat him as a front-line bruiser only this is not crusader's preferred method of play you should be playing crusader as some kind of hybrid support that can do some damage and stun when needed if you want to run them as damage make sure you put them in the back of the party in either four or three so that way he can open with holy lands and help you get rid of these squishy backliners by turn two this fits the playstyle of crusader 2 because after one or two holy lances he moves up to the front of the party where he can stay up there and take hits safely and then stun enemies and heal as he needs to with bounty hunter the most common mistake people make is they only focus on his damage bounty hunter has an excellent control kit with his stuns at movement abilities that she should be using at the start of the fight to disrupt the enemy as much as possible then once you're down to one or two threats left on the enemy team you can start busting out the massive damage the most common mistake with arboles is kind of a meta team strategical type of thing and that's when people think they have to mark every single target that she's going to shoot against backline enemies that have no protection she doesn't need the boosted damage from mark because she can take him down in two hits most of the time especially if she has someone else there with reach to help her out for an aquarium the most common mistake people make is they use dodge vapers instead of flash powder so this is more prevalent at level one and two and stuff like that when the value of dodge vapor is very very low it is not worth using flash powder is just numerically better and even a champion where everything's the same in terms of value if you're against one enemy instead of an entire enemy party it's better to flash powder the singular enemy the moral of the story is if you're going to use dodge vapors check to see if flash powder will be better instead finally with abomination the mistake that people make all too often is they transform all too often you should not be transforming every single fight with abomination unless you have a team highly dedicated to accomplishing that but most teams that run abomination can run him in human form for most fights and he's just fine especially if he has a couple of his good trinkets instead tree transform as a panic button where he needs some kind of emergency huge burst damage and outside of those instances leave him in human form all right all that's gonna do for this one thanks for watching the next video is gonna be in the same type of categories this is gonna be called one tip for each other so if you're excited for that then keep it tuned here expected either the day after or maybe a couple days past this one i'm not sure yet anyway that's neither here nor there so thanks for watching and i'll see you next time
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Channel: ShuffleFM
Views: 481,089
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Keywords: Let's Play, Darkest Dungeon 2, guide, tips, help, playthrough, walkthrough, gameplay, build, ending, last boss, moonmoon, filthyrobot, speedrun, cohhcarnage, wayne june, ancestor, lore, optimized, best, challenge, hard mode, stygian, blood moon, baertaffy, dlc, crimson court, color of madness, ost, tier list, analysis, big daddy berkut, hidden squidz, bloodmoon, mods, christopherodd, marvin seo, indeimaus, splattercatgaming, northernlion, react
Id: izZ0KGnPTsw
Channel Id: undefined
Length: 12min 28sec (748 seconds)
Published: Fri Aug 13 2021
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