This is your crafty woodsman, your archer supreme, your tree-huggin' turf-sniffin' beast-trackin' wild man. What this does is let you restore up to 160 MP and then swap your MP and HP. if you really want offensive magic in your team, there's a perfectly good Mage sitting over there waiting for the chance). So the first part of the formula is: follow the main quests, and avoid every single side quest. How is that badass? And Charms can be, as mentioned, huge. The only reason the is Fine instead of Meh is how annoying it gets to keep having to fight Troglodytes when you're passing through the Meadow even when you're level 40. While this can give your Knight with armor and a shield a +10 bonus against Confuse, which is very good, the real glory is that it can give your Ninja +50% damage to a Wounded enemy, and with Shadow Chain and a high critical chance, the second and third hit will most likely have +50% each - meaning, in effect, Shadow Chain just got a 4th hit. As a support Cleric is the best class out there, but Warlock and Druid have those capabilities too. The Druid's vines somehow don't count as a spell, the Ninja's Smoke Bomb same. And if you can manage to kill some high level monster before you're really supposed to, you get a healthy chunk of XP. If the condition sticks that's 154 damage for the hit, which is better than any other spell (which this is), but if you do that this is all the Hunter is good for. And aside from the extra energy the Lab Rat provides, the four trinket slots can be put to good use by filling them with Spell Damage boosters, at least until the end when the exceptional unique trinkets show up. After a couple dozen playthroughs I'm here to tell you there is no such thing as a bad class here. If there were twice as many skill points to throw around this would be a great backup skill for those rare huge hits. And rarely will your guys need that much individual healing, especially at the start of a fight, so there's no fiddling with the math to feel better about things. Actually, there is a sound tactical reason not to bring him if you just don't mind using potions fairly regularly and want to maximize your damage potential. The kind of gamer who wants to milk the system for all it's worth, even if that means doing weird things in a weird way in a weird order. I don't think so, but I'm not playing your game. The most recent departures are Bertuzzi, who made his Red Wings debut during the 2016-17 season, and Hronek, who made his debut during the 2018-19 season. The abilities have, for the most part, far more impact than the attribute boosts. Use this table. So the problem with the skill is that it's major overkill (healing up to 312 HP max) except for the rare times when a Troll gets a crit on you or a few of the boss fights. Before you get there, this thing will feel extra weak, and like you aught to be spending your skill points elsewhere. Download the game for free: http://get.gameinfluencer.com/SHW6This video is a paid promotion by Paradox Interactive for Knights of Pen & Paper 2, free to dow. This is essentially like the Cleric's Restoration skill. For the latter, you're better off not getting too many Senses as really you'd rather be striking after your Mage or Paladin or (more likely) Ninja. June 19, 2020 4. . Knights of Pen and Paper 2 - Optimal Team Composition and Skill Builds Knights of Pen and Paper 2 - Optimal Team Composition and Skill Builds. Thing is, both Fireball and Lightning are perfectly serviceable even against single targets, so if you're looking to be hyper efficient you'll likely invest in one of those and your boosting skill. Now, when I first unlocked this guy, I made him a Jock in the next game, because what's better than two +9 fists? The Kawaii sofa will help reduce the threat value of all other chracters except the knight to 1. Once again, kind of like the Warlock, if there were twice as many skill points to go around you could take advantage of this "I can do it all" attitude, but there aren't, so you can't. If you max this skill you'll have a respectable Critical chance, but the Ninja, Barbarian and Knight are all better at it, and her other skills are definitely worth investing in. The skill does strike back for up to nearly double damage, which is great, but is mitigated somewhat by the fact that who you attack is taken out of your hands. So what this does is add up to +16 Initiative and +56 damage to a weapon attack against enemies with full health. And even if they manage that, they need to do it every turn or Thrud here will just keep healing back up to maximum. He's the one you bring along to keep everyone healthy and peppy enough to keep slugging away for hours on end. This is your high damage