Bloodmoon and You Part 2: The Roster, Darkest Dungeon Guide

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what's up y'all it's shuffle this is part two of the blood moon guide i originally recorded all these together before i decided to split them up so that's why it's gonna sound like it's some kind of continuity mid-conversation thing that you don't remember yeah so this one's gonna be talking about the roster and the trinkets and such and then the last part we'll be talking about the end game so now we're gonna get started enjoy next we're gonna talk about your roster for blood moon you don't have to make every pick that i tell you obviously you are free to make your comfort picks you may feel more comfortable using a leper even though i don't suggest leper and don't worry just because i don't pick someone means that they can't do well in blood moon it doesn't mean that they're just outright complete garbage even though i do feel that characters like arbalest are pretty weak comparatively and you'll see that i make sure there is as little bias in my choices as possible because my favorite class being grave robber is one i will tell you to probably skip so the reason we make these choices for roster is because as most players probably figure out after playing for a little bit and especially veteran players they understand that the backline enemies are usually the most important to kill the reason for this is they usually pack stress attacks and stress damage is very much more threatening than hit point damage and they also provide support to the rest of the uh the teams or the enemy teams that they fight on usually when you encounter a set of enemies the backliners besides doing their chess attacks they're the ones that provide heals or weird status effects or marks or blights and all those other things you know i can't remember everything off the top of my head but they provide all those things that really help the enemy team be as effective as possible sometimes they have really i don't say niche but there are some special cases like the spitting pig and the warrens can just throw diseases out like you can get two or three off in a round over like five attacks if you let them just stay up so usually we want to control or kill backline enemies usually you want to kind of do both and kill them as quickly as possible also to compound this point at least half of the bosses in the game either move or stay in the back and even someones that have mechanics like the cannon fight the cannon is in the front line yes but the matchman is always in the back so killing backline stuff is probably the biggest priority in darkest dungeon fighting and if you find yourself struggling in fights maybe it's something as simple as changing your targeting strategies in order to fix it so as you see on the right anyone with a torch marker obviously has completed a dark extension mission so these are the characters i use so we see plague doctor a couple high women wait no highwaymen are up here but couple hound masters i have four vestals and uh we have a crusader so the other two died in the final fights and then i also had two flagellants this one died when i was recording a different video actually the flagellating guide then i made my worst run ever video off of it so there you go but those are the classes i used and obviously you do not see any arbless no antiquarians no uh you see one grave robber no bounty hunters no lepers right all those classes can still do things and do well but i feel that these characters are just more consistent except for grave robber i mean she can be consistent but she's probably the hardest character to play she's one of the hardest characters to play in my opinion so otherwise we're just picking very easy to play and safe picks just very out of the box solid power level good team synergy universally type of picks with that being said my first suggestion is to use four vestals on your roster have at least four you could go up to six or eight and it wouldn't be a bad thing but the reason i say use four minimum is because taking one to each darkest dungeon mission is easiest i guess but definitely the most helpful way to win because vessel especially end game vessel with a couple trinkets or if you luck out and get hippocratic as a quirk vestal covers your healing needs pretty easily and then she also packs a stun and an okay offensive move in judgment so vessel just does a lot of things and she's very easy to play so i suggest at least four of them next i'm going to suggest two or three highwaymen you could do three and they would cover pretty much everything you could even do four if you really wanted to but i'm trying to consider the roster size and the progression through the game so two or three highwaymen are fantastic highwayman does a really good job of covering a lot of your damage needs he has a wide range of skills that can hit a lot of stuff and he can do range and melee damage he's one of two characters with riposte unless there's a third i can't remember but yeah so highwayman just has a lot of damage potential he is the best damage dealer in the game he's a consistent damage dealer he doesn't need any kind of setup and any setup you do give him just makes them that much better so highwayman is fantastic specifically because he is never bad you can take him to literally any area and really all you have to switch in terms of his kit is wicked slice for open vein so highwayman just good everywhere and he's also never out of position so he can always succeed on those fights that movement mechanics or in case just random stuff happens and he always has something to do on his turns i suggest a minimum of one mana arms for your roster you could get away with two but i don't