The skills of each character in Darkest Dungeon 2 need to be unlocked through the character story. Many players want to know how to complete it. Please see the detailed explanation and sharing of the nun route in Darkest Dungeon 2 brought by the editor below. Interested friends can take a look. Well, I hope it helps everyone.
Some time ago, DD2 quietly updated the nun, so I formed a few teams to try it out, and I had to marvel at Red Hook's creativity. Nun is currently the only hero in DD2 whose route does not affect attributes but only affects skills. The only hero who can neither mark enemies nor respond to combo marks; it comes with a unique skill dedication that targets locations and automatically strengthens the heroes at the designated location. .
The nuns in the game have their own special imprint of faith: if there are enough imprints of faith when releasing a specific skill, it will be automatically consumed, and the skill effect will be enhanced according to the number of imprints consumed. (The default is to automatically obtain 1 at the beginning of each round, with a maximum of 3)
The current game experience is:
Probably the most speed-hungry hero currently
Much like the Paladin in WOW, stepping on Consecration consumes beans to use skills.
Confession
Route 1: Confession, a route with flexible positions that specializes in applying debuffs and removing various marks:
Surrender and accept the cleansing!
Gain a Faith Mark at the beginning of your turn. Each Faith Mark will increase the probability of applying debuff by 5%. This route will change the effects of the following skills:
Damage reduced from 2-3/3-4 to 1-2
From a single target skill that hits position 123 to a group skill that hits position 12 at the same time
He no longer gets the block mark, but only the powerful mark.
It no longer causes random adjacent teammates to receive a strong mark, but instead applies a weak mark to the attacked enemy (after upgrade)
The upgraded Hand of Light's attack reduction effect is very practical. It can reduce the attack of two enemies at the same time without any warm-up. It's a pity that the nun's basic speed is only 3. If you add some speed through external means (accessories, tavern items, etc.), the group attack reduction played first can have a better effect.
glare
No longer unconditionally removes the target's dodge mark (dodge is still ignored)
Removes 1 (2 after upgrade) front marks on the target, which can be used to remove dodge
The function of this skill has been slightly expanded, and it can be used to dispel the opponent's block + and critical mark, etc. The effect of ignoring dodge is retained, so if the target has dodge, it can steadily consume an dodge mark.
If the target has more than one dodge mark, the rest are calculated by removing the effect of the random front mark, so dodge marks may be missed when the target has too many marks.
2 Trial of Faith: No longer increases damage by +100%, but instead applies 1 Mark of Weakness to the target (upgraded to 2)
3 Judgment of Faith: No longer applies additional burning, but instead applies 1 additional vulnerability mark to the target (2 after upgrade)
Based on the mechanism of the nun in this route to obtain the Mark of Faith, Judgment can steadily obtain the attack reduction effect in the second round. It's a pity that the usage position conflicts with Hand of Holy Light. These two skills can often only be chosen one from the other.
Comparison between Judgment and Hand of Holy Light: Judgment requires 1 round of preheating, double attack reduction for a single target, and flexible strike surface; Hand of Holy Light does not require preheating, single attack reduction for dual targets, and a fixed strike surface. The choice between these two skills should be determined by the team configuration.
3 Ode to Faith: No longer triggers the effect of a dedication immediately, but instead removes all negative marks on the target (after upgrade)
Under normal circumstances, the new skill of the 2nd generation nun, Ode, is a healing skill that can only be used in consecrated positions. It has no health requirements for the target but the healing amount is very limited (only 10%-20%). Since it requires at least one round of foreshadowing, the chant used in most cases will consume more than 2 beliefs, so it can be understood as a small-amount healing skill for a single target.
The positioning requirements conflict with the Hand of Light, further squeezing the optional positioning space.
The Chant of Confession route only changes the effect of consuming 3 beliefs, from triggering a consecration effect immediately to dispelling all negative marks the same as holy water. The benefit depends directly on the number of debuffs on the target. 3 Ode of Faith can be used to dispel a single target, but compared to waiting for three rounds, it may be more practical to use holy water without any preheating.
Moreover, in my personal experience, the two conditions of low health and a bunch of debuffs rarely appear on the same person at the same time. Often only one of the healing and dispersing effects of this skill can be exerted.
The chaplain of route 2 refers to the special chaplain who works in some special units (such as prisons and armies), which is reflected in the game's resistance and endurance capabilities:
Piety and faith are my shield
Different from the ordinary route, the nuns on the Chaplain route obtain the mark of faith by being beaten. This effect currently requires the enemy's skill to hit the nun before it will be marked (dodge or miss will not be given). In the future, it is likely to be changed to the same as the disaster star's quirk. As long as the skill is selected, it will take effect regardless of whether it is hit or not.
Since the nun has no taunting skills, this feature basically determines that the nun can only stand in the top two places, otherwise it will be difficult to obtain the mark of faith. The nun standing in the front row first guards the other front row, and usually can capture 2-3 marks in one round.
Each mark will also increase the nun's stun resistance and displacement resistance by an additional 10%. However, the current stun in the 2nd generation will not affect the protection and counterattack, and the effect of stun resistance is not as prominent as in the 1st generation, which is the icing on the cake.
