![]() Dungeons have been a dark, scary place for a long time, that's part of the point - but somehow the characters we play have this ludicrous ability to shrug off utterly horrifying events. ![]() Link, Cloud, the Diablo hunters - these guys have seen some shit. Yes, I've died numerous times - and you can bet that unless you are incredibly lucky and conservative you probably will too. I already shared a few initial impressions over on Kotaku, but now that I've had a chance to play it for a good chunk of time I thought I'd share some additional thoughts. Unlike a lot of games of its ilk, sometimes adventurers just. Darkest Dungeon not only accomplishes that, it has a class with a hook for a primary weapon. You'll never do huge damage in one go, but by stacking Blight effects you can end up doing over a dozen damage to an enemy every turn.Some games have a way of hooking you, and setting the hook deep. The Plague Doctor's main priority is keeping their team alive, and if everybody's fine, inflicting various status effects on the bigger enemies that wear them down and tax their Deathblow Resistance saves. ![]() Allies struggling to keep their blood inside them? Battlefield Medicine will pick them up. Being attacked at range by artillery-focused foes? Trigger Blinding Gas to cripple their accuracy. Opposition got their own healers? Throw poison at the back two ranks. Big enemy? Blight them and watch their health drain. Frankly, adventuring without a Plague Doctor feels ridiculous, as their extreme versatility means they have something for every situation. Strategy: The Plague Doctor is your main support class, healing allies of both damage and afflictions while lobbing toxic explosives at the enemy that Blight and Blind them. Pros: Healing, status cures, status afflictions, ranged attacksĬons: Low health, poor front row fighter, does damage over time rather than quicklyĬould be replaced by: Occultist, but not really - the Plague Doctor's too good to swap out ![]()
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