single target smashing skill. Meaning, a class based in theory on the Senses attribute. There are a couple players that really serve no purpose unless you just like their style or need their stats to fill out your team, but every class and each skill they have is perfectly usable, especially when combined with other skills in your team. But, to stay on point, this adds up to 136 Threat at level 24, which is just a hilariously huge number compared to what anyone else is capable of. All rights reserved. Or at least advisable. On the other hand, not using abilities is most of the times counter-productive despite the higher damage. I don't mean that they will necessarily blow your mind, but it's a very different and very difficult kind of fight. Das Spiel basiert auf der Open Game License des Dungeons & Dragons-Regelwerks in Version 3.5.In deutscher Sprache wird das Rollenspiel seit 2009 von Ulisses Spiele vertrieben. Despite the fact that a weapon is in the name, this is a spell. A few suggestions on building a great team.. Login Store Community Support Change language View desktop website . He's essentially a different kind of Mage, focusing largely on damage (but more ineffectually), with one protective skill just to mix it up and the super cool seeming ability to move monsters around the battlefield at will. But I did, and it's staying. Still, if you have a Hunter or Ninja who already took the Rich Kid player, the only other option with a good Senses boost is the Goth. But Wound that Caveman a couple times and he will literally bleed out. The attack is decent, and at higher levels he'll rarely get dispelled as your Warlock is going to be pretty low Threat. So it's pretty much a given you're going to max out his one active attack skill, but then you have free reign to spread the points around his 3 support skills. This isn't just an average of what their skills are, but an overall opinion based on what they can do, how many different things they can do, and how it all compares to their peers. At the end of the game. Now, way late in the game, there's a dragon that drops a Rabbit's Paw, which allows your weapon wielder to always do maximum damage. In-Game. All of the fighter skills and many of the specialist skills are weapon based, so when your Barbarian or Ninja are dishing out 300-400% Weapon damage those bonuses are all similarly multiplied, and are again multiplied by another 100% on criticals. Sounds pretty good, but in fact it's spectacular. The following Characters, Race & Classes are chosen in a specific way to minimize threat lvl to enable the Knight's True Strike to hit 98% critical without Bulwark while maximizing synergy of Classes within Party:-, 1)Exc. I like the Goth/elf/ninja because it has free revives and i always have trouble with running out of money. But really that's just a gimmick that you won't be using, probably ever, as it would require everyone else to Take Cover in a turn (as if they were, like, sitting down by a tree as a group, pulling out a pipe and sharing it among the four of them while they lay out a picnic, at which point they glance over at the Knight facing 5 Ice Trolls, telling him: "You got this, man"). Easily making first few levels a breeze, spells costing nearly no energy and restoring energy with some skill or another furniture. Another good skill for the Hunter! And seeing as you'll get hit more than once in almost any battle, this can be pretty handy. Most of my teams need other perks though, but still at 5 per battle that's only 6 (or 3) fights and you'll know all there is to know. Release Date. So this one is just, well, absurd. So, if you want to do this perfect, bring a Mage with Fireball and a Paladin with Smite. So while the Thief is already turning the Paper Gang into mince meat a third of the way through the game (thanks to a friend), the Psion is struggling to do even half the damage. So if Sudden Death sounds like a lovely way to vaporize your enemies to you, put 1 point in this. Knights of Pen & Paper 2 Deluxiest Edition Party Setup. Meaning you'll be looking for the lowest level enemies on the screen and cast this on them, often with a one hit (well, technically 3 hit) kill. Warrior: arguably a better tank than paladin, and a solid damage dealer. It also lets you use the one 3-handed weapon you'll find in the game if you investigate the Graveyard. That's the glass half full perspective. That and you can't not Escape, the roll just determines whether or not you get hit on the way out - and even then, you only get hit once (not once for every enemy left). At level 40, that's about 40 x 32 (1280) more potential HP. It's more like a spell (although sadly not improved by spell damage boosters). The only difference