Flagellant and You: Darkest Dungeon Guide

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what's up y'all shuffle we're gonna be doing another guide today we are talking about the flatulent everyone's favorite and hooded mace wielding shirtless come at me bro hero for lack of a better word he's that heroic but I guess anyone facing monsters should be considered heroic so we're gonna talk about the flatulence and before we get into the strengths weaknesses teams and skills and all the normal stuff that you're probably here for the flatulent has a lot of unique stuff that we're gonna talk about and I'm just gonna paraphrase the wiki here but you should definitely go check that out because it has the you know the full wording it's a short little six point paragraph and so the first major important point of the flatulent is he can never go virtuous so when you get to a hundred stress with a hero they have a chance to go virtuous or get afflicted the base chance is 25% for virtuous I believe and so you pretty much have like the the one in four to get the good one but the flatulent cannot go virtuous he always goes afflicted or gets afflicted and his affliction is unique it is called rapturous and it is still an affliction so don't get it twisted he will still do things like hit your party members or use random skills and you lose control of them or he'll move and you don't want to deal with those things if you can if you can help it so we don't like the razor's edge play style at least I don't we'll talk about it more in depth later but when he is afflicted because sometimes you're playing it no light or something or you're on a really tough boss that's putting out a lot of stress and he gets afflicted it's actually still one of the better flexions outside of the the negatives so when he is afflicted with raptures he gets 25% bonus damage he gets an extra three speed and loses twenty dodge his base dodge is already pretty low at twenty so at that point he's just not getting out of the way of anything if you have the ability to camp you can actually knock this off somewhat easily he does have a camp skill that knocks off 50 stress so lucky camp skills later the next quirk for lack of a better word about him is that when he goes under 40 percent hit points he gets a buff for 20 percent damage and 7% crit his base damage at 5 to 11 is pretty low so all of these damage bonuses do add up but in the grand scheme of things I don't feel that they're as powerful as the crit in this case are like some of the other supplemental stuff so if you get everything like he's afflicted and at death's door then he does have a lot of extra damage but that place tile again is pretty unsafe so we try to avoid it but for the one or two turns he's probably gonna be there with that combination it's actually solid so he gets the bonus damage and the create then as I was saying before when he hits death's door he heals everyone in the party for 10% of their max hit points and then he gets another buff of 5 accuracy 20% damage to speed and then he gets 20% stun bleed blight and debuff resist which is all pretty good that makes them really hard to kill at death's door the extra speed lets him go first so we get an attack off like all of this bonus speed is helpful because his base speed is 9 so when he gets low health deaths or stuff like that he's gonna be rockin maybe 11 speed or if you have a something else like the part first hood he can get up to what 15 speed he's pretty much going first that guarantees your exsanguinate so he can help himself survive so there is a lot of defensive factors that he has that helps to keep him alive but keep mine he can still die from a heart attack if he's at death's door I learned that the hard way of note about death star as well is the flagyl industy buff so the grayed out skull that your other heroes do which means via death's door and he comes back off it he's gonna be fine so he's kind of designed that way he needs to like get really hurt get low uses good things get healed up so he doesn't have the big risk of dying and then get knocked down again so gets knocked down he gets up again and you're never gonna keep him down that's just the flatulent if he does die he stuns the entire enemy party but the base stun chance is 125 percent I wish this was higher because losing a hero is huge like you don't lose 25% of your effectiveness use something close to like 50% of your effectiveness just because there's this concept of the death spiral in darkest dungeon and also your party members don't corpses in the base game so if people are dying then they're getting pulled up so they can't keep their position it gets much harder but yeah the concept of death spiral is the more heroes or whatever more characters the player is losing the heart of the game gets like almost at a exponential level so you lose one person it gets very difficult to finish I mean the fight let alone the dungeon you lose two you're probably thinking my retreating at that point unless you're like right at the end of the fight the last fight or something the flatulent will only use the penance hall for a stress relief activity but this always full heals them so it's pretty awesome unless you have the town is abuzz events which gives them a little penalty but pretty much it's always a full yell so it's worth the money even though it is the most costly thing out there besides the brothel so just keep that in mind I would instead look to bring him on a camping mission to hit the bootcamp skill that lowers 50 stress if you want to save some money in the last unique point of the flashlight is you cannot take more than one which makes sense because if you had to and they're just spamming or claim on each other and healing each other he started dying it would probably be pretty broken I'm actually curious if there's mom out there that takes this restriction off because I would like to test it alright now we can talk about the normal stuff the strengths are pretty numerous with the flatulent like on paper he's amazing and before he got nerfed pretty hard I would say he was an S tier class like when crimson core dropped he was pretty busted but you know we're not playing that version of the game anymore so to start off as baseline speed that's really good that lets him get out ahead of a lot of enemies and lets him get out ahead of the front liners that he's up against in most cases so if he gets low and he gets hurt and stuff it's he has a good chance of going first and using those redeems those exsanguinate or whatever else is happening to save him you know use a bandage that kind of thing so the base night speed is awesome and as he gets more hurt it goes up which is good and since he can double as a support with his heels and such having really high speed helps him keep everyone else healthy in whatever so we like the baseline speed because speed is never a bad stat the flatulent is a strong frontline bleeder the only other one that's really good at it that comes to mind is the Hellion she has a couple bleed skills for the front and Hellion usually likes rank one so usually you pick between one of them but you can't put them together highwayman kind of goes wherever he wants he has open vein that's a good bleed skill hound master can be in rank two three four one if you're feeling kind of nutty but he has a lot of bleeds and the stuns and the other support things so there's a lot of bleed synergy if you want to go that route you can have someone at each rank effectively doing some strong bleeds and this is good against certain enemies that have multiple actions per turn there are a couple mini bosses there couple bosses I'm looking at you countess multiple actions so being able to bleed them out is a lot of extra effective damage especially if you're laning crits so if you're looking for that kind of thing he's good at it this is outside of all his other good stuff they were about to discuss he has great support skills he can act as an off healer between reclaim and redeem he can act as a stress healer with endure and all of these don't really impede on his normal gameplay also suffer if forgot to mention that you should usually take punished but then you can take one or two of his other attacks and then you can still slot in something to support so he's always just there to provide extra healing you know redeem is actually a really good skill for that because even if you have this big damage loadout you know you have punished rain of Sorrows exsanguinate then you can just have redeemed and it's like if the flageolet just happens to be hurt you just see someone in the back at half a point you go sure we're just gonna heal you almost a full that's fine it's a percentage heal too which is very strong so he's like this really good frontline damage dealer with the bleeds if they can bleed so you're not taking him to the ruins for the most part unless you're making a video about it and then he just has this subtle support thing on the backburner which I like a lot I like those kinds of Heroes the Crusader does that to where Crusader can have like a couple good things like his direct hit holy lance has stun but then you have other support things and it's just there it's not detriment so we like that as game becomes more difficult the flatulent becomes stronger I don't know if there's a better way to word that but what I mean is as he gets hurts he becomes stronger as it becomes afflicted he becomes stronger and a lot of the hardest fights in the game will push you to these moments in a lot of the cases when you get afflicted it's pretty much bad for anyone else it's so kind of bad for him but it's like not the end of the world and as he gets hurt in terms of hit points he becomes stronger because he can use all of his other abilities so for instance if you critics sanguine eight that's like sixty damage it's ridiculous redeem being able to heal two people for big chunks is nice being able to reclaim whenever you want on the other heroes is a good ability so he's really good as the content gets harder and that's always something to keep in mind the flatulent was released alongside the crimson court DLC or as part of it I should say and as such he matches up very well against those enemies I would even go so far as to say he kind of dominates them like he just matches up so well in a lot of the cases a lot of the crimson court enemies are kind of fast they're faster than you think so he's good against that they all bleed he does bleeds they have the potential for high burst damage he can heal if there's bursts happening so he's just really good in that instance and even in the Cove where bleed resist is higher you know you're probably looking at 80% hundred percent maybe 120 I can't remember like every single enemy in there but you can still bleed those it's really just the ruins that he can't bleed in so that's really the only spot you're not gonna take him consistently you know you can still do it get the direct damage and more of a support set up and then hope you run into a lot of bandits and spiders but otherwise he's pretty good to use in a lot of spots and he's really good in crimson court which is one of the hardest areas in the game the final point is he has some pretty solid resists most notably the bleed resist which is much higher than average at max level his bleed resistance up to 125 percents against champion level enemies their bleed chances are