Topic: Champion Missions Help

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This topic contains 4 replies, has 5 voices, and was last updated by  weaponswinger 2 years ago.

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  • #123544
    nicWelty
    nicWelty
    Participant

    Hello DD Community,
    I’ve been playing this game long enough to be able to get a decent set of Champion heroes: 1 Man at arms (Position 4),1 Leper (Position 1), an Occultist (Position 3), and a Bounty Hunter (Position 2). I also have level 3 weapons and level 4 armor, as well as most level 5 skills. I have not been able to complete a level 5 Mission just because it is so difficult, especially when the Collector is involved. Any help would be greatly appreciated.

    Thank you

    #125244

    iressivor
    Participant

    I’m still relatively new to the game, but the only advice I can give you is to invest in level 5 weapons and armor before attempting any of the Champion level dungeons. It made all the difference for me, as without level 5 equipment my accuracy was too low to hit anything while the monsters hit me twice as hard. Also, any characters who can provide buffs to accuracy, dodge, and crits are definitely an asset. Your Man-at-Arms can do all that. Good luck!

    #183357

    FuriouSherman
    Participant

    Hello DD Community,
    I’ve been playing this game long enough to be able to get a decent set of Champion heroes: 1 Man at arms (Position 4),1 Leper (Position 1), an Occultist (Position 3), and a Bounty Hunter (Position 2). I also have level 3 weapons and level 4 armor, as well as most level 5 skills. I have not been able to complete a level 5 Mission just because it is so difficult, especially when the Collector is involved. Any help would be greatly appreciated.

    Thank you

    Step 1: Upgrade your weapons and armour. Without them, you’re outgunned.
    Step 2: Move the Man at Arms out of the 4th row and into the first row. He’s a great tank unit that can do decent damage, especially if you equip him with Crush/Defender/Rampart/Retribution.
    Step 3: Get rid of the Leper and replace him in slot 2 with a Houndmaster equipped with Hound’s Rush/Blackjack/Target Whistle/Lick Wounds, or an Abomination.
    Step 4: When facing the Collector, focus on stunning and marking him. Use Rampart on the Man at Arms to stun him, followed up by marking him with the Bounty Hunter and then using him and the Leper to deal massive damage. Once he’s off stun, use Flashbangs to stun him again and repeat. Once he calls in the heads, focus down the Collector himself, then the Collected Highwayman, then the Vestal, and then the Man at Arms.

    #257831

    tieszen
    Participant

    Hello DD Community,
    I’ve been playing this game long enough to be able to get a decent set of Champion heroes: 1 Man at arms (Position 4),1 Leper (Position 1), an Occultist (Position 3), and a Bounty Hunter (Position 2). I also have level 3 weapons and level 4 armor, as well as most level 5 skills. I have not been able to complete a level 5 Mission just because it is so difficult, especially when the Collector is involved. Any help would be greatly appreciated.

    Thank you

    As others have said level level 5 weapons, armor and skills are a necessity for champion dungeons. That being said you party composition matters a lot more for champion dungeons as well. Where you could pretty much throw any four characters together haphazardly in apprentice level dungeons and win that won’t fly here.

    Things to remember.

    1. Accuracy is huge. Sun rings/Moon rings are your best friends if you’re going in full torch or no torch respectively. Also make sure to lock in accuracy quirks such as Crovids Eye and Natural Swing ASAP. Especially for ripostes which last I heard don’t get the accuracy bonus from a skill being level 5 vs level 1 so any little bit helps them connect a lot more consistently. For the Leper in particular it might be worth stacking two accuracy trinkets because his base accuracy is so lack luster.

