Darkest Dungeon: Lightning the Way Walkthrough

Lightning the Manner Walkthrough

Congratulations in your first actual “victory”, however don’t get cocky but for this mission is the toughest you’ll have to tackle. However for those who handle to beat it, then you possibly can take into account the sport defeated.

On this mission you might be tasked to activate three iron crowns; for this you should have three palms of glory. The scale of the dungeon is lengthy so you’ll be granted two firewood, however makes use of them solely when wanted since you’ll be going through a number of “bosses” on this dungeon. This map is a bit more difficult than the earlier one, so I extremely counsel you to go looking a map on the web, so that you spare your self from a protracted, bloody and depressing marketing campaign.

On this dungeon anticipate each bleeds, blights and debuffs so you want to carry a whole lot of bandages, anti-venom and holy water. Additionally there’s a new gimmick; the bosses on this dungeon makes use of a talent referred to as “revelation”, this talent hits actually HARD however fortunately you possibly can keep away from the injury (each in HP and stress) through the use of the talismans of the flame, however because you solely have three one in every of your heroes must enter the dungeon unprotected.

The Templars

On this dungeon you’ll face two new mini bosses; the Templar impaler and the Templar warlord. These half scorpion half human monsters shouldn´t be taken frivolously since they will dish MASSIVE injury to your occasion with their regular abilities or with revelation. They may guard every iron crown, so in complete you’ll face one Templar impaler on one room, one Templar warlord on one other room and each of them in one other room, so you actually wish to maintain your firewood for when you really want them.

Boss battle: The Templar impaler

The Templar impaler has the eldritch / beast kind, it has a big measurement (it occupies two ranks) and it has two turns per spherical, so debuffs and marks are fairly ineffective towards it however bleeds do wonders. It´s most important gimmick is that it has a talent named “revelation” which, in case your heroes aren’t protected with the talismans of the sunshine, will do some MASSIVE injury and can stress A LOT your heroes, so you actually don´t wish to be caught off guard by this talent. He additionally has the best HP pool of the 2 Templars, making it a beefy boi. He additionally likes to be on the entrance row, so shifting it to the again row can disrupt it somewhat so the battle is simpler for you.

The primary technique towards this boss is to attempt to transfer it away from the entrance row so he gained´t be capable of use one in every of its abilities (stinger stab). Additionally attempt to stun it on its first flip, so within the subsequent it can use revelation. By doing this you might be nearly assured to have a run with no injury performed to your heroes (assuming you may have the talismans of the sunshine and somebody with guard). For the talents it has:

Torment: With this talent the Templar impaler will assault each place 1 and a pair of with its claws, doing various injury and it has a very good CRIT mod.

Stinger stab: With this talent the Templar impaler will use its stinger to assault one in every of your heroes and inflict a nasty blight (just like the bleed of mister crab… 10 injury per flip). Remember although that the Templar impaler can solely use this talent when he’s in place 1 and a pair of (which is redundant as a result of his measurement), so for those who transfer him he gained´t be capable of use this talent.

Physique slam: With this talent the Templar impaler will cost at one in every of your heroes, shifting it ahead 2 ranks, dealing a whole lot of injury and with an opportunity of stun it.

Revelation: With this talent the Templar impaler will give the “evil eye” to one in every of your heroes, and it may well happen two issues; in case your hero has a talisman of the sunshine (or is protected by one who has it) the talent will do no injury and shall be a wasted flip by the templar impaler or… in case your hero doesn´t have a talisman of the sunshine (or isn’t being protected by one who has it) it can obtain MASSIVE injury and can obtain A LOT of stress. Consider me after I say you don´t wish to get hit by this talent.

It would seem defending one of many iron crowns with one other two mobs within the again row that may love to maneuver you, so is beneficial to kill them first earlier than giving your full consideration to this boss, and can seem on one other room defending one other iron crown with its brother, so that is your actual check. Additionally this boss is weak in the direction of bleeds however resistant in the direction of blights, so attempt to grind him down with bleeds.

