![]() Short Champion dungeons tend to leave my party pretty messed up. In fact I'd rather do a Long Champion Dungeon than a Short one, because having two stacks of Firewood more than compensates for the length of the dungeon. In a Long dungeon you can camp right off the bat, then save your second stack of Firewood for right at the end of the dungeon, when you can re-allot your Camping skills to stress reducers and heals, and if you've had a bit a luck and played well you can even walk out of a Long Champion Dungeon stress free (even after the nerf to stunlock healing). If you stack these two effects together and play with full light, you will almost never be surprised, you will surprise enemies right and left, what stress you do gain is mitigated by your resistances, and is then usually removed by all your crits and kills. There are also skills that provide a bonus to Surprise and to Not Being Surprised. There are a lot of skills that give stress resistance. The key here is to use your Firewood proactively instead of waiting around. Taking full advantage of Camping can give you a huge boost. Scouting trinkets are some of the few trinkets I recommend really prioritizing. It lets you see what's coming and plan your route accordingly. ![]() Having a high scouting chance helps a lot. ![]() Here's a link to save you having to search through the thread if you haven't already seen it: RedFox's Advice. ![]() First off, RedFox's advice earlier in the thread is very good. I thought I'd try to add some tips and a breakdown of the party I used for anyone who might want them. Not counting fresh-from-the-coach disposables I deliberately threw into the meat grinder with no provisions to see how far they'd get, I only lost two characters of note, and only one I'd actually invested heavily in. So I've beaten all the bosses, the only upgrade I have left to do in town is the final slot of the Survivalist, and my main party is all at Resolve 6. ![]()
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