![]() ![]() because those ladies are probably not going to make it out of the dungeon alive and sane. You take an antiquarian if you need more gold you take more than one if you want a challenge, and you take three or four if you have a strong antipathy against bookish girls. It's a good way to get a guard ability on front line fighters that that don't have a guard skill (e.g. And 'Protect Me!' can be more (or at least equally) useful in some cases than 'Invigorating Vapours', as the former gives the target protection and makes it guard the antiquarian. Of course, the antiquarian is great for increasing your rewards. If she had a stress heal, or a skill to remove bleeding/blight, she would be a lot better. In some 20+ adventure mode runs on earth to farm the 5 rings added to random loot pool Ive. So if you take an antiquarian, your team is down one healer, tank, or DPS, which means that your other three heroes have to bring their A game to compensate. Hello and thank you for posting to r/darkestdungeon. ![]() As a supporting character shes surprisingly useful she can heal party members, bolster their dodge rates, and perform nominal debuffing on enemies. ![]() She can't damage, tank, heal, stun, or even debuff very well. Best Party For The Ruins - Crusader, Vestal, Plague Doctor, Grave Robber. The Antiquarian is by far the weakest class in the game, with relatively weak (if at least usable) attacks, leading to sub-par combat performance. Torchless runs arent really that much of a leap in difficulty. This would be okay if it werent for two things: 1. So in a sense, torchless runs are just there as the de facto hard mode. The Antiquarian is actually more of a liability than anything. Theres no need to attempt torchless runs for extra gold because money really isnt hard to come by on normal well lit runs. ![]()
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