Darkest Dungeon®

Darkest Dungeon®

The Prince of the Parade Class Mod
Comment continuation
I am going to try and break down each thing i noticed while trying to be objective, i do not know the game he is from so i will be approaching this from a pure dd standpoint.

The first thing i noticed was the abnormally high blight resist of 90, in the base game including dlc is 65 which is on flagellant who has skills that interact with his bleed res where as the only thing that interacts with The Prince's is his trinket which lowers it.

the next thing would be his crit effect which if i read it right heals for 5% of damage done which would in most case even on crit round up to just 1 point

after that there was the abnormal speed growth on the weapon which increases at weapon levels 2 and 4 rather than at 3 and 5 though could be a reference to something i just don't get.
then there is an anomaly with his weapon's crit growth at level 3 where it stays a 4% rather than increase to 5%

next up is how his unique Disease functions if i understand it right it blocks the Crimsion Curse and raises Disease resist though if you want to block other diseases you can have it take up all three disease slots instead.

next up is the damage % scaling on his skills, in DD most skills don't scale direct damage through the skill level rather the damage goes up though increasing the base damage through the weapon ( for an example Chop from Leaper always stays at 0% despite scaling drastically through his base damage.)

in a similar vain the crit of skills usually only goes up by 1% per skill level though some do increase by 1.5% and others by only 0.5% this remains true even for big build into 'ultimate skills ( such as jesters Finale)

in the same sort of area the status chance of skills ( like bleed %) typically scale at a rate of 10% per skill level to match that of the enemy's increasing resistances having a worse scaling will make the effect less likely to land which can feel terrible if the class is built around them.

the last point for this batch ( the rest are more along the lines of balance discussion and as such not important right now.) is that the movement listed is how many spaces forward a character will move though as there are only four spaces on the team you will only need to put forward 3 if the move is usable from rank 4 or forward 2 if it is usable from rank 3 to always end up at the front not matching the amount of spaces you can move to the forward amount ends up looking a bit off.
< >
Showing 1-15 of 18 comments
noticed that the final level of 'grovel before me' has a reduced launch rank compared to earlier levels being usable only from ranks 21 rather than ranks 321
Old G Corp. Head Manager  [developer] 21 Feb @ 8:32pm 
Thanks for this, I will try to fix most of what you mentioned here
Not sure if you have the following fixed yet since my game doesn't seem to like to update the mods i'm using with much frequency but i found a few more things that seem a little out of place.

The bleed chance of 'Go...Go Away..!' doesn't go up going from level 3 to level 4 staying at 120%
The ACC of both 'Blood...Blood...Blood..!' and 'I'm...Never...Going Back...!' seems to stay at 100 with the former increasing to 100 but not going higher and the latter always staying at 100 leading both to struggle to land at champion.
don't worry i haven't found anything wrong just reporting the results of some testing.
the class performs exceedingly well as a target for Anti's 'Protect me!' as it lets attacks be redirected into his ripost which in turn has a chance to crit which helps keep his health pool topped up reducing the effective damage the party takes.
he naturally has amazing synagy with Flagellant, as they can benefit off each others debuffs or stack bleeds on either a front or back target as needed, The Prince's high hp pool means he also benifits from flagellant's percentage heal the most.
Occultist works well as a healer for the prince in spite of the high chance of bleed as he is the only one who can fill a decent chunk of a 'health tank' Prince, being able to blunt enemy damage in a way that doesn't involve either prot or dodge also helps the Prince's natural durability making even the highest damage attack hit for at most 77% of a health tank builds max hp leaving a semi-comfortable buffer even in the worst case situation