usually about 140 so he's only got a 15% chance to bleed at that point and this matters because reclaim does have a very high chance to bleed him it's still about 3540 since even with his massive lead resist so you need something like the flesh heart to get him over the edge but bleed is a very common damage type and some of the strongest attacks are bleeds so for instance arterial pinch that's a huge bleed the finger that's a big bleed and we're not trying to die to those so having the flageolet in those cases is very helpful you almost don't have to give them a bleed sharp in a lot of cases or a bleed resistor arm shrink it keep Hold'em charms now it's time to talk about the weaknesses for the flagellants as I was discussing earlier the low base damage is pretty important to note so if they can't bleed or if your pleas are getting resisted his damage really falls off and even though he can increase it by large amounts with all of these bonuses I think he gets up like ten you know like ten to 22 or something like that depending on what you have which is pretty solid damage but you know he has to be a desk store with like a quirk or a trinket to get hélène damage or a crusader damage and that's like so you're really looking for those bleeds so they can bleed his damage is good but as raw on hit damage is pretty lacking is based on just 20 which is just garbage that's up there with all of the other tank classes like Crusader and stuff they have base 20 and dodges you know it's an rng mechanic so it's not the worst thing that it's low but the fact that when he's afflicted it goes to zero which pretty much gives them almost no chance to dodge anything that sucks you don't want him getting hit by everything when he's like you know in danger which is what raptures is gonna be he's in danger and you don't want to have him not dodging anything at that point because it's easier to heart attack so the low dodge is pretty bad he has low base hit points as Max is 38 which it's it is a weakness because it's still low base hit points he doesn't have many ways to raise it outside of trinkets and quirks and it does help him activate his low hit point things sooner but low hit points is still a weakness I'd rather have like 50 hit points and have more wiggle room more time to spend in my low hit pointer so I can not be as afraid of dying so the low hit points it's just it's never good even he does get stronger in those instances so it's still a weakness bonus healing effects like Hippocratic or trinkets that increase raw healing output do not help her claim which means you can't really do this awesome healer set up the healing bonuses do help exsanguinate and redeem so that's something to look forward to but those are limited use and since it doesn't help her claim you're looking at healing received instead which kind of sucks because that way you can't do the raw healing output flatulent like you can't do punished with reclaim redeem and endure or suffer and then use like the ancestor scroll because I would be a really fun setup but you just you can do it but it's not that effective since we're clean doesn't get the bonus rapturous is still an affliction I talked about it earlier and it's still bad like you'd never want to get afflicted if you can help it as I was saying there's a lot of negatives that come with a t-cell attacks other people he still uses random stuff sometimes you lose control of them and once he's at 100 stress it's easier to get higher stress yeah up to 200 and even with 87 death blow he is not surviving a heart attack if he's at zero it's just not you can't do it right so that means that rapturous is still bad you want to avoid it if you can but as I was saying it's not bad it's not the end of the world if it happens even though the flagellants acting like it's the end of the world and we're gonna try and avoid rapturous if possible the final point is probably the biggest and that is the razor's edge play style that he's designed for is bound to fail at some points darkest dungeon is a game that has a lot of variants and the key to success in darkest dungeon for new players who are wondering how to improve your game the core concept is to try and limit as much variance as possible so that's why you play at things that like highlight or favor accuracy over crit chance because you're trying to limit all of the negative rng coming in to you and playing the razor's edge flatulent is very dependent on this rng is deathblow caps out at 87 so even if you have all that you sell a 13% chance of dying that's pretty like easy to do a lot of the enemies at max level their base crits around 10 13 15% so think about how often you're getting crit by the enemy and then think about all those as you're flatulent dropping dead and even though it's a viable strategy it's just not one you want to deal with because of all the things you're talking about before like the death spiral losing a hero the on death effects aren't really worth it for him I'm going to death sores okay because it heals everyone but then coming off this door and going back you can keep healing people but otherwise leaving him at death's door leaving him afflicted it just too much can go wrong and if he dies it's like okay he's gone right it's not he doesn't show up back in town two weeks later he's just gone and you're just praying for a resurrection town event at that point that being said we do want to avoid the razor's edge and now we're gonna talk about the skills pretty quickly I don't want to spend too much time on them because I know you have eyeballs and you can read starting off with punished I feel the skill is amazing it does really high bleed it has no damage penalty it has a huge creep modifier evenly as base crit and it's synergizes with other bleeds by lowering their resist I think this should be on every flatulent bill like no questions just because he needs an attack I've played flagellants that only use the back four abilities so reclaim or deem and or and suffer and they really stall out when you get down to the last couple enemies or if he has no one to heal if he has nothing to do on his turn you're just wasting it or like you just hit another reclaim you know you have like two stacks on people and it's just not that good so having punished just gives them something to do and it's his best attack I feel besides exsanguinate because exsanguinate the special case so use punish should be on every bill rana sorrows as it is is actually really good ability has a pretty modest damage penalty at two-thirds and then it lowers bleed resist again this helps all your other bleeds synergized so how a master is very happy and then the bleed damage at five points is really nice big crit modifier good base accuracy too so the Rena sorrows is a great move you can have this on every flagyl and build if you want you can also get rid of it if you have a lot of backline killing specialists in your team but otherwise not not not a bad ability man I'm talking too quickly exsanguinate is our first low health ability it is honestly nuts it is the sure you can bleed uppercut that comes with healing penalties and a debuff that I don't believe you can use medicinal herbs to get rid of anymore it's like it's got that red arrow on it which means you can't cleanse its but it heals the flatulent for half his life the heal can crit and he's just a full health again and if the punch the exsanguinate punch if that crits that is 45 damage in bleed alone it has no damage penalty on the raw hits so this can crit and do upwards of 60 damage if they don't have prod or depending on other stuff this is nuts this is so good against enemies that have multiple actions so if you're fighting a boss again I'm not gonna try and spoil them but there are some boss out there that have multiple turns that the flageolet matches up pretty well against and if they just knock him down and he hits this crit like it's almost done it's a lot of bosses have about 200 hit points maybe less depending on what you're fighting and there were a couple other cases that have above that but otherwise it's just doing a ton of damage for one move and you get to use it three times a battle so if you can stack a lot of crit I'm looking at you gesture looking at you ancestors pen if you really want to do it this move can be a really good boss killer so consider it great but if you're not going boss killing this is actually the worst of the two I think in terms of usefulness for the low health abilities I think redeem just has more use that's because it heals other people and if you're just punching hallway monsters with exsanguinate you're not gonna get the full effectiveness so as good as it is as a boss killer I think it's kind of mediocre as just a regular mission ability reclaim is fantastic I slept on this move for the longest time but it's a guaranteed 12 heal but then each individual tick can crit and that gives you stress off the other nice part about this is it's pre-emptive healing since it's a heal overtime effect so if you're flatulent can't reach anyone or if he has nothing to do on his turn you can just hit reclaim on someone because you're expecting them to take damage or you can hit it on like the last turn of a battle if you know you have another battle coming like on the next tile you know like we're gonna say you're in the hallway you're right before a door you do a fight last turn you hit reclaim on someone you walk into the next room then there's a battle and then you already have a heal going it's a really good ability the bleed chance is pretty strong against him it has a moderate chance to bleed him unless you use the flesh heart or something else to mitigate it and it's still at the end of the world even though it is a huge bleed effect because it activates as low health abilities but it's still 15 points of bleed which is very painful even for him and this move doesn't really get good until like the endgame because the heal gets stronger and the bleed gets more manageable and you have more ways to block it when you're starting out his bleed resists is very it slower obviously it's 60% lower you know and it goes up by 10 what-have-you and the bleed chance is still massive and since you can't mitigate it as easily and the heels are like two three points at that time it's not that great but at level six at level six reclaim becomes very good so if you're low low we'll probably avoid it music sanguine eighth user a no sorrows but when you're high level or if you have like bleed resist charms trinkets keep saying it then it becomes very good supplemental healing is never bad on your team you know your vessel can't do it alone if you think about it there's four people swinging into your team every turn and the vessels knocking out heal all that damage and having someone else that can heal get you off death's door at nine speed by the way the base speed is just good the flatulent and reclaim are very useful as support in your teams especially in the frontline there's not too much in the way of frontline support Redeem is nuts you only get two shots of it but it heals a ton you're doing effectively about half health on two characters and it's percentage base so this is awesome for your Crusaders your lepers your man-at-arms those people that have you know massive hit point pools that the Vestal you know drop in 11 points a turn is not gonna keep up with to well and get them topped off in a timely fashion