think you need more than two the reason you want at least one is because you need some form of guard for the second darkest dungeon mission the way it's designed because it probably is the hardest mission out of the four of them depending but the reason you need one is because it's designed to be purposely difficult because it limits your item choices it's a very long dungeon and you're only allowed to take five instead of eight trinkets and what i mean by that is it's set up to try and bog down your trinket choices by having people use the special talismans so they don't get completely super hurt and stressed out by the revelation attack from the mini bosses in there so the easiest way around this is to put a talisman of the flame on your man in arms and then have him guard the person that doesn't have it each turn you could use a houndmaster to do this also or an antiquarian in some weird backwards type of way using protect me but i think the man at arms is just the most consistent and easiest to use in terms of guarding right because man arms just literally hits buff attack guard and then like riposte or something else and he just rotates keeping repost up and guard up the entire time plus his guard can get up to really high percentages of protection and even though houndmaster can get up to really high dodge and stuff like that how master if something happens and he does get hit he probably gets hurt really easily so that's why i suggest at least one mana arms you could use two i don't suggest more than two because the only reason i think you'd ever want to is either a comfort pick because you like man in arms or because you want to do something with shard dust and bolster spam so those are the only two reasons i would suggest having two otherwise i think you can make do with one and it's specifically for darkest dungeon two the second mission so if you use them in darkest dungeon one then you're locked out of him for the rest of the the campaign so make sure that you don't accidentally do that in my notes i have this listed as one or two but i'm actually just gonna suggest two and i would say two hound masters would be good for your roster the reason being houndmaster is very versatile and he is one of the few classes that were having more of them in the same team actually benefits you because he just has the synergy with himself in terms of what he can do where having two of them can do a lot for you you can run both of them in the back line and then just have like flatulent front line healer with a heavy bleed team or you can run one houndmaster and rank four or three and the other in two and one because then you have the backline houndmaster and then you have the frontline houndmaster with the blackjack attack so it's just a very versatile class that matches up pretty well in a lot of areas the only one he kind of struggles in i think is the ruins and that's just because his blades don't stick but even then you can just run a mark setup with a blackjack stun but at that point it's kind of like a knockoff bounty hunter so maybe that's not as good otherwise he is a very solid class and he has a pretty good stress heal and cry havoc so whether you want the hound master to be this backline damage dealer or if you want to run mark teams because he has the best mark in the game in target whistle or if you want to run some kind of supporty rank 2 hound master that has guard and a little bit of extra dodge and then blackjack you can run that too so handmaster is very versatile and not that difficult to play as long as you go i'm going to play him this way and i think having two of them should help you quite a bit next i will suggest one antiquarian if you do not feel comfortable using an aquarium do not take one but otherwise if you can bring her to mostly safe missions her downside of not being a strong combatant unless you're dodge spamming is pretty easy to navigate around so i would suggest if you really need to bring her and have some kind of feeling of security on that mission you could easily run her with some combination of vestal and highwayman and highwayman can usually cover a lot of the damage needs and if you have like two stuns for instance or hellion then that should be pretty easy to get through a lot of the uh the safe missions usually you won't need her up to level six i think that if you use her a few times on like medium missions at apprentice and veteran rank she should get you enough money when combined with the bank to fund the rest of your campaign otherwise if you just really like antiquarian or you feel that you're very good at antiquarian definitely bring her wherever the heck you like her dodge spam is pretty good if you can stack it on top of bolster if you get two antiquarians and a man in arms then pretty much nothing is touching you although your damage is pretty low so there's a lot of stuff you can do with an aquarian it's just that her primary purpose is getting money so make sure that when you have her you are taking her to missions where she's going to be safe and getting the money should be easy and relatively painless next i will suggest you take one flagellate the reason for flatulent isn't the darkest dungeon itself he can certainly succeed there but i think flagellant does best in the crimson court so when we talk about crimson court flagella it's going to come up again but otherwise i think that the way the dlc is structured because they came out together right the crimson court included the flagellants but i think that he was just tailor made for that content for some reason his entire kit and play style just seems to match up so well over there so i suggest bringing one just to help you clear all the crimson court missions you could bring two if consistency is