Occultist and You | Darkest Dungeon 2 Guide

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
what's up y'all Shuffle and welcome to the occultist guide for Darkness dungeon 2. and in this video I'll be talking about how to play a cultist his strengths his weaknesses I'll go over the skills the paths the Trinkets and some teammates to pair him with to help get you started his best qualities are that he has some pretty good reach meaning that depending on where he is in the party usually he can hit most spots pretty efficiently either with sacrificial stab or with the range attack his next major strength is that he comes with debuffs he is a great source of double weaken and double bone when his curses are upgraded plus he can inflict combo and stun which is really nice combo itself Bears mentioning though as its own separate strength and that is because combo usually isn't that easy to find across most of the heroes they may have like one skill that does it occultis actually has several so if you want to have someone that can feel combo for your team that isn't Jester then occultis is actually a pretty decent Choice next we'll talk about what a cultist is bad at or what his weaknesses are and the first is that he is very resistant prone meaning that a lot of his Effectiveness can feel diminished if resists are consistently happening for example if his curses are getting resisted he's basically passing his turn considering he already has to go through blind and sometimes Dodge if it's weakening curse to stick these things it's not fun to have your stuff resisted malediction is another example building up two unchecked power tokens in order to get your malediction resisted feels really freaking bad the resists also go the other way his heel weird reconstruction which we'll talk about later can do some serious damage to your own teammates if the bleed isn't being resisted on that note his second weakness we're talking about is specifically his heel we'll talk about some setups to make the heel actually decent and effective but most of the time if you don't have a lot of unlocks or if you're not running specific characters or a specific path then the heel is really bad reasons are the threshold is low the bleed is pretty devastating and since it's a percentage-based heal it gets worse on low Health targets I should say Low Max HP targets his final weakness is that he has no way to generate defensive tokens on his own except for one path but I don't really qualify that since it's not part of his Base Kit this means that he is incredibly reliant on his teammates to help keep him safe and out of Harm's Way next let's talk about how to play a cultist if you have just unlocked him and you don't have his other stuff like his shrines or his gear or his paths then he is essentially a stab bot or a range attack bot so you're using artillery pull and stab late game pretty much any build that he runs is usually using burning stars as its damage move just because the heavy hit of burning stars that ignores block and sets combo is usually worth the potential downsides of running stuff like chaotic offering or burning yourself the third tip on how to play cultist is to really plan out your curses and who they should be going on for example if an enemy does a huge single Target hit or even a group hit but it's a lot of direct damage so not damage over time you're probably saving weakening curse for that if an enemy likes to generate a bunch of Dodge then you're gonna use vulnerability hacks after it gets that Dodge to get rid of it this means that the rare fourth guide Tip since I usually try and keep things in increments of three is that you should be tailoring a cultist Loadout to the rest of your team everyone has to do this to an extent but a lot of characters can function if you just give them a specific Loadout and then they just kind of do their thing independently such as gray robber Highwayman for example however occultist is someone that specifically should build all of his skills around what his teammates need let's go over occulta's skills and his paths now and so these are the five you start with when you get them sacrificial stab is just a pretty stock melee attack it has a bit low like a lower damage end than most normal hits but it has a higher crit plus it has some good reach so that's like its primary purpose and then we have Abyssal artillery this is really good just for the the reach and the Damage it's solid damage output especially for those squishier backline enemies you have a chance to combo them and if you have two unchecked power you can hit a double stun it's not even a chance for it they have a chance to resist but you can somehow get to unchecked power very quickly all of a sudden boom you stun the whole back line really good weakening curse is a solid move wish you didn't have the cooldown when upgraded but you still get the combo the one weekend not great but upgraded combo double weekend can we go for some bosses and remove credit that can be nice too so not not a bad skill just not like amazing but it's solid weird reconstruction oh this one okay so having heels is better than not having heels the issue with weird is the fact that since it's such an inconsistent and possibly dangerous heal you don't want to use this when someone is low HP this was like the the kind of hard and fast rule of darkest dungeon one but in this game there's healing thresholds so you have to use it in the least appetizing interesting not interesting but like the least desirable situation and that's when someone is kind of low health when this is unupgraded it is not not great because only healing up to 33 percent of someone's life and then bleeding them for three over three turns that's a nine point bleed and normally I don't like to get into the math for this just because I feel like when people start talking about math and you know this game specifically they kind of lose sight of stuff but this specifically does need to be stated most