so we like redeem it's great in a pinch I think this is the other ability that should be on every flatulent build so it should just be punished redeem and then two other things you're looking for and that's because they're just times when you use redeem you don't know exactly when you're gonna need it but you're gonna be like I'm low health Hey look at you highwayman you're also half health and you just hit redeem and it's such a high high value heal and it's only got two uses per battle so when it goes off it's amazing even in those long encounters where you're gonna use both of them and then wish you had a third it's still very helpful it's just amazing healing output in doors pretty good as a stress heal as the tooltip indicates you're netting about eight effective stress healing and then you also get three speed I don't know why it has a speed buff it's pretty solid as this if you just want to keep using it you keep getting yourself some extra speed and this is better paired with some other stress healer that can just you know tap the the flatulent on occasion so the Jester and Crusader come to mind there's hound master there's a lot of synergy there with cry havoc flatulent takes people stress off gives it to himself get stress healed by something a little more efficient and he gets a speed buff it's just a really good move and you could slot this in most bills and be happy with it something changed in the the video right there I just realized that I had darkest dungeon in the background and I was mousing over it that way so I just put it in the foreground so I think that brings my mouse cursor back and we're gonna talk about suffer this is probably the hardest move to use for flatulent just because it's it's a weird niche of things like I there's no other ability that does something like this it does so much and then it just feels like it does nothing at the same time so suffer will clear mart or bleeds or blights off other heroes and they will give them to the flatulent so if your vessel gets hit with arterial pinch the flageolet can say hey i got it and he'll just take the damage instead which has its pros because that lets the flatulent get hurt and activate his other abilities a lot easier a lot more easily I should say but also his high speed lets him just remove stuff from people before they get to go which is nice so instead of your vessel taking the 10 points from the pinch it's gonna be flatulent instead and then he'd rather take the bleed than her at the same time it also marks him which is pretty dangerous there are a lot of enemies that have marks energy but then also if you're using mark to tank mark is pretty weak to use as a tanking ability opposed to guarding someone because for some reason when the enemy marks me it always feels like they're trying to kill me when I mark myself the enemies like yeah that's cool and they just do whatever they want and go after other people's that's just anecdotal evidence but there's some good synergy with suffer and endure because you get the big - 40 % stressed buff so you can hit that hit indoor head suffer hit indoor and then you're just taking like to stress at that point which is really nice and then it gives them some deathblow resist if you're pairing this with a mortar seal or the Eternity collar or if you have unyielding for instance as a quirk this caps you and that's really awesome so suffer is probably the hardest ability to use I have used it I find myself wanting to use it the least I find myself never really getting full effect out of it but it can be effective you just have to pick your spots so this is probably the easiest one to get rid of if you're not gonna use an ability and you want to use something else the flageolet does not get the base 3 camping skills that everyone gets so encourage pep-talk and I believe wound care he doesn't get those he just gets all of his own stuff because I guess he's focusing on himself so the first one is lashes anger 1.2 give himself 40 stress you're like oh I don't want to give him stress well it's because maybe you want rapturous I still think it's bad at one point it's about as fairs that's gonna be and if it was zero I still probably wouldn't use it unless I wanted to hit that like the only time I feel like I hit this is if I want to hit lashes anger and then use lashes solace so I can spend 4 points and do nothing but otherwise lashes solace is good this used to be I think one point which was busted at three points remove 50 stress this is why we don't care if the flatulent gets afflicted because if you have another stress healer in the team you just tap them a couple times with those heels and then you camp just hit lashes solace and he's done and this also synergizes with the vestals camp skills because he is a religious class I forgot to talk about that so vessel has a couple things that reduce stress and give prot if you're religious or the bonuses are bigger if you're religious and flatulent likes those so he has some synergy there and he has a lot of ways to get his own stress off you know when I say a lot of ways I mean I have one so uh let's talk about lashes kiss a self heal for a third of his life really nice extra speed really nice takes off status effects very nice were three points but usually if you're using the feast it's like the ate food camping you don't really need to heal unless you're playing in like darkness or something and heroes are just on death's door repeatedly then this is pretty good but otherwise if you need the extra heal and the speed primarily then this is worth hitting lashes cure is one of my favorites because any hero that can remove disease I just love it this saves you a lot of money in the long run if you plan around it because sometimes you get a really bad disease you know at the end of a dungeon when you don't have your camping and you're like oh that sucks but you know you're gonna take him out again you know he has like you know ten stress and you want to take him out again to the Warrens or something like a medium mission and you can just take him there and camp kind of early in the dungeon and then cure it it's not a big deal and as I said if you actively look for this this saves you thousands of gold over and playthrough and that's just for him so if you're using him a lot he's getting diseased a lot because he likes to go to the warrens then this is very powerful now it's time to talk about trinkets we're gonna start the farmstead one the acidic husk Iker I think is just terrible the reason being the - hitpoints is it's just so detrimental I don't know if it's worth using just for that alone because this is almost 10 hit points right he has ten I know he has forty base HP so losing a quarter that's about ten I think it comes that's like eight and it's just not good the 30% flat damage is okay but you have to remember he has very low base damage so this is putting him to like seven to fourteen or something so that's like backline damage at that point and as we were talking about his damage comes from his bleeds not his raw on hit effects but if you're looking to use this and Slugger and martyr seal and sit at desks or then yes you might reach leper damage congratulations you did it but I don't think it's worth using actually we should talk about the last two things so the healing received if low hitpoints is like it's good but at the same time you're lowering your max HP because you want to use your low health skills faster but then you're increasing your healing recieved which gets you back to high hitpoints which is like I'm trying I'm using this to stay at low HP and then this is making me go back to high HP it's it doesn't seem too synergistic with itself but it's still not bad to be able to heal yourself back up and stay safe by it it's just it I I just don't like it I can't give you a better reason then it's not that synergistic to me and the penalties are just too great then the last thing to talk about it is the bleed chance for the husk I am NOT a fan of such a specialized enemy damage thing so if you're never going to the farmstead you're losing one line of buffs on this this four line thing for the the tooltip so husks themselves aren't mega threatening either you know in the the farmstead like as time goes on the farmstead just becomes more threatening that's just the nature of it but the husks themselves are not as threatening as the the other enemies that pop up like the unclean Giants you know getting to unclean Giants and a farmstead role is a nightmare and this just doesn't help you with that so I think the husk Iker is pretty bad and I think I've spent too much time talking about it talk about the Crimson Court said here since it's at the top the chip tooth is okay 20 percent max HP is nice the movers this is bad movers this is the worst resist just because the person behind you can get pulled in front of you anyway and it doesn't matter so movers this is bad the set bonus is also bad ten deathblow for what you're trading off like I can get ten deathblow in a lot of other sources I can get a quirk I can get a mortar seal I can get the Eternity collar and it's just kind of a lackluster set to have because the shard of glass is probably the worst Crimson Court trinket in the game I'd have to double-check I think the Jester has some really bad ones too but the increased bleed skill chance does let your bleeds go through and a lot of things you know if you're trying to bleed those skeletons you're just getting that much closer but between that and the - bleed resist this means we're claim is pretty much unusable because you're always going to hit it like this is effectively plus 55% chance to reclaim bleed that is painful so as such I think this is just a bad set the chipped tooth is like okay if you get it early and you just want some raw hair points but even then the martyr seals just better so just a bad set I would not go hunting for this I actually get upset when I see a pop up in the the loot pool and like I don't want that or if I get it from a boss drop like the eternities colors pretty good I think the martyr seal is better but this gives the flatulent his dodge back when he's at death's door no it's when he's afflicted he lose his dodge so if he's afflicted and at death's door then he has like normal dodge which is okay but you're getting ten deathblow which is nice you're getting dodged when you need it most which is nice and then you're getting extra damage if you're afflicted pretty much because 85 is almost afflicted so we're just gonna consider it afflicted it's pretty good so if you know you're gonna be doing a lot of or dealing with a lot of stress or a lot of raw hit point damage on your flatulent this is okay to use but this is not something I'm going hunting for this isn't like my week 7 boss kill trinket that I'm looking for if you know I'm saying suffering scholar I like a lots because when he's low hitpoints it makes it very hard for him to get status effects like bleeding blight which is pretty much when you're trying to avoid them because you don't want to die to those at death's door and then it gives them 10% max HP which is just good bonus hit points is never bad and it does give you an extra hit before you can use your low health abilities in most cases but you know the chance to survive because of it I think very much outweighs that the punishment hood is pretty good early this really helps your low health abilities and