Moveset: Divine Grace, Divine Comfort, Judgement, Dazzling Light Trinkets: Heavy Boots and Dirge for the Devoured Moveset: Slice Off, Dirk Stab, Battle Ballad, Finale Trinkets: The Broken Key and either Osmond Chains or Shameful Shroud Trinkets: Mercurial Salve and Sharpening Sheath Moveset: Open Vein, Duelist's Advance, Point Blank Shot, Tracking Shot or Wicked Slice Trinkets: Chipped tooth and Dazzling Mirror Moveset: Punish, Exsanguinate, Reclaim, Endure or Redeem Trinkets: Dazzling Mirror and Dismas's Head Moveset: Smite, Stunning Blow, Holy Lance, Rallying Cry This is pretty much what I have for a team I'm planning on going back in more prepared soon. You'll never do huge damage in one go, but by stacking Blight effects you can end up doing over a dozen damage to an enemy every turn.She destroyed me on my first attempt, but I managed to retreat. The Plague Doctor's main priority is keeping their team alive, and if everybody's fine, inflicting various status effects on the bigger enemies that wear them down and tax their Deathblow Resistance saves. Allies struggling to keep their blood inside them? Battlefield Medicine will pick them up. Being attacked at range by artillery-focused foes? Trigger Blinding Gas to cripple their accuracy. Opposition got their own healers? Throw poison at the back two ranks. Big enemy? Blight them and watch their health drain. Frankly, adventuring without a Plague Doctor feels ridiculous, as their extreme versatility means they have something for every situation. Strategy: The Plague Doctor is your main support class, healing allies of both damage and afflictions while lobbing toxic explosives at the enemy that Blight and Blind them. Pros: Healing, status cures, status afflictions, ranged attacksĬons: Low health, poor front row fighter, does damage over time rather than quicklyĬould be replaced by: Occultist, but not really - the Plague Doctor's too good to swap out
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