Trinkets builds i have found that work well are
Health Tank: Either Life Crystal, Ancestor's Bottle or Cardiovascular Reactive Module + one of either Surgical Gloves or Focus Ring ( his crit effect is currently a heal which is 5% of his max hp which is able to crit heal for as much as 8, this pairs well with his Module trinket so after that he really wants Acc and crit to let him heal as often as possible.)
The Parade Nuke: due to his heal on crit he can actually make use of the Martyr's Seal to super charge his 'The Parade's Prince' since it does have enough acc to compensate for the death's door debuffs, the second trinket can be one of Surgical Gloves, Focus Ring or Ancestor's Signet Ring depending on if you want more crit chance or the ability to stop 1 damage attacks from triggering a death's door check. a fast healer is recommended just in case you don't get the crit.

will get around to testing the class against baron and then all the champion level bosses to test builds and match ups.
Vs Baron: The Prince works exceedingly well as a high durability unit able to get around Baron's anti-healing mechanic thanks to the crit heal effect and can keep a steady flow of damage thanks to his ripost, the poor reach on his skills does mean he has to open a pod even if he doesn't want to at times though between bleed, ripost and damage from other allies anything summoned doesn't last long and Baron is still getting worn down all the while.
while not used during my attempt his ' The Parade's Prince' has the potential to swing any losing attempts around in a single turn.

Team used alongside him for this run was
Man-At-Arms: Skills: Rampart, Retribution, Command and Bolster, Trinkets used Heavy Duty Boots and Surgical Gloves. Role: keep Ripost active and then either stun a non-Baron Mob or use command to keep crit and acc up.
The Prince:Skills: 'Grovel Before Me!', 'Pathetic One', 'The Parade's Prince' and 'I'm Never Going Back!', The Trinkets used Cardiovascular Reactive Module and Focus Ring, his role was to set up Ripost and then just use his 'Grovel Before Me' to either clean up non-Baron mobs or to speed up taking out Baron while having the option to burst down Baron should the fight start to get out of hand.
Jester: Skills: Dirk Stab, Finale, Solo and Battle Ballard, Trinkets used Camouflage Cloak and Ancestor's Candle, His Role was to set up Ballard on turn one then solo to put Man-At-Arms in rank 3 to further reduce party wide damage through dodge then to Dirk Stab dance with The Prince until either the burst damage from Finale is needed or the boss goes down.
Antiquarian: Skills: Festering Vapours, Fortifying Vapours, Invigorating Vapours and Protect Me, Trinkets used are The Master's Essence and Smoking Skull ( The Master's Essence is mostly for the Courtyard before Baron and can be replaced with a Recovery Charm + food healing, Unfortunately Smoking Skull is required for the dodge meaning you either have to farm extra shards outside the two 'story' farmstead quests or forsake other Crystaline trinkets to get it.)

Camping Skills used 'Presence of The Prince' ( Prevent Nighttime ambush, extra damage is always nice if making a lot of attacks.) 'Maintain Equipment' (extra damage on each hit and reduced incomming damage works wonder vs Baron) 'Tactics' (Baron has fairly low acc on his aoe so more dodge helps to make it into just a way to trigger ripost and more crit is always good.)
Floating two points I could have used because I wanted to personally treat the prevent nighttime ambush as a four point skill as it really is just about good enough to be.

Fight ended with no party member even below 66% health and with less stress than they entered the fight with, being easily healthy enough to go grab the extra CC Trinket.
Vs Necromancer Lord: hard to write much that could be even remotely insightful with this fight, Necromancer has poor bleed res and with the Prince able to get decent bleeds on any position alongside his durability there really never was much chance of things going sideways.
I guess one point of note would be by using The price's durability and self mark it can redirect some attacks away from frailer party members without the usual tempo loss thanks to his ripost.

