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Heals self for 10% (20%) of Max HP on combo Here's a guide to show you what to keep an eye out for when building your Man-At-Arms. Building him can be a straightforward process (especially with how middling his paths are), but there are times when it can still be unnecessarily complex to figure out what works best for this grizzled fighter. The Man-At-Arms is a specialized supporter who protects other heroes, grants buffs to his teammates, and has a large enough health pool to take most damage. RELATED: Darkest Dungeon 2: How To Equip Pets Out of all heroes who will join each expedition, few will match the resilience and protection offered by the Man-At-Arms.
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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.
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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.
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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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