is Smite applies Weakness to almost all enemies and Guiding Strike gives Paladin extra threat. These get a different rating system: Meh, Fine, Solid, and Clutch. But maybe that's just me. You could try to improve that by having maybe a Surfer Elf, which has it kick in 30% of the time, but the damage decrease to his attacks is fairly substantial. So what this actually does, it's ultimate tactical benefit, is to nullify whatever attack comes his way. Druid, Mage, Ninja, Paladin, and Cleric. There are 5 of each of the 7 types of item in the Game Room, you can only have 1 of the 5 active at any time, and generally there's an obvious winner - but sometimes you do have to make a difficult choice between bonuses. This guy is more like that guy's apprentice. With the L size, 20% of the time useless. 1. So frequently there's just a greater chance Confuse will make them hit you instead of one of them. Be warned, not all Game Room items are deserving of a description beyond my rating. Meaning you need to roll higher (well, lower technically) than your Senses. Let's see what they're all packing: Oh boy, is it hard to not take this guy along in any party. Because while the Thief's barrage does indeed need conditions on the enemy to be super kick ass, you can get up to max damage by level 25 or so because that's two different players using skills, so maxing them out in half the time it takes the Psion to max both of these out. Paladin with smite to weaken everythingand the Ninja uses Jock with 3 weapons inflicting confusion, poison, and rage, with his inherent bleed effect and most points put into vanish for the super high crit chance. ", then you've found yourself a positively smashing reason to play him. Join the team. While this is a good and effective skill, it's the least useful of his 3 active skills. collaborating and sharing organizational knowledge. Then made Rocker/Dwarf/Cleric, Goth,Elf,Thief, Rich Kid/Elf/Ninja. And as mentioned before, you are very rarely going to need all of that 312 HP heal on one adventurer. There will be no Cleric here, as his one offensive skill is just too frail as it can be resisted. Charms can be combined into your weapons (for a damage boost) and armor/shields (for a resist boost), one charm for each of the 7 conditions, giving you either a +10% to +50% (depending on the level of the scroll you're using) damage bonus against an enemy inflicted with that condition or a save bonus (+1 to +5) against the same. But quests work differently here, in that (and it took me a while to figure this out) when you complete a quest, the XP you receive is not related directly to your level. The deal is that 56x7 is close to 104x4 (392 and 412). For when you wanna play support, but still be someone you'd hate to meet in a dark alley. In my opinion outside of that can't compete to raw stats for your whole party. 2 - This is an open forum, so technically anything is fair here. Except that this one also inflicts Burn (32 at max level). While it's always good to inflict a condition, it can be pretty inconsequential too. This is in many respects similar to the Ninja's Smoke Bomb. A Mage with Lightning and Arcane Flow maxed out is going to be impressive in the game from start to finish, but the other casters (and "casting" specialists) are gonna start to fall behind their weapon wielding compatriots the further along they all get. Second, attributes are a little off, as he's clearly magic oriented (2 Mind), but your weak magey guys are hardly ever going to be hitting anything. But getting all the way to 7 is actually harder than it sounds, and takes 3 different attacks instead of 2. Basically, this table is the only way to make charms a real part of your game. That and, they raised the price of mushrooms from 50 to 75 gold in the last update. But ultimately, as in any team without a purging Cleric, your greatest challenge is going to come from late game Conditions falling on you all the time. This guide is about strategy, so it's assumed you've come here because you're halfway through your first play-through or starting your second and you want to know how different it would have been if you'd had your Ninja be a Dwarf or a Goth or leveled different skills. You use this skill, which has you end up with 220 HP and 40 MP. I tend to have an aggressive play style, and don't pay too much attention to what damage my guys are suffering so long as they're staying alive, but what this means is that the Knight is better at this than the Barbarian. Which is still double your pleasure, but also double your MP cost and you'll find that your Druid has developed an MP potion addiction and is hoarding them in a burrow back at Spawn Point Village. There is nothing wrong with