![]() All Trinkets are randomly rewarded for each successful expedition.Profile Level Requirement to Unlock: Player Profile Level ?.How to Get Hag's Hoard in Darkest Dungeon 2 This distant Hag's Hoard farm trinket is an item that grants a buff that allows the user to increase their Max Health Points by +20% when equipped. Class Trinket: Can be equipped by any hero.It is highly important that each hero equip Trinkets in order to further increase their stats and to boost the resistances they are weak to.ĭarkest Dungeon 2 Hag's Hoard Information Heroes in Darketst Dungeon 2 can equip up to two Trinkets, and each piece of accessory provides buffs and effects when it is worn. The only class that is totally helpless against a ranged foe is the leper.Hag's Hoard is a Trinket in Darkest Dungeon 2. He can still use inspiring cry to do stress relief while the crusaders in the first two ranks finish off the last melee enemy. Eventually you'll get down to only melee enemies, meaning the crusader in the 3rd position will be unable to attack. Multiple crusaders with holy lance and inspiring cry can pack a punch, even on ranged enemies. That said, crusaders aren't totally helpless against a ranged foe. Melee parties do it from front to back, which means the enemies in back have more time to do nasty things to your heroes. I try to work enemy parties from back to front. Typically the most dangerous enemies are in the back ranks. He does massive damage against these enemies.Ī melee heavy party can brute force encounters, but if you can't get to the back ranks you can have a lot of problems. And bounty hunter? He sure does love enemies who are stunned and marked. ![]() Helion can hit the back row from the front row and she of course can stun the two melee ranks. Occultist can dish out crits with sacrificial dagger while also being able to mark/debuff things as well as pull enemies forward. This group should be able to take down nearly any enemy well. I'd go with helion, bounty hunter, occultist, and vestal on the hag. Getting a party member off of death's door with a quick heal, no matter how small, goes a long ways. However he can still be useful on the hag with his heal. Vestal and occultist are great in any group. Yes, you will be taking damage, but if you're at full health to start with its survivable. Camping in the room before her is a good strategy. Make sure you have everyone healed up before engaging the hag. If you bring all crusaders and lepers you're going to have a really bad time. There certainly are groups that are going to have severe problems with the hag. I did 4 damage to the Witch and then everyone was dead.this battle needs to be changed a little cause if you don't have the correct group it seems impossible =(Īnd how did you only lose 2 HP per tick!? I lost 6 every time it was my turn Originally posted by S&MStrict:I didn't know about this so I went there with 2 Crusaders, 1 occultist and a Vestal. ![]() But make sure to have some good damage output. ![]() Surely you can do some variation on the tactic, and potentially just use a single Hellion. So if you can see that you'll get her down in 2-3 more hits, consider ignoring the Cauldron completely and focus on getting her down - since that will solve the Cauldron too! :o) If she goes down, the Cauldron tips over. Remember to stack the Bleed on the Hag, and to some extend ignore the Cauldron. Your hero in the Cauldron doesn't that THAT much damage. Use the Hellions primarily to hit Hag, and use the Grave Robber mainly to target the Cauldron - she should have a decent chance at getting your hero out in a single hit if it crits, but even if it takes a few hits it won't matter too much. This way she'll die pretty easily and it won't take too long - assuming your heroes are properly upgraded for the level, which they should be for boss fights (!) With the Hellions stack Bleed on Hag, only 25% bleed resist. Get two Hellions in front, then a Grave Robber and last a Vestal. So my suggestion would be to make the pot not dodge, make it a small unit, make it wear down, and maybe make the dmg% debuff less. Now back to me not knowing what type of cooklery your team owns, but most pots wear down when you attack it with swords/knives/guns/magic/ect. So now you barely hurt the moving shield pot. 3 The seasoning attack having a 50% dmg debuff. This would be fine if it didn't regen its hp back to 28 after you free a hero. So now this moving pot can also act as a shield. I don't know what kind of pots/cauldrons your dev team owns but from my experince cooklery doesn't move on its own. The problem is to free the captured hero you need to damage the pot, and sometimes the pot magically dodges an attack. This is a very interesting way to make the boss harder and can be very fun. Few points that just make this boss feel unfair and unnessesarily hard to beat.
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