After you hit them, not only are they Immobilized, but they are also taking damage each turn, leaving them with less health remaining by the time they reach you. Seeing as were all about damage and Stun Brain Leech goes. Theyll just hit the same monster 3 times. Not Doom them and then wait for them to shuffle off after three turns. The 84 initiative is comparable to the 82 initiative of the rat swarm. But we can always pair it with another card with the initiative we want. If you actually want a melee ability, no worries. It saves us a card and an action in reapplying a Doom! A +1 to all damage dealt by all allies is like having Poison on the target. Hi, As I am still waiting for the game I wanted to look through all the ability cards of the starting classes and I know I saw a link here in the forum couple of weeks back but can't find it anymore. Our hand limit of 10 is really 9 if you account for the Augment always being in play, so the Minor Stamina Potion is really handy for us. You identify the monster youre going to target by placing a Doom token on them and you get a bonus either during the hit, or when the monster is eliminated. The summoner build is possible and Im sure lots of fun, but I think itd be more difficult to make work than the Expose build. The lowest priority perk is Immobilize. I can see it being useful for a Summoner build if you want to stop a monster from reaching a summon or to reduce how quickly they take down their hp. A Move 5 is always, always welcome. But if you do youll end up playing several different types of Mindthief that all perform ok, but dont excel at any one playstyle. Just hitting one monster for 3 damage wouldnt be very good value! Multiple Dooms are only possible after level 5 thanks to the ability on Inescapable Fate. Ive not mentioned any items above starting level because I dont want to spoil anything. But you have other tricks up your sleeve! Played doomstalker for a good long while. The bottom ability adds a much needed damage dealer in the lower card slot and we get another Move which we also want. Its our toughest choice so far. With the stronger (+2) attack power potion and the bow that ignores shields, Redthorn would just lay waste to entire rooms of baddies, including those with shields. However, they are an option and can mean that you need to spend fewer actions on moves getting in range of monsters. Fortunately, our reusable damage-dealers tend to give experience if the target is Doomed or undamaged. At level 4, the 2 damage looks quite weak and with Wound were only going to get 1 additional damage per monster turn so its not the most impactful damage-wise. Then as it levels, it becomes more balanced between melee and ranged abilities in exchange for some of that movement. Hi! When we have Doomed a monster, we want to target them and benefit from our Expose advantage. The +2 damage for every negative condition is hugely alluring. . I think so far the most overpowered class weve met. So we need to be careful with what we swap out. Create an account to follow your favorite communities and start taking part in conversations. But they can both be enhanced. We dont want to be hit at all, with or without a Shield! As a non-summoning Doomstalker, we dont have any use for this top ability. Even if were playing with an ally that has summons, their summon needs to be adjacent for us to use this. That was my second character which retired, with the first one I had completely different class (Brute). Youll become exhausted too quickly. The 2 damage looks paltry, especially at level 5. Well not benefit from The Minds Weakness bonus on the damage because its ranged though. That 05 initiative is too good to pass over. Because we need to run in and out of melee range, we need to make sure we have a decent amount of movement cards too. Its not a damage perk, but taking a monster out of action for a turn might save our allies 3 damage or more, which is more than the +2 damage we can deal with the next perk. Splash, splash, splash! Traps are the obvious reason why, but more subtle than that, shoving them into the path of allies able to take more hits than you is also a valid choice! The top Augment is pretty good, for higher health monsters that will be around for a while, but for most of the time, The Minds Weakness is the better choice. Our first summon option. The Doomstalker perks start off great. A Move 4 is going to serve us just fine until we summon our rats. We drop Gnawing Horde. An Augment that needs us to take damage and a small Move and low damage, no thanks. Can you guess who I am talking about? List of items per equipment slot Otherwise, we may push them out of range for our next melee ability! Lovely jubbly. This one has the potential to do a little AoE direct damage but it still needs a turn to play it and a turn (and potentially another action) to trigger it. Well not gain the Expose Advantage if we do, but it might just be worth it, depending on the scenario. It gets tough at level 7 because our cards are all useful. Thats pretty cool. We will lose the Strengthen enhancement by replacing it, but by level 9 our modifier deck is pretty decent anyway. I hope you have as much fun playing the Mindthief as I did! That passion of mine urged me to express my hobby in more tangible way, thus The Boardgames Chronicle (https://theboardgameschronicle.com) blog was created. Itll also get us out of harms way if monsters decide we look tasty! We want them long gone way before three turns are up! Use the top of Swift Trickery for 4 damage on the Doomed monster and help your teammates to defeat it, setting