this skill, it adds health and damage reduction. Most likely, that is, unless you skip the next skill and its perk, going for a non-threatening warrior. Or something. A vast selection of titles, DRM-free, with free goodies, and lots of pure customer love. There is some synergy here, but this team is not efficient. Senses, however, only affects Critical and Initiative. But you should know the basics. Although I just did. This is for sure good, but a few things keep it from greatness. He will have just the 1 extra point in Mind though, but that's okay as you'll be leveling both skills equally, and Psychosomatics is completely free (and it pairs well with the Hunter's Hail of Arrows). But really you only need to get this skill up to mid-level to take advantage of this magical healing loophole. One is with weapons (or weapon-based skills) and the other with spells. At level 5, this is moderately important. Except that scenario is rare. Or is he just the most proficient pugilist ever to walk the earth? So you might think: "Ooooo, yay! This gives a boost, a very substantial boost, to both the Knight's Heath and Energy, +112 each, which together adds up to 224. The Arcane Flow will help here as there's no other energy regen in the party, but still you're mostly leveling it to add damage to Lightning. Which is fine, someone has to mop up the dregs. But also means that you can tough up your, say, Warlock with righteous armor if you're willing to sacrifice a couple points in Mind. And I've been talking max level. Your basic combat class. To be competitive by the higher levels in this game, you really need your skills to be maxed out, and this means each class is always better off focusing on just two skills. Really, most of the fun of replaying the game is mixing and matching and having fun with it and experimenting. Or man of the wild, more precisely. Wound 1, Burn 24 - the number denoting the base damage it causes each turn the affliction lasts. The Game Room, which is the place where all this role playing is actually happening, is full of various pieces of furniture and games and decorations and whatnot, and they're actually a crucial part of your strategy. Kind of disappointing, ultimately. You've already had a taste of my Goth hate, so no surprises coming. So, just to illustrate: You're in battle, your HP is down to 40/260, and your MP is down to 60/240. So, you know those weird guys sitting apart from the rest of the normal High School kids, usually the theater and/or goth and/or art class kids, hanging out and just feeling cool (or insecure - kind of a fine line there). Early on. And that means a fifth of your party is never doing damage (a complaint you could equally level at the Cleric, to be sure - except he's better at the whole altruism thing), and that's a pretty massive MP drain. Or what a Mage with maxed out everything except Fireball plays like. The problem here is that the battles you can win in one round are, generally, full of lower level enemies and so your XP and gold reaping is very low. Steal some life! The Knight is good for this too, but his skill is only a third as powerful and unlike the Cleric he won't be casting it every turn (he does have to strike out with a noble yawp now and then). Seriously, decades of ultimate obedience and then his son shows up for, like, a day, and poof - he turns to mush. The hand that kills can also heal, sayeth Aragorn, and all that. If you do one of those mid-size teams, let me know how it works out. "Gain +1 bonus to Travel rolls per level " - up to +5. Just point him in the right direction and SMASH. And it's pretty great. It's a have your cake and eat it too situation, where the Knight can wear crazy heavy armor and shield(s) but still have full energy which actually counts as health. Which will also mean another 3 quests, or 4 maybe can't recall, so more XP. Does that help? He kinda likes to be the only bad boy (read: fighter type) on the team though, which is fine, but it does mean he's dictating who you're bringing along with you to slay those dragons. I'll take Frostbite over that, thank you, even with the resistance roll. The HP boost is kinda weird, actually, as when you get to higher levels you'll think your Barbarian just sliced his arteries open and lost most of his blood as he enrages, but really it's just that his max HP went up. Well, not really. Also note this is pretty much completely worthless against bosses by itself, although you might get a solid squeeze in on them with someone else causing an irresistible Condition like Fire or the Warlock and Psion skills. I don't know a game where the mage type doesn't have this, and with good reason. This is actually pretty important since you'll be spreading