The Prince's Skills: 'Grovel Before Me!', 'Go Go Away!', 'The Parade's Prince' and 'I'm Never Going Back!' The Trinkets used Cardiovascular Reactive Module and Surgical Gloves, His role this time was just keep hitting the boss.
Bounty Hunter: Skills: Collect Bounty, Mark For Death,Come Hither and Uppercut, Trinkets used are Focus Ring and Vengeful Kill List, His role was to keep the boss up front and land massive damage if given the chance.
Plague Doctor's skills: Noxious Blast, Plague Grenade, Blinding Gas and Emboldening Vapours, the trinkets used are Witch's Vial and Steady Bracer, having stuns to slow down the adds if they start getting out of hand was the idea though it wasn't even needed the boss failed to even manage that...
Occultist's Skills: Abyssal Artillery, Weakening Curse, Wyrd Reconstruction and Daemon's Pull, the trinkets used are Cursed Incense and Steady Bracer, His role has to blunt the damage of any large mobs summoned and to pull the necromancer forward for Bounty Hunter if the boss was already marked.
Honestly more impressive than the boss was the way the party could pull one enemy up to where they where pretty much useless Stun the two at the back and then Cleave down the back before they could get a turn is a decent performance especially with how many enemies in the ruins are vulnerable to being moved.
Vs Gibbering Prophet: A fairly simple fight.

The Prince's Skills: 'Grovel Before Me!', 'Go Go Away!', 'The Parade's Prince' and 'I'm Never Going Back!' The Trinkets used Necromancer's Collar and Book of Rage, his role is the same as ever with just being at the front being able to hit the boss wherever while being able to take any single hit that actually connect with him.
Man-At-Arms Skills: Defender, Retribution, Command and Bolster, The Trinkets Swift Cloak and Ancestor's Map, his role is set up Bolster, keep Ripost up and defend anyone who is targeted and still needs to be topped up out of the damage range of a non-crit rubble.
Vestal Skills: Dazzaling Light ( was ment to be Jugment but i forgot to level it.) , Divine Grace, Divine Comfort and Illumination. The trinkets used are Swift Cloak and Salacious Diary, her role is to either top up allied health should attacks land otherwise she either helps burn down the front pew or debuff's the bosses dodge so that the ripost attacks connect more often.
Arbalist's Skills: Sniper Shot, Supressing Fire, Battlefield Bandage and Rallying Flare, The trinkets use are Ancestor's Pistol and Wrathful Bandana, she had the disease 'The Fits' to increase her speed and her role for the fight is just to use Supressing shot over and over to make sure the boss can never land a crit.

Camping skills used are 'Presence of The Prince', Bless ( On ThePrince.) and Pray.

Without the risk of crits The Prince works very well as a bulky attacker in this fight as he has the health, reach and just enough damage to really put in work during this fight with the option to just land a massive hit on the boss should the boss land a high damage roll on him.
Vs Swine God ( and Wilbur) : The fight where the Prince's best traits really shine through