Hand of Light
Damage reduced from 2-3/3-4 to 1-2
Random adjacent teammates will no longer receive a powerful mark, but will instead receive a block mark (after upgrade)
A slightly confusing change, it cuts the damage in half while only changing the mark of the buff teammate. Personally, I think the effect is weaker than the original, because the output is too much less (1 mark + 2 points of damage). In this game, it's not worth exchanging output for hardness. Don't forget that there is no gain if you can't finish the road battle in 5 rounds.
carol
There are no longer any position requirements for oneself
No longer requires dedication of the target location, instead it can only be released on the guarded target.
CD increased to 1 turn
Healing volume increased from 10% to 15% of maximum health (after upgrade)
2 Ode of Faith: Heal 25% of one's maximum health at the same time (after upgrade)
3 Ode to Faith: Reduces the target’s pressure by an additional 1 point, and reduces one’s own pressure by 2 points (after upgrade)
The characteristics of the skill have been completely changed: since dedication is no longer required, the use of Ode can be very flexible as long as it is paired with the guardian skills of teammates (veteran or bounty hunter). He is still very anxious about the amount of healing he can do to his teammates, but he has a very abnormal battery life on himself. There are no numerical limits on its treatment/decompression, and there is no limit on the number of times its skills can be used. It is perhaps the most free skill in a game like DD2 that has limitations everywhere.
Can be used on yourself, allowing the nun to absorb all healing and stress-reducing effects. As long as she is guarded by her teammates, the nun can consume 3 beans to heal herself for 40% of her health and 3 points of stress. 3 beans require 3 attacks, and the damage and pressure caused by 3 attacks in a regular battle is almost impossible to be worth the value restored by this skill.
Perhaps the only limitation of this skill is the way to obtain the Mark of Faith along the route. After all, the nun didn't mock her, and there was nothing she could do if the other party didn't hit the nun.
Turn one of the two block marks obtained by yourself into block + (after upgrade)
Increase the number of guardian marks obtained by the target to 3 (after upgrade)
No longer has the stress reduction effect (after upgrade)
From the skill effect point of view, it is exactly the same as Veteran Guard, and it is completely exploded in all directions: not only has a block +, but also has a CD of one round. The nun has no taunting skills and relies heavily on guarding her teammates to obtain the Mark of Faith, so she must still bring her.
Personally, I think that nuns who play the priest route must be paired with a hero who can protect their teammates (at this stage, only veterans are an option), so that the effect of 1+1 is greater than 2.
Priest route skill matching reference
Seraph (Angel) is the third route of the nun, specializing in devotional skills:
See the divine splendor of light!
Sisters on the Angel route will receive a Mark of Faith when their own unit is strengthened by Devotion, and Devotion will give the corresponding mark to the hero at the current position at the beginning of his turn, that is to say:
The speed attribute greatly improves the nuns on this route.
After the hero in the dedication position is strengthened, the same dedication can be strengthened to another hero who has not yet acted through displacement. That is, appropriate displacement can quickly accumulate beans for the nun
If a hero in a non-consecrated position moves away a hero in a consecrated position that has not yet been strengthened, both of them will lose the opportunity to be strengthened by consecration. That is, improper displacement will cause the nun to not get a single bean.
Therefore, you must be careful when matching displacement teams.
No longer responds to and consumes Conviction Marks
Will heal all heroes in the dedicated area at the same time
Healing increased from 10% to 30% (upgraded to 50%)
All consecrated areas will be cleared after treatment
The two devotions are the absolute core of the nuns in this route and are must-have skills. Fortitude Devotion will give the target a block and dodge mark (+ after upgrade) with a 1/2 chance, and Light Devotion will give a strong mark, which will be replaced with a critical hit by a small probability after upgrade. Upgrading Resolute Devotion as early as possible and giving taunting heroes to friendly heroes during the battle can greatly reduce the damage received by one's own side.
The dedication that lasts for up to 5 rounds ensures that each type of dedication only needs to be released once to achieve full coverage in road battles, eliminating the need to replenish dedications during long battles. At the same time, the healing amount of Ode will not change as the duration of dedication decreases. Using Ode in the last one or two rounds of the battle to fill up the health of teammates at the corresponding position can greatly reduce the risk of overturning.
The Angel Route's Ode is currently the treatment skill with the highest lower limit. It has no blood requirement on the target and the upgraded treatment capacity is up to 50%, which can highly ensure the safety of the team. Up to 2 rounds of foreshadowing is not a luxury for a skill that can heal up to two targets at a huge amount, not to mention that it can also play a role of dedication before that. However, since this skill will directly eliminate consecration, and the CD of the two consecration skills is as long as 5 rounds, it is best to abandon the other skill, Divine Solace, with a CD of 4 rounds, otherwise there may be an embarrassing situation where all the skills cannot be used. .
At the same time, since the Angel route cancels the interaction between Ode and Mark of Faith, there are actually only two skills in the skill pool of this route that consume beans, namely Judgment and Divine Favor (Road Strike is excluded due to positioning conflicts). The positioning of Divine Favor (high-cost single-target treatment) highly overlaps with Ode, so if you choose Ode, the beans of the Angel route often only have one purpose: Judgment:
The basic damage of the judgment skill is 3-5/4-7. Consuming two beans can increase the damage caused by 100% (6-10/8-14). Consuming three beans will add an additional 3/4 points of burning. It's a pretty high output.
Put two offerings in the first two rounds, and in the third round, use Judgment Harvest or Carol to sustain life depending on the situation. This is a relatively stable and brainless routine for the Angel route. Upgrade Fortitude Devotion and Chant, and brush out speed equipment in battle or in the store and equip it to the nun. You can basically use most of the abilities of the angel nun.