an issue and you feel like you need to retreat a couple times doing one of the boss missions so i think having one will benefit you quite a bit actually i need to go back real quick because i missed this in my notes but gestures definitely take gestures usually one is okay two should be plenty i don't think you need three and the reason is i don't think the other jester play styles besides the rank 3 support type adjuster really have any merit i'm still working on my adjuster guide so it'll probably make sense when i post that but otherwise jester is just fantastic support you have the best single target stress healing in the game you have the best just probably the best ability if i can be quite honest battle ballad might be the best ability in the entire game so jester does so many awesome things for your team everyone likes speed and accuracy so he's gonna help all of them do better so make sure you're taking a couple of them and uh focus on those support loadouts shield breaker is another class where it's one or two there's certainly no downside to having two they just have very rough early games so that's why i kind of hedge the bets towards one but if you feel comfortable shield breaker or you know how to keep her alive easily at the start of the game especially with those blocks or guard mechanics then she should be good to have two otherwise shield breaker just does so much in a roster like once she gets up to high level she just becomes this huge force in terms of being very movement resistant high damage and a lot of utility her ability to pierce armor and give the rest of your team armor piercing as well as pulling guard breaking blights high damage blocking and then when she gets too high level with her special armor or if you can get spectral spear tips somehow then she can get up to like 57 hit points pretty comfortably with the training ring which is uh fantastic so shield breaker just does a lot and she's worth the investment but i will also note that when i've watched people play blood moon i've seen shield breakers die pretty routinely so make sure you take care when you're playing this class the next class i'm gonna suggest getting two of is plague doctor i think she's just fantastic i know people don't like these stalling type of things and when you play plague doctor you don't have to stall for like eight turns right you certainly could but you actually don't need to the reason you take plague doctor is because her high speed and her control ability really helps in handling threatening backlines usually all plague doctor has to do is rotate blinding gas and play grenade a couple times and by the time you're out of blinding gas the back line is dead or dying and if you throw in the occasional pistol shot or iron swan or the zap from vestal it goes just that much faster so plague doctor very helpful class the ability to cure blight and bleed on two targets at a time with her battlefield medicine is amazing and then she can also cure diseases while on missions not just herself but on other people there are some places where her blights are harder to stick but there's nothing that is pretty much blight immune at best you're gonna have like a 20 chance with the right trinkets and stuff like that but otherwise she's good everywhere she can always find something to do if the enemies are blight resistant where you're going so if you're going to the warrens or the wheeled for instance she can still just rock a heavy stun setup and incision and sit in rank 3 for instance so plague doctor can always find something to do and she always has really impactful abilities that help you get through pretty much anything in the entire game all your plague doctor needs is one form of speed boost so either a feather crystal or a quirk like quick reflexes luminous on guard or a quick draw there we go i really had to think about that so if you have some combination of those either one or both or like one or two of those things she's gonna be going first pretty consistently to everything except maybe the pink fish because i think that thing's like base 12 speed or base 11 so it's really quick otherwise plague doctor should be going first and being able to lock down the back line makes it so she's just a very safe and effective pick before we move on if you've noticed by these suggestions so far we really don't have many backline dedicated classes we have a few classes that can easily perform from the back line but we don't have arborless or grave robbers who are commonly associated as backline characters this is probably because of my personal philosophy but i usually value flexibility and versatility on my heroes more than dedicated roles even though vessel you could say is a dedicated healer but outside of her we have some flexible options i don't like to use classes like arboles because i'd rather not spend two or three characters making sure that she's completely set up the whole time and then not being able to shoot the front row person and then trading hits with everyone instead i'd rather go for some heavy control elements because i feel that is the safest way to get through blood moon to round out your roster i'm going to suggest a few more front liners so your picks and comfort picks of hellions and crusaders mostly because those two classes bring a lot to the table i think people get crusader wrong oftentimes because they compare him to leper and they're not as close to being comparable as you may think the leper is a damage monster and primarily a boss killer he needs a little bit of time to set up and then he just starts you know chunking things for 40 damage while the crusader doesn't usually reach 40 damage unless you have like a very dedicated melee damage setup and their unholy the crusader