The Prince's skills: ' Grovel before me!', 'Go Go Away!' 'The Parade's Prince' and 'Pathetic One' while the Trinkets used are Biogenerative Battery and Ancestor's Signet Ring, the role is simple as always in just hit the boss hard while taking hits better than some other potential options.
Flagellant' Skills: 'Punish', 'Rain of Sorrows' ( should have been Redeem but i forgot to switch it.), Exsanguinate' and 'Reclaim' with the trinkets being Fortifying Garlic and Stun Amulet ( best neutral stun res trinket you can have before this fight...), his role is mainly damage and self sustain but can throw out a regen to help keep the party healthy if needed.
Jester's Skills: 'Dirk Stab', 'Harvest', 'Battle Ballard' and 'Inspiring Tune', the Trinkets are Lucky Dice and Ancestor's Map, his role in this fight was just to use Battle Ballard until Swine god falls then stab Wilbur.
Arbalist's Skills: 'Sniper Shot', 'Sniper's Mark', 'Battlefield Bandage' and 'Rallying Flare', The trinkets are Prophet's Eye ( great for reaching the boss but the extra speed proved a problem for it.) and Tough Ring, Her role is to keep removing Marks and Stuns while having enough health and Prot to take a hit if she gets marked herself.
The Camping skills used are 'Presence of The Prince', Marching Plan and Tiger's Eye
I'll note here that while the Acc drop from Biogenerative Battery is a very punishing downside if you can make up the Acc the increase in damage both from direct hits and from the increased bleed duration is very noticeable making it a viable option if you either don't want to or shouldn't run his ripost for a fight.
Also Finally got into a situation to use The Parade's Prince which I got to hit for a decent 36 direct without a crit obliterating Wilbur at the end of the fight.
Vs Formless Flesh This fight has a few elements worth touching on in regards to the Prince's match-up against the boss, to start with while the boss has a simple attack pattern ( the head will only hit the front for example.) meaning The Prince is exposed to high damage attacks inflicting 12-24 damage per hit that have a acc of 112% which when combined with the +5% acc bonus that leads to the prince having a 0% chance to avoid the attack, on top of that the attack has a 140% bleed chance which up against The Prince's 70% (10% Base +60% for resolve level.) leaves a pretty nasty 70% chance to suffer the 4 point bleed unless you take measures against it ( even then the highest Bleed res you can reasonably hit Blood Charm 30% + 33% from holy water still leaves a 7% and 27% chance on a regular and crit attack respectively, you could use fortifiying garlic for an extra 3% but another character would probably want that to avoid the blight from the butts) speaking of the Butts they would be the part that the Prince would want to focus most of his attacks towards provided a heart doesn't spawn in both due to their lower bleed resistance and being in the back where his cleave bleed can hit two enemies for a 4/4 (16) bleed making him very good at wearing the boss down provided the bleed lands ( 130% bleed chance of 'Go Go Away' vs the 65 bleed res of the Butt leaves a 35% chance of the bleed not sticking without assistance from a bleed trinket and a 15% chance of it not sticking with the Bleed Amulet.) while the odds of the bleed not landing are slightly higher than most bleed based attacks it's still within an acceptable threshold.
The way the Boss's turns work also has an interaction with 'The Parade's Prince' making it so that the part afflicted with the high damage bleed ( if it even sticks as the skill unassisted has a 40% chance to land a bleed on the head meaning you are really hoping for a heart to inflict the full damage.) might go late into the turn order leaving the Prince and his Allies exposed to more attacks then other bosses in a similar situation, in a similar vain since each part is it's one enemy 'I am the Prince of the Parade' has it's best boss interaction here as while it's downsides are still far too detrimental to be part of a fight going well it at least works remarkably well as a desperation move as it picks the Prince's health right up and inflicts high amounts of bleed on all parts paired with the Butt's inability to target the front and The Prince's high durability can let him survive an extra round of attacks which could let the boss fall to the bleed damage.
I'll note that his stun skill 'Pathetic One' has a 25% stun chance against the targets it can reach in this fight making it a complete non-option ( it even only has a 70% chance at stunning the Heart meaning it can't be certain to stun it even with a trinket.)

Now onto the team comp used for the fight
The Prince's Skill's 'Grovel Before Me', 'Go Go Away', 'I'm Never Going Back' and 'I Am The Prince of the Parade!' with the trinkets used being Surgical Gloves and Brand-New Mask ( This Trinket had me wishing I brought anything else as surprisingly the damage down did matter in some fights on the way to the boss and the dodge didn't help at all with mitigating the damage The Prince was taking.), His role unsurprisingly is just hit the back unless a chance to hit a front rank heart comes up.
Flagellant's skills: 'Rain of Sorrows', 'Exsanguinate', 'Reclaim' and 'Redeem' with the Trinkets being Bleed Amulet and Sun Ring, his role in the fight is to use Rain of Sorrows aggressively on the back until he either needs to pick heal either himself or an ally out of a bad spot.
Houndmaster's Skills: 'Hound's Rush', 'Hounds Harry', 'Guard Dog' and 'Lick Wounds' with the trinkets used being Fortifying Garlic and Ancestor's Signet Ring, his role in this fight is to spam Hounds Harry with the option to draw a round of attacks away from an ally ( or a potential stun away from Flagellant.) or keep himself off deaths door with Lick Wounds.
Vestal's Skills: 'Judgement' , 'Dazzling Light' , 'Divine Grace' and 'Divine Comfort' With the Trinkets being Salacious Diary and Stun Amulet ( both parts of her CC set would be best but any good heal and any good stun trinket work.) her role is to either attempt to go for a tun 1 stun then attempt to keep up with the damage as as much as you can so Flagellant can focus on damage, the stun trinket lets her have a 100% stun chance vs the heart ( with her CC set she has a 100% Stun chance vs the Butt too.)

