Darkest Dungeon

Daughters of the Fours - First



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Guarder and Nuker with dots dmg control

Playstyle:

Designed for those who likes playing defensively and the strategy in combat. Her playstyle requires coordination within her actions and her companions in order of compenetrate accordly with her conditional damage.
She requires to receive damage in order to deal extra damage in her next actions, while after dealing that damage she lose the capacity of finishing off that concrete target, which means she needs others to support her before or after acting.
She offers additionally, while she can't attack or when needed, protection to the whole group by creating a "shield" based in her HP.

Her kit allows controlling the rounds of her enemies by giving additional actions, which could provide additional burst dmg for her dots.


Skill Celling: Medium-hard (depends in which way you're using her)


Difficulty:

Being a highly cooperative class, she require more synergy than other tanks who can perform great by them own and protecting their allies. She can provide more convenient guarding but at cost of being at high HP to doing so since her tankyness is based in HP instead of Protection or dodge.
Additionally she can become the stronger damage dealer in game if she reach a huge amount of damage in 1 round without reaching low HP, but normally it could require a lot of hits in just 1 round to actually getting significant buffs in dmg.

She requires taking "save" risk in order to perform well, which can be tricky if the player's intuition isn't good enough recognizing which scenario those plays can be made by taking higher risks or not. This kind of "risk" normally comes in form of giving additional rounds, forcing her receiving all dmg or making harder to hit the enemy group.




First's Affliction: Descendant of the Conqueror
  • Stress rest. cap
  • Can be stress healed
  • +100% MaxHP while guarding
  • Each round First will grant 1 additional round to the whole enemy group ( and low blight dot/1r)
  • Will block move actions (she will move herself f2 at the end of the round)
  • Will block heals (she will heal self and reduce her own MaxHP by 30% for 1r)
  • Retreat from combat in her round will only have 10% of chance of being successful


First's Affliction is a powerful yet dangerous condition if the player is not used to her giving action behaviour. Her sustain will increase highly because of her MaxHP buff so her tankyness should be used to deal with all those extra round she will provide each round so the dots makes its work while First recharges its own dmg power.


HP reaction mechanic
  • 100% → 99%: Increase high amount of Hdmg +effect vs blighted (if she is high in HP) - Once per hit received
  • 90%→30% (every 10%) Increase great amount of Hdmg +effect vs blighted (if she is high in HP) - Once per hit received
  • 30%→5% (every 5%): Self high stress

The HP reaction ticks only per hit and not by % dmg received. So it doesn't matter how much dmg First could receive as long she loses 10% per hit for good efficiency. If the enemy group can hit her more times in 1 round, the higher the dmg will be in the next 1~2 rounds.


Skills overview ( v1.12.12):


Parabolic Shot
Positions:
○ ○ ◉ ◉
Targets:
◉ ◉ ◉

Decent Dmg & Acc.
Buff heal received
Affected directly by the HP reaction
Effect of HP reaction increased if target is blighted by 50%
Effect HP reaction increased if First is guarding

Parabolic Shot's utility:
PS is the primary dmg dealing tool of this class. Its damage is fixed to the lowest value as long she doesn't receive enough dmg during the previous round. First will reach enough HDMG after receiving a considerate amount of dmg which only can be archived by solo focusing all attacks to herself. This skill provides more sustain by letting the healer being more effective.




Field's Dominance
Positions:
◉ ◉ ◉ ◉
Targets:
○ ○ ○

Blights & Push Back 3
Move 0 1
Buff heal recived
Field's Dominance's utility:
Positioning is one of the core weaknesses of the Daughters. This skill, being kinda weak, has its primary function as a repositioner and sustain enabler. Its function is pretty straight forward. Like Parabolic Shot, this skill provides self healing receive buff.



Fearsome Death

Positions:
○ ○
Targets:
◉ ◉ ◉

High Blight dmg and chance / Makes target enter stealth
High Blight dmg but at low chance
Fearsome Death's utility:
Burst Dot dmg of this class. It has the downside of making enter into stealth the target, so using this skill carelessly could be inefficient. There's several ways to improve its efficiency such de-stealth skills but the or by criting, but the most interesting implication of this skill is being a finisher for Desperation and/or Conqueror's Price for massive Dots dmg in 1 round.



Desperation

Positions:
○ ○
Targets:
◉ ◉ ◉ ◉

High Crit dot with high chances
Can blight others targets as well with no existential chance of inflicting the dot
Adds 1 round to the target
The round doesn't ends
Desesperation's utility:
Initially this skill can be underrated by its cost of adding 1 action, but Desperation has the enabler capacity of her burst dmg for her dots and/or Parabolic shot. If First can one shot the target before its turn this skill is incredible strong.



Conqueror's Price

Positions:
◉ ◉ ◉ ◉
Targets (not self):
◉ ◉ ◉ ◉

Doesn't consume the actual round
Add 1 turn to target ally
The round doesn't ends
Heals herself
++blight chance
++CRIT 1r
Grants 1 action to the whole enemy group
Could stun
Conqueror's Price's utility:
Its cost seems higher than Desperation, but its implication goes further than its cost. This skill synergies with her whole kit (except Bigger glory) while adding additionally an extra action to someone else. Just don't use carelessly because it could turn the table against you.



My Dogma
Can be used at almost fullHP
Positions:
◉ ◉ ◉ ◉
Targets
◉+◉+◉+◉

Guards all group
Self buff maxHP (1round)
Increase self -stress and maxHP per hit (1round)
Heals herself to full HP
My Dogma's utility:
The main tool of tankyness beside the +healing received. This skill focus all damage to one single target (self) with the advantage of creating a "virtual" shield made of maxHP for that round. This skill synergies with Conqueror's Price to provide First enough hits taken to make Parabolic Shot a monstrous dmg tool for the next 1-2 rounds.



Bigger Glory

Positions:
○ ○ ◉ ◉
Targets:
Ally

+stun chance: ally (1 battle)
+bleed chance: ally (1 battle)
+crit: self (1 battle)
+MaxHP: self (1 battle)
+Prot vs not size1: self (1 battle)
Bigger Glory's Utility:
This skill is a static buff which allows better crit and self sustain. Additionally could make other members synergies better with the dots dmg manipulation of the First

Crit Buff:
De-stealth the enemy team and adds a small amount of +Stun Chance
This crit buff will remove the downside of Fearsome Death and Conqueror's Prince (sort of)



Camping Skills:

Force the Affliction
Cost: 0
Effect:
Self +100 Stress

The First's right hand
Cost: 3
Effect:
Gives item [The First's right hand]:
Ignore protection for 1 round.

The First's left hand
Cost: 3
Effect:
Gives item [The First's left hand]:
Reduce huge amount of damage for 1 round.




Some combos examples:

Recharge the Parabolic Shot
(next round)


Blight 1roundKO





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setanagato

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