Darkest Dungeon®

Darkest Dungeon®

New Class - Lupine
Kentiah 24 Jan, 2023 @ 12:20am
(2023) Some info on how I play her, and my thoughts.
Admittedly I'm using her in my first play through, I need me a Katana weeb class, but it's the only mod I'm using beside skins for the other classes.

Shame the author isn't updating it, I'd love a farmstead trinket and such, but anyway, she's really fun, especially when you get the Fox Mask, it's very streaky, but you can have some insane moments, which is pretty cool. But obviously the majority of the time you're basically down a trinket slot while taking extra stress and having a 5% virtue chance, it's probably not worth it, but it's hella fun when you get lucky.

Essentially every ability has a difference to it when using it with Accelerate. If you accelerate Slash, it deals much less damage, but doesn't stun on granting you the extra turn (more on this in a bit, the stun on yourself is kinda good imo). You can then Hold and Draw after, which grants you an extra turn (you gain accelerates accuracy bonus for two rounds, so if you did this in a reverse order, you'd basically lose the free Slash, however the full normal slash won't get the 2 round accelerate crit chance buff, and won't get the extra 30% damage boost from the accelerated hold and draw.

There's trade offs to doing it both ways. With the fox mask I like to do the free slash, into hold and draw, into normal slash to give me an extra chance to proc the mask. If you get a proc on the free slash or hold and draw, you can accelerate with the gained round from hold and draw again instead of using it on slash, and then use the free round from the mask for a free slash (gain extra turn, not stunned cause accelerated) and then a final normal slash. If you get a second proc at any point, well, you can then repeat the process again, by accelerating while you have two turns stocked, which will go into free slash>hold and draw is up again>then if you get a proc on either of those you can accelerate again for two more slashes. If you happen to get two total in the sequence, well, you can do it again. It doesn't happen often, but you can get some insane streaks that are very WOW moments, especially if it happens in an otherwise bad looking fight.

Maybe a trinket that is just always active and going for the extra damage on hold and draw and such would be better overall, I don't know. I've no idea what the math on it is, but it's pretty fun getting those streaks.

This method turns her into a class that hits a lot, but not very hard, but she has a pretty high crit chance, so even the low damage slashes can do ok damage. If you just need a huge hit, accelerate into hold and draw then into slash/pierce/shining ray depending on what you take. There's an added benefit into all the small attacks with her high crit rate generating a decent bit of stress relief. It's worth nothing though, that Lupine will basically never have fully stacked buffs from jester/maa or whoever else, every extra turn reduces the buff timers by one. You'll easily lose the buffs in one round. This is why she has such high built in buffs I assume, and I guess a more debuff focused party would probably be better for her.

Regarding the stun on slash, it's pretty useful as long as you know you're going to hit them so you gain the extra turn and lose the stun. It may seem dumb, but what it essentially does is make the cool down of your other abilities go down, you don't get to ATTACK with the stunned turn, but it is a turn and counts towards the cooldown on them. It seems like a clever way to effectively add "reduce cooldown of abilities on hit" with a penalty if it doesn't hit. So make sure Slash hits if you're using it or you're gonna lose an actual turn on your next round, lol.

She has other builds too, and I'm thinking about ending on Shining Ray instead of Slash (but you lose the free cooldown reduction if you do) but yeah, this class is super fun imo. I'm not sure if she's OP or not, I feel like my Graverobber just kinda destroys stuff too with a one turn setup similar to accelerate (fade into lunge just for big damage, if I bothered using someone to apply blight it'd be even more insane, there's maybe some benefit into the higher number of turns Lupine does possibly averaging into a higher number over time with multiple chances to crit lower damage abilities, while Graverobber is an all in one big crit or not). I know most people say to do a Vanilla playthrough for your first because some class mods are op and definitely break the balance, I don't really know if she's in that category or not, it's the only real mod I'm using that changes anything with the game besides sprites so I have nothing else to compare to.

She felt pretty strong early game, but I funneled most of my resources into her, and her loop is pretty clear while I was still trying to find synergy with the other characters. I have (slightly) better understanding of the game now, and I feel like it's really hard for me to lose level 1 or 3 dungeons with the normal characters since I have a (slightly) better understanding of team compositions.

I've taken to using Vestal/MAA/Grave/Lupine (in that order) for my general champion level team. Grave robber goes first with fade, pushes vestal forward to slot 3 so if there's a stealth she can do her unstealth ability, otherwise she stuns, while MAA just buff bots crit for GR and Lupine. I did manage to kill a shambling horror in a hallway with it in a level 5 quest but it was pretty close. I haven't tried the Darkest Dungeon yet, I'm too scurred, so don't know how they fare there yet. I have killed Shrieker (and the nest both in the same run) and Vulf or whatever for what it's worth with the team if that means anything.

If you actually read this wall of text, thanks!
Last edited by Kentiah; 24 Jan, 2023 @ 12:31am