Camping skiils used 'Presence of The Prince' , Bless, Prey (On The Prince.) and Wound Care (On The Prince as his self healing camp skill isn't worth the high cost.) and as usual floating 2 points.
I'll state again down here but the Brand-New Mask really seems to be more of a detriment than a help.
Vs Beguiling Siren: This is another fight where the elements of the Prince's kit have some potentially interesting interactions.
To start with The Harsh Positional requirements on The Prince's skills can be used to your advantage as for some reason as of right now he seems to try and go to rank 3 if controlled which is odd but ultimately helpful as you can make it so he is either unable to attack from that position or have him spend a turn setting up his Ripost for you. Another notable interaction is that between his high hp , and Ripost as well as the low damage of siren's attacks he is pretty much able to self sustain himself even if he isn't hitting all the time and combined with his direct damage not being all that high outside of his 'The Parade's Prince' skill means he isn't as much of a danger to his mind controlled allies making him rather low maintenance in the fight even if he isn't going the most.

The Prince's Skills: 'Grovel Before Me'( the odd error in it losing it's ability to be used from rank 3 actually helps here.), 'Pathetic One' , 'The Parade's Prince' and ' I'm Never Going Back' with the trinkets being used are Cardiovascular Reactive Module and Flesh's Heart, his role is to be a high durability attacker with decent self sustain, since the boss has low damage outside of bleeds ( and the rest of the party will be blight focused.) he won't need any healing at all during the fight.
Grave Robber Skills: 'Pick to the Face', 'Shadow Fade', 'Poison Dart' and 'Toxin Trickery' ( not a move I thought I'd ever use seriously but saw a lot of use in the hallway fights and acted as a way for the AI to waste a control turn during the boss.) The Trinkets are Blighting Satchel and Lucky Talisman, her role in the team was in Hallway fights to start in position 1 to let The Prince set up his ripost while she made herself harder to hit with Toxin Trickery before starting to inflict damage with Poison Darts, in the boss fight she mostly used Poison Darts both to inflict a good amount of dot damage and to let the other blight hero's easily stick thier damage on the boss.
Antiquarian's Skills: 'Festering Vapours' , 'Fortifying Vapours', 'Invigorating Vapours' and 'Protect Me'. With her trinkets being Smoking Skull and Move Amulet ( you don't want her pulled out of position on the way to the boss as the team lacks a front-line stun to mitigate a Piranha in the front from following up on her.) , her role on the way to the boss is emergency/ touch up healing and redirecting attacks into The Prince to help fights end sooner, at the boss she either acts as bait for the boss with her blight attacks being ineffective on her allies if controlled and her buffs wear off on the boss too quickly to be much of an issue.
Plague Doctor's Skills: 'Noxious Blast' , 'Blinding Gas' , 'Battlefield Medicine' and Emboldening Vapours ( should not have brought this as there is a real risk of her buffing the boss.) with the Trinkets being Prophet's Eye and Witch's Vial ( still don't have a Blasphemous Vial on this save.) , her role is to reduce incoming damage during the set up turn on the way to the boss before joining in with Blight stacking, During the boss fight Noxious Blast can help reduce the boss's already shaky accuracy on her Aoe attacks ( with medicinal herbs to cleanse the debuff if she hits an ally with it while controlled.)


The Prince's durability and self sustain again just reducing the amount of healing his team needs to ring as a high hp heals more from food healing ( with both hp trinkets he would heal 5 from food increasing to 6 with the Granary District.) though he will need the Flesh's Heart to take hits from Arterial Pinch safely.
Vs Drowned Crew, not an lot to really bring up here, The class can really just fills the Bulky front-line role for this boss being able to move in front of a target the boss pulls to stop a back-liner from getting locked down in rank 1 is a helpful utility for this fight.