damage and get your bleeds to stick but this also boost the reclaim bleed against yourself which does kind of suck and the lowered healing skills consequently does not apply to reclaim but it does apply to exsanguinate and redeem and I'd rather use a bleed amulet over this if I can help it because I don't want to penalize my my redeem or my exsanguinate I like those too much to take a minus 20% for but if you get it early still good use resurrections color kind of weird synergy if you don't use it with the the punishment hood like you get a bunch of net gains instead of penalties so there's that weird combination there but this isn't that good just because the - bleed skill chance does help us reclaim we like that but the raw healing output doesn't apply to her claim so that does suck so really if you're just looking for a very supportive flatulent this can be okay because between this and a bleed resist trinket I think that makes reclaim almost effectively zero at lower levels I have to double check the math but this makes your healing output pretty solid for the two times you're gonna use accept or redeem and three times you're gonna use exsanguinate so the reason this isn't that good for the healing is because those skills are limited uses but it is nice to not bleed yourself when using reclaim especially if you have other heroes lowering bleeders this for you the heart burst hood I actually think is one of his best go figure and it's only common trinket the 4-speed when low health is just awesome this lets you go first almost guaranteed when you get to low health if you don't have any other penalties going on because that's when you need to go first so you don't die to something you can use redeem you can use exsanguinate or if you're low health and someone else is low health you can use reclaim so this is a really good one if you get it early it's pretty safe to slap on at all times because going first is just never bad flatulent quirks are pretty universal I feel because his builds are almost similar in how they operate it's just you change one or two skills in your trinket loadout so if you're looking for things you want to lock in you know they're good I would say precise striker this one has Slugger I think precise Drakkar is better just because punish critic and exsanguinate creating are both massive so I like that if you're looking for a damage variant sluggers okay but those are pretty much the two damage options you want you don't want to do any of the range ones or deadly or something like that because who cares about buffing arena stars the under half health boosts for quirks those are actually good for him just because he's usually me spending a lot of time there other characters you don't want them to get there but for him you're okay if he gets there so having extra speed or extra crit when he's low health is nice so those synergize pretty well tha's normal place and on the other side of that coin if you get the negative quirks that penalize you when you're low health just get rid of those pretty much as soon as you can they're not good on anyone obviously but for the same reason the positive variants are good the negative variants are bad just because he spends a lot of time at low health so if you see them try and get rid of them as soon as possible for negative quirks to maximize yourself here if the flatulent gets mercurial which lowers your virtue chance just leave it on like let it lock in hope it locks in because he can never go virtuous so because of that that makes mercurial basically a free negative quark slot that blocks something else bad from landing on you and then consequently if you see irrepressible then try and get rid of it or at least don't lock it in because he's just never gonna use it some other niche pics that are pretty solid are resilient and stress faster it's pretty easy to get them stressed out between endure and lashes anger for instance so being able to get more stress healing from sources or not eating as much food when you're stressed out is pretty nice that can save you in some instances if you have a stress eater and a stress faster they kind of bounce out which is nice but I know if those are something I want to go out to lock in may be resilient but not so much stress faster unless you're just saying hey I'm gonna lock in unyielding stress faster and just whatever else I'm trying to do for the razor's edge play style that I warned you against so if you wanna do that go ahead natural might actually be a good shrink or a good quirk for him I was gonna say shrink it cuz natural is basically a quirk that acts as two trinkets like its own trinket scent and I'm still thinking about it on this one I haven't locked it in but having extra hit points healing received and speed with no trinkets it's pretty nice like it's not it's pretty much everything he's looking for in terms of ability boosts so want to consider if you get it early you know if you get it like level one and you want to spend a couple thousand goal to lock it in maybe you have 20,000 gold on week 11 for instance I would actually consider it and then just not Rock any trinkets because natural is very good early and it's kind of week later but it's still pretty effective on him the last point which I think is the most important though corks is any of the defensive quirks are all good for him because his damage comes from his bleed which is very hard to increase the damage of outside of crits all of the defensive quirks are very good for him so steady heart skin tough unyielding clutter clutters amazing on him all those are just solid lock ins like V locked in steady hard skin and tough or steady tough and clawed or something like that your flatulence gonna feel very good it's gonna be very hard to bring him down at that point so be very hard to stress him out very hard to kill him so any of the defensive ones are probably the safest catch all lock-in bets and I did forget to talk abouts luminous luminous and quick reflexes are always good lock those in and then just be on your way so we're gonna look at our team's finally which I feel is the bread and butter of these videos but I also like to put it at the end after you know how the hero operates so for the flatulent there are a lot of variations to this team specifically this is just a standard bleed setup so have your flashlight in the front cuz he gets the bleeds and we're gonna use punished reign of Sorrows because this gives us the most bleed reach bleed synergy here helps our hound master a lot reclaim just because it's good and then redeem cuz I feel this should be on every flagellants and this covers a lot of bases you get a healing a pinch all you an extra heal and then you get the pinch heal and then you get a lot of access to damage so there's a lot going on here the flageolet will use some combination of something like this so I think the flesh is heart is almost mandatory if you wanna use reclaim just because the extra hit points is never bad and then also the bleed resist makes it so he doesn't bleed himself this is just almost a instant slot in a lot of cases and then I like the ancestors ring I saw a cheerless where this thing for trinkets was like near the bottom and I was trying to figure out why because I've had so many people when I made my quick video talk about how good prod is and then I think having some measure of prot is always good just because it shaves off one damage on all those moves that do one damage among other effects and then the ten accuracy is very important just because being able to hit stuff matters quite a bit especially if your reign of Sorrows because there's some evasive back liners out there and the prot synergizes pretty well with the extra hip points so this covers a lot of bases because you don't need flat damage because he doesn't do great flat damage you want your bleed damage and if you're going somewhere that you know they can bleed pretty reliably then you don't have to worry about the bleed amulet so I think this covers a lot of bases it Shores up his offense it makes them pretty tanky and it sets up it sets him up for success with the rest of your team behind him is gonna be the highwayman the loadout is going to be open vein because that is a bleed dual-sim anson point-blank mainly to fix positioning but this is a good shell combo you can even use the flange lint or not flatulent the highwayman and rank 3 if he's faster than your vestal because turn 1 he can duelist advance and then have access to all his other stuff then pistol shot is for coverage this way you can snipe the back liners because that is important so otherwise besides the Crimson court set which I would always be screaming about to use I'm trying to show you some low level variants that you can put on if you don't have that set maybe you're not getting it your Blood Moon playthrough or what have you but this is a really solid set for bleeding and repose see it the surgical gloves which gives you some accuracy and the melee skills the 10 debuff resist is almost negligible the 20 move resists the highwayman doesn't care because he has to movement skills to get him back to where he needs to be I think dual savants you can even use it for rank 4 so you just hit this a couple times we get knocked to the back so we don't really care about the movement resist can you stop talking I need a look at this alright the sharpening sheath really boosts your riposte and your open vein - very awesome levels so at this point is pretty common to have some solid riposte crits and your open veins are almost always going to stick and then you just get - one speed but you're spamming open vein anyway which lowers their speed this isn't really a big trade-off so I think this combo works very well together it gives you what 15 percent bonus crit so base crit here I have the buildings so 13 and then open vein base crit is 4 so that's 17 plus 15 29% base crit you know I figure out the repost crit mass outs I don't know if it shares the same one as the dual Saban's flat but yo and I'm saying like this is a good crit setup and if you fight enemies that have multiple actions and Cleaves and stuff it just gets better the vessel we're gonna use another low-level setup otherwise this would be salacious diary and this would be the ancestors map or some other support thing but it's pretty easy to get this set up early like this is a common trinket and even though Junius head is very rare you can get this from a few locations well to specific locations very easily I'm not gonna spoil but like even the average player that I'm not spoiling like the new player is going to run across this pretty quickly depending on what they're doing or how good they're scouting us for instance so this is an easy set to get early and it does a lot of effective healing and supporting ability this is the best vestal loadout for your support vessel judgment is very high temp I move stunning is never bad to have and then you have the two heals the group heal is probably your best skill but the single target healing is really nice so you're pretty much been hitting these on alongside the stun and if you need to clean up a kill or heal the vessel this is the best thing to hit hound master I mean you give them a high level thing here so this is the crimson court set this set is amazing as it stands and you have so much belief synergy on this team that the Hound master is gonna be putting out some very respectable