Boss battle: The Templar warlord

The Templar warlord has the eldritch / beast kind, it has a big measurement (it occupies two ranks) and it has two turns per spherical, so debuffs and marks are fairly ineffective towards it however bleeds do wonders. It´s most important gimmick is that it has a talent named “revelation” which, in case your heroes aren’t protected with the talismans of the sunshine, will do some MASSIVE injury and can stress A LOT your heroes, so you actually don´t wish to be caught off guard by this talent. He has the bottom HP of the 2 Templars, so it is strongly recommended to focus him down first. He additionally likes to be on the again row, so shifting it’s essential to disrupt it.

The primary technique towards this boss is to attempt to transfer it to the entrance row so it gained´t be capable of use two of its abilities (stinger shoot and doomsday). Additionally attempt to stun it on its first flip, so within the subsequent it can use revelation. By doing this you might be nearly assured to have a run with no injury performed to your heroes (assuming you may have the talismans of the sunshine and somebody with guard). For the talents it has:

Torment: With this talent the Templar warlord will assault each place 1 and a pair of with its claws, doing various injury and it has a very good CRIT mod.

Stinger shot: With this talent the Templar warlord will launch its stinger to assault one in every of your heroes and inflict a blight and debuffs (-DMG, -CRIT). Remember although that the Templar warlord can solely use this talent when he’s in place 3 and 4 (which is redundant as a result of his measurement), so for those who transfer him he gained´t be capable of use this talent.

Doomsday: With this talent the Templar warlord will launch spikes in the direction of your occasion, inflicting reasonable injury and with an opportunity to blight. Remember although that the Templar warlord can solely use this talent when he’s in place 3 and 4, so for those who transfer it you’ll disrupt it rather a lot.

Revelation: With this talent the Templar warlord will give the “evil eye” to one in every of your heroes, and it may well happen two issues; in case your hero has a talisman of the sunshine (or is protected by one who has it) the talent will do no injury and shall be a wasted flip by the Templar warlord or… in case your hero doesn’t have a talisman of the sunshine (or isn’t being protected by one who has it) it can obtain MASSIVE injury and can obtain A LOT of stress. Consider me after I say you don´t wish to get hit by this talent.

It would seem defending one of many iron crowns with one other two mobs within the entrance row that may assault your occasion and may even blight them, so is beneficial to kill them first and eliminate the corpses earlier than giving your full consideration to this boss, and can seem on one other room defending one other iron crown with its brother, so that is your actual check. Additionally this boss is weak in the direction of bleeds however resistant in the direction of blights, so attempt to grind him down with bleeds.

Heroes

On this dungeon you NEED a hero that may defend the poor soul who will go and not using a talisman of the flame, whereas additionally somebody who can reliably stun the mini bosses so that they use revelation, guaranteeing a simple run.

Occultist: The occultist turns into essential on this dungeon since he can heal your occasion towards the large injury these two monsters can dish, or he can decrease their injury so it’s a must to rely much less on his heals.

Man at arms: The person at arms turns into a should on this dungeon since he can (and should) defend the poor bastard who gained´t be going and not using a talisman of the flame. Additionally he can use riposte so you possibly can injury additional its flip (particularly due to the guard.

Bounty hunter: The bounty hunter, with the right trinkets, may be capable of stun the Templars so you possibly can simply dispatch them. Or for those who don´t wish to depend on a gimmick then he can even dish a whole lot of injury.

Houndmaster: The houndmaster is particularly good on this battle since he can defend the poor soul towards revelation. He additionally offers further injury in the direction of beast varieties and, mixed with the Scooby snacks, he can do good injury. He can even stress heal.
Witcher (MOD solely): Whereas geralt is a mod, due to his stun you might be nearly assured to stun the Templars on its first flip. Additionally his injury is ridiculously excessive, so he could make the battle even shorter.

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