the glory to the whole team. Both of them will do around the same damage. Better off just giving your Cleric the Stun immunity item if this is important to you. Mage as higher initiative than druid and thief so that by going first, the enemies get burned followed by being stuned by vines and finally the barrage of knives adds the icing to the cake. Which is not so great until you level up this skill. And his other skills aren't too shabby either. There are other builds here that can be fun to explore, but this is absolutely the build of choice. I like the Hunter. If you don't have one or more skills in your team that need the Go Set, take this instead. The better the weapon, the higher the Threat, up to +25. Nothing quite like building a team that blasts through almost everything in one or two turns. Here's a hot steaming serving of fire in your face! Very straightforward. "Skills cost 20 less Energy per level" - up to 100. After the obligatory resistance roll of course. Leveling both skills at about the same pace is, like for most of the guys in this team, the best approach here. wangjaz 9 years ago #1. This (and the Barbarian's version of this) is the most damage you're going to be doing to a single target with a weapon in the game (324% weapon damage), not counting crits. Knights of Pen and . Or Gerbil. Second, it's mathematically a non-event for your weapon users too as the damage will average out to exactly the same. Paired with the Ninja Elf you get the highest possible Senses score, you know, for all those resistance rolls and maxed out Criticals. Two things to add here is that this costs a lot to cast, so you'll want as much Mind (therefore MP) as you can get. The Knight has a kind of ancillary healing effect to one of his skills, but it's pretty weak. This can be thanks to a small host of pretty bad drawbacks. Forums. In order of severity: 1 - Perhaps English is not your first language, or perhaps something else, but I would have appreciated a little more use of pronouns and adjectives. Max out Hail of Arrows then Ambush. Max out either Smite or Guiding Strike first. And here we have another version of healing that tries to think out of the box, with mixed results. At least if you're being efficient. But Bulwark, here, is the primary focus. And all weapons come with perks that your fists don't. But it's worth it, for me at least, as you get to see what the OP version of every class is like. You want this one. 20 October 2015 - 12:57:00 UTC (8 years ago) Store Hub PCGW Patches. This mostly comes into play at the end of a full playthrough and you have a couple thousand gold worth of items to sell off to help the next group of adventurers. Can you defeat a Balrog? The Knight, who I'm still grumpy about, can actually get to a full 100% chance if you really want him to. You say the warrior is the best at absorbing damage, thats wrong. Soon. And that's just the half of it since, as your Ninja approaches max level and gets Shadow Chain up in levels, your direct damage, regardless of Criticals, is going to be massive. See, it's all about the criticals. Stud, Human, Thief (1 point stealth, Max out Barrage of Knives and then Grapling Hook) - Threat=1, Initiative=5, Weapon=Magic Staff, Trinkets=Glasses (Threat -1), Ring of Major Endurance x 2 (Health +60 & Energy +60), 2)Lab Rat , Human, Druid (1 point Carapace, 1 point Companion, Max out Vines and then Carapace) - Threat=1, Initiative=5, Weapon=Magic Staff, Trinkets=Glasses (Threat -1), Crystal Ball x3, 3)Goth, Human, Mage (Max out Fireball and then Arcane Flow) - Threat=1, Initiative=6, Weapon=Magic Staff, Trinkets=Crystal Ball x3, 4)Rich Kid, Elf, Ninja (1 point Black Arts, 1 point Shadow Chain, Max out Vanish and then followed by Shadow Chain) - Threat=1 (with Vanish), Initiative=11, Base Critical=16% (72% with Vanish maxed), Weapon=Hatchet +5(Weakness, + 2% Crit) + Pocketwatch (Confusion + 2% Crit), Trinkets=Troll snot (Rage), Viper Fangs (Poison), Volcano Rock (Fire), 5)Rocker, Dwarf, Knight (1 point True Strike,Max Discipline and then 2nd Skin) - Threat=35 (90%), Crit=8%, Initiative=6, Weapon=Maul+5 (Stun), Trinkets=Almighty Ring x3 (+3 body, senses & mind). Because, in effect, this means that when you can use the active skill every turn, you have a 104 HP buffer. Other casters in this game will outshine him in both individual and group damage, but his passive skill is as deadly as passivity gets. The Warrior or Barbarian are likely still going to get better single attack damage because of their high Body attribute, and this does also mean damage reduction applies to Shadow Chain three times instead of once, but this skill is easily on par with those.
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