of the cast has like 30 28 35 maybe HP a few have over that but this means that weird is healing for you know 9 to 12 at Max and then bleeding for nine so the effect of healing out of this if you don't have a lot of bleed resist is very low when it's upgraded it's a bit better it heals more and the bleed is less so it's actually closer to being more in your favor in terms of the effect of healing but this is a move that's still better to use on high HP targets if you can get your whole team to like 60 HP yeah this thing's good but it takes a lot of work and some specific items and stuff to get there and you're not guaranteed to get that every time so if you are in that situation then weird is good but if you're gonna run this you definitely want to run ritualists you definitely want to get as much as many sorts of extra healing as you can so either healing or seed trinkets or items or healing given trinkets so this move oh I I honestly don't like this move so I know people might think I'm biased against it and stuff like it it saved me before it's also killed me so that's why my feelings are mixed it's a dangerous move just be aware of that Damon's pull this movie was really good and I think people kind of sleep on it so you get rid of corpses which is nice it combos the enemy guarantee does some okay damage and if you have two unchecked power then you can stun them on Mastery this is nice and so the next one I mean there's really nothing else to talk about it there's just such an efficient move corpse destruction pull combo potential stun and some damage I like this one a lot more than weakening curse because Dodge is pretty plentiful and even if they get Block instead of Dodge guess what your volt tokens cancel out that block so this is it's nice the shaman has a cooldown like the other curse but if you see an enemy that gets a lot of Dodge and you kind of know when they get Dodge then you can let them build it up and then just take it all away from them at one time and your teammates appreciate that volume token finding Shadows I wish this could be used out of rank 4. but this is pretty much sacrificial stab with less crit and you can get someone check power and it moves you forward and stuff like that but this really isn't a great move this needs this one needs some help so unless you're running some kind of dance team where the other person like grave robber wants to keep getting pushed back by something then you're not running this in my opinion malediction oh man what could have been so this this thing is really cool conceptually it actually does on hit damage so you have a chance of killing something it requires two unchecked power it can be used from anywhere I guess that's good but what really makes this move struggle is that it's a targeted debuff so if the enemy has high debuff resistance and you throw this out and they resist it then you wasted your turn your unchecked power and I don't know your time at that point so it sucks for that to happen the other thing too is the debuff lasts for it says three turns that is three of the enemy's actions so if you're fighting a boss which is normally what has enough HP for you to stick this and try and melt it if it has two or three actions then this is gonna run out in one or two turns well I guess technically two sometimes one but that makes its really really not good and you know the upgrade gives it like the debuff res or I should say the dot res debuff then it's okay but like this this move is a meme it's such a cool idea but just the the little mechanics of applying it and having it function are not even close to being worth the effort you have to put into using this like it's it's much better to just use your two uncheck power tokens on stars or like a stun it's way better than malediction although if you're on cause of death plague doctor sure go ahead animesis an amnesis I'm not sure how you say it but uh this is kind of like hounds Harry from dark extension one if you played that where you know it's a full team hitting bleed attack and this move is not great if you have aspirant it's much better but like it's not it's not great before then it's fun but again your unchecked power should be going to other stuff like burning Stars this move saves this character because this it's pretty hard it ignores block it combos the enemy it can hit anything it's got some decent crit and it hits really hard so this even if you're running like aspirant which wants melee damage and stuff you can still run stars because it does good enough damage regardless so this move if you're gonna run a damage occultis and you have everything unlocked like if you don't want to just run artillery then you're gonna hit star stars is a really really good move it scales well those strength tokens those trinkets those vulnerable tokens those all help it a lot and then finally we have chaotic offering and so maybe I should have talked about unchecked power sooner but we'll talk about it here so the the Flaming fist the shore you can I guess that token is a Cultus specific one it's called unchecked Power and he needs two of them to fuel any of his other attacks that require it so like the stuns or the maladiction and burning star stuff that requires unchecked power uncheck power depending on how many of them you have also has a chance to burn occultist for one damage over three turns depending on how many of them you have so if you have two it might be two damage over three and if you have three it's three over three and that is really self-destructive especially when compared with vessels conviction tokens which are just safe and she gets them for free for the most part then the way this works is a a bit underwhelming that's all there is to it though he needs he needs the tokens he can get them from a few sources he burns himself with them and so when you use these is important because sometimes you want to hold on to them because you need to wait for the opportunity to use whatever move you're trying to give