Darkest Dungeon Build 75270

Posted : admin On 26.08.2019
Darkest Dungeon Build 75270 Average ratng: 5,8/10 2403 votes
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. Darkest Dungeon: The Musketeer (DLC). Darkest Dungeon: The Crimson Court (DLC). Darkest Dungeon: The Shieldbreaker (DLC). Darkest Dungeon: The Color of Madness (DLC) This release is standalone updated to “Build 23848”. It includes all previously released content. I left two links available to update the game to its latest.

Setup 1
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Hellion_portrait_roster.png
Bounty_hunter_portrait_roster.png
Occultist_portrait_roster.png
Vestal_portrait_roster.png

Hellion
Bounty Hunter
Occultist
Vestal
Reccomended Skills
Wicked Hack, Barbaric YAWP, If It Bleeds, Adrenaline Rush
Collect Bounty, Mark For Death OR Come Hither, Flashbang, Finish Him
Wyrd Reconstruction, Weakening Curse, Vulnerability Hex, Daemon's Pull OR Hands From the Abyss
Judgement, Dazzling Light, Divine Grace, Divine Comfort
Rec. Campfire Skills
Pep Talk, Battle Trance, Reject the Gods, Sharpen Spear
This is How We Do It, Tracking, Planned Takedown, Scout Ahead
Unspeakable Commune, Dark Ritual, Abandon Hope, Dark Strength
Bless, Pep Talk, Encourage, Wound Care


Setup 2
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Hellion_portrait_roster.png
Highwayman_portrait_roster.png
Plague_doctor_portrait_roster.png
Vestal_portrait_roster.png

Hellion
Highwayman
Plague Doctor
Vestal
Rec. Skills
Wicked Hack, Barbaric YAWP, If It Bleeds, Adrenaline Rush
Pistol Shot, Point Blank Shot, Grapeshot Blast, Duelist's Advance
Blinding Gas, Noxious Blast, Battlefield Medicine, Emboldening Capours
Judgement, Dazzling Light, Divine Grace, Divine Comfort
Rec. Campfire Skills
Pep Talk, Battle Trance, Reject the Gods, Sharpen Spear
Camping Gallow's Humor, Uncatchable, Clean Guns, Bandit's Sense
This Is How We Do It, Tracking, Planned Takedown, Scout Ahead
Bless, Pep Talk, Encourage, Wound Care

Battle Tactics
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Your Hellion should always use Barbaric Yawp as first priority, unless an enemy is stunned in first two rows already. At this point, target back line characters with If It Bleeds, or Self-buff with Adrenaline Rush. I speak in generalities, because there are times when your BH will have already stunned the first two characters, or your Hellion needs bleed removal (Adrenaline Rush buffs you AND removes this), or you simply need one enemy to die, and don’t value leaving the other enemies unstunned more than you do killing this enemy (Drummers are a prime example).

BH should flashbang anyone who hasn’t attacked that round, or who would be most threatening, or who needs a positioning change. In this setup, your BH will almost always get Bonus Damage against stunned enemies, and or Bonus Damage against Marked Targets (marked by your BH or marked by your Occultist).

Your Highway Man should use Duelist’s Advance and target an annoying enemy. On his next turn, use point blank shot to destroy someone. Repeat infinitely, UNLESS you have multiple weakened enemies and want simultaneous damage with Grapeshot Blast, or really need to kill one ranged enemy, in which case you can use Pistol Shot. HWM get self-buffs to ranged damage, so, don’t use melee unless necessary to change positioning.

Your Occultist should single-target heal with Wyrd Reconstruction (even better if you use an item that reduces your chance to cause bleeding), or focus pesky enemies with Vulnerability Hex to mark enemies (to allow BH to get increased damage), or use Weakening Curse to nerf enemy damage/accuracy on targets that are immediate threats, or who have tons of HP and will live several rounds.

Darkest Dungeon Build 75270

Your Plague Doctor can and should cheese stuns on the back row all day and night. Use your noxious blasts to damage and stack blight on more resilient enemies. Often if may be best to simply buff your other damage dealers or to cure blight/bleeding (and gifting a minor heal) because your PD should be used as a controller, buffer, damage preventer.

