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Poison to Perverse EdgeApplying Poison at range is very useful if you don’t want to (or can’t) stand directly beside a high-hitpoint/armoured enemy. Create Ice, Bottom: Consume Ice for Shield 1 Self, 1 Exp), Phantasmal Killer (Top: Consume Dark, Bottom: Invisible, Self, Create Dark), Use the top of Hostile Takeover to Immobilize your target, Use the bottom of Feedback Loop to Move 4 with Jump and Muddle all monsters moved through. This Goomhaven Mindthief guide focuses on building and playing as a damage focussed Mindthief who stuns monsters! Take this card with you for the movement! Regular readers of this blog will know that I am currently in two different Gloomhaven campaigns – one as a Level 3 Cragheart and one with a now Level 6 Mindthief. There’s gotta be something extra thrown in there to sweeten the deal, so you can get a bonus two for every negative condition on the opponent, which can seriously get up there. For me, the issue was that without the boost from The Mind’s Weakness, the abilities don’t do a huge amount of damage. It also gives us Create Dark which we can use to boost Dark Frenzy when we grab it at level 7. How do we make sure we avoid this all of the time? You’re gonna need to pay for that Poison Dagger somehow, and when Enhancements come along you will have wished you saved up for them! That means you’re not only gonna rock advantage on your attack this turn, but your next one as well. Failed to subscribe, please contact admin. Level 7: Duelist's Advance [16] or something else fast / Stick To The Shadows (depends if the Stick To The Shadows movement is sufficient). Initiative 11 makes that happen. If you stun (Range 2) and then use Scurry (Move 3, Attack 3), you’re really only going to be able to use Move 1 out of the potential 3 to attack the guy you just stunned. No loot around? Because we’ll likely still be in harm’s way, we can throw Invisibility on ourselves and stay safe. Jump and Muddle on Feedback Loop are useful, the heal with Bless enhancement on Empathetic Assault is great, so it’s time for our rat friends to go. mykindofmeeple.com is owned and operated by Emily. (grumble grumble $%&^*%# Cragheart, stupid paperweight). Summons are tricky to work correctly, and this one has a move of 1, which means they (the rats) are going to get left behind and by the time you’re in the third room they’ve barely moved off the welcome mat. But with an enemy right near you, which let’s say is poisoned by your rat or stunned/wounded/immobilized by your ally, you can deploy an incredible attack using the top half, where to the initial attack value of 3  you can add extra 2 damage for each negative condition and other 2 damage points from the Mind’s Weakness augment. A top Move action is just as flexible as a bottom damage action. Either of these cards are good. 90% of the time Shared Nightmare will be more useful. Curses are insanely good in Gloomhaven when played against enemies (and insanely painful when played against you) because they add a null card to the enemy deck meaning their attack does no damage. The flexibility of a top Move and hit is brilliant and it makes up for the situational Loss on the bottom. To do this, you’ll need a mixture of high and low initiative cards. This is vital to the game. Acceptable if we’re talking about one monster, but if more were to focus on my Spellweaver ally, she might lose all her HP at once. A really solid card. Dropping a killer attack on a fool is wicked fun, but unless you’ve got an exit plan, your Vermling is going to end up as roadkill and your party Brute will be scraping you off the dungeon floor…, A tried-and-true method of dishing out damage and stay alive is to go late, move in, punch the enemy in the mouth, and then go early the next turn so that you can smack him in the face one more time before you run away. You’ll want to put this in when you have enemies with retaliate. Just because you can jump over an enemy to attack him doesn’t always mean you should. We create yet more Ice (the room must be freezing when we leave!) That’s the build that this guide focuses on. The top action of this card can quickly off one enemy while putting some damage on others. Choose your target carefully to make the most of it. Really do. You’ve earned it, you sly devil. Change ). To top it off, it’s a ranged option and we haven’t gone many of those at level 1. In an effort to make the Spellthief and Soulknife classes more viable, I have come up with the following: The Mindthief HD: d6 Class Skills: (6 + Int, x4 at 1st level): Autohypnosis, Bluff, Concentration, Craft, Escape Artist, Gather Information, Hide, Jump, Knowledge (arcana), Knowledge (psionics), Listen, Move Silently, Psicraft, Spellcraft, Spot, Swim, Tumble, Use Magic Device, Use … If you want to read more about our two player Gloomhaven campaign and using the duo Mindthief – Spellweaver, we wrote about it here. It’s a bit like you’re taking health from monsters and passing it along to your allies. Change ), You are commenting using your Twitter account. However, an augment that heals on top makes Silent Scream viable. You’ll become exhausted too quickly. Frigid Apparition + Feedback Loop: Move 4 (Jump) to go wherever you need to and then Attack 5 with Stun if Ice is on the board. This ability tempts you into Looting rather when in melee range. However, this strategy will not make you a rich rat because you can only use the bottom or the top of this card, and as I mentioned earlier you’re likely not going to have this one with you the entire scenario. Early on this requires burning some resources, but after level 7 you have way more options (though Duelist's Advance/Stick To The Shadows remains the standard opener). If you’re feeling brave (crazy) or experimental then give this augment a shot at some point. Great for crowd control. In this situations, I liked to couple it with: Emphatetic Assault for the low initiative that makes it probable for Mindthief to act before her enemies have a chance to. Using the bottom action will give your move good initiative, a move (which is always useful for the Mindthief), and a heal which will add some longevity to the character. The heal that puts you out of action for a round is just weird and the bottom action gives us minimal benefits. Fantastic. Frigid Apparition is one of the tools we have in our arsenal to deal with these uncooperating individuals. The immobilize and move on the bottom is straight-forward and useful if you decide to go with this card. That’s because it’s going to come down to whether you want to lose your Loot card or lose your Move 4 + Jump… The choice is yours, that’s why I say it very much depends on how you want to play this Mindthief. One person long rest some distance from the door. The two non-loss abilities are great though. While the top summons your Rat Swarm, which can be of great help in one of the final rooms full of strong monsters. He might survive for longer, you may have a support character that can keep healing him, but in reality, for an AI controlled melee summon 3 rounds is probably realistic. Many young Mindthiefs… Mindthieves?

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