is more of a frontline support class he has very good stress healing he has a stun and he has some other defensive tools plus he has a movement skill to get him back into position if need be the rest of your team i should say your roster should be these types of frontliners so hellion has some good supporting skills with her double stun but also iron swan is very high damage whereas the leper has like 13 to 26 or whatever and he's swinging into the front the helian is bringing 10 to 19 damage into the back line with iron swan which their hp pools are not designed for so she can seem like a huge damage beast when she can hit those back liners and she really helps on top of the pistol shots and play grenades and stuff that you're going to be using and again those are just the base suggestions obviously this is not going to fill up your entire max roster of people so once you have this type of core if you want to follow my suggestions to the letter once you have this type of core then start considering doubles and triples and stuff like that of the other classes that you want or you know seven vessels however you want to do it but next we're going to talk about the classes i feel you could actually skip if needed for your blood moon play through i think arbless is the first one you could scrub the reason being she just doesn't bring it up to the table she's a backline damage dealer like a dedicated specialist with that especially the mark compositions but her base damage being so abysmally low and her speed being very low in fact she needs other people to go before her in order to get the most out of her and usually by the time they're marked they've already gotten off an attack and if they don't die when you shoot them they get off another attack while you're waiting for our bliss to go again means that arboles just doesn't do enough i think to warrant a slot on your roster i promise if you do not use her you probably won't miss her another class that's probably skippable is bounty hunter at this point you're probably putting the pieces together that mark is not as strong of a strategy it does have a place it can blow up fights you can have your arborist chain crit for 60 damage those things are all possible but it's all uh contingent on some good rng and stuff like that you have to consistently get crits get the good quarks and stuff like that where the other things that i'm suggesting are very consistent i think in darkest dungeon part of the difficulty is the variance so i'm making suggestions for teams that have the lowest variance possible which means that if you are consistent you should do better than if you're inconsistent but then have like crazy burst damage or sometimes it goes the other way and you have like completely unburst damage i don't know what the opposite of that term is i digress the bounty hunter he is really good okay i'm not saying that it's not a great class but he's part of the mark synergy and mark i feel isn't that strong and also highwayman exists highwayman is capable more damage so unless you're marking he's just an inferior highway man he does have some spots there's some fights like fanatic and hag and whoever else where you can stick the cow chops and you can get some really good damage on top of the extra bonus damage coupled with the bleed so there's a lot of good stuff he can do there but otherwise i think that you can pretty much just replace him with highwayman and highwayman does the same thing to grave robber in terms of replacing which means that highway managed to start king rogue sadly but all hail right so if you're not gonna focus on mark strategies i don't think you need bounty hunters and i guess that's all i have to say about it the other benefit they do have is they are a very heavy control class so they have like the poles to disrupt and they have the stuns right they have a couple different stuns so if you want to go that route i think you could do okay because that's one thing that highwayman doesn't have is control he's just pure damage so if you want control elements bounty hunters are still good but if you're looking for just raw damage and marking stuff like that i would think you could probably skip him next on the skip list is occultist another class that i love so much but skip occultist because another another another instance of too much nuance to play effectively occultist is a character that wildly changes his play style depending on the position and the team comp for instance you can play a frontline occultist who's mostly focused on damage and stunning or he could be a support class in the front line or he could be a support class in the back line or he could be an eldritch killer in the back line or in rank 3 or in rank 2 right there's just so much that occultist is capable of and being able to pick consistently what he does i think takes a lot of experience so if you don't have that experience with a cultist then don't pick him if your knee jerk reaction to a cultist is inconsistent healer then don't pick a cultist because occultist is not a dedicated healing class even though red hook pretends he is because his off gives increased healing which i still don't understand why he also has that crit buff with no healing trinkets baseline in his kit right there are no trinkets a cultist gets that increases healing output he has to rely on ancestor scroll or junior's head which means a cultist is actually not a healer he just has a heel that can do very well otherwise occultist has a lot of things that i should just talk about in the occultist guide if i ever get to it so skip occultists a lot of nuance a lot of awesome stuff but ultimately not necessary i'm sorry gravid for this next one but i think you can skip the abomination i personally