damage I think he's gonna go to like 9 or 10 to what like 15 16 something like that very strong damage and it's very easy to get bleeds going and since the flatulent has a higher base speed it's very easy for him to go first you can rein a sorrows the backline and then send the dog to kill something like it's almost guaranteed dead unless it has like 35 head points or something I'm looking at you pigs as some of you do the evidence of corruption is a great standalone trinket just because of the scouting chance and the - surprise chance this pretty much gives you a lot of the advantage even if you're playing in dark situations because scouting is how you offset ambushes and then having - chance for surprise is just awesome and the - 10 stress is kind of whatever and for the law men's badge having extra accuracy is very important the hound masters - attack moves that aren't the blackjack are range skills so this helps out a lot he has a lot of stress healing and camping so that gives you a big boost the healing skills are kind of whatever because I don't usually like to use lick wounds unless I know I need all of the extra healing I can squeeze out and then the stun resist and knee buffers this does kind of suck if you were in the Warrens that frontline pig with the cleaver and the ball and chain is going to stun you pretty much every time and that's sucks so we're just hoping to go first and maybe starting with the vestal who knows the abilities though hounds rush hits everything and again in the Warrens this is very good because almost all the enemies are beasts it does have marks energy but we don't have a marker on the team besides the hound master so we're not gonna really depend on that but it gives you more bleed this lets the hound master just double tap targets for big damage with the Crimson cord set and then also synergized with all the bleeding stuff we have going on so if the boss has multiple actions you're just stacking fat please they're taking 1427 damage a turn what have you and that's awesome we like that hounds hairy is a good cleave move puts a strong bleed on pretty much why shouldn't say pretty much it puts a strong bleed on everything three points is very nice if you can bleed everything there are certain bosses that being able to cleave them like doubles your power or triples and in this case quadruples your power so having the ability to do that is awesome and as I said it's synergizes with all the other bleed stuff and this is a good move to clean up enemies like low health kills where for instance you have an enemy that has like five hit points they're bleeding for three and you're going okay well I don't want to just send the the hounds rush into it just waste all that extra damage and then you can use hounds hairy and just chip them down to that kill range my voice gave out when I said range because I've been recording for like I don't know holes now in half yeah so cry havoc is a good stress heal this pairs very well with endure even though it is a percentage chance at max rank it is pretty high so if you hit this a couple times you're usually guaranteed to get it so if you hit indoor and you hit this you get indoor you hit this your healing a lot of stress pretty quickly on your team I bet some people even say that this is better than the jesters inspiring tune which kind of debatable like you have to really see the math on the percentage chances and stuff like that like if this hits for people if this hits three people this is more effective stress healing but then I believe the gesture has a stress resist buff on top of it so it's kind of hard to say which is better but this is still very good especially if you're gonna throw your hound master in the back you can use variations as I said you can use two Hound masters and the Hound master in rank to you instead of the highwayman will probably use blackjack but there's a lot of flexibility in this team you can move people around you can use an occultist instead of Vestal and you have the flexibility of having the flatulent be the extra healer so you don't get it completely dunked by the zero heals from the occultist and then you get marks energy so there's a lot you can do here and trade people around so just kind of be creative and think about it like as long as someone can kind of replace some of the other stuff that I'm losing then it's good so yeah I guess that made sense right but this team is pretty simple to play I usually start off the fight by using Rena sorrows on the backline just to get them bleeding out pretty quickly especially with my high speed on the flagellants and then your highwayman if you're not using duelist advance from rank three or something you don't quite want to use open being on turn one so you're gonna pistol shot into the back try and clean up the rank for rank three kill and then the Hound master can finish off whoever else is out there so now that my cat wants in I guess you can hear them in the mic because someone told me they heard him on a different video yeah we're gonna move on to the the next team here this next team is a mark team and it functions pretty well because being able to have a frontline healer lets the player or I guess you in this case pack the rest the team with marks energy because a lot of the good marking stuff is kind of mid rank or back you know you could use Bounty Hunter rank one if you really wanted to and then vessel somewhere else but having the ability to put mark characters in two three and four does help out actually a lot it gives you some good flexibility so for this team the flagellants is actually the main healer and he's the main healer for the first half of the battle and then it's gonna switch over to the RB list I have a musketeer because I don't have a level 6 herbalist right now but with this setup you're gonna have punished because you need a frontline attack you're gonna hope that your backline can kill the rest of the backline and then we're claim is what's gonna be hitting pretty much every turn which is why you have the flesh heart say don't bleed yourself and any ever deem which you could take off the flesh heart if you want to set up or deem more often and then this last one can be either endure or suffer or even exsanguinate depending on what you're looking for it would be endure if you don't use something like the tempting goblet I'm just trying to show where this would be applicable because the flatulent can never go virtuous so having this - 10% chance isn't a big deal the ton of hit points and speed and dodge is very relevant and then stress attacks don't hit the front too often they can but they don't and you have two forms of stress healing on the team potentially so having this isn't as big of a detriment this team doesn't work very well and low torch just because like one surprise can just destroy it but for the most part you know if you can get around that or whatever maybe you can take it there and then obviously the tempting gobble it's like mega rare so you have something else slide it in here this could be pretty much anything else this could be like an ancestor scroll which would be okay too for the indoor but then you know reclaim not reclaim endure stress in your gets a little high so I don't know way these options carefully so next we're gonna look at the Bounty Hunter we have uppercut to mess up positioning and stun the front liners and hopefully pull up some back liners that may not be very good in the front you could use come-hither instead if you want it but I think having one stun is usually good - stuns is actually better but yeah that's just your first option mark for death this really sets up your team for Mark's energy and being able to get the +5 speed on the bounty hunter for marking means if he gets to go first and he marks and then these two kill it and then he gets to mark first next turn because he's got you know twelve speed at that point and he can really set the battle and so you have collect Bonnie for when he switches to frontline DPS and you have caltrops this could be something else like this is replaceable but this really helps you kill you know bosses that may sit in the back or certain tough enemies or double-space things and even if you don't bleed them just the fact that they get the Diva for a plus 20% damage taking a minus eight speed that pretty much makes them go last so caltrops is a good opener and it's almost a pseudo mark because via caltrops they're going last and then your árboles can get a shot off and then she's guaranteed to get like the shot off before next turn so they're there's a lot of utility and caltrops I like this move a lot but otherwise for trinkets we're gonna use the fortifying garlic just because having the hunter's Talon I think this really just Shores up the entirety of bounty hunters damage the only other thing I can think of is if you use maybe an ancestors pen or some other melee damage but this usually does enough by itself specifically because the accuracy will crit so make sure you take extra food but as I was saying since your damage is short up by the talon having some kind of tank trinket like the fortifying garlic really keeps your bounty hunter alive upfront so he doesn't have to worry about blame bleed or the the rare disease but anything that gives hit points dodged like feather crystal could be useful but this is just an idea the hound master is gonna use a loadout similar to this i think mark teams do better when at least two people can mark so that way you never get stuck in the mud like for instance if this turn or if the hound master goes before the bounty hunter then you still have someone to mark and the hound master does have the best mark in the game so this is very relevant and since he can use it to hit anything from anywhere if you get through the rest of your team or like the rest of the enemy and I have like the rank one person the hound master can knock 30 prot off them because that's usually where the most protection is but then also you have that massive base chance so it's almost always gonna stick and your musketeer slash herbalist is probably healing at the back end of the fight so this keeps facilitating offense and it lets collect bounty get more more value but we have cry havoc just because it's a decent stress he'll especially if you have endure this means that the flatulent using endure to siphon stress off people this helps keep him lower because we do want to try and avoid rapturous and then we have the two attacks the times I've not used hounds Harry I missed it so I think there's actually a very good move like it was good but I've tried to use other stuff like the guard or lick wounds and sometimes blackjack find about the front but I always find myself missing this attack so it's pretty hard to justify getting rid of and then we have pounds rush just to go in on the marks energy further and just do a bunch of extra damage very good single target damage especially if they are beasts for trinkets there's lot of stuff you can use just anything offensive or anything that boosts bleed chance like a bleed amulet is solid I still think the Crimson courts that she was too amazing to pass up so I just put it on there but really a thing that gives damage is good because in this comp the how master is pretty much a damage dealer or if you want it to maybe like a debuff amulet to stick the mark but you really don't need to so just whatever gives you more damage