Your Vestal should group heal with Divine Comfort so long as the total value exceeds the value you would obtain with Divine Grace (assuming no character is within a danger zone to be killed, at which point you should switch to using Divine Grace to bring that character back if needed). When no healing is needed except for self-healing, or even if self-healing is not needed, use Divine Judgment to nuke enemy threats. As a last resort, use Dazzling Light to stun an enemy (last resort because you do not want to raise your light level +5 if at all avoidable, and you have other characters who can easily stun your foes), unless possibly in a boss fight, at which point use what you have to, to win.

Gearing for Battle
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75270

Hellion

Give + Damage/Speed and Survivability (Prot/HP/Dodge)

Bounty Hunter ORHighwayman

Give + Damage/Speed or Ranged Accuracy Items

Give + Speed/Survivability/Accuracy/ - Chance to inflict bleeding

Give Speed/Survivability/Accuracy/Stun Chance Items

Give + Stress Resist/Survivability Items

Dungeon Strategy
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Well-Stocked Provisioning:

Make camping your first decision upon entering a dungeon (use 2 food). Buff your Hellion in either composition as your primary and your Bounty Hunter (or Highway Man) as your secondary choice.

Low/No Provisioning:

If it comes down to it, you absolutely can go into a dungeon with only food, or with 0 items. It may seem scary, but you can outheal the damage from the starvation. The only way to really fail is to fail to minimize your stress before players start getting terrible afflictions (like paranoid). But even then you can survive long enough to get enough gold to quit, then buy food for a later run, OR you could luck into food, or you could luck into positive stress relief.

Light Level / Darkness

Darkness should be 0.

Why?

  • Darkeness gives you more crits (reducing stress overall, and giving you needed burst damage), AND more loot/gold, which makes leveling your characters and estate easier.
  • More damage from enemies doesn’t matter, and more stress is preventable (from crits, disarming traps, camping, using items on dungeon features).
  • Light is worse than useless. It costs you excessive gold to maintain (buying torches) or using abilities that you wouldn't want to to increase your torch level, while not giving you as much gold or items, and does not make enemies easier to fight against.
  • Some of the best equippable items (rare and above) give you bonuses at 25 and below light level, and penalties above 75 light level.

How to Stop Classes From Interacting Badly[edit]

Ever have a class with a negative quirk that forces interactions with curios? It can get quite annoying, especially when you have the items necessary for free treasure when they simply go and ruin it for you. However, with this handy tip, you won't ever have to worry about that as you can completely bypass classes experiencing these negative quirks.

The way to do this is simple: Whenever they try to interact with a curio, simply press Esc and select Exit to Main Menu before they actually take the items. The game won't register them as actually taking it, and you'll be able to load back right before they try and interact with the curio on their own. Simply put, this resets the chance for them to trigger their negative quirk, meaning that you can use this tip to completely bypass them!

Posted by2 years ago
Archived

This is the build guide for the Abomination, the furtive vagrant hiding a terrible secret.
You can find my other guides here:
Grave Robber
Hellion
Leper
Occultist
Plague Doctor
Vestal

Positives:
-High HP
-Above average dodge
-2nd highest speed in the game
-High accuracy in human form
-High damage in beast form
-High utility (stun and blight)
-Best self-heal ability in the game (Absolution)
-Best blight resistance in the game

-Very strong trinket selection

Negatives:
-Causes stress to your party (wtf, right??)
-Low damage in human form
-Mediocre accuracy in beast form
-Worst disease resistance in the game
-Worst debuff resistance in the game
-“Religious” restriction prevents Abomination from grouping with Crusader/Leper/Vestal
-Absolution’s sound effect is similar to Windows XP crashing

The Abomination is one of the more controversial characters in Darkest Dungeon, and can also be one of the more confusing to intiates and veterans alike. His shape-changing ability and stress damage to the party create a battle cadence that is unlike any other hero in the game. To understand the way he should be played, there are a few unique tenets of the Abomination we ought to get out of the way first:

1. The Abomination begins play with all abilities unlocked, and uses all of them in the course of a fight. Because you must level up all or most of his abilities to use the character, the price to level them up in the Guild is accordingly discounted when compared to other characters.