think the abomination is amazing when i first made my tearless videos people kept blowing me up about the abomination so i made sure to play quite a bit more with him and read some other opinions and stuff like that and the abomination is honestly incredible it's such a good class however the reason i say you could skip it is because i think that it is a class that most people probably struggle with playing so most of the time you think oh abomination is going to stress my entire team out when in reality you can play an entire dungeon and abomination can do so many things and not transform a single time right but a lot of people think they have to transform with abomination and then when you come out of transform or when do you transform and having to choose between using stuns and blights and stuff like that there's just a lot of nuance to abomination that i think escapes a lot of players so if you do not feel comfortable playing this class you don't have to pick it otherwise if you do feel comfortable abomination please do please play it otherwise for the most or i should say for the average player experience i would say skip it the next skip is grave robber i love this class it's my favorite class but grave robber is skippable the reason being for all intents and purposes highwayman usually does almost as much damage i think rave robber i'd have to math it out i think rave robber is capable of more damage depending on the team setups but otherwise she's another class that's just too difficult for a lot of people to play and again that is not to shame anyone i just know that when i made my grave robber guide and i looked through the comments sections i had so many people who were telling me they disagreed with how to play her or they were saying that they didn't they think shadow fate is worthless and that kind of stuff and i think if that is the the average opinion of grave robber i would say skip it because otherwise she needs a lot of uh help to get the maximum potential so another class that helps her get that potential is abomination if i'm telling you not to play abomination then you probably shouldn't be picking grave robber because those two do very well together and again highwayman exists so why not just pick the easier and safer to play rogue the final skip class probably not surprising skip leper i know all the leper stands out there are upset that i'm trashing their king this is not me trashing it okay i'm actually gonna make a very i think logical defense on why you should skip leper and again this doesn't mean that leper is unplayable you can play leper and absolutely decimate things in darkest dungeon especially on blood moon but lamper has a couple glaring weaknesses that we have to focus on because when we think of blood moon we have to think of it as the marathon instead of the sprint i hate that analogy but it fits we have to think of the last four missions of darkest dungeon we have to think of the end game so in terms of that end game the leper doesn't match up too well in a lot of the scenarios so the first point against leper is his inability to deal with movement so in the end game of darkest dungeon there are two very high profile instances of his movement weakness the first being the first darkest dungeon mission where it's the shuffling horror i'm not trying to name drop but that has a party scramble mechanic and move resist as i've always said is the worst resist because even if the leper has great move resist the other three people can have bad move resist and leper still gets thrown out of position so it's bad but then also the countess which i think is probably the hardest fight in the game baseline countess as a scramble mechanic i think it's called stumble so leopard just doesn't do well in those instances and then the fourth darkest dungeon mission is pretty much a gimme but also the enemy likes to move around in the ranks for the uh that midpoint of the fight so leopard just doesn't do well there which means the only places leper probably does okay is darkest dungeon two and three when i say those i mean the second and third missions because there isn't as much movement but in darkest dungeon two where you have to deal with the the scorpion kings and stuff like that they are in a dungeon that has a few cultist priests among them and leper has very bad bleed resist he has the worst bleed resist in the game if i'm not mistaken and the blood attacks like the finger and stuff like that are just very damaging and you want a chance of resisting them which leper pretty much has no chance of resisting them so with the prevalence of bleed in the first bit of the end game and then the movement mechanics it really just leaves leper only good for darkest dungeon 3 the third mission but again right we got some caveats the difficulty in the third mission of darkest dungeon is not the frontline killing aspect there are very evasive enemies in there so there's the polyps and the flesh dogs or whatever they're very evasive they're also very fast and also when you fight the cis the cyst is not so much the issue as the white stock the white stock is actually the threatening boss mechanic and he can't do anything about that i would rather take a helium that can slap the stock in the back or something else that can reach the back line then take a leper especially because i think the cyst has prod as well so the leopard just doesn't really have a place in the end game so if you're considering the end game as the threat like i've been explaining it is then leopard just doesn't have a place on your roster so you can still use them and do fine he can still get you through all the base regions he can probably still chunk stuff in darkest dungeon 3 especially with a shield breaker giving him