The Prince's skills: ' Grovel before me!', 'Go Go Away!' 'The Parade's Prince' and 'Pathetic One' while the Trinkets used are Ancestor's Map and Ethereal Crucifix, his role this time is pretty much to keep his allies out of position 1 so they don't get locked down other than that he's doing his usual good at taking hits and clean up stuff that makes him quite dependable.
Bounty Hunter's Skills: 'Collect Bounty' , 'Mark for Death' , 'Come Hither' and Uppercut, the trinkets used are Surgical Gloves and Mask Of The Timeless ( any good spd trinket will work.) , His role for the team is the main damage dealer and the one who will take out the summoned mob to prevent the boss from healing too much.
Occultist's Skills: 'Sacrifical Stab' , 'Wyrd Reconstruction' , 'Vulnerability Hex' and 'Hands from the Abyss' with the Trinkets being Fortifying Garlic and Ancestor's Pistol, his role for the fight is to mark whatever target is needed to be hit hard or chip in with either damage or a stun, while he can heal it would likely lead to a tempo loss giving the boss a chance to bog down your offence.
Arbalest's Skills: 'Sniper Shot', 'Sniper's Mark' , 'Battlefield Bandage' and 'Rallying Flare' , for trinkets she uses Heavy Boots ( A must if bringing Arbalest to this fightat Max resolve she has 140% move res meaning the boss just can't pull her.) and Prophet's Eye, her role in this fight is to be the member of the team you use to react to the boss's current state, if the mob needs a mark she puts it on, if it doesn't and the boss has a mark she hits it, if it doesn't she marks it and works as a back-up healer making her incredible for this fight as long as you give her the boots and even if you can't the Prince is here to stop her getting locked in position 1.

The camping skills used this time are 'Presence of The Prince' (shocking I know) , Marching Plan, This Is How We Do It and Dark Strength ( on Arbalest.)
Vs Hag Witch: I really can't even call this a boss fight as the Hag failed went down before the end of round 1.
While difficult to do you can set up the Prince to effectively eliminate well over 50% or the Hag's health pool just by himself.
With a fight just outside the boss room a team consisting of both a Prince and a Jester can effectively let the Prince carry into the boss a +30 acc, +18 Crit, +12 Spd and around around a +40% damage bonus to 'The Parade's Prince' which you can set up for by drinking blood to lower The Prince's Hp into range and then getting him off death's door with food. This lets him open up with a terrifyingly potent 'The Parade's Prince' on the First action of combat which in my case inflicted 58 Direct damage with a bleed of 12 for at least four rounds ( didn't check how the duration adds up in the moment but it is at least 4 turns worth.) leading to an effective damage from one attack of 116 though only 82 was actually inflicted on the boss.

The Prince's Skills: 'Grovel Before Me' , 'Go Go Away!' , 'The Parade's Prince' and 'I'm Never Going Back' while the trinkets used are Biogenerative Battery and Quickdraw Charm for a Hyper aggression build. his role in this fight was to fire off the single biggest hit he could manage and he didn't disappoint.
Bounty Hunter's skills: 'Collect Bounty' , 'Mark for Death' , 'Come Hither' and 'Uppercut' with his Trinkets being Mask Of The Timeless and Stun Amulet, his role is mostly for consistency on the way to the boss, I didn't bother changing his skills around for the boss as between The Prince, Jester and Arbalest the team had more than enough damage for the boss.
Jester's skills: ' Dirk Stab', 'Finale', 'Battle Ballard' and 'Inspiring Tune' with his Trinkets being Ancestor's Map and Fortifying Garlic, his role is to buff up the teams Accuracy, Crit and spd with Ballard during the lead up to the boss while cleaning up kills where needed, at the boss he was meant to get in a round of Ballard before unleashing Finale but the boss was melting so he was only used for for the big attack.
Arbalest's Skills: 'Sniper Shot' , 'Suppressing Fire' , 'Battlefield Bandage' and 'Rallying Flare' with the Trinkets being Medic's Greaves and Prophet's Eye, she has The Fit's for even more spd. her role was to reduce the amount of incoming damage and stress on the way to the boss by lowering enemy acc and setting up allies for more effective food healing outside of combat. when in the boss she acts as an insanely high burst damage option if a Mark has been set up.