them to but the longer you hold them the more he burns himself and that's not okay chaotic offering is your most consistent source of unchecked power someone uses it he gets one immediately he takes some damage 15 unmastered 15 mat or 10 mastered and then random side effects which we'll talk about in a sec and then turn start he gives himself more unchecked power so every time you use this he gets four over three turns is how to think about it so that means that you have the ability to use two unchecked power moves every time you use chaotic offering which if you are consistently trying to use those this is like your turn one in most cases but the random side effects let me see if the wiki has them okay so the wiki team does have it it's a long list of stuff these can be resisted but the random side effects I will put it on screen for a few seconds you can just look at it or pause the video and otherwise we're going to move on to his paths ritualist is pretty much as dedicated support path and so with this one you get healing skills heal more your curses have a little more debuff resist penetration at 10 percent and when you use a curse he has a chance of giving himself any of these so you can get multiple of these so you get you know crit and strength I think and so you get crit strength and Dodge plus and then turn start he has a chance to hit himself a vulnerable this is pretty much negated by seeing sphere or footman's grog because those flip you're rolling into something so that's pretty nice and there's a couple a couple ways to run ritualist the first is something you can do really early game which is a lot of utility so you have pull artillery the curses so vulnhex and weakening curse and then you have the heel because this is your heel boost path may as well try and run it and so doing this your goal really is to just curse the things that need to be cursed chip and damage when you need to and then heal when people are low or if you're curses end up generating a token for you you have some way to do damage so you don't waste it that's a pretty safe and easy way to play a cultist but when you start getting other stuff unlocked you may want to go a little more offensive and so you want to get chaotic offering and something to do with those tokens like burning Stars so even though it's not a range damage path that's not even really a damage path that's a support path stars is still good enough to run in most cases just make sure you have a team situation where they can fix this positioning if needed and for these two that I just showed you can put them in four three or two he goes anywhere because pretty much he has access to all of it with this uh the setup but if you want to run mal addiction instead of stars like I I don't recommend this but I'm giving you the option anyway you probably want them in two or four and then you run surgeon plague doctor why am I changing her outfit but you can run I mean WonderWorks too but surgeon's a little bit better for this and you want to run cause of death so however you get there is up to you something like this but you want cause of death specifically so that way when malediction ramps up a ton of damage you can just cash it out for a lot of damage this is really good for certain bosses and stuff but a pain to set up but that's how you do it EMS help too and so far our next PATH we will talk about warlock I think warlock is his best one right now and there's a few things you can do with warlocks so I personally like something about here and also he goes on the rank 4 with us just because he has less HP so the path itself yeah minus Max HP plus range damage and a chance on the start of the turn to generate unchecked power this was nice not enough to depend on because sometimes you know you don't get unchecked power for a couple turns so this way chaotic offering keeps it consistent but this also means that over those four turns you might pick up one or two extra tokens and so that way you are able to keep pumping out the Stars which is good and then you can flip some other stuff around if you want to like you can put on the heel you can put on weakening curse instead of like pull or you know artillery but you have range damage so you may as well use your range attacks the reason we do use voltex is because Dodge exists so even if the debuff doesn't stick even if whatever else happens happens you have a way to get past Dodge and possibly debuff the target so your stars hit really hard the next turn all the other stuff just isn't worth using for this pass so it's either this or swap one of these three out for a curse or even the heel if you are so inclined but I'd recommend against the heel and I forgot to look at the outfit very cool outfit for this but this is pretty much the closest you'll have to an independent occultist who just sits there and just dumps damage every turn that's his whole entire goal finally we'll talk about aspirant occultist this is the melee heavy path and for this one he has bonus HP bonus melee damage bonus and amnesis damage so it hits super hard and then your cursing skills get less resist piercing and you have less debuff resist just for existing but you also start every combat with Block Plus which can be nice I guess arguably it's even the worst support path he has because you're not incentivized to use the curses as well as you don't get any bonus to Healing so this is just another kind of damage output path so if you want to run something like this there are very limited options obviously you want some kind of melee attack because that's where you do all of your damage so it could be sacrificial stab it could be binding Shadows there is a different Advantage for him being in one than two usually most attacks in the game hit two I think most enemies have access to rank two just like the first game rank one can still get hit very hard directly and stuff so things like Docker Woodsman for instance and you have to be aware of those but if you're gonna do this