armor piercing for instance but otherwise just not worth the investment i think in terms of specific quirks for your characters go watch the guide videos i've been making but otherwise since i don't have a guide on every character yet the easiest way to handle quirks for your roster in blood moon is eldritch killing quarks the end game is all eldritch like there are some kind of overlap sometimes they have like a beast subtype but for most things that i can remember they are all eldritch which means that having eldritch hater and eldritch slayer especially on your damage dealers just means you do that much better so i remember when i was doing the the final missions i'm actually going to look so the dismiss that i started with on my blood moon file that i cleared i had a quick reflexes which he starts with and then i locked in eldritch slayer i had those two quirks and they're very helpful eldritch hater will also get you very far so if you ever see those on your characters i should say your damage dealers lock them in they will pay dividends otherwise if you can't get those quirks then pick relevant damage types if you have a hellion then get melee damage if you have a if you do pick an arboles then get range damage right don't make uh weird unconventional picks and then any defensive quarks are always good to lock in and i guess some supporting ones so steady tough unyielding clotter uh hard skin luminous quick reflexes all those are fantastic so don't be afraid to lock those in if you can afford it the last bit of info i'm going to try and rush through here are neutral trinkets so if you find yourself needing to decide on trinkets to go grab in your questing the best neutral trinkets i only picked a couple per category there's obviously other good ones i think these are probably the best ones to use from each group the white trinkets or the common trinkets i would say snake oil speed stone survival guide and dazzling charm those can be used even at high levels or i should say mid levels and survival guide can be used at higher levels so can snake oil and dazzling charm actually so they're all pretty good and worth getting for green trinkets the blood charm to resist bleeds by 30 percent is amazing especially because as we're talking about before in the end game when you have to deal with the finger from the cultists priest specifically having the ability to resist bleed is good especially with the randy orton crocodile in the crimson court there's bleed there so a lot of the most threatening attacks are bleed attacks there are some strong blights out there but they're not as common which means resisting bleed is pretty much never bad so getting a blood charm or a couple can be very helpful surgical gloves i think this is one of the most busted green trinkets out there it is incredible for melee it is obviously overstated it could probably be a blue even though it has a couple downsides the downsides are somewhat negligible so get those if you can they are kind of rare i feel like book of relaxation gives you minus stress plus accuracy never a bad combo and then bleed and blight amulets which give you resist of those types while also giving you bonus chances to inflict those types so helping your blood and blight teammates stick their abilities is just that much better for blue trinkets any slayer ring will find purchase in your missions so if you can get a couple slayer rings for your damage dealers always good obviously the most important one is eldritch slaying because that's just a flat 25 percent damage so it's awesome the next blue trinket i would suggest is a feather crystal feather crystals are just good the downsides are somewhat negligible and having a feather crystal on your plague doctor for instance to help her get stunning quicker is just amazing then finally in the blue pool i'm going to suggest solar crown it's just a huge reduction of stress for pretty much no conditional trade-off you have to play in high light levels but i think if you're really trying to play safe and win blood moon then i think you're going to be playing over 75 torch anyway as far as the orange trinkets go there are too many to go through but they're all pretty much good there are some ones that feel kind of like bait like the ethereal crucifix i think the minus hp is just too detrimental to get past but otherwise it could still be good it could be good in the first couple darkest danger missions and the cove otherwise you really can't go wrong with the ancestral trinkets and the orange ones they're all powerful and you know they're the highest rarity and stuff like that for a reason all right all that's gonna do for this one thanks for watching the final part of the series is going to pertain to the missions and the regions and the endgame and what to do what to look out for how to tackle it the best way to approach stuff and some tips all that good stuff and as always thank you for watching i think i say that like three times in every single outro yeah if you have not joined discord please do so i put the link in every description video or video description my goodness and then it's a link on the front of the channel so if you look at that kind of thing anyway that's it for this one for like the seventh time thanks for watching and i'll see you later
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Channel: ShuffleFM
Views: 10,054
Rating: 4.9872203 out of 5
Keywords: Let's Play, Darkest Dungeon 2, guide, tips, help, playthrough, walkthrough, gameplay, 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, admiral bahroo, pvp, butcher's circus, butchers circus
Id: vlH-9D59vvE
Channel Id: undefined
Length: 34min 10sec (2050 seconds)
Published: Tue Nov 10 2020
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