    2. In general don’t go for prolonged fights. MAA in slot 4 is really sub optimal. He’s limited to buffs that bank on the fight lasting a long time and riposte damage (which can be decent, but you can also have it when he’s in slot one in combination with extra damage from his crush and rampart shield). Set parties that can take out the back two spots quickly. Prioritize the unique champion level mobs (in the ruins there’s a guy who gives passive +25% damage to all mobs in the fight and can reanimate bone corpses unless you clear them), then neutralize stress dealers, then focus on DoT dealers, then straight damage. After that you can use stuns if you need to stall for a round or two to get some healing done, and then finish off the front line. Fights should last between 2-4 rounds, 5-6 if you had to stall or had a really bad encounter to deal with.

    3. Trinket selection is important. In addition to the sun and moon rings you’re going to want some really good +% damage boosts. Dismas’s head for one is a must have. If you can get a hold of an ancestors pen, candle, and crescendo box are both fantastic but might be replacable for class specific trinkets like the bounty hunters +20% damage trinket. For your vestal you want +healing % trinkets but for your occultist it’s not nearly as necessary so it’s worth putting an ancestors map or other utility trinkets, or even +damage trinkets if you’re going into the cove because he has so much bonus damage against eldritch enemies.

    4. Champion dungeons are not the end goal. Don’t be afraid to do lower level dungeons to level people up so that you can mix and match your teams better, as well as throw in easier antiquarian runs so that you have the gold for all the upgrades you’re going to need to beat the darkest dungeon missions.

    5. Always be willing to retreat. I’ve seen max health crusaders go to deaths door in 1-2 hits if the enemy is tough and we get 2 unlucky crits (one unlucky crit from a treebranch smackdown in the weald). It’s better to escape and pay for the stress than to lose toons and pay for all the upgrades and time to get another one back up to snuff.

    Hope that helps.

    #326167

    weaponswinger
    Participant

    I’m sure by now you’re way past this problem, but I just wanted to point out that this sounded like a pretty viable party composition to me. I tested it out on a long champion mission in the Cove. I gave the leper a focus ring and a recovery charm, the bounty hunter an unmovable helmet and Wilbur’s flag, the occultist cursed incense and Ancestor’s lantern, and the MAA guardian shield and hero’s ring.

    The general strategy is on the first turn the Occultist hits a 3rd or 4th row character with Vulnerability Hex, marking and usually debuffing it, the bounty hunter shuffles them to the front with Come Hither or Uppercut on a front row character, the Leper attacks the marked target if he is likely to hit or powers up with Revenge, and the MAA uses Bolster to raise the party’s speed. On subsequent rounds the Leper generally attacks vulnerable targets, the Occultist marks or heals, the Bounty Hunter prioritizes stunning, keeping the enemy in a sub-optimal formation, and dealing finishing blows, and the MAA alternates between guarding and buffing. This setup worked great in the Cove. We nearly always took out Pelagic Shamans on the first round. Pelagic Groupers can be pushed to the back where they only use Spearfishing and thus concentrate 100% of their damage on the highly protected MAA.

    The biggest weakness of this setup is dealing with stress. I just gave the MAA a hero’s ring, had him guard stressed characters and hoped for the best. Unfortunately the only champion characters I had for this set up had A LOT of serious stress quirks (two had Fear of Beasts, one had Cove Phobe and one had stress eater). Even so we made it to the last fight without anyone becoming afflicted, and even then the extra stress and food consumption from those quirks was the deciding factor. The Bounty Hunter went masochistic and didn’t make it out alive.

    The second biggest weakness is probably the bounty hunter. You definitely need a lot of medical herbs because you do not want any of the Cove’s many dodge-affecting (or healing-affecting) debuffs sticking on the bounty hunter. Bandages are also a necessity. Fortunately the Occultist can focus entirely on healing the bounty hunter for many turns in a row if necessary (and it is sometimes necessary, my healing rolls for him were decidedly cursed). The MAA can guard and boost accuracy, tank for practically forever, and with the healing bonus from Guardian’s shield gets back his health in basically one try. The Leper can heal himself very effectively with Withstand and the recovery charm. The Bounty Hunter can pick away pretty reliably at the enemy with accuracy buffs from the MAA while you pray for a good roll on Wyrd Reconstruction.

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