![]() ![]() You could order the team differently, notably HM-HWM-Crus-Occ. You can swap Open Vein for Wicked Slice in ruins or even cove, but I think the speed debuff can be worth it. HWM isn’t the greatest there because his riposte doesn’t do much against very high prot and he doesn't have much tool to deal with the heavy dmg the frontline takes. This team can work nicely pretty much everywhere except for weald. HWM is in rank 4 by turn 2, which means less value from riposte and inability to use open vein. ![]() It also has an extremely good stall ability with Occultist being able to debuff the dmg, crusaders being able to stress heal, and HWM chipping dmg with tracking shot. Overall the team has a lot of answers to bad rng cases, with 2 sources of heal (one fast and one slow) and a guard. He also has the ability to mark a big prot target, for him to nuke next turn after eating a biscuit. Hound Master isn’t obligated to guard in every fight, especially if roll low on speed, he can finish off a backliner or stun a monster, this is often the case in hallways fight. Crusader is likely to act last, and attack the backline with Holy Lance.The next turn HWM is likely to Pistol shot a backliner to finish them off. Meanwhile Occultist stuns the most dangerous targets. The crusader and his 61 base hp that can shrug off most hits. The highwayman who opened the fight duelist advance on rank 3, and has his riposte up. Meanwhile the other 2 possible targets are : With this your frontline becomes nearly untouchable, meaning enemies will waste actions targeting it. In fact guards are not only a reactive tool, but a preventive tool as well. The majority of the time this HoundMaster will open fights by guarding the Occultist, and spam it till you enter the stall phase. The speed offered by Pistol is also very important as it allows you to stun targets before they act and heal fast at the beginning of turns. Those two trinkets help make Occ’s Stun very reliable, with better base chance, crit and acc. Trinkets : Demon’s Chauldron and Ancestor’s Pistol. Occ : Hands from the Abyss, Wyrd Reconstruction, Sacrificial Stab, Weakening Curse This team will utilize Hound Master's ability to guard a lot, by having double dodge trinkets it allows Houndmaster to reach around 70 dodge turn 1. Trinkets : double dodge trinkets (Wilbur Flag, Ancestor’s Coat…). HM : Guard dog, Hound’s Rush, Blackjack, Target Whistle The scroll really helps crus in his role of offering solid support to the team, his heal becomes a 6-8 thanks to it. Acc is needed for Holy lance to be more reliable at killing the backliners. Trinkets : Focus Ring and Ancestor’s Scroll. The Quickdraw Charm allow HWM to set up his riposte turn 1 before any monsters act, which means it will be more likely to proc, in addition the crit buff affects the riposte for the whole duration of the first turn, resulting in a lot of riposte-crit.Ĭrus : Holy Lance, Stunning Blow, Inspiring Cry, Battle Heal Locket gives it to him, in addition to crit and with no real drawback, even better than a focus ring. Every hero appreciates Acc in Darkest Dungeon, but HWM is the one that needs it the most since his riposte stays at 85 acc the whole game. Trinkets : Shameful Locket and Quickdraw Charm. HWM : Duelist Advance, Pistol Shot, Open Vein, Tracking shot
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