off the AoE chain! And to be honest, we need to be able to move more than they do. I also love that character! . We are a melee glass cannon! Great to see another reusable damage dealer option. The biggest drawback is that while you can support your summons with Dooms that give them bonuses, you only have access to one summon controlling ability and you dont get it until level 5. The 16 initiative is going to come in handy for going early in the round. [ ][ ][ ] replace two +0 cards with two +1 cards All rights reserved. Into the Night. In this build the importance of movement and initiative in staying on your toes and dodging melee hits makes you feel like the scurrying vermling that youre playing as. To be honest, we dont really need to take an action looting. If you were with non ranged teammates i guess the bomb would be replaced by the piercing bow (paired with multi -pronged assault- especially with extra target added- sweet combo ). Plus, like all traps, you need to wait until its triggered to actually do anything and it comes with additional requirements to use it. k k l n m. m. n. M. l. 411. We cant really afford to play Expose and Inescapable Fate as well. Even if were playing with allies with summons, itll probably still be ineffective. Perfect for going first in a round. The 2 damage across to monsters is ok, especially because we may gain damage bonuses from Dooms on those monsters. The top ability doesnt align with our damage and Stun focus, and it just isnt good enough on a card with a bottom loss. [ ] Add one +2 MUDDLE card Historical Wargames. The top loss trap isnt great value, but the bottom Doom is pretty good. But thats highly unlikely. The Sawbones (aka Saw) is a melee damage dealer, crowd controller and healing class in Gloomhaven. They also reflect your preferred play-style. We get 8 damage across 2 targets and its ranged. It is a Loss though so we can only use it once. That top action is awesome. I really liked Darkened Skies. Not a great for our Expose build, but could be a good option for a summoner build because of the bottom Doom. [ ] Add one +1 IMMOBILIZE card In some groups, that may be exactly what you want, you may need that versatility. The Poison gives a +1 to our allies damage so when theyre going after me on a turn, we benefit from that additional damage on the same turn. You can help us maintaining and improving the website here: We use cookies to store the cards you picked. Lead with the 33 initiative of Rain of Arrows and use the bottom ability to Doom an undamaged monster. And we are a ranger after all we need a bow! View all posts by The Boardgames Chronicle. If were in a real tricky situation and we need to protect ourselves, we can go invisible, et voila! Negative status effects (especially Stun), Ice elemental cards (which often support Stun boosts), Frigid Apparition (Top: Consume Ice for Stun, Bottom: Stun), Feedback Loop (Top: Jump, Bottom: Muddle), Perverse Edge (Bottom: Stun, Creates Ice), Empathetic Assault (Top: Disarm, Creates Ice), Hostile Takeover (Top: Immobilize, Create Ice), Brain Leech (Top: Create Dark, Bottom: Strengthen), Corrupting Embrace (Top: Poison, Muddle, Bottom: Poison, Create Dark), Dark Frenzy (Top: Consume Ice, Consume Dark, Bottom: Create Ice. The 51 initiative is about as bad as you can get. Another reusable ranged ability! Use the bottom of Corrupting Embrace to run through your target (and other bad guys if you can) to inflict Poison on them as you move out of melee range. But with only 2 damage being dealt each time, its not going to do a good amount of burst damage to help reduce monster hp. This Doom asks us to reduce our distance from the monsters to gain additional damage. As a squishy little vermling, the Push 3 isnt too shabby either. Then remove the +0s to increase the likelihood of flipping the good cards. Result! Then it can slither into action on our next turn! Almost no fight will have you killing things through wound, and even if you do find such a scenario, we have a doom that does 2 damage at the enemies turn and cant be removed by the enemy, now poison allows your next hit to be harder and your allies to also hit harder. All other content Copyright 2019-2023 Emily at mykindofmeeple.com. I never want to ever do this. Another reusable ranged ability that says its 2 damage, but in reality, itll always be 4 because we always want to target Doomed monsters with it! It's been extremely hot here so I apologize for any small mistakes, I'm going through and proofreading it again but it's not easy to concentrate when it's 40 degrees in your apartment, so if you catch any mistakes, feel free to point them out. The top ability is super cool and feels epic to use once per scenario. Zoom! We can dish out 6 boosted damage on one monster and inflict them with both Poison and Muddle (very handy for a boss!). Of course, well only push them away when we want to. I picked up Press the Attack in the end because I wanted as many cards to synergize with Expose as I could get and we need more reusables to balance out all the losses and Dooms! Fantastic! So take all of those improvements first. It helps us to catch up with our companions when were ready for the next monster group or room. The Doomstalker is a high-health Orchid character and locked class. Were in a real tricky situation and we need a bow the Minds Weakness bonus on the damage its. The Minds Weakness bonus on the damage because its ranged we can only use it once asks us to up. ( aka Saw ) is a loss though so we need to take an action looting 2 damage looks,! 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