The Camping skills used are 'Presence of The Prince' , Marching Plan, This Is How We Do It and Tiger's Eye (On The Prince)
during the First turn 'The Parade's Prince' would have had 143 acc (125 base +30 from the Ballard from the last fight, + 10 from camping skills, -20 from the trinket.) 63 Crit (25 from base skill, +18 from the Ballard, +8 from the camping skill and +12 from the trinkets) damage is a bit harder to get an exact number of damage but The skill has a base +90% which then gets buffed by the +40% from his trinket, the +40% from his own self buff and then an extra 10% from his camping skill which without a crit would have a damage range of 25-40 and with a crit hits for 58 direct damage with a chance of landing a 12/4 (48) point bleed thanks to the duration increase from his trinket.
Vs Brigand  16 Pounder: The last of the base game area's bosses the 16 pounder fight really boils down to how well you can handle it's adds while still dealing good damage to the boss which the Prince can help out greatly with thanks to a high accuracy, moderately damaging cleave attack that helps cut down the back lines.

The Prince's Skills: 'Grovel Before Me!', 'Go Go Away!', 'The Parade's Prince' and 'I'm Never Going Back!' with the trinkets being Ancestor's Candle and Focus Ring, His role is to clean up the match-man and the bandit in the back with his potent cleave when used in combination with either Occultist or Plague Doctor giving the option for one of them to do something else each turn while helping to sustain himself though his crit self healing which is fairly likely to happen due to the nature of cleave attacks.
Leaper's Skills: 'Chop', 'Revenge', 'Solemnity' and 'Intimidate' ( should have gone with Hew as the Prince will push him out of position 1 at some point.), The trinkets used are Ancestor's Signet Ring and Focus Ring, His role for the fight is just hit the cannon to keep moving the fight forward at all times and let his allies handle keeping the adds in check.
Occultist's Skills: 'Sacrifical Stab', 'Abyssal Artillery', 'Weakening Curse' and 'Wyrd Reconstruction'
, The Trinkets being Ancestor's Pistol and Sacrifical Cauldron, his role is to work with The Prince and Plague Doctor to make sure the back row doesn't get a turn while being allowed the option to heal if needed without giving the back the chance to take a turn.
Plague Doctor's Skills: 'Plague Grenade', 'Blinding Gas' , ' Battlefield Medicine' and 'Emboldening Vapours' with the Trinket used this time being Prophet's Eye and Witch's Vial, her role is to help with supressing the backrow be it with a stun, duffing the damage of either Occultist or The Prince to make kills more consistent or by chipping in with her own cleave blight, while it is tempting to buff leaper make sure you do not need the damage on The Prince or Occultist to get consistent back-line kills

The Prince does quite well here since a decent portion of his damage is on Hit he works slightly better than Flagellant would as a damage dealer both for killing the match-man and on the rare cases he can take a swing at the cannon though due to the cannon's positioning he is unable to hit it with 'The Parade's Prince' so you should avoid going to low health intentionally.
Vs Horrid Shrieker: This boss is a easy fight to complete though actually killing the thing can prove a challenge and it was a good test for a ripost focused team as dispite the low acc of ripost attacks being able to get off more attacks easily makes up for it.