you can run like animesis because you get the bonus damage for it chaotic offering is pretty much a must because you need a way to get that unchecked power quickly anemones is also really good for Road fights it's not so much good for bosses but those Road fights where there's four enemies and they can bleed boom that's what it's for you have some options for support stuff though like Damon's pull to pull them up help a teammate get combo disrupt stuff or you can Damon's pull and then sacrificial stab and generates unchecked power that way but this is a bit slower than doing chaotic offering although there is a reason you probably do something like this instead but your other option here is to run binding Shadows and the reason you'd run binding Shadows is just to keep them up front but you can't use it out of four which sucks I'm gonna keep saying it it feels bad it should be like four two three or four three two not one two three to be used if you're really stubborn though you could run a curse and it's not so much for the the token effect it's for the second effect so for vulnerability hex it would be to get rid of Dodge some enemies can stack a lot of Dodge being able to get rid of all of it Dodge Dodge plus doesn't matter in one shot pretty good and then you have weakening curse which if the weekend does stick it's nice and the extra combo token is never bad and then you have stars because sometimes you need a nuke but you can also take off Stars until you get to a boss and then put it on then but there is another way you can do this also and that's rank three so if you didn't want to use chaotic offering you could run right something like Sac stab Damon's Pole Stars but really what else are you running heel maybe artillery or maybe uh weakening curse so you can hit something up front probably this and so this way you can pull stuff disrupt stuff have a heel if you need to keep sack stabbing where you get the the bonus melee damage and then charge up some unchecked power and then blast whatever's left on the field but this is specifically rank three but it is an option you could do that if you were so inclined now it's time to talk about transfer cultists not only his class ones but some other ones that are neutral trades that might be good for him we'll start the class one so the first one is scalded skull and it's got three lines of text but what I want you to do is to ignore the top and the bottom one and just focus on that that metal line the middle line is really good your range skills have 25 debuff resist penetrations that means your curses are gonna stick this is really nice most enemies have no higher than 40 some some do sometimes but even bosses like Lair bosses will cap out around 40. so this gets you past most of that resist on its own which is really nice the burning Target gives bonus healing and your chance to burn a random Ally these are awful and it's nice obviously if it does happen because you don't want to get unchecked power and then burn your teammates the Synergy that it's supposed to be is that you get two unchecked power you burn a teammate and since you have two unchecked power that guarantees a crit and then you get a huge crit heal the issue with this is that you can always roll not even zero just you can roll low if you are not healing someone that has legit 100 HP you know if you're healing someone that has like 30 then this isn't really great anyway and your chance to do you know two five as a heel is still pretty likely and you're burning that Target so on top of that burn you might bleed them afterwards so this is really not something worth planning around but that middle line is pretty good and the other thing too is if you're not generating unchecked power then the healing given on burning Target is an upside but Burns not too common so definitely a weird one to use the art is good I'll say something nice there seeing sphere this one is actually very good so the turn in convert volume to unchecked power specifically for like ritualists because it has a chance to give itself vulnerable every turn but a lot of enemies can still throw this token on you so you can convert it to uncheck power which is really nice so it's a really good way to constantly Supply yourself with unchecked power especially if you're ritualist but the other things on this are well the other upside is nice too so Damon's pull adding a negative token at a pretty high chance when you pull something is nice because you might you know be trying to set up leper who wants combo to ignore blind so you Damon's pull them up front combo them and then hit them with like vulnerable that's a lot of damage so this can be really good and the gain would move by any negative token isn't it's not common enough to be like that worried about not every single enemy is gonna pull him specifically I'm not sure if it works on your teammate getting moved by an enemy to move him that's like you know kind of a second step but you know even if it worked that way it's still not the end of the world so the upsides are pretty nice I I think this one's pretty good messed up that take but we're gonna talk about the shamblers eye next and this is his best class trinket for sure so the damage per stress is really nice because most characters or yeah most of the time when you're playing I should say your characters are hanging around probably one to three maybe four stress it's very hard to keep everyone at zero and so occultist being at you know too stressed three stress is 20 to 30 bonus damage that's really good and then the minus healing given per stress weird isn't a good heal so if you're not running a high health Team where weird can actually be decent then this negative doesn't really exist and the gain on crit unchecked power for binding Shadows is nice but not as uh not as good in my opinion it's not not as consistent so having that extra damage per stress though that that is worth it alone and this turns occultis into a real solid damage dealer and