2. The Abomination starts fights in human form, and has 3 human form abilities: Manacles, Beast’s Bile, and Absolution. He also has 3 beast form abilities: Rake, Rage, and Slam. His 4th ability is always Transform, and allows you to switch between the two forms without using an action.

3. The Abomination can only change into beast form once per fight: if you change back, you’re stuck in human form for the rest of that fight, so pick your moment carefully. If you end the fight in beast form, you’ll automatically turn back to human.

4. If the Abomination ever reaches 100 stress and gains an Affliction, he is automatically knocked out of beast form if he’s in it, meaning that he cannot re-enter beast form in that fight.

5. Transforming back and forth has bonuses and penalties for each form.

From human to beast:
+30% blight resist (1 round)
+25% damage (2 rounds)
+8 stress damage to party

From beast to human:
+10 HP
-3 stress heal to party
(At lower levels the Abomination also incurs a temporary speed penalty, but eventually scales out of it.)

At the start of every turn in beast form, he'll also take a small amount of stress damage.

Darkest Dungeon Build 75270 Free

6. Certain characters (the Crusader, the Leper, and the Vestal) are considered “religious” by the game and will refuse to collaborate with the Abomination. They cannot be included in your party composition as of the current patch.

Did all that make sense? In particular, you should pay attention to the 10 HP heal an Abomination receives when transforming back to human. This means that in any fight in which the Abomination transforms, he receives a free 10 HP heal without using an action. This is one of the more amazing things about the Abomination, and in practice lets him play a bit more offensively than other characters at low HP, since he always has the heal to fall back on when he transforms back to human. A word of warning about transforming, though: the Abomination’s party-wide stress damage scales with +stress% effects and light levels. Accordingly, he should be used in as stress-neutral or stress-negative a party as possible, and never in dark runs. He pairs extremely well with self-sufficient characters that can target the back ranks, such as the Houndmaster or Hellion, and also with the Jester, who can easily heal off whatever stress he causes. At his best, the Abomination switches seamlessly between crowd control and damage, a self-sustaining whirlwind of tooth and claw that inhumanely slaughters all foes before him.

As to what rank is best for the Abomination, we must consult a holy source, which tells us: “Thou shalt place the Abomination in rank 2; no more, no less. 2 shall be the rank into which thou shalt place him, and the number of the placing shall be 2.” This is the rank that lets him utilize all of his skills to the fullest.

There are two builds I’d like to discuss for the Abomination: the Shackled Lurker and the Beast Unleashed.

Darkest Dungeon Build 75270 4

First, the SHACKLED LURKER. This is a tank build that makes full use of the Abomination’s excellent defensive stats and human form abilities, transforming only rarely to take kills or set up heals. The Shackled Lurker is the recommended build for parties without a dedicated stress healer such as a Jester, or those who want to try out the Abomination for the first time.
On the first turn, you should stun the most threatening enemy (often the rank 3 enemy) with Manacles. From there, evaluate the situation: if an enemy in rank 2-3 is at 5 health or below, use Beast’s Bile. If you can take a kill with Rage or Rake, transform. Otherwise, stun a new enemy.

Most of your time should be spent in human form, stunning, healing off damage, or spreading blight. You should only elect to transform if you can kill an enemy (and thereby possibly prevent more stress damage than the transformation causes), OR if your health is dipping below the 50% line. When this happens, you can transform one turn, then turn back the next and use Absolution for a 20 HP heal on the turn. Don’t underestimate Manacles as an offensive ability: unlike most stuns in the game, the Abomination’s stun hurts. A DoT and two rotations of Manacles are enough to kill many enemies. Quirks should be kitted defensively: Hard Skinned and Steady are musts, and the last quirk should be either Evasive, for the extra dodge, or Clotter, to boost the Abomination’s already decent bleed resist to impressive levels. The Shackled Lurker build ends up with a rock-solid 25% PROT and is one of the sturdiest front line tanks in the game.