per turn probably just slap that in usually accuracy the muskets here slash árboles I keep getting them just switch that's because I'm staring at the musketeer but you use sniper shot or aims shot depending on which one you're using they're both the same and it was just your primary damage dealer so you just mark make sure you go last shoot them do law damage Hofer crit buckshot slash bola this is just to cleave the front line so you have some attack that hits up there you could use sidearm or blind fire but this cleave and the movement effects sometimes it is good and sometimes relevant so this is okay but this can be swapped out for a lot of things patch up slash battlefield bandage is almost like it is the second thing you're taking for sure just because having access to a second healer is very nice plus the healing receive buff means that reclaim is going to he'll for that extra 38% which comes out to a couple damage I think one or two I think boosts it's like five or six I camera which but this is good so consider always having this on and the way this team operates is as I was saying the back line your back line so your hound master and your are blessed they're gonna kill the enemy back line and then after they're dead then the are blast slash musketeer is gonna swap to hitting bandage every turn while the flatulent helps clean up the rest that kills the flatulent and the the Bounty Hunter so your priority is to kill the back and then kill the front and then use these turns to heal and recover which is why we have skeet shut or rallying flare they both do the same thing in this and like the - stress is why you want this the clear mark clear stun is good but not always applicable and the bonus torch does save you some gold so if you know you're gonna be hitting this consistently in a dungeon you can just take less torches and then hit this every every fight and get one tile of light back so it's not bad and the long run it's pretty good it saves you a couple torches if you hit it consistently for trinkets we're gonna use the legendary bracer it's specifically because of the - speed this way the are bless is always going or hoping to go after our marker every single time especially after the Bounty Hunter gets a speed boost because then you're just not gonna outpace him especially at the bracer and this is just a lot of damage for kind of low penalty I think this is good I think the brace is only good in a handful of situations but in those situations where it's good it is very good so I like it on our snipers false tassel could be something else I I think it just works well here because its accuracy and marked but there are a lot of other things that give accuracy and damage and sometimes crit that you can cycle around or you can use a crimson court set if you want there's just a lot of options here but this is what I think gets you a lot of bonus damage there's like plus 40 percent damage against marks and at rank 5 that's 140 percent damage against marked and all this bonus crit so it's it's a lot of damage this is really good at chunking down bosses that have you know good HP pools that sit in the back especially if they have low pride but then you do have something that gets rid of prot actually you have two marks they get rid of prot that's pretty cool but otherwise instead of the hound master you could take a second our list if you're feeling spicy I just think the hound master fills too many weaknesses in this team so I usually don't want to get rid of them especially the camp skills how master has great camp skills like hounds watch and the scouting which I won't have unlocked on this one but I have it on other so as I was saying the easiest way to play the same is to use the mark shoot up the back get rid of those and then after you clear out the back then just start recovering and shooting the fronts all hitting the front I should say it's pretty simple to play it's a nice mark team and just to reiterate the way I should say the reason this does pretty well is because you have a frontline healer which enables a lot more march synergy than having to do something like Vestal rank three and like a cultist rank one or something some kind of weird amalgamation or whatever of marks synergy just to get it across so I like this team the third team is a heavy sustain team or super sustain as what I've been calling it and this is a very easy to play team and it just focuses on not dying because you have a lot of access to healing and stress healing so you could actually switch one of these for indoor if you really want it to but I don't think you need to because of the other two stress healers but having punished Emery and Sorrows gives you some good damage options reclaim I think is just amazing so why get rid of it and redeem is always solid if you wanted to get rid of reclaim which you could do you could pitch the fleshes heart and take exsanguinate over redeem or reclaim I should say I always get these mixed up and just get all this extra damage potential so it is pretty good and with the amount of recovery on this team it should last you or you should be able to stay alive pretty easily that's very nice otherwise we're gonna use the mortars ceil just to keep us alive in case we do hit death's door and then on top of the flesh heart that's 30 percent hit points and a lot of extra damage okay so the martyr seals pretty much insurance but this could be swapped out and then the flesh is heart can be swapped out depending on what you're using there's a lot of options here singing like bleed chance accuracy flat damage if you really wanted to just I don't know the world's kind of your oyster at this point or even some of the thing from the start thing things thing from the stars trinkets there you go there's a lot of those work when you're low health and ironically enough or maybe not ironically but the flagellants spends a lot of time below hit points and he will be able to activate those pretty successfully next is the crusader who gets to enjoy a healthy damage setup so we have the ancestors pen because we have the jesters so we're not too concerned with accuracy it is a problem but not too bad the Jester does fill a lot of weaknesses so we have ancestors pan just for the raw damage of it all of the Crusader attacks that are worth using are in fact male a zealous accusations is range but why are you using this this is not put your circus the non-euclidean hilts is really good for the hip points and you know if you get the stun skill chance that's just a bonus like it's pretty common to carry holy water the Crusader always brings one so you always have one starting out in your inventory but also if you're not in the ruins because you have the flagellants that means the holy water is probably staying your inventory for a very long time which means you have a lot of good stunts chance but then the chance to blight is also just extra damage like treat this as the Crusaders base damage is 12 to 19 or even 14 to 23 not told a 19-12 21 or 14 to 23 because you get the four points of play if it sticks so it's really good and it really helps if you want to use holy lance and holy lance doesn't squeeze out that kill you do blight them for two turns so maybe you'll get it and being able to use stunning blow with a blight is amazing so this is definitely worth the 200 shards or whatever it is the chance to randomly attack something is not even the world because if the Crusader accidentally swings a smite or a stun into the backline do you really care I don't unless you hit a corpse but otherwise it's good so you can use smite just because it's a solid frontline attack just hit stuff stunning blow is just a great stun and the damage penalty is pretty minor and it's got pretty high accuracy so Crusaders accuracy problems are a little more manageable especially with a battle ballad we have holy lance to fix positioning and holy lance is just a great move especially now that again hit Rank 2 with its phat crib modifier so we like that you could even consider starting no actually I was gonna say you could consider starting Crusader in rank 3 but jester can't do much from Rank 2 you besides like finale it's a little gesture in a second here but inspiring cry this moves just amazing it covers so many things I guess people have desks or it reduces stress it gives you torch it gives you more torch than a hallway tile even in Blood Moon so using this a couple times will save you a lot of gold especially if you take this team often really good gesture we have finale in case we get scrambled otherwise we have no way to get up there this is just like in case you get surprised or pulled especially later in the fight you just have finale and hopefully like ganks something and then just flee to the back and sit there the rest of the fight slice off or harvest either ones applicable or dirt stab if you really want to make use of finale those are both good or solo this is probably most flexible spot but I think slice off is slightly better than harvest in most cases so we're using that battle ballad is amazing this is the best gesture button people think it's inspiring tune I would actually debate against that I think battle ballad is just so good as a button you can stack it you get a ton of speed you get a ton accuracy a ton of cred it's just good it helps you kill things faster and getting crits is stress relief so you're probably using your first like 3 turns doing this because it's just that good inspiring tune is good if they start getting kind of high stress especially if you're doing something like farmstead inspiring teens really good there but otherwise unless the boss or the run is putting down a lot of stress you usually only use this a couple times in a dungeon which is still good it saves you a lot of money in the long run but if you're not playing in darkest stress is more manageable especially if you're using stuns so this does get some use but it's not as good as battle ballad in most cases but I mean sometimes it's just good to have this sometimes you eat a couple crits in a row even in max torch and you just get unlucky so being able to knock off some stress so people don't get afflicted it's good so this is a good fourth move to use for trinkets we're gonna go with the ancestors code just for the Dodge and we're gonna have like a mini Dodge tank here but this can be a lot of things this can be a support trinket or some other defensive shrink it or bleed amulet just so you can land those slice offs but yeah you just have a lot of choices here so I guess when we get to the gesture guide hope you'll explore more of them but I think this is a pretty good catch-all as a trinket those keeps you alive and there's some really good low-level dodge trinkets like I think camouflage cloak does the same thing you just get the - stun resist or something like that so that's kind of a good replacement but look around there's some good options here the second trinket is gonna be a tambourine depending on one light level you're playing in but usually the bright tambourine gets you some pretty solid utility and helps your inspiring tune get up to I think 14 stress relief and then your stress penalty from the ancestors coat is negated so as long as you're staying in high light this thing is very awesome there are a lot of other things you probably could slot here but I think one of the tambourines is usually best like they're just really good items