The Prince's Skills: 'Grovel Before Me' , 'Go Go Away', 'The Parade's Prince' and 'I'm Never Going Back' with the trinkets being Flesh's Heart and Focus Ring, while he has the same role as the two other ripost charicters he has a few uniqe advantages with his ripost lasting the whole battle meaning he never has to refresh it letting him take advantage of his good reach to throw out more decently potent attacks, it should also be noted that even without a bleed trinket 'Grovel Before me' has a 95% chance to land it's bleed if the attack hits.
Man-At-Arms' Skills: 'Crush', 'Defender', 'Retribution' and 'Command' with his Trinkets being Toy Soldier and Quick-Draw Charm, his role in the fight is to set up ripost then alternate refreshing it with command to increase the team's chances of actually hitting the boss.
Highwayman's Skills 'Pistol Shot', 'Tracking Shot', 'Duelist's Advance' and 'Open Vein' with the trinkets used being Ancestor's Signet Ring and Surgical Gloves, turn 1 he sets up his ripost then on round 2 he uses take aim before refreshing his ripost then ending with either of his other two attacks depending on position.
Vestal's Skills: 'Dazzling Light', 'Divine Grace' , 'Divine Comfort' and 'Illumination' with the trinkets used being Salacious Diary and Tough Ring, her role is to try for an 'Illumination' debuff which if it lands almost cuts the boss's dodge in half and if the attack lands the debuff has a good chance to stick which in turn helps the ripost attacks land especialy if the boss uses it's cleave while the debuff is active, if that fails reliable healing stops the fight from turning deadly.
Vs Brigand Vvulf: If a mod class is meant as a damage dealing then this fight is the one check to see if it is able to do that successfully as Vulf has poor dodge ( even on bloodmoon) alongside only alright resistances with the only defence stat of note being his hp and even then it is only notable on Bloodmoon as on Darkest/radiant it isn't particularly high.

The Prince's Skills: 'Grovel Before Me' , 'Go Go Away', 'The Parade's Prince' and 'I'm Never Going Back' with the trinkets being Biogenerative Battery and Ancestor's Signet Ring, with his role being the the hyper carry this time as the team is built entirely around making him the main way of dealing damage by taking advantage of the bandit's cleaving attacks and ally buffs to make sure his ripost rips them apart.
The Crusader's skills: 'Stunning Blow' , 'Battle Heal' , 'Bulwark of Faith' and 'Inspiring Cry' with his trinkets being Glittering Spaulders and Signed Conscription, It should be noted that outside the boss fight the 'Bulwark of Faith' is swapped out for 'Holy Lance', in this team he handles topping up the party though between the high prot/dodge on most of the team and The Prince's on Crit Heal there is not nearly as much pressure put on healing so his versatility and personal durability make him a far better option than others.
Jester's Skills 'Dirk Stab', 'Finale', 'Solo' and 'Battle Ballard' with his trinkets being Ancestor's Coat and Wilbur's Flag, his role is to increase the offensive force of the Prince by increasing his spd, Acc and crit so that the ripost and other attacks have a high crit chance and will always hit while having enough reach of his own to be able to chip in for a kill or land a massive Finale to clean up the fight.
Man-At-Arm's Skills: 'Bellow' , 'Defender', 'Command' and 'Bolster' with his trinkets being Guardian's Shield and Prophet's Eye, his main role in the Vulf fight is to guard his allies that can not take a 'Time's Up!' (23-45 non-crit and a 67 on a crit.) this means that both Crusader and The Prince can take a hit safely from the bombs as both have a way to counteract even crit damage ( Prot for Crusader and The Prince has his own on Crit helf healing which for this fight is around 50% chance on every ripost or attack.) meaning he only really needs to look out for jester and himself giving him turns to either set up his bolster or to start the insane crit ramp up for The Prince.

The Bandit faction as a whole is very vulnerable to ripost and the hyper carry Prince can rip them apart easily cleaning up the backline by turn 2 and with the chance of the frontline taking themselves out on him on the same turn or cleaning them up while healing off any damage they would be inflicting on him.
With the help of Mankind Hater and his Biogenerative Battery his Riposts are capable of inflicting 23 damage on a crit ( which when ramped by the team is around 50% or a coinflip.) which does let him one-shot the weaker back-line bandits on Darkest and any non-big bandit in range to be easily cleaned up.
< >
Showing 1-15 of 18 comments
Per page: 1530 50