I recommend: Evasive/Hard Skinned/Steady with Protective Padlock/Padlock of Transference

Second, the BEAST UNLEASHED. This is an offensive build that seeks to fully utilize the Abomination’s natural speed with his beast form’s Leper-like damage. It is highly recommended to run this build with a Jester in the party for stress heals.
On the first turn, play this build similar to the Shackled Lurker: you should probably use Manacles on somebody. Because your stun chance is not being boosted by Padlock of Transference, consider your targets carefully and select an enemy with low stun resist. After that, you can evaluate what to do next, but you should probably just transform. If an enemy is hurt, transform. If you are hurt, transform. If an enemy looks at you wrong, transform. Use Rage on single targets, or Rake if a weakened target presents itself. Slam should mostly be saved for occasions in which you’ve been knocked back to the 3rd rank, but it can sometimes be used to slow down an enemy that you won’t be able to finish this turn.

The 25% damage buff from transforming only lasts for your first two hits, but two or three hits from this build are probably enough to wreak considerable havoc amongst your foes. Try to transform back and use Absolution at the end of each fight, but no big deal if you can’t: you’ll still get the 10 HP heal at the end of the fight. Quirks should be selected for melee damage: Natural Swing and Slugger are required. I think that Hard Skinned is an important quirk for the Abomination, but if you’re more bloodthirsty than I am, you can run Precise Striker instead for a higher crit chance. This build reaches a Sonic-the-Hedgehog level 14 speed with the recommended trinkets.

I recommend: Natural Swing/Hard Skinned/Slugger with Lock of Fury/Crescendo Box

Onto trinkets.

RESTRAINING PADLOCK is a half-measure you can take when you’re worried about the stress damage an Abomination can inflict upon your party. But at 25%, it’s no longer effective when compared to the pre-nerf Abomination (where it could essentially eliminate all party stress damage from his transform). It’s usually better to equip a more powerful trinket and reduce stress by killing your enemies faster instead.

LOCK OF FURY is an amazing offensive trinket. +3 speed and +10% damage for only -10% HP. Any offensively specced Abomination should be running this. The best part is, it’s neutral damage, so it even benefits human form’s ranged Manacles.

PADLOCK OF TRANSFERENCE is a must-have trinket for an Abomination that wants to reliably stun enemies in Champion-level dungeons. If you’re not using your Abomination mainly for damage, but rather as a tank and controller, this adds an important layer of consistency to your turn-by-turn decisionmaking.

PROTECTIVE PADLOCK is a crazy good defensive item. 15% PROT for only -1 speed? Yes, please. Yes, yes, please.

LOCK OF PATIENCE gives you +15% Virtue chance, essentially an Abomination-only Hero’s Ring. +15% Virtue chance assumes your stress is going to reach 100. Why spend a trinket slot on something that’s never going to happen?

ARIA BOX is a decent option for Abominations who are are worried about the stress damage they may be taking. It’s generally better for the Abomination himself than the Restraining Padlock because it lowers all stress damage, not just transformation stress damage.

SIREN’S CONCH serves a similar purpose, but also boosts the Abomination’s debuff resistance. In Champion-level dungeons, almost every attack comes with a debuff, so extremely low debuff resistance is actually a pretty big drawback.

ANCESTOR’S SCROLL makes Absolution just that little bit better, but at +10% stress damage received, I really don’t think it’s worth it.

SUN RING can be used as a damage option if you’re worried about beast form accuracy.

CRESCENDO BOX gives +15% damage and +2 speed at the cost of +10% stress taken, making it the sister trinket to Lock of Fury. Very good item on an offensive Abomination.

ANCESTOR'S PEN, with its increased melee damage and crit rate, can be run on an offensive Abomination instead of a Crescendo Box just as long as you're all right with the loss of speed and human-form damage.

“What’s your personal favorite Abomination build?”
Honestly, I like them both. My personal preference for high-sustain tanks means I play with the Shackled Lurker a bit more, but the rhythm of the Beast Unleashed feels as though it’s how the Abomination is supposed to be played: huge bursts of terrible damage given and received, followed by just as huge 20-point heals. Seriously, transforming to human at half HP and suddenly being full again is one of the most satisfying feelings in Darkest Dungeon.

...Gascoigne? Is that you?

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