the other thing to consider too is the hardest fights where you get the most stress are usually bosses and so on those boss encounters where you want to end them quickly occultus is pumping up his damage very quickly so anything that can turn like the hardest situations into gains for you is really nice and shambler's eye does that but for neutral trinkets honestly anything that can give them some extra damage is good so like gnarly Knuckles of these melee Ravens reach for range but you're seeing band's really nice for the crits there's other stuff like calibrating sensor if you spam the cleave moves aka the AOE and stuff so like animesis and artillery if you're missing you're constantly giving him strength back so that's really nice murder weapon can be fun if you can do this incredibly hard setup of using animesis since it hits the whole enemy team and giving him a crit token you know you might just super high roll and wipe out an entire Road fight in one hit so if someone actually does that send me that clip please because that would be hilarious but uh it's fun it's not the most practical wounding words if you're not playing on Stitch and Blaze or one of the infernals that lowers your HP he's actually one of the best wounding words users just because it's a big damage boost and usually when you build a team you have a plan in mind to protect him anyway and so the minus Max HP is easier to mitigate but a lot of the other good ones in general are good for him so Temptation snap judgment those are good the bleed dark impulse can be nice or any bleed resist to help mitigate the bleed out of his heels nautical Compass is good for him just because it gives him defensive tokens and damage like he wants all of that so that's really nice I should probably say this too this comes out of the Shroud these are the Shroud trinkets right here and then Bodkin you know if you ever end up bleeding someone I guess there's that but ah let's see oh cleansing class this one's good too so if chaotic offering gives him some random negative you have a chance of getting rid of it which is nice then the final one I think we're talking about is actually peculiar pods there's another source of debuff piercing and so if you can't get the scalded skull and you're gonna run this instead or if you find this because it might be easier to get then congratulations you have debuff resistance piercing which is really good to have since occultist has a healthy mix of offensive support and some decent damage options you can actually go into quite a few teams pretty easily I will say though that three of his better teammates would be leper so leper likes to get all those combo tokens or have occultists get rid of all the Dodge and vulnerable targets with those curses that's really nice Damon's pull into a chop is also fantastic so these two have a lot of synergy even the heel weird reconstruction is pretty nice with leper because leper usually has a lot of HP so the heel is more effective on him leper is also able to taunt to help pull potential danger away from occultist if a cultist heel ends up messing up and not healing a whole lot for a leper he still has his own self heals to keep himself alive then the final thing of this lengthy leper occultisless is that leper doesn't do too well hitting the back ranks but occultist does excel at hitting back rank enemy so they do play off each other pretty well next teammate we're talking about is plague doctor so PD is really good at taking the healing burden off of occultist so he doesn't have to run weird they can easily Define where the others should be staying in the party depending on your loadouts if you're running surgeon Petey can just chill in rank 3 and occultison 4 or you can run them both with a lot of range options so that you can destroy backline pairs very quickly with artillery and play Grenade and if you're an absolute gamer and you run maladiction plague doctor can use cause of death on that huge malediction stack if everything goes through of course and do a ton of damage the final good character that I will recommend for cultists is Jester occultis is able to set combo very efficiently so if Jester wants to open with finale and he's slower than occultist then he is able to take advantage of that the biggest thing for Jester nikultas though is Encore Encore is good for any any person in the game just because it can be any move in the game but if you are running a Jester setup where gesture is faster than a cultist he can Encore cultist on turn one who can use chaotic offering on the free action give himself an immediate unchecked power token and then when occultist real turn rolls around he gets his second unchecked power token so he can drop one of his big hits on the first turn of combat alright that's gonna do it for the video thanks for watching hope you enjoyed it hope you learned something let me know what you're thinking Down Below in the comments if you got any other tips or synergies that I missed as far as who's next in the hero guide I'm not quite decided on it yet but I also have to do some other stuff guide related as well you want to support the channel or join the community check out the description box with all the links and as always thank you so much for watching and I'll see you next time [Music] thank you foreign
Info
Channel: ShuffleFM
Views: 37,980
Rating: undefined out of 5
Keywords: darkest dungeon, darkest dungeon 2, darkest dungeon 2 gameplay, darkest dungeon gameplay, let's play darkest dungeon, darkest dungeon 2 guide, hellion, plague doctor, highwayman, jester, darkest dungeon 2 release date, leper, man at arms, runaway, occultist, grave robber, darkest dungeon 2 trailer, darkest dungeon 2 review, darkest dungeon 2 changes, let's play darkest dungeon 2, lets play darkest dungeon 2023, darkest dungeon ii, darkest dungeon 2 tips
Id: Dt6S3njXSUI
Channel Id: undefined
Length: 32min 4sec (1924 seconds)
Published: Mon May 29 2023
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.