

A large part of this is the ancestor’s commentary of your efforts. Jester without finale is a waste of space, but a Jester also needs to be able to move AND to attack from a position which is not 1st, and only dirk stab does that (unless I'm blind).Darkest Dungeon has excellent gameplay like all good games, but the story and world-building set this game apart. What he needed as buffs, if he did indeed need buffs, is more mobility on the damage skills (as solo into finale isn't a very good or smart move). Not with the intention of getting another finale in (that would take 3 turns unless someone backs off and by then it's most likely not needed) but to soften/kill stuff to prevent it from doing damage. The point is to open up with finale, and use dirk stab opportunistically. Stress reduce if the combination of solo, battle ballad and your other guys has secured victory and the jester has free turns Use dirk stab when it'll help you kill something or finish something off. Second turn battle ballad is also a very dandy move. Make sure your team works with the fact that you start with the jester in front and that he doesn't mess things up when he moves back forward using Dirk Stab Never forget to move the Jester back to the front after the fight. Seriously, you start the fight with the Jester in the front row and finale some guy who might die from it (they often do, especially with crit trinkets) And despite the name this is a fight opener, one of the best ones in the game most likely. Jesters started working for me when I started using always getting this thing on them. It looks awful, it IS kinda awful, but you really want to have it. Took me a while to get comfotable with them, here's what works for me: I'm very fond of jesters myself, even before the most recent buffs.