then I click on the vestal and I wonder why we're looking at the vessel because it's always the same it's salacious diary it's the map or some other support trinket this could be a survival guide this could be a chair Jin's amulet or charm or whatever you've heard me say it I like eight times at this point I don't even know I've lost count and then this is the best vestal loadout so you're just hitting heals hitting stuns hitting judgment because judgments are high tempo move the way to play this team is pretty simple you use the rain of Sorrows to start shredding the backline and killing them over probably about two or three turns especially if one of the other characters can get in there and get a solid hit then usually you're taking them down pretty quickly but usually to rain of sorrows will solo a backline in three turns maybe four depending on how strong the enemies are and since it Cleaves if there are things like the pink fish if you take the flagellants of the Cove being able to bleed them is helpful especially because they sit in stealth or if you're outside the ruins there a lot of other things that bleed pretty reliably so you're starting off your first turns trying to bleed them out your Crusader is rotating stuns on the frontline to keep them managed and your gesture is just hammering away at that guitar to get your stats up and get some crits and hope you hope help you kill stuff much more quickly and then throwing in the occasional slice off or inspiring tune and then the vessel is just hitting heals and hitting stuns and if you have a couple solid stuns like dazzling lights okay Sonny blows a little better and if you're using those consistently especially if you have like the stun boost from the euclidian hilt you're able to keep people stunned and get a couple extra heals out so this team does excel at stalling for the end of battles and if you're not doing that it's probably not gonna feel as effective so definitely try and maximize your turns if you're like okay there's just one person that's gonna attack me the other person's stunned I'm only going to take about ten damage if they swing into me and this way I can use two or three turns to heal you know like 20 stress it's good so always be looking for ways to get those extra turns to get stress off this team does pretty good against bosses especially if they don't shuffle you because you can just wear them out and if they have multiple actions per turn they get bled out pretty hard and then you also have a finale you could even just use move on the Crusader and just moving back a space to put just certain rank two and then just have finale and do you know like 80 damage if you have it charged up do morphic crits too actually I think your crits into like 80 but you can create for like triple digits if it's built up all the way so definitely make use of that this last team is actually one of my favorites if you watched my worst run ever video that I posted a couple weeks ago this team got dunked by the shandler but that's because I miss played it actually handled the Sham blur pretty well but I made some Mis plays and I had no experience with the team yet is the first time I took it out and I thought you know what I'll just run it through darkness it should be fine darkness champion in the Weald and it did actually pretty good there besides the Shambala which I screwed up on it wasn't the team's fault so the team relies on pretty much the occultist he's like the engine of the team the MVP for the most part but having a frontline healer again in the flagellants is really nice it helps the occultist not get people killed when he rolls it - and you have some consistent healing in the way of either exsanguinate for yourself or redeemed for allies and you could use reclaim if you want but I think this is more of a damage focused flatulent build and so we're gonna use both low hit point things because this is kind of a martyr setup I don't think you should sit a desk door the entire time it's just too easy to die you have like a 15% chance but otherwise you know you can sit at low health pretty reliably and having the three attacks that he has access to just gives you a lot of damage options and then as I've been saying for like every build redeem is nuts so you never take that off I think it's just too good to pass up the trinkets you can use a martyr seal just because it is a mortar build so you're probably very close to dying or dying a lot of the time and then the things mesmerizing I am just showing off some other stuff you're gonna be spending a lot of time at low health so being able to get 8% crit and reliably not die that easily because you have a martyr seal and the bonus death blow for being a flatulent makes us a really solid setup it's lacking accuracy does they have to be careful of what you're hitting so you can slot something else out for accuracy if you really wanted like one or the other but I think the mesmerizing eyes probably easiest to get rid of I think the martyr seal is just too important with the the nature of this team you're gonna see here sect you cultists however we're not talking about the murder seal anymore this is the engine of this team the main reason is hands of the abyss or hands from the abyss is just an amazing move this thing is so good I think for the longest time when I've been playing darkest dungeon I've been making YouTube videos I get comments people go ranked to occultist hands from the abyss this stuff is amazing I'm sitting you're like are you sure you know cuz you're putting a very fragile person in the front line you know but it turns out this thing is incredible it's got really good base accuracy at 110 minus 50% damage mod is kind of whatever and the grand scheme of things because you have 13 percent bonus crit this thing is always creating it feels like it's very hard and when you create you get a plus 20% chance to stun stuff so when you create your stun bases actually 170 and this thing is very capable of double stunning enemies like especially if they have less than 90% stun resist and even if they have 90% severs this you can still do it so between having a stun trinket and that you can keep something locked down for like two turns very reliably and it's awesome the mines torch does kind of suck but if you use the crimson court set which operates in low light let's actually look at the set here so I got it back the Shriekers showed up finally so you get some bonus speed and low torch I think this is critical you don't have to play at zero light you just play it half light this is a really good and the minus HP does suck the minus bleed chance makes it so weird reconstruction doesn't bleed your heroes which is awesome and then plus 25% damage and loads horse is kind of whatever but then you have 15 dodge so yeah it's a Dodge tank stuff which does synergize with the antiquarian the vial of sand is the other second choice if you're not using stuff like I have right now this just gives the occult its the ability to do pretty much everything in his moveset and then you get the 15 dodge and what's weird is so important this out to me the colt is doesn't say flatulent the occultist does not get a class trinket that boosts healing and it's like what the heck Red Hook because a cultist is actually treated as a healer we all treat him with some kind of support because he has a lot of utility moves but I invite you to look at his crit buff which gives him bone healing which means Red Hook thinks he's a healer yeah yes no bonus healing trinkets so the best healing trinket you can give them is probably the ancestor scroll where is it there's so if you want some kind of healing output then use this otherwise we are gonna use the demon's cauldron if we're not using the Crimson court set the plus 3% crit is massive the 40 debuff chance is massive that helps weaken curse stick to stuff the plus 30 stun skill is massive shuffle why do you keep saying massive because it's freaking massive it's so strong there's a really good item like when I made the cheerless video a year ago I kind of I don't want to say slept on it but I just didn't use rank 2 occultus that much but then I started using it consistently with the steam and it's incredible so make sure that you have some kind of stress shield going on for your occultist because you know he's not virtue and put this thing pretty much and then I have the feather crystal just to get a boost of speed anything that gives you speed is pretty good I don't think the quick-draw charms are that good but reason you want speed is because this team needs to set up it needs a cultists and antiquarian to go early if not first in order to get everything it wants to do done so when you get to go first you get to slam the hands from the abyss on turn one and stun very threatening enemies you get eight dodge to keep Dodge tanking and then after that you can always just use a heal early in the round or a mark early in the round or curse early in the round and it lets your occultist really dictate what's happening in the battle and since you have the flatulent who can potentially heal on top of that the occultist doesn't have to do all the heavy lifting with reconstruction he can do what he's better at which is facilitating offense so I think having some form of speed and stun chance is really what you need for this team but there's some there's some options here otherwise I would say the Crimson Court said is probably a close second the hound master is going to use something lower level in this case like ancestor trinkets are high level but let's just give you an idea there is like a green trinket that increases ranged accuracy it's like the steady bracer or something so you can use that in place of its but having ten accuracy and ten is pretty nice 10% stress isn't a big deal because you have stress healers well actually the occultists nothing calls us the the hound masters the stress healer so having extra accuracy Shores up your chance to hit which is nice especially against some of the more evasive enemies and then the bleed amulet is just a stick bleeds because hound master damage goes pretty much in the gutter if you're not laning please like if you don't bleed you feel like the Hound masters just doing like eight damage a turn and it just feel like garbage but otherwise if you're gonna play this team in darkness you need the crimson court set it's almost not negotiable just because the extra scouting chance on the - surprise chance means this team doesn't get completely dunked every time it runs into some random hallway battle sham blur will still scramble you but other than that for skills we have the hounds rush just because direct damage hits everything from almost anywhere and it's really nice especially if the occultist can spend a turn to drop a mark then this does a lot of damage makes it pretty good against killing bosses as well especially if they have no protection hounds Harry the same thing like the cleave is just too good to pass up every time I feel like I don't need it and I take it off I wish I had it so definitely use that cry havoc this is some good stress healing especially in lower light levels where stress is more common and if you're using things that increase stress take in like certain trinkets then this is almost almost a necessity but you can likely swap this out for the mark or lick wounds or something or blackjack depending on what you want but you have the