Circusy Occultist Rework
I think the Butcher’s Circus DLC does a better job at capturing the unique strengths (and weaknesses!) of some of the classes than the single player campaign does. So here we are!
This is part three of a small project aiming to make DD classes more similar to their Butcher Circus counterparts.
Circusy Occultist Rework introduces Stygian Embrace as you would expect, but due to how different PvP is compared to PvE, it also tweaks the Occultist’s stats and skills so that he can fill the different support roles he was intended to while still having 7 skills and not feeling OP. The class as a whole is now very versatile like in BC, if a bit risky to use just like before (something about vanilla Occultist always felt like a gamble and I wanted to keep that). He can be played more offensively, thanks to an enhanced mark synergy that aims to finally make mark comps more viable in PvE, or more defensively with his expanded support skills.
I am pretty new to modding so any feedback is appreciated!
Circusy Occultist changelog (CoM patch), mod v 1.1:
– base stats tweaked: HP reduced, dodge increased;
– crit is increased, speed is unchanged;
– resistances tweaked to match his BC concept (he is a little more vulnerable to stun, bleed and move, but more resistant to blight, debuff and disease)
-> New crit buff! Flat +2 hp Heal on his next move (Want to use him as a reliable primary healer? Boost crit -> land hit -> profit)
Sacrificial Stab
– minus 33% dmg, but slightly improved accuracy
– bonus damage against Eldritch slightly reduced
– added prot debuff
– now marks the enemy
-> a reference to his Butcher’s Circus trinket "Sacrificial Kris"
Abyssal Artillery
– lower base damage, higher crit chance
– buffs party for % stress healing received for 2 turns
– debuffs enemy speed
-> control those fast backline stress casters
Vulnerability Hex
– no damage (thus does not trigger riposte / retaliation moves)
– higher accuracy
– still marks
– merges dodge + dmg debuffs into one skill
-> your bread and butter debuff skill, useful to set up your damage dealers against both dodgy and high dps enemies
Wyrd Reconstruction
– max healing tuned down a bit
– bleed scaling adjusted (less punishing especially early on, but lasts longer)
– % chance to cure bleed that scales along with the chance of inflicting it (crazy Eldritch magic!)
-> Upgrading this skill now makes sense. RNG favors repeated uses.
Stygian Embrace (2 uses per battle)
– small guaranteed heal (useful to get off death’s door in a pinch)
– stealths target for 2 turns
– buffs crit chance for the duration of stealth
– short stress received debuff
– 66% chance of inflicting horror 2 /4rds on target ally
-> powerful escape plan, at a cost (target hero may catch a glimpse of Eldritch horrors from beyond)
Hands from the Abyss
– unchanged
Daemon’s Pull
– still pulls and clears corpses
– higher base dmg and accuracy
– debuffs target speed
– 33% chance to clear horror on each party member
-> underused skill in vanilla, but not anymore: lots of utility (e.g. annoying Madman begone)
Disclaimer:
"Circusy Occultist Rework" is not an official Red Hook Studios product or product modification, and Red Hook Studios Inc. is not responsible in any way for changes or damages that may result from using the mod. "Darkest Dungeon" and the Darkest Dungeon logo are trademarks of Red Hook Studios Inc., all rights reserved.
Required DLC:
These DLC should be installed in order to use this item.
Darkest Dungeonu00ae: The Shieldbreaker