occultist stunning so you don't really need blackjack at that point guard dog this gives your team two guards with the antiquarian and having two guards means that's the flatulent with redeem and reclaim if you do use it or the cultists with reconstruction only have two targets they consistently need to be hitting with it which means that the group heal advantage of the Vestal is pretty much by the wayside at that point so unless you're fighting a boss that is spamming Cleaves or I guess certain enemies that have Cleaves guard-dog does make it very easy to keep your healing directed at the rate people and keep you topped off and then also if you're playing in low light if you have to talk about this the camp skills of the hound master are just incredible release the hound not as efficient as the grave-robber Night Moves for scouting because it's four points for 30 instead of like two points for I don't know where where hers is what is it 20 yeah the hound masters is less efficient on points but it's still good and then you have the hounds watch which nighttime ambush preventer and then - surprise chance very good at low-light settings the in Aquarian is the other part of the engine for this team the occultus is like 90 percent of the engine and then antiquarians like five percent after that but she does fill some roles so antiquarian you can use nervous stabbed or festering vapors depending on what you're up against festering vapors I think comes out to more damage especially if you use the Crimson quartz scent but then nervous tab is just consistently in okay five to nine if they have prot you just cry but it has some pretty good range and she can use it from anywhere so it's not too bad but vapors can be used anywhere so I think vapors are still at least slightly better move in most cases but you have options here so just take one of the attacks I don't think you need get down I think flash powder is probably just her worst move because why you should flash powder when you can use vapors but sometimes especially if you have the floor and like we do flash powder can be good if you're up against like a big single target thing like there's some big single target bosses that take you know two or three spaces and you can just slam debuff shredding over and over on top of the Dodge spam and then just not die really good against single target not good against hallway battles so plan accordingly the fortifying vapors this is another he'll primarily to get people off death's door this means the occultist can't roll is zero and get someone killed but the bleeding blight resists is very relevant this is a solid heal especially with some healing bish trinkets invigorating vapors is just one of the reasons you take an Aquarian this move is ridiculous you stack it three times and your party's sitting at like 50 to 70 Dodge and even in darkness they're gonna have like a 50 60 % chance to hit you and if you use to antiquarians or like a man in arms or something like that your dodge gets to ridiculous levels this was amazing so we're gonna use that protect me is the skill that enables the martyr set up this is why the antiquarian is like 5% of the engine and it lets the flatulent get marked and he gets to guard even though he doesn't normally get to guard and with that the flatulent is hopefully targeted by a lot of things and as he gets targeted it activates a smarter seal or it activates as low hit point abilities it activates this damage and it turns them into a pretty solid offensive beast by having some extra dodge and prot even though you want him to get hit it does slow down the damage a little bit so it doesn't get shredded in a couple turns and I think it's pretty good and as I was saying along with the hound master guard dog this lets you get two guards on your team for almost free you know you only get three uses of this but having two guards on your team is helpful for your healing output because you know who you're supposed to heal my only complaints about this is even with the mark and the guard I feel like the enemies just never target the mark character I feel like they rarely target the antiquarian and they kind of target the flash even with the mark i I've had instances I think where like I'm in the Warrens and the tentacle worm thing instead of devouring the flageolet with the mark and the the thing it does like we can prey on the occultist and like okay right hook I see you trying to skirt my my flawless offense here but this is a good move and it's a shame you only get three uses of it so if you're gonna go to a boss battle make sure you know that this can go the distance like it needs about ninety percent uptime or something at that point so definitely plan accordingly knowing what the bosses do beforehand does help a lot with this for trinkets we're gonna use the candle of life extra hip points are never bad and the healing skills boost I think makes fortifying vapours up to five health per cast which is okay like it's it's not bad it's almost divine grace without healing trinkets level just like two points behind two to four points so it's okay like five five hit points is better than three but this could be something else if you feel more creative or if you don't use the crimson court set for instance one I feel is almost non-negotiable unless you have the Crimson corset is the fleet floor in and it's really just the speed so the debuff skill chance is nice but if you're not using flash powder it's worthless and having four speed alongside the occultists having two speed or four speed depending on what he's using let's these two go first they are very fragile so and early protect me to protect her from the frontline or whatever other snipers are out there usually only the stress new cruisers are very quick so things like crossbow skeletons or whatever other range options are out there they're usually slower than stress new cures so being able to go first and set up is awesome but if you wanted to use the let's see the the Crimson Court said you still get four speed and ten dodge so the Crimson court set is also really good so if you're gonna use the festering vapors this is a solid option but this is pretty easy to get in most playthroughs so I would shoot for that you know if you get the crimson court set good try and rock that but otherwise this gives you a lot of flexibility and as I was saying before you get to set up before the opponent does too much damage to you the way to play this team is to spend the first turn with occultist and antiquarian using the occultists ton and the antiquarian guard in order to establish your defenses stunning a threatening target and then guarding the antiquarian from something else and forcing them to attack the flatulent is just awesome the flagellants and the hound master will target whatever is threatening in the enemy lineup if it's not a boss cuz usually the bosses of the threatening enemy but in hallway and room battles they will target either whatever backline enemy is more dangerous or sometimes a frontline enemy usually it's the backline enemies because they have stress so if you can bleed them and focus fire them you'll get through them in a couple turns especially if the cultists can spend its art marking then it really sets up the Hound master especially this bone speed well the occult suspended speed I should say because he should be going first and after you do that hopefully your Dodge tanking ability as well as your solid direct damage and stuns will help you keep the front line in check while they try and beat your face in but half the time they're gonna be stunned and half the time they're gonna be missing you so ideally you're just taking zero damage no you're gonna get hit but you know jokes aside this team does have a lot of control and it has a lot of defense in the way of Dodge so keeping the occultist and the antiquarians safe are the number one priorities so if you need to make a suboptimal play so you can keep one of them like healthy don't be surprised you have to do that because they are very critical to making this team work and I don't think you can really replace anyone you know like this is a flatulent guy so we're using him and I don't really think the hound master is easily replaced on this team because he just fills a lot of the the weaknesses with the second guard and the marks energy and Leafs energy and the stress healing that replacing the hound master is just not easy you know you have to be able to justify what you're losing all right well that's gonna do it that was a doozy of a guide but it was fun I'm glad to have this done I thought this was gonna be shorter than the other ones but it turns out when you have like four teams and a lot to talk about with the flageolet especially his unique abilities there's just a lot to cover so I hope you stuck with it or if you had to come back and watch it a couple times I understand some of my longer videos when I check on YouTube I'll have like you know 80% unique viewers which means people are coming back to watch it or like watch parts of it a second time but otherwise I know it's a lot to take in and digest so I appreciate you spending that time with me next we're gonna be talking about the gesture people were asking for that one and I think he's pretty cool so you should be fun to cover and make teams for he's kind of linear in certain ways he really just has like support or finale or sometimes some kind of overlap between them so the team's section may not be as in-depth as something like the flatulent or the grave-robber for instance you know she'll break her had some pretty limited teams but the gesture is really just drop into rank three or four and then just you know be supportive until you need a finale but there's some nuance there so there's a little bit to explore and then explaining him is gonna be fun so I hope you stick around for that and after that probably the Arve less people are asking for that too so if there are other guides you want to see let me know otherwise I'm just going in a predetermined order that I've already written out unless I hear something otherwise and look for these every maybe every month or every couple weeks depending on how fast I can do it I've been spending a lot of time with the butcher circus content and that's been very interesting and people seem to like it so I'm very thankful if you are cool enough to have a discord account which you don't have to be cool enough I mean everyone just you know you can just sign up right you just be someone that clicks sign up and create account and if you have discord installed then you can join our lovely discord we have over a hundred people it's kind of active it's pretty nice and people can come talk to each other or talk to me we're talking a lot about put your circus and the bass game so make sure you bring your lovely self there and come say hi otherwise I think that's it for this video actually I know that's it because this is almost two hours at this point so thanks for watching hit the like comment subscribe all that garbage I don't I don't think it works but people say our work so I'm just gonna say it and then join discord and I'll see you later
Info
Channel: ShuffleFM
Views: 81,086
Rating: 4.9185519 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
Id: 1glhtfGUr9Y
Channel Id: undefined
Length: 88min 0sec (5280 seconds)
Published: Sun Jun 07 2020
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